Magnarr is an epic champion from the Demonspawn faction in Raid Shadow Legends, he has an affinity for Spirit. One of Magnarr’s best features is his A2, which has a high-hitting AOE that competes even with legendary-rated champions such as Sir Nicholas. Although, the champion actually revolves heavily around HP burn, with a debuff spread and stun ability that applies to opponents with a HP burn on them. However, since Magnarrs kit does not allow a HP Burn to be placed on himself, you will need to pair him with a HP burn champion if you want to spread debuffs or place a stun or decrease defense.
This guide will look over Magnarr as a whole, noting his skills and stats in Raid Shadow Legends. Additional in-depth guides for mid game and late game progression with Magnarr will be including. With players able to find useful information on masteries, optimal gear and stat builds and finally information on how to best use magnarr on dungeon runs.
Magnarr Stats Overview
- Faction: Demonspawn
- Type: Health
- Affinity: Spirit
- Rarity: Epic
- HP: 20970
- Attack: 837
- Defense: 1068
- Critical Rate: 15
- Critical Damage: 50
- Speed: 100
- Resistance: 30
- Accuracy: 15
- Aura: Increase Ally in Doom Tower battles by 30
- Books to Max Skills: 14
Magnarr Skills Overview
A1: Superheated Hammer
Attacks 1 enemy. Has a 45% chance of placing a 60% [Decrease DEF] debuff for 2 turns. Has a 100% chance instead if the target is under a [HP Burn] debuff.
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: Damage +10%
- Level 7: Buff/Debuff Chance +10%
A2: Percussive Pound
Attacks all enemies. Places an extra hit on enemies without [HP Burn] debuffs. Has a 50% chance of placing a [Stun] debuff for 1 turn on enemies under [HP Burn] debuffs.
Upgrades as follows:
- Level 2: Damage +5%
- Level 3: Damage +5%
- Level 4: Damage +10%
- Level 5: Damage +10%
- Level 6: Cooldown -1
A3: Fan the Flames
Attacks 1 enemy. Applies a [Debuff Spread] effect, taking 2 random debuffs from the target and placing them on all enemies under [HP Burn] debuffs. Also increases duration of [HP Burn] debuffs on all enemies by 1 turn.
[Will not spread [Fear], [True Fear], [Freeze], [Provoke], [Sleep], or [Stun] debuffs.]
Upgrades as follows:
- Level 2: Damage +10%
- Level 3: Damage +10%
- Level 4: Cooldown -1
A4: Fleshmelter [P]
This Champion heals by 1% of their MAX HP every time anyone in the battle takes damage from a [HP Burn] debuff.
Upgrades as follows:
- No books needed.
Magnarr Late Game+ Guide
Magnarr is a very strong Epic from the Demonspawns faction. He is in fact the second strongest Nuker in the game after Trunda if we’re looking at aoe damages without any set up conditions. Mathematically, he only does about 10% damage less than Trunda Giltmallet, but he’s HP-based, so he is able to survive many incoming attacks making him one of the few epics that are used during Platinum Reset.
Being Spirit affinity, he is a very strong alternative for Trunda on offense because of the number of Force champions (mainly Candraphon) in defense is high without being weak against Duchess Lilitu, one of the most common in arena defense metagame. This guide will focus on his viability in Arena with some bonus actions in PvE contents such as Doom Tower Secret Room and Faction Wars.
Magnarr’s main nuke ability is his A2, an AoE hit. This skill is pretty similar to Trunda’s A3 as it is a conditional double hit that can deal large amounts of damage. Like Trunda, his second hit is not affected by AoE Damage Reduction such as Duchess’ passive. This makes him particularly interesting given her strong presence in Arena. Comparatively, he can deal similar amount of damage to a Trunda when she doesn’t have Increase Attack.
Masteries
Being a damage dealer, the choice of masteries reflects that. Offense and Support trees were picked. Offense tree is a must for different damage boosting masteries depending on situations. Helmsmasher T6 is the go to for Arena nukers given the high Crit Damage you’re required to achieve (240%+), Opportunist can be good if used with Kymar (extra damage when the enemy is slept) and Stoked to Fury is a good damage booster when used with Gurptuk. If you are below 220% Crit Damage, consider Flawless Execution for T6.
The secondary tree is more flexible. Support was picked here for the tiny extra HP and some cooldown reduction. You can also take Defense tree for more damage mitigation and counter attack via Retribution and Deterrence.
Gear & Stats Build
When gearing a nuker, your primary gearset of choice should be Savage or Lethal. The secondary set can be anything as long as they give you good enough stats. Cruel set or Crit damage sets would be best in slot.
Ideally, aim for 85k+HP and 250% Crit Damage and obviously 100% Crit Rate. Speed depends on your team. If you are running a regular speed boost team, he will have to be speed tuned to your boosters. If using Kymar, you can afford to have him at around 180-190 Speed.
Recommended Main Stats
- Gloves: Crit Damage
- Chest: HP%
- Boots: HP%
- Ring: HP
- Amulet: Crit Damage
- Banner: HP
Magnarr can benefit from Refresh, Reaction or Revenge accessories but he can do very well without them too so focus on the stats.
Magnarr Late Game+ Dungeon Runs
Magnarr is a good option for DPS in Faction Wars as demonstrated in the mid game guide: his tankiness and being neutral affinity against the Valkyries make him an excellent to get you the 3* clear and auto-farm. His A1 can also place Decrease Defense debuff that might help you do more damage faster.
Team Composition
- Nazana for general protection and extra control with Stun set
- Alure set to A1 in Relentless to prevent the boss from taking turn as much as possible
- Umbral set to open with A2 to block the Black Knight’s Unkillable (very problematic when Alure is in the team), Block Buffs is also very strong on second wave.
- Inithwe provide extra damage and a Leech
- Magnarr for general damage
As you can see from the result screen, this team managed to clear the stage pretty quickly with Magnarr doing more damage than Inithwe.
Secret Rooms
Magnarr is also astrong damage dealer in PvE content such as Secret Rooms in Doom Tower, especially with the numerous HP rooms or Spirit Epic rooms. It is the case during the Dark Fae rotation on Hard with Secret Room 3 where he can duo easily with Deacon.
Magnarr Mid Game Guide
Mangarr is one of the top tier Epic champions in the game and is relevant in multiple areas. As you progress from Early to Late Game+ your gear improves and he can shine even in the most difficult stages such as Platinum Arena and Doom Tower as covered by the guide.
Magnarr is worth fully booking for the damage and cooldown improvements at any stage of the game.
Masteries
Offense tree is the best choice for masteries for him in any build. If your gear allows you to get 100% Crit Rate and 220+ Crit Damage Helmsmasher is by far the best T6 Mastery when you’re building for DPS in Arena, therefore it is recommended. If your Crit Damage is lower Flawless Execution provides more stable results and should be considered. Outside of T6 mastery choice Magnar is flexible in terms of masteries and can be tuned for your needs. Single Out has been selected because it gives you access to Bring it down. Both guarantee and increase in damage under certain conditions that can be achieved.
Magnarr isn’t often used for his debuff spreads, so Accuracy takes a back seat in this build that is DPS focused. Therefore Defense tree is a good second option focusing on damage mitigation and counter attacking when possible unless you’re min maxing in the late game.
The Support tree is nice because it’s almost a thousand extra HP on a white scroll node, which allows to deal more damage. However the rest of the tree up to Lore of Steel is mostly not very beneficial. Lore of Steel can help round off some stat thresholds you need to make magnarr really shine so, if you’re on the lower end of gear, you can start out with that and move to a more defensive option later on. Some players use Magnarr to spread debuffs around in Spider or other dungeons and place DEF Down in FW, so the accuracy could be beneficial in such situations.
Gear & Stats Build
Savage + Cruel sets are best in slot. Second best would be Savage + any other set. Crit damage is also a good two-piece set that can get a lot of mileage on your Magnarr early on. However, few mid game players have access to good pieces at that stage of the game, so you can make do with any piece if the needed parameters are met. These parameters are as follows:
- Speed: 180+ will work for most mid game content depending on your teams. For most Mid Game Players in PVE areas of the game, 181-220 is a solid start. Crit rate: 100%, since Crit is the only way to scale our damage besides HP, we have to have 100%.
- Crit damage: 200%+.
- Accuracy: you can ignore accuracy unless you are using Magnarr as a damage dealer and a debuff spreader in spider farming. Unlike many meta nukers, Magnarr doesn’t scale on attack at all, so having an attack up on his team does actually has 0 benefit towards his damage.
- Hp: Getting this number to at least 60K is really important early on since his damage scales off of max hp.
Recommended Main Stats
- Gloves: – Crit Damage % / Crit rate %
- Chest: – HP%
- Boots: – Speed
- Ring: – HP
- Amulet: – Crit damage %
- Banner: – HP
Magnarr Mid Game Dungeon Runs
Magnarr is an excellent damage dealer in Arena at all stages and only suffers against Magic Affinity champions the most. We will cover his kit and match-ups more in-depth in the Late Game+ Guide further on. For Bronze – Gold tier Arena Magnarr works well as the main damage dealer.
Team Composition
Magnarr is geared heavily for damage and he’s very slow due to the lack of good gear in the midgame (181) so we use 2 turn meter boosters to make sure he goes first as much as possible. This turns into the classical speed team setup. Overtake the speed of the opponents, place Def Down, Nuke in cases where you have no access to meta Crowd Control.
Lady Kimi is good because she can strip buffs as well as blocking buffs on the enemies while increasing Ally Speed/Turn Meter. High khatun + Apothecary or Arbiter + High Khatun works just fine as turn meter boosters followed by any form of AoE Defense Down debuff (and Weaken if you can get it) will allow our Mid-Game Magnarr to take down most reasonable teams in Gold 4.
Arbiter is mostly just for the Speed Aura and Turn meter boost to start. This Lady Kimi goes first so she can strip the buffs, and provide a Speed aura to the team, Then Arbiter does her A3 that provides a turn meter increase for all allies and grants Attack UP to allies (This does not benefit Magnarr’s Damage). Arbiter can be replaced by any other Speed Aura champion, preferably someone with a turn meter boost or Hard CC. You could for example use Kymar for his Aura, Kimi goes first to speed up her allies, then Kymar can sleep the enemy team, with Stag Knight and Magnarr being close in speed so Stag can break the sleep with his defense down and then Magnarr won’t get cut in (an enemy taking a turn before him).
Faction Wars
Faction wars is all about finding a balance between your available units and seeing how high you can go. Getting a reviver such as Lilitu or Dhur and some defensive buffs can allow building a team around Magnarr for most of the waves up to farming Crypt 21.
Most bosses can be cheesed with Heals/Revives and sustain, But Magnarr also does well in bosses due to his large health making him naturally tanky and dealing considerable damage to the boss and their minions.
In Mid Game the teams are usually quite limited in DemonSpawn, however FW19 was possible with Magnarr’s raw dps. If you can get a support or two for him to CC the waves while he nukes them, and one support that can act as a reviver, you’ll get easy 3*’s up to 21 if you play it right.