
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.

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

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.

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

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.

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.


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