Arbiter Raid Guide: Best Build, Gear, Masteries and Teams

Cornerstone High Elves support: turn-meter control, team revive, and a strong Arena speed aura—built for go-first and recovery lines.

Role
Support
Rarity
Legendary
Affinity
Void
Faction
High Elves

Quick read

Void High Elves support. She steers turn order, brings a strong Arena speed aura in the lead slot, and can revive the team when a round goes wrong. Build Speed and Accuracy first, then keep her on her feet so she can keep propping the plan.

  • Strong Arena lead (go-first lines) and anywhere you want tempo plus a safety net.
  • With books, chase the engine skills (turn meter, team “open”) and the revive lines you actually use.
  • Defense down, cleansers, and hard hitters who use the turns she helps create.

Overview

The Arbiter is the reward for finishing the original mission chain and remains one of the most recognizable progression anchors in the game. On paper she is a support, but the job she does is tempo: she decides whether your team moves before the enemy, whether a wipe becomes a second chance, and whether your damage dealers get their skills back on schedule. She is rarely the reason you see a huge number in the floating text—that is the attackers—but she is often the reason the fight still exists when a wave goes wrong.

She brings a void affinity, High Elves tags for Faction content, a 30% speed aura in Arena (a defining trait for go-first drafts), and a kit built around turn bar manipulation, a group revive, and emergency sustain through her main “open” skill. If you are still learning speed tuning, she is also a good teacher: small changes in her speed and Accuracy can reorder your whole squad.

What this page is: original fan notes, not a datamined copy of the client. Numbers, skill names, and set names may shift with game patches—always check your in-client tooltips and the official patch notes.

What her kit is doing (plain language)

  • Turn meter and tempo: She is built to pull the team forward or to reset the fight when someone dies, depending on the skill and situation. The better you are at knowing when a wave needs speed versus when you need a revive, the more value you get.
  • Arena speed aura: A strong argument for using her in the lead slot in Arena and similar modes where a % speed aura is allowed—your whole draft plans around whether you outspeed the other side.
  • Buffs and control: She carries utility that helps against buff-stacking enemies and that sets up your nukers, especially when you pair her with a reliable decrease defense and weaken or similar lines.

Booking priority (general rule of thumb): the skills that feed the team’s speed and reliability (heal/ATK/turn on the big “engine” move, plus revive timing on the “reset” move) are usually the most impactful. If you are short on books, focus on the parts of the kit you actually press every rotation—Arena leads book differently from someone you only use for a revive safety net in one mode.

Strengths

  • One hero, many rosters: Works as Arena lead, as a Clan Boss–adjacent support in early-to-mid accounts, and as a glue piece in Faction and Doom teams where a revive or tempo swing matters.
  • Forgiving learning curve: She rewards clean speed builds more than she rewards risky glass cannons, which makes her a stable slot while you are still learning mechanics.
  • Long-term value: As long as speed, revive, and Arena aura stay relevant, she has a role identity that does not depend on a single patch boss gimmick (unlike a pure specialist).

Stat priorities (what to roll)

These are guidelines, not a single “correct” row—your exact speed, HP, and Accuracy depend on where you use her and who else is in the comp.

GoalWhat usually mattersWhy
She moves when you needSpeed (in sync with your comp)Turn order is the product of her speed plus your speed aura and buffs. A random +10 on boots can break a tuned team.
Debuffs land in PvEAccuracy to your content tierWasted skills if weaken or strip-like effects don’t connect on bosses with real resistance.
Stays on the fieldHP% / DEF% (and sometimes RES for certain matchups)A dead support does not revive anyone.
Crit if you care about the small hitsC. rate / C. dmg if you are squeezing a bit of A1 valueThis is usually a lower priority than staying fast and reliable.

Revisit these numbers whenever you: change your lead speed, add a new speed aura hero, or push into a new dungeon tier with higher enemy RES.

Gear and artifact sets (practical options)

Sets in this game are suggestionsprimary stats and right speed usually beat a “correct” set name on paper.

  • Speed / “go fast” packages: any combination that hits your breakpoints and keeps her tanky enough. Speed, Divine Speed (or similar) patterns are a common default for Arena leads. Stoneskin-style defensiveness shows up a lot in PVP if the account can support the gear quality—don’t chase it at the cost of a broken turn order.
  • Relentless and similar: can be fun on a support who cycles skills often, but never if it shuffles your speed tune into chaos. Sim it before you lock it in.
  • Sustain pairs: a mix of perception/accuracy pieces (if you need the stat) and healthy chest/gauntlet lines can be easier to farm than a perfect 6-piece meta set early on.

Main stats to look for (typical PVE/PVP support): speed boots, defensive chest (HP or DEF as your account needs), and accuracy in the 200–ish range (example ballpark) for mid-game PvE—raise or lower per boss tables and your great hall.

Masteries (“talents”) — two common loadouts

Masteries are not a second gear row—they are a way to cover gaps. Pick based on the mode you are fixing first.

General PvE (dungeons, progress, Faction carry)

  • Offense (support-leaning): anything that helps the team more than a tiny personal damage bump. Many players take the sustain / TM / debuff side of the tree for supports rather than a full pure damage path.
  • Support tree: the usual revive, heal-boosting, and debuff themed picks show up a lot. If your clan uses her in a specific boss, align with the ACC and survival nodes you are missing from gear.
  • Defense (optional slice): only if you are under-geared and need her to eat a hit; otherwise those points are often better as turn efficiency in Support or a minimal Offense dip.

Arena (lead, go-first, reset games)

  • Offense (lead patterns): choices that accelerate your win condition—often a mix of TM, sustain-on-hit, and C.DMG/ crit only if you truly build some crit on her. Many drafts skip deep damage in favor of Lore of Steel-style stat nodes if the math works on paper.
  • Support / Defense split: a common pattern is a short Defense line for bulwark-style or reaction-adjacent value (meta shifts patch to patch) plus support for turn economy.

If you only have one page of masteries, PVE-first is usually the better default: Arena can borrow that page until you duplicate a second page as your account matures.

Best teams and where she fits (examples)

You do not need all of these roles at once—pick the one job the fight asks for, then add four allies who actually deliver that plan.

ModeTeam idea (archetype)What Arbiter is doing
Arena (classic)Nuke go-first: speed lead + strip/dec down + two big hitters, or a control piece + two threatsAura + tempo so your first wave lands and you can close the fight.
Arena (grind)Tanky sustain: tank + support + two flexible threatsRevive and tempo so one mistake does not hard reset a match.
Clan Boss (early / mid)Speed-tuned debuff and DPS lineOften not the best pure CB specialist later, but she can stabilize a roster still learning the rotation. Revisit when you pull dedicated CB debuffers.
Dungeons (waves + boss)Control + nuke, or two wave clearers + boss DPSStrip/utility and a safety revive on iffy first clears.
Doom / hard wavesClean rotation: dec def, stuns, enough speed to lap problemsHeal and revive windows when the wave RNG is mean.
Faction WarsHigh Elves flex slot to chase star thresholdsExtra void kit and teamwide tempo when the rest of the faction is thin.

Teammate patterns that often mesh well: a reliable decrease defense (and sometimes weaken), a block debuffs or cleanser in debuff-heavy content, a control or strip piece in PvP, and a nuker who actually uses the extra turns. Only add a second speed or turn-meter support if the stage rules and your tune allow it—boss mechanics and debuff limits are the real boss.

Patterns, not a guarantee: your account decides the real comp.

Books, “gifts,” and where to invest

  • Skill books (legendary tomes): treat them as the main long-term “gift” you give a champion. For Arbiter, the books that shorten the cooldown on the skills you open every fight (usually the turn-meter / team buff line) and the revive line are usually the highest impact. If you only PvE with her, bias books toward the rotation you press every wave; if she is a dedicated Arena lead, bias toward the skills you need to win the opener and the stabilize after.

  • Other gifts (shards, events, passes): game modes change seasonally—use any one-off gift (extra tomes, accessory rolls, etc.) to fix missing stats (Accuracy, Resistance for certain content, or speed subrolls) before chasing marginal damage on her. She is a platform, not a carry.

Blessings, accessories, and endgame systems

  • Team blessings, relics, and accessories shift with patches. The same rules as gear: pick rows that close a real gap (missed Accuracy, a missing RES band, a speed shortfall) instead of a tiny offensive bump you will not feel. **Stoneskin-**style defensive patterns in PvP are a very account-dependent option—never if they tank your team speed.

Weaknesses and common mistakes

  • “She paper‑fixes a broken roster.” She bails you out of some mistakes, not a full gear hole on your damage dealers.
  • Books before proof: if you are not yet using her in Arena or a revive‑critical mode, delay the big book spend until the use case is real.
  • Silent speed drift: a new +16 boot, a faster aura, or a swapped ally can break a tuned order without a loud error message—re‑sim after any gear change to her or the two champions she must move around.