Polara Fireheart

Polara Fireheart

MythicalForceAttackS tier

Introduction

Polara Fireheart is a Mythical Force character in RAID: Shadow Legends. Polara Fireheart's role is Attack. Faction: Sacred Order.

On the combined RAID: Shadow Legends tier list Polara Fireheart is S tier, 36th of the 1029 characters ranked, from where 3 community tier lists put Polara Fireheart.

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

What Polara Fireheart does

Two champions in one. The base form is a fire nuker that ignores more DEF on Burned or Frozen targets, wears down DEF and RES, and finishes with Pyro Maxima, which detonates every HP Burn and goes through Shield, Block Damage and Unkillable, all while dealing 100% more damage to enemies carrying both HP Burn and Freeze.

The ice form flips to support: an unresistable AoE Freeze, team Block Debuffs and Strengthen, and a passive that once per Round revives every fallen ally at full HP. Swapping forms grants an extra turn each way.

Background

The Sacred Order is a place for zealous purists and idealists. Among the most passionate of these is a young woman called Serena Flamehair, a noted purger of the Undead, Demonspawn, and K'Lethi Cultists. Some aged war-bishops of the Order claim that if just ten percent more of their number had her raging inferno of devotion, Teleria could be rid of evil and Darkness for good. They have no idea that Serena is a Lightbringer, and that her true name of Polara Fireheart is known to precious few in Teleria.

Unlike every other Lightbringer, Polara never left the Sacred Order during the Red Crusade, convinced that despite the organization's hideous acts, it could be turned around. Other Lightbringers such as Sir Nicholas, Lady Noelle, and Joan the Illuminant all tried to persuade Polara to leave, but she refused. She disguised herself as a mortal, taking on a different name and form, which she has changed many times over the centuries to ensure she doesn't arouse suspicion, a Human who never ages would draw many questions. An elderly scholar; a hunter of necromancers; a humble hospice nurse, she has been them all. Between each version of herself she has pretended to depart the Order, or even faked her own death.

Now Polara poses as Serena, a hot-headed, holy warrior, dedicated to 'bearing the flame of Lumaya's light and wielding it to cast out her enemies'. The hues of her long, plaited hair and the carnelian stones she wears around her neck matches that of the flames she unleashes upon Siroth's minions wherever she finds them. On her waist she bears the Codex Incendior, a tome replete with pyromantic spells and curses, and flames from the Fire Eterna, which has roared in the Eternal Citadel since the building's construction. She contains them within an enchanted vessel of filigreed brass capable of sustaining the holy flames within it without fuel, air, or heat. Polara's blade resembles a volcano forever on the edge of eruption, lines of white heat trailing the side and edge, rumbling ominously with lethal, barely contained energy. With it she has smote vampires that have wiped out entire villages and destroyed shambling hordes of Undead who have burst from what was supposed to be their final resting places en masse. This version of Polara is idolized for her courage and tenacity to such an extent some are heralding her a 'saint in the making'. Her few detractors argue she has never hunted 'scum' such as Orcs or Skinwalkers. She spits back that such creatures are 'unworthy of her attention'. It is an assertion that so far has not aroused suspicion.

Both those who celebrate 'Serena' as well as doubt her are oblivious to her true identity, and her true form. In reality she resembles more a knight of ice, an angel of snow and freezing, a peerless mistress of cryomancy whose mere touch could freeze a fiery Demon of Anathraad or the Durham River solid. Just being in her presence is enough for an enemy to feel the fluidity of their movement freeze. The air around her chills joints, making sword movements ponderous or impossible, and stills tongues, rendering it impossible for a mage or sorcerer to speak their curses and charms. Even in the middle of the desert she can throw a high, thick wall of ice between her and her allies in an instant, and should any be on the cusp of death slow the process of dying to naught.

Polara keeps another secret from the Sacred Order. She maintains a distant vigil over the portal to the Halls of Eternity, where Lumaya resides, which can be found deep, hidden, and forgotten, within the Eternal Citadel. She knows that it is failing, a result of the Lightbringers who left Teleria after the Red Crusade began unwinding its magic from their side. Polara retains contacts among the Lightbringers in Teleria, as well as several of the Arbiter's Vault Keepers and Chroniclers. None know what to do. They cannot contact the Arbiter, none know where she is, and she acts according to her own whims. And so Polara is in the position of desperately seeking out the Arbiter while maintaining the pretenses of her position, an onerous task even for one of her abilities.

As if concealing her identity from the Sacred Order and trying to safeguard Teleria's only known portal to the Halls of Eternity were not taxing enough, Polara has a third goal. One perhaps more idealistic than any other. She wishes to see the Waters of Life, the source from which all living beings besides the gods themselves emerged, and the source of the Arbiter's power, unthawed. The Arbiter herself was forced to freeze them over to stop Siroth from capturing them, centuries before the Second Great War. The Shadow God was successfully thwarted, but ever after the Arbiter's power slowly waned.

To Polara, the loss of the Waters was a tragedy. It was a symbol of the hope of Teleria, a place from which all things came, a shared, ultimate source. Would Siroth attack again if the ice was broken and the Waters freed? Yes. But they could be adequately defended, Polara is convinced. With the Arbiter restored, Darkness could surely be driven from Teleria entirely. Demonspawn would flee in terror back to Anathraad. People around the world would rally against the forces of evil. The Sacred Order would realize the errors of its ways… It is something Polara has spoken with Pyxniel, famed Elven cryomancer, extensively. She does not know that her confidant has spoken with the Arbiter about this in one of their irregular conversations. The Arbiter just shook her head and despaired at Polara's 'naivety'. It was a fatal flaw that could threaten all of Teleria.

Stats

  • HP715th15,195
  • ATK109th1,509
  • DEF126th1,332
  • SPD199th104
  • C. RATE15%
  • C. DMG1st63%
  • 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.

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

  • HPNo Ascension: 14,040Ascension 1: 14,205Ascension 2: 14,370Ascension 3: 14,535Ascension 4: 14,700Ascension 5: 14,865Ascension 6: 15,195
  • ATKNo Ascension: 1,376Ascension 1: 1,387Ascension 2: 1,398Ascension 3: 1,409Ascension 4: 1,432Ascension 5: 1,465Ascension 6: 1,509
  • DEFNo Ascension: 1,266Ascension 1: 1,266Ascension 2: 1,266Ascension 3: 1,277Ascension 4: 1,288Ascension 5: 1,310Ascension 6: 1,332
  • SPDNo Ascension: 94Ascension 1: 94Ascension 2: 94Ascension 3: 94Ascension 4: 94Ascension 5: 94Ascension 6: 104
  • 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: 30
  • ACCNo Ascension: 0Ascension 1: 0Ascension 2: 0Ascension 3: 0Ascension 4: 0Ascension 5: 0Ascension 6: 0
  • HPNo Ascension: 14,040Ascension 6: 15,195
  • ATKNo Ascension: 1,376Ascension 6: 1,509
  • DEFNo Ascension: 1,266Ascension 6: 1,332
  • SPDNo Ascension: 94Ascension 6: 104
  • C. RATENo Ascension: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 6: 63%
  • RESNo Ascension: 30Ascension 6: 30
  • ACCNo Ascension: 0Ascension 6: 0

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

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

  • HPNo Ascension: 16,515Ascension 1: 16,680Ascension 2: 16,845Ascension 3: 17,010Ascension 4: 17,175Ascension 5: 17,505Ascension 6: 17,835
  • ATKNo Ascension: 1,057Ascension 1: 1,068Ascension 2: 1,079Ascension 3: 1,090Ascension 4: 1,101Ascension 5: 1,112Ascension 6: 1,123
  • DEFNo Ascension: 1,421Ascension 1: 1,432Ascension 2: 1,443Ascension 3: 1,465Ascension 4: 1,487Ascension 5: 1,509Ascension 6: 1,542
  • SPDNo Ascension: 96Ascension 1: 96Ascension 2: 96Ascension 3: 96Ascension 4: 96Ascension 5: 96Ascension 6: 106
  • 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: 50
  • ACCNo Ascension: 0Ascension 1: 0Ascension 2: 0Ascension 3: 0Ascension 4: 0Ascension 5: 0Ascension 6: 0
  • HPNo Ascension: 16,515Ascension 6: 17,835
  • ATKNo Ascension: 1,057Ascension 6: 1,123
  • DEFNo Ascension: 1,421Ascension 6: 1,542
  • SPDNo Ascension: 96Ascension 6: 106
  • C. RATENo Ascension: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 6: 50%
  • RESNo Ascension: 30Ascension 6: 50
  • ACCNo Ascension: 0Ascension 6: 0

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

Form 1 skills (Force Attack)

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  • Burning Zeal

    A1

    Attacks 1 enemy. Places an extra hit if the target is under any buffs or debuffs. Has a 25% chance of granting an Extra Turn.

    Damage
    4 x ATK + 1.2 x DEF
    Damage
    4 x ATK + 1.2 x DEF
    1. Level 2 Damage +20%
  • Faithful Conflagration

    A2

    Cooldown 4 turns, 3 fully booked

    Attacks 1 enemy 3 times. Each hit will ignore 25% of the target's DEF. Will ignore 50% of the target's DEF instead, if the target is under a HP Burn debuff or a Freeze debuff. Will ignore 100% of the target's DEF instead, if the target is under both debuffs. Each hit also destroys the target's DEF and RES by 3% (stacks up to 30%). Places a HP Burn debuff on all enemies for 2 turns. This debuff cannot be resisted.

    Damage
    1.8 x ATK + 1.2 x DEF
    1. Level 2 Damage +20%
    2. Level 3 Cooldown -1
    • 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.
  • Pyro Maxima

    A3

    Cooldown 4 turns, 3 fully booked

    Attacks all enemies. Before attacking, instantly detonates all stacks of any HP Burn debuff on the initial target, then places another HP Burn debuff on all enemies for 1 turn. This debuff cannot be resisted. This attack deals single-target damage to each target individually, rather than AoE damage. Will ignore Shield, Block Damage, and Unkillable buffs. Places a Block Revive debuff on targets that are killed while under a HP Burn debuff or a Freeze debuff. Grants an Extra Turn if this attack kills an enemy.

    Damage
    4 x ATK + 1.2 x DEF
    1. Level 2 Damage +20%
    2. Level 3 Cooldown -1
    • Block Revive This debuff blocks Revive effects. The Block Revive debuff cannot be blocked. Valid throughout the battle.
    • 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.
  • Metamorph

    A4

    Cooldown 4 turns

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

  • Elemental Mistress [P]

    Passive

    Unlocked at Ascension 3

    This Champion deals 50% more damage against enemies under a HP Burn debuff or a Freeze debuff, and receives 50% less damage from enemies under HP Burn debuffs. This Champion deals 100% more damage against enemies under both HP Burn and Freeze debuffs. This Champion ignores the damage reduction granted by Freeze debuffs. This Champion is immune to both Freeze and HP Burn debuffs.

  • Aura: Increases Ally ATK in Arena battles by 40%.

Form 2 skills (Force Defense)

5
  • Glacial Carve

    A1

    Attacks 1 enemy. Places a 60% Increase DEF buff on a random ally and this Champion for 2 turns. If the randomly selected ally is already under a 60% Increase DEF buff, places it on another randomly selected ally. Heals this Champion and any allies under Increase DEF buffs. The value of the heal is proportional to this Champion's DEF.

    Damage
    3 x DEF + 0.8 x ATK
    Heal
    2 x DEF
    Heal
    2 x DEF
    1. Level 2 Damage +20%
    2. Level 3 Heal +20%
    • Increase DEF Increases the Champion's Battle DEF by 30% or 60%.
  • Frozen Tendrils

    A2

    Cooldown 4 turns, 3 fully booked

    Places a Block Debuffs buff and a 25% Strengthen buff on all allies for 2 turns. Places a 100% Ensnare debuff and a Block Buffs debuff on all enemies for 2 turns. These debuffs cannot be resisted by enemies under a HP Burn debuff or a Freeze debuff.

    1. Level 2 Cooldown -1
    • Block Debuffs While this buff is active, the Champion is immune to all debuffs. Instant negative effects such as Decrease Turn Meter are not affected and work as normal.
    • Block Buffs All buffs that are applied to the Champion with this debuff are automatically blocked and have no effect.
    • Strengthen Reduces the value of the received damage by 15% or 25%.
    • Ensnare Any Turn Meter increase effects received by a Champion with the Ensnare debuff will be reduced by 50% or 100%.
  • Iceblade Tempest

    A3

    Cooldown 4 turns, 3 fully booked

    Attacks all enemies. Before attacking, places 1 Intercept stack on all allies. Places a Freeze debuff on all enemies for 2 turns. This debuff cannot be resisted.

    Damage
    3 x DEF + 0.8 x ATK
    1. Level 2 Damage +20%
    2. Level 3 Cooldown -1
    • Freeze The Champion with Freeze debuff is unable to act X Turns. Cooldowns are not refreshed while this debuff is active. The Champion only receives 75% of incoming damage.
    • Intercept The Intercept buff will block any attempt to place a crowd control debuff on a Champion, even if it is specified in the enemy's skill that the debuff itself cannot be blocked. This includes Stun, Sleep, Freeze, Provoke, Fear, True Fear, Petrification, and Sheep debuffs. A Champion can receive multiple stacks of the Intercept buff. Each Intercept stack will block one attempt at placing a crowd control debuff. After the attempt, one Intercept stack will be removed. The Intercept buff has no duration, and therefore cannot have its duration increased or decreased. The Intercept buff also cannot be spread to ally Champions. If a crowd control debuff is placed on a Champion that has an Intercept stack and the Block Debuffs buff, an Intercept stack will not be removed. However, if a crowd control debuff that cannot be blocked is placed on a Champion with both Intercept and Block Debuffs, an Intercept stack will be removed. If a crowd control debuff that can be blocked is placed on a Champion who is immune to that debuff, an Intercept stack won't be removed. However, if a crowd control debuff that cannot be blocked is placed on a Champion who is immune to that debuff, an Intercept stack will be removed. If a Champion is under an Intercept buff, and another Intercept buff with less stacks than the Champion currently has is placed on them, the number of Intercept stacks on the Champion remains unchanged. If a Champion steals an Intercept buff from an enemy, they will also steal as many Intercept stacks as the initial Champion had when the buff was stolen.
  • Metamorph

    A4

    Cooldown 4 turns

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

  • Cryomantic Revival [P]

    Passive

    Unlocked at Ascension 3

    Passive Effect Allies under a Freeze debuff receive 90% less damage. 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. Whenever this Champion is attacked, places a HP Burn debuff on the attacker for 2 turns. This debuff cannot be resisted. Removes any Freeze debuffs from each ally before the start of their turn. Active Effect Once per Round while in this Champion's Alternate Form, revives each ally, including this Champion, with 100% HP. Places a Freeze debuff on the revived ally for 1 turn. This debuff cannot be resisted or blocked.

    Revive to
    1 x target MAX HP
    • Freeze The Champion with Freeze debuff is unable to act X Turns. Cooldowns are not refreshed while this debuff is active. The Champion only receives 75% of incoming damage.
    • 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.
  • Aura: Increases Ally ATK in Arena battles by 40%.

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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