Siegehulk

Siegehulk

EpicMagicAttackB tier

Introduction

Siegehulk is an Epic Magic character in RAID: Shadow Legends. Siegehulk's role is Attack. Faction: Ogryn Tribes.

On the combined RAID: Shadow Legends tier list Siegehulk is B tier, 443rd of the 1029 characters ranked, from where 4 community tier lists put Siegehulk.

Other Magic characters in RAID: Shadow Legends: Adjudicator, Adriel, Aeshma, Aina, Akoth the Seared, Aleksandr the Sharpshooter and 269 more.

What Siegehulk does

A self-buffing attacker: Thrashing Fit adds 50% Increase ATK before an AoE with a 75% chance of 60% Decrease DEF, and Siege Breaker adds C.RATE and C.DMG before hitting and slowing one target. Once a target has either debuff, the basic knocks 15% off its Turn Meter.

Background

The Siegehulks are among the most infamous of all Ogryn-kind. Regarded with pity and fear, they have earned a reputation as destroyers and desecrators, and their appearance stirs terror in the heart of the garrisons that the Siegehulks plan to assault.

The origins of the Siegehulks are said to lie in the latter years of the Gaellen conflict, when the Warclave resolved to attain victory at any price. Sieges have always been a difficult proposition to an attacking force, costly in time, material, and lives most of all. In such circumstances, Ogryn have always made effective shock troops. Strong, tough, and rarely questioning orders, they became the go-to stormers and breachers for Gaellen Pact armies during the grueling Gaellen War.

The Warclave took that a step further. The size of Ogryn meant they could be used as mounts for heavy, bolt-launching ballistae, turning what would otherwise have been static artillery, mobile. The Warclave realized that rather than use the weapons to bombard fortifications from afar, these Ogryn could carry them in with the assault, providing close support to the storm party. To this end they were equipped not only with a back-mounted ballistae, but also with heavy plate, chain armor, and hefty pig-iron helms, allowing them to endure the fiercest of attacks while continuing their own destructive efforts.

On top of all this, the Warclave added more. The ballistae were not simply mounted on the backs of the Siegehulks, but were fused with their spines by sorcery, turning them into true, living weapons. Magical imperatives were used to infest their minds with the repetitive thunder of war drums, slaving their will to nothing but their weapons and the purpose of the siege.

Siegehulks are still created to this day, their lives almost invariably short, they rarely speak or interact with fellow Ogryn and rarely remove their helmets. Even so, there are some whose exploits are so brutal that despite their near-anonymity, they have won renown. One such Siegehulk striding across Teleria in the Age of Ruin is known as Wall-Doom.

It was Wall-Doom who continued the relentless barrage that eventually wrecked the White Citadel, an Aravian stronghold in western Peltas. While the blinding elemental magics that helped protect the Citadel made the siege difficult, Wall-Doom continued to launch bolt after bolt, day and night, never stopping to rest or to eat or converse, all the time ignoring how the magics of the fortress burned his eyes. When most of the Elven stronghold was reduced to rubble and its sorceries were a mere glimmer, its garrison surrendered.

Other stories tell of Wall-Doom's victory at Castle Fronchard. After running out of ammunition, the Siegehulk simply charged the main gate and began beating at it with his helmeted head, ignoring the arrows and boiling oil poured onto him by the defenders. Castle Fronchard broke before Wall-Doom, and the Ogryn led the assault through the splintered entrance.

At Black Crag, Wall-Doom launched the bolt that slew Arch-Sorcerer Ozimandu, while at Red Run Ford he held the Orc chieftain Skorndax beneath the river's flow, ignoring the powerful brute's blows until the warlord drowned. There is no record of just why Wall-Doom fights without relent and in this regard, he is an example of the Siegehulk condition, for it seems that the war drums that beat constantly in his head have driven out all else. All that remains is battle.

Stats

  • HP735th15,030
  • ATK78th1,542
  • DEF972nd760
  • SPD830th95
  • C. RATE15%
  • C. DMG191st60%
  • 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: 13,710Ascension 1: 13,875Ascension 2: 14,040Ascension 3: 14,205Ascension 4: 14,370Ascension 5: 14,700Ascension 6: 15,030
  • ATKNo Ascension: 1,376Ascension 1: 1,387Ascension 2: 1,409Ascension 3: 1,432Ascension 4: 1,454Ascension 5: 1,498Ascension 6: 1,542
  • DEFNo Ascension: 738Ascension 1: 738Ascension 2: 738Ascension 3: 738Ascension 4: 738Ascension 5: 749Ascension 6: 760
  • SPDNo Ascension: 95Ascension 1: 95Ascension 2: 95Ascension 3: 95Ascension 4: 95Ascension 5: 95Ascension 6: 95
  • 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: 60%
  • 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: 13,710Ascension 6: 15,030
  • ATKNo Ascension: 1,376Ascension 6: 1,542
  • DEFNo Ascension: 738Ascension 6: 760
  • SPDNo Ascension: 95Ascension 6: 95
  • C. RATENo Ascension: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 6: 60%
  • RESNo Ascension: 30Ascension 6: 30
  • ACCNo Ascension: 0Ascension 6: 10

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

  • Battering Ram

    A1

    Attacks 1 enemy. Decreases the target's Turn Meter by 15% if the target is under a Decrease DEF debuff or Decrease SPD debuff.

    Damage
    3.1 x ATK
    Turn Meter reduction
    0.15 x full Turn Meter
    1. Level 2 Damage +5%
    2. Level 3 Damage +5%
    3. Level 4 Damage +5%
    4. Level 5 Damage +5%
  • Thrashing Fit

    A2

    Cooldown 4 turns, 3 fully booked

    Places a 50% Increase ATK buff on this Champion for 2 turns, then attacks all enemies. Has a 75% chance of placing a 60% Decrease DEF debuff for 2 turns.

    Damage
    3.5 x ATK
    1. Level 2 Damage +5%
    2. Level 3 Damage +10%
    3. Level 4 Buff/Debuff Chance +10%
    4. Level 5 Buff/Debuff Chance +15%
    5. Level 6 Cooldown -1
    • Increase ATK Increases the Champion's Battle ATK (current ATK value) by 25% or 50%.
    • Decrease DEF Decreases the Champion's Battle DEF by 30% or 60%.
  • Siege Breaker

    A3

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

    Places a 30% Increase C. RATE buff and a 30% Increase C. DMG buff on this Champion for 2 turns, then attacks 1 enemy. Has a 75% chance of placing a 30% Decrease SPD debuff on the target for 2 turns.

    Damage
    5.7 x ATK
    1. Level 2 Damage +10%
    2. Level 3 Buff/Debuff Chance +10%
    3. Level 4 Buff/Debuff Chance +15%
    4. Level 5 Cooldown -1
    Before Ascension 3

    Cooldown 4 turns

    Places a 30% Increase C. RATE buff and a 30% Increase C. DMG buff on this Champion for 2 turns, then attacks 1 enemy.

    Damage
    5.7 x ATK
    1. Level 2 Damage +10%
    2. Level 3 Buff/Debuff Chance +10%
    3. Level 4 Buff/Debuff Chance +15%
    4. Level 5 Cooldown -1
    • Decrease SPD Decreases the Champion's Battle SPD by 15% or 30%.
    • Increase C. RATE Increases the Champion's C.RATE by 15% or 30%.
    • Increase C. DMG Increases the Champion's C.DMG by 15% or 30%.
  • Aura: Increases Ally C. RATE in Doom Tower battles by 24%.

How to get Siegehulk

Siegehulk can be summoned from Ancient Shard, Sacred Shard and Primal Shard as a Epic champion.

Upgrade costs

Open in the planner

Ascension

  • Ascension 1Greater Magic Potion ×4Greater Arcane Potion ×3
  • Ascension 2Greater Magic Potion ×7Greater Arcane Potion ×5
  • Ascension 3Greater Magic Potion ×9Greater Arcane Potion ×7
  • Ascension 4Superior Magic Potion ×3Superior Arcane Potion ×1
  • Ascension 5Superior Magic Potion ×3Superior Arcane Potion ×2
  • Ascension 6Superior Magic Potion ×4Superior Arcane Potion ×2

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