Dungeon Boss Wiki
Shade
Fast Spirit Caster 
Legendary Hero



Element: Dark
30% vs Light units


Excess Tokens:
1 Token → 300 Aether

Unlocked
Background
He never met a light he didn't want to turn off.
Abilities & Traits
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Attack Speed Fast
Attack Range Melee/Ranged
Damage Spirit
Epic Nightweaver
Buddy Synergy None
Combat Style

Could connecting to enough souls bring him back from the darkness? Ascend Shade and get Spirit Link to find out!
Damage (6/9)
Toughness (8/9)
Team Support (4/9)
Crowd Control (9/9)
Synergy (1/9)
See Hero Rating for more details about this.

Statistics Total Bonus1 Traits2 Epic Base
Attack (ATK) +186% +130% -20% +30% 1373
Defense (DEF) +160% +130% - - 1139
Skill (SKL) +220% +130% +23% - 1300
Max Health (HP) +212% +130% - +20% 4179
Crit Chance (CRIT) 50% +41% - +10% 5%
Crit Multiplier 200% - - - 200%
Dodge Chance 0% - - - 0%
Damage Penetration 0% - - - 0%
Damage Reduction 0% - - - 0%
Chaos Damage Reduction 0% - - - 0%

1Bonus (ATK, DEF, SKL, HP) includes Hero Stars (★★★★★★) and Hero Rarity.
2Stats affecting Traits:  Fast

Resistances
Fire
Burned
0%
0%
Nature
Poisoned
Wounded
0%
0%
0%
Water
Frozen
Chilled
Cryosleep
Frostbitten
0%
0%
0%
0%
0%
Light 0%
Lightning
Shocked
Paralysis
0%
0%
0%
Dark
Diseased
Banished
33%
33%
33%
Spirit
Feared
Stoned
Possessed
Marked
6%
Immune
6%
6%
6%

Abilities (Active) Traits (Passive)
Wand Ethereal
Haunted Past Fast
Spirit Link Fear Immune
Possession Mystical III
Turn a Blind Eye
Dark Shroud

First Ascension
Second Ascension
Abilities & Traits

&

Abilities & Traits

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Required Hero Stars and Evos

Evo Cost Index: 3860

Evo Cost Index: 8160

Epic Shade
Effect: Chance to do 2x damage, Fear, and grant self and Dark allies Dark Shroud.


Epic Part 2 Part 3
Nightweaver Nightshade Soul Stone
If you have Shade at level 50 or higher and fully ascended,
you can make this hero Epic.

Doing this raises it's Attack/Max Health/Crit Chance by a set percentage,
as well as adding a special effect to it's Basic Attack.
Check Epic Heroes for more information.

 Shade tokens: Events Heroic Summon

There are no Dungeons in which Shade tokens are available.

Rune Slots: (special)
Shade has a special set of rune slots.
Dark Dark Dark Dark Dark
Abilities & Traits: &

Wand
Basic Attack (None)

A Basic Ranged Spirit attack.


Haunted Past
Special Attack (4 turns)

Ranged Spirit Attack that Haunts the enemy team, with a chance to Fear the initial target (Haunted enemies receive 2x damage from Dark Heroes).
Effects | Feared | Haunted


Spirit Link
Special Attack (5 turns), requires 1st Ascension

A Spirit Link is established between the attacker and the target by giving the attacker a buff and the target a debuff. Reflects [x%] damage and debuffs to target enemy, and steals healing and Buffs from target enemy as long as the Link is active. Lasts for 3 turns. Can't be dodged. Starts partly charged, requires +1 energy to be Powered. The [percentage] increases with the level.
Effects | Spirit Linked | Spirit Linked | Buff Steal | Debuff Transfer | Undodgeable | Extra Energy


Possession
Special Attack (5 turns), requires 2nd Ascension

Possesses a dead target (can be Hero or enemy), resurrecting them with % HP and resetting their ability cooldowns to fight in your team for 3 turns. Lasts until expired, purged, or if the Possessed target dies. Possessed Heroes can be controlled by the player themselves, whereas Possessed enemies act independently as NPCs.
Effects | Possessed


Ethereal
Trait (Passive)

Gains 20% Damage Reduction and Ethereal Spirit on the first turn. The shield-like buff prevents that HP drops below 1. This effect cannot be stolen or purged. Shield-Piercing attacks ignore the Ethereal Spirit shield.
Effects | Ethereal Spirit | Damage Reduction


Fast
Trait (Passive)

Attacks first, but Attack is reduced by 20% and Skill is boosted by 20%. (Heroes sharing the same Speed go in order of positioning, left to right, as chosen at the beginning of the battle. See Attack Speed for details.)


Fear Immune
Trait (Passive)

Cannot be Feared.
Effects | Fear Immune


Mystical (I/II/III)
Trait (Passive), upgrades with Ascensions

I: 1.25x damage against Tanks and Slow targets.
1st Ascension:
II: 1.5x damage against Tanks and Slow targets.
2nd Ascension:
III: 1.75x damage against Tanks and Slow targets.


Effects | Boosted Damage


Turn a Blind Eye
Trait (Passive), requires 1st Ascension

Immune to Taunt and Provoke.
Effects | Taunt, Provoke and Aversion Immune


Dark Shroud
Trait (Passive), requires 2nd Ascension

Shade and Dark allies take reduced damage and are immune to all Debuffs for their first turn.
Effects | Shrouded

Buffs & Debuffs:

Boosted Damage - effect (Damage)
This hero deals boosted damage against certain targets or under certain circumstances. See the description of the respective Trait or Ability for details. If you see this icon during events, it means that the hero gets a special event buff.

Buff Steal - effect (Status Effect)
This effect instantly steals 1+ buffs from the target.

Damage Reduction - effect (Damage/Damage Reduction)
The damage suffered is mitigated by certain percent. Damage Reduction is capped at 90% and applied multiplicative.

Debuff Transfer - effect (Status Effect)
One or more debuffs are transferd from this hero to the target enemy (See Ability's description for details).

Ethereal Spirit - buff (Shield/Death)
Health does not drop below 1 for 1 turn. Cannot be stolen or purged.

Extra Energy - effect (Energy)
The hero starts the dungeon with extra energy, which is required to use their special attacks/abilities.

Fear Immune - immunity (Status Effect)
Immune to Feared debuff.

Feared - debuff (Damage)
Target takes increased damage and each hit dealt to the target has a chance to make the target flee when on 20% HP and below.

Haunted - debuff (Mark/Damage)
Target takes 2x damage from Dark characters.

Possessed - buff (Death/Attack/Defense)
A dead ally or enemy with resetted cooldowns and % HP fights in the player's team for 3 turns, until this ability expires, is purged, or when the Possessed target dies. Spirits and Constructs can't be Possessed.

Shrouded - buff (Shield/Status Effect)
Target gains +25% Damage Reduction and is immune to all debuffs for 1 turn.

Spirit Linked - buff (Status Effect/Damage/Dodge/Special)
A link is established between the attacker and the target. On the attacker's side this Buff reflects all damage and debuffs back at the target as long the Spirit Link is active. On target's side this is a Debuff that steals all buffs and healing from the target. Lasts for 3 turns.

Spirit Linked - debuff (Disable/Damage/Status Effect/Dodge)
A link is established between the attacker and the target. On the target's side this Debuff redirects all damage and debuffs from the attacker to the target as long the Spirit Link is active. On the attacker's side this is a Buff that transfers all buffs and healing from the target to the attacker. Lasts for 3 turns.

Taunt, Provoke and Aversion Immune - immunity (Status Effect)
Ignores Taunt, Provoked, and Aversion and can choose another target to attack or the target with Aversion.

Undodgeable - effect (Dodge/Attack)
All or specific attacks of this hero cannot be dodged. The attack always hits the target.
Immunities & Damage Reduction: Under construction, see above 'Buffs & Debuffs'
Ascensions: (3860) = + &
(8160) = +
First Ascension Second Ascension
Dark Evo Monarch 38x Dark Evo Monarch 33x
Fire Evo 15x Runed Evo 4x
Shadow Evo 2x Spirit Evo 8x
Water Evo 22x Water Evo 42x
Spirit Link (Special Attack/5 Turns) Possession (Special Attack/5 Turns)
Mystical ii (Trait/Passive) Dark Shroud (Trait/Passive)
Turn a Blind Eye (Trait/Passive) Mystical iii (Trait/Passive)
Synergies of Spirit heroes (Family):
 Shade can get following passive buffs when teamed up with other Heroes:

Spirit Heroes get the following passive buffs:

 Spirits Pact (Trait) by  Moriko
All healing recieved is shared with Spirit allies.
 Unbound Stalwart (Trait) by  Moriko
If a Spirit ally dies heal all Spirit allies to 100% health.
 Primordial Vigor (Trait) by  Archon
Starts with +1 Energy for each other Warrior or Spirit ally on the team.
 Verdant Vitality (Special Attack) by  Mire
Recovers health split between all allies, applies Cleansing Regeneration to all allies for 3 turns, and all Spirit allies gain another turn of Ethereal Spirit (shield buff).
Synergies of Dark heroes (Element):
 Shade can get following passive buffs when teamed up with other Heroes:

Dark Heroes get the following passive buffs:

 Dark Shroud (Trait) by  Shade
Shade and Dark allies take reduced damage and are immune to all Debuffs for their first turn.
 Dark Deception (Trait) by  Kobal the Pestilent
Kobal and Dark allies start dungeons with +1 Energy. This ability replaces Quick Starter.
 Haunted Past (Special Attack) by  Shade
Ranged Spirit Attack that Haunts the enemy team, with a chance to Fear the initial target (Haunted enemies receive 2x damage from Dark Heroes).
Synergies of Caster heroes (Class):
 Shade can get following passive buffs when teamed up with other Heroes:

Caster Heroes get the following passive buffs:

 IFF Targeting (Basic Attack) by  Bauble
Melee physical attack on target enemy, OR heals target friendly construct, OR target ally gains a class-specific buff (Tanks get DEF+, Healers get CRIT+ and SKL+, Casters get +1 ENERGY, all others get ATK+.)
 Arcane Winds (Trait) by  Selwyn the Enduring
When on a team with Pontifex Mortis, Selwyn and allied Casters gain +1 Energy at the end of each round.
 Intellect (Trait) by  Iris
Gains 1 stack of Intellect for each Buff applied on Iris, each stack granting +5% SKL. When at 5 stacks, Intellect is removed and allied Monsters and Casters gain Hive Mind (+25% Damage Penetration, +25% Damage Reduction, and +25% SKL).
Other Synergies of Heroes:
 Shade can get following passive buffs when teamed up with other Heroes:

All Heroes get the following passive buffs:

 Adept Strikes (Trait) by  Serenity
Allies and self gain Haste after using a single target Melee Physical attack once per round.
 Critical Energy (Trait) by  Indigo
Grants team +1 Energy on CRITs.
 Cleansing Aura (Trait) by  Dagrund Blacksmoke, Kelpy Shells
If the Hero can act at the end of the round, cleanses 1 Debuff on all allies.
 Cloak of Fire (Trait) by  Ember Sanguine
Allies gain immunity to burn and take 50% less damage from fire attacks.
 Eyes of the Beholder (Special Attack) by  Iris
Buffs team +ATK, then does a Ranged Dark attack on enemies.
 Fiery Renewal (Trait) by  Ember Sanguine
Whenever a Burn debuff is applied to an enemy, all allies gain +5% max health.
 Fire Nova (Special Attack) by  Ignus the Mad
Ranged Fire attack on all enemies, with Rage adding an additional chance to Burn. Grants team Burning Touch (chance to Burn on Basic attacks).
 Frost-Tipped Blades (Trait) by  Samurai Takumi
Grants the team a chance to Chill on Melee Physical attacks.
 Icy Embrace (Trait) by  Icebloom
All allies heal [25/35/50]% of their maximum health when inflicted with Frozen. Enemy and ally skills inflicting Frozen on allies will trigger this effect. The gained health depends on rank (I-III) of this trait.
 IFF Targeting (Basic Attack) by  Bauble
Melee physical attack on target enemy, OR heals target friendly construct, OR target ally gains a class-specific buff (Tanks get DEF+, Healers get CRIT+ and SKL+, Casters get +1 ENERGY, all others get ATK+.)
 Immunize (Trait) by  Mire, Zen
Each ally healed will gain Impervious (Cannot be Poisoned, Burned, Frozen, Chilled, Shocked, nor Diseased) for two turns.
 Master Assassin (Trait) by  Black Diamond
Self and allied single target abilities deal 100% more Damage on CRITs.
 Mend (Trait) by  Chief NubNub
Heal Team for [50% ATK] on CRIT. Triggers when landing a critical hit from a basic attack.
 Not Alone (Trait) by  Alrakis Skullkeeper, Lumin the Radiant
This hero gains +10% Damage Reduction for each other living ally.
 Sanctified Spell Absorption (Trait) by  Serenity
Allies take significantly reduced damage from non-Physical (-60%) and Chaos attacks (-20%).
 Sanctified Swamp (Trait) by  Grettle
All allies take 50% reduced Chaos Damage.
 Shell Power (Trait) by  Grondar
Allied Heroes gain Shell protection (allies cannot be Burned, Frozen, Chilled, Paralyzed or Shocked).
 Shielding Soul (Trait) by  Dagrund Blacksmoke
When killed, remaining allies gain an Aegis Shield.
 Spellseeker Weapons (Trait) by  Serenity
Allies Melee attacks have a chance to purge a buff on basic attack and can’t be retaliated against by Melee attackers.
 Spread the Wealth (Trait) by  Augustus
When at full HP, this Hero heals the team for a % of his HP every turn.
 Team Energy Vault (Trait) by  Ekko
Self and allies are immune to Exhaustion (=Energy Loss that is caused by use of abilities). Note: Passive traits like epic Malice "All Hope is Lost" can still drain energy.
 Team Precision (Trait) by  Pignius Maximus
Boosted CRIT damage for all allies. CRIT Multiplier is increased by [50%], percentage increases slightly with SKL.
 Venomous Embrace (Trait) by  Cobressa
Heals allies when Venom is applied on the enemies by Cobressa. The heal amount increases with the rank (I/II) of this trait. Enemies immune to Venom prevent the heal effect.
 Shard of Darkness (Trait) by  Craw, Mire
Allies start dungeons with [1/2/3] stacks of Foresight.
 Tempered Soul (Trait) by  Alrakis Skullkeeper
All allies and self gain an additional [5%/10%/15%] Chaos Damage Reduction (max 50%), depending on the rank of this trait (I/II/III). Skill increases the percent value.
 The Calm Before (Special Attack) by  Jin Lei
Silences all enemies and Buffs allies' Damage. This Hero gains stacks of Storm Power equal to the number of Light or Honorbound Heroes on the team. Starts Powered. (The Empowered Buff to applied to all allies and the caster to double (2x) their damage.)
Counters:
 Shade can be countered by making use of the following traits and special attacks:

Spirit Heroes are vulnerable to:

 Fiery Soul (Trait) by  Solaris
Immune to Spirit and Fire damage. High resistance (75%) to Burn debuffs, Fear Immune, Possess Immune, Mark Immune, and Stone Immune.
 Will of the Wisp (Trait) by  Ekko
Immune to Spirit, Lightning, and Light attacks. High resistance (75%) to Paralysis. [Light allies start Dungeons with +1 extra energy]. The text in [brackets] is of rank II of this trait (I/II).
Caster Heroes are vulnerable to:

 Caster Hunter (Trait) by  Zurk
2x damage against Casters.
 Crush the Nerds (Special Attack) by  Zurk
Melee Physical attack that deals 2x damage against Casters.
Dark Heroes are vulnerable to:

 Avatar of Light (Trait) by  Leonidus
Light allies are immune to Dark elemental bonuses.
Non-Armored Heroes are vulnerable to:

 Flesh Shredder (Trait) by
 Jabber Clenchjaw
 Jibber Clenchjaw
 Mangle Jaw
2x damage against non-Armored targets.
 Incite Doom (Special Attack) by  Emperor Zulkodd
3 Melee Physical attacks on target enemy that deals 3x damage to non-Armored targets. If target dies, all other enemies' HP is set to 75% of their current HP.
Magical Heroes are vulnerable to:

 Aura Eater (Trait) by  Koros
2x damage against Magical Heroes.
Skins: (1)
Shade

Trick 'R Treat Shade

 Shade was the first "VIP only hero" who was obtainable by non-VIP players through a quest line during his debut. He is the 68th Hero in the game.

How to Use this Hero[]


Skill Breakdown[]

Uses in PVP[]

Shade is easily one of the most used heros in PvP both for attack and defense teams. He is usually teamed up with other dark heroes due to the synergy provided by  Dark Shroud. However you may encounter him also in very different team setups, because of his strong tactical capabilites mainly provided by  Spirit Link and  Possession

Attacking Team[]

A very strong and often used tactic with Shade in an attacking team depends on providing him extra energy, so that his  Spirit Link is available from the first turn on. Also a fast hero, Shade can be a key player to counter many defense teams.

For example, if a defending team relies on a taunting hero (e.g.  Goretusk), Shade can steal the buff rightaway, effectively making himself the "Tank" in your team while mitigating all damage received to the enemy tank.

In another scenario, Shade is often used to counter  Solaris based Beast teams. In that case  Spirit Link will help to remove a Phoenix Feather from a beast to remove the corpse rightaway (e.g. if teamed up with  Hopper). Also his  Possession can be used to remove the corpses of fallen enemies, to keep them from beeing resurrected.

There are several ways of how to provide Shade with that mentioned extra energy to make him an even more usefull PvP hero. If you team him up with  Kobal the Pestilent the passive trait  Dark Deception will provide enough energy to have Shade's  Spirit Link ready in the first round.

However, since  Kobal the Pestilent is currently not considered to be a very good PvP hero, the most effective way is to provide Shade with a Rune that provides additional Energy. These types of runes are not very common and cannot be crafted. They are usually only available at special events and should be a top priority for ambitious PvP players, as they open up many new tactical possibilities for a lot of PvP setups.

Counters[]

Countering Shade in a PvP relies mainly on trying to debuff/purge his  Spirit Link and  Dark Shroud buffs and removing him from the field possibly in the first round, because in the second round he will probably  Spirit Link or  Possession someone of your own team and make the fight much more unpredictable..

 Koros can safely purge those anoying buffs and heavily burn Shade with his  Purging Pyre while dealing extra damage because of his  Aura Eater trait.  Koros indeed is a strong counter against defending Shade players. Also, if attacking with Shade one should take extra care when facing this Monster.

 Agnon is known to be a heavy hitter and indeed can oneshot almost any Shade with his  Plummeting Doom even if  Dark Shroud is active. If you are facing an enemy Shade using Agnon will almost guarantee that you can remove Shade in the first round. It is very hard to try to prevent  Agnon's first move because of his strong starting defense buffed by  Graniteform.

 Jabber Clenchjaw as well can dispose Shade because of his  Flesh Shredder trait, however it is harder to keep him alive until his first move, as compared with  Agnon.

When Shade defends My Dungeon he posseses dead attackers first at all in round 3. If there is no fallen attacker but a dead ally then  Shade will possess that ally. The attacking player can use this A.I. behavior in their favour.

Notes and Tips[]

 Shade is immune to Possession like all Spirits and Constructs. Like  Ekko Shade is 100% immune to be Feared but only has little chance (6%) to resist the debuffs Stoned and Marked for Death.

For (unknown) reasons Shade's  Spirit Link starts with some extra energy but not fully powered (see Starts Powered). With a Festive Rune (+1 energy) or with  Kobal the Pestilent on the team Shade can get energy from  Dark Deception and have his  Spirit Link battle-ready. This counters literally all start-dungeon-with-taunt Tanks or enemies with Tank Runes, as long as the enemy does not have purge effects. Festive Runes intentionally do not work in The Tower of Pwnage. For the same reason Shade's  Spirit Link also has no extra energy there.

 Shade's  Dark Shroud ability is powerful if you are having trouble with enemy freezes because it makes Shade and all his Dark allies Freeze Immune.

Gallery[]