Antiquary - Hybrid Axetiquary
The community gave this build a rating, making it second-tier: Good
Focused on: Mobility and Hybrid damage
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on June 02, 2026 and is up to date for the April 14, 2026 patch.
Overview
An Antiquary build that makes extensive use of the Deadly Arts traitline to deal high hybrid damage with artifacts. Doesn't have the same access to stealth as most other Thief builds but has a lot of evasion to compensate.
Skill Bar
Axe/Dagger
Shortbow
Utility
Skill Variants
Utility
Any of these can fill the empty slot depending on your preference or need:
- - A simple, consistent way to
Stealth. is a fantastic stealth attack as it procs on each hit, making easy stealth access a welcome addition.
- - Simple mobility skill and stunbreak.
- - Good for locking down players without
Stability or creating a window for / . Cleanses 2 conditions with .
- - An extremely situational stealth option; against builds with strong AoE abilities it's a free invitation for them to kill you, but in scenarios where you already have some distance and need time to recover and reposition, it can be incredible. Worth noting that it heals downed allies as well.
Elite
These elite skills are all situationally viable:
- - A simple and powerful defensive pick that provides three seconds of evasion and a small cleanse with ). Can deal surprising amounts of damage if used within .
- - Best value elite by far in extended fights, but requires very quick reactions and a deep understanding of artifacts as a whole to properly utilize. gives allies near you the same boons it gives you.
- - Great for when you're spending more time roaming/+1ing. Most importantly, it ensures gets through
Aegis. Best if taken with some sort of invisibility utility to maximize ganks.
Template Code
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Specializations
Variants
- None
Equipment
Axe
Dagger
Sigil
Sigil
Shortbow
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Amulet, Relic & Rune setups
There are a few different loadouts that are competitively viable.
- The default loadout: + + . Has a bit of toughness with respect to a strike-damage heavy meta as to not get 100-0'd out of nowhere. Better in skirmishes than duels.
- Vs. heavy condi/lifesteal: + + . Features higher health, damage, and boon uptime for an advantage against condi builds. Condi builds are generally beefier with less evasion so Mistburn gets a lot of value from trait procs.
- Duelist variant: + (Relic of the Cruel Overseer) + . Looks to get additional value from its sustain through evasion from artifacts and toughness. You'll definitely want for this variant, and for the empty utility is an excellent pick. Still okay in skirmishes when there isn't much projectile hate, but with poor
Swiftness uptime you're better off sitting on a side node.
Sigils
- over (on
Shortbow) - Can add a surprise ~5% to your burst. If you're more frequently swapping to shortbow to burst rather than escape, this can be a good option.
- over on
Shortbow - Good for breaking roots in a pinch.
Usage
Basics
- You'll be camping
Axe /
Dagger 90% of the time, only swapping to
Shortbow to move around the map faster with or supplement a burst with s.
- Use axe skills 1 and 2 ( and ) to throw axes. These axes remain where they land for 10 seconds and can be recalled onto a target with your third skill, . Use these abilities until you have 5 or 6 axes, then use an artifact classified as "offensive" (e.g. ) to give yourself
Fury and
Might. After that, recall your axes with for a huge burst of damage. Recalled axes deal full damage again while additionally applying
Torment, and also
Immobilize any targets hit by 5 or more axes. Comboing artifacts and axe recalls together like this is the main way the build does damage.
- Axe's stealth skill, , also leaves behind an axe. This is a very high value skill to hit.
- gives you 1/2s of evasion when used and will shadowstep you to your target, making you especially hard to pin down in a fight.
Dagger's 5th skill is incredibly good if you can land it. The unfortunate downside is that many artifacts hit multiple times which will break you out of
Stealth.
Elite specialization basics
- Antiquaries gain access to which functions as their , benefiting from all traits that would affect it. Using it (with or without a target) will give you a set of artifacts. Your F2 will always be an offensive artifact, F3 is always a defensive artifact, and F4 will be a random one.
- Artifacts have two classifications: "offensive" and "defensive". This classification determines which buffs you get with .
- This build takes two traits that increase the number of artifacts you can use after pilfering: and . Together, they allow you to use all three artifacts from a pilfered set, which results in a lot of boons, damage, and utility.
- Using an artifact restores 1 initiative. "Offensive" artifacts give
Might and
Fury and should always be used before landing other skills if possible. "Defensive" artifacts tend to deal less damage but provide the defensive boons
Protection and
Regeneration and some other beneficial effect (e.g. an evade on ).
- Artifacts have an immediate effect and a lingering bonus effect. The lingering effects are applied when the skill finishes casting. They don't need to hit anything for you to get the lingering effects.
Artifacts
- There are 8 available artifacts that you'll randomly get when you . Many are walls of text that feel daunting to read, but at first you can probably just spam them and have some moderate success. As you continue to play the spec, it'll make more and more sense when and where to use each artifact, as well as what their icons look like.
- Here is a guide to each artifact. Each artifact has an active and lingering component which will be explained.
- These are good for offense:
- - stationary turret that deals massive damage via projectiles to the closest enemy. the lingering effect gives you a damage bonus against anything the turret hit.
- - long cast that pulses damage in an AoE around you. if the channel finishes it stuns enemies and gives you one free stealth attack.
- - slide towards an area, dropping high damage bombs as you travel. bombs continue dropping every few seconds at your feet.
- - shoots a projectile glob to an area that pulses strike damage and burning to those in the AoE. lingering effect makes your next two attacks burn the target.
- These are good for both:
- - instantly creates a projectile-destroying dome that pulses damage to enemies and barrier to allies. your next initiative spending ability refunds 50% of the cost.
- - evades attacks before dealing high strike damage in an AoE.
- - places a dancing decoy that taunts targets around it for 1 second. it also pulses might to nearby allies and reduces the cooldown of your next utility skill by 33%.
- Save these for defense:
- - evade while dashing towards an area. blind and burn targets in an AoE where you arrive. cleanses 3 conditions when arriving, then your next 2 initiative-spending abilities cleanse another.
General
- The TL;DR for the build's core gameplan is as follows: Enter fights with a full set of artifacts already available from an earlier (F1), throwing out axes with its first two skills, then using an artifact (e.g. ) before recalling the axes with . The result is
Fury and
Might from and a huge burst of damage. From there, use all remaining artifacts and then again and throw out the new artifacts for even more damage. Opening with stealth for axe's stealth attack increases the amount of burst even further thanks to .
- Use (without a target) during downtime to fish for good sets of artifacts, or during combat on a target to interrupt a key ability. Since artifacts are such a big part of the build, deciding whether to use immediately as it's up or waiting to interrupt an ability with it is a choice you'll regularly have to make.
- Pay attention to any projectile hate that would eat your axes - reflect fields, magnetic aura, etc.. If possible, use non-projectile artifacts while waiting for the hate to go away, or drop your target and throw your axes at nothing so you can recall them later.
- As axes require setup and a lot of initiative, it can be a good idea to swap to shortbow after landing a big and spam instead than trying to set up another recall.
Defense
- Remain at range while throwing axes, only entering melee with when a good opportunity presents itself. Always keep in mind which artifacts you have and formulate a followup plan based on them. Some artifacts such as deal high damage in addition to making you evade for the duration, making them excellent for countering attacks.
- gives a small window of evasion on use. If possible, use the skill to both recall your axes and dodge a powerful attack.
- Your cleanse is strong but limited. , , and (if taken) all immediately cure 2 conditions (in addition to any already cleansed by these abilities) thanks to . Additionally, can cleanse you multiple times, but you won't always have access to it. Save it for the right moment.
- Any artifact categorized as "defensive" will give
Protection and
Regeneration when used thanks to .
Advanced
- Once you're comfortable with the main gameplay of Antiquary, you can start to play around your combo fields.
- 's projectiles will occasionally act (20% chance) as a "projectile finisher". This gives them added effects depending on which combo field they pass through. The main ones are , which creates a fire field and adds
Burning to the axe, and , which causes the axe to cleanse a condition (granted you're in melee range of the target. it's weird, but if you're using you can drop as the axes are coming in to benefit from the finishers).
- is a leap finisher. Use it through to gain
Light Aura, for
Fire Aura (extra might and burning, nice), and even for
Dark Aura.
- Lastly, your stealth attack, , is a blast finisher. It's impractical to try and always combo this one with a field, but it's easy to use it with when recalling axes for additional condition cleansing.
Ratings
I've been playing and tuning this build extensively the last few weeks and can say with confidence that it's one the strongest versions of Antiquary right now, but also one with its fair share of weaknesses. It struggles against other thieves who can rip its might stacks off for themselves, and also against heavy projectile hate. In matches without those though, it can be a great pick. The usual issue with Axe/Dagger is that it's easy to play around for the opponent; dodge Harrowing Storm and you're good. Reflect Harrowing Storm and you're even better. On Antiquary though you can combine artifacts and Harrowing Storm to mask or combo your recall and trip up even the best players. Good situational pick, don't run it into other Thieves. 4/5
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