
Fang Cleric — guide
Guide: Fang Cleric
In short
Fang Cleric is an Epic Support from Dark Elves with a 15% Speed aura in all battles, a team heal that hands out Shields and a genuine revive with Unkillable plus Regeneration. In practice he is a weak Epic — vault and fusion material whose only real home is Faction Wars. Build him HP and Speed first, if you build him at all.
Strengths
- 15% Speed aura in all battles — value that works even without investing a single book.
- A3 is a complete revive: 30% HP, +30% Turn Meter, Unkillable for 1 turn and 15% Regeneration for 2 turns.
- A2 heals the whole team for 20% of his MAX HP and scales with HP; fully healed allies also gain +30% Turn Meter, the rest get a Shield for 1 turn.
- A1 strips a random debuff off himself and passes it to the target (75% base, up to 100% with books) — a rare trick against debuff-heavy teams.
Weaknesses
- Thin base stats: 18,330 HP, 1,178 DEF, 105 SPD at 6★ — gear has to do all the work.
- No team cleanse, no damage (903 ATK), and the heal caps at 20% with no Shield beyond the A2 proc.
- The ratings sum it up: Hydra 1.0, Doom Tower 1.0, overall 2.0 — he does not fit modern PvE.
Where to use
Faction Wars (3.0) is the one place where he actually fills the reviver slot. Clan Boss (2.5) and Chimera (2.5) only if you have nothing better for heal/revive duty. Arena, Dungeons and Hard mode (2.0 each) are not a priority. Skip Hydra and Doom Tower (1.0 each) entirely.
Stats and gear
Priority: HP > SPD > DEF > ACC. Targets: 50–60k+ HP, 2,500+ DEF, 180–220 SPD (170+ is enough for FW), 150+ ACC if you want the A1 debuff transfer to land reliably. Sets: Speed, Immortal, Life, Defense, Regeneration, Shield — 2+2 or 4+2 with SPD/HP substats. Relics: Journal of Necrotos, Demonic Effigy.
Masteries and blessings
Support tree for the heal-boosting masteries (Merciful Aid, Lay on Hands) plus Defense for survivability (Blastproof, Tough Skin); from the listed picks — Invigorated and Revival Blessing. He needs no damage masteries, so take a defensive T6. No blessing is mandatory; if you slot one, take a defensive blessing so he survives long enough to press the revive.
Tomes
Book A3 first — it has two cooldown reductions, and the revive is the only reason to bring him. Then A2 (heal +5/+5/+10% and -1 cooldown at level 5). A1 comes last: books only add damage and strip chance there.
Verdict
A weak Epic — keep him in the vault as fusion material and pull him out only for Faction Wars.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills

Grasping Claws
Attacks an enemy. Has a 75% chance to remove a random debuff from itself and transfer it to the target.
Damage based on [ATK] = 4 × [ATK]

Dark Prayers
Heals allies by 20% of their MAX HP. If the ally is fully healed, fills their Turn Meter by 30%. If the ally is not fully healed, places a Veil buff on them for 1 turn.

Back in the Ranks
Revives an ally with 30% HP and fills their Turn Meter by 30%. Also places Unkillable for 1 turn and Continuous Heal 15% for 2 turns.

Increases Ally SPD in all Battles by 15%.
Krisk the Ageless in Raid Shadow Legends is a Champion from the "The Corrupted" faction of the "Dark Elves" faction. His main role in a team is Support. This Champion is able to revive allies, make them unkillable, and restore health through Continuous Heal. He can also place Veil. He removes debuffs from himself and transfers them to enemies. Artifacts with DEF and HP are suitable for him.
Where to get
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Question — answer
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