
Unblinking — guide
Guide: Unblinking
In short
Unblinking is an Epic High Elf of the Spirit affinity with the HP role. She is a shield-support: she gives the whole team a Shield scaled off her own MAX HP, lands Block Active Skills on enemies and equalizes the team's health. Build her from HP first, then Speed and Accuracy — the High Elves Crypt and Arena are her home.
Strengths
- AoE Block Active Skills at up to a 75% chance — it shuts down enemy ultimates in Arena and on dungeon waves.
- A 2-turn Shield for the entire team: 15% of her MAX HP plus 5% for every Block Active Skills she actually lands.
- A3 restores 50% of allies' reduced MAX HP, equalizes health to the highest-HP ally and grants an Extra Turn.
- The passive cuts incoming damage from enemy basic skills by 20% — solid against teams that live on A1.
- All her damage scales from HP, so one HP build covers both the support job and some damage.
Weaknesses
- Thin base numbers: 20,970 HP and 1,134 DEF — the Shield and the damage stay small until the gear is there.
- 97 SPD and 15 ACC mean everything important has to come from gear.
- No real heal: A3 restores reduced MAX HP and equalizes, which will not save a focused target.
- Nothing much for bosses — Clan Boss, Hydra and Chimera sit at 2.5, Hard mode at 2.0.
Where to use
Her best home is the High Elves Crypt (3.5), where the Shield, Block Active Skills and health equalization all pay off. Next is Arena — Classic and Tag Team (3.0), where blocking ultimates plus Stoneskin buys the team the opening turn. Dungeons (3.0), Fire Knight's Castle included, and Doom Tower (3.0) are fine as wave insurance, not as a damage source. Skip her for Hard mode, Clan Boss, Hydra and Chimera (2.0–2.5).
Stats and gear
Priority: HP → SPD → ACC → DEF. Rough targets: 60k+ HP, 200–230 SPD, 200+ ACC for Arena and Doom Tower, everything left into DEF. Do not chase crit — the 15%/50% base is fine when damage comes from HP.
Sets: Speed + Perception, or Pinpoint when you need ACC, as the core; Stoneskin in Arena; Impulse, Supersonic or Mercurial if you want more tempo; Feral when debuffs are the problem. Relics: Volcardiac Heart, Harp of Kasbiel, Hoarder's Cauldron — pick what gives survivability or speed.
Masteries and blessings
Go Support + Defense. Key picks: Greater Restoration, Embellished Shield, Maximum Velocity, Unflinching, Gathering Momentum. Blessings: Emergency Heal as a survival safety net, Chainbreaker against control teams, Cruelty if you want the extra damage.
Tomes
Book A2 first: the levels push the chance to 75% and cut 1 turn of cooldown, which improves both the Shield and Block Active Skills at once. Then A3 for the cooldown reduction at level 2 — more Extra Turns. Leave A1 for last, only for the 75% Heal Reduction chance.
Verdict
A narrow but genuinely useful Epic for the Crypt and Arena: HP-based Shields plus Block Active Skills make her a decent wave support. She will not carry bosses or Hard mode — do not expect more from her.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
The Unsleeping is an Epic champion in RAID: Shadow Legends from the High Elves faction (Telerian League), role — HP, affinity — Spirit.
Skills
| Skill | Description | Level Upgrades |
Guardian's Spear | Attacks an enemy. Has a 50% (75%) chance to place a 100% Healing Reduction debuff for 2 turns. Damage based on [HP] Effects: 100% Healing Reduction | Lvl 2 Damage +5% Lvl 3 Damage +5% Lvl 4 Buff/Debuff chance: +10% Lvl 5 Buff/Debuff chance: +15% |
No Compromise Cooldown: 4 turns | Attacks all enemies. Has a 50% (75%) chance of placing Block Active Skills for 2 turns. Places a Shield buff on all allies for 2 turns. The value of the Shield is equal to 15% of this Champion's MAX HP and is increased by a further 5% of this Champion's MAX HP for each Block Active Skills debuff successfully placed. Damage based on [HP] Effects: Block Active (non-basic) Skills, Shield | Lvl 2 Damage +10% Lvl 3 Damage +10% Lvl 4 Buff/Debuff chance: +10% Lvl 5 Buff/Debuff chance: +15% Lvl 6 Cooldown -1 |
Inner Wall Cooldown: 6 turns | Restores 50% of allies' reduced MAX HP. Equalizes the HP of all allies. Allies' HP is equalized to the level of the Champion with the highest HP on the team. Gets an extra turn. Effects: Restores decreased HP, Equalizes HP | Lvl 2 Cooldown -1 |
Eternal Vigil (Pass.) | Decreases incoming damage from enemies' basic skills by 20%. Effects: Reduces incoming damage |
Where to get
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Question — answer
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