Plarium's own Steam page counts 13 Dungeon bosses, and they split into clear groups: four gear dungeons, one scroll dungeon, five Potion Keeps, and three late dungeons for awakening and ascension. This page goes through each of them. For factions and affinity basics, start at the Raid: Shadow Legends hub; for what to do with the gear once it drops, see the artifact sets guide.
Before your first dungeon run
The official beginners tips on raidshadowlegends.com are blunt about it: explore the Campaign first, gear your team from Campaign drops, and it is best to largely ignore the Dungeons until you have nearly completed the Campaign. That advice still holds. A level 60 team in five star Campaign gear clears early dungeon stages with Multi-Battle, while an underleveled team burns Energy on losses. If your Campaign run is still slow, our campaign farming guide covers the fastest way through it.

Three things to know before you spend Energy:
- Every dungeon repeats freely. Stages can be replayed as often as you have Energy (or keys for the late dungeons), so farm the highest stage you clear reliably on auto, not the highest stage you can win once.
- Affinity matters. Bosses have an affinity, and a weak hit against the wrong one ruins a run. Check the boss affinity in the stage window before you lock in a team.
- Presets save time. Update 11.60 (June 2026) added preset groups for dungeons, so you can keep a separate saved team for each boss instead of rebuilding before every run.
The big table: every dungeon at a glance
Here is the whole lineup in one place. The "early team" column is what gets a new account through the first stages, not an endgame comp.
| Dungeon | Main drops | Key mechanic | Early team |
|---|---|---|---|
| Dragon's Lair (Hellrazor) | Gear sets including Speed and Lifesteal | Huge HP pool, punishing burst if you deal too little damage between his big turns | Poison and Decrease DEF, a healer, Warmaiden or Kael |
| Ice Golem's Peak (Klyssus) | Gear sets including Reflex, Retaliation, Provoke | Heavy retaliation as his HP drops | Tanky team with healing, shields or revives |
| Fire Knight's Castle (Fyro) | Gear sets including Savage | Shield that only breaks to a number of hits | Multi-hit A1 skills plus Turn Meter control, Coldheart, Geomancer |
| Spider's Den (Skavag) | Accessories: rings, amulets, banners | Spiderlings the queen keeps spawning | AoE damage plus Turn Meter reduction, Coldheart, Geomancer |
| Minotaur's Labyrinth | Mastery Scrolls | Straight damage race | Any solid farming team |
| Potion Keeps (Arcane, Magic, Spirit, Force, Void) | Potions for ascending champions | Affinity locked enemies | Champions strong against the Keep's affinity |
| Iron Twins Fortress | Soul Coins for champion souls and awakening | Two bosses at once, late game difficulty | Endgame only, Demytha and Stag Knight are official picks |
| Sand Devil (Al-Naemeh) | Artifact oil for ascending gear | Mechanics unique to this boss | Endgame only |
| Phantom Shogun (Akumori) | Material for ascending accessories | Late game boss | Endgame only |
The four gear dungeons
Dragon's Lair. HellHades, our main cross check, tells new players to get a Dragon team set up ahead of the other dungeons, and earlygame.com calls it the first major gear farm for most accounts. The reason is the loot: Dragon is where most players get their first Speed set pieces, and Speed is the stat that runs every team in the game. The boss has a very large HP pool, which is why poison and other damage that scales with enemy HP do so well here. Warmaiden is a good example of a Rare that handles it: Plarium's own guide names Dragon's Lair and Spider's Den as her best dungeons.

Ice Golem's Peak. HellHades rates Klyssus as hard and lists Reflex, Retaliation and Provoke among the sets worth farming there. Plarium's own Halloween hints confirm the Reflex link, sending players to the Ice Golem to "get a Reflex set gear item". The fight punishes all-in damage: the Golem hits back hard as you push his HP down, so full nuker teams tend to fall apart. A sturdier team with healing, shields or a revive is more consistent than a faster one.
Fire Knight's Castle. HellHades calls it the hardest of the gear dungeons. Fyro sits behind a shield that is broken by the number of hits, not by damage, and while it is up he is very hard to kill. Champions whose basic skill hits several times break it fast. Plarium's Coldheart guide is a textbook example: her A1, Flurry of Arrows, hits four times, then Heartseeker lands a big MAX HP hit and a 100% Turn Meter reduction, which delays the Knight's next turn.

Spider's Den. The Spider is the only source of accessories you can farm: rings, amulets and banners. There are no waves before the boss, so runs are fast. The danger is the swarm of spiderlings that the queen keeps producing. AoE damage handles the small spiders and Turn Meter reduction keeps the queen from acting. Accessories also sell for more Silver than regular gear, so the Spider doubles as a Silver farm.


Update 11.80 (October 2026) improved the Dragon, Ice Golem and Fire Knight Artifact Chests, including their Elite versions, so they now have a higher chance of higher rank and rarity gear. That covers chests you already had in your Inbox too, so open them after updating.
Minotaur's Labyrinth: mastery scrolls
The Minotaur drops the Mastery Scrolls you need to unlock masteries. HellHades rates it easy, and it is one of the cheapest upgrades in the game, because masteries add real power to every champion you have built. The dungeon has had three useful changes recently:
- Permanent Super Raids. Plarium's notes for Update 11.40 confirm that the Labyrinth had already been switched to permanent Super Raids, which double the rewards of a run.
- No more lost scrolls (11.40, April 2026). Before, every scroll from a run went to one champion, and the excess was lost. Now unused scrolls move to the next champion who needs them, as long as you have champions who need scrolls.
- New filter (11.65, July 2026). The pre battle window can now "Hide Champions with all Mastery Scrolls", so you stop bringing champions who have nothing left to collect.
Dungeons In Depth Potion Keeps and Super Raids
To ascend a champion you need potions, and the Keeps are where they come from. There is one Keep per affinity (Magic, Spirit, Force, Void) plus the Arcane Keep for the Arcane potions every ascension uses. Official material calls them both Potion Keeps and Affinity Keeps. The official game overview adds that you can also mix lower potions into higher ones in the Tavern's Potion Mixer, which is handy when one Keep is short.

The big change of 2026 is Super Raids. Update 11.40 enabled permanent Super Raids in the Potion Keeps "to save time farming", and Update 11.20 (February 2026) had already brought Super Raids to the Iron Twins Fortress, where Plarium describes them as double rewards from a single run. You need enough Energy for the bigger run before the checkbox becomes available. Since Clan Quests now count a Super Raid as two dungeon wins (a bug fixed in 11.40), they are good for clan activity too.
Dungeons In Depth Do not farm the Keeps on a schedule. Farm them when you have a specific ascension in mind, and only the Keep that champion needs. Potions sitting in your inventory do nothing.
Iron Twins, Sand Devil and Phantom Shogun
The last three bosses are endgame content, and a new account should not plan around them yet. They run on limited daily attempts rather than open Energy farming.
- Iron Twins Fortress drops Soul Coins, which buy champion souls for awakening. HellHades calls it one of the toughest dungeons in the game. Plarium's Demytha guide lists Iron Twins among the modes where she works, and its Stag Knight guide names Iron Twins, Akumori and Al-Naemeh as places he fits.
- Al-Naemeh the Sand Devil drops the oil used to ascend artifacts. HellHades notes the dungeon unlocks at account level 38 and has mechanics you will not see elsewhere.
- Akumori the Phantom Shogun guards the material used to ascend accessories, the counterpart to the Sand Devil for rings, amulets and banners.
Plarium also keeps adjusting these modes: Update 11.20 doubled the Soul Merchant refreshes from 2 to 4 per day and raised its Legendary soul slots from 4 to 6. If Iron Twins is in reach, that makes Soul Coins noticeably more valuable.
Which dungeon to farm first
Put together, the official advice and the community consensus give a clear order. Most accounts follow it with small changes:
- Finish the Campaign first, as the official beginners tips recommend.
- Dragon's Lair for Speed and Lifesteal gear. It is the most forgiving gear boss and the loot fixes the stat you lack most.
- Minotaur's Labyrinth whenever a champion needs masteries. Short, cheap, and now without lost scrolls.
- Spider's Den once you have AoE and Turn Meter control, for accessories and Silver.
- Fire Knight's Castle once you have two or three multi-hit champions.
- Ice Golem's Peak once your team survives heavy AoE.
- Potion Keeps only when a specific ascension needs them.
- Iron Twins, Sand Devil, Phantom Shogun at endgame.

Two systems will pull you into dungeons anyway. Advanced Quests set dungeon goals, and since Update 11.90 (November 2026) their Go button scrolls to your latest available stage instead of opening Stage 15. Clan vs Clan Tournaments score dungeon objectives too, so your clan gets points from runs you would do anyway.


Once dungeons are running, the next weekly target is the Doom Tower, which is where the Forge materials above come from. For choosing which champions to build for all of this, see the best Rare and Epic champions and the free to play guide.
Dungeons In Depth FAQ
What is the best dungeon to farm first in Raid: Shadow Legends?
Dragon's Lair. It is the most forgiving gear boss and drops Speed and Lifesteal sets, which every early team needs. Finish most of the Campaign first, as Plarium's own beginners tips advise.
Where do you get accessories in Raid?
Spider's Den is the only dungeon that drops rings, amulets and banners. Accessories also sell for more Silver than normal gear, so the Spider is a strong Silver farm too.
How do you beat the Fire Knight in Raid?
Break his shield with multi-hit attacks, then control his Turn Meter. Champions like Coldheart, whose A1 hits four times and whose Heartseeker reduces Turn Meter by 100%, are built for this fight.
What are Super Raids in Raid: Shadow Legends?
Super Raids give double rewards from a single run if you have enough Energy. They are permanent in Minotaur's Labyrinth, were added to Iron Twins in Update 11.20 and to all Potion Keeps in Update 11.40.
How many dungeons are there in Raid: Shadow Legends?
The Steam store page lists 13 Dungeon bosses: Dragon, Ice Golem, Fire Knight, Spider, Minotaur, five Potion Keeps, Iron Twins, the Sand Devil and the Phantom Shogun.
