Alure

Alure

EpicMagicAttackA tier

Introduction

Alure is an Epic Magic character in RAID: Shadow Legends. Alure's role is Attack. Faction: Demonspawn.

On the combined RAID: Shadow Legends tier list Alure is A tier, 227th of the 1029 characters ranked, from where 4 community tier lists put Alure.

Other Magic characters in RAID: Shadow Legends: Adjudicator, Adriel, Aeshma, Aina, Akoth the Seared, Aleksandr the Sharpshooter and 269 more.

What Alure does

Hits one target hard with Hellish Blaze (an extra 30% crit chance and 50% DEF ignore) and controls with Temptation, which hits all enemies twice and Sleeps anyone it leaves under Decrease DEF. Crits on the three-hit A1 knock 25% off a target's Turn Meter.

Background

Alure cannot remember her childhood very well. She had a home, up in the hills and out of sight. It was an old castle that from the outside appeared abandoned, but was clean, well-kept, and warm deep within. She remembers having toys, playing with friends, and exploring the dusty corners of her home. She remembers finding none of that strange.

Later, she learned the truth: that her innocence was bought with blood and pain from all around her. As far as the world outside was concerned, Demonspawn like her were not born of loving parents. They did not have friends, toys, or childhoods. They did not grow up. To the people of Teleria, the Demonspawn were monsters. They crawled from pits in hellish Anathraad, servants of the dark Lord of Shadow Siroth. They were evil to their core. Their existence was bent purely to the destruction of all living things, and their bloodlust was unending. To the people of Teleria, the Demonspawn were an existential threat, and any sane Human, Elf, Orc, or Lizardman would draw steel and kill a Demonspawn without a moment's hesitation.

Shielding Alure from the world outside took perpetual vigilance from her family. She had no concept of the sacrifices that her parents made, that all the Demonspawn around her made, to exist at all in Teleria. The secrecy. The lies. The danger entailed with every outing for food and supplies. The preparation, every day, to fight for their lives. All these burdens, carried by the adults around her so that Alure could live a happy life.

It did not last forever. Someone hiding in the castle must have made a mistake, or perhaps finally her family ran out of luck. Either way, the Sacred Order fell upon them, Banner Lords forces by their side. Alure was the only survivor, and she would not have even been that if not for the actions of Bad-el-Kazar.

Alure never learned why he came to the castle. She knew however she had been moments from death, that it was Kazar's hand that saved her, and it was that hand which led her to safety. She could not help but look past his terrifying visage, for she saw in him a protector. He promised to make her strong. After she witnessed the slaughter of her family, how helpless her defenders had been, strength was the only thing she wanted.

And so Kazar gave Alure strength. While their relationship lacked the warmth that she grew up with, Alure did not resent the lack, indeed, as far as she was concerned, the warmth of her childhood had left her helpless when danger had finally come. So she trained as hard as Kazar demanded, then even harder still. Kazar honed Alure into a blade. She mastered stealth, magic, and the art of the sword, and Kazar conducted dark rituals that unlocked the power of Alure's Demonic blood and increase her power further.

By Alure's early teens, she was among the most skilled assassins in all of Teleria. She longed to be let loose, to be sent on missions of mass destruction against the Banner Lords, but Kazar refused, bending her instead towards furthering his own inscrutable interests. She was frustrated, but she obeyed. She trusted Kazar, for his strength had saved her, protected her, and prepared her for the world in a way that nothing else had.

That trust would prove misplaced. For a blade, no matter how strong, is but a tool. And tools, once broken, may find themselves discarded.

Stats

  • HP850th14,040
  • ATK51st1,575
  • DEF935th793
  • SPD765th96
  • C. RATE15%
  • C. DMG191st60%
  • RES30
  • 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.

6 stars, level 60

  • HPNo Ascension: 13,215Ascension 1: 13,215Ascension 2: 13,380Ascension 3: 13,545Ascension 4: 13,710Ascension 5: 13,875Ascension 6: 14,040
  • ATKNo Ascension: 1,387Ascension 1: 1,398Ascension 2: 1,421Ascension 3: 1,454Ascension 4: 1,487Ascension 5: 1,531Ascension 6: 1,575
  • DEFNo Ascension: 760Ascension 1: 760Ascension 2: 760Ascension 3: 760Ascension 4: 760Ascension 5: 771Ascension 6: 793
  • SPDNo Ascension: 96Ascension 1: 96Ascension 2: 96Ascension 3: 96Ascension 4: 96Ascension 5: 96Ascension 6: 96
  • 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: 60%
  • RESNo Ascension: 30Ascension 1: 30Ascension 2: 30Ascension 3: 30Ascension 4: 30Ascension 5: 30Ascension 6: 30
  • ACCNo Ascension: 0Ascension 1: 0Ascension 2: 0Ascension 3: 0Ascension 4: 0Ascension 5: 0Ascension 6: 0
  • HPNo Ascension: 13,215Ascension 6: 14,040
  • ATKNo Ascension: 1,387Ascension 6: 1,575
  • DEFNo Ascension: 760Ascension 6: 793
  • SPDNo Ascension: 96Ascension 6: 96
  • C. RATENo Ascension: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 6: 60%
  • RESNo Ascension: 30Ascension 6: 30
  • ACCNo Ascension: 0Ascension 6: 0

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

  • Psychic Whip

    A1

    Attacks 3 times at random. Decreases the target's Turn Meter by 25% on each critical hit.

    Damage
    1 x ATK
    Turn Meter reduction
    0.25 x full Turn Meter
    1. Level 2 Damage +5%
    2. Level 3 Damage +5%
    3. Level 4 Damage +5%
    4. Level 5 Damage +5%
  • Temptation

    A2

    Cooldown 4 turns, 3 fully booked

    Attacks all enemies 2 times. Each hit has a 30% chance of placing a 30% Decrease DEF debuff for 1 turn. Places a Sleep debuff for 1 turn on targets under Decrease DEF debuffs.

    Damage
    1.7 x ATK
    1. Level 2 Damage +5%
    2. Level 3 Buff/Debuff Chance +5%
    3. Level 4 Damage +5%
    4. Level 5 Buff/Debuff Chance +5%
    5. Level 6 Cooldown -1
    6. Level 7 Buff/Debuff Chance +10%
    • Sleep The Champion with this debuff is unable to act X Turns. Cooldowns are not refreshed while Sleep is active. Continuous Heal, Poisons, and HP Burn work as normal while the Champion is asleep, so do any Passive Skills that heal the Champion. This debuff can be removed from the target by inflicting any kind of active damage (except the turn when the Sleep debuff was placed).
    • Decrease DEF Decreases the Champion's Battle DEF by 30% or 60%.
  • Hellish Blaze

    A3

    Cooldown 6 turns, Upgraded at Ascension 3

    Attacks 1 enemy. Has an extra 30% chance of inflicting a critical hit. Will ignore 50% of the target's DEF.

    Damage
    4.6 x ATK
    1. Level 2 Damage +5%
    2. Level 3 Damage +5%
    Before Ascension 3

    Cooldown 6 turns

    Attacks 1 enemy. Has an extra 30% chance of inflicting a critical hit.

    Damage
    4.6 x ATK
    1. Level 2 Damage +5%
    2. Level 3 Damage +5%
  • Aura: Increases Ally ACC in Faction Crypts by 50.

How to get Alure

Alure can be summoned from Ancient Shard, Sacred Shard and Primal Shard as a Epic champion.

Upgrade costs

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Ascension

  • Ascension 1Greater Magic Potion ×4Greater Arcane Potion ×3
  • Ascension 2Greater Magic Potion ×7Greater Arcane Potion ×5
  • Ascension 3Greater Magic Potion ×9Greater Arcane Potion ×7
  • Ascension 4Superior Magic Potion ×3Superior Arcane Potion ×1
  • Ascension 5Superior Magic Potion ×3Superior Arcane Potion ×2
  • Ascension 6Superior Magic Potion ×4Superior Arcane Potion ×2

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