Ramantu Drakesblood is a legendary void affinity champion from the lizard men faction in Raid Shadow Legends. He is a strong champion, with a good array of abilities. He can remove all buffs on enemies and block active skills on them, he can also place a block passive skills debuff, which is something unique to Ramantu only. Players will find Ramantu helpful at a wide variety of content, but the Arena is where he truly shines. As such, we have provided a detailed build guide with specific advice and guidance for arena strategies.
Ramantu Stats Overview
- Faction: Lizard Men
- Type: Attack
- Affinity: Void
- Rarity: Legendary
- HP: 15690
- Attack: 1487
- Defense: 1046
- Critical Rate: 15
- Critical Damage: 50
- Speed: 105
- Resistance: 30
- Accuracy: 20
- Aura: Increase Ally ACC in by 80
- Books to Max Skills: 11
Ramantu Skills Overview
A1: Psychic Overload
Attacks 1 enemy. Has a 75% chance of increasing the cooldown of 1 of the target’s skills, at random, by 1 turn. Has a 25% chance of placing a [Stun] debuff on the target for 1 turn if a skill has its cooldown increased to the max. If the cooldown increase is successful, will also decrease the cooldown of one random skill (by 1 turn) of the ally with the highest Turn Meter and a skill on cooldown.
Upgrades as follows:
- Level 2: Damage +10%
- Level 3: Buff/Debuff Chance +10%
- Level 4: Damage +10%
- Level 5: Buff/Debuff Chance +15%
A2: Drake’s Fury
Attacks 1 enemy 4 times. The first hit has a 75% chance of placing a 60% [Decrease DEF] debuff for 2 turns. The second hit has a 75% chance of placing a 25% [Weaken] debuff for 2 turns. The third hit has a 75% chance of placing a a 30% [Decrease SPD] debuff for 2 turns. The fourth hit has a 75% chance of placing a [Block Buffs] debuff for 2 turns. Also has a 75% chance of placing a [True Fear] debuff on all enemies for 1 turn if the target has 4 or more debuffs after the attack.
Upgrades as follows:
- Level 2: Damage +10%
- Level 3: Buff/Debuff Chance +10%
- Level 4: Damage +10%
- Level 5: Buff/Debuff Chance +15%
A3: Blood Wings
Attacks all enemies. Has an 80% chance of removing all buffs from all enemies before attacking. Also has an 80% chance of placing a [Block Active Skills] debuff for 2 turns on enemies without Passive skills. Also has an 80% chance of placing a [Block Passive Skills] debuff for 2 turns on enemies with Passive skills.
Upgrades as follows:
- Level 2: Buff/Debuff Chance +10%
- Level 3: Buff/Debuff Chance +10%
- Level 4: Cooldown -1
A4: Arrogance [P]
Whenever an enemy places a [Stun], [Sleep], [Freeze], [Fear], [True Fear], or [Provoke] debuff on this Champion, will instantly fill this Champion’s Turn Meter by 30% and place a 30% [Increase SPD] buff and a [Shield] buff on them for 2 turns. The [Shield] buff is equal to 30% of this Champion’s MAX HP.
Upgrades as follows:
- No books needed.
Ramantu End Game Build Guide
Ramantu is a guaranteed champion you can receive when you pass the gruelling missions required to reach him. At the time of writing this is one of the most end game difficulty level of getting him outside of Mithrala as it requires you to be able to fully complete and master content such as Faction Wars and Doom Tower including secret rooms and tons of resources.
As such, Ramantu will usually be used in high end Arena setting and in some special cases such as Secret Rooms that require Void 6 star attack champions. The main advantages of Ramantu are his A3 ability that removes all the buffs from the enemies and places Block Passive Skills debuffs and his high damage multipliers. This is an ability you have to book for him to work effectively. A3 is utilised to the maximum in this build as it allows to shut down problematic passives of champions such as Ursuga, Lilitu and Rotos that you may encounter in Platinum reset and additionally it gives you a 50% chance to remove Stoneskin set buff that is becoming more and more prevalent in the metagame. We do not focus on damage in this build.
Masteries
Masteries used are quite standard for most Support champions. It is important is to avoid Cycle of Revenge if you care about speed tune of your Arena team and don’t want him to go before your Accuracy booster when attacking high Resistance teams. If your booster has significantly higher speed then Cycle of Revenge is recommended. On the support tree we pick All the ACC buffs, plus Evil Eye since he is going to have high ACC and in Arena it can be handy to have some additional Turn Meter control with his A1. Arcane Celerity can give him some important TM boost when his debuffs (he will place at least 4 if ACC vs RES is won), and after first turn it is usually not important to stay in speed tune anymore. Tier 6 mastery is going to be Eagle Eye simply because the more ACC the better in high end Arena!
Gear & Stats Build
Gear choice is related to the rest of the team you will be pairing with him. For a speed tuned setup you simply need to reach the right amount of speed to catch up with your booster and then stack ACC on top of that. Some sustain also doesnt hurt, HP% and DEF% are good secondary stats to look for. In some particular compositions, especially with Kymar, Ramantu can be run as a slow unit and as close as possible to the nuker in terms of speed. This will give your Ramantu multiple benefits:
- Enemy wastes his first turn while asleep from Kymar’s A2
- Reaction Accessories effects and 4 piece Stoneskin set expire
- He can be tankier since you will most likely be able to use hp% boots instead of speed
Immunity is a good choice if you can get the right amount of speed and decent ACC on top of it: around 500 ACC is a good breaking point to consider, especially if you own an ACC buffer such as Lady Kimi and Yoshi. If you can’t get those stats you can simply build Speed/Perception/Acc sets. Stone skin can be another valid set alternative and is even better than immunity if you can get it. Cleansing Accessories are good to have, in case you lose the Speed race Ramantu can still come back with some procs and strip buffs from the enemies and save your battle.
In simple terms, aim for something like: 270+ Speed / 500+ Acc or 190 Speed (as close as you can to your nuker, but higher) / 700+ Acc.
Recommended Main Stats
- Gloves: Hp%/Def% (avoid crit rate)
- Chest: ACC
- Boots: Speed/Hp%/Def%
- Ring: Hp/Def
- Amulet: Hp/Def with ACC substat
- Banner: ACC
Arena Team & Strategy
Platinum arena meta changes from time to time but there are some standards that are ever green: Speed and RES based strategies. This means you need to have options among your offense strategies that can counter faster teams and high RES ones. For this reason our showcased team is: Yoshi, Maulie, Ramantu, Trunda.
This team should counter Hegemon and Tormin teams without a speed booster such as Arbiter and Siphi. For this reason all of the team champions are built in immunity type sets and Stoneskin. The required speeds for this to have a good reliability and consistency are somewhere between 270 and 300+, following this order:
- Yoshi running at 275 spd, boosts ACC and Atk, should be the fastest (note that with his passive, he will gain TM if enemies start the fight with active buffs).
- Ramantu removes enemy buffs and locks passives.
- Maulie 272 speed, provokes so your nuker doesn’t get targetted and her passive boosts the TM of your team from the Hegemon teams.
- Trunda kills everything.
You can replace Maulie with Kymar but he has to be speed tuned to take a turn after Ramantu so his sleep doesn’t get removed by Ramantu. Auto is not recommended as you will need to adapt to several variables depending on RNG, enemy actions etc., so please manual your fights unless you really know what you are doing.
Yoshi is used against slow teams with High resistance. Arbiter replaces him when we are fighting fast teams (Speed booster with a speed lead, or Kymar lead on the opponent side). Maulie is handy when fighting Hegemons but she can be replaced with other supports in different scenarios, such as Nekhret, Krisk etc. Ideally you want a crowd control support if you are running a slow nuker, just to make sure he gets a turn.