RAID: Shadow Legends Beginner Gearing Guide

RAID: Shadow Legends Beginner Gearing Guide

RAID: Shadow Legends Beginner Gearing Guide

The point of this guide is to provide general gearing advice for different types of champions, as well as give an overview of how gear works, what each set of gear does, and why certain gear is better to use in certain situations.Skills & Scaling

To understand gear, you first have to understand what is meant by “scaling”. A champion “scales” with a specific stat if its abilities are improved by that stat. For example: Athel’s skills are improved by attack. However, Tayrel (high elf epic), only scales with defense. This means that attack would be a wasted stat on Tayrel. Defense would reduce the damage he takes AND increase the damage he does.

Some champions will scale off multiple stats: Crimson Helm’s (dark elf epic) primary attack scales off attack AND defense.

You can check what stat your champion scales off of by reading their skills. Go to your champion page, click a champion, and click skills in the top right. Check each skill, as they may scale differently. The stat or stats your skills scale off of is your “primary stat(s)”.

Scaling can sometimes be trial and error. Plarium does not post scaling ratios as some games do. In other words, increasing your attack score by 100 might increase your damage by 100. Or 50. Or 500. You can’t know til you try. Don’t be afraid to experiment to find the best set up!


First we’ll start with an overview of the stats:

  • HP: The amount of damage the champion can receive before being defeated.
  • Attack: This stat scales your attack damage. Please note: This is only useful on champions that scale with attack. If your champion has no attack scaling, this stat will do nothing for you.
  • Defense: This stat reduces the damage you take.
  • Speed: this determines how fast your turn meter fills, that will mean not only who gets to go first, but a particularly fast champion may get multiple turns before a slower one.
  • C. Rate: Critical Rate, this is the stat the determines how often you score a critical hit.
  • C. Dmg: Critical Damage, this is the stat that determines how large a multiplier your critical hit will be. Most champions have a base of 50%, meaning a critical hit will do 50% increased damage.
  • Resistance: This determines how likely you are to resist a debuff being placed on you.
  • Accuracy: This determines how likely you are to place a debuff on an opposing champion. Please note that this is separate from your odds of placing a debuff. If a skill has a 70% chance to place a debuff, that 70% determines whether or not it even attempts to be applied, and your accuracy against the target’s resistance will determine whether it is successfully applied. More accuracy will not increase a 70% chance to apply to a 100% chance to apply. Also note that if a champion does not have debuffs, accuracy is a useless stat.

Main Stats and Substats

First we should address the stats on gear. Gear has 3 aspects: main stats, substats, and set bonus. Set bonuses will be covered in the next section. Gear can be increased up to level 16, with substats being revealed, or upgrade, at levels 4, 8, 12 and 16.

Gear’s main stat is the primary one that increases with every level that you upgrade. The main stat on your weapon, helmet and shield are fixed and will always be the same. Weapon will have flat attack (“flat” means a fixed value, as compared to a % increase in that stat), helmet will have flat HP and shield will have flat defense.

Your gloves, chest, and boots can have several different main stats. Each can have flat hp, defense, attack, as well as % increases to hp, defense and attack. However, gloves can also have critical rate, or critical damage, chest can have accuracy or resistance, and boots can have speed.

Your accessories, ring, amulet and banner, also have random main stats. They can’t have % increased stats as a main stat like the glove chest and boots. They all can have flat hp, defense or attack, the amulet can have critical damage, and the banner can have accuracy or resistance.

Gear also has 4 secondary stats, commonly called substats. A common (grey) piece will have all 4 of these hidden, and a new one will be revealed at level 4, 8, 12, and 16 of artifact upgrades. An uncommon (green) will have one substat revealed which will be upgraded at level 4, and then reveal a new substat at 8, 12, and 16. A rare (blue) piece will have two substats and will upgrade one of them, at random, at level 4 and 8, then reveal 2 new substats at 12 and 16. An epic (purple) will have 3 substats revealed and will upgrade one at random at 4, 8 and 12, and reveal the final substat at level 16.

Upgrades of substats are random, and an epic piece might upgrade the same substat 3 times, for example. This can be both a blessing and a curse. Upgrading the same substat 3 times can be very powerful if it’s good, but if you have have 2 good substats and 1 bad one, and the bad one gets all 3 upgrades, that epic gear is now barely better than a common piece!

The star count on the gear determines how strong the various stats are. Stars are often more important than rarity, as the increase is substantial. Stars can be slightly less important on weapon, helmet and shield, especially if that stat isn’t one you use (flat attack on a defense user, for example) if the substats are particularly good, but you will ultimately want 5* gear in every slot.

Please note that % increases are always better than flat increases. For example: 5* flat hp will be 3480 hp at level 16, and 5* %hp will be a 50% increase at level 16. Meaning that for anyone with more than 6960 base hp (which, as far as I know, is everyone in the game at level 60), the % increase will be better.Set Bonuses

Artifacts are divided into two kinds of sets: 2-piece and 4-piece. You should always complete a set if you have a piece equipped. 3-pieces of a 4-piece set will give you no benefit. 3-pieces of a 2-piece set will only complete one set bonus and the 3rd piece will give no extra stats.

Set bonuses are cumulative. So 3 life sets will give you a bonus 45% HP, for example.

2-piece sets

  • Life: Increases HP by 15%. Useful for beginners, but should be replaced by Divine Life or Immortal whenever possible, as both are straight upgrades.
  • Divine Life: Increases HP by 15%, and places a shield equal to 15% of your max hp on the champion for 3 turns.
  • Immortal: Increases HP by 15% and regenerates 3% of max hp every round.
  • Offense: Increases attack by 15%. Good for beginner attack champions, but will be replaced by either divine offense or cruel, or possibly crit damage, speed or other gear.
  • Divine Offense: Increases attack by 15% and places a shield equal to 15% of your max hp on you for 3 turns at the start of combat.
  • Cruel: Increases attack by 15% and ignores 5% of target enemy’s defense.
  • Defense: Increases defence by 15%, good for some defense champions, but will not see use outside of that.
  • Critical Rate: increases your critical rate by 12%. This set will be used early to get your crit rate to appropriate levels, but in later stages of the game, most of your crit rate will come from substats.
  • Divine Critical Rate: increases crit rate by 12% and places a shield equal to 15% of your max hp on you for 3 turns at the start of combat. A straight upgrade from crit rate. Replace crit rate with this if you can.
  • Accuracy: increases accuracy by 40. Accuracy is best to come from substats, masteries, and great hall bonuses. This set is only for when you absolutely NEED to make sure a debuff applies.
  • Resistance: increases Resistance by 40. Resistance, like accuracy, is best to come from substats, masteries, and great hall bonuses. This set is even less necessary than the accuracy set, however, as champions start with between 30 and 50 resistance in most cases, and stacking it will simply cost you too many stats.
  • Speed: increases speed by 12%. This is likely the best set in the game. Speed is hugely important. More turns against bosses is more damage, more skills used, more heals, more everything. Going first in arena is hugely important in PvP. Its importance cannot be understated. It won’t be used on every champion, but it will be used on many, many champions.
  • Divine Speed: +12% speed and places a shield equal to 15% of your max hp on you for 3 turns at the start of combat. A straight upgrade from speed, replace speed sets with this if you can.
  • Crit Damage: +20% crit damage. This is the set for getting big damage numbers. This will mostly see late game use, once you can get crit rate from your substats, you are free to use your set bonuses to drive up your critical damage rate to amplify your damage.

4-piece sets

  • Life steal: useful for your farming champions to keep them healthy when they’re soloing. Outside of farming its use becomes more limited, but can be useful if you lack decent healers. It is at its best on tanky champions who can use it to heal for more damage than they take.
  • Destroy: Decreases enemy max hp by 30% of the damage dealt. Very bad set, ostensibly it is used to combat enemy healers, but it can’t reduce max hp by more than 8% per hit, and no more than 40% over the course of a full battle. If healers are an issue, use someone with a heal reduction debuff, or use a cursed set.
  • Retaliation: 25% chance to counter-attack when hit. Your counter-attack will always be your primary attack (sometimes called your A1). A niche set that can be useful for certain champions. Champions that have provoke, or champions with a primary attack that hits multiple people, like Sinesha (knight revenant epic) can be especially good users of it.
  • Fury: Deals +5% damage for every 10% hp lost, capping at +25% damage at 50% hp. Not a very useful set, but it was just buffed and may see niche use. Would be best on champions good at surviving at low hp, for example if they have an unkillable buff or effect.
  • Curing: Increase healing by 10%. This has been newly changed, and is now significantly more useful than its previous version. Obviously would be best on a healer. However, if the heal scales off the users stats, it may be better to use a set that facilitates that, rather than a curing set.
  • Reflex: 30% chance to reduce a random skill’s cooldown. This works best with champions that have either very long cooldowns, or only one cooldown ability, so that the random part doesn’t apply. Not the strongest set, but has some niche uses.
  • Cursed: 50% chance to apply a 50% heal reduction debuff when attacking. This can be situationally useful if you don’t have someone with heal reduction and you need one, for example, for beating the spirit dungeon, or if one of your champions needs heal reduction applied to activate a skill or effect, like Frostbringer (Sacred Order epic) or Coldheart (Dark elf rare).
  • Toxic: 50% chance to apply a poison debuff that deals 2.5% of the target’s maximum hp per turn. Please note that even on champions with multiple hit attacks, the poison only has a single 50% chance to apply, and can only be applied once per attack. This set may have some use on clan boss, but will not be particularly good outside of that.
  • Frost: 20% chance to place a freeze debuff on someone who attacks you. Can be good in PvP, particularly if paired with someone who has a provoke and can force the enemy to attack them. Useless outside of PvP however, as all PvE bosses are immune to freeze.
  • Daze: 25% chance to place a sleep debuff on the target when attacking. Not the strongest of sets, as a sleep debuff is broken upon taking damage, and so will often not last very long. Also useless outside of PvP, as bosses are immune to sleep. If you want to use something like this in PvP, consider using Frost or Stun instead.
  • Immunity: Places a debuff immunity buff on you for 2 turns at the start of battle. Very bad set, as a debuff immunity is simply not worth the potential stats and effects you would give up to get it.
  • Avenging: 30% chance to counterattack when hit by a critical hit. This set is worse than retaliation simply because it has only a very slightly better chance to retaliate, but a much stricter condition. In PvE, crits are rare, and even in PvP when they are more common, only 5% increased chance is not sufficient. Use retaliation instead.
  • Shield: Places a shield on all allies equal to 30% of the max hp of the champion who has this set equipped. Very strong set, great for arena and most PvE places, as the shield will apply in each round of combat. Put one of these sets on your highest hp champion, to prevent yourself from getting bursted early!
  • Stalwart: decreases AoE damage by 30%. The problem with this set is that for the same 4 pieces you could use 2 defense sets and increase your defense by 30%, which on a defense champion would also make them do more damage, or get 2 speed sets and go before the AoE and kill them first, etc. It’s not so much that it’s bad, it’s just that it’s not worth the trade off to get it.
  • Frenzy: +10% turn meter for every 5% hp lost. So if you lose 50% hp, you will immediately get another turn. This can be good on very specific champions, mainly ones that can use a buff to save themselves or others, or ones that have a natural life steal. The idea is if they take a lot of damage, they get a free turn and then recover from it. It’s a very niche kit, and I would not use it without discussing it with some knowledgeable players.
  • Regeneration: Heals 10% of max hp/turn. This has been newly buffed and time will tell if it’s enough of a buff. May see some niche use on tanky teams in arena to stall out the enemy.
  • Stun: 18% chance to apply a stun debuff on attack. A stun is a powerful debuff, however, the low chance to apply may be too inconsistent for this set to be very good. Only viable in arena, as bosses are immune to stun.
  • Savage: ignore 25% of enemy defense. Also newly buffed, may see some use in Arena at breaking down defensive teams, but it’s too soon to say for sure. Would pair well with a Cruel set for the remaining 2 spots.
  • Taunting: 30% chance to place a provoke debuff. Provoke will force the enemy to attack the person who placed the debuff, using their primary attack. It can be very useful against support types, to prevent them from using their buffs. Only useful in arena, as bosses are immune to provoke.
  • Relentless: 18% chance to get an extra turn after taking your turn. The relentless set is complicated. Its effect is very powerful, but it cannot be farmed. You will receive two relentless sets: 1 3-star, and 1 4-star. Whatever stats you get on those is what you’re stuck with. If you get a good 4-star set (3-star simply sacrifices too many stats for long-term use), great, it’s a good set on nearly any champion (especially supports and attackers), but if the stats are bad, its effect will not make up for it. I won’t be including it in builds until it becomes farmable, since it’s much too individual and case-by-case to apply to a general guide like this one.

Basic Set Ups

These are some sample set-ups for champions. These suggestions will not apply to every champion! The higher you go, the more nuance and niche uses you will have. These are intended as starting points and will be as general as possible:

The Attacker: Attackers generally want to do as much damage as possible. To facilitate that, you will want gloves with a crit damage% main stat, chest with attack% main stat, and boots with speed as a main stat. It is important that attackers be fast, so that they can get their turn off before they are attacked. They are often fragile and may not survive long enough to attack if they are slow.

For set bonuses, you will want to focus on critical rate or speed sets. Critical rate sets are used to get your critical rate to a sufficient level, typically you want to aim for 70% chance to crit, or more. However, as your gear improves and you get more crit rate from things like substats, you can begin to switch these sets for speed or critical damage sets. If the champion has specific effects that take place only on a crit, you may need to use crit rate gloves instead of crit damage, to make sure you get 100%. Substats you want are crit rate, crit damage, attack%, and speed. If you have debuffs, accuracy is also a good substat to get, but you shouldn’t aim to have more than 80-100 accuracy in the vast majority of situations.

Defenders: Defenders are a varied lot, some are tankier than others. A basic set up would be 3x defense sets, with either crit damage % or defense % on gloves (depending on scaling), defense % on chest, and speed boots. This can vary a lot. A defense champion that needs criticals, may use crit gloves, or crit sets. One geared for arena may use a frost set. One geared for farming may use lifesteal.

HP HP Champs are similar to Defense champs, except using HP gear instead of defense. They often fulfill similar roles on teams. These champions are notably good users of shield sets. They would use HP% chest, HP% or crit damage gloves (depending on scaling) speed boots. Sets they can use life (or immortal or divine life), shield, regeneration, or crit or speed sets.

Support Not all support champs are officially labelled support! A support is a champ who is reliant on buffs or debuffs as their main contribution to the team. Supports want speed primary or survivability second. It’s important they get their buffs/debuffs up before your team or the enemy team goes. Not to mention, the faster they are, the more often they get turns, meaning they have an easier time keeping their buffs active. 3x speed (or divine speed) sets, with HP or Defense% gloves and chest, depending which they scale better with, and speed boots. A support who relies more on debuffs than buffs will want to ensure they have good accuracy. That means either good accuracy substats, an accuracy banner, or an accuracy set.

Clan Boss

Gearing for clan boss is very different from gearing for other situations. Damage in clan boss will come largely from enemy max hp scaling abilities, poison or hp burn debuffs, or the Giant Slayer/Warmaster mastery. As such, your main concern is speed, to apply these as fast as possible, survivability to get as many turns as possible to apply them, and accuracy for poisoners/burners to ensure their buffs apply.

For example: Kael geared for clan boss will be 3x speed sets, HP% gloves, HP% or accuracy chest, speed boots. HP or Defense on accessories, and Accuracy on the banner. You want to aim for over 100 accuracy to ensure poison is applied, and then make him as fast and tanky as possible to get as many stacks as you can. However, this build would make his damage terrible in EVERY other setting. So a set up like is recommended only for champs that you use exclusively on clan boss.

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