
Khamir Scald-eye — guide
Guide: Khamir Scald-eye
In short
Khamir Scald-eye is a Legendary Support from the Ogryn Tribes with a +20% Speed aura in all battles. His bread and butter are a team-wide revive, turn-meter boosts and healing, which makes him shine in the Ogryn Crypt, Live Arena and Chimera. Build him for Speed and survivability, and put tomes into his third skill first.
Strengths
- “Weakness of Death” revives the whole team with 50% HP and 50% Turn Meter, then adds 60% Increase DEF and 25% Strengthen — the team comes back and comes back tanky.
- “Dark Power” fills all allies' Turn Meters by 25% and grants 50% Increase ATK and 30% Increase SPD for 2 turns: initiative and damage ramp in one button.
- The +20% Speed aura works in every battle without exception — a universal buff for any content.
- Passive “Killing Zeal”: whenever an ally dies, he heals himself for 25% of MAX HP, fills his own Turn Meter by 25%, and gives the team +10% Turn Meter and 10% healing — an anti-wipe safety net.
- His A1 hits twice, heals allies for 5% of his MAX HP per hit and restores their reduced MAX HP.
Weaknesses
- Not a single debuff on enemies — ACC is useless on him, but so is his control.
- 110 base Speed and modest HP/DEF for a Legendary: without real gear he folds.
- Damage is symbolic (903 ATK) — he kills nothing himself.
- Long cooldowns before books: 6 turns on the revive, 5 on the ramp.
Where to use
First and foremost the Ogryn Tribes Crypt (5/5 — he is the faction's key piece). Then Chimera and Live Arena (4.5/5), where revive plus Turn Meter fills decide fights. Hydra and Siege are also his territory. In Clan Boss, dungeons, Hard mode and Doom Tower (4/5) he is useful but usually replaceable. Keep him around for Archon Amius as well.
Stats and gear
Priority: Speed → HP/DEF → Resistance. Targets: SPD 220–260+ (higher for Live Arena), HP 70,000+, DEF 3,000+, RES 200–300 for arena and Hydra. Accuracy and crit stats are wasted on him. Sets: Reflex (cheaper cooldowns — perfect for a reviver), Regeneration, Protection, Stoneskin, Impulse and Supersonic for Speed. Among relic sets, Rebirth, Chronophage and Mercurial are the picks; Pinpoint only if ACC comes along on substats anyway.
Masteries and blessings
Support and Defense trees. Key picks from the list: Blessed Heal, Greater Restoration, Invigorated, Survival Speed and Maximum Velocity (Speed is his main stat), plus Revival Blessing, Heal 'N' Go and Uncontrollable to cycle the revive and heals faster. Blessings: Miracle Heal is the top choice for a healer, Chainbreaker and Commanding Presence for Live Arena, Intimidating presence as a budget option.
Tombs
Book “Weakness of Death” first: −2 turns of cooldown (6 → 4) is the difference between a lost and a won fight. Second, “Dark Power” (5 → 3) so the ramp is up almost constantly. Skip the A1 — it only adds damage.
Verdict
A very solid all-round support with revive, turn-meter ramp and a Speed aura — the 4.5/5 is well earned. A must-build if you play Ogryns or arena.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
Kamir the Fire-Eyed is a Legendary Champion in RAID: Shadow Legends from the Ogryn Tribes faction (Gaellen Pact), role – Support, affinity – Magic.
Skills
| Skill | Description | Level Upgrades |
Restoration of Darkness | Attacks an enemy 2 times. Each hit restores 5% of all allies' reduced MAX HP based on the total reduced MAX HP. Each hit also heals all allies by 5% of this Champion's MAX HP. Damage based on [ATK] Effects: Restores reduced HP, Heals allies | Lvl 2 Damage +5% Lvl 3 Damage +5% Lvl 4 Damage +5% Lvl 5 Damage +5% |
Dark Power Cooldown: 5 turns | Fills the Turn Meters of all team members by 25%. Places a 50% Increase ATK buff and a 30% Increase SPD buff on the team for 2 turns. Effects: 50% Increase ATK, 30% Increase SPD, Fills Ally Turn Meters | Lvl 2 Cooldown -1 Lvl 3 Cooldown -1 |
Weakness to Death Cooldown: 6 turns | Revives allies with 50% HP and 50% Turn Meter. Places an Increase DEF 60% buff and a Strengthen buff on the team for 2 turns. Effects: 60% Increase DEF, Revives all allies, 25% Strengthen | Lvl 2 Cooldown -1 Lvl 3 Cooldown -1 |
Killing Zeal [P] | Heals by 25% of own MAX HP and fills own Turn Meter by 25% each time an ally is killed. Also fills the team's Turn Meters by 10% and heals the team by 10% of own MAX HP. Effects: Fills their Turn Meter, Fills allies' Turn Meters, Heals self, Heals allies | |
| Aura | Increases Ally SPD in all Battles by 20%. |
Where to get
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