
Lysanthir Beastbane — guide
Guide: Lysanthir Beastbane
In short
Lysanthir Beastbane is a Legendary High Elves Defense champion with Spirit affinity who actually plays as a damage dealer: all three skills scale off DEF, and his passive pushes DEF up to +50%. His home is Hydra (4.5/5), where he spreads Hex, Weaken and Decrease SPD and punishes heads for swallowing allies. Build him as a DEF nuker: 100% C.RATE first, then DEF and C.DMG, then SPD and ACC.
Strengths
- Aura of +28% DEF to all allies in all battles — free and always welcome.
- Runic Trap is a double AoE hit with 25% Weaken and 30% Decrease SPD, and against Hexed targets the debuffs land before the hit, so the damage is already boosted.
- Echoing Arrow hits twice off DEF, applies Hex for 2 turns and gives himself +30% C.DMG.
- Splitting Evil: 2.5× DEF, 20% chance to repeat, replaces his A1 on counterattacks and ally-attack joins, and gains +10% damage per swallowed ally (up to +50%).
- Passive: +5% DEF for each active buff on him (max +50%) plus ignoring Ally Protection and Shields — he walks straight through tanky Arena teams.
Weaknesses
- Base 103 SPD and 10 ACC — both have to come from gear.
- Extremely stat-hungry: needs 100% C.RATE, high C.DMG, DEF, ACC and SPD at the same time.
- Damage relies on Hex and on being hit or joined — drops off without a team built around him.
- Only average in Clan Boss (3.0), Hard mode (3.0) and Doom Tower (3.0).
Where to use
Hydra first (4.5) — his whole kit clicks there: Hex, AoE Weaken, Decrease SPD and damage growth from swallowed allies. Faction Wars next (4.5) as a durable DEF-scaling damage dealer with a team aura. Chimera (4.0) and dungeons (4.0) are solid but not spectacular. Arena (3.5) is situational, mostly for ignoring Shields and Ally Protection. In Clan Boss, Hard and Doom Tower (3.0) there are better picks.
Stats and gear
Priority: C.RATE 100% → DEF (aim for 4000+ before the aura) → C.DMG 200–250% → SPD 200+ (220–240 for Hydra) → ACC 250+ to land debuffs in Hydra and Arena. Add HP with whatever is left so random AoE doesn't flatten him.
- Sets: Savage, Lethal, Merciless for damage; Perception if you are short on ACC.
- Relics: Malefic Talon, Irethi Coronet, The Cat's Gaze.
Masteries and blessings
Go down the Offense tree for his DEF-based damage — the key picks are Pierce Defenses and Boss Slayer (the latter matters a lot in Hydra). Second tree: Support or Defense so he survives to take his turns. Blessings: Crushing Rend for raw damage, Lightning Cage if you need survivability, Nature's Wrath as the flexible option.
Tombs
Book Runic Trap first: the levels give the debuffs a 100% chance and cut the cooldown — that is his biggest upgrade. Then Splitting Evil (+20% damage, −2 turns cooldown). Echoing Arrow last, it only adds damage and Hex chance.
Verdict
A specialised but genuinely strong Hydra specialist with a free team-wide DEF aura who also carries Faction Wars. If you need a DEF-based damage dealer for Hydra, grab him.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
Lisantir the Eradicator is a Legendary champion in RAID: Shadow Legends from the High Elves faction (Telerian League), role — Defense, affinity — Spirit.
Skills
| Skill | Description | Level Upgrades |
Echo Arrow | Attacks an enemy 2 times. The first hit has a 75% (100%) chance to place a Hex on the target for 2 turns. Places a 30% Increase C.DMG buff on this Champion for 2 turns. Damage based on [DEF] = 1.55 × [DEF] (2 times) Effects: 30% Increase C.DMG, Hex | Lvl 2 Damage +10% Lvl 3 Debuff chance: +10% Lvl 4 Damage +10% |
Crushing Evil Cooldown: 5 turns | Attacks an enemy 2 times. Has a 20% chance of repeating the attack. When counterattacking or joining an ally's attack, uses this skill instead of the default one. Damage dealt by this skill increases by 10% each time an ally is swallowed (max: 50%). Damage based on [DEF] = 2.5 × [DEF] | Lvl 2 Damage +20% Lvl 3 Cooldown -1 Lvl 4 Cooldown -1 |
Runic Trap Cooldown: 5 turns | Attacks all enemies 2 times. Each hit has a 75% (100%) chance of placing a 30% [Decrease SPD] debuff and a 25% [Weaken] debuff for 2 turns. If the target is under a [Hex] debuff, places these debuffs on them before attacking. Damage based on [DEF] = 1.9 × [DEF] AoE (2 times) Effects: Weaken, 30% Decrease SPD | Lvl 2: Damage +20% Lvl 3: Debuff Chance +10% Lvl 4: Debuff Chance +15% Lvl 5: Cooldown -1 Lvl 6: Cooldown -1 |
Survivor [P] | Ignores Ally Protection and Shield. For each active buff on itself, increases its Defense by 5% (max: 50%). | |
| Aura | Increases Ally DEF in all battles by 28%. |
Where to get
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Question — answer
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