artifact Raid Shadow Legends


Basic guide: Overview of game artifacts Raid Shadow Legends

Basic principles

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

There are 6 kinds of Artifacts: Weapons, helmets, shields, gauntlets, breastplates 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/preset main stats (weapons, helmets, shields), while the main stats for others can vary (gauntlets, breastplates and boots).

Beyond the basic stat bonuses 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 Artifact Set.

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, meaning that a single champion can equip three sets of 2, or a set of 4 and a 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 3 times the effect for the wearer. For example: a single Life Set will give a 15% HP bonus, while 3 Life Sets will give a 45% HP bonus.

Artifact sets offer a range of bonuses:

Basic artifact sets: provide status bonuses to the user's basic 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 get an extra turn).
Note: all bonuses based on base set stats apply to the champion's base stats, unless otherwise stated. For example: a champion with 1,000 base MAX HP has 1,500 actual HP due to currently equipped artifacts. When another artifact is equipped, its bonuses will apply to the 1,000 base HP, not the 1,500.

Rank and rarity

Artifacts are classified into different ranks and rarities, which greatly affect the artifact's strength.

Rarity influences the number of secondary stats an Artifact can have.

The higher the number of secondary stats an Artifact starts with, 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 substates.

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 with improvement.

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

Artifact InformationSet bonus mechanics

Artifact sets that have a chance to apply debuffs do so regardless of the attacker's ACC or the defender's RESIST Stats. Buff blocks and passive skills function normally.

Multi-hit (area) skills have a single chance to apply debuffs to each target. If a skill hits 3 times, you don't get 3 chances to apply the debuff.

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

For example: A champion has a skill that has a 50% chance of causing a weakening [Anesthesia] and is equipped with a set of artifacts that gives him a 18% chance of causing a weakening [Anesthesia] with each attack. These two chances do not add up.

When using the skill in question, the champion doesn't have a 68% chance of making a [Weaken]. Instead, the game calculates both chances independently - once for the 50% chance of the skill and once for the 18% chance of the artifact set.

Equipment and artifact enhancement

Equipment

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

Touch 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.

Artefacts already equipped can be unequipped or exchanged, but if you wish to keep the Artefact for future use, you will have to pay a cash fee. 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'll need to upgrade it. Artifacts can be upgraded up to a maximum level of 16.

Artifact enhancement does two things:

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

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

difficulty upgrading equipmentObtain Artifacts

There are many ways to obtain Artifacts, including: winning Campaign battles, raiding Artifact Dungeons, and buying 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 Dungeon levels, but a key benefit 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'll need to form teams for each one if you want to get your hands on the best artifacts.

The higher the dungeon floor, the more powerful the artifacts.

Each Dungeon deposits artifacts randomly in a specific set of artifact sets.

artifact dungeons

Market

The Market provides a regular influx 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 you'll find a list of available artifact sets and their bonuses, as well as an explanation of the mechanics and general guidelines for use.

Basic set

 

Life (2) - +15% HP. One of the simplest artifact sets, each completed Life set provides the wearer with 15% of 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 skills are based on the champion's MAX HP.

Attack (2) - +15% ATQ. Useful from the beginning to the end of the game, any champion who focuses on damage will benefit from an attack set. However, some non-standard champions can also benefit from attack sets, such as hybrid champions who heal according to 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 rate (2) - +12% C. RATE. Almost universally useful, this Set is particularly strong for damage dealers, and Champions fighting high-powered targets, such as Bosses. It's also a useful set for Champions whose skills add extra effects to 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 debtors with an accuracy set to ensure they land when it matters most.

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

Combine the importance of getting the first round with the fact that some champions have skills that benefit directly from an extra SPD, and it's easy to see why SPD sets are one of the most widespread 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 steady Critical Rate, it's time to start stacking extra Critical Damage to increase their total damage output. It's also a good choice for champions whose skills are guaranteed to crits.

 

Advanced set

Life theft (4) - Champions with this set heal 30% of the damage they inflict. This is one of the most useful sets for farmers, or for champions you want to have more autonomy in a fight. It's also a good set to combine with Champions whose damage increases as they lose HP, allowing them to heal large 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 a skill that heals according to the damage inflicted, both effects will apply, adding to the amount of HP recovered.

Destruction (4) - This set reduces the target's MAX HP by 30% of the damage inflicted by the wearer. It's a good Set to counter tanky champions with good range who usually heal themselves up to high HP before you can take them down. That's because when you're fighting 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% with each attack. The effect applies per skill, not per hit, so multi-hit skills accumulate and destroyed HPs are increased up to the 8% limit. During the battle, the target's MAX HP cannot fall below 40% of the initial value.

Retaliation (4) - Gives the champion a 25% chance to Counterattack when attacked by an enemy. When counterattacking, the champion will always use his default skill, making this a good set for champions whose default skill brings something useful or unique to the table. For example, it works particularly well with champions who bring some sort of crowd control (CC) to their skill, such as the [Provoke], [Stun] or [Freeze] debuffs, as this means that any champion who attacks them risks being knocked 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 easy-to-kill attackers, as the wearer benefits from being able to take a hit from the enemy.

When counter-attacking, a champion's default skill will inflict 75% of its standard damage.

Fury (4) - +5% damage for every 10% HP lost. Stacks up to +25%. This Set increases the damage the wearer inflicts according to current HP. The lower the current HP, the higher the damage. A solid set for damage dealers and bruisers, it's made for those who can inflict heavy 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 bonus they need to ensure they eliminate an enemy target.

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

Reflex (4) - Gives the 30% champion a chance to reduce the cooldown of one of his 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 skill, an active skill and a passive skill. As default skills and most passive skills have no cooldown, this means that the champion will always reduce the cooldown of his active skill if the effect triggers.

Cursed (4) - Gives the champion 50% chance to apply 50% [Heal Reduction] for 1 turn on attack. Particularly useful in the Arena when fighting teams built around constant care and support - those that try to beat your team slowly, but are hard to kill. Try to equip this set on a champion with multiple AO skills to maximize its effectiveness.

Toxic (4) - Gives the champion 50% chance to apply 2.5% [Poison] debuff for 2 turns on attack. Poison damage - also known as damage over time (DoT) - is fixed on the target's MAX HP, so this set is useful for taking down high HP targets like boss. Toxic is a good set to complement skills that already have [Poison] debuffs to double their effectiveness.

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

Unlike most other sets, the Frost set applies a [Freeze] when the wearer is attacked by an enemy, not when attacking someone else. This means that the set is best used on champions who are natural targets for the enemy team, such as those with [Provoke] or [Slash] debuffs. This makes every attack on an enemy champion a risk.

Daze (4) - Gives the champion a 25% chance to apply a [Sleep] debuff for 1 turn when attacking. Like all crowd control debuffs, a Daze Set is useful on champions with AoE skills. Sleep is different from other crowd control effects in that if a champion undergoing a [Sleep] effect takes damage, it loses the effect. This means that it's often best to pair champions who wear Daze Sets with other champions whose skills don't cause direct damage, such as bombers.

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

Avenger (4) - Gives the champion a 30% chance to Counterattack when attacked by an enemy with a critical hit. Similar to the Revenge Set, this set is best used on champions with powerful effects or debuffs on their default skills.

However, unlike the Retaliation Set, champions wearing a Revenge Set will only counter-attack when hit by a critical blow.

Shield (4) - Gives 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 Teleria, and is best equipped on Champions with high HP. It's even better to equip several Champions in a team with Shield Sets, amplifying the Set's effectiveness.

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

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

If a champion uses a skill that places a shield, the skill'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 wearer's turn counter will increase by 8% for every 7% of HP lost to each blow of an enemy attack.

This Set is incredibly useful in certain situations, such as when equipped by Champions who have some sort of recovery or "catch-up" skill. For example, in arena defense - where attacking teams usually try to weaken your defense with multiple AoE attacks - having your healer on a Frenzy Set will allow him to fill his turn counter faster than the next enemy Champion's, enabling him 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 him to lose at least 7% of his HP. However, each hit can increase the turn counter by more than 8%. For example, if a single blow results in 15 % of the champion's HP, the turn counter will increase by 16 %. Each hit in multi-hit skills is counted separately.

The effects of this set will not occur if HP is lost due to a [Poison] unblock, self-damaging skills or other skills that modify or balance the champion's current HP or MAX HP.

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

Healing is based on their actual MAX HP in battle at that moment, including all Great Hall bonuses, and boosts from other sources.

Stun (4) - Gives the champion 18% chance to apply a weakening [stun] for 1 turn on attack. Stun Sets are best used on champions with 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 an [Anesthesia] debuff can be attacked and targeted normally (unlike the [Sleep] debuff). This is particularly powerful in the Arena, where every turn counts.

Relentless (4) - Gives the 18% champion a chance to get an extra Turn immediately after his turn. Although highly dependent on luck, this is an extremely powerful artifact set, and is suitable for almost any champion. If you have a support champion - such as a buffer or debuffer - you generally want them to cycle through their turns and use their skills as often as possible. No other set gives them this ability.

Combine it with skills that also perform extra rounds, and it becomes even more powerful, allowing the wearer to perform multiple rounds and potentially heal his 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 rightly one of the most widely used artifact sets.

Once an Extra Turn occurs, the chance of consecutive Extra Turns decreases by 45% each time, as follows: 18% -> 9.9% -> 5.5%, and so on.

Savage (4) - Each attack of the wearer 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 champion's damage reduction when defending. This bonus stacks with other Ignore DEF skills or effects 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] weakening for 1 turn when attacking.

This set is best equipped on champions who are made to take hits, such as those with built-in counter-attack mechanics, those who get stronger the more damage or hits they take, 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 fighting the clan leader (Demon Lord), the cruel artifact set is a mix of attack (2) and savage (4) sets, both increasing the attack power of the champion who obtains it, and granting him an additional damage bonus by ignoring enemy defense.

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

Available only as a reward for fighting the Clan Chief (Demon Lord), the Immortal Artifact set is a mix of Life (2) and Regeneration (4) Sets. 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 turn.

 

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 requires a lot of ATK at the cost of DEF or HP. The Shield will enable them to survive longer and enter the fray, where they are most needed.

 

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 the Divine Attack, but in general is 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 enables the two best worlds - increased speed and shielding - to give your champions the means to survive longer.

 

 

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