Ramantu Drakesblood

Ramantu Drakesblood

LegendaryVoidAttackA tier

Introduction

Ramantu Drakesblood is a Legendary Void character in RAID: Shadow Legends. Ramantu Drakesblood's role is Attack. Faction: Lizardmen.

On the combined RAID: Shadow Legends tier list Ramantu Drakesblood is A tier, 171st of the 1029 characters ranked, from where 2 community tier lists put Ramantu Drakesblood.

Other Void characters in RAID: Shadow Legends: Acrizia, Aeila Lifebraid, Ailil, Akemtum, Amarantine Skeleton, Andryssia and 216 more.

What Ramantu Drakesblood does

A debuff stacker: Drake's Fury hits one enemy four times, each hit trying to land a different debuff (Decrease DEF, Weaken, Decrease SPD, Block Buffs), and a target with four or more debuffs can set off True Fear on the whole enemy team.

Blood Wings strips buffs from every enemy and blocks their active or passive skills, depending on what they have. Crowd control on Ramantu backfires on the enemy, since it fills the Turn Meter by 30% and adds a SPD buff and a shield.

Background

The Lizardmen once ruled the almost all of Teleria. Their realm was called the Empire of Dragons, and they themselves were called the Dragonkin. They were a proud, strong people, and their histories stretched so far back into the depths of time that they speak of the Gods as people who walked among them, rather than as abstract icons of worship. It must have seemed impossible that something so ancient and unchanging could be destroyed.

The fall of the Empire of Dragons was sudden. The wrath of Siroth came upon it with such violence that it wiped the empire's home archipelago of Torcelin Istriv clean of all traces of civilization. The annihilation of the two Imperial capitals, Allreach, buried by molten rock, and Twinrift, drowned by the sea, left what little remained of imperial authority to languish and fragment. Within a few decades, even the suzerains who ruled the far-flung colonial provinces were gone, and the Dragonkin engulfed themselves in civil war. Those who remained turned their backs on their heritage, declaring themselves the kin of nothing more than lizards.

Prince Ramantu, the one they called the Drakesblood, lived to witness all of it. He lived to see the future of the Empire of Dragons slip through his fingers and turn to dust, no matter how desperately he tried to save it.

There are few records of Ramantu Drakesblood still surviving into the modern day. He is spoken of as a legend by the Lizardmen of the Sorrowlakes, though the tales of him vary and contradict. Some believe he is not real, or that he was corrupt and was the cause of half the evil that he tried to overcome. Others blame him for the Sin of Dragons, those few who even know the name, if not what it was, while still others blame him for the civil war that followed. A few remember that he fought in the First Great War, but the magnitude of his accomplishments there is mostly forgotten. Most Lizardmen simply remember him as the last Prince of the Dragonkin, and curse his name with the same bitter resentment as they curse the rest of the Empire's memory.

It is the last group that Ramantu has most sympathy for. The details are wrong, he would say, but the sentiment is well deserved. He curses his own memory, too, on occasion, but it was all more than a thousand years ago, and, as one of the Arbiter's first-ever Champions, he has greater enemies to fight than false historical records.

Ramantu's Shard gave him immortality, but the Arbiter gave him a reason to live. Those very few who know the Arbiter well say that Ramantu is the name she calls when she faces an enemy, a trial, or a defeat too insurmountable for even her to overcome. It is a name she calls when all around her would betray her. A name she calls when she has lost hope. They say that the Arbiter has a billion wards, a million soldiers, a thousand allies, a dozen equals, but only one true friend. Of all her Champions, only a precious few would she ever draw from their Shards just to speak, share a glass of wine, and her secret fears with. Of all his life's achievements, it is that friendship that Ramantu Drakesblood values most, the rest, he would say, is dust and regret, and like time and the Arbiter, he marches onward.

Or he would, if he could. The Arbiter has not called Ramantu from his Shard in centuries. It is not only her weakness of magic that restrains her from speaking to her friend and ally, but also weakness of spirit. The Teleria that Ramantu fought so hard for centuries before has been all but lost to corruption and strife, all under the Arbiter's watch. If she had the power to summon Ramantu, it is not clear she would use it, for that reason.

If the Arbiter's power ever returns, though, or if another is imbued with enough strength to aid her, then Siroth and his Demonspawn will have much to fear. For, in the great many years since the Sin of Dragons, Ramantu Drakesblood has taught them all a painful lesson: when they stand against the Last Prince of the Dragonkin, they will taste defeat. No matter their strength.

Stats

  • HP653rd15,690
  • ATK138th1,487
  • DEF508th1,046
  • SPD139th105
  • C. RATE15%
  • C. DMG50%
  • RES30
  • 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: 14,865Ascension 1: 14,865Ascension 2: 15,030Ascension 3: 15,195Ascension 4: 15,360Ascension 5: 15,525Ascension 6: 15,690
  • ATKNo Ascension: 1,321Ascension 1: 1,332Ascension 2: 1,354Ascension 3: 1,376Ascension 4: 1,398Ascension 5: 1,443Ascension 6: 1,487
  • DEFNo Ascension: 991Ascension 1: 991Ascension 2: 1,002Ascension 3: 1,013Ascension 4: 1,024Ascension 5: 1,035Ascension 6: 1,046
  • SPDNo Ascension: 100Ascension 1: 100Ascension 2: 100Ascension 3: 100Ascension 4: 100Ascension 5: 100Ascension 6: 105
  • 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: 14,865Ascension 6: 15,690
  • ATKNo Ascension: 1,321Ascension 6: 1,487
  • DEFNo Ascension: 991Ascension 6: 1,046
  • SPDNo Ascension: 100Ascension 6: 105
  • 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.

  • Psychic Overload

    A1

    Attacks 1 enemy. Has a 75% chance of increasing the cooldown of 1 of the target's skills, at random, by 1 turn. Has a 25% chance of placing a Stun debuff on the target for 1 turn if a skill has its cooldown increased to the max. If the cooldown increase is successful, will also decrease the cooldown of one random skill (by 1 turn) of the ally with the highest Turn Meter and a skill on cooldown.

    Damage
    3.2 x ATK
    1. Level 2 Damage +10%
    2. Level 3 Buff/Debuff Chance +10%
    3. Level 4 Damage +10%
    4. Level 5 Buff/Debuff Chance +15%
    • Stun The Champion with Stun debuff is unable to act X Turns. Cooldowns are not refreshed while Stun is active.
  • Drake's Fury

    A2

    Cooldown 3 turns

    Attacks 1 enemy 4 times. The first hit has a 75% chance of placing a 60% Decrease DEF debuff for 2 turns. The second hit has a 75% chance of placing a 25% Weaken debuff for 2 turns. The third hit has a 75% chance of placing a a 30% Decrease SPD debuff for 2 turns. The fourth hit has a 75% chance of placing a Block Buffs debuff for 2 turns. Also has a 75% chance of placing a True Fear debuff on all enemies (excluding the initial target) for 1 turn if the target has 4 or more debuffs after the attack.

    Damage
    1.8 x ATK
    Damage
    1.8 x ATK
    Damage
    1.8 x ATK
    Damage
    1.8 x ATK
    1. Level 2 Damage +10%
    2. Level 3 Buff/Debuff Chance +10%
    3. Level 4 Damage +10%
    4. Level 5 Buff/Debuff Chance +15%
    • Block Buffs All buffs that are applied to the Champion with this debuff are automatically blocked and have no effect.
    • Decrease DEF Decreases the Champion's Battle DEF by 30% or 60%.
    • Decrease SPD Decreases the Champion's Battle SPD by 15% or 30%.
    • Weaken Increases damage received by the Target Champion by 15% or 25%.
    • 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.
  • Blood Wings

    A3

    Cooldown 4 turns, 3 fully booked, Upgraded at Ascension 3

    Attacks all enemies. Has an 80% chance of removing all buffs from all enemies before attacking. Also has an 80% chance of placing a Block Active Skills debuff for 2 turns on enemies without Passive skills. Also has an 80% chance of placing a Block Passive Skills debuff for 2 turns on enemies with Passive skills.

    Damage
    5 x ATK
    1. Level 2 Buff/Debuff Chance +10%
    2. Level 3 Buff/Debuff Chance +10%
    3. Level 4 Cooldown -1
    Before Ascension 3

    Cooldown 4 turns

    Attacks all enemies. Has an 80% chance of removing all buffs from all enemies before attacking.

    Damage
    5 x ATK
    1. Level 2 Buff/Debuff Chance +10%
    2. Level 3 Buff/Debuff Chance +10%
    3. Level 4 Cooldown -1
    • Block Active Skills The Block Active Skills debuff prevents a Champion from using any of their active skills, other than their default skill. A Champion under a Block Active Skills debuff will still have their cooldowns reduced as normal.
    • Block Passive Skills Block Passive Skills debuff blocks activation of Champion's passive skills. This debuff cannot block passive skills which are marked as unblockable.
  • Arrogance [P]

    Passive

    Whenever an enemy places a Stun, Sleep, Freeze, Fear, True Fear, or Provoke debuff on this Champion, will instantly fill this Champion's Turn Meter by 30% and place a 30% Increase SPD buff and a Shield buff on them for 2 turns. The Shield buff is equal to 30% of this Champion's MAX HP.

    Turn Meter fill
    0.3 x full Turn Meter
    • Increase SPD Increases the Champion's Battle SPD by 15% or 30%.
    • Shield The Champion's HP bar is reinforced with a Shield for the indicated number of turns. Damage is calculated as normal but is first applied to the Shield (unless the attack is stated to ignore Shields). When the Shield buff expires, or the value of the Shield reaches 0, the buff is removed and any further damage is applied as normal.
  • Aura: Increases Ally ACC in all Battles by 80.

Upgrade costs

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Ascension

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

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