Each shop slot rolls one rarity, so a Rare relic only has to beat other Rares.
Common relics 10 Shards each. The quest Vessels are the ones to chase: cheap, quick, and the rewards hit every hero.
Buy on sight 2
Critical Vessel : Crit 20 times and every hero gets 25 Attack Speed and 5 Omnivamp for the rest of the run. Any board lands 20 Crits in a fight or two. Best 10 Shards in the Common pool. Shield Vessel : 2,500 Shields unlocks 30 Attack and 30 Magic on every hero. Kai, Fiona, Gustav or Grace finish that inside a couple of fights, and the reward is more than two Common items per hero. Rare relics 20 Shards. The deepest pool in the game, and the one where class relics (Emblems, Mementos, Amplifiers) start to define a team.
Strong pick 17
Precision Nexus : Every Crit heals the hero 30 and gives 3 Mana. Assassin and Crit Warrior teams crit so often it doubles as sustain and faster casts. Duelist's Emblem : One Duelist on the board and every auto attack your team makes deals 30 extra damage. Biggest early, still good with Irini and Nyx swinging fast. Mystic's Emblem : One Mystic on the board gives the whole team 4 Mana Regen and 10 HP/S. Every caster gets their ability out sooner. Mage's Emblem : With a Mage on the board, every hero's active ability gets 100 Crit. Logan's Execution, Hoyoung's Killshot and Ratna's Starfall love it. Vanguard's Emblem : 150 Shields on every hero every 5 seconds while a Vanguard is in the fight. Over a minute that's 1,800 Shields each. Arcane Amplifier : 50 Magic and 4 Mana Regen on every Mage and Mystic. The core Rare for an Aria, Funke, Gustav or Pollen team. Martial Amplifier : 15 Crit, 20 Attack Speed and 25 Attack on every Assassin, Duelist and Warrior. Three classes is most of the roster, so it nearly always fits. Shard Extractor : 6 Shards per win. Bought in Act 1 it pays for itself after four wins and funds an extra rank-up or two. Advanced Differentiator : Rerolls cost 2 less, so the first two every shop are free. With Basic Differentiator, three. Acceleration Conduit : Six Rush triggers, then Rush lasts 3 seconds longer. Nyx and Rip finish the quest in one fight. Deceleration Conduit : Six Stall triggers, then Stall fires 6 seconds sooner. The cheapest way to get a Stall team online before the Act 1 boss. Acceleration Reactor : Every Rush trigger gives the team 5 Crit and 10 Attack Speed for the fight. Nyx refreshes Rush every 12 auto attacks, so it keeps climbing. Deceleration Reactor : Each Stall trigger shields every hero for 10% Max HP and gives 8 Mana. That Mana is what gets a Stall team's Mystics casting. Poison Catalyst : After Stall 15, auto attacks on a Poisoned enemy deal bonus damage equal to its Poison. Poison never decays, so on a Pimenta or Skorn team this is a lot of free damage. Plague Amplifier : Every debuff application gets one extra stack for the first 12 seconds. Best with sources that apply small amounts often: Pollen's flower field, Sal's Permafrost, on-hit Duelists. Generation Conduit : After 25 Shards generated, each generation gives every hero 15 Crit and 500 Shields. Tilly, Dragomir and Yuuna trigger it all fight. Arcane Conduit : 15 active casts unlocks 25 Starting Mana on every hero. Mystics are slow to their first cast, and this fixes that. Good in the right team 32
Defensive Amplifier : 45 Defense and 300 Max HP on Tanks and Vanguards. Good, just less damage than the other two Amplifiers. Tank's Memento : 25 Poison on every enemy per Tank at the start. Two Tanks make it a proper opener. Tank's Emblem : Defense for the whole team, 1 more every second a Tank is fighting. Best in long Stall fights. Vanguard's Memento : 45 Burn per Vanguard on every enemy at the start. Rip and Ming boards turn it into serious damage. Warrior's Memento : 2 more seconds of Rush per Warrior on the board. Stacks well in a Rush Warrior lineup. Duelist's Memento : Stall fires 4 seconds sooner per Duelist. Helps Irini, whose Limitless pays out after Stall 15. Mystic's Memento : A 15% Max HP Shield per Mystic. Two Mystics make it decent. Multiclass Conduit : Three random Crests for winning with four classes in play. Random, but Crests switch on class relics. Deceleration Nexus : A Shard every two Stall triggers. Small, steady income for a Stall team. Acceleration Nexus : The Rush version: a Shard every two triggers. Nyx alone keeps it ticking. Precision Reactor : 60 Crit for the first 10 seconds. A Rush Assassin's opener. Shard Constructor : 9 Shards if the fight reaches Stall 30. Only Stall teams see it pay. Poison Amplifier : A third more Poison from every source. Take it once Poison is the plan. Burn Amplifier : A third more Burn. Funke and Ming boards should take it; anyone else, skip. Burn Catalyst : Enemies take 50% more Burn damage for the first 15 seconds. Pairs with Vanguard's Memento and Fire Starter. Frost Catalyst : Frost detonations at Stall 15, 30 and 45 for 5 damage per stack. Karsu and Sal stack enough to make it count. Plague Harvester Shield Repriser : Reflects all Shield damage back at the attacker. Good on a Kai or Fiona team that lives behind Shields. Shield Bastion : A lasting 33% Max HP Shield at Stall 15. Shield Conduit : After 7,500 Shields, heroes gain 100 Attack and 100 Magic while Shielded. Slow quest, huge payoff for a Mystic shield team. Combative Codex : 9 Attack now and 6 more after every win. Buy it in the first few shops or not at all. Enchanted Codex : The Magic Codex. Same rule: early or never. Vital Codex Plated Codex Swift Codex Frontline Embiggener : 400 Max HP for the front row. Frontline Barricader : 60 Defense for the front row. Backline Quickener : 40 Attack Speed for the back row, where Karsu and Hoyoung shoot from. Burn Conduit : After 500 Burn, inflicting Burn gives the hero Attack and Magic. Funke's team gets there fast. Poison Conduit : After 150 Poison, inflicting Poison gives the hero Attack and Magic. Big on Pimenta and Skorn over a long fight. Violence Conduit : After 150 auto attacks, each hero's first hit on each enemy gets 750 Crit. Protective Differentiator : Shields at Stall 15 and 30 that grow with every reroll this run. Late insurance for a team that rolls a lot. Skip 2
Vampiric Codex : The weakest Codex. Omnivamp needs a lot of damage behind it to matter. Assassin's Emblem : One short Stealth when a hero drops below 66%. Rarely changes a fight. Epic relics 30 Shards, and elite fights drop them too. This is where Rush, Stall and debuff teams find their engines.
Strong pick 20
Warrior's Exaltation Prism : A Warrior kill gives +50% Attack, a full heal and 100 Mana. Logan's The Momentous snowballs off it. Warrior's Sundering Filigree : For the first 8 seconds, every Warrior Crit strips 15 Defense. Pair it with Warrior's Emblem and the enemy front line melts. Tank's Intercession Prism : Tanks gain 50 Defense per enemy targeting them, and the healthiest Tank taunts everything every 10 seconds. Skorn or Rowan becomes a wall the backline hides behind. Assassin's Supremacy Filigree : 5 seconds of Stealth at the start, then 200 Crit for the first 10 seconds. A Rush Assassin team's best opener. Duelist's Profusion Filigree : After Stall 10, Duelist autos also hit the nearest enemy for 33% and apply on-hit effects. With Poison or Burn on hit, your debuffs spread twice as fast. Duelist's Fury Filigree : 150 Attack Speed on Duelists for the first 10 seconds. Nyx and Irini open fights at a sprint. Mystic's Inundation Prism : Mystic Shields also hit the nearest enemy for the full Shield amount. Grace's Salvation and Fiona's Vault Spark turn into damage. Mage's Administration Filigree : Each Mage cast also hits the lowest-health enemy for 400% Magic. Funke and Ratna pick off the back line with it. Trigger Safeguard Activator : Every Rush or Stall trigger shields the team for 10% Max HP and adds 2 Mana Regen. Fits any team built around either. Trigger Synchrony Activator : Every third Rush trigger and every third Stall trigger Stuns all enemies for 2 seconds. A Nyx and Rip board triggers Rush constantly. Deceleration Ascendancy : 15 Stall triggers, then Stall fires 9 seconds sooner. The late anchor for every Stall team. Deceleration Apotheosis : +15% basic stats at Stall 25, 50 and 75. Speed your Stall up and all three land in a normal fight. Deceleration Corruptor : Doubles every enemy's Poison at Stall 15, 30 and 45. Pimenta, Skorn and Pollen stack it; this multiplies it by up to eight. Deceleration Aegis : 700 lasting Shields on every hero at Stall 15, 30 and 45. Simple, and it keeps a Stall team alive long enough to win. Acceleration Ascendancy : 15 Rush triggers, then Rush lasts 4 seconds longer. The Rush team's version of the Stall anchor. Plague Accelerator : Two extra stacks on every debuff application for the first 12 seconds. Plague Amplifier, doubled. Venom Precision Prism : Every Poison tick on an enemy gives the whole team 2 Crit. A Poison team builds Crit on its own. Shield Converter : Shields a hero gets from someone else also hit the nearest enemy for 50%. Gustav's Blizzard, Pollen's field and Fiona all feed it. Plague Velocitizer : Every 4 seconds, heroes gain 1 Attack Speed and 2 Attack per debuff type on the enemy team. With Poison, Frost and Burn all up, it ramps hard. Alignment Ascendancy : After 25 Rush or Stall triggers, each one gives the team 15 Attack Speed and 15 Defense. Good in the right team 32
Tank's Invigoration Filigree : HP/S that scales with Defense after Stall 20. Good on Skorn, who stacks Defense anyway. Vanguard's Frenzy Prism Vanguard's Amplification Filigree : Double Max HP on Vanguards for 8 seconds. Rip's Bloodthirsty turns Max HP into Attack, so he hits harder too. Duelist's Rhythm Prism : A random Poison, Frost or Burn on every Duelist auto. Pairs with anything that counts debuff types, like Pimenta's The Spicy. Mystic's Prosperity Filigree Mage's Transmutation Prism : Mage autos add 100% of their Magic as bonus damage. Sal is the one Mage built to auto attack. Perfect Divergence Prism : +25% basic stats if no two heroes share a class. Dual-class heroes make that hard past three heroes. Perfect Unity Prism : +20% basic stats if every hero shares a class. Glyphs and Crests make it reachable. Trigger Bounty Activator : A Shard every other Rush or Stall trigger. Deceleration Filigree : 12 Shards at Stall 30 and again at Stall 60. Only long fights pay out. Acceleration Immunizer : Two seconds of immunity at the start. Blunts burst openers, then does nothing. Acceleration Prism : 15 Crit per Rush trigger. Immolation Accelerator : 20 Burn on every enemy per Rush trigger. Strong with Nyx refreshing Rush. Acceleration Filigree : 12 Shards per kill in the first 20 seconds. Fast-killing Rush boards cash in. Critical Ascendancy : After 100 Crits, each hero's first hit on each enemy gets 1,500 Crit and Stuns for 2.5 seconds. Shield Ascendancy Shield Investment Filigree : Spends a Shard for lasting Shields at the start and at Stall 20, and the Shield grows every time. Slow start, big payoff. Shard Precision Prism : Crit equal to the Shards in your bank. It fights with spending them. Poison Migrator : Poison moves to the nearest enemy when its host dies. Poison never decays, so nothing is wasted. Blight Resonance Prism Frost Ascendancy : A 2.5-second Stun the first time each enemy reaches 50 Frost. Glacial Guard Prism : Frost appliers shield themselves for 6 per stack inflicted. Keeps Karsu and Sal alive. Burn Migrator Burn Ascendancy : The first enemy to reach 100 Burn passes 75 Burn to its nearest ally. Thermal Inverter : Burn also applies half as much Frost, and Frost half as much Burn. Aria already applies both. Plague Ascendancy : Land 25 Poison, 50 Frost and 75 Burn on one enemy, then every fight starts that way. Arcane Backup Prism : Magic for the whole team per rank of each Mage in reserve. An S-rank Mage on the bench is 80 Magic each. Martial Backup Prism Defensive Backup Prism Momentous Differentiator : 2 Attack Speed per reroll this run. Good if you roll a lot. Stalwart Differentiator : The Defense twin of Momentous Differentiator: 3 per reroll. Shard Energy Velocitizer : Attack Speed from every 5 Shards generated this run. Filler 2
Frost Migrator : Frost decays, so there's less to move. Golden Ascendancy : 66 banked Shards for five random Crests. Too slow. Skip 1
Reserve Ascendancy : A trickle of stats for heroes on the bench. Skip. Legendary relics 40 Shards and only sold in the Auction House. Each class engine carries a party-wide stat that pays for itself before the class text fires.
Strong pick 13
Warrior's Bloodshield Engine : 50 Attack on every hero, plus lasting Shields from Warrior damage. The Attack alone covers the Shards. Tank's Absolution Engine : 60 Defense on every hero, and every eighth hit a Tank takes Stuns the attacker. Skorn and Rowan lock down the front line. Vanguard's Titanic Engine : 400 Max HP for everyone. Vanguards grow with every hit given or taken, picking up Attack along the way. Assassin's Ambush Engine : 30 Crit for everyone, an opening Stealth for back-row Assassins, and Poison on every Stealth hit. Mystic's Abundance Engine : 8 Mana Regen on every hero, and Mystic Shields leave a third behind as lasting Shields. Mage's Cataclysm Engine : 50 Magic for everyone, and every Mage cast drops Burn and Frost on enemies in range. Defensive Energy Crystal : Tanks and Vanguards open with a full Max HP Shield, then get 1000% of their Defense as Shields at Stall 20 and 40. Martial Energy Crystal : 100 Crit on every Assassin, Duelist and Warrior auto attack. Arcane Energy Crystal : Every Mage and Mystic cast hits all enemies for 100% Magic and shields the team for 1000% Mana Regen. Fiona casts constantly, so it fires all fight. Plague Transmission Engine : 10 Poison, 20 Frost and 30 Burn on every enemy at the start and every 10 seconds. Gives any team all three debuff types. Acceleration Legacy Crystal : +1% basic stats for every two Rush triggers this run, during the first 8 seconds. Rush teams reach big numbers by Act 2. Shard Power Extractor : Every Shard generation hits all enemies for 10% of their Max HP, 2,500 minimum. Strong with Tilly or Dragomir in a normal run. It can't crit and Defense reduces it, so it fades deep into Endless. Omnity Enforcer : All seven Crests, and each makes its holder count as another class. Switches on every class relic you own, at the cost of item slots. Filler 1
Glacial Decay Engine : Frost deals damage as it ticks down. Frost drops one stack every two seconds, so the damage is thin. Mandates and Harmony Crystal The Auction House always offers a Mandate (25 Shards) and Harmony Crystal (40). Each adds a hero slot, up to five on the board. Rank Mandates by how fast your team finishes the quest.
Filler 2
Omnity Mandate : A hero of all seven classes in the fight or the reserve. Dual-class heroes help, Crests more. Greed Mandate : 100 Shards in the bank means you stopped buying. Rarely pays off. Skip 1
Desperation Mandate : Win with exactly one hero left standing. You can't plan for that.