Mechanics are the inner workings of Artifact. For non-gameplay related information, see Game Systems page.
Artifact is played on a board that is divided into 3 sections, called Lanes. Each lane has one tower, which, if destroyed, exposes the Ancient. The game ends if 2 towers or the Ancient is destroyed by either party.
All interactions in Artifact are, in one way or another, based on cards. Here you can read all about the specific properties of different cards and learn about different interactions.
There is no limit to how many cards you can have in your hand.
Mana is a resource players use to play their cards. Each lane has a separate manapool, that starts at 3 at the beginning of the game, and increases by 1 each turn. There is no upper limit to the manapool.
|Health||The amount of damage an unit can sustain before dying. Damage persists across rounds.|
|Armor||Incoming damage sources are reduced by the amount of Armor on this unit.|
|Attack||The amount of damage a unit deals during battle.|
|Normal||The basic type of dealing damage.|
|Piercing||This Damage type ignores all armor.|
|Siege||When blocked during the combat phase, in addition to battle damage to the combat target, also deal Siege damage to the enemy tower.|
|Cleave||When blocked during the combat phase, in addition to battle damage to the blocking unit, also deal the Cleave damage to that unit's neighbors.|
Abilities are either innate, or can be granted by items and spells. They fall into one main category, depending on its behavior. Abilities with cooldowns start ready to be used, unless they belong to a hero, in which case they start on cooldown.
|Active ability||Abilities that requires the player's action to execute. After that, they are inactive for the duration of the cooldown.|
|Reactive ability||Abilities that automatically activate after a certain trigger (e.g. End of the combat phase or after a spell is cast).|
|Continuous effect||Abilities that are always active.|
|Play effect||Abilities that are triggered when the card enters a lane.|
Abilities are unique powers or behaviors that are provided by spells, items or innate skills. They provide certain effects which can impact the battlefield.
|Rapid Deployment||When a hero with Rapid Deployment dies, it is immediately ready for deployment, so it can be deployed at the start of the next round.|
|Move||Move a Hero to another lane.|
|Heal||Restore Health to an unit.|
|Summon||Create a Summon.|
|Swap||Exchange the positions of 2 units.|
|Draw||Place a card from your deck into your hand.|
|Damage Immunity||Make a unit impervious to attack.|
|Modify||When an effect modifies another card it applies a permanent buff or debuff to the target. Heroes retain modifiers through death.|
|Silence||Stop a unit from using abilities, items, or spells.|
|Disarm||The disarmed unit can not attack for the duration.|
|Discard||Throw away a card from your hand|
|Retaliate||When attacked during a battle (even outside of the combat phase), deal this much extra damage to the attackers.|
|Taunt||Force units to target a certain enemy.|
|Cross Lane||This card can target any lane.|
|Regeneration||Heal this unit during the combat phase.|
|Purge||Permanently remove effects from a Unit.|
|Stun||Disarms and silences a unit.|
|Pulse||Update gamestate before resuming the card effect.|
|Death Shield||If a unit would die, instead remove its death shield and it survives with 1 Health. A unit may only have one death shield at a time.|
|Lock||Prevents opponent from playing a specific card from their hand for a number of rounds.|
|Bounty||Defines the Gold award for eliminating a unit.|
|Quicken||Reduce cooldown by 1, but not below 1|
|Equip Effect||This ability will trigger immediately after the item is equipped to a hero.|