
Tarshon — guide
Guide: Tarshon
In short
Tarshon is an Epic Defense-role champion of the Demons faction, Spirit affinity, and his whole kit scales off DEF. His home is the Arena, where he hands the team a 60% Increase DEF plus a 20% turn-meter fill and drags enemies onto himself with Provoke. Build DEF first, then SPD and ACC; his Tomes are genuinely worth it.
Strengths
- Provoke on the A1 with a DEF-scaled hit (3.6× DEF) — he tanks and hits with one button.
- AoE 75% chance to place 25% Weaken for 2 turns, 100% once booked: the whole team hits harder.
- Possession gives the team 60% Increase DEF for 2 turns and fills everyone's turn meter by 20% — a real support skill, not just a taunt.
- The passive self-buffs him for 2 turns (25%) when his HP drops below 50%, so he survives the first burst.
- He needs no ATK at all: DEF covers both damage and survivability.
Weaknesses
- Long cooldowns: 6 turns on Possession, 4 on Soul Desiccation (4 and 3 after books).
- Provoke is only 25% (35% booked) — unreliable control, and high RES shrugs it off.
- Base 100 SPD is slow; without speed gear he never gets his turn.
- Buff stripping or block-buffs kills Possession, and he is rated just 2.0 for Hard content.
Where to use
Arena first (4.0) — that is where Increase DEF plus turn-meter fill plus Provoke really clicks. Then Clan Boss (3.5) and Faction Wars (3.5). In Hydra, Chimera, Dungeons and Doom Tower (3.0 each) he is solid but not essential. Hard modes (2.0) are not his place.
Stats and gear
- DEF 3500–4500 — this is his damage multiplier.
- HP 40–55k.
- SPD 180–220, 220+ for Arena.
- ACC 150–200, 250+ in Arena if you want Provoke and Weaken to land.
- RES with whatever is left; C.RATE and C.DMG are not a priority.
- Sets: Defense, Speed, Accuracy or Perception, Resistance.
Masteries and blessings
Go into the Defense and Support trees — anything that adds survivability, ACC and cooldown relief. From the site build: Invigorated and Gathering Momentum. Relics: Journal of Necrotos and Wand of Submission.
Tomes
Book Possession first: two cooldown levels cut it from 6 turns to 4, and that button is what carries Arena. Then Soul Desiccation — the chance levels push Weaken to 100% plus one cooldown level. The A1 comes last, it only adds 5% Provoke chance.
Verdict
A good Epic and an honest tank, but the site verdict is vault (fusion). Build him only if you need a tank for Arena or 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

Devilish Hook
Attacks an enemy. Has a 25% chance of placing a Taunt debuff for 1 turn.
Damage based on [DEF] = 3.6 × [DEF]
Lvl 2 – Damage +5%
Lvl 3 – Debuff Chance +5%
Lvl 4 – Damage +10%
Lvl 5 – Debuff Chance +5%

Soul Drain
Attacks all enemies. Has a 75% chance of placing a 25% Weaken debuff for 2 turns.
Damage based on [DEF] = 3.2 × [DEF] AoE
Cooldown: 4 turns
Lvl 2 – Damage +10%
Lvl 3 – Buff/Debuff chance +10%
Lvl 4 – Buff/Debuff chance +15%
Lvl 5 – Cooldown -1

Possession
Places a 60% Increase DEF buff on the team for 2 turns. Fills the Turn Meters of all team members by 20%.
Cooldown: 6 turns
Lvl 2 – Cooldown -1
Lvl 3 – Cooldown -1

Supplement (Passive)
When HP drops below 50%, places a 25% Increase ATK buff on this Champion for 2 turns.
Cooldown: 4 turns
Tarshon in Raid Shadow Legends is an Epic Defense Spirit champion from the Corrupted faction "Demonspawn". This infernal creature reflects the essence of demonic spawn. Its crooked grin terrifies its enemies and fills them with painful fear. The crooked hook-sword can force its enemies to attack it in furious rage. In addition, its hellish spells weaken its opponents, while it places a Defense buff on its allies and fills the team's Turn Meters.
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