Raid Shadow Legends Blessings Tier ListSaphyrra2024-06-25T15:29:00+00:00
Updated for Blessings Rebalance (Patch 8.20) – For full details read here.
Once you have upgraded your champion to Rank 6, you’ve fully ascended them and you get yourself a matching Champion Soul, you have the opportunity to Awaken your champion depending on the quality of the soul. Once awakened, you will be able to select a single blessing which gives your champion unique effects in battle. You won’t be able to select a blessing of a higher rarity than your champion (i.e. an epic champion cannot choose a legendary blessing) but they can select a lower rarity. There are currently 24 blessings split across 4 divinities and choosing the right blessing for your champion is important.
After testing the blessings, we have created this Tier List to help you choose the right blessing for your champion and how you will use them.
A Note on Blessing Exclusivity
Certain blessings may rank high but you should take note as to whether your team needs a champion with more than one blessing. We recommend that you limit your team to include only one of the following blessings only:
- Cruelty = The effect can be stacked up by a single champion therefore further champions only hasten the effect rather than enhance. Limit to 1 champion
- Brimstone = At 6 star awakened this effect will be able to place 100% of the time on a 4 turn cooldown. As the Smite debuff is 2 turns your champion will likely be able to replace this debuff as soon as the Smite runs down. At lower awakening you can mix and match but you should limit to 1 champion
- Intimidating / Commanding Presence = Only 1 aura increasing effect will work in your team and if you choose the Intimidating version it will also overwrite the Commanding presence. Limit to 1 champion in your team (although it does not have to be the champion who provides the aura – any champion in the team can have this blessing to enable it!)
Quick Reference Tier List
Below is a quick reference you can use when choosing your blessings. Read on for more detail on each blessing.
Dungeons and Bosses Blessing Tier List
Arena Blessing Tier List
Light Blessings
Indomitable Spirit – Rare
General: D Tier Arena: D Tier
Has a 5% chance of blocking any [Stun], [Sleep], [Fear], [True Fear], [Freeze], and [Provoke] debuffs whenever an enemy tries to place them on this Champions. (1 Turn Cooldown).
Level 3: 10% Chance
Level 5: 15% Chance
Level 6: 30% Chance
Our Rating Breakdown
We believe that the low chance even at 6 star paired with the power of other rare and above blessings makes this a poor choice for your champion. You are far better using Artifacts (such as Stoneskin) to protect your champion.
Miracle Heal – Rare
General: A Tier Arena: D Tier
Has a 50% chance of restoring a portion of any destroyed MAX HP whenever this champion heals themselves or an ally. The amount of HP restored is equal to 10% percentage of the heal.
Level 3: 75% Chance to restore 15% of the heal
Level 5: 100% Chance to restore 20% of the heal
Level 6: 100% Chance to restore 30% of the heal
Our Rating Breakdown
At 5 Star, Miracle Heal becomes a powerful tool in Sand Devil (On Godseeker Aniri) but it only restores based on a healing that restores HP. Therefore, healing MAX does not activate Miracle Heal. This reduces its value in Sand Devil. A niche blessing that is useful in certain Sintranos stages but absolutely not worth utilising in Arena.
Iron Will – Epic
General: D Tier Arena: D Tier
Decreases the damage this Champion receives according o the number of debuffs on them. Does not decrease the damage from [Poison], [HP Burn] and [Bomb] debuffs.
Level 1: 0.5% per debuff (Max 5%)
Level 3: 1% per debuff (Max 10%)
Level 5: 1.5% per debuff (Max 15%)
Level 6: 2% per debuff (Max 20%)
Our Rating Breakdown
Reducing damage is always valuable but you won’t experience a good return of this blessing until you reach 5 or 6 star and then requires you to receive debuffs which are not ideal. It could be useful if you plan to sustain large amounts of debuffs but generally you will get more value from damage or turn meter orientated blessings.
Heavencast – Epic
General: A Tier Arena: A Tier
Increases the damage inflicted by this Champion according to the number of buffs on them. Doesn’t increase the damage from [Poison], [HP Burn], and [Bomb] debuffs.
Level 1: 0.5% per buff (Max 5%)
Level 3: 1% per buff (Max 10%)
Level 5: 1.5% per buff (Max 15%)
Level 6: 2% per buff (Max 20%)
Our Rating Breakdown
There are better damage blessings (particularly Crushing Rend) but in a scenario where you can stack buffs and your champion cannot take advantage of blessings such as Phantom Touch then Heavencast is your best option. This is particularly good in an Arena high buff setting if you are not using a legendary blessing.
Intimidating Presence – Legendary
General: A Tier Arena: S Tier
Strengthens your team’s Aura and weakens the enemy team’s Aura. (Will overwrite Commanding Presence Blessing if on same team)
Level 1: 2.5% Boost / 5% Weaken
Level 3: 7.5% Boost / 10% Weaken
Level 5: 15% Boost / 20% Weaken
Level 6: 35% Boost / 20% Weaken
Our Rating Breakdown
Aura’s are powerful bonus stats that you don’t need a major investment. This blessing is great for extending this value although keep in mind that until you reach 5 or 6 star the gains will be minimal.
Lightning Cage – Legendary
General: C Tier Arena: A Tier
Whenever an enemy receives a buff or has their Turn Meter filled, places one [Lightning Orb] stack on this Champion. [Lightning Orb]’s protect one random buff from being removed, stolen or transferred – removing the Orb instead. When this champion deals damage with 3 [Lightning Orb]’s, deal bonus damage to the enemy equal to their Max HP.
Level 1: 50% Chance to protect / 2% Max HP Champions / 1% Max HP Boss
Level 3: Turn meter fill grants Orb
Level 5: 75% Chance to protect
Level 6: 5% Max HP Champions / 2.5% Max HP Boss
Our Rating Breakdown
Lighting Cage in PvE is niche but particularly useful for providing a bonus buff to your Hydra Mischief Tank. In Arena this is one of the rare blessings that work on low awakening so its useful at protecting buffs and providing some free bonus damage.
Dark Blessings
Dark Resolve – Rare
General: D Tier Arena: A Tier
Increases the damage inflicted by this Champion according to the number of dead allies on their team. Does not increase [Poison], [HP Burn], and [Bomb] damage.
Level 1: 1% per dead ally
Level 3: 1.5% per dead ally
Level 5: 2.5% per dead ally
Level 6: 5% per dead ally
Our Rating Breakdown
There are a few arena niche champions (Kytis, Deathless) that can catch people off-guard and this blessing further empowers this strategy. In General, having your champions fall in battle is not ideal so this really is best used in Arena.
Phantom Touch – Rare
General: S Tier Arena: A Tier
Has a 15% chance of inflicting Bonus Damage to one enemy whenever this champion hits enemy targets (applies to one target only) (1 turn cooldown). Multiplier: 3.5*ATK ignoring 30% of the Target’s Defence.
Level 3: 30% Chance
Level 5: 75% Chance
Level 6: 100% Chance / 35% Chance of dealing a second Phantom Touch Attack
Our Rating Breakdown
This will be first choice for nearly all rare champions and many epic damage dealer’s. It is not ideal for HP or Defense based damage dealers as it will not scale of this stat. It counts as hits so a must pick for Fire Knight and likely a great source of damage in Clan Boss.
Cruelty – Epic
General: S Tier Arena: C Tier
Whenever this champion hits an enemy, decreases their DEF until the end of the round. This effect does not stack meaning multiple cruelty blessings will decrease def together but only to the maximum of their awakening rank.
Level 1: 1% per hit (10% champions max / 5% boss max)
Level 3: 1% per hit (20% champions max / 10% boss max)
Level 5: 2% per hit (30% champions max / 15% boss max)
Level 6: 4% per hit (40% champions max / 20% boss max)
Our Rating Breakdown
Reducing a target’s damage reduction is essential to improving your output. With high defense end game targets this blessing becomes more essential. A must pick in every non-arena team on a champion. In arena, you will likely choose more arena focussed options and scaling this can be an issue.
Lethal Dose – Epic
General: D Tier Arena: A Tier
Increases the damage enemies receive from [Poison] debuffs placed by this champion in the Arena.
Level 1: 50% Damage
Level 3: 100% Damage
Level 5: 200% Damage
Level 6: Also ignores 35% of the target’s Resistance
Our Rating Breakdown
If you can avoid stoneskin, polymorph and debuff immunity and you can place multiple poisons then Lethal dose can deal significant damage. At rank 5 you will take your 5% poison to 15% meaning 7 poisons will defeat an opponent before they can take a turn. This only work in arena so don’t select this for your dungeon teams.
Temporal Chains – Legendary
General: A Tier Arena: S Tier
Decreases each enemy’s SPD for each active buff they are under, except for buffs placed at the start of the Round.
Level 1: -2% speed per buff (capped at 6%)
Level 3: -3% speed per buff (capped at 9%)
Level 5: -5% speed per buff (capped at 15%)
Level 6: Decreases turn meter of all enemies by 15% when third active buff placed
Our Rating Breakdown
Speed is still king in most content and Temporal Chains helps you win these races and overpower your opponents. Excellent on support champions in all content to slow down opponents – this blessing is a must get in the right settings.
Ward of the Fallen – Legendary
General: A Tier Arena: S Tier
Starts each round with 1 [Bone Armor]. [Bone Armor] decreases the damage you take from enemies then is consumed. This can stack up to 3 times. [Bone Armor] stacks are added when dealing damage equal to the number of dead allies at high awakening.
Level 1: -20% Damage received
Level 3: Starts round with 2 stacks
Level 5: -30% Damage Received
Level 6: Starts round with 3 stacks and stacks deal bonus damage
Our Rating Breakdown
The go to choice for any Rotos or Taras player – this damage reduction works alongside their passives to make them even harder to take down. At rank 6 this becomes incredible for solo champions in dungeon content providing 30% damage reduction in your build.
War Blessings
Hero Soul – Rare
General: A Tier Arena: D Tier
Increases the damage inflicted to Bosses and their minions according to the number of living enemies.
Level 1: +0.5% damage
Level 3: +1% damage
Level 5: +1.5% damage
Level 6: +3% damage
Our Rating Breakdown
To activate this bonus you need to attack a boss so it has niche usages when those bosses don’t have allies. Particularly good for Dark Fae and Hydra otherwise you will navigate towards Phantom Touch or other damage blessings.
Faultless Defense – Rare
General: B Tier Arena: B Tier
Whenever an enemy attacks an ally under a [Increase DEF] placed by this Champion, reflects a portion of the damage back to the attacker.
Level 1: 3% reflected
Level 3: 6% reflected
Level 5: 9% reflected
Level 6: 15% reflected
Our Rating Breakdown
Essential for any early game fire-knight castle team and also useful in certain Sintranos stages. For Arena a good protected defence buff could make this blessing frustrating to fight. Note it requires an Increase Defence buff to activate and much like any reflect – will not reflect damage from shields or if the ally has unkillable.
Commanding Presence – Epic
General: B Tier Arena: A Tier
Strengthens your team’s aura (will be replaced if Intimidating Presence is active in team)
Level 1: 2.5% boost
Level 3: 7.5% boost
Level 5: 15% boost
Level 6: 35% boost
Our Rating Breakdown
Epic champions can boost their aura with this blessing although until later awakening this does not grant as much benefits as other blessings. A good option for a spare blessing spot on a team if you utilise an aura.
Chainbreaker – Epic
General: D Tier Arena: D Tier
At the start of this champion’s turn, has a chance of removing any [Stun], [Freeze], [Sleep], [Provoke], [Fear], [True Fear], or [Petrification] debuffs placed on this champion.
Level 1: 10% Chance
Level 3: 15% Chance
Level 5: 20% Chance to fill turn meter by 20% when hit
Level 6: 25% Chance / 40% chance to fill turn meter by 20% when hit
Our Rating Breakdown
The chance to remove a debuff is quite low even at full awakening and we believe other epic or rare blessings provide more utility than this blessing. If these debuffs concern your team, you should use Artifacts (such as stoneskin or immunity) to avoid the debuffs.
Life Harvest – Legendary
General: C Tier Arena: S Tier
Destroys enemies MAX HP by a certain amount when they are revived (Caps at 60%). Will also boost this champion’s turn meter for each enemy revived after awakened to rank 3.
Level 1: 10% MAX HP Destroyed
Level 3: 20% MAX HP Destroyed / 10% turn meter filled
Level 5: 30% MAX HP Destroyed / 20% turn meter filled
Level 6: 40% MAX HP Destroyed / 30% turn meter filled
Our Rating Breakdown
Reviver’s are endemic in arena and if you are facing a heavy revive team this blessing is effective counter. Not only do you gain significant turn meter – you also make re-killing your arena foes significantly easier with huge max hp destruction.
Soul Reap – Legendary
General: A Tier Arena: B Tier
Whenever this champion hits an enemy target and decreases their HP to a certain threshold, a Reaper will appear and deal damage equal to the target’s remaining HP. This attack will apply to any target that reaches the threshold. The Reaper ignores enemy defence as well as damage reduction skills, effects and buffs (excluding bosses).
Level 1: 4% Threshold
Level 3: 8% Threshold
Level 5: 14% Threshold / 50% chance to [True Fear]Level 6: 20% Threshold / 100% chance to [True Fear]
Our Rating Breakdown
On paper this blessing sounds amazing, but once you realise the issues of the blessing it loses value. In Arena, it will not ignore shields nor will it ignore unkillable and Harima is able to reduce the ignore defence. In Dungeon and boss content, enemy max hp is capped at 10%. Useful but with limitations.
Chaos Blessings
Emergency Heal – Rare
General: B Tier Arena: C Tier
Heals this Champion whenever a [Shield] buff placed on them expires, is removed or is broken by an enemy attack.
Level 1: 3% heal max hp of champ
Level 3: 6% heal max hp of champ
Level 5: 9% heal max hp of champ
Level 6: 15% heal max hp of champ
Our Rating Breakdown
Incredibly effective on a bloodshield solo champion or with a regular shielder, this blessing provides a short burst of healing when a shield expires. It is however a small heal with it being 15% of the target max hp. Valuable in the right place but not universally best in slot.
Survival Insinct – Rare
General: B Tier Arena: B Tier
Partially fills this Champion’s turn meter whenever a debuff is placed, spread, or transferred onto them. Occurs once per enemy turn.
Level 1: 5% Turn Meter Fill
Level 3: 7% Turn Meter Fill
Level 5: 10% Turn Meter Fill
Level 6: 10% Turn Meter Fill / Can occur multiple times
Our Rating Breakdown
The best choice for a non-damage based rare champion as it provides turn meter for the simple cost of a debuff. At rank 6 this can force your support champions to take many turns. An unexciting but otherwise solid option to choose.
Crushing Rend – Epic
General: S Tier Arena: C Tier
Ignores the enemy defence equal to the enemy champion level. Can only ignore once per round up until rank 6 awakening.
Level 1: 1% Ignore Def for every 50 levels
Level 3: 1% Ignore Def for every 40 levels
Level 5: 1% Ignore Def for every 25 levels
Level 6: 1% Ignore Def for every 10 levels / Applies on each hit
Our Rating Breakdown
Possibly the best blessing in the game for dungeon and bosses where opponent levels can reach 350. Fully awakened this grants you the same ignore defence as Merciless gear. However until rank 6, this blessing is largely worthless as it only applies on your first hit. In Arena, due to champion level you can at most reach 6% ignore defence making it less desirable.
Incinerate – Epic
General: D Tier Arena: C Tier
Increases the damage inflicted by [HP Burn] debuffs placed by this champion in the arena. Also decreases enemy turn meter equal to the amount of HP Burn damage dealt at high awakening.
Level 1: +25% Burn damage
Level 3: +50% Burn damage
Level 5: +100% Burn damage
Level 6: Decrease Turn Meter equal to HP Burn %
Our Rating Breakdown
Another arena only blessing but in this instance, the damage boost is not significant enough to make this worth choosing. At rank 5 your HP burn will deal 6% max HP damage which is not greater than the output of healing from Bolster Set or Masteries. This one will need further damage increases to make relevant.
Polymorph – Legendary
General: D Tier Arena: S Tier
Has a chance of placing a [Sheep] debuff on enemy Champions for 2 turns whenever they place debuffs on this champion, or when enemy removes or steals buffs. Occurs one per turn and cannot be blocked nor placed on bosses. Sheep’d champions will lose their skills, have their speed set to 150 and will remain in Sheep until they activate from the Sheep attack or the debuff expires. When they return, they will be 50% HP and will lose all their previous buffs.
Level 1: 5% Chance
Level 3: 10% Chance
Level 5: 15% Chance
Level 6: 20% Chance / No Longer Requires Accuracy
Our Rating Breakdown
The scourge of arena, this blessing will frustrate you as you climb the ladders. There is really no counter or alternative to this blessing and is best placed on support and tank champions. In Dungeon and bosses, you will not want to select this blessing as its more likely to slow you down than help you win fights.
Brimstone – Legendary
General: S Tier Arena: B Tier
Whenever this champion attacks, each hit has a chance to place a [Smite] debuff for 2 turns. [Smite] debuffs deal 25% of the enemy’s max hp when they use an Active Skill and a further 5% to all other enemies on the battle field. [Smite] can only be placed on one enemy at a single time (4 turn Cooldown)
Level 1: 15% Chance
Level 3: 30% Chance
Level 5: 60% Chance / Debuff is Protected
Level 6: 100% Chance / Debuff is Protected and cannot resist
Our Rating Breakdown
The best all round accessible and first pick Dungeon and Boss blessing in the game as it provides access to significant damage for a low cost. You will need accuracy all the way up to awakened rank 5 then at rank 6 you don’t require accuracy. Whilst bosses will reduce the damage it still deals significant damage and should be in every team. In arena, it can provide some good damage but it is far less effective.