Spirit Information

Complete reference for all 12 spirits in Slayer Legend - element, skill, effect ranges, and what each spirit is actually for.

The Twelve Spirits

Every spirit in the game, organized by element. Effect ranges show the skill's span from low development to maximum - where a range reads "10-80%", your actual value depends on the spirit's tier and level. For how tiers, combining, and upgrades work, see the Spirits overview; to watch any of them animate through their 8 evolution stages, the Spirit Viewer has the full gallery.

Fire Spirits

SpiritSkillEffect
SalaBreath of FireEvery 12 seconds, burns away 6-10% of the enemy's remaining HP
MumReignSkill damage +10-80% against normal monsters
BoWild HeartTotal HP increased by 100-500%

Water Spirits

SpiritSkillEffect
ArkTime Freeze8 seconds into battle, stops time for 4-10 seconds (once per battle)
ToddGold Rumble10-80% chance of obtaining 2x gold whenever gold is acquired
LugaUnderstanding of the Abyss10-80% chance of double EXP whenever EXP is gained

Wind Spirits

SpiritSkillEffect
HerhWind ForceRecovers 4-6% of skill cooldowns every 10 seconds
ZappyJudge's TorpedoInstantly kills normal monsters below 14-30% HP
KartThief WindFirst attack on a normal monster removes 13-25% of its HP

Earth Spirits

SpiritSkillEffect
LoarWilderness RoarSkill damage against boss monsters +10-80%
RadonLevelingDamage +10-80% while the enemy's HP is above 70%
NoahLast FightIn the final 5 seconds of battle, damage increased 1.2-2x

Reading the Table Strategically

Notice how cleanly the twelve sort into jobs. The economy trio - Todd, Luga, and (indirectly) Zappy - exists to make farming pay: gold doubled, EXP doubled, kill times shortened. The normal-monster crew - Mum, Radon, Kart, Zappy again - accelerates stage clearing, and Radon's "above 70% HP" condition is quietly brilliant on a strong account, because when you one-shot monsters, every hit lands while they're above 70%. The boss squad - Noah, Loar, Sala, with Ark's time freeze as the wildcard - is built for timed promotion fights, where Noah's final-five-seconds multiplier lines up exactly with the moment you need it most. And Bo stands alone as pure survivability, the spirit you equip when a fight is killing you rather than out-scaling you.

The standard advice follows directly: run the farming set (Mum, Radon, Zappy, Luga, Todd rotating through your slots) for daily play, swap to Noah/Loar/Sala for promotion attempts, and consider Herh if your build leans on long-cooldown skills. Since only equipped spirits function and you'll have three slots at most, the swap itself is the skill - build both lineups in the Spirit Builder and change with the content, not out of habit.

Development and the Effect Ranges

The low end of every range is what a spirit does when you first get it; the high end is what it does fully developed - higher tier, higher level, later evolution stage. That gap is large (Mum's skill damage runs from +10% to +80%), so a spirit's value is less about which spirit and more about how far you've taken it. Two consequences follow. Develop the spirits your lineups actually use rather than spreading upgrades across all twelve, and when comparing two spirits for a slot, compare them at the development you can realistically reach, not at their maximums. The Spirits overview explains tiers, combining and upgrades; the Spirit Viewer shows each spirit at every evolution stage.

Values shift with patches and community measurement - if your in-game numbers disagree with a range here, edit this page and set the record straight.