
Hotatsu — guide
Guide: Hotatsu
In short
Hotatsu is an Epic Defense champion of the Shadowkin with Magic affinity: a flat 25% DEF aura in all battles, a team-wide 60% DEF Up plus 15% Regen that drops to a 3-turn cooldown once booked, and a passive that strips a random debuff every turn. The kit shines in Clan Boss and Hydra, where that mitigation package keeps the whole team alive. Build speed and defence first, accuracy second.
Strengths
- A3 gives the whole team 60% DEF Up and 15% Regen, and one book brings the cooldown to 3 turns — close to permanent uptime.
- A2 is an AoE 50% Decrease ATK with a chance up to 80% — the main reason to bring Hotatsu into Hydra and mob waves.
- The passive removes one random debuff at the start of every turn, prioritising Stun, Sleep, Freeze, Fear, True Fear and Provoke, so locking this champion down is very hard.
- 25% DEF aura in all battles — a free buff for any team, and a big one for Faction Wars.
- High base DEF (1,376) makes the 4K+ threshold easy to hit without gutting other stats.
Weaknesses
- No heal and no revive: 15% Regen for one turn is all the sustain there is, and it will not save a team from burst.
- The passive cleanses only Hotatsu — there is no team cleanse.
- Low base SPD (96) and ACC (15): without gear the debuffs simply do not land.
- Weak in Hard mode and Doom Tower (2.0) — short, burst-heavy fights leave no room for a slow support.
Where to use
Clan Boss and Hydra (4.0) come first: constant DEF Up, Regen and reliable debuffs matter there, and the AoE Decrease ATK genuinely cuts Hydra head damage. Faction Wars (4.0) is a natural home thanks to the aura and the team buff. Chimera (3.5) is fine as a secondary support. Arena and dungeons (3.0) — in Arena only as a second support, in dungeons dedicated tanks do the job better. Hard mode and Doom Tower (2.0) are not Hotatsu territory.
Stats and gear
Priority: DEF → SPD → ACC. Rough targets: DEF 3,500–4,500 (all damage and the buff scale off defence), SPD 200–240 (220+ for Clan Boss and Hydra), ACC 200–250 so debuffs land in Clan Boss and Hydra, RES 150–200 if the build allows. C.RATE and C.DMG are not a priority — only chase them last. Sets: Speed, Lifesteal, Regeneration, Immortal, Divine Speed. Speed plus Immortal or Regeneration is the most universal pairing; Lifesteal is the pick for solo-survival Hydra builds.
Masteries and blessings
Main tree is Support: Blessed Heal, Invigorated, Targetfinder, Heal 'N' Go. Take Defense as the second tree for raw survivability and damage reduction. Relics: Orb of Transfixion or Perched Shadow. For blessings, pick a defensive or cleansing one aimed at keeping the support alive, not at damage.
Tombs
Book A3 first: a single tome cuts the cooldown by 1 turn and turns the team DEF Up + Regen into a 3-turn skill. Then A2 — max the debuff chance levels (+10% each on levels 5 and 6) to reach 80%, and only finish the cooldown reduction on level 7 if you have spare tomes, as it is expensive. Leave A1 unbooked.
Verdict
A solid Epic support for Clan Boss, Hydra and Faction Wars: the aura, team DEF Up and Decrease ATK fully justify gearing for speed and defence. Skip it for Hard mode and Doom Tower.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
Hotatsu is an Epic champion in RAID: Shadow Legends from the Shadowkin faction (Nyresan Union), role — Defense, affinity — Magic.
Skills
| Skill | Description | Level Upgrades |
Red River | Attacks an enemy. Has a 40% (60%) chance to place a Leech debuff for 2 turns. Damage based on [DEF] = 3.2 × [DEF] | Lvl 2 Damage +5% Lvl 3 Debuff chance +5% Lvl 4 Damage +5% Lvl 5 Debuff chance +5% Lvl 6 Damage +5% Lvl 7 Debuff chance +5% Lvl 8 Damage +5% Lvl 9 Debuff chance +5% |
Apparition of Death Cooldown: 4 turns | Attacks all enemies. Has a 50% (80%) chance to apply a 50% Decrease ATK debuff for 2 turns. Damage based on [DEF] = 4 × [DEF] | Lvl 2 Damage +5% Lvl 3 Debuff chance: +5% Lvl 4 Debuff chance: +5% Lvl 5 Debuff chance: +10% Lvl 6 Debuff chance: +10% Lvl 7 Cooldown -1 |
Their Visage Cooldown: 4 turns | Places a 60% Increase DEF buff on the whole team for 2 turns and a 15% Continuous Heal for 1 turn. | Lvl 2 Cooldown -1 |
Spirit Touch (Passive) Cooldown: 3 turns | At the start of each turn, removes a random debuff from this Champion. Prioritizes removing Stun, Sleep, Freeze, Fear, True Fear, and Provoke. | |
| Aura | Increases Ally DEF in all battles by 25%. |
Where to get
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Question — answer
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