
Cardinal — guide
Guide: Cardinal
In short
Cardinal is an Epic Support from the Sacred Order with Dark affinity. Her signature is Ascension — a team-wide revive that heals every fallen ally and instantly fills their Turn Meters, which makes her an Arena support first and foremost. Worth building; Speed and survivability come before anything else.
Strengths
- Ascension revives all dead allies, heals them for 25% of their MAX HP and fills their Turn Meters to maximum — the whole team acts immediately.
- Healing Touch heals one ally for 30% of their MAX HP and adds a 60% Increase DEF buff for 2 turns: heal and protection in one press.
- She covers both healing and revival in a single slot, freeing room for a damage dealer or controller.
- Strong in the Arena (4.0) and in Faction Wars (3.5).
- She needs no ATK — every stat can go into HP, DEF and Speed.
Weaknesses
- Base Speed of 104: without Speed gear her revive simply arrives too late.
- Her A1 is close to dead weight — ATK-based damage and only a 10% chance to place a 5% Poison for 2 turns.
- No real debuffs and no damage, so boss content is not her place (Clan Boss 2.5, Hydra 2.5, Chimera 2.0).
- Heavily dependent on her revive cooldown — without books it is far too rare.
Where to use
Arena first (4.0), where an instant team-wide revive decides the round; the author suggests trying her next to Kytis. Then Sacred Order Faction Wars (3.5), where she handles both healing and revival. In dungeons, Doom Tower and Hard mode (3.0) keep her as insurance against a wipe. In Clan Boss, Hydra and Chimera (2.5 / 2.5 / 2.0) she brings almost nothing: no damage, no debuffs.
Stats and gear
Speed is the stat that matters: aim for 200+ for Arena, and 230–250+ if your gear allows. Then HP% and DEF% on gloves, chest and amulet so she lives long enough to press her revive. Accuracy is unnecessary — the only debuff is the 10% Poison on her A1. Resistance is optional, against control. Sets: Protection for the team bonus and Stoneskin for Arena, so she survives the opening turn and gets Ascension off.
Masteries and blessings
Main tree is Support: Invigorated, Growing Resolve, Strengthening Will, Gathering Momentum, Steadfast Preparation, Uncontrollable. Take the Defense tree as your second for extra survivability and damage reduction. Relics worth slotting: Infernosphere, Wand of Submission, Aspect of Siroth. For a blessing, go defensive (Iron Hide is a fine pick) — her only job is to survive until Ascension is ready.
Tombs
Books go into Ascension first: two of its levels cut the cooldown by 1 each, and that is what decides how often your team comes back. Then Healing Touch (cooldown -1 at level 4). Her A1 comes last — the Poison rarely lands anyway.
Verdict
A good Epic that deserves levels and books: in the Arena and in Faction Wars she does her job very well.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills

Poisonous Vapor
Attacks an enemy. Has a 10% chance of placing a 5% Poison debuff for 2 turns.
Damage based on [ATK] = 4 × [ATK]

Healing Touch
Heals an ally by 30% of their MAX HP. Places a 60% Increase DEF buff on the ally for 2 turns.

Ascension
Revives all dead allies, heals them by 25% of their MAX HP and fills their Turn Meters to the max.
Cardinal Raid Shadow Legends is a hero from the Telerian League alliance of the The Sacred Order faction. Her main role in the team is Support. As a classic support hero, she heals, improves allies' Defense, and revives them, allowing them to keep fighting. Artifacts with HP and Defense will suit her.
Where to get
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Question — answer
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