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Infiltrator - Guide, Masteries, GearUncommon

Infiltrator — guide

Uncommon ShadowkinRole: Attack Element: Force
Author: RAID GURU Editorial Updated: 22.10.2026 Reading: ~1 min 0 reviews

Guide: Infiltrator

In short

Infiltrator is an Uncommon Attack champion from the Dark Elves with only two skills: a single-target hit, Dagger Formula (3.9× ATK), and Throwing Knives — two hits, each with a 50% chance to place a 2.5% Poison debuff for 2 turns. There is no third skill and the base stats are thin, so his best rating is 2.5 in Clan Boss while everything else sits around 1. If you build him at all, it is for Accuracy and survival — but the site author's verdict is that he is food.

Strengths

  • Throwing Knives hits twice, giving two independent 50% rolls for Poison — roughly one debuff per cast.
  • Poison 2.5% for 2 turns is free passive damage, which is at least something against high-HP bosses early on.
  • Force affinity: he gets a damage bonus against Magic enemies, handy in early dungeon waves and Campaign.
  • Uncommon rarity means he drops often and duplicates can level his skills without spending Tomes.

Weaknesses

  • Only two skills — no rotation — and his damage is capped by 1123 ATK at 6★.
  • 101 SPD and 15% C.RATE: out of the box he does nothing.
  • 0 ACC means the Poison will rarely land without gear.
  • 2.5% Poison is the weakest in the game and barely registers in later content or Clan Boss.

Where to use

His best area is Clan Boss (2.5), where two Poison hits still do a little work early. Then Chimera (1.5) and Faction Wars (1.5), where he is basically a filler slot. Dungeons, Hard Campaign and Doom Tower (1.0 each) are a stretch, and Hydra (1.0) and especially Arena (0.5) are not worth it.

Stats and gear

No build list is provided, so stick to the basics: Accuracy → Speed → survival. Rough targets for early Clan Boss: around 150–200 ACC so the Poison actually lands, 150–170 SPD, and the rest into HP%/DEF% so he survives to a second cast. If you want damage, ATK% and C.DMG, though it leads nowhere. Sets: Accuracy, Speed, Perception, Life.

Masteries and blessings

Go down the Offense tree for Giant Slayer — Throwing Knives hits twice, so the proc is reliable (Warmaster is the Clan Boss alternative). In Support take Sniper for Accuracy and Master Hexer so the Poison sometimes extends. Blessings are not an option: they are unavailable to Uncommon champions.

Tombs

If you spend Tomes at all, put them into Throwing Knives: levels 5 and 6 cut the cooldown from 4 to 2, effectively doubling how often the Poison goes out. Levels 1–4 only add +5% damage each and change nothing. Realistically, don't spend Tomes here.

Verdict

Food. He can carry Poison for you in early Clan Boss, but gearing, mastering or booking him is a waste.

More details

Dagger

Formula: 3.9*ATK
Attacks an enemy.
Skill levels
Level 1 - Damage 5%
Level 2 - Damage 5%
Level 3 - Damage 5%
Level 4 - Damage 5%
Level 5 - Damage 5%

Throwing Knives

Attacks an enemy 2 times. Each hit has a 50% chance of placing a 2.5% Poison debuff for 2 turns.
Cooldown: 4
Skill levels
Lvl 1 - Damage +5%
Lvl 2 - Damage +5%
Lvl 3 - Damage +5%
Lvl 4 - Damage +5%
Lvl 5 - Cooldown -1
Lvl 6 - Cooldown -1

Where to get

Mystery Shardchance for these champions
Ancient Shardmain source
Events and fusionsstay tuned

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