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Executioner
Rare Knights Revenant Magic Defense

Executioner — guide

The Corrupted
VerdictVault (fusion fodder)
2.5/5
Speed89HP14865Defense1255Attack782
Clan Boss1.5
Hydra2.5
Chimera2
Arena2
Dungeons2
Hard dungeons1
Doom Tower1.5
Faction Wars3
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Executioner

In short

Executioner is a Rare Magic Defense champion: a 17% Defense aura for the whole team plus Spike, which gives him 60% Increase DEF and a Counterattack on himself. He shines in Faction Wars and as a campaign farmer (Hard 2-12), and is average everywhere else. Build priority is simple: Speed and Accuracy, so his AoE debuffs actually land.

Strengths

  • 17% Defense aura in all battles — free value for the team even when he is not the star of the fight.
  • Confusion: an AoE that drops Turn Meter by 20% and has a 50% chance to place 15% Decrease SPD for 2 turns; with tomes the chance goes up and the cooldown drops to 3.
  • Confusion's damage scales off Defense (2.4×DEF), so a tanky build does not gut his damage.
  • Spike gives him 60% Increase DEF and a Counterattack for 3 turns — he survives without a healer and chips back on his own.
  • Solid base Defense (1,255) and HP (14,865) for a Rare.

Weaknesses

  • Very low base Speed at 89 — he needs Speed gear and a turn-meter booster to function.
  • The Stun on Shield Bash is only 15% (up to 30% with tomes) and single-target — unreliable control.
  • No heal, shield or revive for the team, and nothing for bosses — hence 1.5 in Clan Boss.
  • Hard mode (1.0) and Doom Tower (1.5) are dead ends for him.

Where to use

Per the site ratings, start with Faction Wars (3.0) — that is his home, where the aura, the Counterattack and the AoE debuffs all matter. Next is Hydra (2.5): the Turn Meter drop plus Decrease SPD across all targets is the only real reason to bring him into serious content. Chimera, Arena and Dungeons sit at 2.0 each — “only if nobody better is left”. Clan Boss (1.5) and Doom Tower (1.5) are a pass, Hard (1.0) even more so. Separately, campaign: with investment he is a decent farmer, and Hard 2-12: Rare Magic Heroes is where people usually level him.

Stats and gear

Priority: Speed → Accuracy → Defense. Rough targets for a working champion: SPD 170–200 (Speed boots are mandatory), ACC 150–200 for dungeons and Hydra, DEF 2,500–3,500, HP as a bonus. Skip C.RATE and C.DMG — he is not a damage dealer and his damage comes from Defense anyway. Sets: Speed + Perception as the base, or Defense / Relentless if you want him to live long enough to counterattack.

Masteries and blessings

The site build lists In For The Kill, Invigorated and Targetfinder — a damage-and-accuracy slant rather than a pure tank setup, which fits his job: land the debuffs and make Confusion hit the whole wave. Relics used are Molten Deathbell and Orb of Transfixion. No blessing is listed in the build — if he goes into Faction Wars or Hydra, take a defensive one so he survives long enough to cycle his debuffs twice.

Tombs

Book Confusion first: level 6 gives −1 cooldown (4 → 3) and +15% chance on the Decrease SPD, the most valuable thing in his kit. Then Spike — two cooldown levels (7 → 5) so Increase DEF and the Counterattack stay up more often. Shield Bash last: it only adds damage and Stun chance.

Verdict

Vault (fusion). Only worth building if you need a campaign farmer or a Faction Wars body — serious content takes him at most in Hydra.

Build

Key masteries
In For The KillInvigoratedTargetfinder
Relics
Molten DeathbellOrb of Transfixion
Best in
Hard 2-12: Rare Magic Heroes

The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.

Skills

Shield Bash

Attacks an enemy. Has a 15% chance of placing a Stun for 1 turn.

Damage based on [ATK] = 5 × [ATK]

Lvl 2 – Damage +10%
Lvl 3 – Stun Chance +5%
Lvl 4 – Damage +10%
Lvl 5 – Stun Chance +5%
Lvl 6 – Stun Chance +5%

Confusion

Attacks all enemies. Decreases their Turn Meter by 20%. Has a 50% chance of placing a 15% Decrease SPD debuff for 2 turns.

Damage based on [ATK][DEF] = 2 × [ATK] + 2.4 × [DEF]

Turns: 4

Lvl 2 – Damage +5%
Lvl 3 – Debuff chance 10%
Lvl 4 – Damage +10%
Lvl 5 – Debuff chance 15%
Lvl 6 – Cooldown -1

Ripperfist

The Champion places a 60% Increase DEF buff on themselves and gains Counterattack for 3 turns.

Turns: 7

Lvl 2 – Cooldown -1
Lvl 3 – Cooldown -1

Increases DEF in all battles by 17%

Increases Ally DEF in all battles by 17%.
Executioner

Executioner Raid Shadow Legends is a hero from the "The Corrupted" union of the "Knights Revenant" faction. His main role in the team is Defense. The hero is famous in the player community for being, with proper leveling, very well suited to the role of a campaign farmer in Campaign chapters.

Where to get

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

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