Spider Champion Guide | Raid Shadow Legends (2024)

Spider is an epic force affinity champion from the dark elves faction in Raid Shadow Legends. It may come as no surprise that spider is a fantastic champion for completing spider dungeon raids, its in the name! Although, he also proves himself as a useful champion for content such as the arena and faction wars. He has some of the strongest buffs and debuffs for these content areas. This guide will cover an overview of how to build spider for early and late game, along with useful information on spider, faction wars and arena.

Table of Contents

Spider Stats Overview

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  • Faction: Dark Elves
  • Type: Support
  • Affinity: Force
  • Rarity: Epic
  • HP: 18330
  • Attack: 1211
  • Defense: 870
  • Critical Rate: 15
  • Critical Damage: 50
  • Speed: 91
  • Resistance: 30
  • Accuracy: 15
  • Aura: Increase Ally SPD in Dungeons by 25
  • Books to Max Skills: 14

Spider Skills Overview

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A1: Possess

Attacks 1 enemy. Has a 50% chance of removing 1 random buff from the target.

Upgrades as follows:

  • Level 2: Buff/Debuff Chance +5%
  • Level 3: Buff/Debuff Chance +5%
  • Level 4: Buff/Debuff Chance +5%
  • Level 5: Buff/Debuff Chance +5%
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A2: Calamity

Attacks all enemies. Decreases the duration of all buffs by 1 turn. Has a 50% chance of placing a 50% [Decrease ATK] debuff for 2 turns.

Upgrades as follows:

  • Level 2: Damage +5%
  • Level 3: Damage +10%
  • Level 4: Buff/Debuff Chance +10%
  • Level 5: Buff/Debuff Chance +15%
  • Level 6: Cooldown -1
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A3: Glowing Mark

Has a 60% chance of placing a 60% [Decrease DEF] debuff on all enemies for 2 turns. Has a 30% chance of placing a 15% [Weaken] debuff on all enemies for 1 turn.

Upgrades as follows:

  • Level 2: Buff/Debuff Chance +10%
  • Level 3: Buff/Debuff Chance +10%
  • Level 4: Buff/Debuff Chance +10%
  • Level 5: Buff/Debuff Chance +10%

Early Game Spider Guide

Early game is defined in the guides as the period until you have your campaign farmer at level 60 (usually your starter champion) that can farm 12-3 campaign solo leveling up food champions.

If you´re at this stage of the game, do not try to farm the Spider Dungeon. It’s not an efficient way for a majority of players to spend their energy. Early game you have a lot of energy and XP boosts. Use them for farming the 12-3 brutal campaign and don’t farm the spider unless it’s out of necessity for Missions or early Quests.

Masteries

You will usually be able to farm spider Dungeon up to level 10 with your Starter champion. Additional Champs with useful abilities such as AOE Decrease Defence champion, e.g. Warmaiden along with some healing and supports can help you progress faster and more reliably.

Note: T6 Mastery Flawless execution can be swapped for Helmsmasher or Warmaster if DMG from the nuke is sufficient to clear out the spiderlings.

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Gear & Stats Build

As long as you are able to clear out the Spiderlings with AoE attacks, you should have no problems in the early game. An early/mid game Starter with a lifesteal set is able to solo clear Spider 10 with food champions.

Recommended Stats

  • 85% crit rate
  • 160 – 180 speed
  • 150-180 Crit DMG
  • HP%

Recommended Gear

  • Lifesteal
  • Speed

It’s not that difficult to pass the first 10 levels of spider. Once you can do it and run out of XP boosts in the early game it’s not a bad idea to farm Spider a bit for at least some basic jewellery and stats. In case you’re extremely unlucky and can’t get through the first levels, there are f2p friendly options that can be farmed in campaign or bought at the market

Team Compositions

  1. Warmaiden (AoE Decrease Defense, Single Target Poison)
  2. Armiger (Max HP Damage on A2, Turn-Meter decrease A1)
  3. Starters (Any is Viable. Kael, Athel and Elhain are superior to Galek)
  4. Spirithost (ATK Buff 50%, Block Debuff against Poison)
  5. Diabolist (AoE Speed Boost, AoE Turn-Meter control)

Midgame and onwards, the Spider Dungeon becomes more difficult and requires a better understanding of the game mechanics and your champion roster.

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Spider Champion Late Game+ Guide

Spider champion falls into a position where he share features with Lydia, Serris and Rian. The main skill for his kit is the A3 which puts both AOE Decrease Defense and a smaller Weaken on the enemies and has to be booked as priority. It is also worth noting that due to not hitting enemies he will never weak hit and can work generally in many areas of the game. His Aura provides a pleasant Speed bonus in the dungeons. His A2 decreases buff duration on the enemies and has a 75% chance to place a Decrease Attack.

Stripping buffs and applying debuffs means tha the primary goal is Accuracy. For the same reason, we need Speed to ensure he’s taking turns and landing his debuffs consistently.

Masteries

The objective with spider is to keep him alive, as opposed to making him deal damage. For these reasons we take the Defense and Support trees.

Support

This is the most important of the two trees because it provides us with a lot of extra accuracy and some turn meter manipulation. Taking Lore of Steel because we focus stat based sets (mainly Perception). Master Hexer and Sniper are important for his kit as he doesn’t have a 100% chance to land his Weaken, and Master Hexer provides more uptime. Eagle Eye is the best mastery for Spider since his job is mainly to debuff and strip, so as much Accuracy as we can get.

Defense

This tree is less important overall, we primarily just take masteries to keep him alive, Blast Proof and Delay Death are both pretty good at keeping him alive. Cycle of Revenge is the best T5 mastery in the defense tree for Spider as it provides turn meter boost. Alternatively you can take Retribution, the counter attack mastery, if you want him to be more buff strip oriented, as his A1 removes buffs.

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Gear & Stats Build

As mentioned in the masteries section, we focus heavily on both Accuracy and Speed. After this we focus on his defensive stats, Health/Def/Resistance to help keep him alive. However, in a speed Arena team and on Spider 20, the goal is to not let the enemy take a turn, so the more Accuracy you can get the better.

Accuracy and Speed

It’s important to have more Accuracy than your enemies have resistance, for Spider 20, no less than 250 Accuracy is recommended and for gold 5 Arena at the very least 400 Accuracy with 700 being optimal at the highest tiers. Following this you just need Speed, For Spider 20 this is easy, just make him your fastest champion over 200+ speed and don’t got below 150 speed (spiderlings).

Recommended Main Stats

  • Gloves: HP%/Def%
  • Body: Accuracy
  • Boots: Speed
  • Ring: HP
  • Amulet: Whatever has your best Accuracy rolls
  • Banner: Accuracy (preferably with Speed substats)

Recommended Sets

  1. Perception
  2. Speed
  3. Accuracy
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Using spider in different scenarios

Spider 20

For Spider champion in the Spider dungeon, speed running it with 4 max HP hit champions (or 3 with Kymar/Renegade), he does a similar job to Fayne in that he will place Decrease Def and Weaken on the boss. However, unlike Fayne, he doesn’t hit, so the only thing stopping him placing his debuffs is the Resistance vs Accuracy check and his A3 is AOE making it easier for Royal Guards to clear out the spiderlings.

Spider champion needs to be your fastest champ as you’ll miss out a lot of damage if he doesn’t place his debuffs first. His Aura works in Dungeons, so if you don’t have a decent Speed Aura he works well.

Team Build

  1. 1x Spider champion
  2. 2x Coldheart
  3. 2x Royal Guard

Both Royal Guard and Coldheart serve the exact same purpose, to do as much damage to the boss with their max HP hits as possible. The Spider boss on stage 20 has 5.5mil health, with 4 max HP champs, you need to average 1.4mil Damage per hit. Which isn’t very hard to get if you use Helmsmasher and build the nukers correctly.

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Faction Wars 21

Spider is amazing for Faction Wars 21, and there are a couple of reasons for this. The first is his Decrease Defense and Weaken. Many people struggle vs Valkyries in Faction Wars, and stage 21 has a triple Valk wave. The Decrease Defense debuff he puts up has several advantages: first it means the Valks dont hit hard, and it also means their shields are much smaller. Additionally, he has a couple of ways to strip buffs besides that, so he basically counters this wave even if he is negative affinity.

On top of that, he has Decrease Attack for the boss, the boss doesn’t hit too hard to begin with but the biggest problem you’ll face is a lack of healing for Dark Elves, so mitigating as much damage as possible is going to be useful. If you have Immortal sets on your champions it will be easier to clear it.

Team Build

  1. Psylar – Mainly here for turn meter control, if you use her in a stun set it can help control the waves even more, you could use Visix instead if you don’t have her, its a similar role.
  2. Kael – Just damage, you can use anyone you have here for damage, Zavia, Foli, Rae, Luria, Lua etc…
  3. Coldheart – Same as Kael, mainly just AoE damage to get through the waves, but she can hit the boss pretty hard between her A3 and A2 applying poisons. MAX HP damage is welcome and TM depletion is fantastic.
  4. Blind Seer – The stage doesn’t hit super hard, so shes just here as a support to try and keep everyone alive, and or revive if needed. The best 1:1 replacement for her would be either Fang Cleric or Captain Temila. For a budget option you can use Painkeeper as well.
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Arena

In Arena lots depends on your team. If you are using a double speed booster (Arbiter and Seeker for example) you need to speed tune Spider champion, so it’s likely he will need 230ish Speed. If you are using a CC champion like Umbral Enchantress instead of a 2nd booster, you can bring his speed down to around 160-200 since the enemies will be crowd controlled anyway (Just make sure he goes before your nuker).

In pretty much every scenario for a speed team you will be using Spider’s A3 to open the fight, so you can put this on the preset and not feel bad about it. There aren’t many situations where his A2 will be more of a priority, since most buffs are at least 2 turns, and if you’re putting up Decrease Attack, you’re more or less accepting the enemy will take a turn. For this reason its better to use the A3 by default in the opener, and if for some reason the enemy survives, the A2 will have more use since at this point if anyone is alive, they will have most likely taken a turn, thus buffs will more likely be 1 turn, and she works as a buff strip at that point.

Team Build

  1. Arbiter – Fastest speed, turn meter booster, standard for Arena below Gold V and Platinum.
  2. Umbral Enchantress – She is speed tuned to Arbiter and places the Provoke after Arbiter boosts – This is to let the enemies have a turn for stoneskin/reaction sets.
  3. Spider – Here for AOE Decrease Defense and Weaken.
  4. Magnarr – Nuker clean up enemies.
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