This guide will provide general advice on gearing for Raid: Shadow Legends champions guide. It also provides an overview of how gear functions, which gear each one does and why some gear is better in particular situations.
Skills & Scaling
Understanding “scaling” is key to understanding gear. If a champion’s abilities are enhanced by a particular stat, it “scales” with that stat. Attack, for example, improves Athel’s abilities. Tayrel, a high elf epic, only scales with defence. Tayrel’s attack stat would therefore be useless. He would be less likely to take damage and more likely to do damage.
Some champions can scale off multiple stats. Crimson Helm’s (dark-elf epic) primary attack scales off defense and attack.
By reading their skills, you can see what stats your champion has. Click on your champion page and click the skills button in the top right. Each skill may scale differently. Your “primary stat(s),” is the stat that your skills scale off of.
Sometimes scaling can be a trial-and-error process. Plarium does not post scaling ratios as some games do. Plarium does not have scaling ratios. For example, an increase in your attack score of 100 could increase your damage by 100. Or 50. Or 500. It’s impossible to know what you don’t try until you do. You don’t have to be afraid to try different setups to discover the best.
We’ll begin with a brief overview of the stats.
Hit points (HP): The maximum damage a champion can take before they are defeated.
Attack (Atk), This stat increases your attack damage. This stat is only applicable to champions with attack scaling. This stat is useless if your champion does not have attack scaling.
Defense: This stat decreases the amount of damage you do.
Speed (Spd), This is how fast your turn meter fills. It will determine who gets to go first. However, a champion with a high speed may get several turns ahead of a slower champion.
Critrate (Critr), This stat determines how often you score critical hits.
Critical Damage(CD): This stat determines the multiplier of your critical hit. A base of 50% is the norm for champions, which means that a critical hit will do 50% more damage.
Resistance (Res). This is how likely you will be to resist a debuff being applied to you.
Accuracy: This tells you how likely it is to place a debuff against an opponent champion. This is not the same as your chances of placing a buff. A skill that has a 70% chance of placing a debuff will apply it. Your accuracy against the target’s resistance will determine if it is successfully applied. A 70% chance of applying will be increased by accuracy, but a 100% chance of applying will not be. It is important to note that accuracy is useless if a champion doesn’t have debuffs.
Substats and Main Stats
We must first address the stats of gear. Gear has three aspects: substats and main stats. The next section will discuss set bonuses. Gear can be upgraded up to level 16 with substats revealed or upgraded at levels 4, 8, 12, and 16.
The main stat of gear is the one you see most often. It increases with each level you go up. Your main stats on weapon, shield and helmet are all fixed and will remain the same. Flat attack will be the weapon, helmet and shield.
You can have different main stats for your gloves, chest, or boots. You can choose to have flat hp or defense, attack, and % increases in attack, defense, and attack. Gloves can also have critical rate or critical damage. The chest can have accuracy and resistance. Boots can have speed.
Accessories, such as a ring, an amulet, or banner, can also have random main statistics. They cannot have % increased stats, like the gloves chest or boots. All can have flat HP, defense or attack, while the amulet may have critical damage. The banner can also have accuracy or resistance.
Gear also contains 4 secondary stats, often referred to as substats. All 4 secondary stats will be hidden on a common piece (grey), and will then be revealed at levels 4, 8, 12 and 16 of artifact upgrade. Uncommon (green) pieces will have one substat that will be revealed at level 4. Then, a new substat will be revealed at levels 8, 12, and 16. Rare (blue) pieces will have two substats. One will be upgraded at random at levels 4 and 8. The other will reveal 2 new substats at levels 12 and 16. A purple epic will reveal 3 substats. It will upgrade one of them at random, at levels 4 and 8, and reveal the last substat at level 16.
Substat upgrades are random. An epic piece could upgrade a substat three times. This can be both a blessing or a curse. If you can upgrade the same substat three times, it can be quite powerful. However, if you have two good substats, and one bad one, then the epic gear will only be able to get all three upgrades.
Star count determines the strength of the stats. Stars are more important than rarity because the increase in star count is significant. Stars may be less important on weapon and helmet than shield, particularly if it isn’t one that you use (flat attack against a defense user for example). However, you will eventually need 5* gear in each slot.
Flat increases are always better than % increases. Example: At level 16, 5* flat HP will equal 3480 hp, and at level 16 5* HP% will equal 50%. The % increase for those with 6960 base HP (which is, according to me, everyone at level 60) will be greater.
There are two types of artifacts: 2-piece or 4-piece. If you have one piece, it is best to complete the set. You will not get any benefit from a 3-piece set of 4-piece pieces. A 2-piece set with 3 pieces will only give you one set bonus. The third piece will not add any stats. If the set bonus is not sufficient, equipping a broken set can be a better option.
Set bonuses can be cumulative. For example, 3 life sets can give you a bonus of 45% HP.
Life: Enhances HP by 15% This is useful for beginners but should be replaced with Divine Life or Immortal whenever feasible as they are straight upgrades.
Divine life: Increases your HP by 15% and places a shield equal 15% to your maximum hp on the champion, for three turns.
Immortal Increases HP up to 15% and regenerates 33% max HP every round.
Offense Increases attack up to 15% This is a good option for beginners attack champions. However, it will be replaced with divine offense or cruelty, as well as speed and other gear.
Divine Offense Increases attack by 150% and places a shield equal 15% of your max HP on you for 3 turns starting at combat.
Cruel Increases attack to 15% and ignores 5% defense of target enemy.
Defense This increases defense by 15%. It is good for some defense champions but not for everyone else.
Critical rate: This increases your critical rate by 12%. This set can be used to increase your crit rates to the appropriate levels early in the game. However, substats will make up the majority of your crit rates later on.
Divine Crit Rate: This increases your crit rate by 12 points and places a shield equal 15% of your max HP on you for three turns. Straight upgrade to crit rate. If possible, replace crit rate by this.
Accuracy – Increases accuracy up to 40 Substats, masteries and great hall bonuses are the best sources of accuracy. This set should only be used when you absolutely need to ensure a debuff is applied.
Resistance: Increases Resistance 40. Like accuracy, resistance is best obtained from substats and masteries. Great hall bonuses are also a great source of resistance. The accuracy set is less important than this set. Champions have between 30-50 resistance in most cases. Stacking it will just cost you too many stats.
Speed: Increases speed up to 12% This is one of the most important sets in the game. It is crucial to be fast. A boss can take more damage from you, so more turns, more skills, more healing, and more of everything. In PvP, it is crucial to be first in the arena. Its importance cannot understated. Although it won’t be used for every champion, it will be used for many.
Divine Speed +12% speed, places a shield equal 15% of your max HP on you for three turns at combat’s start. This is a straight upgrade to speed. Replace speed sets with it if possible.
Critical Damage +20% Crit damage This set is for big damage numbers. This set will be used mainly in late games. Once you have a crit rate from your substats you can use your set bonuses for critical damage to increase your damage.
Life Steal This is useful for your farming champions to keep healthy while they are soloing. Its use outside of farming is limited but it can still be very useful if your healers are not good enough. Tanky champions with the ability to heal for greater damage than they take are best.
Destruction: Reduces enemy max HP by 30% of the damage done. It is a terrible set. Although it is supposed to be used to fight enemy healers, it cannot reduce enemy max hp by more that 8% per hit and not more than 40% over the course a full battle. Use a cursed set if healers are an issue.
Retaliation 25% chance of counter-attacking when hit. Your primary attack (sometimes known as your A1) will always be your counter-attack. This niche set can be very useful for some champions. It can be particularly useful for champions who provoke or have a primary attack that hits multiple targets, such as Sinesha (knight revenge epic).
Fury Deals +5% Damage for every 10% HP lost. The damage cap is +25% at 50% HP. It is not a very useful set but it was buffed so may be used in niche situations. It would be most useful for champions who are able to survive at low HP, such as if they have an unkillable buff/effect.
Curing Increase healing up to 10% This is a new version that is significantly more effective than the previous one. This would work best for a healer. If the heal is dependent on the user’s stats, it might be better to use a set which facilitates healing than a cure set.
Reflex: 30% chance of reducing a random skill’s cooldown. This is best for champions with very long cooldowns or one cooldown ability. This set is not the strongest, but it has some niche applications.
Cursed: Half the chance to apply a 50% healing reduction debuff while attacking. This is useful if you don’t have someone who can heal reduce and you need one.
Toxic 50% chance of applying a poison debuff which deals 2.5% per turn to the target. The poison can only be used once per attack, even for champions that have multiple hit attacks. Although this set can be useful for clan bosses, it will not be of much use to anyone else.
Frost: 20% chance of placing a freeze debuff against someone who attacks you. You can be useful in PvP if you are paired with someone with a provoke that can make the enemy attack you. However, they are useless outside of PvP as all PvE bosses can freeze.
DAZE: 25% chance of placing a sleep debuff upon the target during an attack. This is not the strongest set, as a sleeping debuff can be broken after taking damage and will usually not last for very long. Bosses are also immune to sleep, making them useless in PvP. Frost or Stun are better options if you don’t want to use this type of thing in PvP.
Immunity – Gives you a debuff immunity buff for 2 turns before the battle starts. A debuff immunity set is a very bad set. It’s not worth the stats and effects that you would sacrifice to obtain it.
Avenging 30% chance of counterattacking when hit with a critical hit. This set is worse that retaliation because it only has a slightly higher chance of retaliating, but it comes with a stricter condition. Crits are very rare in PvE and only 5% is sufficient for PvP. Instead, use retaliation.
Shield This shield places a shield on all allies equal 30% of the maximum hp of the champion with this set. This set is very strong and can be used in arenas as well as most PvE areas. The shield will also apply during combat. To prevent you from being bursted, place one of these sets onto your highest HP champion!
Stalwart Reduces AoE damage 30% This set has a problem. You could get 2 defense sets for the same 4 pieces and increase your defense by 30%. A defense champion would do even more damage. Or you could get 2 speed sets to go before the AoE, and kill them all first. It’s not that the set is bad. It’s just that it doesn’t make sense to trade it for it.
Frenzy +10% turn counter for every 5% of lost HP If you lose 50% of your HP, you’ll immediately receive another turn. This is only possible for champions that can save others or have natural life steal. If they do a lot of damage they can get a free turn, and then they can recover. This is a niche item, so I wouldn’t recommend it to anyone without talking with knowledgeable players.
Regeneration 10% max HP/turn This buff has just been added, and it will be tested over time to see if it is enough. This may be used in a niche setting to stop enemy tanks.
Stun 18% chance of applying a stun debuff to attack. A stun debuff is powerful, but it has a low chance of being applied to an AOE champion. Stun is not available on trash and arena stages.
Savage Ignore 25% enemy defense. Newly buff, this ability may be useful in Arena to break down defensive teams. However, it’s too early to know. For the 2 remaining spots, it would pair well with a Cruel set.
Taunting 30% chance of placing a provoke debuff. The enemy will attack the person who put the debuff using their primary attack. This can be used against support types to stop them from using their buffs. It is only useful in arena as bosses are not immune to provocation.
Relentless 18% chance of getting an additional turn after taking your turn. Although the relentless set is extremely powerful, it can’t be beaten. Two sets of relentless sets will be given to you early on: one 3-star and one 4-star. The tournament rewards and a trickle-through event will follow. It is possible to win a set if you are lucky. It is a great accessory.
These are just a few examples of setups for champions. These suggestions are not applicable to all champions. You will find more niche and nuance the higher you climb. These are meant to be a starting point and will be as general as you can.
As attackers, they want to inflict as much damage as possible. You will need gloves with a high crit damage% mainstat, a chest with attack% mainstat, and boots that have speed as a major stat. Attackers must be quick to get their turn before being attacked. They are fragile and might not be able to survive long enough for them to attack.
You will need to concentrate on speed or critical rate sets in order to get set bonuses. You can use critical rate sets to increase your critical rate. Typically, you should aim for 70% or more chance of crit. As your gear gets better, and you gain more crit rates from substats, it is possible to swap these sets for speed or critical damages. To ensure you get 100%, crit rate gloves may be required if the champion’s effects are only on a Crit. You want substats like crit rate and crit damage. You can also get accuracy if you have debuffs. However, you should not aim for more than 80-100 accuracy in most situations.
There are many types of Defenders, and some are more powerful than others. The basic setup would include 3x defense sets with either crit damage% or defense%on gloves (depending upon scaling), defense%on chest, and speedboots. These can vary greatly. Critic gloves or sets may be used by a defense champion who needs criticals. A frost set may be used by one geared for arena. A lifesteal may be used by one geared to farming.
HP Champs look similar to Defense Champs but use HP gear instead. They are often assigned similar roles in teams. These champions are excellent users of shield sets. They could use speed boots, crit damage gloves, HP% chest or crit damage gloves (depending upon scaling), and HP% chest. They can use speed, crit, and shield sets.
Support champs may not be all officially called support. Support is a champion who relies on buffs and debuffs to make their contribution to the team. Supports are focused on speed first and survivability last. You need to make sure they have their buffs/debuffs ready before the enemy team or your team does. They will also get more turns the faster they are so they can keep their buffs active. Sets of 3x speed (or Divine Speed), with HP or Defense% gloves, chest depending on which they are more proficient with, and speed boots. Support who relies on debuffs more than buffs will need to have high accuracy. This could be accuracy substats, accuracy banners, or accuracy sets.
Gearing for clan bosses is quite different to gearing for other situations. Clan bosses will be able to take damage from enemies with max hp scaling, poison or hpburn debuffs, and the Giant Slayer/Warmaster mastery. Your main concern should be speed to apply them as quickly as possible and to survive to get as many turns to do so.
Example: Kael will be geared to become a clan boss with 3x speed sets and HP% gloves. HP% accuracy chest, speed boots, HP% gloves and HP% gloves. HP, Defense on accessories, Accuracy on banner. To ensure that poison is applied, aim for accuracy of over 100. Then make him as tanky and fast as possible to gain as many stacks as possible. This build would mean that his damage is terrible in every other setting. This setup is only recommended for champs who use it exclusively against clan bosses.