Ruel the Huntmaster

Ruel the Huntmaster

LegendarySpiritAttackC tier

Introduction

Ruel the Huntmaster is a Legendary Spirit character in RAID: Shadow Legends. Ruel the Huntmaster's role is Attack. Faction: Dark Elves.

On the combined RAID: Shadow Legends tier list Ruel the Huntmaster is C tier, 548th of the 1029 characters ranked, from where 2 community tier lists put Ruel the Huntmaster.

Other Spirit characters in RAID: Shadow Legends: Abyssal, Acelin the Stalwart, Acolyte of the Slither, Admiral Blacktusk, Alatreon Blademaster, Anax and 265 more.

What Ruel the Huntmaster does

Stalk Prey Hexes every enemy, buffs the team's ACC, and gives Ruel Perfect Veil and 50% Turn Meter. Hexed enemies are slower, have less RES, take 10% more damage and get 30% less healing, and Unleash the Hunt hits them all with an extra hit on each. The aura adds 20% C.RATE in every battle.

Background

The black boughs of Durham Forest hide many terrible things from the world. Few are more terrible than that most enigmatic of beings, Ruel the Huntmaster. His origins are unknown; physically, he resembles one of the Dark Elves who make their home in the forest, but in manner he is more akin to the monstrous insects which lair in its deepest recesses. These creatures are the most powerful and dangerous inhabitants of the forest, whatever the Dark Elves tell themselves. Even the strongest of Demonspawn would hesitate to attract their predatory attention, and Ruel is their servant.

Ruel is a freakish caricature of the Dark Elves who inhabit the forest. While he moves with grace, it is not the grace of an Elf but something insectoid and alien. His voice lacks the Elvish mellifluousness, and is instead a gurgling croak. Beneath his curious armor, his body is hardened like an insect's carapace, and his gaze is unsettling, even to the most hardened Ranger. In his hands, he carries a bow resembling the husk of an insect, twisted into the shape of a weapon.

He first appeared not long after the Dark Elves decided to make Durham Forest their home. The Elves had begun to encroach upon the forest's heart and Ruel emerged to greet one party with a message from the things that lurked there: cease, or be punished. The Elves laughed; they were not intimidated by this gangly stranger, with his curious way of speaking. They had seen worse things, they claimed. The forest was theirs, they declared. Whatever its original inhabitants thought of that was immaterial.

Ruel swiftly punished those Elves for their temerity. Some fell to the arrows he fired from his strange, insect-shaped bow, while others perished to the claws and mandibles of the horrid insects that flowed from the forest at Ruel's gesture. Nor were these the last Dark Elves to meet such a fate. Ruel's attacks continued until the Dark Elves retreated from the heart of the forest, abandoning their settlements there. These places were quickly retaken by the forest, swallowed up by weeds, vines, and moss, or else shrouded in vast swathes of spiderweb. If they exist now, it is only as spider-haunted ruins.

After that, Ruel vanished. Dark Elf Rangers reported seeing him on occasion, as they scouted the farthest edges of explored territory, though he made no move to interact with them, a fact that most viewed with relief. But sightings of him became more common as the bloody events of his initial appearance faded from common memory and the Dark Elves sought to expand the limits of their new domain once more.

More than one unlucky Ranger vanished into the gloom, taken, it was said, by the Huntmaster. Settlements, too, disappeared; some were devoured by swarms of ravenous insects, while others were suffocated beneath thick blankets of clinging webbing. Again, the Dark Elves retreated, but not for long. Ambition, hubris, and the need to expand drove them back into the wild places again and again. And with every expedition, Ruel was there waiting for them.

This state of events has continued to the present day. The Dark Elves are ever pushing the boundaries of their realm deeper into the forest, and Ruel is always there to counter them in brutal fashion. He rarely speaks, save to deliver a warning that is almost never heeded. More than once, the Dark Elves have attempted to waylay or capture Ruel, but never with any success. The forest itself seems to protect him, and he is always accompanied by swarms of great insects.

This constant back and forth has led to much debate among the Dark Elves on the origins of their foe. Some maintain that Ruel was once a child of their race, stolen away by the things living in the deep forest, the ancient creatures ensnaring the boy in a fell cocoon and tending him after the fashion of their own hideous offspring. What emerged was something that was neither completely insect nor Elf, but a horrific amalgamation of the two.

Others claim that Ruel was never an Elf at all. That he was and is nothing more than an insect, twisted into a somewhat familiar shape, in order to better communicate the wishes of his dread masters.

Regardless, Ruel's purpose is clear to even the dimmest mind. He is an emissary and mouthpiece for the horrors lurking in the deep forest; a tool shaped and designed by the insects. Through him, their will is made known to those who they regard as tenants at best and trespassers at worst. And failure to heed him leads only to death and despair.

Stats

  • HP892nd13,545
  • ATK8th1,696
  • DEF614th980
  • SPD681st97
  • C. RATE15%
  • C. DMG1st63%
  • RES30
  • ACC193rd10

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: 12,720Ascension 1: 12,720Ascension 2: 12,720Ascension 3: 12,885Ascension 4: 13,050Ascension 5: 13,215Ascension 6: 13,545
  • ATKNo Ascension: 1,520Ascension 1: 1,531Ascension 2: 1,553Ascension 3: 1,575Ascension 4: 1,597Ascension 5: 1,641Ascension 6: 1,696
  • DEFNo Ascension: 936Ascension 1: 936Ascension 2: 936Ascension 3: 947Ascension 4: 958Ascension 5: 969Ascension 6: 980
  • 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: 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: 10
  • HPNo Ascension: 12,720Ascension 6: 13,545
  • ATKNo Ascension: 1,520Ascension 6: 1,696
  • DEFNo Ascension: 936Ascension 6: 980
  • SPDNo Ascension: 97Ascension 6: 97
  • C. RATENo Ascension: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 6: 63%
  • RESNo Ascension: 30Ascension 6: 30
  • ACCNo Ascension: 0Ascension 6: 10

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

  • Vile Arrows

    A1

    Attacks 1 enemy. Has a 50% chance of placing a 60% Decrease DEF debuff for 2 turns. Transfers a random debuff from this Champion to the target if the target is under a Hex debuff.

    Damage
    3.2 x ATK
    1. Level 2 Damage +5%
    2. Level 3 Buff/Debuff Chance +5%
    3. Level 4 Damage +10%
    4. Level 5 Buff/Debuff Chance +10%
    • Decrease DEF Decreases the Champion's Battle DEF by 30% or 60%.
  • Unleash the Hunt

    A2

    Cooldown 4 turns, 3 fully booked

    Attacks all enemies. Places an extra hit on enemies under Hex debuffs. Will ignore 25% of each target's DEF if there are 4 or more enemies under Hex debuffs.

    Damage
    3 x ATK
    Damage
    3 x ATK
    1. Level 2 Damage +5%
    2. Level 3 Damage +5%
    3. Level 4 Damage +10%
    4. Level 5 Damage +10%
    5. Level 6 Cooldown -1
  • Stalk Prey

    A3

    Cooldown 6 turns, 4 fully booked

    Places a 50% Increase ACC buff on all allies for 2 turns, then places a Hex debuff on all enemies for 2 turns. Also places a Perfect Veil buff on this Champion for 2 turns and fills this Champion's Turn Meter by 50%.

    Turn Meter fill
    0.5 x full Turn Meter
    1. Level 2 Cooldown -1
    2. Level 3 Cooldown -1
    • Increase ACC Increases the Champion's Battle ACC by 25% or 50%.
    • 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.
    • Veil There are two versions of this buff: Veil and Perfect Veil. The Champion under either of these buffs cannot be targeted by the enemy. If all remaining Champions on a team have an active Veil or Perfect Veil buff, the enemy will not be restricted in targeting a specific Champion. Veil buffs will be removed when the affected Champion uses an active skill, but Perfect Veil buffs will not be removed. Also, Veil and Perfect Veil buffs decrease incoming damage from area-of-effect skills. Veil reduces incoming damage by 7.5%, and Perfect Veil reduces incoming damage by 15%. Finally, Veil and Perfect Veil buffs cannot be stolen by an enemy Champion with a skill that allows them to steal buffs.
  • Marked Quarry

    Passive

    Unlocked at Ascension 3

    Decreases the SPD of enemies under Hex debuffs by 5% and decreases the RES of those enemies by 10%. Also increases the damage enemies under Hex debuffs receive by 10% and decreases the value of heals they receive by 30%. These effects do not stack if there are multiple Ruels on the same team.

  • Aura: Increases Ally C. RATE in all Battles by 20%.

How to get Ruel the Huntmaster

Ruel the Huntmaster can be summoned from Ancient Shard, Sacred Shard and Primal Shard as a Legendary champion.

Upgrade costs

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Ascension

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

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