
Matriarch Zarguna — guide
Guide: Matriarch Zarguna
In short
Matriarch Zarguna is a Legendary Orc HP-type support tank with the Force affinity: she hands out Shields, heals and strips debuffs. She shines in Hydra and Faction Wars, where her +30% HP aura and a Shield worth 25% of her MAX HP cover the whole team. Build her for HP% and Speed, not damage.
Strengths
- +30% HP aura in all battles — simple and genuinely useful for Faction Wars, Hydra and Arena defence.
- Her A2 reduces every ally's debuff durations by 1 turn, gives the team 15% Regeneration for 2 turns and puts Taunt plus Unkillable on herself — she tanks and cleanses at the same time.
- Her A3 puts a Shield equal to 25% of her MAX HP on the whole team for 2 turns; when that Shield expires or is broken, the ally is healed for 15% of their MAX HP and gains a 25% increase buff.
- Passive: allies under a Shield take 10% less damage — it stacks with her own Shield and costs no turn.
- Her A1 hits twice, heals her for 5% of MAX HP per hit and has a 25% chance to place Provoke — she holds the aggro herself.
Weaknesses
- Force affinity: against Spirit enemies she hits softer and lands debuffs less reliably.
- Base Speed of only 105 — pushing her to comfortable numbers is expensive in gear.
- Almost no damage: HP scaling of 0.13 on the A1 and 0.27 on the A3, so she is never your damage dealer.
- Unbooked, both the A2 and A3 sit on 5-turn cooldowns and she does very little between them.
Where to use
Best spot is Orc Faction Wars (4.5/5): aura, Shield and debuff reduction carry almost any stage. Next is Hydra (4/5), where the Shield, the −10% damage passive and the healing all fit. In Arena (3.5/5) she works as a defence tank with Taunt, Unkillable and a team Shield. In Clan Boss, Chimera, dungeons and high difficulty stages (3/5 each) she is a solid but not mandatory support. Doom Tower (2.5/5) is her weak point.
The build list singles out Kuldath and Hydra — that is where you should gear her first.
Stats and gear
Priority: HP% → Speed → Accuracy. Rough targets: 70,000+ HP (Shield and heals scale off it), 200–230 Speed, 200–250 Accuracy so the A1 Provoke actually lands, the rest into Defence. Ignore C.RATE and C.DMG.
Sets: Speed, Divine Speed, Perception (for the Accuracy), Guardian, Protection, Stoneskin (for Arena), Feral. Relics from the list: Golden Elixir, Hand of Uncreation, Thunderous Circlet.
Masteries and blessings
Recommended masteries: Invigorated, Unstoppable, Survival Speed, Energy Expansion, Unflinching, Power Reset — all about staying alive and getting skills back faster rather than damage.
Blessings: Brimstone if you want extra damage and a debuff, Polymorph against control in Arena, Temporal Chains situationally depending on your team.
Tombs
Book the A3 first: it has two levels of −1 cooldown, so the Shield starts coming back twice as often. Then the A2 (−1 turn), and only after that the A1, where books add healing and push the Provoke chance up to 40%.
Verdict
A narrow but very sturdy support tank for Hydra and Faction Wars, where her aura, Shield and debuff reduction are genuinely wanted. She is not a universal pick — Doom Tower and damage roles are not her thing.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
Zarguna the Matriarch is a Legendary Champion in RAID: Shadow Legends from the Orcs (Gaellen Pact) faction, role — HP, affinity — Force.
Skills
| Skill | Description | Level Upgrades |
Squabble | Attacks an enemy 2 times. Heals by 5% of this Champion's MAX HP with each hit. Each hit has a 25% chance of placing a Taunt debuff for 1 turn. Damage based on [HP] = 0.13 × [HP] (2 times) Effects: Heal self, Provoke | Lvl 2 Heal +5% Lvl 3 Heal +10% Lvl 4 Debuff chance: +5% Lvl 5 Debuff chance: +10% |
Matriarch Cooldown: 5 turns | Reduces allies' debuffs by 1 turn. Places a 15% Continuous Heal buff on the team for 2 turns. Places Taunt and Unkillable on self for 2 turns. Effects: Taunt, Unkillable, 15% Continuous Heal, Reduces debuffs | Lvl 2 Cooldown -1 |
Mother's Strength Cooldown: 5 turns | Attacks all enemies. Places a Shield buff on the team equal to 25% of this Champion's MAX HP for 2 turns. Each time a Shield placed by this Champion on an ally expires or is broken by an enemy, heals that ally by 15% of their MAX HP and places a 25% Strengthen buff on them for 1 turn. Damage based on [HP] = 0.27 × [HP] AoE Effects: Heals the team, 25% Strengthen, Shield | Lvl 2 Damage +10% Lvl 3 Cooldown -1 Lvl 4 Cooldown -1 |
Refuge from Pain [P] | Allies under Shield receive 10% less damage. | |
| Aura | Increases Ally HP in all Battles by 30%. |
Where to get
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