Alaz the Sunbearer

Alaz the Sunbearer

MythicalForceDefenseS tier

Introduction

Alaz the Sunbearer is a Mythical Force character in RAID: Shadow Legends. Alaz the Sunbearer's role is Defense. Faction: Barbarians.

On the combined RAID: Shadow Legends tier list Alaz the Sunbearer is S tier, 17th of the 1029 characters ranked, from where 4 community tier lists put Alaz the Sunbearer.

Other Force characters in RAID: Shadow Legends: Abbess, Achak the Wendarin, Acolyte, Admonitor, Alaric the Hooded, Alika and 273 more.

What Alaz the Sunbearer does

A two-form champion that swaps freely and gets an Extra Turn each time. The base form protects with team Counterattack, Block Damage and Increase DEF and destroys max HP on healthy targets; the alternate form hits all enemies with HP Burn and True Fear, then fully restores the team's destroyed max HP with a heal worth 30% of Alaz's max HP.

Background

Alaz the Sunbearer is, indirectly, the hero of the 'Great Solar Crisis', a myth-motif found within several Telerian Human cultures including the peoples of Frostheim, Port Wraith, the Deadlands, and the Krokhan Desert. Though the details vary extensively, two elements link the tales across time and culture: the sun of Teleria being disrupted, and a savior arising through the fusion of a Jotunn and a Human of the culture telling the tale. The similarities arise from the secret, imperfectly kept, of Alaz's presence upon Teleria.

In the Frostheim tale, the sun's rays became pale and wan and the whole world began to freeze. The Deadlanders say the sun, like a pastured animal, escaped and needed to be retrieved. The Krokhan version claims the sun hurtled toward Teleria and scorched the land, incidentally creating the Desert. In the Old Norr legend the sun, conceived of as both a singular powerful warlord and a warlike nation-state, decided to raid and plunder Teleria after years of gazing at it covetously from the skies.

These solar crises are a mythologization of a very real crisis that may never be resolved, merged with tales originating far into the depths of the Gray Age. The Scourge of Darkness, Siroth's terrible spell powered by the Darkness deep in Teleria's core, gives rise to Skinwalkers and the Undead. The true cause of the buildup of Darkness Siroth exploited was the freezing of the Waters of Life, which once produced a font of Light which counteracted the Darkness inherent to Teleria's depths. Not knowing the truth, generations of Telerians seeking to make sense of the Scourge's effects reinterpreted it as a crisis of the sun, source of warmth and life on Teleria's surface and a metaphor for Lumaya's grace since ancient times.

The mythic catastrophe is answered by a pair of heroes who ultimately fuse into one being. The Old Norr called that being Alrik-Furthaz. Their descendants in Port Wraith remember him as Alk-thaz, and in the Deadlands he is Aul K'az the Wrangler. In Frostheim candles are lit for Saint Altaz of the Great Thaw, though few know his full liturgies. The Nomads of the Krokhan Desert know him as Al-Azaz, who carries the sun's blazing orb across the sky each day.

The true identity of this culture-hero is Alaz the Sunbearer, whence these varying names originate. The Lightbringer Alim, a being of flaming, shining justice, believed that he could carry a mote of sacred sunlight and plant it like a seed upon Teleria to thwart the Scourge of Darkness. He feared it would be blasphemous for a created being to meddle with divine energy, but his heart so ached to see the spell ended that he acted anyway, though he tried to keep his mission a secret.

The immortal, extraplanar Lightbringers cannot exist on Teleria without inhabiting a Telerian body in a fashion similar to Siroth's Demonspawn. What mortal form could house both a radiant Lightbringer and a powerful, miniature sun? Alim found a match in the noble, pious Jotunn of fire, Azah, a name that the oldest and wisest Jotunn of modern times, such as Altan the Red Grandfather, still esteem. Heeding the Arbiter's call for holy vessels, Azah traveled to her portal to the Halls of Eternity to volunteer to become a Lightbringer, and was sought out by Alim. When Alim blended his being with that of Azah, the two became Alaz. To accommodate the tremendous power Alim wanted to bring back to Teleria with him, they could not inhabit a single, stable form, as most Lightbringers and Demonspawn do. Instead, they shifted between a luminescent being, when the burden of the inner sun was too great to bear otherwise, and a less conspicuous form. The power was so great that it snapped Alaz's ax when he took his lambent form.

The Norr, the Krokhan Nomads, the Deadlanders, and the Frostheimers all imagined their own heroic ancestors in the role of the Lightbringer. This hero is then pitted in an epic struggle with, against, or for, control of the sun itself. The version as preserved in the shanty-ballads of Port Wraith is one protracted battle sequence. Frostheim's tale of the Saints is the opposite narrative structure: to restore the warmth of the sun, they traversed Teleria to find a collection of solar-linked artifacts, with many diversions and surprises along the way that taught them lessons in humility and virtue. The Krokhan version includes a fantastical voyage into 'the black desert,' their term for the night sky.

The real cause, and true battle, of Alaz the Sunbearer was both less gigantic and more poignant than the mythological hyperbole of the tales it inspired. He intended his inner sun to serve as a new source of Light to replace the frozen Waters of Life and, if not counteract the Scourge of Darkness, at least slow the emergence of Undead and Skinwalkers. Though noble, his attempts bore no fruit year after year, century after century. With a Lightbringer's unchanging certitude he kept trying, until eventually a different cause presented itself: Siroth's Second Great War. Alaz finally realized that, while even the combined Light of a saintly Jotunn and a holy Lightbringer could not bring the world into balance, it could certainly help obliterate the forces of Darkness on the battlefield. But first, he had to win a victory over his own nature.

In his Lightbringer form, Alaz charged the dynamo within him with every swing of his battle-ax, and when the legions of Darkness threatened him most, it would overload with righteous fury and Alaz would become a being of flame and destruction. He still sought to shield himself from the scrutiny of the mortal world, and fought alone in the darkest corners of the realm as the Second Great War raged. That is why no tome records the true history of Alaz, but folktales still tell of a being with two natures who stoked the sun and its Light when the need was dire.

Stats

  • HP141st20,970
  • ATK580th980
  • DEF44th1,476
  • SPD139th105
  • C. RATE15%
  • C. DMG1st63%
  • RES17th50
  • ACC0

At 6 stars, level 60 and fully ascended, before gear, Masteries and Blessings. Each bar is measured against the highest value in the RAID: Shadow Legends roster, and the place is out of every character with that stat.

Form 1 (Force Defense): 6 stars, level 60

  • HPNo Ascension: 19,485Ascension 1: 19,650Ascension 2: 19,815Ascension 3: 19,980Ascension 4: 20,145Ascension 5: 20,475Ascension 6: 20,970
  • ATKNo Ascension: 947Ascension 1: 947Ascension 2: 947Ascension 3: 947Ascension 4: 947Ascension 5: 958Ascension 6: 980
  • DEFNo Ascension: 1,332Ascension 1: 1,343Ascension 2: 1,354Ascension 3: 1,376Ascension 4: 1,398Ascension 5: 1,432Ascension 6: 1,476
  • SPDNo Ascension: 105Ascension 1: 105Ascension 2: 105Ascension 3: 105Ascension 4: 105Ascension 5: 105Ascension 6: 105
  • C. RATENo Ascension: 15%Ascension 1: 15%Ascension 2: 15%Ascension 3: 15%Ascension 4: 15%Ascension 5: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 1: 50%Ascension 2: 50%Ascension 3: 50%Ascension 4: 50%Ascension 5: 50%Ascension 6: 63%
  • RESNo Ascension: 30Ascension 1: 30Ascension 2: 30Ascension 3: 30Ascension 4: 30Ascension 5: 30Ascension 6: 50
  • ACCNo Ascension: 0Ascension 1: 0Ascension 2: 0Ascension 3: 0Ascension 4: 0Ascension 5: 0Ascension 6: 0
  • HPNo Ascension: 19,485Ascension 6: 20,970
  • ATKNo Ascension: 947Ascension 6: 980
  • DEFNo Ascension: 1,332Ascension 6: 1,476
  • SPDNo Ascension: 105Ascension 6: 105
  • C. RATENo Ascension: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 6: 63%
  • RESNo Ascension: 30Ascension 6: 50
  • ACCNo Ascension: 0Ascension 6: 0

Base values before gear, Masteries, Blessings and Great Hall bonuses.

Form 2 (Force HP): 6 stars, level 60

  • HPNo Ascension: 21,315Ascension 1: 21,480Ascension 2: 21,810Ascension 3: 22,140Ascension 4: 22,470Ascension 5: 23,130Ascension 6: 23,955
  • ATKNo Ascension: 914Ascension 1: 914Ascension 2: 914Ascension 3: 925Ascension 4: 936Ascension 5: 947Ascension 6: 958
  • DEFNo Ascension: 1,244Ascension 1: 1,244Ascension 2: 1,244Ascension 3: 1,255Ascension 4: 1,266Ascension 5: 1,277Ascension 6: 1,299
  • SPDNo Ascension: 105Ascension 1: 105Ascension 2: 105Ascension 3: 105Ascension 4: 105Ascension 5: 105Ascension 6: 105
  • C. RATENo Ascension: 15%Ascension 1: 15%Ascension 2: 15%Ascension 3: 15%Ascension 4: 15%Ascension 5: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 1: 50%Ascension 2: 50%Ascension 3: 50%Ascension 4: 50%Ascension 5: 50%Ascension 6: 63%
  • RESNo Ascension: 30Ascension 1: 30Ascension 2: 30Ascension 3: 30Ascension 4: 30Ascension 5: 30Ascension 6: 50
  • ACCNo Ascension: 0Ascension 1: 0Ascension 2: 0Ascension 3: 0Ascension 4: 0Ascension 5: 0Ascension 6: 0
  • HPNo Ascension: 21,315Ascension 6: 23,955
  • ATKNo Ascension: 914Ascension 6: 958
  • DEFNo Ascension: 1,244Ascension 6: 1,299
  • SPDNo Ascension: 105Ascension 6: 105
  • C. RATENo Ascension: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 6: 63%
  • RESNo Ascension: 30Ascension 6: 50
  • ACCNo Ascension: 0Ascension 6: 0

Base values before gear, Masteries, Blessings and Great Hall bonuses.

Form 1 skills (Force Defense)

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  • Photon Ax

    A1

    Attacks 1 enemy 2 times. Places an extra hit if the target is under a Shield buff. Each hit will ignore Shield buffs.

    Damage
    2 x DEF
    Damage
    2 x DEF
    1. Level 2 Damage +20%
  • Rolling Thunder

    A2

    Cooldown 4 turns, 3 fully booked

    Attacks all enemies. Before attacking, places a 60% Increase DEF buff on all allies for 2 turns. Places an extra hit on targets with less than 50% HP after the first hit. If the target's HP is equal to or higher than 50% after the first hit, destroys the target's MAX HP by 30% of the damage inflicted instead.

    Damage
    4.2 x DEF
    Damage
    4.2 x DEF
    1. Level 2 Damage +20%
    2. Level 3 Cooldown -1
    • Increase DEF Increases the Champion's Battle DEF by 30% or 60%.
  • Searing Glare

    A3

    Cooldown 4 turns, 3 fully booked

    Places a Provoke debuff on a target enemy for 2 turns. This debuff cannot be resisted if the target has less than 50% HP. Also places a Counterattack buff on all allies for 2 turns, and a Block Damage buff on all allies for 1 turn.

    1. Level 2 Ignore RES +20%
    2. Level 3 Cooldown -1
    • Provoke Champions under a Provoke debuff can only attack the enemy that applied the Provoke debuff to them. A Champion attacking while under a Provoke debuff can only use their default skill.
    • Counterattack When attacked, the Champion with Counterattack buff strikes back at their attacker using their Default Skill. This attack deals 75% of the normal Default Skill damage. Can only counterattack once when attacked with a Multi-hit skill. Does not counterattack in response to the enemy's own counterattack. Does not count as a Turn.
    • Block Damage Makes the Champion immune to all forms of damage. Its duration cannot be increased.
  • Metamorph

    A4

    Cooldown 4 turns

    Transforms this Champion into their Alternate Form. Then grants an Extra Turn.

  • Cuirass of the Sun [P]

    Passive

    Unlocked at Ascension 3

    Increases this Champion's DEF by 5% each time they counterattack (stacks up to 100%). Resets each Round.

  • Almighty Immunity [P]

    Extra

    Immune to Stun, Freeze, Sleep, Provoke, Block Active Skills, Block Passive Skills, Fear, True Fear, Petrification, Berserk, Enfeeble, Nullify, Ensnare, Fatigue, and Hunter's Gaze debuffs. Also immune to HP exchange effects, HP balancing effects, and cooldown increasing effects.

  • Almighty Tolerance [P]

    Extra

    Decreases the damage taken from Poison debuffs by 90%.

  • Grim Fortitude [P]

    Extra

    Decreases the damage taken from Smite debuffs by 70%.

  • Awakened Weakness [P]

    Extra

    Decreases the damage inflicted by the Boss for each Awakening Level on the target Champion (2.5% for Levels 1-2 and 5% for Levels 3-6, stacks up to 25%). Increases the damage received by the Boss for each Awakening Level on the attacking Champion (5% for Levels 1-2 and 10% for Levels 3-6, stacks up to 50%).

  • Almighty Strength [P]

    Extra

    Damage from skills that scale based on enemy MAX HP cannot exceed 5% of the Boss' MAX HP when attacking the Boss.

  • Unfaltering Speed [P]

    Extra

    Immune to Decrease SPD debuffs and Turn Meter reduction effects.

  • Flameproof [P]

    Extra

    Damage from HP Burn debuffs cannot exceed 1% of the Boss' MAX HP.

  • Aura: Increases Ally DEF in all Battles by 35%.

Form 2 skills (Force HP)

5
  • Boltquake

    A1

    Attacks all enemies. Places an extra hit on enemies under HP Burn debuffs.

    Damage
    0.18 x MAX HP
    Damage
    0.18 x MAX HP
    1. Level 2 Damage +20%
  • Solar Flare

    A2

    Cooldown 3 turns

    Attacks all enemies. Places a HP Burn debuff for 2 turns. This debuff cannot be resisted by enemies under a Stone Skin buff. Then, instantly activates one tick of all HP Burn debuffs on enemies under a Stone Skin buff. Also places a True Fear debuff on all enemies for 1 turn.

    Damage
    0.3 x MAX HP
    1. Level 2 Damage +20%
    2. Level 3 Ignore RES +20%
    • HP Burn When a Champion under a HP Burn debuff starts their turn, they and all their allies take damage equal to 3% of their individual MAX HP. There can only be one HP Burn debuff active on a Champion at a time.
    • Fear There are two versions of this debuff: Fear and True Fear. When a Champion with Fear Debuff attempts to use a skill, there is a 50% chance that the skill will not activate, and the Champion will lose their turn. When a Champion with True Fear debuff attempts to use a skill, there is a 50% chance that the skill will not activate, and the Champion will lose their turn. The skill they attempted to use will go on cooldown.
  • Revitalizing Ray

    A3

    Cooldown 5 turns, 4 fully booked

    Fully restores all allies' destroyed MAX HP, and heals all allies by 30% of this Champion's MAX HP. Also places a 25% Strengthen buff and a 50% Increase RES buff on all allies for 2 turns.

    Heal
    0.3 x MAX HP
    1. Level 2 Cooldown -1
    • Strengthen Reduces the value of the received damage by 15% or 25%.
    • Increase RES Increases the Champion's Battle RES by 25% or 50%.
  • Metamorph

    A4

    Cooldown 4 turns

    Transforms this Champion into their Base Form. Then grants an Extra Turn.

  • Heart of Heavens [P]

    Passive

    Unlocked at Ascension 3

    Increases this Champion's HP by 6 for every 1 DEF they have when in their Alternate Form. Increases the chance of enemy skills not activating when under Fear or True Fear debuffs by 20%, while also under a HP Burn debuff.

  • Almighty Immunity [P]

    Extra

    Immune to Stun, Freeze, Sleep, Provoke, Block Active Skills, Block Passive Skills, Fear, True Fear, Petrification, Berserk, Enfeeble, Nullify, Ensnare, Fatigue, and Hunter's Gaze debuffs. Also immune to HP exchange effects, HP balancing effects, and cooldown increasing effects.

  • Almighty Tolerance [P]

    Extra

    Decreases the damage taken from Poison debuffs by 90%.

  • Grim Fortitude [P]

    Extra

    Decreases the damage taken from Smite debuffs by 70%.

  • Awakened Weakness [P]

    Extra

    Decreases the damage inflicted by the Boss for each Awakening Level on the target Champion (2.5% for Levels 1-2 and 5% for Levels 3-6, stacks up to 25%). Increases the damage received by the Boss for each Awakening Level on the attacking Champion (5% for Levels 1-2 and 10% for Levels 3-6, stacks up to 50%).

  • Almighty Strength [P]

    Extra

    Damage from skills that scale based on enemy MAX HP cannot exceed 5% of the Boss' MAX HP when attacking the Boss.

  • Unfaltering Speed [P]

    Extra

    Immune to Decrease SPD debuffs and Turn Meter reduction effects.

  • Flameproof [P]

    Extra

    Damage from HP Burn debuffs cannot exceed 1% of the Boss' MAX HP.

  • Aura: Increases Ally DEF in all Battles by 35%.

How to get Alaz the Sunbearer

Alaz the Sunbearer can be summoned from Primal Shard as a Mythical champion.

Upgrade costs

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Ascension

  • Ascension 1Superior Force Potion ×3Superior Arcane Potion ×2
  • Ascension 2Superior Force Potion ×4Superior Arcane Potion ×3
  • Ascension 3Superior Force Potion ×5Superior Arcane Potion ×4
  • Ascension 4Superior Force Potion ×6Superior Arcane Potion ×5
  • Ascension 5Superior Force Potion ×7Superior Arcane Potion ×6
  • Ascension 6Superior Force Potion ×8Superior Arcane Potion ×7

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