Big'Un & Brakus Rebalance
Published On: October 30, 2026
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Big ‘Un, Brakus and Rhazin Rebalances in RAID 11.90

Plarium has revealed three Champion rebalances arriving with RAID: Shadow Legends Update 11.90, and this time it’s the veterans getting some love. Big ‘Un, Brakus the Shifter and Rhazin Scarhide are all getting reworked, with Rhazin also getting easier to fuse for newer players.
All three have been around a long time. Brakus was once one of the scariest Champions in the Arena, Rhazin was a must fuse early Legendary for years and Big ‘Un has mostly been collecting dust in the vault (unless you’re one of the few who built him). Here’s what’s changing for each of them and where they should fit on your account.

Big ‘Un Rebalance

Big 'Un

Big ‘Un is being cemented into his wave clearing and crowd control role. Every active skill gets a damage multiplier increase, his debuffs are far more reliable and he picks up a brand new Passive.

Head Splitter

Before:
• Attacks 1 enemy
• Attacks all enemies 1 time if the first attack is critical

After:
• Attacks 1 enemy, then attacks all enemies 1 time
• Places a 50% [Decrease ACC] debuff on all enemies for 1 turn
• Both hits ignore 15% of each target’s DEF
• Damage multiplier increased

The AoE hit no longer relies on landing a crit, so it happens every time. Add the [Decrease ACC] and some Ignore DEF and his A1 pretty solid.

Forward Charge

Before:

• Attacks all enemies
• 30% chance of placing a [Stun] debuff for 1 turn
• 50% chance of placing a 50% [Decrease ACC] debuff for 2 turns
• Cooldown 3

After:

• Attacks all enemies
• 75% chance of placing a [Stun] debuff for 1 turn
• 75% chance of placing a 60% [Decrease DEF] debuff for 2 turns
• Damage multiplier increased
• Cooldown 3

The Lvl.3 skill upgrade now gives +10% Buff/Debuff chance instead of +5%. Which means when fully booked he now has a 100% chance AoE [Stun] and 60% [Decrease DEF] on a 3 turn cooldown, which is where most of his control upgrade comes from.

Molten Slag

Before:

• Basic: Attacks all enemies 2 times. Decreases the Turn Meter by 25%
• Ascended: Attacks all enemies 2 times. Decreases the Turn Meter by 25%. Has a 30% chance of placing a 30% [Decrease SPD] debuff for 2 turns
• Cooldown 7

After:
• Basic: Unchanged
• Ascended: Attacks all enemies 2 times. Will ignore [Shield] buffs. Decreases each target’s Turn Meter by 25% and places a 30% [Decrease SPD] debuff for 2 turns
• Damage multiplier increased
• Cooldown 6

The [Decrease SPD] is no longer a chance, it just lands (assuming it isn’t resisted). With the two cooldown books it drops from 5 turns to 4 fully booked.

New Passive: Feral Wallop

• Passive Effect: Big ‘Un and his allies deal 10% more damage with AoE attacks
• Active Effect: Whenever an enemy fills their Turn Meter using a skill, activates the Molten Slag skill. Occurs once per turn
This is the part that should make him stand out in Faction Wars and Grim Forest. Any wave with a Turn Meter booster gets punished with a free Molten Slag, knocking Turn Meter back down and slowing the whole team. The 10% AoE damage boost for the team is a nice bonus on top.

Brakus the Shifter Rebalance

Brakus the Shifter

Anyone who played Arena back when Brakus was everywhere will remember how hard his A2 could hit. He’s fallen a long way since then, and this rework is aimed squarely at trying to restore him to his former glory.

Innocent Blood

Before:
• Attacks 1 enemy
• Heals this Champion by 15% of the damage inflicted

After:
• Attacks 1 enemy
• Heals this Champion by 30% of the damage inflicted
• 25% chance to repeat the attack
• Damage multiplier increased

Double the healing and a chance at a second hit. Simple changes but a much better A1.

Full Moon Rampage

Before:
• Attacks 1 enemy 6 times
• The first hit has a 75% chance of placing a 25% [Weaken] debuff for 3 turns
• Heals this Champion by 25% of the damage inflicted, or 50% if the target is under a [Fear] or [True Fear] debuff
• Cooldown 5

After:

• Attacks 1 enemy 6 times
• The first hit has a 75% chance of placing a 25% [Weaken] debuff for 3 turns
• Each hit ignores 10% of the target’s DEF and heals this Champion by 25% of the damage inflicted
• If the target is under a [Fear] or [True Fear] debuff, each hit ignores 20% of the target’s DEF and heals by 50% instead
• If the initial target is killed, places a [True Fear] debuff for 2 turns on all other enemies. This debuff cannot be resisted or blocked
• Damage multiplier increased
• Cooldown 5

This is fairly substantial. Ignore DEF on a 6 hit adds up fast, and a [True Fear] that can’t be resisted or blocked on all remaining enemies after a kill is a strong payoff.

Hunter’s Howl

Before:
• Places a 50% [Increase ATK] buff on all allies for 3 turns, then attacks 1 enemy 3 times
• Each hit has a 50% chance of placing a [True Fear] debuff for 1 turn
• 50% chance of placing a [Fear] debuff on 2 random enemies for 1 turn if the [True Fear] debuff is placed
• Cooldown 5

After:

• Attacks all enemies. Before attacking, places a 50% [Increase ATK] buff on all allies for 3 turns
• 75% chance of placing a [True Fear] debuff on all enemies for 1 turn
• If an enemy is under a [Fear] or [True Fear] debuff, places an extra hit on them. Both hits will ignore [Unkillable] buffs
• Damage multiplier increased
• Cooldown 4

Going from a single target skill to an AoE [True Fear] on a shorter cooldown is a huge jump. Ignoring [Unkillable] on top of that makes it a real answer to teams leaning on it to survive his nuke.

Beast Mode

Before:

• Passive Effect: Damage increases by 40% when this Champion’s HP drops below 40%
• Active Effect: Revives this Champion with 20% HP when killed. Immediately grants an Extra Turn
• Cooldown 7

After:

• Passive Effect: This Champion is immune to [Fear] and [True Fear] debuffs
• Passive Effect: Increases this Champion’s damage dealt by 50% when this Champion’s HP is equal to or below 50%
• Active Effect: Revives this Champion with 20% HP when killed and resets the cooldown of the Full Moon Rampage skill. Immediately grants an Extra Turn
• Cooldown 7

The revive now hands him a fresh A2 on the Extra Turn, which at 20% HP also means the 50% damage boost is active. So kill him once and he’s straight back up hitting harder than before. Fear immunity also stops opposing Fear teams from turning his own mechanic against him.

Rhazin Scarhide Rebalance

Rhazin Scarhide

Rhazin Scarhide once carried a huge number of accounts through their early game, and plenty of players picked him up as one of their first Legendaries. This rework leans into that, keeping him as a progression Champion while making him much better against Bosses.

Bone Sword

Before:

• Attacks 1 enemy 3 times
• Has a 20% chance of removing 1 random buff from the target

After:

• Attacks 1 enemy 3 times
• Each hit has a 25% chance of removing 1 random buff from the target
• Each hit also decreases the target’s Turn Meter by 5%
• These effects cannot be resisted if the target is a Boss

The buff removal chance is now on every hit rather than once per skill, so it’s going to land a lot more often.

Shear (Ascended)

Before:

• Attacks 1 enemy
• 75% chance of placing a 60% [Decrease DEF] debuff and a 25% [Weaken] debuff for 2 turns
• Cooldown 4

After:

• Attacks 1 enemy. One random ally will team up to join in the attack, using their default skill
• 75% chance of placing a 60% [Decrease DEF] debuff and a 25% [Weaken] debuff for 2 turns
• If the initial target is killed, places a 60% [Decrease DEF] and a 25% [Weaken] debuff on all enemies for 2 turns
• These debuffs cannot be resisted if the target is a Boss
• Cooldown 4

Unresistible [Decrease DEF] and [Weaken] on Bosses is the key change here. Newer players won’t need to chase as much ACC just to get his debuffs to land.

Bog Down

Before:

• Attacks all enemies
• Decreases the Turn Meter by 100%
• Cooldown 7

After:

• Attacks all enemies
• Decreases each target’s Turn Meter by 100%
• Places a 30% [Decrease SPD] debuff on all enemies for 2 turns
• These effects cannot be resisted if the target is a Boss
• Damage multiplier increased
• Cooldown 5

Two turns off the cooldown and a [Decrease SPD] added makes this a much more usable A3.

New Passive: Scale-Strength

Rhazin gets a brand new Passive which makes all allies receive 15% less damage from Bosses. A flat damage reduction for the whole team is exactly what newer players need when pushing through tough Boss stages.

Aura and Stats

Before:

• Aura: Increases Ally RES in Arena by 90
• SPD 86

After:

• Aura: Increases Ally ACC in all Battles by 60
• SPD is now 92
• ATK base stat decreased, DEF base stat increased

An Arena only RES aura was never much use for a Champion built around progression. An ACC aura that works everywhere fits him far better, and the shift from ATK to DEF suits a Defense Champion whose job is landing debuffs rather than dealing damage.

Rhazin Scarhide Fusion Changes

To make Rhazin an easier early Legendary Fusion, some of the Rare Champions needed for his Epic fodder are being swapped out for ones that are easier to get hold of. The new requirements for each Epic are below.

If you’ve been putting off Rhazin because you were missing a couple of the old Rares, it’s worth checking your vault against this list, you might already have most of what you need.

Are you excited for either of these rebalances? Let us know!

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