
Magus — guide
Guide: Magus
In short
Magus is a Rare Attack champion from the Knights Revenant with the Magic affinity. Her value comes from a +17% Ally ATK aura in Faction Crypts and a 25% Stun chance on her A1, so she realistically only sees play in Arena and Faction Wars. Build priority is low: gear her for Arena/Crypts or leave her for Fusion.
Strengths
- 17% ATK aura for allies in Faction Crypts — a rare perk on a Rare champion.
- A1 Paralysis: 25% chance to place a Stun for 1 turn, tomes push it up to 50%.
- A2 Toxin: 75% chance to place a 5% Poison debuff for 2 turns on all enemies at once.
- Her A3 hits the whole enemy team and heals her for the damage dealt — self-sustain without a dedicated healer.
Weaknesses
- Damage is tiny: 1,299 base ATK at 6★ on an Attack-role champion.
- Squishy — 804 DEF and 13,875 HP, she folds to any AoE.
- 94 SPD: slow, so she rarely gets a turn.
- Poison is only 5%, nearly invisible in Clan Boss and against tanky targets; 1.0 ratings in Hydra, dungeons, Hard and Doom Tower.
Where to use
Arena (3.0) first: ATK aura plus the A1 Stun next to a fast control core. Then Faction Wars (2.0), where she is purely an aura bot for the team. In Clan Boss (2.0) she can be slotted for Poison, but her damage and survivability are bottom-tier. Dungeons, Hydra, Chimera, Hard and Doom Tower sit at 1.0–1.5 — skip her there.
Stats and gear
Priority: SPD → ACC → C.RATE/C.DMG → ATK%. Rough targets: 170–200+ SPD, 150–200 ACC (otherwise Stun and Poison get resisted), C.RATE close to 100%, then C.DMG and ATK%. Sets: Speed, Accuracy, plus Crit Damage. From the listed relics, use Malefic Talon and Arachnelixir.
Masteries and blessings
The build lists Pierce Defenses and Pouncing Strike — take them as the core of an aggressive setup. General logic: the Offense tree for defense penetration and damage, and patch ACC with masteries if your gear falls short. Relics: Malefic Talon and Arachnelixir from the list; don't invest deeper into blessings for a vault champion.
Tomes
Books are wasted here — she is Fusion material. If you genuinely keep her for Arena, book the A3 first (two cooldown levels: more AoE and more healing), then the A1 (Stun chance up to 50%). Leave the A2 for last.
Verdict
Vault (Fusion). A very narrow niche pick: aura and Stun for Arena, dead weight everywhere else.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
| Skill | Description | Level Upgrades |
![]() Paralysis | Attacks an enemy. Has a 25% chance of placing a Stun for 1 turn. Damage based on [ATK] | Lvl 2 – Buff/Debuff Chance 5% Lvl 3 – Buff/Debuff Chance 5% Lvl 4 – Buff/Debuff Chance 5% Lvl 5 – Buff/Debuff Chance 5% Lvl 6 – Buff/Debuff Chance 5% |
![]() Toxin | Has a 75% chance of placing a 5% Poison debuff on all enemies for 2 turns. | Lvl 2 – Buff/Debuff Chance +5% Lvl 3 – Buff/Debuff Chance +10% Lvl 4 – Buff/Debuff Chance +10% Lvl 5 – Cooldown -1 |
![]() Power Steal | The hero attacks all enemies and heals proportionally to the damage dealt. Damage based on [ATK] | Lvl 2 – Damage +5% Lvl 3 – Damage +5% Lvl 4 – Damage +10% Lvl 5 – Cooldown -1 Lvl 6 – Cooldown -1 |
| Aura | Increases allies' ATK in Faction Crypts by 17%. |
Dark witch Raid Shadow Legends is a champion from the "The Corrupted" faction of the "Knights Revenant" alliance. Her main role in the team is Attack. She performs well in Arena attacks, partly thanks to her aura and a bit of control in the form of a Stun on her first ability.
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Question — answer
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