

The Incarnate
Legendary/Force/DefenseB tier
Introduction
The Incarnate is a Legendary Force character in RAID: Shadow Legends. The Incarnate's role is Defense. Faction: High Elves.
On the combined RAID: Shadow Legends tier list The Incarnate is B tier, 384th of the 1029 characters ranked, from where 3 community tier lists put The Incarnate.
Other Force characters in RAID: Shadow Legends: Abbess, Achak the Wendarin, Acolyte, Admonitor, Alaric the Hooded, Alaz the Sunbearer and 273 more.
What The Incarnate does
A protector built around
Arbiter: he takes 20% of her damage, saves her from a fatal hit with a turn of Unkillable, and resets her Destiny's Call when he dies. For the whole team he strips enemy Shields with an AoE, hands out DEF-based Shields, and covers everyone with Ally
Protection and Strengthen.
Background
Necessity is often said to be the mother of invention. But inventions born of necessity are more likely to be shortsightedly conceived, hastily assembled, and ultimately regretted. Such is the case for the Incarnate, a constructed being born of a process the Arbiter has now repudiated. Well-intentioned, desperate folly is folly nonetheless.
'The Incarnate' refers to one of a handful of similar beings still extant, but each Incarnate is so similar in appearance and mannerisms that Telerians who know of them believe there is only one. If scholars would be intrigued to learn there is more than one Incarnate, they would be shocked to learn that there were once hundreds or more. But the chaos and devastation of the Great Divorce, an event that for most Telerians marks the dawn of meaningful time, obscured their numbers from the gaze of history. This, no less than a war between the gods, was the great necessity that drove the Arbiter to commit an act of abnormal ambition and hubris: trapping souls to power artificial constructs, creating perfect, immortal soldiers. These constructs all resembled the Arbiter herself, a manifestation of the ordering nature of Light. The Arbiter made what she knew, over and over.
It took centuries of work and pondering after the Divorce before the Arbiter created the Shards. The Incarnates, her earliest, fumbling attempts at a similar concept, were flawed in ways that the Arbiter came to eternally regret. Shards preserve a mortal being as they were at the moment of their Sharding, with all their will and memory, their health and vigor, their capacity to live, learn, and age. But the spirit-crystals powering the Incarnates were simplistic, stripping the soul to its essence and obliterating all individuality and free will. However, as with the bodies of the Sharded, the Incarnates could persist beyond corporeal destruction: if the Incarnate's constructed body was destroyed, the soul would persist within the gem and could operate a new Incarnate body.
But procuring souls to empower the Incarnate constructs required great sacrifice. The souls of the Incarnates were not willing volunteers, as the host-bodies of Lightbringers are, but Elves, more steadfast than most in their loyalty to Lumaya. They were asked to volunteer to fight for the Goddess and lied to about the capacity in which they would do so. It was an act of terrible tyranny, scarcely excused by the circumstances of an existential war, a fact that the Arbiter soon felt gnawing at her conscience, in her hour of need, the Arbiter herself had presaged the foul methods of necromancers and the Knights Revenant centuries later, who are now her sworn enemies.
Nevertheless, the Incarnates, crafted by the Arbiter's magic and vivified by the residue of bright Elven souls, were strong, tireless, and absolutely obedient, utterly resistant to Siroth's temptations. The Dwarves, one of Lumaya's most devoted allies during the Great Divorce, fought admirably but were only mortal. For a time, Lumaya's army held their own against the Firstborn and Painsmiths aligned with Siroth. The Arbiter and Lumaya were losing the struggle even with Incarnates on their side and the sacrifices of the Elves were for naught. Siroth's tantalizing whispers subverted many of the Firstborn to his cause and this was too great a loss for the forces of Light to overcome. In desperation, Lumaya and the Arbiter crafted the Great Curse: an unstoppable banishment spell that expelled the gods and Firstborn from Teleria, ending the war.
Left behind were the mortal races, as well as a single Firstborn: the Arbiter, whose divine essences of Light and Darkness had been transfused with Teleria's own Light and Darkness, rendering her immune to the banishment. With her, guarding the gleaming geometrical perfection of her fortress and gazing unflinchingly at her, were hundreds of her Incarnates. Each was an eerily silent version of herself. It was then the horror of what the Arbiter had created hit her.
She mournfully deactivated most of them and withdrew their primitive proto-Shards. She destroyed the Incarnate shells then crushed the gems one by one with a whispered apology to each, she released the souls of the Elves to true and final death and their proper place within Teleria's leylines. She kept only a few, to serve as avatars, decoys, and an ultimate contingency, should the Arbiter's Shards fail her.
Today, as before, without will of their own, the Incarnates act only at the Arbiter's behest, defaulting to guarding her holdings and allies and attacking the forces of Darkness when under no other instruction. When they do so, the enemies of the Arbiter rage and shrink from their hallowed presence. Even when the Incarnates fight to protect servants of Lumaya, their allies are nonetheless disquieted by the presence of these masked, expressionless automatons.
Stats
- HP268th of 1,05119,320
- ATK877th of 1,051804
- DEF39th of 1,0511,487
- SPD393rd of 1,051100
- C. RATE15%
- C. DMG50%
- RES183rd of 1,05140
- ACC4th of 1,05120
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: 17,835Ascension 1: 18,000Ascension 2: 18,165Ascension 3: 18,330Ascension 4: 18,495Ascension 5: 18,825Ascension 6: 19,320
- ATKNo Ascension: 771Ascension 1: 771Ascension 2: 771Ascension 3: 771Ascension 4: 771Ascension 5: 782Ascension 6: 804
- DEFNo Ascension: 1,343Ascension 1: 1,354Ascension 2: 1,365Ascension 3: 1,387Ascension 4: 1,409Ascension 5: 1,443Ascension 6: 1,487
- SPDNo Ascension: 100Ascension 1: 100Ascension 2: 100Ascension 3: 100Ascension 4: 100Ascension 5: 100Ascension 6: 100
- 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: 40
- ACCNo Ascension: 0Ascension 1: 0Ascension 2: 0Ascension 3: 0Ascension 4: 0Ascension 5: 0Ascension 6: 20
- HPNo Ascension: 17,835Ascension 6: 19,320
- ATKNo Ascension: 771Ascension 6: 804
- DEFNo Ascension: 1,343Ascension 6: 1,487
- SPDNo Ascension: 100Ascension 6: 100
- C. RATENo Ascension: 15%Ascension 6: 15%
- C. DMGNo Ascension: 50%Ascension 6: 50%
- RESNo Ascension: 30Ascension 6: 40
- ACCNo Ascension: 0Ascension 6: 20
Base values before gear, Masteries, Blessings and Great Hall bonuses.
Skills
Upgrade planner
Attack Intruder
A1Attacks 1 enemy 2 times. Each hit has a 45% chance of placing a Provoke debuff for 1 turn. Has a 30% chance of counterattacking whenever an ally is hit. If the ally is from the High Elves Faction and not this Champion, the chance increases to 100%. Occurs once per hit.
- Damage
- 1.8 x DEF
- Level 2 Damage +5%
- Level 3 Damage +5%
- Level 4 Buff/Debuff Chance +10%
- Level 5 Buff/Debuff Chance +10%
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.

Formation: Phalanx
A2Cooldown 4 turns, 3 fully booked
Attacks all enemies. Has a 75% chance of removing all Shield buffs and 2 random buffs from all enemies. Then, places a Shield buff on all allies for 2 turns. The value of the Shield is proportional to this Champion's DEF.
- Damage
- 3.6 x DEF
- Level 2 Damage +10%
- Level 3 Damage +10%
- Level 4 Buff/Debuff Chance +10%
- Level 5 Buff/Debuff Chance +15%
- Level 6 Cooldown -1
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.

Defensive Measures
A3Cooldown 5 turns, 3 fully booked
Places a 50% Ally Protection buff on all allies except this Champion for 2 turns. Also places a 25% Strengthen buff on all allies for 2 turns. Heals any ally Arbiters by 100% of their MAX HP. Instantly activates this skill whenever this Champion is revived. This will not set this skill on cooldown.
- Level 2 Cooldown -1
- Level 3 Cooldown -1
Ally Protection The Caster Champion takes 25% or 50% of direct damage inflicted upon the Target Champion. Self-inflicted damage (HP Burn or Poison) does not trigger this effect. Each Champion uses their own DEF value for mitigating damage.
Strengthen Reduces the value of the received damage by 15% or 25%.

Crisis Response [P]
PassiveCooldown 4 turns
Increases all allies' ACC by 20 for each ally under an Ally Protection buff. When killed, resets the cooldown of the Destiny's Call skill for any ally Arbiters. If there are multiple Champions on the team with this skill, this effect will only activate once. All ally Arbiters receive 30% less damage.

Ultimate Purpose [P]
PassiveCooldown 4 turns, Unlocked at Ascension 3
Increases all allies' RES by 20 for each ally under an Ally Protection buff. This Champion will also receive 20% of the damage of any ally Arbiters. If there are multiple Champions on the team with this skill, this effect will only activate once. If any ally Arbiter is about to get killed by a fatal hit, places an Unkillable buff on her for 1 turn. If there are multiple Champions on the team with this skill, this effect will only activate once.
Unkillable The Champion cannot fall below 1 HP when the Unkillable buff is active. Its duration cannot be increased.
How to get The Incarnate
The Incarnate can be summoned from Ancient Shard, Sacred Shard and Primal Shard as a Legendary champion.
Fusion (2024-06-06 to 2024-06-22): four champions, Slixus Stripehide, Slixus Stripehide, Slixus Stripehide and Slixus Stripehide.
Upgrade costs
Open in the plannerAscension
- Ascension 1
Superior Force Potion ×1
Greater Arcane Potion ×5 - Ascension 2
Superior Force Potion ×2
Superior Arcane Potion ×2 - Ascension 3
Superior Force Potion ×3
Superior Arcane Potion ×2 - Ascension 4
Superior Force Potion ×4
Superior Arcane Potion ×3 - Ascension 5
Superior Force Potion ×5
Superior Arcane Potion ×4 - Ascension 6
Superior Force Potion ×6
Superior Arcane Potion ×4















