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RAID gear guide — choose stats, sets and upgrades by Champion role

Read Artifact main stats and substats as a build, reach the Speed and Accuracy a role needs, and stop weak upgrades before they consume too much Silver.

TierEpoch·Beginner·7 min·Published 2026-09-09·Applies to Current live build

Arbiter equipped with Artifacts in the RAID Champion screen

Start from the skill, not the set icon

Define what the Champion must do. A debuffer needs enough Accuracy to land effects and enough Speed to act before the damage dealer. A reviver needs durability and useful turn frequency. An attacker needs the offensive stat used by the skill, Critical Rate where applicable and then Critical Damage.

A mixed set of strong pieces can meet that job better than a complete set filled with irrelevant stats. Set bonuses become valuable when the individual pieces still support the target build.

Know which slots control the main stat

Weapons, Helmets and Shields use fixed primary stats. Gloves, Chestplates and Boots offer variable primary stats and therefore make the largest role decisions. Speed Boots are a strong early default. Critical Rate Gloves can stabilize an attacker before later gear supplies enough Critical Rate through substats. Accuracy, Resistance, HP%, DEF% or ATK% Chestplates should match the Champion's task and skill scaling.

Accessories are faction-specific. Rings add a base stat, Amulets shape damage or survivability, and Banners can provide Accuracy or Resistance that allows the rest of the build to specialize.

Upgrade in checkpoints

Enhancement levels 4, 8, 12 and 16 reveal or increase substats. Take a promising item to the next checkpoint, inspect where the rolls landed and stop if the result no longer serves the build. Level 16 is expensive; reserve it for pieces with a lasting purpose or for a mission that fits the account plan.

Sell gear using a rule rather than inventory pressure. Low-rank pieces with poor main stats, flat-stat Gloves, Chestplates or Boots that do not serve a niche, and items whose rolls repeatedly miss useful substats are early candidates.

Speed and Accuracy are encounter stats

Speed is not simply “more turns.” It establishes the team sequence and determines whether buffs remain aligned with boss attacks. Accuracy competes against enemy Resistance, so a debuffer that works in one stage may fail in the next. Raise it when resisted effects become the reason a run breaks.

Resistance has the reverse purpose: it protects a cleanser, reviver or specialist from effects that would stop the team plan. Build it deliberately for an encounter rather than adding small amounts everywhere.

Rebuild one problem at a time

When a team fails, identify whether the cause is turn order, missed debuffs, survival or insufficient damage. Change the Champion responsible for that job, then run several attempts. A gear change is valuable when it improves repeatability, not only the highest number shown on the account.

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