Summoners War – Ultimate Artifact Guide

Complete Guide to Artifacts

Artifacts for Beginners

When a monster reaches 6* they can be equipped with 2 artifacts. One attribute artifact (Fire, Water, Wind, Light, Dark) that goes on the left side, and one type artifact (Attack, Support, HP, Defense) that goes on the right side. The left side attribute artifacts are farmed from the Steel Fortress (SF) dungeon, while the right side attribute artifacts are farmed from the Punisher’s Crypt (PC) dungeon.

Each artifact has 4 substats just like runes, along with a main stat that gives a flat stat of either +1500 HP, +100 Attack, or +100 Def. This is not an insignificant amount so even when you’re just starting the game, you should make sure that every 6* monster you have is equipped with 2 artifacts. To get those artifacts you should farm the 1st or 2nd floor of both SF and PC. At this point all you care about are the main flat stats from them, so you should just be getting white artifacts, not caring about the substats, and just using them for the extra HP/Def/Atk.

Around the time you start working on your BJ5 team for raids, you can start farming SF10 for real artifacts. Real meaning at this point you can start caring about the substats. Your first SF10 team should be Fran Loren Lingling Kro Verde/Raoq. PC10 is a bit harder and I wouldn’t recommend building a real PC10 team until after BJ5 is complete and you’re towards the end of PvE progression. Note that farming for real artifacts isn’t optional. Artifacts make a huge difference, and will help you greatly in all areas of the game.

The Artifact Mindset

Artifacts are different from runes. The biggest difference is the fact that there are way more artifact substats than rune substats, and a lot of them are essentially useless. As an example, there is an artifact substat that increases bomb dmg. There’s only a small handful of monsters in the entire game that have bombs, and on top of that, you can bomb dmg on a Support type artifact… and currently there is only a single Support type mon with bombs (Zenisek, an LD5).

With runes, “efficiency” is highly desirable, where you’re just looking for a lot of stats regardless of what stats they are. Most monsters benefit at least somewhat from most stats, and there’s usually some monster out there that can utilize even the weirdest combination of stats. With artifacts, there’s usually just 1-2 substats that’s very desirable for a monster, maybe 2-3 others that are decent, and the other 85% of possible substats complete garbage. Efficiency is a really bad metric for artifacts, because you can have leg artifacts with high rolls into the bad substats and it’ll end up being much worse than a white artifact that simply has a single roll of the desirable substat.

So when deciding for which artifacts to keep, you’re basically looking for rolls in those highly desirable substats, and ignoring everything else. You’ll start by keeping stuff with just a single roll or 2 of the good substat (i.e. even green quality is ok!), and then gradually as your artifact quality gets better, you may only be keeping high double rolls or triples. Synergy is just a nice to have, not a must have. If you get that desirable substat with 1-2 rolls into it and the other 3 substats are completely useless, that’s still a good arti to have and use until you get something better.

In the rest of this guide I’ll explain the mechanics of each arti substat, where they can be used, and which ones are the good ones to look for. But first, a quick real example of 2 artis I got when I first started farming artis:

The first arti was a green arti that got a single roll into co-op attack dmg. The co-op dmg is the “highly desirable” substat for my tricaru Verde, so I gave it to him. The other substats weren’t even great – counterattack dmg literally does nothing for Verde since he’s not on revenge, the own turn single target CD does work when Verde is attacking but the value is so incredibly low that I might as well also consider it useless. The remaining substat was useless too but I converted/regemmed it into something half decent – add dmg by atk. So overall this was a green arti with very little synergy – but it still ended up being a huge upgrade for my Verde solely due to that single decent roll of the desirable substat, co-op dmg.

The second arti was an orange/legendary arti. There was some potential on it with the dmg dealt on fire substat, but it didn’t get any rolls into it. The other substats were pretty garbage, so I ended up selling it.

The takeaway is this – don’t get fooled by fancy orange artifacts, and don’t auto-sell blue artis. Artifacts can be confusing and tough to learn at first. It definitely takes a lot more thought and effort to decide which artis to keep/roll/sell then it does for runes, but everyone’s gotta learn at some point. They are extremely impactful so ignoring them and not farming them simply because you’re lazy or don’t understand them will greatly hinder your progression.

Additional Damage by X% of Spd/Atk/HP/Def

Additional damage lines are among the best and most sought-after on artifacts, and rightfully so on some monsters. But it’s not great for everything. The key things to know about this stat are the following:

  • The additional damage is applied per hit, not per attack. Skills with multi-hits greatly benefit from this, while single-hit skills aren’t getting as much out of it. If you have a Lushen with 3000 attack and an artifact with additional dmg by 10% of atk, that means his S1 is doing an extra 300 damage, but his S3 is doing an extra 900 damage.
  • The additional damage is calculated off of your total and current stat (as opposed to base stats). That means atk buff during a battle will increase your damage from add dmg by atk, while slow debuff will decrease the damage from add dmg by spd.
  • The damage from this stat is essentially fixed and flat damage, and isn’t mitigated by enemy defense.

Add dmg lines are definitely the substats you should go for on monsters with multi-hit skills. Add dmg by Spd/HP/Def is a great way to enable your tanks and support monsters to deal damage without having to invest in attack stats. Notable examples are those with 3-hit skill 1’s, like Juno, Elucia, and Feng. Even for monsters with only a 2-hit skill like Nana on a tank build, it’s not a bad idea. However, I would avoid this for monsters without any multi-hit skills, as the damage gained from it is not really worth the tankiness or benefits you can gain from other arti substats.

Add dmg by Atk (and possibly Spd) can be great for damage dealers, but not always since you have to compete with other substats that add to your damage as well. On an average Lushen, a roll of Add dmg by Atk is worth just as much as a roll of S3 CD. On a Theo who splits his damage output between his single hit S1 and 3-hit S2, add dmg by atk is a bit worse than CD lines, but still viable. On Perna who has no multi-hits at all, it’s worthless.

One more thing to consider about additional damage is that even though I’ve grouped the 4 different stats of Spd/Atk/HP/Def together, you shouldn’t treat them equally. Pay attention to how stats are typically allocated for certain monsters. For example, let’s take an average Juno that is runed with +20k hp, +600 atk, +600 def, and +150 spd:

  • 1 roll of add dmg by spd (40%) gives you about 100 dmg per hit
  • 1 roll of add dmg by atk (4%) gives you about 50 dmg per hit
  • 1 roll of add dmg by hp (0.3%) gives you about 90 dmg per hit
  • 1 roll of add dmg by def (4%) gives you about 50 dmg per hit

You’ll notice that add dmg by spd/hp is much more valuable than add dmg by def/atk on her. So do the math yourself when comparing artis, don’t just blindly chase all 4 add dmg lines. It’s very well possible for an arti with 2 high rolls in spd/hp to give you more damage than an arti with all 4 add dmg lines but with lower rolls.

Add dmg by spd ends up by far being the best and most universal add dmg line. Add dmg by hp is second best, although for certain beefy monsters like Mo long or Karnal it could end up better than spd. There are not very many def scaling monsters in the meta, mostly just Tractor and Feng, so add dmg by def is relatively weak. And add dmg by atk is great for some multi nukers (especially Julie!) but not great for most supports and tanks that won’t build that much atk.

Bomb Damage

This is a simple one. It just increases the damage of bomb skills. It’s an additional multiplier after everything, so if you were doing 20k bombs before, 10% bomb dmg from artifacts would make you do 22k bombs. This is the best artifact substat you can get for bombers, the only other reasonable way to increase bomb dmg with artifacts is if you have atk buff and use the atk increasing effect substat. So this is great for bombers, but there aren’t that many bombers in this game so overall this is not a great arti substat. If you get an arti with high rolls into this 1 stat though, definitely keep it for your bombers.

Co-op Damage

This works only on the monster that is included in a co-op attack. For example let’s say you have this arti substat on your Icaru that you’re using with a Verde. Icaru teams up and pulls Verde with him, Icaru benefits from the arti substat but Verde does not since Verde is not the one with that arti. However, if you give Verde an arti with this substat, he will do more damage when he is pulled by Icaru in a team up attack even though he himself is not the one with the team-up attack.

The damage is an additional multiplier after everything, that means it’s very good so it’s the best substat to aim for on your team-up monsters like Raoq, Icaru, and twins. And just like the example above, it’s also great for monsters that you know will be used in team-up teams even if they don’t have team-up attacks themselves. Another popular holder of this arti substat is a DD water homunculus that you would use with Raoq for speed clearing ToAN and monster subjugation.

And just like bomb damage, while it’s great when it works, team-up skills aren’t really that common so most of the time this becomes a completely dead arti substat. But of course, keep the ones with high rolls for your twins and dogs.

Atk/Def/Spd UP effect

These increase the effect of the respective buffs, and they only work if you have that buff. It doesn’t matter who gave the buff. So for example atk up effect is great on a Lushen that gets atk buff from a Megan. Since atk buff gives you 50% more attack, 10% atk increasing effect means that now atk buff gives you 55% more attack.

For atk up effect, this turns out to be more than decent, as long as you know you will have the buff. Generally this would be PvE situations, and Siege/Arena offense. Nukers utilizing atk buff are quite common in this game and this is one of the best damage increasing substats available for them. Likewise, def up effect is amazing for Copper and Dozer and is even better than S3 CD is for them. This is much less useful in RTA though as you have much less control over having those buffs there.

Spd up effect is a lot more niche. With the way ATB and speed ticks work in this game, gaining a small amount of extra speed may not actually make any difference in the number of turns you take. Even for monsters that have speed buffs like Bernard, Racuni, or Vigor, this arti substat is not really recommended as other options would give you more benefit in other areas. The only real use for this arti line is to influence speed tuning and/or turn order, in particular with Tablo teams. That’s something that’s a bit out of scope for this guide, so just treat spd up effect as something that’s super niche – worthless for the most part, but if you do happen to get a triple or some high roll of it, you can save it in case.

CD as More/Less Enemy HP

There is no threshold for when HP is considered more or less, it’s just a sliding linear scale. So if you have 10% CD as more enemy HP, you are getting 10% CD when enemy is at full health, 5% CD when enemy is at half health, 1% CD if enemy has 10% HP left, etc. Likewise, if you have 10% CD as less enemy HP, you are getting nothing if enemy is full health, 5% CD when enemy is half health, 9% CD when enemy has 10% HP left, etc.

Overall this is a decent but not great arti substat. It has to compete with many other damage substats which all may be better in certain situations (for example +dmg to element, atk up deffect, CD on specific skills, add dmg, etc.). And generally if you’re using these on generic damage dealers or bruisers, CD as more enemy HP is more useful than CD as less enemy HP, because if the enemy is almost dead the extra damage you gain is probably going to end up wasted as overkill. The exception to this is if you have some sort of offense team where you know you have multiple damage dealers, CD as less enemy HP can be decent on your damage dealers that go second or last. For example, it’s pretty good on Tiana, Psama for AO, whatever lead you use as cleanup for Lushen in siege offense (Khmun/Carc/Bale etc).

For right side arti, CD as more enemy HP is good becomes one of the best possible substats specifically on single target 1 shot nukers. Think things like Cov, Odin, Kahli, Copper, etc. And why right side only? Because on left side you want +dmg to element as that will give you a lot more damage, and +dmg to element is not available on right side.

Own Turn 1-target CD

This is fairly self-explanatory, 1-target means it doesn’t affect AOE attacks, and on your own turn means it doesn’t work with revenge or if the monster gets pulled in a team-up attack (among other things that can happen not on your turn, like there are tons of passives that may come into play here that won’t benefit). Thus this is fairly versatile and can benefit practically any monster that crits. Unfortunately because it is so easy to use, the values of this stat are extremely low – a roll is between 2-4% CD, which is very small if you compare it other CD related substats like skill cd or CD when enemy HP is more (4-6% CD).

Because the values are so low, this isn’t a substat you should chase after or roll for. It’s a nice bonus if it’s there in addition to other better damage-related substats, but an arti that gets all its rolls only into this substat usually gets sold.

Atk/Def/Spd Proportional to Lost HP

Similar to CD as More/Less enemy HP, this works on a linear sliding scale and increases your own stats based on how much %HP you are missing. That means if you have 10% Atk+ proportional to lost HP and you’re at full health, you’re not getting anything. If you’re at half health, then you’re getting 5% atk. The key thing to note here is that the extra stats is only based off of your base stats, not total (unlike additional damage). So the low value of these coupled with its conditional nature overall makes these one of the worst arti substats in the game. Yes there are niche cases where they could be somewhat useful, so you could save exceptionally high rolls of these. Personally though I just treat these as dead stats with practically no value.

We can talk briefly about the niche uses. For atk+ proportional to lost HP, there are some monsters that have an easier time getting damage off when they are at no HP. This includes Theo, Psama, Iunu, and Belial. Even then though you’re still competing with all the numerous other damage related lines out there, and you have to consider that it’s possible for these monsters to do damage at full health too if they are left untouched by the enemy.

For def+ proportional to lost HP, you could argue that it has some value for monsters with shields, such as Khmun or Rina. Or perhaps if you’re in a situation where you know you need a monster to survive even after taking a big hit (think something that tanks a Mo long or Monte S3).

For spd+ proportional to lost HP, you could give this to nem users to give you a bit of an extra boost to try to cut the enemy.

Life Drain

This stat does NOT give you vamp effects if you don’t already have it. It only enhances any existing vamp effects. It will work with vampire runes, vamp buff, or any skill that has built-in vamp. Pay attention though as a vamp effect in a skill has to be some sort of damage recovery based on damage dealt. “Attacking and recovering X% of your HP” does NOT count as vamp – for example, see Mei Hou Wang S2, which does not count as vamp.

The effect from this arti substat is multiplicative with your vamp effects. So if you have 10% life drain, a monster on a vamp set which normally has 35% life drain now has 38.5% life drain.

This substat is somewhat popular on monsters with vamp like Laika, all onimushas (Kaki etc.), Douglas, etc., but personally I don’t like this at all. I’d rather just get more damage oriented substats, as the more damage you deal the more you life drain as well. And now you’re not just healing more, but also doing more damage at the same time. I treat this as a nice bonus that can synergize with other damage sets, but I will never roll for this stat as the “highly desirable” stat for anyone.

Counterattack Dmg

Another fairly simple stat to understand, it’s a total damage multiplier anytime you revenge. The revenge can be part of a skill, or due to a revenge set. It also works when you’re not the one getting attacked – for example, Xing Zhe or Manon passive, or Chandra revenging an ally that’s hugged counts here as well. Overall it’s a good damage boost for monsters with revenge, but still not a good stat that I would chase after. Even for monsters that have revenge built in their kit like Laika or Miho, a lot of their damage will come from normal attacks too, not just revenge. If you want to use artis to enhance their damage, I would still go for other more versatile damage-enhancing substats, such as +dmg to element, or skill CD. Another thing to keep in mind is that the purpose of many counterattack monsters isn’t so much the damage they deal when revenging, but the effects that come with that counterattack skill – for example, most of the monsters mentioned above are able to stun on counter, which is far more important than the damage.

So again, this is a nice “bonus” stat for a niche group of monsters, and overall a bad stat that I would never roll for.

Crit Dmg Taken

This one is a trap, it sounds like it would reduce the total damage you’d take if you get hit with a crit, but it’s no where near as good as that. All it does is reduce the enemy CD stat by that amount. So if you have -10% CD taken and a Lushen who has 250% CD hits you, he would lose 10 CD and his damage would be calculated as if he had 240% CD instead. Just like single target CD dmg, it’s a very universal substat that can benefit a lot of different monsters, but the values are just so low (2-4% per roll) that you’re always better off with something else.

It’s a decent “better than nothing 4th substat” but not something you would ever chase after multiple rolls of.

HP/Attack Bar When Revived

Cool concept but too niche and the values are too low to be worth it. The artifact needs to be equipped on the monster being revived, not the monster with the revive skill. The additional HP revived is multiplicative, so if you have 10% HP when revived on your Lushen and a Teon (20% HP when revived) revives him, your Lushen will be revived with 22% HP. These substats don’t hurt for self-revivers (think Odin, Taranys), but it’s not even remotely worth it. I don’t even bother saving high rolls of these, I can never imagine a situation where I’d want this substat over something else.

One possible niche for Attack Bar when revived is for Belial/Beelzebub. These monsters revive at 100% atb, but still can be cut. And since they revive with 1 HP it’s easy for anything to finish them off again if they don’t get an immediate turn. Atb when revived can help overflow their ATB and reduce the chance they get cut upon reviving.

Dmg Dealt on X/Dmg Taken from X

These +dmg to element and -dmg taken from element stats are only found on left side attribute artis. They are among the best arti lines in the game and you should be looking for and rolling on all of them. The dmg dealt on X is a multiplier on your total damage so it’s quite significant and worth a lot more than any other damage mod (such as all the CD increasing ones). If your Kahli normally hits an enemy Triana for 50k dmg, giving her +10% dmg dealt to wind will now make her hit for 55k on Triana. Likewise, the dmg taken on X is a multiplier on the total damage taken so it’s worth a ton more than things like -CD taken. If now that Triana has -10% dmg taken from fire arti, your Kahli’s 55k becomes 49.5k dmg. Note that this only works with direct damage, so bombs, dots, or HP balancing skills (think Bolverk S3, Harmonia S3) are not affected. Fixed damage (such as Mo long S3) and damage dealt not on your turn (such as via revenge) all still work with this.

Of course, the drawback is that they are quite specific and only apply to damage taken from or dealt to 1 element. But this game is all about building different teams for different situations or to counter different things. Your Kro wants that +water since his main role is GB12. In siege you’re building your tanks to specifically tank a certain element, and you’re building your damage dealers to nuke a specific monster. In RTA your draft you have monsters that you draft specifically to deal with certain picks. So more often than not you actually have quite a bit of control over making sure these +/- dmg mods are in effect for when it matters.

For each element there are some +/-elements that are more useful than others. For example, for fire artis, you can imagine that +dmg dealt on wind is very useful, and +dmg dealt on fire can also be pretty useful. +light/dark can be good as well, but since LD monsters are overall a bit less common than elemental monsters, those +light/dark lines might be a bit less useful. +water though is not terribly useful. There are some niche cases for it though, such as using Arnold to counter Mo Long, or Coco to counter Manon. There are niche cases for all the “wrong element” +/- ele lines. For example, water arti with +wind can be used on a Theo on siege def to give it a chance vs popular Leo/Feng counters, or on a Mo long in RTA to snipe wind picks. Wind arti with +fire can be used on a Skogul to deal extra damage to fire monsters that it tanks.

So when you’re rolling artis with +/- element lines, just keep this in mind. When you’re first starting you probably want to be keeping all double rolls or greater of the “useful” ones like wind arti with +dmg on water or fire arti with -dmg taken from water. For the less useful ones like fire arti with -dmg taken from wind, you should still roll them. But set your standards higher and maybe keep only the triple or higher roll ones.

[Skill 1/2/3/4] Crit Dmg/Recovery/Accuracy

These skill specific arti lines are only available on the right side type artis. Just like +/- ele for left side, these are among the best lines for right side artis. Crit Dmg and Accuracy simply add that extra amount to that skill. If you have 70 accuracy on a monster and a S3 10% accuracy arti, then that monster has 70 accuracy for skills 1 and 2 and 80 accuracy for skill 3. Recovery is multiplicative with the amount, so for a Vigor that has 20% heal on his S2, a S2 10% recovery arti will make his heal 22% instead. Recovery will work on skills with lifesteal or if the monster has vamp runes. These effects work on passives as well. So S3 recovery will work on Perna’s passive. S3 accuracy will increase Tesa’s chance of landing Oblivion. Note here that S1 accuracy will not increase Tesa’s chance of landing oblivion if he uses S1.

Another thing to watch out for is that some skills will say that it uses another skill. For example, Iunu’s S3 is a passive that upon death, will revive him and use skill [Brand of Hell] which is his S2. This means that S3 CD arti will NOT affect his revenge upon death attack, but S2 CD arti will affect both him using S2 on his turn as well as his revenge attack upon death. Compare that to Psama’s S3 which is a very similar skill, but in that skill description, you’ll see that the revenge attack is part of the skill itself and he is not using his skill 2 when he dies. So in Psama’s case, S3 CD will affect the damage from his revenge attack upon dying.

The best way to get value from these skill specific arti lines is to use them on monsters that only have 1 skill that benefits. For example, S3 accuracy arti on Carcano has really high value since the def break is a very important part of his kit so he needs accuracy, but it’s only on 1 skill. None of his other skills need accuracy. Compare that to a monster like Cheongpung, who needs accuracy on all 3 of his skills. Thus, the skill accuracy artis are much less worth for Cheongpung despite him being a monster that needs high accuracy to function properly. Instead, on Cheongpung you should just get accuracy from runes, and go for other arti substats (such as add dmg).

Knowing which of all the different skill specific arti lines on which arti type are sought after and should be rolled is definitely not easy, and will take a lot of effort to learn and figure out. It may be helpful to reference a chart of popular monsters that would use each of the specific types. Here’s an example below. This is by no means an exhaustive list, you can adapt it for yourself and make one for yourself depending on your own monsters and teams. Also keep in mind that this chart takes into account the discussion above on getting value for these skill specific lines. So for example Clara is an Attack type monster that needs high accuracy, but she’s not included in this chart for any of the accuracy lines simply because she needs accuracy for all 3 skills and you should get accuracy for her from runes and not artis.

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Summary and Overview – Left Side Attribute Arti

The following is not so much a tier list but a categorization of what substats I roll for on left side artis. Don’t follow these as definite rules, just use it as a rough guideline. To improve your knowledge about artis, learn by examples.

Remember the key mindset for artis that’s discussed in the very beginning of this guide – most of the time we’re not looking for synergy across the different substats. We’re just looking for a highly desirable substat, and trying to get multiple rolls of it. High rolls into a desirable substat with 3 other completely useless substats = still a good arti.

Highly desirable by many monsters – if any of these appear on an arti you roll for it. At the beginning you will want to roll every blue that has it, and you even want to keep practically any double roll you get since these are used very widely. You may even want to keep high single rolls if you’re still working on PvE. Naturally as you farm more you can improve your standards. The same rune inventory pruning principles apply to artis as well – if you start accumulating a lot of similar artis unused in your inventory, sell the worse ones. Always set your own standards based on your own currently quality, not someone else’s arbitrary rules.

Highly desirable but only for a few monsters – just like the above category, if this stat appears on an arti you roll for it. The difference is that you don’t really need to keep every single good roll you get. You only have to keep a few (or even just 1) arti with your highest – so for example if you get a single wind arti with 12 bomb dmg, you no longer have to roll future blue wind artis for bomb dmg.

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Usable by many monsters but not great – these are not considered highly desirable so a blue/purple arti with just multiple rolls into 1 of these and nothing else is still not a good arti. You can think of these as nice bonuses that make an existing good arti even better. This is also a case where synergy does come into play, like if you get multiple of these types of substats on an arti and it’s high efficiency, then it could be a good generic arti. An example is if you have a main Lushen that you’re not using into a specific def where you’d want a particular +ele instead, an arti with high Atk up effect along with some other CD and/or add dmg lines could be very nice.

Niche – similar to the earlier “only for a few monsters” category but even worse. If you’re lazy you can ignore these altogether and never even bother rolling for them, otherwise you could just roll for triples/super high rolls just in case.

Garbage – while a lot of these are not literally completely useless, these are never main substats that I would want multiple rolls for on an arti. In particular Life Drain is probably one of the more controversial stats as some other players really like this for their Laika/onis/Douglas/other vamp monsters. But personally I just treat them as dead stats for the majority of monsters, and just a nice small bonus for certain niche monsters.

Summary and Overview – Right Side Type Arti

Explanations for the different categories are the same here. The reason why there is a separate chart for left side vs right side artis is that some stats are more valuable on one side than the other. For example, Atk up effect is much more valuable on the right side arti than it is on the left side. This is because it is a line that increases your damage, and on the left side it has to compete with +dmg to element. +dmg to element is always superior, so it makes atk up effect relatively weaker. However +dmg to element doesn’t exist on right side, and if atk up effect works for your monster than it is generally one of the best substats possible on the right side to enhance your damage.

The other thing to note is that how valuable skill specific CD/Recovery/Acc is vary greatly depending on what the arti type is (Attack/Support/HP/Def). For example, S3 CD on an Attack type arti essentially belongs in the “highly desirable by many monsters category” whereas S3 CD on a Support type arti belongs in the “Niche” category. See the section earlier on Skill specific CD/Rec/Acc and corresponding table for more info and examples.

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Artifact Substat Conversion

Just like runes, you can convert a substat on artis. Once you choose a substat to convert, the arti is locked to only being able to convert that 1 line, but you can attempt to convert it as many times as you want. There are no grinds for arti substats. Converted stats can get up to around 1.5 times a normal roll. So for example the range of rolls for add dmg by atk is 2-4%, but a converted add dmg by atk stat can get up to 6%.

There are conversion gems that range from blue to orange/legend quality, the only difference between the different qualities are the min rolls. Blue conversion gems have the exact same max roll as orange/legend conversion gems. Conversion gems can be crafted weekly, once you get past PvE it is definitely recommended for everyone to craft the 7 blue/purple conversion gems each week with 3* fodder. Late game players may even consider doing the 3 purple/orange conversion gems each week with 4* fodder.

You can also choose to use the purple conversion crystals to do a normal conversion which gives you a completely random stat. Each time you do this random conversion on a particular arti the purple crystal cost increases. The purple conversion crystals can be farmed from PC/SF dungeons.

Artifact Main Stat Considerations

How to value arti main stats is a good question. In general you should prioritize the arti substats over whatever the main stat is. For bruisers or other monsters that benefit from all 3 stats of Atk, Hp, Def, you can almost completely ignore them as all 3 will benefit the monster. For more specialized monsters like nukers or tanks, then sometimes you do have try to place a value on the main stat. +1500 HP on a Lushen doesn’t do anything, and likewise +100 Atk on a Rina isn’t doing much either. For a Lushen who has a base atk of 900, +100 Atk is approximately 11% Atk. And if you’ve at least somewhat balanced your Atk and CD on Lushen, 1% Atk is approximately equal to 1% CD. That means that compared to having HP or Def main, having the Atk main stat on Lushen is worth approximately 2 high rolls of a S3 CD arti, or 2 high rolls of an add dmg by atk arti substat. For your right side arti this is a considerable amount, so 99% of the time you can’t really use HP or Def main stat right artis for your nukers.

The calculation for how much the flat stat is worth compared to +/- ele damage on left side artis is a bit tougher as it depends on many more factors. I don’t have enough room to do the math here, but if you trust me then in most cases the correct main stat is worth approximately 2-3% +/- ele. This works for both +dmg dealt and -dmg taken. For example, if you have a Lushen for giants, then a left side arti with Atk main stat and +10% dmg to water is about the same as an arti with HP main stat and +12-13% dmg to water. If you have a Malite runed to tank a Tesa, then a left side arti with HP main stat and -10% dmg taken from fire is worth about the same as an arti with Atk main stat and -12-13% dmg taken from fire.

Lastly, since the main stat is a flat stat and not percentage bonus, it becomes a bit more of a consideration for monsters with particularly low or high base stats in certain areas, even for bruisers (which I said earlier that it didn’t really matter for). For example, on bruisers with particularly low base def like Galleon, Perna, Vigor, etc. def main stat is a lot more valuable than anything else. Even for a monster like Vigor that has HP scaling, I still prefer def main artis for him because the flat def main is adding a lot more eHP to him than flat HP would.

Likewise, bruisers with low base HP such as Carcano or Tractor would benefit a lot more from HP main stat artis. And for attack, you have monsters like CD Triana who would love atk main stat artis.

Artifact Changes from Reloaded Update

Some Artifact substats were removed (Atk/Def/Spd proprotional to lost HP, HP/Attack Bar when revived), and some artifact substats were combined (Skill 3/4 CD, Atk/Def up effect, Counterattack/Co-op dmg). Removed just means they can no longer drop, but if you have the substat on an existing artifact that you got prior to the update, it will still function as it did. The combining of artifact substats was nice as it was done for the more niche lines, but it doesn’t change anything in terms of how you should approach them.

This update also added a new artifact substat: First Attack CD. This works on the first hit of every attack, it does not mean just the first attack of every battle. So that means for Lushen’s S3, it only applies to the first card and not the 2nd or 3rd. In terms of usage and power level it’s sort of similar to CD when enemy HP is more. Don’t use this for multihitters.

That’s all! I really appreciate it if you’ve made it this far. See you in the game!

Volodymyr Azimoff
About Volodymyr Azimoff 472 Articles
I turned my love for games from a hobby into a job back in 2005, since then working on various gaming / entertainment websites. But in 2016 I finally created my first website about video games – Gameplay Tips. And exactly 4 years later, Game Cheat Codes was created – my second website dedicated to legal game cheats. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices.

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