Raid Shadow Legends Artifact and Accessory Guide covers the functionality of the artifact set, the location to farm that artifact and the best champions to use the artifact to unleash their full potential! There are 45 unique artifacts set in Raid Shadow Legends and you can combine different artifact sets when equipping your champion!
|Icon||Artifact Set Description|
+15% HP. One of the simplest Artifact Sets, each completed Life Set provides the wearer with 15% extra HP on top of their Base Stats. Any Champion can benefit from extra HP, but keep an eye out for Champions that benefit specifically from more HP, such as those whose Skills are based on the Champion’s MAX HP. Once you obtained Immortal Set from Clan Boss raid, it can be used to replace Life Set as it provides HP +15% and Heals by 3% every turn.
+15% ATK. Useful from early game to end-game, any Champions that focus on dealing damage will benefit from an Offense Set. However, some non-standard Champions may also benefit from Offense Sets, such as hybrid Champions who heal based on their ATK. Once you obtained Cruel Set from Clan Boss raid, it can be used to replace Offense Set as it provides ATK +15% and Ignores 5% of enemy DEF.
+15% DEF. Primarily used to make a Champion harder to kill, a Defense Set is also incredibly strong on damage dealers whose Skills deal more damage based on their DEF.
Critical Rate (2):
+12% C. RATE. Almost universally useful, this Set is particularly strong on damage dealers, and those Champions that fight against high-HP targets, such as Bosses. It’s also a useful Set for those Champions whose Skills add extra effects upon landing as critical hits.
+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 debuffers with an Accuracy set to make sure they land their debuffs when it matters most.
+12% SPD. The higher your Champion’s Speed Stat, the quicker their turn Meter fills up. Champions with the highest Speed Stat also get the first turn in battle. Getting the first turn in battle is often the deciding factor in who wins, especially when it comes to the Arena. Going first means a Champion can debuff the enemy, buff their own team, or even take out an enemy threat entirely. Combine the importance of getting the first turn with the fact that some Champions have Skills that benefit directly from extra SPD, and it’s easy to see why SPD sets are one of the most prevalent and important sets around.
+40 RESIST. Particularly useful for Champions who need to avoid debuffs at all costs, such as your primary healer, cleanser, or debuffer. A Resistance Set is always a good secondary Set to complement a main Set. Obtain from: Ice Golem’s Peak or Tilshire Campaign.
Crit Damage (2):
+20% C. DMG. When your damage dealers have a consistent Critical Rate, it’s time to start stacking on extra Critical Damage to increase their total damage output. It’s also a good choice for Champions whose Skills are guaranteed to crit. Obtain from: Fire Knight’s Castle.
Champions with this Set heal by 30% of the damage that they deal. One of the most useful sets around for farmers, or for Champions you want to have extra self-sustain in a battle. 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. Lifesteal effects won’t work with damage dealt by [Poison] debuffs, nor will it work with Skills that deal damage based on the target’s MAX HP. However, if the wearer already has a Skill that heals based on the damage inflicted, both effects will apply, adding to the amount of HP recovered. Obtain from: Dragon’s Lair Dungeon or Valdemar Strait Campaign.
This Set decreases the target’s MAX HP by 40% of the damage dealt by the wearer. This is a good Set to counter tanky Champions with good self-sustain that usually heal themselves up to high HP before you’re able to take them down. This is because when fighting against a Destroy Set, each of their heals will be worth less. When attacking with a Destroy Set, the target’s MAX HP cannot be decreased by more than 8% with each attack. The effect applies per Skill, not per hit, so multi-hit Skills accumulate and the HP destroyed is increased up to the 8% limit. Over the course of the battle, the target’s MAX HP cannot drop below 40% of the original value.
Grants the Champion a 35% chance to Counterattack when attacked by an enemy. When counterattacking, the Champion will always use their default Skill, making this a good Set for Champions whose default Skill brings something useful or unique to the table. For example, this works especially well with Champions who bring some sort of crowd control (CC) in their Skill, such as [Provoke], [Stun], or [Freeze] debuffs, as it means any Champion who attacks them risks being taken out of play 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 counterattacking, a Champion’s default Skill will inflict 75% of its standard damage.
+5% Damage for every 10% HP lost. Stacks up to +25%. This Set increases the damage that the wearer inflicts according to their current HP. The lower their current HP, the higher the damage. A solid Set for tankier damage dealers and bruisers, it’s made for those that can deal out significant damage, but are also strong enough to take a couple of hits. A Fury Set is an especially good pairing on Champions that have [Taunt] or [Provoke], and any others who are likely to be targeted by the enemy team. Try it in the Arena and give one of your Champion’s the extra boost they need to guarantee they take out an enemy target.
Increases value of Healing done by the Champion by 20%. It’s important to note that this set only applies to Healing the Champion casts. Meaning it does not stack with Artifact Sets such as Lifesteal or similar effects.
Grants the Champion a 40% chance to reduce the cooldown of one of their Skills by 1 Turn. The skill whose cooldown is reduced is completely random. This Set benefits almost every Champion in the game, but is especially useful for Champions whose strongest Skills have long cooldowns. This Set is most effective on Champions who have one default Skill, one active Skill, and one passive Skill. As default Skills and most passive Skills don’t have a cooldown, it means the Champion will always reduce the cooldown of their active Skill if the effect triggers.
Grants the Champion a 75% chance of applying a 50% [Heal Reduction] debuff for 1 turn when attacking. Particularly useful in the Arena when fighting against teams built around constant healing and sustain – those that try to beat your team slowly, but are difficult to kill themselves. Try equipping this Set on a Champion with multiple AoE skills to maximize its effectiveness.
Grants the Champion a 75% chance of applying a 2.5% [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 bosses. Toxic is a good set to supplement skills that already have [Poison] debuffs to double down on their effectiveness.
Grants the Champion a 20% chance of applying a [Freeze] debuff for 1 turn when attacked by an enemy Champion. Contrary to most other Sets, the Frost Set applies a [Freeze] debuff when the wearer is attacked by an enemy, not when the wearer attacks someone else. This means the Set is best used on Champions who are natural targets for the enemy team, such as those with [Provoke] or [Taunt] debuffs. It makes every attack from an enemy Champion a risk.
Grants the Champion a 25% chance of applying a [Sleep] debuff for 1 turn when attacking. Much like all crowd control debuffs, a Daze Set is useful on Champions with AoE skills. Sleep is different to other crowd control debuffs in that if a Champion under a [Sleep] debuff takes damage, they will lose the debuff. This means it’s often best to pair Champions wearing Daze Sets with others whose skills don’t do any direct damage, such as bombers.
Applies a [Block Debuffs] buff on the wearer for 2 turns at the start of every Round. This is especially powerful in the Arena to make sure your Champions aren’t taken out of the game with an enemy team’s crowd control Champions, such as those with [Stun] debuffs – or even those with Turn Meter 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 battle.
Grants the Champion a 45% chance to Counterattack when attacked by an enemy with a critical hit. The Counterattack will deal 100% of the default Skill’s damage and will not have a damage penalty like normal Counterattacks. Similar to the Retaliation Set, this set is best used on Champions with strong effects or debuffs on their default Skills. However, unlike with the Retaliation Set, Champions wearing an Avenging Set will only counterattack when hit with a critical hit.
Grants a [Shield] buff 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’s even better to equip multiple Champions in a team with Shield Sets, amplifying 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 whole team will gain Shields worth 4,000 HP (2,000 + 2,000). If a Champion then uses a skill that places a [Shield] buff, the Shield from the Skill will be shown as an additional buff, and will not replace or enhance the existing [Shield] buffs.
Decreases incoming damage from AoE attacks on the wearer by 30%. This Set is potentially good as a reserve Set for your Dungeon Teams who have to deal with powerful AoE attacks from the Bosses.
The wearer’s Turn Meter will increase by 10% for every 5% HP lost from each hit of an enemy attack. This Set is incredibly useful in certain situations, such as when equipped by Champions who have a sort of recovery or “catch-up” Skill. For example, in Arena Defense – where attacking teams will usually try to weaken your Defense down 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’s, letting them heal your team, or even interrupt the enemy team’s turn order. The effects from this Artifact Set are measured on a per-hit basis. This means that the wearer’s Turn Meter will only increase if a single hit causes them to lose at least 5% of their HP. However, each hit can increase the Turn Meter by more than 10%. For example, if a hit deals 18% of the Champion’s HP, the Turn Meter will increase by 30%. Each hit in multi-hit Skills is counted separately. The effects of this Set won’t occur from HP lost from [Poison] debuffs, Skills that do self-damage, or other Skills that modify or balance Champion current or MAX HP.
Heals the Champion by 15% of their MAX HP at the start of their turn. This is best used on Champions who are hard to take down but pose a significant threat to the enemy team. High HP and high DEF Champions will benefit most from a regular, passive heal. Equip them with a Healing Set to maximize their potential. The heal is based on their actual MAX HP in the battle at the time, including all Great Hall Bonuses, and boosts from other sources.
Grants the Champion an 18% chance of applying a [Stun] debuff for 1 turn when attacking. Stun Sets are best used on Champions with multiple AoE attacks to give them the highest chances of locking down an enemy Champion. The [Stun] debuff is one of the strongest crowd control debuffs in the game, as targets with [Stun] debuffs can be attacked and targeted as normal (unlike with [Sleep] debuffs). This is especially powerful in the Arena, where every turn counts.
Grants the Champion an 18% chance of getting an Extra Turn immediately after their turn. Though heavily dependent on luck, this is an extremely powerful Artifact Set, and is a good fit for almost any Champion. If you have a support Champion – such as a buffer or debuffer – you usually want them to cycle their turns and use their Skills as often as possible. No other Set gives them this ability. Combine it with Skills that also grant Extra Turns, and it becomes even more powerful, letting the wearer go multiple times and potentially heal their whole team – or even kill the enemies. There are countless ways to use and combine this Set with other Skills and effects – such as those that decrease Skill cooldowns – which rightfully makes it one of the most widely used Artifact Sets around. Once an Extra Turn occurs, the chance of getting consecutive Extra Turns drops by 45% each time, as follows: 18% -> 9.9% -> 5.5%, and so on.
Each attack from the wearer ignores 25% of the target Champion’s DEF when attacking. The total value of the attack will ignore 25% of the target’s DEF stat, greatly reducing damage mitigation from the defending Champion. This bonus stacks with other Ignore DEF Skills or effects a Champion may be benefiting from. In short, this dramatically increases the damage output of the wearer, making it an excellent Set to equip on your damage dealers – especially when trying to kill a high-DEF target.
Grants the Champion a 30% chance of applying a [Provoke] debuff for 1 turn when attacking. This Set is best equipped on Champions who are made to take hits, such as those with in-built Counterattack mechanics, those who get stronger the more damage or hits they take, or simply those Champions tanky enough to take the heat from softer Champions. It provides good soft 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 Champion who counterattacks, this Set can lock down enemy Champions permanently, reapplying the [Provoke] debuff repeatedly.
ATK + 15%. Ignores 5% of enemy DEF. Only available as a reward for fighting the Clan Boss (Demon Lord), the Cruel Artifact set is a mix of Offense (2) and Savage (4) Sets, both increasing the Attack power of the Champion earing it, and granting them an additional damage boost via ignoring enemy Defense.
HP + 15%. Heals by 3% every turn. Only available as a reward for fighting the Clan Boss (Demon Lord), the Immortal Artifact set is a mix of Life (2) and Regenration (4) Sets. It works well for Champions that need to stay alive for as long as possible, both granting them a significant HP boost and healing them at the same time. Immortal Set effect stacks. For example, if you have 2 Immortal Set effect equip on the Champion, he/she will receive HP +30% and heals 6% every turn.
Divine Life (2):
HP + 15%. +15% HP Self Shield for 3 Turns. Only available as a reward from Arena Chests, the Divine Life Set offers excellent survivability. Just like the Shield Set, the effect resets at the start of each Round.
Divine Offense (2):
ATK + 15%. +15% HP Self Shield for 3 Turns. Only available as a reward from Arena Chests, the Divine Offense Set would be an excellent choice for any Attacker or other Champions that require a lot of ATK at the cost of DEF or HP. The Shield buff will allow them to survive longer and get into the fray, where they are most useful.
Divine Critical (2):
C.Rate + 12%. +15% HP Self Shield for 3 Turns. Only available as a reward from Arena Chests, the Divine Critical Rate Set offers the same benefits as Divine Offense, but, in general. presents a perfect choice to any Champion that needs higher C.Rate.
Divine Speed (2):
SPD + 12%. +15% HP Self Shield for 3 Turns. Only available as a reward from Arena Chests, the Divine Speed Set allows the best two worlds – increased Speed and Shield that gives your Champions the means to survive for longer.
Swift Parry Set (4):
SPD +18%. C.DMG +30%. 50% chance to get Unkillable for 1 turn when hit with a fatal hit.
Deflection Set (4):
HP +20%. DEF +20%. 25% chance to deflect 1 debuff onto the attacker when a debuff is placed on the wearer.
HP +10%. DEF +10%. Increases both HP and DEF. A well— balanced second Set to give your Champions some extra staying power.
ACC +40. SPD +5%. Increases Accuracy and Speed. Lets you go first and land your most important debuffs.
ATK +15%. C. RATE +5%. The perfect second Set to give your attackers an extra stat boost.
Immunity for 2 turns. RESIST +40. Gives the wearer 2—turn im rnunity to debuffs with a [Block Debuffs] buff, as well as making it harder for the enemy
C. DMG +30%. 20% chance to change weak hit into critical hit. Helps negate the risk when taking a Champion into a fight against a stronger Affinity. One of the strongest and most unique Sets around.
15% chance to block Freeze debuffs. 10% chance to place Freeze debuff on attacker. Can prevent a Cham pion from getting frozen and has a chance to place a [Freeze] debuff on the attacker whenever they hit the wearer. Makes the opponent think twice about attacking you.
Wearer absorbs 10% of all damage dealt to ally Champions. Heals by 10% every turn. This Set acts like a passive Ally Protection buff, while also healing the wearer – so make sure to equip your strongest tanks with it.
C. RATE +12%. Heals by 30% of damage dealt. Increases the wearer’s Critical Rate by 12%. The wearer also heals by 30% of the damage they deal on every hit. A new take on the all—time favorite Lifesteal set. Bloodthirst healing effects won’t work with damage dealt by [Poison] debuffs. However, if the wearer already has a Skill that heals based on the damage inflicted, both effects will work, increasing the amount of HP recovered.
|Icon||Accessory Set Description|
Refresh Set (1/2/3):
Has a 5%/10%/15% chance with 1/2/3 Accessories equipped respectively to prevent a Skill going on cooldown after use.
Cleansing Set (1/2/3):
Has an 8%/16%/24% chance with 1/2/3 Accessories equipped respectively to remove 1 random debuff from the wearer each turn.
Gives wearer Shield buff worth 5% of damage dealt after attacking (per Accessory), AOE damage gives 75% less Shield value.
25% chance to change Critical Hit into Normal Hit when attacked before the first turn (Per Accessory)
RAID Shadow Legends Equipment Guide
|Weapon|| Primary: ATK+|
Secondary: HP+%, ATK%, SPD, C.RATE, C.DMG, RES, ACC
|Helmet|| Primary: HP+|
Secondary: HP%, ATK+%, DEF+%, SPD, C.RATE, C.DMG, RES, ACC
|Shield|| Primary: DEF+|
Secondary: HP+%, DEF%, SPD, C.RATE, C.DMG, RES, ACC
|Gauntlets|| Primary: HP+%, ATK+%, DEF+%, C.RATE, C.DMG|
Secondary: HP+%, ATK+%, DEF+%, C.RATE, C.DMG, ACC, RES, SPD
|Chestplate|| Primary: HP+%, ATK+%, DEF+%, ACC, RES|
Secondary: HP+%, ATK+%, DEF+%, ACC, RES, C.RATE, C.DMG, SPD
|Boots|| Primary: HP+%, ATK+%, DEF+%, SPD|
Secondary: HP+%, ATK+%, DEF+%, SPD, C.RATE, C.DMG, ACC, RES
|Ring|| Primary: HP+, ATK+, DEF+|
Secondary: HP+%, ATK+%, DEF+%
|Amulet|| Primary: HP+, ATK+, DEF+, C.DMG|
Secondary: HP+, ATK+, DEF+, ACC, RES, C.DMG
|Banner|| Primary: HP+, ATK+, DEF+, ACC, RES|
Secondary: HP+%, ATK+%, DEF+%, SPD