

Mad Hatter
Legendary/Force/SupportA tier
Introduction
Mad Hatter is a Legendary Force character in RAID: Shadow Legends. Mad Hatter's role is Support. Faction: Knights Revenant.
On the combined RAID: Shadow Legends tier list Mad Hatter is A tier, 92nd of the 1029 characters ranked, from where 3 community tier lists put Mad Hatter.
Other Force characters in RAID: Shadow Legends: Abbess, Achak the Wendarin, Acolyte, Admonitor, Alaric the Hooded, Alaz the Sunbearer and 273 more.
What Mad Hatter does
A Hex-based support.
Mixture Most Foul Hexes and Weakens the whole enemy team and pulls the ally with the highest C.DMG into the attack, hitting 10% harder per debuff on the target. The basic spreads debuffs to every Hexed enemy,
A Whiff of Madness stretches ally buffs and trims ally debuffs, and on a timer the passive heals the team for 20% and True Fears every enemy.
Background
There is perhaps no individual in all of Teleria more aptly named than the Mad Hatter. In his own words, he is 'indeed rather quite mad' and wears an 'undoubtedly fetching hat'.
The Mad Hatter is a dark sorcerer and potion brewmaster whose techniques would draw snorts of derision, horrified cries, or demands for his permanent imprisonment and even execution, from experts if they knew of it. Generally considered foolish or dangerous by most Knights Revenant, the Hatter was without direction for a time, until the Queen of Hearts discovered him. Too insane and obsessed with his 'special works' to be a threat to her position, yet highly skilled enough to be a useful asset, he was an ideal wizard to serve the vain and impulsive Queen. Excited to finally be acknowledged by someone, the Hatter gladly took to forging a key with a queen's crown symbol as a handle. He tied it to his hat as a sign of her ownership of his creations and his 'locked-in like-kin' loyalty to her.
The source of the Hatter's madness is, at least in part, his hat. It was an element of his most formative experiment and it is magically fused to his head. Ensorcelled with dozens of spells and soaked in potions of magical protection and absorption, the hat was devised by the Hatter to protect him on a quest in the Lost Isles long ago. He traveled to the great volcano known as the Throat, home, rumor had it, to a monstrous power that defied reason. Little did the Hatter know that the ineffable beast that calls itself the Demon Lord was there. His magical protections were nothing against the Demon Lord's reality shifting and mind-bending radiations. Thus the Hatter was made mad, and his hat was rendered irremovable.
Mad the Hatter may have become, but that only fueled his imagination, changing everything about the way he devised spells and tested recipes for potions and tinctures. He created what have become his most crucial tools: a clawed staff above which rotates a small, magically suspended, self-heating cauldron, and a teapot. The latter is no ordinary household object. It is completely sentient, screeching and screaming whenever the Hatter's latest brew is complete. Otherwise it babbles and whitters with the Hatter for hours, suggesting alternative ingredients, cracking lewd jokes, or making terrible puns. In public, it enjoys insulting passers-by before pretending to be completely inanimate so the Hatter gets the blame.
How the Hatter devises his creations and concoctions is unique every time he sets to task. He follows no rules or regulations. For some recipes he adds amounts of selected ingredients according to card draws. A seven will means seven sprinkles of kidney stone dust or seven crows' feet, for example. Careful to shuffle the deck in several different ways before each draw, it is all but impossible for him to repeat a creation, for chance directs him as much as his, and his teapot's, insane genius.
The Mad Hatter's timing methodology also deviates much from the norm. He carries a large pocket watch, better to always be punctual for the Queen of Hearts, that gives him the time of any location in Teleria on command. When a potion is brewed can be crucial. He is full of such notions as 'lunch in Kaerok, dinner in Krokhan, always makes a spell a-broken' and 'never brew 'em when sun sets in Durham'. The Hatter knows that for some creations, crafting them when it's tea time in the Sorrowlakes, or midnight in Nyresa, is optimum or worst.
It was the Hatter who informed the Queen of Hearts of the immense insectoid power residing in the heart of Durham Forest. Why did he do such a thing? Because he knew his 'mighty, splendiferous, beautiful, wise, and true Queen' would want to know and want to claim what she could. She was the only one who understood him, as much as anyone could. She let him build some of her great palace, including her chess board-inspired court hall and a croquet court, complete with ponds and lakes that easily outshone any other in all Teleria. More selfishly, he wanted to go to Durham too. He and his teapot had fantasized for years about what they could do with the stingers, chitin, claws, venom, petals, pollen, and mushrooms from a hundred thousand varieties of lethal species not found anywhere else. There was no limit. Not one. And what if they could learn from the Insect Lords themselves? It was enough to make the teapot boil over with excitement. The Hatter giggled and jumped up and down on the spot as they speculated over cups of tarantula fang and mint brew.
Stats
- HP23rd of 1,05123,295
- ATK777th of 1,051859
- DEF337th of 1,0511,167
- SPD87th of 1,051108
- C. RATE15%
- C. DMG50%
- RES30
- ACC4th of 1,05120
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: 21,975Ascension 1: 22,140Ascension 2: 22,305Ascension 3: 22,470Ascension 4: 22,635Ascension 5: 22,965Ascension 6: 23,295
- ATKNo Ascension: 771Ascension 1: 782Ascension 2: 793Ascension 3: 804Ascension 4: 815Ascension 5: 837Ascension 6: 859
- DEFNo Ascension: 1,068Ascension 1: 1,079Ascension 2: 1,090Ascension 3: 1,101Ascension 4: 1,112Ascension 5: 1,134Ascension 6: 1,167
- SPDNo Ascension: 103Ascension 1: 103Ascension 2: 103Ascension 3: 103Ascension 4: 103Ascension 5: 103Ascension 6: 108
- 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: 30
- ACCNo Ascension: 0Ascension 1: 0Ascension 2: 0Ascension 3: 0Ascension 4: 0Ascension 5: 0Ascension 6: 20
- HPNo Ascension: 21,975Ascension 6: 23,295
- ATKNo Ascension: 771Ascension 6: 859
- DEFNo Ascension: 1,068Ascension 6: 1,167
- SPDNo Ascension: 103Ascension 6: 108
- C. RATENo Ascension: 15%Ascension 6: 15%
- C. DMGNo Ascension: 50%Ascension 6: 50%
- RESNo Ascension: 30Ascension 6: 30
- ACCNo Ascension: 0Ascension 6: 20
Base values before gear, Masteries, Blessings and Great Hall bonuses.
Skills
Upgrade planner
Dastardly Distillation
A1Attacks 1 enemy 2 times. Each hit has a 25% chance of stealing 1 random buff. Each hit also has a 75% chance of applying a Debuff Spread effect, taking 1 random debuff from the target and placing it on all enemies under a Hex debuff.
- Damage
- 0.1 x MAX HP
- Level 2 Damage +10%
- Level 3 Buff/Debuff Chance +10%
- Level 4 Damage +10%
- Level 5 Buff/Debuff Chance +15%

Mixture Most Foul
A2Cooldown 5 turns, 3 fully booked
Attacks all enemies. Has a 75% chance of placing a Hex debuff and a 25% Weaken debuff on all enemies for 2 turns. The ally with the highest C. DMG will team up and join the attack. The ally joining the attack will use their default skill. The damage dealt by the ally joining the attack will increase by 10% per each debuff on the target.
- Damage
- 0.2 x MAX HP
- Level 2 Damage +15%
- Level 3 Buff/Debuff Chance +10%
- Level 4 Cooldown -1
- Level 5 Buff/Debuff Chance +15%
- Level 6 Cooldown -1
Weaken Increases damage received by the Target Champion by 15% or 25%.
Hex Champions under Hex debuffs take damage whenever their allies do. The damage from Hex debuffs ignores Champions' DEF. The original targets all take full damage.
Champions under Hex debuffs take 2% of AoE damage inflicted on their allies, and 10% of single-target damage inflicted on their allies.
Champions under Hex debuffs only take extra damage from direct attacks on their allies, not lasting effects (like buffs or debuffs), for example, damage from Poison, HP Burn, Bomb debuffs, Reflect Damage buffs, etc.

A Whiff of Madness
A3Cooldown 5 turns, 3 fully booked
Increases the duration of all buffs on all allies by 1 turn, and decreases the duration of all debuffs on all allies by 1 turn. Also fills the Turn Meters of all allies by 20%.
- Turn Meter fill
- 0.2 x full Turn Meter
- Level 2 Cooldown -1
- Level 3 Cooldown -1

Time For Tea! [P]
PassiveUnlocked at Ascension 3
Every 10 turns taken by allies, heals all allies by 20% of their MAX HP. Every 6 turns taken by enemies, places a True Fear debuff on all enemies for 1 turn. If there are multiple Champions on the team with this skill, only one will activate. This skill will not activate on duplicate copies of this Champion, if this particular Champion is dead.
- Heal
- 0.2 x target MAX HP
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 ACC in all Battles by 60.
How to get Mad Hatter
Mad Hatter can be summoned from Ancient Shard, Sacred Shard and Primal Shard as a Legendary champion.
Fusion (2025-01-08 to 2025-01-24): four champions, Dawncaller Sabitha, Dawncaller Sabitha, Dawncaller Sabitha and Dawncaller Sabitha.
Upgrade costs
Open in the plannerAscension
- Ascension 1
Superior Force Potion ×1
Greater Arcane Potion ×5 - Ascension 2
Superior Force Potion ×2
Superior Arcane Potion ×2 - Ascension 3
Superior Force Potion ×3
Superior Arcane Potion ×2 - Ascension 4
Superior Force Potion ×4
Superior Arcane Potion ×3 - Ascension 5
Superior Force Potion ×5
Superior Arcane Potion ×4 - Ascension 6
Superior Force Potion ×6
Superior Arcane Potion ×4















