Raid Shadow Legends: Alure Champion Guide

Alure stands out as an Epic Demonspawn in Raid Shadow Legends, with unparalleled turn meter manipulation in her A1, making it the most exceptional aspect of her skill set. Her excellence is primarily attributed to this ability, rendering her a formidable presence, and interestingly, the impact of skill books on her overall performance is minimal.

When strategically positioned against the Fire Knight boss, Alure’s unique capabilities shine, enabling her to prevent the reapplication of the Fire Knight’s shield after its initial removal, accomplishing this feat independently. Beyond the Fire Knight encounter, Alure demonstrates notable prowess in Faction Wars, particularly during boss battles. Her remarkable performance extends to the Doom Tower, where she excels against formidable opponents like Borgoth the Scarab King and Dark Fae, earning her a distinguished status as one of the most outstanding champions in the game.

Alure Stats Overview

Alure avatar
  • Faction: Demonspawn
  • Type: Attack
  • Affinity: Magic
  • Rarity: Epic
  • HP: 14040
  • Attack: 1575
  • Defense: 793
  • Critical Rate: 15
  • Critical Damage: 60
  • Speed: 96
  • Resistance: 30
  • Accuracy: 0
  • Aura: Increase Ally ACC in Faction Crypts by 50
  • Books to Max Skills: 12

Alure Skills Overview

Psychic Whip

A1: Psychic Whip

Attacks 3 times at random. Decreases the target’s Turn Meter by 25% on each critical hit.

Upgrades as follows:

  • Level 2: Damage +5%
  • Level 3: Damage +5%
  • Level 4: Damage +5%
  • Level 5: Damage +5%
Temptation

A2: Temptation

Attacks all enemies 2 times. Each hit has a 30% chance of placing a 30% [Decrease DEF] debuff for 1 turn. Places a [Sleep] debuff for 1 turn on targets under [Decrease DEF] debuffs.

Upgrades as follows:

  • Level 2: Damage +5%
  • Level 3: Buff/Debuff Chance +5%
  • Level 4: Damage +5%
  • Level 5: Buff/Debuff Chance +5%
  • Level 6: Cooldown -1
  • Level 7: Buff/Debuff Chance +10%
Hellish Blaze

A3: Hellish Blaze

Attacks 1 enemy. Has an extra 30% chance of inflicting a critical hit. Will ignore 50% of the target’s DEF.

Upgrades as follows:

  • Level 2: Damage +5%
  • Level 3: Damage +5%

Alure Late Game+ Dungeon Runs

Alure is the best single target TM Decreasing champion in the game. She will be the MVP in any content that allows you to TM decrease the enemy and some of these contents just so happen to be the toughest areas in the game. With an Alure however, she makes this content a walk-in-the park. Her prized ability is in her Triple Hit A1 that decreases any enemy hit TM by 25% per hit when it crits. Her other abilities are quite irrelevant which means that she does not require any books at all making her very cheap to build. In fact, it is actually advised not to book her since lowering the cooldown on her other skills means she uses her A1 less.

This guide will showcase Alure in Fire Knight 20, Fire Knight 25, F2P Hard Scarab King 100 (Force), Hard Scarab King 100 (Spirit), and Hard Dark Fae 120.

Masteries

Alure can also function without any masteries at all but having masteries can help. If you do decide to build her masteries, the Offense and Support trees are suggested. The only important masteries in the Offense tree will be the Crit Rate Mastery to help her achieve 100% Crit Rate and T6 Giant Slayer for some damage. On the support tree, you want to get the accuracy masteries, Lore of Steel for extra stats and Evil Eye for additional control. The T5 support mastery doesn’t help her at all so you can save some energy farming scrolls here.

Alure Late Game+ Dungeon Runs masteries

Gear & Stats Build

The most important stats you want to build on Alure are Crit Rate, Accuracy and Speed. You need her to be at 100% crit rate because her A1 only lowers Turn Meter if she crits. For Dungeons (FK20/25), you need to have about 220 accuracy and build as much speed as possible, preferably at least 200+. You need her to be able to go faster than the enemies to lap them and keep their turn meter down. This is important since Alure is negative affinity to the FK 20 so she has a 35% chance to weak hit and weak hits will not crit and reduce TM. She needs to be fast enough to be able to go again before the Fire Knight takes a turn if you are unlucky with weak hits.

For Hard Doom Tower, the Highest level of Scarab King and Dark Fae (Stage 100 and 120) have Resistance of about 330 so you will need to build your Alure with at least that much accuracy. Speed is much more important here and at least 225+ speed is recommended.

The other stat you want to build on her is HP%. You need her to get as high HP as possible so she can survive. You can use any sets on her if you meet the stat requirements but the best sets to have on her are Relentless, Speed, Accuracy, or Perception. If you have Bloodshield accesories, equip them on Alure regardless of the stats as this accessory will completely negate the effect of the Scarab King’s passive. You only need one piece of it.

Recommended Main Stats

  • Glove: Crit Rate
  • Chest: HP %/Accuracy (For DT, if you cannot reach the required accuracy)
  • Boots: Speed
  • Ring: HP
  • Amulet: HP
  • Banner: Accuracy
Alure Late Game+ Dungeon Runs gear and stats

Fire Knight 20

Alure is the best champion in the game for the Fire Knight. She can single-handedly carry your team on the Fire Knight Boss, despite being a negative affinity on FK 20. Her triple hit A1 can help bring down the shields and once the shield is down. She can permanently keep the Fire Knight’s Turn Meter down. However, she will not help you with dealing with the waves or dealing damage to the boss. You will still need your other champions in the team to carry here there. She is also very vulnerable to dying so it is advisable to have a healer and/or reviver in your team because if Alure dies, it is very likely that the run will fail.

Their should be one TM control champion, the rest of the team should consist of:

  1. Gorgorab for Inc TM, Inc Atk Buff, Heals and Revives in case anyone dies.
  2. Apothecary for Inc TM, Inc Speed Buff, Heals, and a triple hit A1 to help take down the FK’s shield.
  3. Ithos as the main DPS.
  4. Stag Knight for the AOE Dec Atk and Def, Dec Speed against the FK.

You can see how important Evil Eye Masteries are in keeping the Fire Knight turn meter down with the initial hits and how well things start to look after Decrease Speed from Stag Knight is placed on the boss

allure fire knight 20

Fire Knight 25

Alure functions exactly the same for Fire Knight 25. Despite Dungeon 21+ having increased resistance to TM Decreasing effects, Alure still performs this job extremely well, especially since FK25 is now Spirit affinity and Alure no longer has a chance of weak hitting. We are running a very similar style of team to the FK 20 team with just better champions since the mobs here are much tougher.

Their should be one TM control champion, the rest of the team should consist of:

  1. Arbiter for Inc TM, Inc Atk Buff, Heals and Revives in case anyone dies.
  2. Konstantin as the main DPS.
  3. Ninja as the secondary DPS and CC with AOE Freeze.
  4. Stag Knight for the AOE Decrease Atk and Def, Decrease Speed against the FK.
allure Fire Knight 25

Hard Dark Fae 120

The Hard Dark Fae boss is not a very difficult boss to take down if you fully manual the fight but it gets quite tricky to run a team that can run full auto against this boss. Alure is the MVP of the team and is core to the strategy to constantly decrease the Boss’ TM. She cannot prevent the boss from taking a turn but she does limit the amount of turns the Boss takes.

Team Composition and Strategy

This team’s strategy is having an AOE TM Dec champ go first and use it as we start the fight against the Boss and copied champs. The TM Dec allows our other champion to take their turn and clear the copied champions. The champions used for this strategy are as follow:

  1. Deacon Armstrong: He will be the champion that goes first and Dec TM. Deacon is unique in that his skill is essentially on a 2 turn CD. If planned and tuned well. He should be able to use his skill at the start of the Dark Fae battle most of the time. This skill also increases your allies’ TM further allowing them to take their turn before the enemy. He also places AOE Decrease Def against the waves and boss.
  2. Ma’shalled: Provides Inc Speed buffs to allies, offer some CC through his AOE True Fear against the waves and the copied champions. Places Leech allowing your allies to heal.
  3. Big’un: Provides Raw AOE damage which is essential to clear your copied champions. He also offers a lot of important debuffs against the boss, Dec Accuracy, Dec Speed and some TM Decrease as well.
  4. Ninja: Main DPS, he is able to AOE Freeze but it’s not the core strategy, so it should not be depended on.
Hard Dark Fae 120 allure

Hard Scarab King 100 (Spirit)

The Scarab King can be a tricky boss overcome due to the many requirements needed to overcome his abilities. Fortunately, we can mitigate some of them if we prevent him from ever taking a turn. Alure will be the best champion for this role. This boss unlike the other DT bosses is not resistant to TM decreasing effects making it possible for Alure to constantly reduce him TM and prevent him from taking a turn.

This is an example of a team that showcases the strategy described above. Apart from Alure, we have;

  1. Lyssandra has two TM decreasing abilities as well and Increasing our team’s TM and places Increase Speed Buff.
  2. Coldheart with her trade mark Heartseeker to fully deplete TM, deal massive and and is in Destroy set to reduce Max HP and break the Scarab Shield.
  3. Stag Knight places Dec Def and Dec Speed against the boss.
  4. Fenax as the main DPS and is geared in destroy set to reduce Max HP

Note that this team does not have a shield provider as all the champs in this team have the Bloodshield accessory equiped. If you do not have this accessory on ALL champions in your team, you will need a champion that provides a Shield. This strategy will be described in detail in the next page.

Hard Scarab King 100 (Spirit) allure champion

Hard Scarab 100 (Force)

If you don’t have Bloodshield accessories, you will need a dedicated champion to place shield on your team for the entire fight. We will be using the exact same strategy as described in the previous page of constantly decreasing TM and never allowing it to take a turn.

Speed tuning will be key here. We will need the champion who places shield to go first (This champion needs to be able to place shield that has the same duration as the cooldown of this ability. The only champions who can do this at the moment are Metalshaper, Miscreated Monster, Lodric and Valkyrie). This is an example of team using this strategy;

  1. Miscreated Monster is the shield provider.
  2. Stag Knight places Dec Def and Dec Speed against the boss.
  3. Armiger performs a similar role to Alure in constantly decreasing TM.
  4. Coldheart with her trade mark Heartseeker to fully deplete TM, deal massive and and is in Destroy set to reduce Max HP.
  5. Alure to Decrease TM. Since Alure is negative affinity here, she has a chance to weak hit. Hence why we have a secondary TM decreasing champion in Armiger in this team.
allure dungeon runs Hard Scarab 100 (Force)

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