Antiquary - Hybrid Axetiquary
This is a test build. You may comment and rate it.
Focused on: Mobility, Hybrid damage and Utility
Designed for: PvP Conquest
Difficulty:
Hard
This build was last updated on April 16, 2026.
Overview
An Antiquary build that takes full advantage of and 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. Performs best in skirmishes, but is a capable duelist as well. As with all artifact-centric builds, there is some RNG from that must be quickly adapted to during gameplay, and this adaptation is where most of the build's difficulty comes from.
Skill Bar
Axe/Dagger
Shortbow
Utility
Skill Variants
Elite
- None: the evasion from is too important in the current meta.
Template Code
[&DQUsKxwmTSsKAQwBWAAZARkBNAFgHVsBnwEoAAAAAAAAAAAAAAAAAAAAAAADBQAvAGsAAA==]
Specializations
Variants
- None
Equipment
Axe
Dagger
Sigil
Sigil
Shortbow
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Relics
- - a welcome source of
Vigor for better survivability
Sigils
- over (on
Shortbow) - good for breaking roots in a pinch
Usage
Basics
- Use axe skills 1 and 2 ( and ) to throw axes. When you have 5 or 6 axes, recall them with your third skill, for the full axe damage again plus additional
Torment. Your stealth skill also leaves behind an axe and can be recalled.
- has a 1/2 second evade and will shadowstep you to your target. From there you can either utilize your Artifacts or use to stealth and reposition. This is the core gameplay loop for the build.
- If you plan on using , you'll need to avoid using artifacts that have multiple hits (which can be quite a few of them, unfortunately)
- Use on targets surrounded by other targets if possible to generate lots of might with 24px Even the Odds.
Elite specialization basics
- Antiquarians 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.
- Using an artifact restores 1 initiative.
- All 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.
- The TL;DR on what's good is as follows:
- Good for offense: (highest damage of all artifacts), (gives a free if you finish the channel), (good damage if you get the bombs to hit), (root targets with or stand in it to zone opponents out).
- Good for both: (eats projectiles and ticks for good dmg), (hammer has very high power damage scaling and can deal 4-5k with proper setup!), (stand near it for might; excellent synergy with )
- Good for defense (try to avoid using offensively): (lots of evasion frames, multiple cleanses).
General
- Use without a target during downtime to fish for good sets of artifacts, or during combat on a target to interrupt a key ability.
- Pay attention to any projectile hate that would eat your axes - if possible, use non-projectile artifacts during that time instead, or drop your target and throw your axes at nothing so you can recall them later.
Defense
- Remain at range while throwing axes, only entering melee with when a safe opportunity presents itself. Cover yourself with defensive artifacts as needed. to enter
Stealth is good if you can land it.
- gives a small window of evasion on use. If possible, use the skill to both recall your axes and dodge a powerful attack.
- Key defensive artifacts are (evasion, small heal), (evasion & cleanse, use to retreat!), and (projectile hate, multiple hits that break
Aegis &
Blind).
- Any artifact categorized as "defensive" will give
Protection and
Regeneration when used thanks to .
Advanced
- todo
Ratings
Comments
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