
Jinglehunter — guide
Guide: Jinglehunter
In short
Jinglehunter is an Epic Attack champion of the High Elves with Spirit affinity. His real value is the +24% Ally SPD Arena aura; in combat he is an average damage dealer with an AoE that drops turn meter on crit and a freeze payoff. Build him only for Arena and Faction Wars — he brings nothing to Clan Boss or Hydra.
Strengths
- +24% Ally SPD aura in Arena — works even with the champion unbuilt.
- Cold Grip hits all enemies and, on a crit, reduces enemy Turn Meter by 20% while filling his own by 10% — decent tempo control on waves.
- Chill: if the target dies, 90% chance to place Freeze on all enemies for 1 turn — can shut down a wave outright.
- A1 hits twice and on a crit has a 40% chance to place -30% SPD for 2 turns.
- Epic rarity: cheaper in tomes and books than a legendary project.
Weaknesses
- Squishy: 14,700 HP, 826 DEF and only 101 base SPD — he often dies before acting.
- Average damage: 1.7× ATK twice, 5.9× single target and 3.8× AoE won't punch through tanky targets.
- The freeze depends on killing the target, so it fails against healthy enemies.
- Nothing for bosses: 1.0 in Clan Boss and Hydra, no debuffs that matter there.
Where to use
Arena first (3.5) — mostly as a speed lead, with his crit-driven AoE chipping waves. Then Dungeons (3.0) and Faction Wars (3.0) as a wave clearer with freeze and Turn Meter control. Chimera (2.5) only if you have a free slot. Hard mode and Doom Tower (2.0) are tolerable on mob floors. Skip Clan Boss and Hydra (1.0) entirely.
Stats and gear
Priority: Crit Rate to 100% first — every part of his kit triggers on crits — then SPD 170–200+, ATK% and Crit Damage. Accuracy 150–200 if you want the A1 -30% SPD to land reliably.
Sets: Speed and Crit Rate (2-piece), as recommended for him; in dungeons you can lean into damage sets, but without crit rate he does nothing.
Masteries and blessings
The listed build uses Pierce Defenses and Boss Slayer, with Malefic Talon and Irethi Coronet as relics. Boss Slayer only pays off in boss content, which is exactly where he is weakest, so realistically go down the Offense tree for crit masteries with Arena in mind.
Tombs
Book Cold Grip first: its last levels cut one turn of cooldown from his main AoE, the biggest single upgrade. Then Chill, which adds damage, freeze chance and -1 cooldown at the top level. Honestly though, tomes are better spent on almost any other champion.
Verdict
Vault (fusion) — keep him only for the Arena aura or to close out Faction Wars.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills

Arctic Kick
Attacks an enemy 2 times. On a critical hit, has a 40% chance to place a 30% Decrease SPD debuff for 2 turns.
Damage based on [ATK] = 1.7 × [ATK] (2 times)

Chill
Attacks an enemy. If the target dies, has a 90% chance to place a Freeze debuff on all enemies for 1 turn.
Damage based on [ATK] = 5.9 × [ATK]

Cold Grip
Attacks all enemies. On a critical hit, the hero decreases the enemy's Turn Meter by 20% and fills their own Turn Meter by 10%.
Damage based on [ATK] = 3.8 × [ATK] AoE

Peregrine Raid Shadow Legends is a hero from the "Telerian League" union of the "High Elves" faction. His main role in the team is Attack. He is able to inflict Freeze and Decrease SPD on enemies. Critical Rate and Speed sets are recommended for him.
Where to get
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Question — answer
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