Losan K'Leth

Losan K'Leth

LegendaryForceDefenseB tier

Introduction

Losan K'Leth is a Legendary Force character in RAID: Shadow Legends. Losan K'Leth's role is Defense. Faction: Knights Revenant.

On the combined RAID: Shadow Legends tier list Losan K'Leth is B tier, 374th of the 1029 characters ranked, from where 3 community tier lists put Losan K'Leth.

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

What Losan K'Leth does

Spirit Calculus raises every ally's HP and Turn Meter to match the best on the team and drags every enemy's down to their worst, then puts a Taunt on Losan. Finality Disc dumps Losan's debuffs onto the target and heals 10% of MAX HP plus 10% per debuff moved, and any single hit for 25% HP or more triggers Block Damage.

Other Knights Revenant on the team unlock more, from buff removal to a 15% True Fear on attackers.

Background

Before the Cult of K'Leth, there was the Bone Temple. A Lumayan faith based in the Free City of Narbuk, its adherents venerated the bones of saints and heroes. They were exposed as practitioners of necromancy when Red Crusaders stormed Narbuk in search of Skinwalkers, Orcs, Ogryn, and Lizardmen. Many of their number were slain, the rest fleeing to Durham Forest or deep into Narbuk's labyrinthine catacombs.

At the time, Losan K'Leth was both a member of the Sacred Order and Bone Temple. Ruthlessly ambitious, he sought much more power. When the crusaders came to Narbuk, the religious politics of the Free City were thrown into turmoil. In a storm of murderous treachery, K'Leth was made a Mage-Baron of the Temple. Fiercely intelligent, a shrewd interrogator, and a powerful mage, he was later made leader.

Something K'Leth kept secret from all around him was a chronic illness of the stomach. This and all his talents came into play during the Second Conclave of the Elves which, as a member of the Sacred Order, he had a role in. There he learned of the Dreamwalker from the Dark Elves, and how to contact him.

For hours K'Leth spoke with the Dreamwalker, Siroth. The most crucial knowledge he gleaned was that of soul transposition. With this he could transfer his soul into a healthy body and do the same for anyone else. He used his new skills to buy the loyalty of the Bone Temple in Durham Forest and Narbuk, and the Cult of K'Leth was born. He could offer near- immortality to anyone, provided there was a host body for their soul to be transpositioned into.

Nearly three hundred years later, the tendrils of K'Leth's Cult have spread all over Teleria, especially in Anhelt. Though the agents of Aravia and the Sacred Order have burned out countless cells over the years, more replace them with each passing year. K'Leth rules his followers from a floating island fortress called Perdition, where he is secure from his enemies' efforts to find and kill him.

K'Leth knows that to maintain his power, he must be seen and heard. His followers cannot be allowed to doubt his power, his devotion to them, and especially not his very existence. But how to do this? Though few bar Giath the Truthshield are aware, he has undergone so many soul transpositions he now exists as a fragment of his former self. He is in part sustained by his own necromancy, an effort that takes a heavy toll upon him each day.

And so K'Leth devised the 'Representation'. He can magically pilot this fully enclosed and ornate suit of plate armor and mail with perfect fluidity anywhere in the world at his mental command, safely from his private chambers on Perdition. He can see through the helm's eye sockets in greater detail than he could with his own eyes, speak through the grille of its mouth with such power there is no way to block it out, and hear the scratching of mice at the bottom of a transport vessel churning and groaning in a violent storm.

Woven into the suit's layers of metal are numerous magic wards that make it all but immune to sorcery, and it has been painstakingly forged to withstand the hardest blows, it could absorb the impact of a charging war stallion. Furthermore, K'Leth has magicrafted the Representation to be inured to the elements themselves. It could spend a thousand years at the bottom of the sea and be no less durable or flexible. It is vital the suit be all but indestructible. K'Leth's piloting of it leaves a trace of his essence within. Should the Representation ever be broken, a skilled sorcerer could use this to discover his location.

The Representation is not just formidably tough. With it, K'Leth can cave in the skull of a bull with a single punch. It is strong enough also to wield the Word, an immense glaive of solid steel that serves not only as a weapon K'Leth could use to behead a Krokhan rhinoceros with a single swing, but as a rallying standard to his cultists.

K'Leth has never needed the Representation more. Bystophus' Sect of Siroth drove a wedge through the heart of the Cult. He has unleashed the vanguard of his Dawncallers to begin this process, but K'Leth must play his part. To add to his troubles, whisperings have reached K'Leth of what power 'Grand Arcanist' Kelezar is meddling with in the Stormwind Wastes, and what monsters he has created. K'Leth knows that this 'fool' has stumbled upon Uncreation. It is a power even he has felt trepidation exploring, for everything he has learned of it tells him it cannot be controlled. Kelezar has forced his hand. Uncreation is K'Leth's business now.

Stats

  • HP322nd18,825
  • ATK998th727
  • DEF8th1,597
  • SPD681st97
  • C. RATE15%
  • C. DMG50%
  • RES183rd40
  • ACC4th20

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: 17,175Ascension 1: 17,340Ascension 2: 17,505Ascension 3: 17,835Ascension 4: 18,165Ascension 5: 18,495Ascension 6: 18,825
  • ATKNo Ascension: 694Ascension 1: 694Ascension 2: 694Ascension 3: 694Ascension 4: 694Ascension 5: 705Ascension 6: 727
  • DEFNo Ascension: 1,465Ascension 1: 1,476Ascension 2: 1,487Ascension 3: 1,509Ascension 4: 1,531Ascension 5: 1,564Ascension 6: 1,597
  • SPDNo Ascension: 97Ascension 1: 97Ascension 2: 97Ascension 3: 97Ascension 4: 97Ascension 5: 97Ascension 6: 97
  • 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: 50%
  • RESNo Ascension: 30Ascension 1: 30Ascension 2: 30Ascension 3: 30Ascension 4: 30Ascension 5: 30Ascension 6: 40
  • ACCNo Ascension: 0Ascension 1: 0Ascension 2: 0Ascension 3: 0Ascension 4: 0Ascension 5: 0Ascension 6: 20
  • HPNo Ascension: 17,175Ascension 6: 18,825
  • ATKNo Ascension: 694Ascension 6: 727
  • DEFNo Ascension: 1,465Ascension 6: 1,597
  • SPDNo Ascension: 97Ascension 6: 97
  • C. RATENo Ascension: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 6: 50%
  • RESNo Ascension: 30Ascension 6: 40
  • ACCNo Ascension: 0Ascension 6: 20

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

  • Atrophic Ax

    A1

    Attacks 1 enemy. Has an 80% chance of placing a 25% Weaken debuff for 2 turns. This debuff cannot be resisted if the target has attacked this Champion before this turn.

    Damage
    3.3 x DEF
    1. Level 2 Damage +10%
    2. Level 3 Buff/Debuff Chance +10%
    3. Level 4 Damage +10%
    4. Level 5 Buff/Debuff Chance +10%
    • Weaken Increases damage received by the Target Champion by 15% or 25%.
  • Spirit Calculus

    A2

    Cooldown 7 turns, 5 fully booked

    The HP levels of all allies will be brought up to the level of the ally with the highest HP. The Turn Meter levels of all allies will be brought up to the level of the ally with the highest Turn Meter. The HP levels of all enemies will be brought down to the level of the enemy with the lowest HP. The Turn Meter levels of all enemies will be brought down to the level of the enemy with the lowest Turn Meter. Then places a Taunt buff on this Champion for 2 turns.

    1. Level 2 Cooldown -1
    2. Level 3 Cooldown -1
    • Taunt If a Champion is under a Taunt buff, enemies can only target that Champion. If there are several Champions under a Taunt buff on the same team, enemies can target any of the Taunting Champions. When using an AoE attack, only the Champion under the Taunt buff can be targeted, but their allies will still take damage from the AoE attack as normal. The Provoke debuff has priority over the Taunt buff, meaning a Provoked Champion will still only target the Champion who placed the Provoke debuff on them, rather anyone under a Taunt buff. In addition, if there is only one Champion under a Taunt buff on a team, it will supersede any other buffs that affect targeting (like Veil and Perfect Veil), meaning a Champion under both Taunt and Veil buffs will be targeted. However, if there are multiple Champions under Taunt buffs on a team, buffs that affect targeting (like Veil and Perfect Veil) will then take effect to decide who will be targeted. For example, in a situation where two Champions are under Taunt buffs, but one of them is also under a Veil buff, the Champion under only Taunt will be targeted, whereas the Champion under Taunt and Veil will not. The Taunt buff cannot be spread, and its duration cannot be increased. It can be stolen, removed, and its duration can be decreased.
  • Finality Disc

    A3

    Cooldown 4 turns, 3 fully booked

    Attacks 1 enemy. Before attacking, transfers all debuffs from this Champion to the target and heals this Champion by 10% of their MAX HP. Heals by an additional 10% of their MAX HP for each debuff transferred. Will always use this skill instead of the default skill when counterattacking.

    Damage
    5 x DEF
    Damage
    1 x target current HP
    1. Level 2 Damage +10%
    2. Level 3 Damage +10%
    3. Level 4 Cooldown -1
  • The Representation [P]

    Passive

    Unlocked at Ascension 3

    Every time this Champion loses 25% HP or more from a single hit, places a Block Damage buff on this Champion for 1 turn.

    • Block Damage Makes the Champion immune to all forms of damage. Its duration cannot be increased.
    • 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.
  • Aura: Increases Ally DEF in all Battles by 25%.
  • Aura: Increases Ally RES in all Battles by 60 (only applies to Knights Revenant).

Upgrade costs

Open in the planner

Ascension

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

More Force characters

All characters