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Shadewyrm card art

Legendary

Shadewyrm

Legendary card guide

Updated May 28, 2026

Shadewyrm is a legendary durable bruiser built around HP 27 leading over SPD 10. The useful read is HP 27 plus ATK 24, so it belongs in teams that can use staying power while protecting the turn tempo gap.

ATK

24

HP

27

DEF

14

SPD

10

Max level

Level 3

Cards to max

19 total

Max stat gain

+22 stats

How to Use Shadewyrm

Shadewyrm should occupy the stable middle slot: surviving pressure while contributing enough damage or tempo to matter. A strong pairing is The Singularity, because it gives the lineup a different stat angle while Shadewyrm focuses on HP. If the choice is between Shadewyrm and Aerothorn, start by comparing HP 27 against 29 instead of choosing by rarity alone. When duplicates arrive, fuse only if this card is already solving that same battle job in your active lineup.

Strengths

  • HP 27 is the page's clearest signal, giving Shadewyrm a real battle identity instead of generic rarity value.
  • ATK 24 is high enough to act as a tie-breaker when comparing it with nearby cards.
  • The HP lead is large enough that Shadewyrm should be chosen for that job, not as a generic filler card.

Weak Spots

  • SPD 10 is the number to protect. Opponents that punish turn tempo can make Shadewyrm feel weaker than its headline stat suggests.
  • Shadewyrm leans hard into HP, so it can be redundant if your team already has that same specialist role.

Developer Battle Read

Developer battle read: Shadewyrm is a durable bruiser, not a blank legendary card. Its HP 27 and ATK 24 point to surviving pressure while contributing enough damage or tempo to matter. The first teammate I would test beside it is The Singularity, because that pairing reduces the pressure on SPD 10. I would compare it directly with Aerothorn before spending duplicates, since that shows whether Shadewyrm's HP lead is actually needed.

Card Database GuideLegendary Rarity Guide

Pick or Skip

When Shadewyrm Belongs in Your Team

Battle Notes

Matchup Checks

Pick it when

Pick Shadewyrm when your team needs surviving pressure while contributing enough damage or tempo to matter. The signal is HP 27; the follow-up check is whether ATK is enough for the matchup you expect.

Avoid it when

Avoid forcing Shadewyrm into teams that already have enough staying power but still expose SPD 10. If The Singularity or another support card is not available, wait before locking it in.

Fusion note

Shadewyrm can grow toward level 3 with a 25-point cap. The first meaningful checkpoint is around 10 total copies or points, so spend duplicates only if this durable bruiser remains part of your main battle plan.

  • Durable Bruiser: use Shadewyrm to surviving pressure while contributing enough damage or tempo to matter. This is strongest when the rest of the team is not asking it to cover SPD alone.
  • Team shell: pair with The Singularity when you want Shadewyrm's HP to matter without sacrificing coverage on SPD.
  • Comparison check: if Aerothorn is available, choose based on whether your next fight needs HP or ATK more.

Pairings

Cards to Test With Shadewyrm

Comparisons

Compare Before You Upgrade

The Singularity card art

Shadewyrm + The Singularity

The Singularity covers Shadewyrm's lower SPD with SPD 16, letting Shadewyrm lean harder into staying power.

ATK 30 / HP 39 / DEF 15 / SPD 16

Aerothorn card art

Shadewyrm vs Aerothorn

Shadewyrm trades down on HP at 27 versus 29. Choose Shadewyrm when you need staying power; choose Aerothorn when staying power matters more than covering SPD.

ATK 17 / HP 29 / DEF 11 / SPD 12

Nocthollow card art

Shadewyrm + Nocthollow

Nocthollow covers Shadewyrm's lower SPD with SPD 16, letting Shadewyrm lean harder into staying power.

ATK 29 / HP 50 / DEF 15 / SPD 16

Ignis Volcano card art

Shadewyrm vs Ignis Volcano

Shadewyrm trades down on HP at 27 versus 49. Choose Shadewyrm when you need staying power; choose Ignis Volcano when staying power matters more than covering SPD.

ATK 30 / HP 49 / DEF 19 / SPD 12

Level Growth

Stats and Cards Needed

Each card copy counts as 1 progression point. The table shows the first point total that reaches each level, the duplicate copies beyond your first card, and the stat gain versus the previous level.

Level 1

1 card total

Duplicates

+0

ATK

24

-

HP

27

-

DEF

14

-

SPD

10

-

Level 2

10 cards total

Duplicates

+9

ATK

27

+3

HP

31

+4

DEF

16

+2

SPD

11

+1

Level 3

19 cards total

Duplicates

+18

ATK

31

+4

HP

35

+4

DEF

18

+2

SPD

13

+2

Same Rarity

More Legendary Cards

View all

The Singularity

Legendary

ATK 30 / HP 39 / DEF 15 / SPD 16

Nocthollow

Legendary

ATK 29 / HP 50 / DEF 15 / SPD 16

Tempestis

Legendary

ATK 29 / HP 39 / DEF 16 / SPD 15

Azshara

Legendary

ATK 32 / HP 45 / DEF 20 / SPD 14

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