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Magic Keep

Magic Keep — guide

Guide: mechanics, teams, tips
Buff removal
Author: RAID GURU Editorial Updated: 22.10.2026 Reading: ~1 min 0 reviews

Guide: Magic Keep

In short

Magic Keep is a boss dungeon: it drops Magic potions for ascending champions, plus shards (Mystery and Ancient), XP and silver. You farm it for specific Magic-affinity champions and for shards, and the fight itself is a test of how well your team strips buffs.

Mechanics

  • Magic Shield. The boss puts a Shield on itself for several turns, and its strength scales off the boss's MAX HP — you cannot punch through it, you have to remove it.
  • Three buffs in one skill. The boss grants itself Increase ATK, Increase SPD and Increase DEF for several turns.
  • Passive damage scaling. Its damage grows with every buff it holds: while its buffs stay up, any of its attacks hits much harder.
  • Shield at the start. The boss opens the fight already shielded, so buff removal has to be available on turn one.
  • Immunities. Stun, Freeze, Sleep, Provoke, Block Active Skills, Fear and True Fear, HP exchange and HP equalisation, and cooldown increase do not work on it. Turn Meter reduction and normal debuffs (Decrease DEF, Weaken, Decrease ATK) do land.
  • Its AoE. A hit on the whole team with a chance to cut the target's Turn Meter — that can break your speed tuning.

What your team needs

  • Buff removal or steal is mandatory. It is the only reliable way to get rid of the Shield and the triple buff, and it also cuts the boss's damage.
  • Block Buffs is the second key effect: it stops the boss from re-applying the Shield and its buffs.
  • Accuracy. On high stages debuffers want roughly 200–250 ACC, otherwise Block Buffs and Decrease DEF simply do not land.
  • Speed. A budget team is fine at 170–200; for the top stages aim at 220+ on your key champions so the strip happens before the boss re-buffs.
  • Survivability. 30k+ HP and 2500+ DEF on your core, plus heals or revive, and Block Damage or Unkillable for the AoE turn.
  • Enemy MAX HP damage is the most efficient way to chew through the boss's huge HP pool once the Shield is gone. Decrease DEF and Weaken speed the fight up a lot too.

Teams

  • Starter: Kael (poison and damage), Coldheart (enemy MAX HP damage, Turn Meter reduction), Dhukk the Pierced (Decrease DEF and Decrease ATK), Deacon Armstrong (Decrease DEF, Turn Meter fill, heals), Uugo (Block Buffs, Decrease DEF, heals). Why it works: Block Buffs starves the boss of buffs, and the damage comes from enemy MAX HP hits.
  • Mid-game: Demytha (Block Damage for the AoE), Stag Knight (Decrease DEF and Decrease ATK), Fahrakin the Fat (Ally Attack plus ATK/C.RATE buffs), Coldheart (enemy MAX HP damage), Ursala the Mourner (Increase DEF, heals, revive). Why it works: Block Damage covers the dangerous turn while HP-scaling damage does the heavy lifting.
  • Endgame: Prince Kymar (cooldown reset), Acrizia and Gnut (enemy MAX HP damage), Siphi the Lost Bride (Block Debuffs, Turn Meter fill, revive), Mithrala Lifebane (debuffs and support). Why it works: Kymar recycles the strip and the nukes, and two HP-scaling damage dealers delete the boss's health bar chunk by chunk.

Common mistakes

  • Hitting into the Shield without stripping it first: all your damage is wasted while the boss keeps stacking buffs.
  • Ignoring the boss's buffs — its passive ramps damage, and the AoE starts wiping the team in one go.
  • Building around Stun, Freeze or Provoke; none of it works on this boss.
  • Running a low-accuracy debuffer: Block Buffs never lands and the fight becomes a race against the Shield.

Tips

  • On auto-battle, put buff removal and Block Buffs at the top of the skill priority, or the AI wastes them.
  • Build damage dealers with boss-damage masteries and give your debuffer the accuracy tree.
  • Gear: Accuracy on the debuffer, Speed on your stripper, Lifesteal or Immortal on damage dealers to stay alive, Toxic on your poisoner.
  • On high stages an extra Block Damage or Shield is worth more than one more damage dealer with no survivability.
  • Do not rely on Turn Meter control alone: the AoE will still shift your turn order, so keep a speed buffer.

Best champions

rated for: Dungeons
Strongest Accessible: rares and epics

Ratings 0–5 for this content from our database. Full ranking: champion catalog sorted by content.

More details

The Magic Citadel is one of the hardest dungeons for beginners; the boss constantly places Shields on itself.

The Citadel is open on Wednesday and Saturday!

In addition, it drops green and blue (Mystery, Rare) shards, XP Brews, and game Silver.

Magic Boss Skills.

The Boss's skill values in the Magic Citadel change depending on the difficulty level.
Mowing Down

Attacks all enemies. Has a 20% chance of decreasing the target's Turn Meter by 50%.

Basic Skill

Magic Shield

Places a Shield buff on this Champion for 3 turns. Places an Increase ATK 50%, Increase SPD 30%, and Increase DEF 60% buff on this Champion for 3 turns. The Shield's value is based on MAX HP.

Energy Line (Passive)

Damage increases by 25% for each buff on self.

Passive Skill

Defense

At the start of the battle, places a Shield buff on this Champion for 3 turns. The value of the Shield is equal to this Champion's MAX HP.

Strong Immunity

Immunity to Stun, Freeze, Sleep, Provoke, Block Active Skills, Fear, True Fear, as well as HP exchange, HP equalization effects, and cooldown increase.

How to beat Magic Keep?

You need heroes that steal or remove buffs.


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