Basic Guide: Artifacts Overview
Artifacts are special Items that can be equipped by your Champions.
There are 6 kinds of Artifacts: Weapons, Helmets, Shields, Gauntlets, Chestplates, and Boots – and every Champion can be equipped with one of each.
Individually, each Artifact provides bonuses to a Champion’s Base Stats.
Each Artifact has various attributes, but some of the most important are its Primary Stat and its Substats.
Some Artifact have locked Primary Stats, while the Primary Stats for others can vary. See the following table to see which Artifacts can come with which Stats.
Beyond the basic Stat bonuses an Artifact provides, each one also belongs to a specific Set.
When equipped with enough Artifacts from the same Set, Champions will benefit from a special Set Bonus from that Artifact Set.
Certain Artifact Sets require different numbers of Artifacts to complete a set:
- 2-Sets: These require 2 Artifacts of the same type to complete a Set
- 4-Sets: These require 4 Artifacts of the same type to complete a Set
Artifact Sets can be combined with each other, meaning a single Champion can equip three 2-Sets, or a 4-Set and a 2-Set, and benefit from the Set Bonuses from each.
Set Bonuses stack, and are additive, meaning 3 of the same Set will provide the wearer with 3 times as great an effect. For example: A single Life Set will provide a 15% HP bonus, whereas 3 Life Sets will grant a 45% HP bonus.
Artifact Sets provide a range of bonuses:
- Basic Artifact Sets: provide Stat bonuses to the wearer’s Base Stats
- Advanced Artifact Sets: provide a range of effects, like Skill modifications (such as a chance to place debuffs), or even behavior modifications (such as a chance to get an Extra Turn).
Note: All Stat-based bonuses from Basic Sets 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 1,500.
Rank and Rarity
Artifacts come in different Ranks and Rarities that greatly affect the strength of the Artifact.
Rarity influences the number of Substats an Artifact has at its base Level.
- The more Substats an Artifact starts with, the better its potential when fully upgraded.
The number of Substats an Artifact starts with are:
- Common Artifacts: 0 Substats
- Uncommon Artifacts: 1 Substat
- Rare Artifacts: 2 Substats
- Epic Artifacts: 3 Substats
- Legendary Artifacts: 4 Substats
Rank influences the value of the Primary Stat and Substats.
- The higher the Rank of an Artifact, the greater the value of its Stats.
An Artifact’s Rank and Rarity is innate, and will never change through upgrading.
When viewing an Artifact, you can see all its properties at a glance as follows:
Artifact Sets that have a chance to apply debuffs do so without taking the attacker’s ACC or the defender’s RESIST Stats into account. Buff Blocks and Passive Skills work as normal.
Multi-hit Skills have a single chance of applying debuffs to each target. If a Skill hits 3 times, you do not have 3 chances to apply the debuff.
Artifact Set debuffs and debuffs from a Champion’s Skills are two independent processes.
For example: A Champion has a Skill with a 50% chance of placing a [Stun] debuff and is equipped with a Stun Set of Artifacts that provides an 18% chance of placing a [Stun] debuff with each attack. Those two chances do not stack or add together.
When using the Skill in question, the Champion will not have a 68% chance of placing a [Stun] debuff. Instead, the game will calculate both chances independently – once for the 50% chance from the Skill, and once for the 18% chance from the Artifact Set.
To equip a Champion with Artifacts, open your Champion Collection and select the Champion you want to equip.
Tap any Artifact Slot to open the Artifact Storage pop-up.
From here you can view, compare, sort, sell, or equip any Artifacts you have in your Storage.
Previously equipped Artifacts can be unequipped or swapped out for another one, but you’ll need to pay a fee in Silver.
Every Artifact starts at Level 0 (without any upgrades), with a small Primary Stat, and between 1 and 4 Substats, depending on the Rarity.
To increase an Artifact’s strength, you’ll need to upgrade it. Artifacts can be upgraded to a maximum Level of 16.
Upgrading an Artifact does two things:
- Increases the value of its Primary Stat
- At milestone Levels, it either upgrades an existing Substat (depending on how many are available), or unlocks a new Substat
Milestone levels are Levels 4, 8, 12, and 16, as shown below.
Note: Artifacts are hard to upgrade, and won’t always upgrade on their first try every time. The probability of an Artifact successfully being upgraded decreases with each Level. However, the Silver spent on an attempted upgrade will be lost. Over time, this can be costly – so be picky when deciding which Artifacts to fully upgrade.
There are many ways to get Artifacts. Mostly, you get them from Campaign Battles, Dungeons runs, and from crafting in the Forge - but there are still more ways to find Artifacts.
You can also get them at the Market, in the Doom Tower, in Arena Chests and Clan Boss Chests, and more. You can even win some Artifacts in Events and Tournaments.
Here's a breakdown of where you can get each type of Artifact:
The Campaign lets you win beginner Artifacts for Champions and prepare them for greater challenges, such as the Dungeons.
Artifacts found in the Campaign locations will be weaker than those found in the higher levels of the Dungeons, but a key advantage of the Campaign is being able to hunt for a specific Artifact, as each Stage only drops a certain kind.
When your Champions are strong enough, you can take them to the Artifact Dungeons to hunt for Raid’s most powerful Artifacts.
Each Dungeon protects different Artifacts, so you’ll need to build teams for each one if you want to get your hands on the best Artifacts around.
The higher the floor of the Dungeon, the more powerful the Artifacts that can be found there.
Each Dungeon drops Artifacts at random from a specific pool of Artifact Sets.
The Forge lets you craft Artifacts using Materials you collect as you play.
You`ll get Materials from a variety of in-game activities - like Arena Battles, Faction Wars, Doom Tower, Events, and Tournaments.
The Market provides a regular influx of new items available to 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 out for incredibly rare Artifacts from difficult Dungeons, but it can’t be depended on when you need something in particular.
Certain Accessories also have Special Effects that can have a great impact on the wearer. The Special Effects from these Accessories stack if multiple Accessories of the same type are equipped. And like always, each Accessory has its own Rank, Rarity, and Faction.
These special Accessories can be found in various places throughout the game - such as Clan Boss Chests, the Tag Arena Bazaar, and as a reward in Clan vs Clan Tournaments:
Cleansing Accessory - Has an 8% chance to remove 1 random debuff from the wearer each turn.
Refresh Accessory - Has a 5% chance to prevent a Skill going on cooldown after use.
CvC Tournament Accessories
Bloodshield Accessory - Gives the wearer a Shield worth 5% of the damage dealt after attacking. (Gives the wearer a Shield worth 1.25% of the total damage deal instead when using AoE attacks. Won't give a Shield based on the damage from Warmaster or Giant Slayer Masteries.)
Reaction Accessory - Has a 25% chance to change critical hits into normal hits when the wearer is attacked before the first turn in each round.
Below you can find a list of available Artifact Sets and their Set Bonuses, along with an explanation of the mechanics, and general guidelines for use.
Life (2) – +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.
Offense (2) – +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.
Defense (2) – +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.
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 debuffers with an Accuracy set to make sure they land their debuffs when it matters most.
Speed (2) – +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 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.
Resistance (2) – +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.
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.
Lifesteal (4) – 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 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 apply, adding to the amount of HP recovered.
Destroy (4) – 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.
Retaliation (4) – 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 65% of its standard damage.
Fury (4) – +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.
Curing (4) – Adds 20% Bonus Heal to all healing Skills used by the wearer. Note: This only works on Heals cast by the wearer of the Set, not on all Heals the wearer receives (unless cast by the wearer).
Reflex (4) – 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.
Cursed (4) – Grants the Champion a 75% chance of applying a 50% [Heal Reduction] debuff for 2 turns 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.
Toxic (4) – 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.
Frost (4) – 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.
Daze (4) – 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.
Immunity (4) – 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. 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.
Avenging (4) – Grants the Champion a 45% chance to Counterattack when attacked by an enemy with a critical hit. 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.
Shield (4) – 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.
Stalwart (4) – 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.
Frenzy (4) – 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 10% of the Champion’s HP, the Turn Meter will increase by 20%. 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.
Regeneration (4) – 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 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.
Stun (4) – 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.
Relentless (4) – 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 enemy’s. 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.
Savage (4) – 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.
Taunting (4) – 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.
Cruel (2) – 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 wearing it, and granting them an additional damage boost via ignoring enemy Defense.
Immortal (2) – 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 Regeneration (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.
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 Rate (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 (4) - SPD +18%. C. DMG +30%. 50% chance of Unkillable when hit with fatal hit. Occurs once per Round.
The Swift Parry Set is an excellent hybrid Set. It boosts Speed and Critical Damage, and also gives the wearer a chance of getting an Unkillable buff and surviving an attack that would have otherwise killed them.
Deflection (4) - HP +20%. DEF +20%. 25% chance to deflect 1 debuff onto attacker.
The Deflection Set will make your enemies regret ever attacking you. Whenever an enemy tries to place a debuff on the Set's wearer, there is a 25% chance of deflecting it back onto the attacker instead. It also increases HP and DEF.
Resilience (2) - HP +10%. DEF +10%. Increases both HP and DEF.
A well-balanced second Set to give your Champions some extra staying power.
Perception (2) - ACC +40. SPD +5%.
Increases Accuracy and Speed. Lets you go first and land your most important debuffs.
Fatal (2) - ATK +15%. C. RATE +5%.
The perfect second Set to give your attackers an extra stat boost.
Untouchable (4) - Immunity for 2 turns. RESIST +40.
Gives the wearer 2-turn immunity to debuffs with a [Block Debuffs] buff, as well as making it harder for the enemy team to remove the buff with a handy RES boost. Useful everywhere, especially in the Arena.
Affinitybreaker (4) - 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.
Frostbite (2) - 15% chance to block Freeze debuffs. 10% chance to place Freeze debuff on attacker.
Can prevent a Champion 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.
Guardian (4) - 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.
Bloodthirst (4) - 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.