Glossary
RAID: Shadow Legends has a vocabulary of its own, and most guides assume you already speak it. Here it is in one place.
Last updated: 5 October 2026
| Term | What it means |
|---|---|
| Affinity | One of four elements — Magic, Spirit, Force or Void — attached to every champion. The first three beat each other in a cycle; Void is neutral. |
| Accuracy (ACC) | The stat that decides whether a debuff lands. Pitted against the target's Resistance. A debuffer with too little accuracy does nothing at all. |
| Arena | The competitive mode. In the classic format you attack another player's defence team, which is controlled by the computer rather than by that player in real time. |
| Artifact | The game's word for a piece of gear. Six armour slots plus three accessory slots. |
| Book | Shorthand for the consumable used to upgrade a champion's skills, reducing cooldowns or improving effects. |
| Campaign | The story mode, divided into chapters across escalating difficulty tiers. The standard early source of experience, Silver and fodder champions. |
| Champion | A collectible unit. Each has an affinity, a rarity, a role, a faction and a set of skills. |
| Clan | The game's social group, equivalent to a guild in other titles. Clans fight the Clan Boss together and unlock a clan shop. |
| Clan Boss | A shared boss that every clan member attacks from their own account, with rewards scaling by difficulty tier. |
| Critical rate / Critical damage | The chance that a hit is critical, and how much extra damage a critical hit does. The pair that most damage builds are designed around. |
| Debuff | A negative effect applied to an enemy — decreased attack or defence, poison, stun and so on. The backbone of most serious team compositions. |
| Doom Tower | A rotating multi-floor challenge with its own bosses and secret rooms, refreshed periodically. |
| Drop rate | The published probability of a given outcome from a randomised summon. Shown inside the game; app store rules require publishers to disclose it. |
| Dungeon | A repeatable boss encounter farmed for gear and upgrade materials. There are several distinct dungeons, each with its own boss and its own mechanic. |
| Energy | The consumable that limits how many battles you can run. It refills over real time and can also be bought. |
| Faction | The in-world group a champion belongs to. There are more than a dozen, and some content requires champions from a specific one. |
| Faction Wars | A solo mode in which each stage can only be attempted with champions of one faction. Despite the name, it is not clan-versus-clan combat. |
| Fodder | Low-rarity champions kept only to be consumed when ranking up a champion you actually want. |
| Gacha | The monetisation model in which you buy a chance at a reward rather than the reward itself. Summoning from shards is a gacha mechanic. |
| Gems | The premium currency. Earned slowly through play, or bought. |
| Great Hall | A persistent bonus structure that grants small account-wide stat increases earned through Faction Wars progress. |
| Mastery | A long-term talent tree unlocked per champion, improving damage, support or defensive behaviour. |
| Mercy system | A mechanic that raises the chance of a high-rarity summon after a long run of unsuccessful ones. The thresholds are published in the game. |
| Pity | The community's word for the mercy system. |
| Rarity | A champion's tier: Common, Uncommon, Rare, Epic and Legendary, with a higher tier added in a later update. Higher rarity usually means higher base stats and better skills. |
| Resistance (RES) | The stat that fights off incoming debuffs. The counterpart to Accuracy. |
| Shard | The item used to summon a champion. Different shard types have different published odds. |
| Silver | The soft currency. Spent on levelling champions and, far more expensively, on upgrading gear. |
| Speed (SPD) | The stat that fills the turn meter. It determines who acts next and how often, and it is the stat most endgame builds are tuned around. |
| Turn meter | A per-champion bar that fills in proportion to Speed. At 100% the champion takes its turn. Many skills work by filling or draining it. |
Terminology follows the game's own wording wherever we could confirm it. Where a term is community slang rather than official, it is marked as such. If a term here has gone out of date, tell us.