

Raf-Matab
Legendary/Spirit/HPC tier
Introduction
Raf-Matab is a Legendary Spirit character in RAID: Shadow Legends. Raf-Matab's role is HP. Faction: Barbarians.
On the combined RAID: Shadow Legends tier list Raf-Matab is C tier, 649th of the 1029 characters ranked, from where 3 community tier lists put Raf-Matab.
Other Spirit characters in RAID: Shadow Legends: Abyssal, Acelin the Stalwart, Acolyte of the Slither, Admiral Blacktusk, Alatreon Blademaster, Anax and 265 more.
What Raf-Matab does
A tank whose
Stampede hits every enemy with a 75% chance to
Provoke them while Raf-Matab sits behind a turn of Block Damage.
Shield of the Clans gives the team a 50% RES buff and a 30% Reflect Damage buff, and the basic attack pushes a target's skills back by two turns, guaranteed once that target is at half HP or below.
Background
Raf-Matab is a Nomad of the Dusk Hills that lie between the western coast of Peltas and the scorching Krokhan Desert. His people are unobtrusive and nonviolent compared to the Norr caravan raiders of the Deadlands and the Krokhan Nomads who, lacking pasture, subsist on plunder and rustling. They venerate both the Goddess Lumaya and a host of local spirits who embody the land, sea, sky, stone, grass, and hearth. The Dusk tribes tell of a faint pale blue spirit-glow that can sometimes be seen around certain rock formations, streams, trees, or even the whole landscape, a sure sign that the spirits have manifested.
Raf-Matab was once a shepherd and had just come of age when one night a raiding party of Krokhan Nomads descended upon him and his flock. By the time Raf heard the frantic bleating of animals and the cries of the attackers, the raiders were already tearing open the flaps of his tent. They aimed to abduct and enslave Raf, and so at first tried not to injure him. But he resisted furiously and wounded one of the Krokhaners, provoking the wounded man to kick a brazier full of hot coals directly at his face. Matab was left scarred and blinded, and the raiders abandoned him, his value as a slave now ruined. They left Raf writhing in pain on the dirt floor of his yurt. The coals smoldered against the hide and wood of the tent until it ignited.
As the raiders escaped, they saw a light rise from behind them, where they had left their victim, not the orange glow of the burning yurt, but a pale cerulean brighter than fire, brighter than the moon, as bright as a sun. They turned and saw the valley aglow with that strange shining color, and fear and awe shook them. They fled precipitously, some abandoning their stolen livestock, even as the glow slowly faded. After a day, Raf's tribesmen came searching for him, and found the burned ruins of his tent and the ground trampled by the many boots of the raiders. But they did not find Raf, dead or alive. They did not see him for three months, and when he returned, he was changed.
Raf strode forth from the scrubland adorned with a crown of bone and antler and pauldrons of furs, his eyes shrouded with cloth. Yet he moved confidently, as though still sighted. As his kinfolk gathered in amazement he stood by the communal bonfire to address them, and told them of the raid and his disfigurement at the raiders' hands. He said that just when he felt the heat of the burning tent and resigned himself to death, he suddenly could see again, but not as others see. He saw the world as the spirits do, a world of flickering azure flame and glowing hearts. He was reborn, spirit-touched, and had spent the time since in communion with the powers of the land, training his new sight and strengthening his body. He had been blessed for a purpose, a dreamy yearning of the spirits that lingered in his thoughts: he had to obtain what he called the Elderspear and the Shield of the Clans. To do this, he would have to once again go on a voyage, but to where, he was not yet sure.
The people's joy at Raf-Matab's return turning bittersweet, they agreed that he should heed the spirits' call. And so he ventured away, deep into the Dusk Hills once again, for a year and a day. Following signs from his patrons only he could see, he delved into a cave deep beneath the earth. Therein lay the artifacts, protected by twisted Fae that had been touched by Darkness and insanity, who hoarded them in the depths. By his own humble hunting spear Raf-Matab slew the creatures as they swarmed him, and he claimed the relics that glowed like beacons before his spirit-sight. When he emerged, he bore an engraved shield of exquisite beauty and a cross-hilt spear of enchanted bronze, that both shone with the pale blue light of clan myth, visible to any and all.
Raf-Matab told his people of his adventure, and they were shocked to learn that guardian Fae could be twisted into murderous lurking monsters. Raf, armed with his relics, proclaimed his new quest to be the pursuit of such Fae abominations that may exist elsewhere, and to purify the land where the spirit-glow emanates the foul taint of Darkness. He traveled north along the coast, stopping along the way to investigate local legends and rumors about mysterious child-snatchers and chittering night-horrors. Near the Valdemar Strait he rooted out and defeated the flesh-eating Hag of Blymmis, and the world at large began to take note of Raf-Matab the monster-slayer.
Stats
- HP34th of 1,05122,965
- ATK752nd of 1,051870
- DEF317th of 1,0511,178
- SPD681st of 1,05197
- C. RATE15%
- C. DMG50%
- RES17th of 1,05150
- ACC193rd of 1,05110
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: 20,475Ascension 1: 20,640Ascension 2: 20,970Ascension 3: 21,315Ascension 4: 21,645Ascension 5: 22,305Ascension 6: 22,965
- ATKNo Ascension: 815Ascension 1: 815Ascension 2: 815Ascension 3: 826Ascension 4: 837Ascension 5: 848Ascension 6: 870
- DEFNo Ascension: 1,123Ascension 1: 1,123Ascension 2: 1,123Ascension 3: 1,134Ascension 4: 1,145Ascension 5: 1,156Ascension 6: 1,178
- 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: 50
- ACCNo Ascension: 0Ascension 1: 0Ascension 2: 0Ascension 3: 0Ascension 4: 0Ascension 5: 0Ascension 6: 10
- HPNo Ascension: 20,475Ascension 6: 22,965
- ATKNo Ascension: 815Ascension 6: 870
- DEFNo Ascension: 1,123Ascension 6: 1,178
- SPDNo Ascension: 97Ascension 6: 97
- C. RATENo Ascension: 15%Ascension 6: 15%
- C. DMGNo Ascension: 50%Ascension 6: 50%
- RESNo Ascension: 30Ascension 6: 50
- ACCNo Ascension: 0Ascension 6: 10
Base values before gear, Masteries, Blessings and Great Hall bonuses.
Skills
Upgrade planner
Elderspear
A1Attacks 1 enemy. Has a 50% chance of increasing the cooldown of one of the target's skills by 2 turns at random. The chance increases to 100% if the target has 50% HP or less.
- Damage
- 0.22 x MAX HP
- Level 2 Damage +10%
- Level 3 Damage +10%

Stampede
A2Cooldown 4 turns, 3 fully booked
Attacks all enemies. Has a 75% chance of placing a Provoke debuff for 1 turn. Also places a Block Damage buff on this Champion for 1 turn.
- Damage
- 0.25 x MAX HP
- Level 2 Damage +10%
- Level 3 Damage +10%
- Level 4 Buff/Debuff Chance +10%
- Level 5 Buff/Debuff Chance +15%
- Level 6 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.
Block Damage Makes the Champion immune to all forms of damage. Its duration cannot be increased.

Shield of the Clans
A3Cooldown 5 turns, 4 fully booked
Places a 50% Increase RES buff and a 30% Reflect Damage buff on all allies for 2 turns.
- Level 2 Cooldown -1
Reflect Damage The attacker will take back 15% or 30% of the damage dealt.
Increase RES Increases the Champion's Battle RES by 25% or 50%.

Brawny Surge [P]
PassiveUnlocked at Ascension 3
This Champion's RES is increased by 50 whenever their active skills are not on cooldown.
Aura: Increases Ally RES in all Battles by 60.
How to get Raf-Matab
Raf-Matab can be summoned from Ancient Shard, Sacred Shard and Primal Shard as a Legendary champion.
Upgrade costs
Open in the plannerAscension
- Ascension 1
Superior Spirit Potion ×1
Greater Arcane Potion ×5 - Ascension 2
Superior Spirit Potion ×2
Superior Arcane Potion ×2 - Ascension 3
Superior Spirit Potion ×3
Superior Arcane Potion ×2 - Ascension 4
Superior Spirit Potion ×4
Superior Arcane Potion ×3 - Ascension 5
Superior Spirit Potion ×5
Superior Arcane Potion ×4 - Ascension 6
Superior Spirit Potion ×6
Superior Arcane Potion ×4















