Artifacts Raid Shadow Legends [complete guide]


Basic principles

Artifacts are special items that can be equipped by your Champions.

There are 6 types of Artifacts: Weapons, Helmets, Shields, Gauntlets, Chestplates, and Boots—and each champion can be equipped with one of these items.

Individually, each artifact provides bonuses to a champion's base stats.

Each artifact has several attributes, but the most important are its base stats and secondary stats.
See the following table to see which Artifacts can come with which Stats:

Artifact Primary and Secondary StatsSome artifacts have locked/predefined primary stats (weapons, helmets, shields), while the primary stats for others may vary (gauntlets, breastplates, and boots).

Beyond the basic stat bonuses that an Artifact provides, each one also belongs to a specific Set.

The sets:

When equipped with enough Artifacts from the same Set, Champions will benefit from a special Set Bonus from that Set of Artifacts.

Some artifact sets require a different number of artifacts to complete a set:

2-Sets: They require 2 artifacts of the same type to complete a set.
4-Sets: They require 4 artifacts of the same type to complete a Set.
Artifact sets can be combined with each other, meaning that a single champion can equip three sets of 2, or one set of 4 and one set of 2, and benefit from the set bonuses of each.

Artifact Set StatsSet bonuses stack and add up, meaning that 3 of the same Set will have a 3 times greater effect on the wearer. For example: A single Life Set will give a bonus of 15% HP, while 3 Life Sets will give a bonus of 45% HP.

Artifact sets offer a range of bonuses:

Basic artifact sets: provide status bonuses to the user's base stats
Advanced artifact sets: Provide a range of effects, such as skill modifications (like a chance to place debuffs), or even behavior modifications (like a chance to gain an extra turn).
Note: All bonuses based on base set stats apply to the champion's base stats, unless otherwise specified. For example: a champion with a base MAX HP of 1,000 has an actual HP of 1,500 due to currently equipped artifacts. When another artifact is equipped, its bonuses will apply to the base 1,000 HP, not the 1,500.

Rank and rarity

Artifacts are classified into different ranks and rarities that greatly affect the strength of the Artifact.

Rarity affects the number of secondary stats an Artifact has by default.

The higher the number of secondary starting stats an Artifact has, the greater its potential when fully upgraded.
The number of secondary statistics with which an Artifact begins is :

Common Artifacts: 0 secondary stats
Uncommon Artifacts: 1 Secondary Stats
Rare Artifacts: 2 Secondary Stats
Epic artifacts: 3 secondary stats
Legendary artifacts: 4 secondary stats
Rank influences the value of the primary state and sub-states.

The higher the Rank of an Artifact, the greater the value of its Statistics.
The Rank and Rarity of an Artifact are innate and will never change through improvement.

When you view an Artifact, you can see all of its properties at a glance as follows:

Artifact InformationSet bonus mechanics

Artifact sets that have a chance to apply debuffs do so without taking into account the attacker's ACC or the defender's RESIST stats. Buff blocks and passive skills function normally.

Multi-hit (area) skills have only one chance to apply debuffs to each target. If a skill hits 3 times, you do not have 3 chances to apply the debuff.

Artifact set debuffs and champion skill debuffs are two separate processes.

For example: A champion has a skill that has a 501% chance of causing a [Numbing] debuff and is equipped with a set of artifacts that gives them an 181% chance of causing a [Numbing] debuff with each attack. These two chances do not stack.

When using the skill in question, the champion does not have a 681% chance of inflicting [Weakness]. Instead, the game calculates the two chances independently—once for the skill's 501% chance and once for the artifact set's 181% chance.

Equipment and artifact enhancement

Equipment

To equip a champion with artifacts, open your champion collection and select the champion you wish to equip.

Tap any artifact location to open the artifact storage pop-up window.

How to put an artifactFrom here, you can view, compare, sort, sell or equip any Artifact you have in your Storage.

Artifacts that are already equipped can be unequipped or exchanged, but if you wish to keep the Artifact for future use, you will have to pay a fee in cash. Otherwise, you can simply replace the Artifact, losing it permanently.

Improvement

Each Artifact starts at Level 0 (with no upgrades), with a small main stat, and between 1 and 4 secondary stats, depending on Rarity.

To increase the strength of an Artifact, you will need to upgrade it. Artifacts can be upgraded to a maximum level of 16.

Upgrading an Artifact does two things:

Increase the value of his Main Stats
At stage levels, it improves an existing secondary statistic (depending on the number available) or unlocks a new secondary statistic.
The stage levels are levels 4, 8, 12, and 16, as shown below.

How to improve Note: Artifacts are difficult to upgrade, and will not always succeed on the first attempt. The probability of successfully upgrading an artifact decreases with each level. However, the money spent on an upgrade attempt will be lost. Over time, this can be costly—so be selective when deciding which Artifacts to fully upgrade.

difficulty upgrading equipmentObtain Artifacts

There are several ways to obtain Artifacts, such as: winning Campaign battles, raiding Artifact Dungeons, and purchasing Artifacts at the Market.

Campaign Battles

The Campaign allows you to earn artifacts for beginner champions and prepare them for bigger challenges, such as Dungeons.

Artifacts found in Campaign locations will be weaker than those found in higher levels of Dungeons, but a key advantage of the Campaign is being able to hunt for a specific Artifact, as each Stage only drops a certain type.find the artifact you want

Artifact Dungeons

When your champions are strong enough, you can take them to Artifact Dungeons to search for the most powerful artifacts in the Raid.

Each Dungeon protects different Artifacts, so you will need to form teams for each one if you want to get your hands on the best Artifacts.

The higher the floor of the Dungeon, the more powerful the Artifacts found there.

Each Dungeon drops artifacts randomly from a specific set of artifact sets.

artifact dungeons

Market

The Marketplace provides a steady stream of new items available for purchase with Silver.

Artifacts will often be available here. However, artifacts at the Market are generated at random - and can be of varying Rank, Rarity and Set.

It's worth keeping an eye on the incredibly rare Artifacts in difficult Dungeons, but you can't rely on them when you need something in particular.

shadow legend raid game marketArtifact sets
Below is a list of available artifact sets and their bonuses, along with an explanation of the mechanics and general guidelines for use.

Basic set

 

Life (2) – +151 HP. One of the simplest artifact sets, each completed Life set provides the wearer with 151 additional HP on top of their base stats. Any champion can benefit from extra HP, but keep an eye out for champions who specifically benefit from more HP, such as those whose abilities are based on the champion's MAX HP.

Attack (2) – +15% ATK. Useful from start to finish, any champion that focuses on damage will benefit from an attack set. However, some non-standard champions can also benefit from attack sets, such as hybrid champions that heal based on their ATK.

Defense (2) - +15% DEF. Mainly used to make a champion harder to kill, a Defense Set is also incredibly strong on damage dealers whose skills inflict more damage according to their DEF.

Critical Strike Rate (2) – +121% CRIT. RATE. Almost universally useful, this set is particularly strong for damage dealers and Champions who fight against high-powered targets, such as Bosses. It is also a useful set for Champions whose skills add additional effects on landing in the form of critical hits.

 

Accuracy (2) – +40 ACC. Accuracy is one of the most important stats in the game for dealing with tricky Champions and Bosses. Equip your support Champions or damage dealers with an Accuracy set to ensure they land their shots when it matters most.

Speed (2) – +12% SPD. The higher your champion's speed, the faster their turn meter fills up. Champions with the highest speed also get the first turn in combat. Getting the first turn in combat is often the deciding factor in who wins, especially when it comes to the Arena. The first turn means that a champion can weaken the enemy, improve their own team, or even eliminate an enemy threat altogether.

Combine the importance of getting the first turn with the fact that some champions have abilities that directly benefit from extra SPD, and it's easy to see why SPD sets are one of the most common and important.

Resistance (2) - +40 RESIST. Particularly useful for champions who must avoid debauchery at all costs, such as your main healer, cleaner or debaucher. A Resistance Set is always a good secondary set to complement a main set.

Critical Damage (2) – +20% C. DMG. When your damage dealers have a consistent Critical Rate, it's time to start stacking additional Critical Damage to increase their total damage output. This is also a good choice for champions whose abilities are guaranteed to crit.

 

Advanced set

Life Steal (4) – Champions with this set heal 30% of the damage they deal. This is one of the most useful sets for farmers, or for champions you want to have more autonomy in combat. It's also a good set to combine with Champions whose damage increases as they lose HP, allowing them to heal significant amounts and stay in the fight longer.

The effects of life spells do not work with [Poison] damage, nor with skills that inflict damage based on the target's MAX HP.

However, if the wearer already has an ability that heals based on damage dealt, both effects will apply, adding to the amount of HP recovered.

Destruction (4) – This set reduces the target's MAX HP by 30% of damage dealt by the wearer. This is a good set for countering tanky champions with good stamina who usually heal themselves to high HP before you can take them down. This is because when you fight against a Destruction set, each of their heals will be less valuable.

When attacking with a Destroy Set, the target's MAX HP cannot be reduced by more than 8% per attack. The effect applies per skill, not per hit, so multi-hit skills stack and the HP destroyed is increased up to the limit of 8%. During battle, the target's MAX HP cannot fall below 40% of the initial value.

Retaliation (4) – Grants the champion a 25% chance to counterattack when attacked by an enemy. When counterattacking, the champion will always use their default ability, making this a good set for champions whose default ability brings something useful or unique to the table. For example, this works particularly well with champions who bring some kind of crowd control (CC) to their skill, such as [Taunt], [Stun], or [Freeze], as this means that any champion who attacks them risks being taken out of the game for a turn. It can be used with some tankier damage dealers, but it's not a good Set for glass cannons or other easily killed attackers, as the wearer benefits from the ability to take a hit from the enemy.

During a counterattack, a champion's default ability will deal 75% of its standard damage.

Fury (4) – +51% damage for every 10% HP lost. Stacks up to +251%. This set increases the damage the wearer deals based on their current HP. The lower the current HP, the higher the damage. A solid set for damage dealers and brawlers, it's made for those who can deal significant damage but are also strong enough to take a few hits. A Fury Set is a good pairing for champions who have [Taunt] or [Provoke], and for anyone who is likely to be targeted by the enemy team.

Try it out in the Arena and give one of your champions the extra boost they need to ensure they take out an enemy target.

Healing (4) – Increases the value of Healing done by the Champion by 10%. It is important to note that this set only applies to Healing from the Champion's items. This means that it does not stack with artifact sets such as Lifesteal or other similar effects.

Reflex (4) – Gives the champion a 30% chance to reduce the cooldown of one of their skills by one turn. The skill whose cooldown is reduced is completely random.

This set benefits almost every champion in the game, but is particularly useful for champions whose strongest skills have long cooldowns.

This set is most effective for champions who have a default ability, an active ability, and a passive ability. Since default abilities and most passive abilities have no cooldown, this means that the champion will always reduce the cooldown of their active ability if the effect triggers.

Cursed (4) – Gives the champion a 50% chance to apply a 50% [Healing Reduction] for 1 turn when attacking. Particularly useful in the Arena when fighting teams built around constant healing and support – those that try to wear your team down slowly but are difficult to kill. Try equipping this set on a champion with multiple AO skills to maximize its effectiveness.

Toxic (4) – Gives the champion a 501% chance to apply a 2.51% [Poison] debuff for 2 turns when attacking. Poison damage—also known as damage over time (DoT)—is fixed to the target's MAX HP, so this set is useful for taking down high-HP targets such as 1HP57T. Toxic is a good set to complement skills that already have [Poison] debuffs to double their effectiveness.

Frost (4) – Gives the champion a 20% chance to apply [Freeze] for 1 turn when attacked by an enemy champion.

Unlike most other sets, the Frost set applies [Freeze] when the wearer is attacked by an enemy, rather than when they attack someone else. This means that the set is best used on champions who are natural targets for the enemy team, such as those with [Taunt] or [Hurl] abilities. This makes every attack from an enemy champion a risk.

Stun (4) – Gives the champion a 25% chance to apply a [Sleep] debuff for 1 turn when attacking. Like all crowd control abilities, a Stun Set is useful on champions with AoE skills. Sleep is different from other crowd control effects because if a champion under the effect of [Sleep] takes damage, they lose the effect. This means that it is often best to pair champions wearing Daze Sets with other champions whose skills do not cause direct damage, such as bombers.

Immunity (4) – Applies [Block Debuffs] to the wearer for 2 turns at the start of each Round. This is particularly powerful in the Arena to ensure your Champions aren't knocked out of the game with crowd control Champions from an enemy team, such as those with stun [Blocks] – or even those with Turn Counter reduction. The Immunity Set adds a lot of safety to your team if you're not sure your team is fast enough to get the first turn in combat.

Avenger (4) – Grants the champion a 30% chance to counterattack when attacked by an enemy with a critical strike. Similar to the Revenge Set, this set is best used on champions with powerful effects or overuse on their default skills.

However, unlike the Retribution Set, champions wearing the Vengeance Set will only counterattack when they are hit by a critical strike.

Shield (4) – Grants a [Shield] worth 30% of the wearer's MAX HP to all allies for 3 turns at the start of each Round. This Set is one of the most powerful in all of Teleria, and is best equipped on Champions with high HP. It is even better to equip multiple Champions in a team with Shield Sets, which amplifies the Set's effectiveness.

If multiple champions on the same team have shield sets, the value of the [Shield] buff from the artifact sets will stack.

For example, if two champions with 6,000 HP equip shield sets, the entire team will gain shields worth 4,000 HP (2,000 + 2,000).

If a champion uses an ability that places a shield, the ability's shield will be displayed as an additional shield and will not replace or enhance existing shields.

Stalwart (4) - Decreases the damage inflicted on the wearer by AoE attacks by 30%. This set is potentially good as a backup set for your dungeon teams facing powerful AoE attacks from Bosses.

Frenzy (4) – The carrier's turn counter will increase by 8% for every 7% of HP lost with each hit from an enemy attack.

This set is incredibly useful in certain situations, such as when equipped by Champions who have some kind of recovery or "catch-up" ability. For example, in Arena defense—where attacking teams typically try to weaken your defense with multiple AoE attacks—having your healer on a Frenzy set will allow them to fill their turn meter faster than the next enemy champion, allowing them to heal your team, or even interrupt the enemy team's turn order.

The effects of this artifact set are measured per hit. This means that the wearer's turn counter will only increase if a single hit causes them to lose at least 7% of their HP. However, each hit can increase the turn counter by more than 8%. For example, if a hit deals 15 HP to the champion, the turn counter will increase by 16 HP. Each hit in multi-hit skills is counted separately.

The effects of this set will not occur if HP is lost due to [Poison] removal, skills that damage themselves, or other skills that modify or balance the champion's current HP or MAX HP.

Regeneration (4) – Heals the champion for 10% of their MAX HP at the start of their turn. This is best used on Champions who are difficult to take down but pose a significant threat to the enemy team. Champions with high HP and high DEF will benefit most from regular passive healing. Equip them with a Healing Set to maximize their potential.

The healing is based on their actual HP MAX in battle at that moment, including all bonuses from the Grand Hall and boosts from other sources.

Stun (4) – Gives the champion a 18% chance to apply a [stun] debuff for 1 turn when attacking. Stun sets are best used on champions who have multiple AoE attacks to give them the best chance of blocking an enemy champion.

The [Anesthesia] debuff is one of the strongest crowd control debuffs in the game, as targets with the [Anesthesia] debuff can be attacked and targeted normally (unlike the [Sleep] debuff). This is particularly powerful in the Arena, where every turn counts.

Unrelenting (4) – Gives the champion a 18% chance to gain an extra turn immediately after their turn. Although it relies heavily on luck, it is an extremely powerful artifact set, and it suits almost all champions. If you have a support champion—such as a tank or debuffer—you generally want them to cycle through their turns and use their abilities as often as possible. No other set gives them this ability.

Combine it with skills that also allow you to perform additional turns, and it becomes even more powerful, allowing the wearer to take multiple turns and potentially heal their entire team—or even kill the enemy's. There are countless ways to use and combine this set with other skills and effects—such as those that reduce skill cooldowns—making it one of the most widely used artifact sets.

Once an additional Turn occurs, the chances of obtaining consecutive additional Turns decrease from 45% each time, as follows: 18% -> 9.9% -> 5.5%, and so on.

Savage (4) – Each attack by the bearer ignores 25% of the target champion's DEF when attacking. The total attack value will ignore 15% of the target's DEF value, significantly reducing the defending champion's damage reduction. This bonus stacks with other Ignore DEF skills or effects that a champion may benefit from.

In short, it dramatically increases the wearer's damage output, making it an excellent Set to equip on your damage dealers - especially when you're trying to kill a high DEF target.

Provocation(4) – Gives the champion a 30% chance to apply a [Provoke] debuff for 1 turn when attacking.

This set is best suited for champions who are built to take hits, such as those with built-in counterattack mechanics, those who become stronger as they take damage or hits, or simply champions who are strong enough to take the heat from softer champions.

It provides good, smooth crowd control over enemy Champions. Although enemies with [Provoke] debuffs can attack, they will only be able to use their default skills. Equipped on a counter-attacking champion, this set can block enemy champions permanently, by repeatedly applying [Provoke].

Cruel (2) – ATK+15%. Ignoring 5% of enemy DEF.

Available only as a reward for defeating the clan leader (Demon Lord), the Cruel Artifact Set is a combination of Attack (2) and Savage (4) sets, both of which increase the attack power of the champion who obtains it and grant them additional damage by ignoring enemy defense.

Immortal (2) - HP + 15%. Heals 3% each turn.

Available only as a reward for defeating the Clan Chief (Demon Lord), the Immortal Artifact Set is a combination of Life Sets (2) and Regeneration Sets (4). It works well for Champions who need to stay alive as long as possible, granting them a significant HP bonus and healing them at the same time.

Divine Life (2) – HP + 15%. HP +15%. HP tamper for 3 turns.

Available only as a reward in arena chests, the Divine Life Set offers excellent survivability. Like the Shield Set, the effect resets at the start of each round.

 

Divine Attack (2) – ATK + 15%. +15% HP Self Shield for 3 turns.

Available only as a reward in arena chests, the Divine Offense Set would be an excellent choice for any Attacker or other Champion who needs a lot of ATK at the expense of DEF or HP. The Shield will allow them to survive longer and get into the fray, where they are most useful.

 

Divine Crit Rate (2) – C.Rate+ 12%. +15% HP Self Shield for 3 turns.

Available only as a reward in arena chests, the Divine Critical Rate set offers the same benefits as Divine Attack, but is generally a perfect choice for any champion who needs a higher C.Rate.

 

Divine Speed (2) – SPD + 12%. +15% HP Self Shield for 3 turns.

Available only as a reward in arena chests, the Divine Speed set combines the best of both worlds—increased speed and shield—to give your champions the means to survive longer.

 

 

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4 comments on the discussion forum for "Artefacts Raid Shadow Legends [complete guide] "

  1. Hello,

    zum Verhältnis von Seltenheit und Rang für die Ausrüstung eines Champions: Ist z.B. ein episches Artefakt mit 5* besser (stärker) als ein legendäres Artefakt mit nur 4*?

    Besten Dank im Voraus und herzlich
    Solveig

    Reply
  2. Hello,

    Your website is really great, and thank you very much for all the help you provide. However, I have a question about the books.

    You often say book A1, A2, but not A3, for example, so how do we choose which skill we want to book or which we don't want to book?

    Thanks

    Sincerely Sylvie

    Reply

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RAID: Shadow Legends

Released on : February 28, 2019

Developed by : Plarium

Edited by : Plarium

Available on : PC, Android, iOS

Genres : RPG