Published On: November 1, 2025
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RAID Rebalance: Narma & Belletar

It's time for another round of champion rebalances in RAID: Shadow Legends, and this update brings two long-overdue makeovers. Both Narma the Returned and Belletar Mage-Slayer have been significantly reworked, giving them stronger team support tools, faster rotations, and more impactful abilities.

Narma now stands out as a powerful Poison specialist capable of detonating debuffs and sustaining her allies, while Belletar evolves into a premier reviver with turn meter boosts and full-team protection.

Let's break down everything that's changed and how these improvements elevate both champions in today's PvE and boss-focused meta.

trickortreat

Narma the Returned (Knights Revenant • Legendary • Magic • Support)

Narma the Returned

Base SPD: 95 → 100

Hell Crescent (A1)

Attacks 1 enemy. 50% (books higher) chance to increase the duration of all debuffs on the target by 1 turn.

Weirding Dance (A2) – team utility nuke for Poison comps

Attacks 1 enemy. 75% chance to place [Decrease ATK 50%] for 3 turns.
Also places [Leech] on all enemies for 2 turns, instantly activates all [Poison] debuffs on all enemies, then heals all allies by 25% of this champion's MAX HP.
Cooldown: books to 4 turns.

Toxin Trance (A3)

Single-target hit with 75% chance to place three [Poison 5%] and [Poison Sensitivity 25%] for 3 turns.
If the initial target already has 3+ debuffs: instead places three [Poison 5%] + [Poison Sensitivity 25%] on ALL enemies for 3 turns.
Cooldown: reduced; books to ~3 turns.

Caustic Rebuttal (Passive)

  • Whenever an ally is attacked: 25% chance to place a [Poison 5%] on the attacker for 2 turns.
  • When Narma is attacked: chance is 50%.
  • Enemies under Poison deal 5% less damage per Poison (up to 25%).
  • If multiple champs have this effect, only one instance activates.

What it means in practice

  • Huge Poison engine: spread → extend (A1) → detonate (A2) loop with built-in Leech and team healing.
  • Excellent into any content that isn't Poison-immune: Demon Lord CB, Dragon, wave stages, several Trials/Kimeria bosses.
  • Synergizes with mass-debuffers/poisoners (e.g., Tomb Lord, Calvalax, Mad Hatter).

Build tips:

ACC, SPD, HP%/DEF%; Relentless or Reflex are strong; Masteries that boost debuff application (e.g., Sniper) shine.

Narma_The_Returned

Belletar Mage-Slayer (Ogryn Tribes • Legendary • Void • HP)

belletar mage-slayer splash artwork with stats

Base SPD: 98 → 103

Fume Ax (A1)

Attacks 1 enemy. 75% chance to decrease the cooldown of a random skill of the ally with the highest Turn Meter (except Belletar) by 1 turn.
(Was 30% → now reliable when booked.)

Slayer's Roar (A2)

AoE attack. Places [Increase ATK 50%] and [Increase DEF 60%] on all allies for 2 turns, heals all allies by 20% of Belletar's MAX HP, and fills all allies' Turn Meters by 20%.
Cooldown: books to 3 turns.

Mercy of the Oasis (A3)

Revives all dead allies with 50% HP and 50% Turn Meter, then places a [Shield] (20% of Belletar's MAX HP) on revived allies for 2 turns and [Block Debuffs] on ALL allies for 2 turns.
Cooldown: books to 4 turns.

Critical Juncture (Passive)

  • 75% chance to decrease all of a revived ally's skill cooldowns by 1 turn whenever they are revived.
  • Once per turn: if an ally is killed, reduces the cooldown of all Belletar's skills by 1 turn.

What it means in practice

  • Far more consistent A1 CD reduction and safer revives thanks to teamwide Block Debuffs after A3.
  • A2 TM fill smooths rotations and helps teams recover after revives.
  • Shines in Faction Wars (Ogryn), Hydra/Kimeria, long PvE where survivability + rotation control matter.

Build tips:

HP%, DEF%, SPD, enough ACC for A1 to land, and high HP for bigger shields. Artifact sets like Speed, Resilience, Guardian, or Immortal are solid.

Belletar_Mage-slayer

Where They Improve Your Account

Progression/PvE:

Narma provides damage + sustain in one kit for Poison-legal content; adds wave control via AoE spread + detonate.

Belletar supplies a reliable, safer revive package with buffs, heal, TM, and post-revive CD cuts—ideal for stubborn PvE clears.

Clan Boss:

Narma is a notable upgrade for Demon Lord teams (Leech + Detonate + Extend).

Belletar is a comfort pick for survivability; not a speed lead, but rotation help is welcome.

Arena:

Narma remains niche (Poison comps).

Belletar can work on sustain comps but isn't a meta speed enabler.

What do you think of these changes? Let us know in the comments!

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Alex Bradbury-Hall
Alex Bradbury-Hall
6 days ago

When do these go live? My narma is still the same as before