This guide will focus on farming (running multiple stages for experience, silver and artifacts). Particularly, I will cover where and when to farm them and how to do it most efficiently.

Raid: Shadow Legends’ core mechanic is farming. You will always be farming for something. This could be exp to level your team or champions that you plan to sacrifice in order to rank up (commonly known as “food” champions). Or silver, gear, scrolls or other items. You’re doing what’s best for you because you want it. Different time requirements, difficulties, and energy costs mean that different places may be more efficient at different tasks.

Note on Auto Farming is almost always done on auto. It doesn’t matter if you beat a stage but struggle to beat it on auto with your champions, that’s not a viable farming stage. Auto will speed up the process and save you both time and effort. Auto will go faster and save you time.

  • Campaign
  • Dungeons
  • Potion Dungeons
  • Arcane Keep
  • Keep Your Spirit
  • Force Keep
  • Magic Keep
  • Void
  • Minotaur’s Labyrinth
  • Gear Dungeons
  • Ice Golem’s Peak
  • Dragon’s Lair
  • Fire Knight’s Castle
  • Spider’s Den

What Should You Be Farming?

Campaign

Campaign is where most of your early level work will be done. Each chapter has 7 stages. Each stage will drop one piece, while level 7 (the boss stage) can drop any 6 pieces from the other stages. The weapon drops from stage 1, stage 2, the helmet, stage 3, shield, stage 4, gloves, stage 5, stage 6, and stage 7 boots drop from stage 2.

Stages 1 through 6 drop common and rare gear. Stage 7 may drop rare items.

Each chapter drops a unique set. These drops are in the order of chapter 1-12: life, offense and defense, crit accuracy, speed resistance, lifesteal lifesteal, destroy lifesteal, fury, retaliation and curing.

Stages 1-6 have energy costs of 4 on average, 6 on hard and 8 on brute. Stage 7 energy costs are 5 on average, 7 on difficult, and 9 on brute.

Campaign is your best source of exp. This is where you should be levelling up your champions or your food. You can push your champions to max level and then run the campaign until you reach the highest level.

A farming champion is required to level up food. A farming champion is someone who can solo the level of your farm. This champion will be sent with three food champions. They will often die in the first round. Then, the farming champion will take over the entire stage.

AoE is the best way to be a farming champion. To reduce your farming time, you want to be able kill every stage as fast as possible. You can choose to have a champion with an AoE main attack (Sinesha, Skullcrown or Saurus, although he might be difficult to equip sufficiently), or a champion who has multiple AoE capabilities. Counterattack champions can also be very effective as they can retaliate against any hit and, ideally, kill every enemy in that way. This is Executioner’s main purpose. Relic Keeper, a champion that gains extra turns for killing enemies, is another option. To properly farm these champions must be able to kill every enemy in one hit. However, there is a high gearing requirement. If they are not properly geared in lifesteal and have no other skills, most starting champions will be competent farmers.

You can one-shot the entire stage of enemies if you have the ability to do so. Just build for attack or whatever your main stat is and crit/crit damage. Do as much damage as you can. To survive, your farming champion may require you to equip with lifesteal if you fail to do so.

You should farm food champions on the most difficult difficulty level that your farming champion can handle.

As exp is divided equally, it is best to raise food with three food champions. If your farming champion is at max level, then any exp that goes to them will be wasted. With 2 farming champions, 50% of the exp goes to them, while with 4 champions, only 25% of their effort is wasted.

There are two possible targets for farming exp or silver in each chapter. The 6th stage always gives the most exp (more than boss stage which has a higher energy requirement and is why most people don’t run it). The 3rd stage, however, gives less in most cases and drops shields which are more valuable than other pieces. Consider farming the 3rd stage of the chapter you are in and selling the shields.

Campaigns for gear will also be run. Campaign for gear allows you to target specific pieces, making it easier for your champions to be equipped.

Many people believe it is more sensible to farm dungeons than campaigns for gear. Dungeons drop epic pieces and so why would you use a common when an epic could be yours?

It all comes down to energy efficiency, progress, and the environment.

You will replace the piece if you don’t get a 5-star epic. It doesn’t matter whether the replacement piece is a 3-star classic or an epic, it will be replaced. All the effort you put into getting that piece is technically wasted. This is a natural consequence. You can’t START WITH 5-star epic gear. The best way to reduce “waste” is to minimize it. It takes only a fraction of the energy to farm gear in campaign. Before you can seriously farm dungeons, it is important to be fully equipped with 5-star campaign gear. This will enable you to push further in dungeons for better, more permanent drops.

Consider the video game guides odds. You can choose which piece of gear will drop in a brutal campaign. So you know you won’t get gear you don’t need. You need 8 energy to run. You must be able to run at least stage 7 in a dungeon at 10 energy to have any chance of getting 5 star gear. Stage 7 will usually drop 3 or 4 star gear. It is not possible to get 5 star gear. To ensure no 3 star gear drops, you must farm at least stage 10, and it now costs 12 energy.

Every run has a chance to drop any one of the six pieces from 9 sets. The chance of you getting the piece that you desire has a 1/54 chance (and that doesn’t count when the dungeon drops XP brews or green shards instead of gear). Next, the gear must have the right star count and the right main stats for gloves, chest and boots (1/8 chance for gloves and chest, 1/7 chance for boots). All of this adds up to a tiny chance of you getting the piece that you need.

It’s not that inefficient. You might get a piece for champion X but champion X still has no boots, chest, or anything.

By focusing on the pieces that you need, farming until it drops, and having the right main stat and decent substats, you can gear faster and more efficiently. Although you will need to level your character a little to see them, it shouldn’t be a problem.

Although it won’t be as powerful as epic gear, you will be 85-90% stronger in a shorter time. You can then use this gear to get to higher farming levels in dungeons (down around floor 13+) and better chances of getting proper, epic 5* gear.

You should also farm the highest level food champions possible in dungeons. Farming campaign allows you to level food while you search for gear, increasing your efficiency by a factor of two!

You can usually beat Campaign by simply raising your rank and leveling up your gear. There aren’t bosses who require specific strategies so I won’t be addressing them here. However, if you have any questions or need help at a particular stage, please post it in the comments or PM on Discord (Bade).

Dungeons

You will find the best gear raids and mastery scrolls in dungeons. Campaign bosses can be much more powerful than dungeon bosses, and require special strategies to defeat them. It is crucial to understand the capabilities of bosses in order to defeat them.

Except for spider, each dungeon requires you to face two waves of minions prior to fighting the boss. Strategies for the minions will not be covered by me. If they are difficult to get rid of, then you might not be strong enough for the next floor in the dungeon.

A general note: Most buffs and debuffs work against all bosses. Defense down will increase your damage, speed buffs slow down the boss and allow you to take more damage in, counter attack buffs will let me counter any boss attacks. Since they all have AoE attacks, I won’t be specifically mentioning these things unless they are particularly or extremely effective, or vital to defeating the boss.

Potion Dungeons

For ascension, you can use potions. Ascension provides a small boost to your base stats. Some champions have unlocked or improved abilities at 3 stars of Ascension. Amulets and banners can only be used after stage 5. Ascension stage 6 often increases stats that aren’t usually increased by level or ascension like accuracy, resistance and crit damage.

Ascension is a very small boost and should not be used to improve a champion’s skills or unlock an equipment slot. If a champion is able to climb to 3-star, or if their ability has been unlocked or improved, don’t attempt to ascend them again until they reach 5-star. Because of the small increase in star power, 4-star ascension can be a wasteful use of time and energy.

Except for arcane, every potion dungeon can be accessed on specific days of the week. Magic, spirit, force and force rotate every day and void is only available on sunday. After the initial 7 days, all potion dungeons will be available. However, the rotating schedule will take effect. Every enemy and boss in potion dungeons will have the same affinity. The arcane boss has void affinity, and all minions that lead to him have a mix of affinities.

The dungeons drop lesser potions only at stages 1-3. These potions cost 6 energy. Stage 4-7 has lesser and greater potions that cost 8 energy. Stage 8-7 has lesser and greater potions that cost 8 energy. Each stage drops lesser, greater, and superior potions at stage 8-15. This costs 10 energy from 8-11 and 12 energy at stage 12-15.

Higher levels increase your chances to drop better potions. Don’t assume that just because a higher potion drops at stage 8, it means you should farm there. To save energy, you can farm lower-level stages if your needs are not as great.

Arcane Keep

Every day, the Arcane Dungeon is open and drops arcane potions. This potion can be used by champions to ascend.

Two abilities are required for the boss of an arcane keep:

  • Wind Slash is his primary attack. This AoE attack deals 50% more damage (increasing up to 75% on stage 7), to targets who do not have buffs.
  • Last Stand is his secondary ability. This self-buff increases his defense by 60% and speeds him up by 30%. This ability is limited to 4 turns.
  • Two minions are with him. To increase damage, the right minion will remove any buffs from your party. The left minion will use AoE defense to lower the damage.
  • Always die first minions. Although the arcane boss isn’t very difficult, if you have all your buffs removed and you are hit with defense down, you will be surprised at how hard he hits you.

The fight becomes easy once they are down. His damage will not be significant if you bring someone who is able to keep his buff up. Although it is not required, having someone who can remove his defense bonus will increase your farming speed and make him die quicker.

Keep Your Spirit

For spirit type champions, the spirit keep drops ascension potion. It is available Monday through Thursday.

Her regeneration is the reason she is the boss of the spirit-dungeon. She is a combination of a passive and two abilities.

Melt is her primary attack. It deals more damage for the higher HP she has.

Cleansing Spring is her secondary ability. It removes all debuffs and places a 2-turn Block Debuffs buff upon the boss. It has a 6-turn cooldown.

Her passive is her unique trait. She will heal 20% of her max HP each round (increasing up to 50% at stage 7). This will make her difficult to defeat and will increase the damage from her primary attack.

Two minions are available to her: The right minion will place an accuracy buff on your team to prevent you from placing healing reduction debuffs on her. While the left minion will stun your champions, the left minion will attempt to stop you from placing a healing reduction bonus on her.

To ensure you have your buff placed correctly, the right minion must be down first. This buff can be removed to speed up farming. You can usually outdo her healing for stages 1 through 6. No strategy is required, even though she is quite fragile. Once her healing reaches 50%, you will need a champion who can apply a heal reduction buff, ideally 100%. Rocktooth, which can be found in chapter 5, is an option if you don’t have anyone else who can. He has a 100% chance of applying a heal reduction debuff, and he also has magic affinity, which is superior to spirit.

The boss will be easy to defeat if you can get the buff applied. Her primary attack will do less damage and she cannot heal. She can speed down and reduce her turn meter, but she cannot heal if she doesn’t have a turn.

Force Keep

Drops ascension potions to force champions. It is available Tuesday through Friday.

The brick wall of defense that the boss of the force keep creates is called the boss of this force keep. He is a master of two abilities and one passive.

His primary ability is Smite. This AoE attack has a 60% chance of applying attack down to your team. It cannot be resisted if used.

Quake is his secondary ability. This AoE attack has a 50% chance of stuning your party. The stun can’t be stopped. This ability is limited to 4 turns.

His passive, Force Armor increases his defense to 1500 (increasing up to 4000 at stage seven).

Two minions are available to him. The right minion will give a defense buff to the boss. The heal reduction will be applied to your team by the left minion.

This boss is, for the most part, very simple. His damage isn’t too great. His biggest challenge is how slow he can be killed. His defense is already high with thousands, and his minions can help increase it. To quickly farm, you must kill the correct minion before it can use this buff. You can quickly bring a champion that has defense down or who can ignore defenses to take him down. Your farming speed will be increased by bringing a champion that can remove the attack down debuff.

Magic Keep

Ascension potions are available for magic champions from the magic keep. It is available on Wednesday and Saturday.

The boss of the magic store specializes in self-buffs, shields and other magical effects. She is able to use two actives and two of her passives.

Mow is her first active, which is an AoE attack. This attack has a 20% chance of reducing each target’s turnmeter by 50%.

She then activates Magic Shield. She shields herself for a percentage of her max HP (the game doesn’t give a precise figure, but it seems to be about 50% of her max HP from stages 1-6 and equal her max HP from 7-15). It also boosts her attack, defense, speed, and defense by 50%. (After stage 7, she applies all these buffs. This ability is limited to 3 turns.

Leyline is her first passive. It increases her damage 25% for each buff she has active. She can increase her damage by 100% if she has magic shield up. This is in addition to the attack up that she receives from the buff.

Defense Up is her second passive. It grants her a shield proportional to her HP (which isn’t specific, but it is around half of her HP on stages 1-6 and then it changes to equal her maximum hp on 7-15), to her maximum at the beginning of the fight. This passive will only activate at the start of the fight.

The right minion removes debuffs and places block buffs on the boss. The left minion puts an AoE defense on your team. You should quickly eliminate the right minion so that you can block or remove her buffs.

Similar to the spirit keep boss boss, this boss can be difficult if she shields or you do not do enough damage that the shield is broken. You can do enough damage to knock down her shield and kill the boss in the beginning stages. However, this is less possible as you progress deeper into the dungeon.

  • There are three main methods to deal with her
  • Before she can use magic shield, apply a block buffs to her. This means that you must get the right minion down before applying the debuff. Otherwise, it will be removed by his block buffs buff. The block debuffs buff blocks the debuff block buff. Repeat that five times quickly.
  • Buff removal. You can bring someone to remove buffs or lower their duration and then try to get rid of them. You can reduce her damage and make it easier for her to die by removing each one.
  • Steal buffs. You can also steal her buffs. You can also steal her shield, which will leave you with a champion with hundreds of thousands of HP at high levels.
  • It is rare for champions to ignore shields. They also have a limited range of effectiveness, so they are not very effective.

Void

Drops ascension potions to void champions. This potion is only available on Sunday.

The boss of the Void Keep specializes in poison damage. He is able to use two active abilities.

Grim Reaper is his primary ability. It damages your entire team and applies 2 stacks 5% poison. These poisons are impossible to resist.

Bane is his secondary ability and deals all damage to all poison buffs immediately. This ability has a 5-turn cooldown.

The right minion places an increase in poison damage on your entire team, while the left minion removes all your buffs and places block buff debuffs on your entire team. Kill the left minion first if you are using block debuffs. You can kill the left minion first if you want to kill the boss quickly. Or, just kill the boss.

There are two ways you can beat the voiddungeon

  • The boss must be killed. The boss of the void is much more fragile than other keep, so it can be easily killed before his poison damage becomes a serious threat. This is the fastest way to go if you are able.
  • Block/remove debuffs. You should choose a champion who can grant a block buff to your party. Spirithost, the farmable rare found in chapter 4, can provide one if you don’t already have one.
  • This will prevent him from poisoning you and make it trivial to defeat.

Minotaur’s Labyrinth

Mastery scrolls are available for champions in the minotaur-dungeon. Mastery scrolls can be used to purchase masteries. I’ll cover the details in a later guide.

The grind for masteries can be one of the most difficult in the game. Auto-farming stage 15 will require between 201 to 377 runs of minotaur for a single champion to attain full masteries. Scrolls are distributed randomly among party members. One member is selected after each run to receive scrolls. Scrolls cannot be transferred. This means that a team of five will need between 1005-1885 runs to master the scrolls. That’s 14070 to 26390 calories. Even if you are able to run it in just 2 minutes, which would be quite fast for minotaur 15, that still means 33.5 to 62.8 hours of grinding non-stop. These numbers increase by 20% when you run mino 14, and it only gets worse.

EDIT: Minotaur now drops twice as many red Scrolls starting with the 1.7 patch. This significantly eases the grind. However, it’s still quite a long process. Please refer to my Mastery guide for exact numbers!

You are welcome to learn basic masteries about your champions. It takes only 100 basic scrolls per champion, so it shouldn’t take too long even for low level players. Do not begin grinding for divine masteries (red Scrolls) until your farm is at LEAST 13 minotaur.

The Minotaur is an easy-going boss. He has two actives as well as a passive.

Tremor Stomp is his primary ability. This simple AoE attack deals double damage to champions that are affected by the Hex Debuff.

Swift Doom is his secondary ability. This AoE attack places an unique “hex” debuff on the target, increasing to 3 champions at stage 7. It lasts 5 turns. Tremor Stomp deals 200% damage to champions that have been hexed. This ability has a 2-turn cooling down.

His passive is Raging bull. Minotaur will start the fight with a “Rage”, buff that increases his damage by 400% every 3 turns.

After the three turns have ended, the buff will expire and he’ll gain the debuff “Dazed”, which doubles the damage he takes by 20% for one turn. The rage debuff will expire and he’ll get it again.

He will always follow the same pattern: Swift Doom, Swift Stomp, Swift Doom, Tremor Stomp, etc.

Two minions are his, which attack and do a decent amount of damage. They should all die together.

In MMO terms, the minotaur can be described as a “gear-check” boss. These bosses are essentially just bosses with a bunch stats, but no tricks or anything special. They exist to test your power and see if they can pass you. You can eliminate him if you are able to heal up and tank his damage.

You will also have to change champions depending on the mastery you are trying to gain. This means that you cannot have one team fixed like other bosses. You’ll need four members, and then you will cycle the fifth member to train your trainees. The scrolls will be dropped after the four main members have completed their masteries.

You can do some things to make it easier.

  • Keep some sustenance. Minotaur does a lot of damage. A tremor stomp while minotaur is raging on a hexed victim deals 800% damage. It helps to have someone to heal you.
  • Slow him down. You can do more damage if you keep him dazed. Speed and turn meter decrease abilities are very useful.
  • You can increase the amount of damage he takes. His defense decrease and weaken debuffs will increase his damage. If you can get all three to happen simultaneously, you can hit him with 6 figure damage! This will greatly speed up your clear time.

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