
Narma The Returned — guide
Guide: Narma The Returned
In short
Narma The Returned is a Legendary Magic Support from Knights Revenant who works through debuffs and healing scaled off her own max HP rather than a direct heal button. She shines on Clan Boss and in dungeons, where her Poisons, Decrease ATK and debuff extension stack up, and her 80 Accuracy dungeon aura saves gear. Build her for HP, Speed and Accuracy — crit is irrelevant.
Strengths
- Heals the whole team for 15% of her max HP, and the heal grows by 2% for every Poison on the target — Poisons she applies herself.
- Her A3 (Toxic Trance) has a 75% chance to land three 5% Poisons plus 25% Poison Sensitivity for 3 turns: damage on the boss and fuel for her own heal.
- Her A2 (Strange Dance) places 50% Decrease ATK for 3 turns, which is a big survivability swing on Clan Boss and in dungeons.
- Her A1 (Hell Scythe) has a 40% chance — up to 60% with books — to extend three random debuffs by 1 turn, keeping Poisons and Decrease ATK glued to the boss.
- +80 Accuracy aura in dungeons frees up stat budget on the rest of the team.
Weaknesses
- All her damage scales off ATK, but her base Attack is only 1002, so she hits softly and must be built for HP anyway.
- Very little for Hydra (2.0) and Arena (2.5): no control and nothing to protect her debuffs from being stripped.
- Long cooldowns on A2 and A3 until books, and only 100 base Speed.
Where to use
Clan Boss first (4.5) — Poisons, heals and Decrease ATK all in one kit. Then dungeons (4.0): Dragon's Lair and Tainted Hellrazor, plus Knight Revenant Crypt (4.0) for Faction Wars. Chimera (3.5) and Hard mode / Doom Tower (3.0) are fine as a fifth support slot. Skip Hydra (2.0) and Arena (2.5).
Stats and gear
Priority: HP% → Speed → Accuracy. Rough targets: 60–80k+ HP, 170–200 Speed (tune to your Clan Boss team), 200–250 Accuracy for dungeons and CB, extra DEF as a bonus, and no crit at all. Sets from the build list: Reflex (cooldown reset chance to cycle A2/A3 faster), Regeneration (sustain when the heal isn't enough), Perception (Speed plus Accuracy). Relic: Arachnelixir.
Masteries and blessings
The listed masteries are Pierce Defenses, Pouncing Strike and Boss Slayer — the Offense branch, so her A1 and A3 aren't completely dead on damage. Fill the rest with standard support picks: survivability and Resistance in Defense, Accuracy and debuff-extension tools in Support. Blessing: Brimstone — she attacks with every skill, so it procs reliably.
Books
Book her A2 (Strange Dance) first: it gives −2 cooldown and a better Decrease ATK chance, and that skill is her main survivability and healing loop. Then A3 (Toxic Trance) for −2 cooldown and Poison chance; A1 last, only for the extend chance.
Verdict
Build her: she pulls her weight on Clan Boss and in dungeons, but she needs real HP gear and books to feel good. Leave her out of Hydra and Arena.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills

Hell Scythe
Attacks the enemy. Has a 40% chance to extend the duration of three random debuffs on the target by 1 turn.
Damage based on [ATK] = 5 × [ATK]
Turns: 1

Exotic Dance
Attacks an enemy. Has a 75% chance of placing a Decrease ATK debuff of 50% for 3 turns, then heals the team by 15% of their MAX HP. The heal increases by 2% for each Poison debuff on the target.
Damage based on [ATK] = 6.5 × [ATK]
Turns: 5

Toxic Trance
Attacks the enemy. Has a 75% chance to apply three Poison 5% and Poison Sensitivity 25% for 3 turns.
Damage based on [ATK] = 7 × [ATK]
Turns: 6

80 ACC Aura in Dungeons
Where to get
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