Immortal: Artemisia (Water)
Hey there, fellow Infinity Kingdom player! Today, I want to talk about a new Water-elemental support Immortal named Artemisia. She’s designed to provide both Chill effects and a physical defense debuff on enemies, which makes her a very interesting option for Water teams. In this guide, I’ll explain how her ultimate ability works, how she synergizes with popular Water Immortals like Merlin and especially well with Margaret. Moreover, we will see how she stacks up against the older Water support, Dido.

Artemisia’s Ultimate Ability and Synergy
Artemisia’s ultimate ability, Arctic Storm, creates a storm in the enemy area that reduces their physical defense by 30% and applies a Chill effect for 9 seconds. The Chill effect lowers the enemy’s attack speed by 10%. This is important for two reasons:
- Reliable Chill Setup: Water damage dealers like Merlin and Margaret get massive bonus damage if they strike enemies who are under a Chill effect when they cast their own ultimates. Since Arctic Storm guarantees Chill on all enemies for 9 seconds, you can ensure that Margaret’s or Merlin’s ultimate hits chilled targets—if you time it right.
- Physical Defense Debuff: The 30% physical defense reduction amplifies the damage of any physical-damage Immortal, most notably Margaret. Merlin’s damage is magical, so he won’t directly benefit from the defense debuff, but Margaret and your frontline physical fighters certainly will.

Artemisia’s base energy regen of 100 is another key factor. This high regeneration rate helps her cast Arctic Storm quickly and more consistently, making it easier to set up combos with Margaret’s ultimate.

If you use skills like Adrenaline Rush to adjust cast timings, you can almost guarantee that Arctic Storm lands right before Margaret unleashes her ultimate.

Comparing Artemisia to Dido
Before Artemisia arrived, Dido was a go-to support Immortal for Water teams. Dido’s ultimate, Frost Armor, lasts for 9 seconds and provides a substantial physical defense boost (2000% of the target’s level), while also granting a 35% chance to inflict Chill on attackers for 6 seconds.


- Offense vs. Defense: If you need a sturdy frontline or you’re running a more defensive setup with Immortals like Ramses, Dido’s physical defense boost can be a lifesaver. Artemisia, on the other hand, offers an offensive edge by lowering the enemy’s physical defense, letting you rack up more damage from both Margaret in the backline but also e.g. Attila and Herald in the frontline.
- Chill Duration: Dido’s Chill has a lower chance to activate (35%) and only lasts 6 seconds per proc, but because Frost Armor stays active for 9 seconds, you can potentially get multiple procs in a short period. Sometimes the Chill might refresh, stacking your Chill uptime closer to 14–15 seconds total. Artemisia’s Chill is guaranteed for 9 seconds, but once those 9 seconds are over, there’s no immediate chance to reapply it until she can cast again.
- Synergy and Timing: While Dido may provide a more defensive approach and potentially higher total Chill uptime, Artemisia’s guaranteed Chill and physical defense debuff can be far more impactful if timed to match Margaret’s or Merlin’s casts. If you’re focusing on strong offense and building synergy around Margaret’s physical attacks, Artemisia is generally the better pick.
My Opinions and Recommendations
I find Artemisia to be an excellent addition to Water teams that focus on damage and control. If you’re running Margaret as one of your primary damage dealers, the physical defense debuff will boost her DPS significantly. Meanwhile, the guaranteed Chill effect ensures your Water team’s synergy remains intact, allowing Merlin or Margaret to hit chilled targets for massive burst damage.

However, if your Water lineup leans heavily on defensive Immortals and you want more team survivability, Dido might still be the better choice. Her Frost Armor can soak up a lot of incoming physical damage, which can be a lifesaver in tougher matchups.

Another factor to keep in mind is energy regen and timing. Artemisia’s higher base energy regen (100 vs. Dido’s 83) means she’ll often cast sooner, which can be great if you plan your combos well. Skills that manipulate energy—like Adrenaline Rush—can help you line up Arctic Storm to occur just before Margaret casts. If your Margaret casts first, you’ll lose the Chill synergy for that round.

Lastly, it’s important to note that Merlin deals magic damage, so he won’t benefit from Artemisia’s physical defense debuff, but he will benefit from the Chill effect. This makes Artemisia particularly potent in a lineup built more around Margaret. If your Water team is Merlin-centric, you can still gain a lot from Dido’s defense and Chill uptime.

Summary
Artemisia is a strong offensive support for Water teams, offering a guaranteed 9-second Chill and a 30% physical defense reduction on all enemies. She pairs brilliantly with Margaret, enhancing her physical damage, and can also help Merlin land his ultimate on chilled targets. Compared to Dido, Artemisia leans more toward offense, while Dido offers a stronger defensive approach with physical defense buffs. Dido can achieve higher overall Chill uptime if her Frost Armor procs repeatedly, but Artemisia’s steady energy regen and guaranteed Chill make her more reliable for precision combo setups.
If your Water lineup relies on heavy offense and you’re aiming to maximize Margaret’s damage potential, Artemisia is likely the better choice. If you’d prefer a sturdier defense with occasional Chill procs, Dido might serve you well. Ultimately, it comes down to how you want your team to perform on the battlefield—whether you prioritize offense, defense, or a balance of both. Whichever path you choose, both Water supports can shine under the right circumstances, so experiment and see which style fits your playstyle best.
Published: 04-03-2025