Wight Queen Ankora

Wight Queen Ankora

LegendaryMagicSupportC tier

Introduction

Wight Queen Ankora is a Legendary Magic character in RAID: Shadow Legends. Wight Queen Ankora's role is Support. Faction: Knights Revenant.

On the combined RAID: Shadow Legends tier list Wight Queen Ankora is C tier, 513th of the 1029 characters ranked, from where 3 community tier lists put Wight Queen Ankora.

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

What Wight Queen Ankora does

A support who revives an ally at 50% HP and 75% Turn Meter with every cooldown reset, then knocks 10% Turn Meter off every enemy with no resist. Shield of Emaria cleanses the team and adds a Shield, and her passive pulls Stun, Freeze, Fear and other control aimed at the ally with the highest C.DMG onto herself.

Nearly every piece gets stronger with Wight King Narses on the team.

Background

In ages past the Dragonkin Empire expanded its territories in part by subsuming countless smaller kingdoms and territories. One was the Human kingdom of Emaria. Situated along the jagged coasts of Peltas, west of the Thundermount, Emaria was a small but proud state. It was wholly unprepared to resist the might of the Dragonkin Empire and agreed to its own annexation.

Three generations later, the former royal line of Emaria still existed, though as a noble family permitted to continue to live at the pleasure of the Dragonkin Empire. Their descendant, Ankora, was far from happy that her forebears had been deposed, and was also wise enough to know there was no hope in challenging the Dragonkin openly.

Matters changed when the Empire sought to conquer another Human realm, called Vald, which was ruled over by a young king named Narses. Full of pride and vigor, Narses rejected the Dragonkin diplomats and declared war. For three years the Dragonkin tried to invade Vald, to no avail. Narses proved himself a shrewd strategist, and as the war dragged on the Empire sought alternative means of bringing him to heel. They turned to Ankora.

Ankora was to act as a mediator between Vald and the Dragonkin, and convince Narses that being brought into the imperial fold would not be the end of his legacy or his privileges. Ankora was excited to cross the Strait and meet the king who was such a thorn in the Empire's side.

What occurred in Vald was hardly what she expected, though the outcome was still broadly what the Dragonkin had hoped for. From their first meeting, Ankora and Narses were enamored with each other; the Emarian heiress' beauty, intelligence, and poise striking a chord with the ruler of Vald, while Narses' confidence and humor surprised Ankora, who expected only royal formalities in her meetings with him. For his part, Narses was truly besotted. He could list his counterpart's virtues and talents for hours on end, marveling at her healing of his favorite cousin's worsening mind-fever with Emarian magics and the way she unpicked the schemes of his 'less supportive' advisors and thwarted those who would surrender the kingdom to the Dragonkin. Ankora deeply admired Narses' resolve and commitment, and soon came to support him in all things, even if it meant giving him painfully true words. This only furthered the king's respect for her.

The two were soon plotting a way to seal their union and win something over the Dragonkin. Ankora was calmer and more thoughtful than Narses and, most importantly, knew the Dragonkin Empire and how it functioned. She convinced him that, for all his abilities, Narses could not win a protracted war with it. Instead, she showed him a way to achieve their own goals while convincing the Empire it had won.

The proposal they brought before the Dragonkin was bold but clear. Narses would forever surrender the kingship of Vald and it would be subsumed into the Empire. However, he would be installed as regnal governor of the new territory. Furthermore, Ankora would assume the same duties for Emaria. They would be married, and the pair would rule the two fiefdoms as one, Valdemar, in the Empire's name.

The Dragonkin agreed. Narses and Ankora were therefore installed as their empire's first Human suzerains.

The pair ruled for many decades from the capital they established on the island of Zetra, in the middle of what became called the Valdemar Strait. When nearing the end of life, they resolved to pass away together, and made an oath over a magical vial filled with their mixed blood that they would spend eternity as companions.

The claim was more than romantic whimsy, they took poison and perished together. As the years passed, the Suzerainty of Valdemar was swept away with the fall of the Dragonkin Empire and Zetra fell into ruin. Legends of the dead lovers persisted though, enough to draw a discreet expedition to Zetra's barren shores many centuries later.

The senior Knight Revenant Mother Cybele unearthed the couple's grand tomb. With invocations known only to the Soul Shepherds, she triggered the spell enchanting the vial still clutched in Ankora's shriveled, partly-mummified hand. Both Ankora and Narses were awakened, the two former rulers rising sluggishly before the Knight Revenant.

Mother Cybele explained the nature of Undead immortality to them. They were awed at the power she wielded, the ability to cheat death itself, and were beyond overjoyed at having arisen together. Wishing to learn more, they agreed to meet Losan K'Leth himself.

The master of the Knights Revenant showed the pair false deference, claiming he intended to help reestablish Valdemar as a great state. All the while he probed them for knowledge on the ancient Dragonkin, for he had dispatched Cybele to seek them out in the hope that they would share arcane knowledge that had been lost since the Empire's fall.

While K'Leth learns from them, Ankora and her husband will remain his honored allies. For their own part, the ancient rulers of Valdemar are happy to bide their time with their new host, discovering what they can of modern Teleria. Above all, they hope to master the necromantic arts, and Ankora in particular intends to resurrect her descendants, forging an Undead dynasty that will reign over more than just Valdemar for eternity.

Stats

  • HP150th20,805
  • ATK580th980
  • DEF267th1,211
  • SPD28th111
  • C. RATE15%
  • C. DMG50%
  • RES183rd40
  • ACC0

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: 18,825Ascension 1: 18,990Ascension 2: 19,155Ascension 3: 19,485Ascension 4: 19,815Ascension 5: 20,310Ascension 6: 20,805
  • ATKNo Ascension: 925Ascension 1: 925Ascension 2: 925Ascension 3: 936Ascension 4: 947Ascension 5: 958Ascension 6: 980
  • DEFNo Ascension: 1,123Ascension 1: 1,134Ascension 2: 1,145Ascension 3: 1,156Ascension 4: 1,167Ascension 5: 1,189Ascension 6: 1,211
  • SPDNo Ascension: 101Ascension 1: 101Ascension 2: 101Ascension 3: 101Ascension 4: 101Ascension 5: 101Ascension 6: 111
  • 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: 0
  • HPNo Ascension: 18,825Ascension 6: 20,805
  • ATKNo Ascension: 925Ascension 6: 980
  • DEFNo Ascension: 1,123Ascension 6: 1,211
  • SPDNo Ascension: 101Ascension 6: 111
  • C. RATENo Ascension: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 6: 50%
  • RESNo Ascension: 30Ascension 6: 40
  • ACCNo Ascension: 0Ascension 6: 0

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

  • Necrobolt

    A1

    Attacks 1 enemy. Has a 30% chance of decreasing the cooldown of a random ally's skill by 2 turns (except this Champion). If Wight King Narses is on the same team and has any active skills on cooldown, decreases the cooldown of one of their skills by 2 turns. If Wight King Narses is on the same team and has no active skills on cooldown, decreases the cooldown of a random ally's skill by 2 turns (except this Champion). If the cooldown on a skill is fully reset, also heals that ally by 10% of this Champion's MAX HP.

    Damage
    5.6 x ATK
    Heal
    0.1 x MAX HP
    Heal
    0.1 x MAX HP
    Heal
    0.1 x MAX HP
    1. Level 2 Damage +10%
    2. Level 3 Buff/Debuff Chance +10%
    3. Level 4 Buff/Debuff Chance +10%
  • Shield of Emaria

    A2

    Cooldown 4 turns, 3 fully booked

    Removes all debuffs from all allies, and places a Shield buff on them equal to 25% of this Champion's MAX HP for 2 turns. If Wight King Narses is on the same team, also places a 25% Strengthen buff on all allies for 2 turns. Then, fills the Turn Meters of all allies by 10%.

    Turn Meter fill
    0.1 x full Turn Meter
    1. Level 2 Shield +10%
    2. Level 3 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.
    • Strengthen Reduces the value of the received damage by 15% or 25%.
  • Rise, My Love

    A3

    Cooldown 5 turns, 3 fully booked

    Revives a dead ally with 50% HP and 75% Turn Meter. Resets the cooldowns of the revived ally's skills. If the target is Wight King Narses, revives them with 75% HP and 100% Turn Meter instead. After the revival, decreases the Turn Meters of all enemies by 10%. If Wight King Narses is revived, decreases the Turn Meters of all enemies by 20% instead. This effect cannot be resisted.

    Turn Meter reduction
    0.1 x full Turn Meter
    Turn Meter reduction
    0.2 x full Turn Meter
    1. Level 2 Cooldown -1
    2. Level 3 Cooldown -1
  • Queen Consort [P]

    Passive

    Cooldown 3 turns

    Whenever an enemy tries to place a Fear, True Fear, Freeze, Provoke, Sleep, Stun, or Petrification debuff on the ally with the highest C. DMG., transfer those debuffs to this Champion instead. Fills the Turn Meter of this Champion by 50% if this Champion misses their turn due to one of these debuffs. At the start of this Champion's turn, remove any Fear, True Fear, Freeze, Provoke, Sleep, Stun, or Petrification debuffs from this Champion, if Wight King Narses is on the same team. If there are multiple Champions on the team with this skill, only one will activate. This skill will not activate on duplicate copies of this Champion, if this particular Champion is dead.

    Turn Meter fill
    0.5 x full Turn Meter
    Turn Meter fill
    0.5 x full Turn Meter
    1. Level 2 Cooldown -1
    2. Level 3 Cooldown -1
    3. Level 4 Cooldown -1
  • Aura from Ascension 3: Increases Ally SPD in all Battles by 19%.

How to get Wight Queen Ankora

Wight Queen Ankora can be summoned from Ancient Shard, Sacred Shard and Primal Shard as a Legendary champion.

Upgrade costs

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Ascension

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

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