RAID: Shadow Legends
Mad Hatter Guide
- Legendary
- Force
- Support
- Knights Revenant
Force Legendary Knights Revenant support: HP-based AoE Hex/Weaken, one-highest-C.DMG ally A1 call, per-hit buff steal and Hex-filtered debuff spread, 3-turn support TM/duration control, and dual 10-ally-turn heal / 6-enemy-turn True Fear passive. Hydra teams with external required specialist debuffs. Knights Revenant Faction Wars and longer waves. Situational high-C.DMG ally-call Arena support.
Best used in: Hydra Clan Boss (team-dependent) · Faction Wars — Knights Revenant · Wave-based Doom Tower and Cursed City encounters
Skills
- Dastardly Distillation — Attacks 1 enemy 2 times. Each hit has a 25% chance of stealing 1 random buff. Each hit also has a 75% chance of applying a Debuff Spread effect, taking 1 random debuff from the target and placing it on all enemies under a Hex debuff.
- Mixture Most Foul · CD 5→3 — Attacks all enemies. Has a 75% chance of placing a Hex debuff and a 25% Weaken debuff on all enemies for 2 turns. The ally with the highest C.DMG will team up and join the attack. The ally joining the attack will use their default skill. The damage dealt by the ally joining the attack will increase by 10% per each debu
- A Whiff of Madness · CD 5→3 — Increases the duration of all buffs on all allies by 1 turn, and decreases the duration of all debuffs on all allies by 1 turn. Also fills the Turn Meters of all allies by 20%.
- Time For Tea! — Every 10 turns taken by allies, heals all allies by 20% of their MAX HP. Every 6 turns taken by enemies, places a True Fear debuff on all enemies for 1 turn. 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 pa
Recommended build
Gear sets: Speed, Perception, Impulse, Reflex
Stat priority: SPD to cast A2/A3 at correct point in team order and to survive to do so › ACC for A1 steals/spreads, A2 Hex/Weaken and passive True Fear against susceptible enemies › HP% and DEF% for survival; his native direct damage also scales on his MAX HP › RES as encounter-specific defense if sustaining debuffs is important › C.RATE/C.DMG only in HP damage build; not required to deliver native support effects › Do not build ATK for native HP damage, despite fixed weapon ATK
Synergies
- Mithrala Lifebane — Can contribute Hex and complementary AoE debuffs, providing Hexed receivers for Mad Hatter A1 spread; overlap in Hex nee
- Uugo — Provides essential defensive enemy debuff coverage and Block Buffs for Hydra when appropriate; Mad Hatter can spread an
- Lydia the Deathsiren — Provides teamwide Decrease DEF/Weaken setup; A1 can spread eligible debuffs from chosen target after Hex, and A2 called
- Underpriest Brogni — Provides protective allied Shield and defensive buffs whose eligible remaining durations Mad Hatter A3 can extend; durat
- Skullcrown — AoE default A1 can be a strong candidate for the one A2 ally call if highest C.DMG; gear/other allies determine actual s
- Sinesha — Default skill can attack multiple enemies if selected by A2 as top-C.DMG ally; do not assume A2 calls Sinesha if she is