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The Incarnate
Legendary High Elves Force Defense

The Incarnate — guide

Telerian League
VerdictLevel up
4/5
Speed100HP19320Defense1487Attack804
Clan Boss4
Hydra3.5
Chimera3
Arena4
Dungeons3
Hard dungeons3
Doom Tower3
Faction Wars4.5
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: The Incarnate

In short

The Incarnate is a Legendary Defense support from the High Elves (Force affinity) who builds shields from his own DEF, Provokes enemies and strips buffs from the whole enemy team. He shines most in Faction Wars (4.5), Clan Boss and Arena (4.0 each). Build priority is Speed, DEF and ACC — damage is not his job.

Strengths

  • Shields scale off DEF and his base DEF is 1,487, so the shields come out thick.
  • A1 has a 65% chance to place Provoke and counterattacks when an ally is hit (100% chance for High Elf allies).
  • A2 strips each enemy's Shield and two random buffs (up to 100%) and puts a Shield on the whole team — buff removal and protection in one button.
  • Passive gives all allies +20 ACC for each ally under Ally Shield; the second part adds +20 RES and protects allied Arbiters, including Unkillable for 1 turn before a lethal hit.
  • Great team synergy: the more shields you spread, the more ACC and RES the team gets.

Weaknesses

  • Base SPD is only 100 and base ACC 20 — without good gear he is slow and his Provoke misses.
  • Damage is low: 804 ATK and 50% C.DMG, he is not a damage dealer.
  • His passive depends on Ally Shield — without it a big part of his value disappears.
  • In dungeons, Doom Tower, Chimera and Hard mode he sits at 3.0 — not a universal pick.

Where to use

Best spot is Faction Wars (4.5): tank, shields and control in one slot. Next are Clan Boss (4.0) and Arena (4.0), where Provoke and buff stripping break enemy setups. Hydra (3.5) is playable but needs a careful build. In regular dungeons, Doom Tower, Chimera and Hard content (3.0 each) take him only when you need him — his shields and ACC are not always enough there.

Stats and gear

Priority: SPD → DEF → ACC → HP/RES. Rough targets: SPD 200–250+, DEF 3,500–4,500, ACC 250–350 (for Provoke and buff stripping), RES 200+ if possible; ignore C.RATE/C.DMG.

  • Sets: Speed, Perception, Guardian, Protection, Stoneskin, Bolster, Defiant.
  • Relics: Wand of Submission, Hand of Uncreation, Volcardiac Heart.

Masteries and blessings

Trees: Support + Defense. Key masteries: Invigorated, Unstoppable, Power Reset, Gathering Momentum, Damage Mitigation, Buff Depletion, Bolstered Defense.

Blessings: Brimstone, Polymorph, Temporal Chains.

Tombs

Book A2 first: books push the strip chance to 100% and level 6 adds −1 cooldown — it is his core skill. Then A3 for its two cooldown reductions, and A1 last for the Provoke chance.

Verdict

A solid protector for Faction Wars, Clan Boss and Arena: thick shields, Provoke and AoE buff removal. He is not a universal champion, but in his modes he does the job very well.

Build

Artifact sets
SpeedPerceptionGuardianProtectionStoneskinBolsterDefiant
Key masteries
InvigoratedUnstoppablePower ResetGathering MomentumDamage MitigationBuff DepletionBolstered Defense
Blessings
BrimstonePolymorphTemporal chains
Relics
Wand of SubmissionHand of UncreationVolcardiac Heart
Best in
KuldathBorgothClan Boss

The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.

Skills

Incarus is a Legendary Champion in RAID: Shadow Legends from the High Elves faction (Telerian League), role — Defense, affinity — Force.

Skills

SkillDescriptionLevel Upgrades

Uninvited Guest

Attacks an enemy 2 times. Each hit has a 45% (65%) chance of placing a Taunt debuff for 1 turn.
If an ally receives a hit, has a 30% (50%) chance of counterattacking. If the ally is from the High Elves faction and is not this Champion, the chance increases to 100%. Available once per hit.
Damage based on [DEF] = 1.8 × [DEF] (2 times)

Effects: Provoke

Lvl 2 Damage +5%
Lvl 3 Damage +5%
Lvl 4 Debuff Chance +10%
Lvl 5 Debuff Chance +10%

Phalanx

Cooldown: 4 turns

Attacks all enemies. Has a 75% (100%) chance of removing a Shield and two random buffs from each enemy.
Places a Shield buff on all allies for 2 turns. *Shield strength is proportional to the Champion's DEF.
Damage based on [DEF] = 3.6 × [DEF] AoE

Effects: Removes buffs, Shield

Lvl 2 Damage +10%
Lvl 3 Damage +10%
Lvl 4 Debuff chance: +10%
Lvl 5 Debuff chance: +15%
Lvl 6 Cooldown -1

Defensive Measures

Cooldown: 5 turns

Grants all team members except herself an Ally Protection 50% buff for 2 turns. Places a 25% Strengthen buff on the team for 2 turns.
Heals the allied Arbiter for 100% of her MAX HP.
Instantly activates this skill when she revives. The skill is not put on cooldown after that.

Effects: Strengthen 25%, Ally Protection 50%

Lvl 2 Cooldown -1
Lvl 3 Cooldown -1

Crisis Measures [P]

Cooldown: 4 turns

Increases all allies' ACC by 20 for each ally under an Ally Protection buff.
If this Champion dies, resets the cooldown of the A4 Call of Destiny skill of allied Arbiters. If there are multiple Champions with this skill on the team, it only triggers for one of them.
All allied Arbiters receive 30% less damage.
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End Goal [P]

Cooldown: 4 turns

Increases the RES of all allies by 20 for each ally under an Ally Protection buff.
Receives 20% of the damage dealt to allied Arbiters. * If there are multiple heroes with this skill on the team, it only triggers for one of them.
Before any allied Arbiter would land a killing blow, places an Unkillable buff on her for 1 turn. If there are multiple heroes with this skill on the team, it only triggers for one of them.

Effects: Unkillable

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Where to get

Sacred Shardmain source
Ancient Shardvery rare chance
Events and fusionsstay tuned

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