
Royal Huntsman — guide
Guide: Royal Huntsman
In short
Royal Huntsman is a Legendary Attack champion from the High Elves whose whole kit runs on critical hits: crits give him an Attack buff and drop Decrease DEF on the enemy team, and his A3 ignores 100% of the target's DEF. He shines in Faction Wars, Arena and dungeons, and is close to dead weight in Clan Boss and Hard content. Build priority is 100% C. Rate first, then as much C. DMG as you can stack.
Strengths
- A3 is a single-target nuke with a 5× ATK multiplier that ignores 100% of the target's DEF — his answer to tanky targets.
- A2 is an AoE at 3.6× ATK that places Decrease DEF 50% for 2 turns on every enemy it crits — instant setup for the rest of the team.
- A1 gives him a 50% Increase ATK buff for 2 turns on a crit — self-sufficient damage ramp.
- Aura: +38% ATK to Spirit allies in all battles — a free aura for Arena and dungeon teams built around Spirit.
- 16,350 HP is high for a nuker, so he eats stray hits better than most damage dealers.
Weaknesses
- Crit-reliant: below 100% C. Rate he loses both his self-buff and the AoE Decrease DEF.
- No C. Rate or C. DMG buffs of his own and no defensive mechanics — he wants support around him.
- Only one AoE, and it sits on a cooldown; everything else is single target.
- Clan Boss (2.5) and Hard content (2.0) ratings are low — not his fight.
Where to use
By the ratings: Faction Wars (4.5) comes first — he both closes the faction and deals real damage there; Arena (4.0) and dungeons (4.0) are the second line, especially where you need DEF stripped or one target finished; Hydra, Chimera and Doom Tower sit at 3.0 — usable, not exciting; Clan Boss (2.5) and Hard (2.0) you can skip.
Stats and gear
Priority: 100% C. Rate (non-negotiable — both his buff and his debuff depend on it) → 200%+ C. DMG → 3,500–4,500 ATK → 180–200 SPD, 200+ for Arena. ACC 200–250 only if you actually rely on the A2 Decrease DEF in dungeons and Doom Tower.
Sets: damage sets — Savage or Lethal — paired with Speed, or the Retaliation plus Crit Rate route. The author specifically recommends attack sets combined with speed, or with counterattack and crit sets.
Masteries and blessings
Attack tree plus a second tree for survival or utility. Key picks from the recommended list are Pierce Defenses and Boss Slayer. Relics: Malefic Talon, Irethi Coronet, The Cat's Gaze.
No blessing is fixed in the list: on a pure damage dealer take damage-oriented blessings, and lean toward survivability if he keeps dying in Arena.
Tombs
Book A2 to level 5 first — that is the cooldown reduction on the AoE Decrease DEF, the real team value. Then A3 damage, then A1. Overall: books as needed, as the author puts it — a good champion, but not one to strip your whole tome stock for.
Verdict
An average legendary, but worth building: he closes Faction Wars and works as a reliable nuker in Arena and dungeons.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills

Sure Shot
Attacks an enemy. On a critical hit, the hero receives a 50% Increase ATK buff for 2 turns.
Damage based on [ATK] = 3.1 × [ATK]

Valley of Death
Attacks all enemies. On a critical hit, places a 50% Decrease DEF debuff for 2 turns.
Damage based on [ATK] = 3.6 × [ATK] AoE

Dead Target
Attacks an enemy. Ignores DEF of the target by 100%.
Damage based on [ATK] = 5 × [ATK]

Falconer Raid Shadow Legends is a hero from the Telerian League faction of the High Elves. His main role in the team is Attack. His main strength is based on critical hits and overcoming enemy defense. He is recommended attack sets combined with a speed set or a counterattack and crit set.
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