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 May 10, 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
The empty utility slot can be filled with the following depending on preference or need:
- - Axe's stealth attack is one of the build's strongest points, but the build itself can struggle to
Stealth itself. this ability helps alleviate that issue and is great both for offense and defense.
- - simple mobility skill and stunbreak. good for +1ing. gets you in position for .
- - good for locking down players without
Stability or creating a window for / . cleanses 2 conditions with .
Elite
These elite skills are all situationally viable:
- - a simple and powerful defensive pick that provides three seconds of evasion and a small cleanse (thanks to ). good to learn the spec/build with.
- - highest damage output by far in extended fights, but requires very quick reactions to properly utilize. can also supply defense in the form of evasion, cleanse, projectile hate, and healing depending on what you get.
- - great for when you're spending more time roaming/+1ing. most importantly, it ensures get through
Aegis. best if taken with some sort of invisibility such as .
Template Code
[&DQUsKxwmTSsKAQAAWAAAABkBAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAADBQAvAGsAAA==]
Specializations
Variants
- None
Equipment
Axe
Dagger
Sigil
Sigil
Shortbow
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Sigils
- over (on
Shortbow) - regularly improves burst by ~8%. 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.
Amulets
- is good against power builds that deal little condition damage.
- is a viable glass option but can be very punishing. best used with .
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 gameplay of the build.
- Axe's stealth skill, , also leaves behind an axe. 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.
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.
- Learning what artifacts do it important to the success of Antiquary. At first you can probably spam them without worrying too much, but as you progress, take some time to understand what each does, learn what their icons look like at a quick glance, and work to squeeze out as much value from them as possible. They are really the only thing Antiquary has that makes it considerable over every other variation of thief.
- Here is a quick guide to each artifact:
- These are good for offense:
- (places a stationary turret that shoots out a number of high damage bolts. if any of these hit, you get bonus damage against that target for a few seconds. this is the highest damage artifact you have access to.)
- (long channel time. pulses good AoE damage 4 times before smashing down for a
Stun. if you finish the channel, you get a buff that lets you use one free stealth attack - is extremely good in this build so this artifact tends to be one of the highest value ones.) - (slide towards your cursor and drop high damage, short fuse bombs at your feet. you then continue to drop bombs every few seconds, making this skill better for kiting than playing offensively.)
- (shoots a projectile glob at your cursor that creates a damaging fire field when it lands. the pulsing damage is quite good.)
- These are good for both:
- (instant ability. creates a dome around you that destroys incoming projectiles, pulses barrier, and hits multiple times. great against
Blind and
Aegis.) - (evades for a short duration and deals good damage upon landing. use to counter-pressure, reposition, or escape.)
- (short cast. places a dancing decoy that taunts targets around it for 1 second. additionally, it pulses might around it; use with for best effect.)
- Save these for defense:
- (lots of evasion frames, triggers multiple cleanses. deals good damage and can help with burst, but usually best when used defensively).
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 of if not the strongest version of Antiquary right now. Not saying much with that, I know, Antiquary is still struggling after the chain of nerfs, but this version has served me well competitively and its weaknesses can be played around. Wizard, Tyrant, and Destroyer amulets are all viable depending on comps and I breezed to platinum rank with it. I've also won duels against top end players despite the build not being made for dueling. It isn't a sidenoder like Shortbow or Spear builds, but rather a highly evasive roamer which can both burst and deal high consistent damage. The main 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. Big telegraphed attacks and no stability makes for a bad gameplan. However, when you combine the repositioning from Harrowing Storm, the high damage from artifacts, and the utiltity & boons from them, you can combo or mask the deadliest parts of your kit and trip up even the best players. Projectile hate sucks, but with artifacts mostly not being projectiles (and Skritt Scuffle being a viable elite) there are definitely worse-off specs. Very hard to play correctly but super rewarding. 4.4/5
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