Hero & Gear Progression
How hero and gear progression works — lineup and faction bonuses, shard costs, and the published gear order. Per-hero data and squad compositions will live in the companion hero and squad builder.
Hero roster — investment priority (summary) 4 tables
This is a summary table only — full per-skill numbers (auto-attack/active/ultimate/passive at every star breakpoint, targeting behaviour) are in the companion hero/squad builder tool.
Full roster — all 31 heroes captured (13 Warrior, 9 Ranger, 9 Warlock), matching the cover sheet's faction counts. Two heroes carry alternate names between the roster sheet and the per-hero detail cards: Joker is called "Jester" in his own flavor text, and Ulfrid is called "Brian" in his — both are shown below with both names.
Warrior
| Hero | Rarity | Class | Acquisition | Star target | Verdict |
|---|---|---|---|---|---|
| Arthur | UR | Tank | Tavern, Hero Pass, Daily Offer | Cheap to star — free shards from Tavern/Treasure Digger; 10★ justified (in every comp since day 1) | Best-in-slot frontline tank, easy and cheap for both F2P and spenders. |
| Marlena | UR | Carry | 1st Top-Up hero, Daily Offer; joins Tavern day 66 | First UR omni-shard priority; 8–9★ early, 10★ is described as a must | Primary DPS carry — build this one first among the URs. |
| Harper | UR | Support | Hero Pass, Daily; joins Tavern day 31 | Don't overspend before day 31; get to 6★ via pass. Light spender 7–8★, whale 10★ | ATK buffer for allies + survivability support, especially strong Warrior-focused. |
| Claire | SSR | Carry | Free — Forest Exploration, Tavern, Hero Pass | Worth SSR omni shards | Top SSR carry for PvE and PvP; place in the back row. |
| Celia | SSR | Support | Free — collect 5 antidotes | — | PvE hybrid DPS; RNG targeting and weaker scaling make her less reliable long-term than Claire. |
| Bella(not Bell) | SSR | Tank | Free — Exploration, Tavern | Starter only | Solid early-game PvE tank; replace once a stronger high-star tank is available. Shards purchasable from Alliance Shop but not recommended. |
| Lucius | SSR | Tank | Hero Pass, Tavern | 10★ after Claire | Dependable all-around tank, good for both F2P and P2W, PvP (stun) and PvE (survivability). |
| Kesso | SSR | Carry | Tavern, Hero Summon | Recommended as 4th–5th SSR upgrade priority | Strong carry both modes; shard-scarce. Passive spikes ATK +51% first time HP drops below 30%. |
| Sivir | SSR | Carry | Tavern, Hero Summon | — | All-around PvP carry, flexible single/multi-target damage, scales well with investment. |
| William | SR | Carry | Free, Tavern shards | Bench hero | Low-tier carry; source itself is unsure of his maxed kit and calls him "not really useful." |
| Durant | SR | Tank | SR shards | 3rd–4th priority if you have the monthly pass | Low-tier tank; fine for early territory defense, not recommended for PvE/PvP. |
| Daskal | UR | Tank | Hero Pass, Daily Offer | Light spender 8★ (unlocks Tenacity); whale 10★ (large shield/heal boost, not essential outside heavy PvP) | Self-sustaining tank — heals himself, shields the whole squad, protects allied tanks. Strong in PvP/long fights, less impactful in PvE. |
| Zoya | UR | Carry | Hero Pass, Daily Offer | Light spender 8★ (save rest for upcoming heroes); whale 10★ (max performance) | Marlena-like carry with Crit-Rate scaling instead of Energy DMG — star-dependent, performs much better at high stars. |
Ranger
| Hero | Rarity | Class | Acquisition | Star target | Verdict |
|---|---|---|---|---|---|
| Shadow | UR | Tank | Hero Pass; joins Tavern day 66 | Light spender 8★ (temp sub-tank); whale 10★ | Second-tier tank — damage, DEF reduction, energy drain. F2P shard order: Marlena > Harper > Cynthia > Shadow. |
| Cynthia | UR | Carry | Wishing Wheel event; joins Tavern day 66 | Light spender 8★ ("strong and stable"); whale 10★ | Strong Energy DPS with self crit-rate buff. F2P/light spenders: invest in Marlena first. |
| Griffith | SSR | Tank | Tavern, Hero Summon | Not recommended | Hybrid damage/tank that the source says fails at both roles — lacks utility, scales poorly vs. meta tanks. |
| Ash | SSR | Carry | Free — Exploration, Tavern, Hero Summon | — | Reliable single-target carry, easy to obtain, great early-to-mid PvE investment; updated passive now also boosts Ranger monster damage +30%. |
| Bestar | SSR | Carry | Tavern, Hero Summon | 8★ already strong; 10★ is a big boost (bleed scaling + damage%) | Sustained bleed-stacking DPS, strong in long fights and boss scenarios. |
| Red Lady | UR | Carry | Hero Pass, Daily Offer | Light spender 8★ (save shards); mid spender 9★; whale 10★ (full damage + best stun) | High-damage burst carry, strong Energy DMG scaling plus crowd control (stun). Consistent DPS in both PvE and PvP. |
| Louis | UR | Tank | Hero Pass, Daily Offer | Light spender can stop at 7★, 8★ recommended; whale 9–10★ (full potential) | Damage reduction, self-healing, survival tank. Heavily star-dependent — weak at low stars, outperformed by Shadow until invested. Works well anchoring the front or the back line. |
| Bell(not Bella) | UR | Support | Hero Pass, Daily Offer | Decent even at low star; light spender 6–8★ (sustain + burst enabler); whale 10★ (burst amplifier + healing + extra target) | Flexible support, especially strong in Ranger-core or glass-cannon DPS setups — hybrid support-healer like Harper, with ATK-scaling buffs. |
| Robin | SR | Carry | — | Bench | Low damage compared to other Ranger carries; not recommended for PvE or PvP. |
Warlock
| Hero | Rarity | Class | Acquisition | Star target | Verdict |
|---|---|---|---|---|---|
| Annie | UR | Carry | Hero Pass, Daily Offer; joins Tavern day 66 | 7–8★ if investing more in PvP; 9–10★ if PvE-focused | AoE magic damage + Burn effects, reliable PvE damage-over-time dealer; DPS lower in PvP. |
| Joker(Jester in his own flavor text) | UR | Carry | Wishing Wheel hero, Daily Offer; joins Tavern day 66 | Light spender 8★ (playable but incomplete, save UR omni for later); whale 10★ (full kit, best performance); <8★ not worth using seriously | Single-target burst carry finishing off low-HP enemies. Good in PvP but heavily star-dependent. |
| Billy | UR | Tank | Hero Pass — unlocks server day 85 | Light spender and whale both 8★ recommended; 10★ not required | Damage-mitigation tank with team-wide anti-stun utility; especially valuable against CC-heavy enemies like Red Lady. |
| Ulfrid(Brian in his own flavor text) | UR | Tank | Hero Pass, Daily Offer | Light spender 8★; whale 10★ | A-tier counter-based frontline tank — reflects damage back at attackers, extremely durable in sustained fights. Situational and timing-dependent rather than a top-tier consistent tank. |
| Hastar | SSR | Tank | Tavern, Hero Summon | 6–8★ recommended; 9–10★ strong investment | Abyssal Control Tank — crowd control (stun), HP-based shielding, sustained damage. Reliable in PvE and frontline PvP. |
| Stellar | SSR | Support | Tavern, Hero Summon | 7–8★ recommended (balance of damage + buff); 9★ maximizes PvE value | PvE damage booster — AoE burst plus team-wide monster-damage buff, with a death-triggered heal for clutch value. |
| Grenwald | SSR | Carry | Free — Exploration, Tavern; Hero Summon | 7★ minimum (becomes usable); 9–10★ recommended (big power spike, strong PvE carry) | PvE burst specialist with strong Energy DMG scaling against bosses/monsters. Limited by hard-to-obtain shards. |
| Nicole | UR | Support | Hero Pass — unlocks server day 99 | 8–9★ recommended (complete kit); 10★ min-max (fully optimized, best for Demon King/late-game PvE) | Hybrid healer + damage amplifier for Burn-based teams. Strong PvE, niche PvP viability in sustain/Burn comps — limited by slow tempo there. |
| Kafa | SR | Carry | — | Bench | Low damage as an SR hero; not recommended for serious use. |
PvE tier list
Hero names in this source are explicit text labels, not read off unlabeled portrait icons, so identification here is direct rather than inferred.
| Tier | Heroes |
|---|---|
| S | Marlena (UR), Arthur (UR), Harper (UR), Zoya (UR), Cynthia (UR), Bell (UR), Red Lady (UR), Annie (UR), Nicole (UR), Claire (SSR), Ash (SSR) |
| A | Daskal (UR), Shadow (UR), Ulfrid/Brian (UR), Billy (UR), Joker/Jester (UR), Celia (SSR), Kesso (SSR), Sivir (SSR), Lucius (SSR), Bella (SSR), Hastar (SSR) |
| B | Bestar (SSR), Grenwald (SSR), Stellar (SSR) |
| C | Durant (SR), William (SR), Kafa (SR), Robin (SR) |
Griffith and Louis are absent from this list entirely — not placed in any tier, rather than ranked at the bottom. Not clear whether that's an oversight or a deliberate omission; Griffith already carries a weak verdict above ("no real tank utility"), while Louis's own verdict is more mixed (strong once invested, weak and outperformed by Shadow at low stars). Both are, notably, the two Ranger tank heroes — every other UR hero on the roster does appear somewhere in S or A here, which is broadly consistent with the individual verdicts above rather than contradicting them.
Every hero listed here shares the same Tenacity support skill (ATK/HP/DEF% plus, for UR heroes, skill cooldown speed), unlocking at Hero Lv.30 and 8★ — effect size scales with rarity (SR +5%, SSR +10%, UR +20%) and isn't repeated per-hero above.
Lineup bonuses — build one faction 3 points · 1 table
This percentage table comes from an unattributed excerpt with no visible author, logo or date — the weakest sourcing on this page, and it should be treated as provisional. Where it overlaps with the game's own Quiz of Wisdom answer key it's corroborated; where it goes beyond the quiz, it stands alone.
Fielding heroes of the same type in one squad triggers additional attribute boosts to HP, ATK and DEF. The more matching heroes, the larger the bonus — and the curve is steep enough that a partial stack is barely worth having.
| Matching heroes | Attribute increase | Gain over previous |
|---|---|---|
| 3 | 5% | — |
| 3 + 2 from another faction | 10% | +5 pts |
| 4 | 15% | +5 pts over the 3+2 row |
| 5 | 20% | +5 pts |
The fourth hero is the one that matters. Going from three to four triples the bonus, from 5% to 15%. Going from four to five adds only another five points. So a squad with three matching heroes has taken almost none of the available gain, and the useful decision is whether you can reach four — the fifth is a smaller top-up than the jump that precedes it. No bonus is listed below three, so a two-hero pairing appears to give nothing at all.
The 3+2 row is a separate squad shape, not a step on the way to 4-same — it is what you get for keeping 2 slots on off-faction heroes (for buffs, a needed role, etc.) instead of chasing a same-faction 4th and 5th. Source: a player-written PvP Team Guide (credited [S1 HELM] Iniuria), which also independently labels the trigger as same faction in its own captions — corroborating evidence toward the "faction" reading already favoured in the conflict block below, though the two texts still aren't identical sources and the conflict is left open.
What the game’s own quiz says
- Asked how to maximise overall damage when building a lineup, the answer key gives “5 members from the same faction” — which matches the 5-hero peak above and is the strongest corroboration available.
- Asked what the advantage of a same-faction team is, the answer is “damage increased by faction bonus”.
- The faction bonus feature unlocks at the first Royal City Scramble, so on a young server it is not yet active and none of this applies.
Faction counters apply on top
Stacking one faction also fixes which enemies you are strong and weak against, because faction restraint runs in a closed triangle: Ranger beats Warrior, Warrior beats Warlock, Warlock beats Ranger. The quiz answers “when is faction restraint applicable?” with all of the above, so it is not confined to one mode. A mono-faction squad is therefore a trade — up to 20% attributes in exchange for a predictable weakness, which is why a second squad of a different faction is worth building before a third of the same one.
The clearest place this pays out is the Demon King Blight, where sending the countering faction is worth +50% damage — far more than any lineup bonus. See that section for the daily rotation.
Positioning
Two further points from the answer key, both about placement rather than composition: putting a tank hero in the back row is explicitly marked incorrect, and asked what the roles of the different hero classes are, the answer is all of the above — that is, tanks, damage and support each have a distinct job rather than being interchangeable stat blocks. Detailed per-hero placement lives in the companion hero and squad builder rather than here.
Spreading your strongest heroes — alliance opinion
- The advice is to avoid putting your strongest tank and your strongest carry on the same side of the formation — swap the back corners so the two flanks are balanced rather than one being loaded.
- The reasoning offered: with both weakest heroes on one side, that flank collapses sooner, the enemy reaches your support faster, and the fight is lost earlier than the raw stats suggest.
- A separate suggestion from the same conversation: against the Demon King, running a third carry in place of a tank reportedly performs better.
Shared by Shiney, with the Demon King variant from hellokatzchen crediting TheyCallMeJoe. Alliance chat, 1 Aug 2026.
How to test it.Spookz pointed out that Demon King fights can be replayed, which makes this one of the few claims on this page that can be checked directly rather than argued about: run the same squad twice with the corners swapped, watch both replays, and compare which flank breaks first and how long the support survives. Because Demon King ranking uses your single highest hit, a controlled comparison costs only two of your ten daily attacks. If anyone runs that test, the result belongs here and would move this block up a tier.
First test run, 4 Aug 2026 (William's account, Ranger Blight). Comp A — Arthur/Lucius/Claire/Harper/Marlena, all Lv.114 — hit 172,969,497 (new personal record) and 172,560,574 across two runs. Comp B, swapping in Sivir for Lucius, hit 166,573,671 once — about 3.7% lower. Confound: Sivir was Lv.80 versus Lv.114 for every other hero in both comps, a 34-level gap, so this doesn't cleanly isolate the carry-vs-tank question — it mostly reflects Sivir being far less invested than Lucius, not necessarily the role swap itself. Not treated as a resolved result. More runs planned once Sivir's level catches up (estimated a few weeks).
Worth noting why this is plausible rather than treating it as folklore: the game already rewards positioning elsewhere — the quiz answer key marks putting a tank in the back row as outright incorrect — so the engine clearly reads formation, not just totals. Whether it reads left and right flanks separately is exactly the open question.
PvP team progression 2 tables
Presented as a progression through hero availability — earlier rows use heroes obtainable sooner — rather than a strict power ranking.
Both tracks build toward a full same-faction squad as more heroes become available, rather than jumping straight to one. Where a slot lists names joined by OR, those are interchangeable options.
F2P progression
| # | Team | Tip |
|---|---|---|
| 1 | Arthur, Bella, Claire, Sivir, Celia | Early game: use these heroes for a while and keep them in the same faction for the stacking buff. Bella is easy to get but better for PvE than PvP. |
| 2 | Arthur, Lucius, Sivir OR Cynthia, Claire, Celia | Not a full single-faction team — keeps some units for buffs. Lucius is better for PvP than Bella. |
| 3 | Arthur, Lucius, Joker OR Jester, Cynthia, Claire | Same idea — maintain faction buffs with balanced offense and defense. Claire is preferred for the backline for her strong value and easy upgrades. |
| 4 | Arthur, Lucius, Cynthia, Claire, Harper | On day 31, Harper becomes a free Tavern hero — spend UR omni shards on him once he arrives. |
| 5 (Full Warrior) | Arthur, Lucius, Marlena, Claire, Harper | Marlena will be added to the Tavern — invest UR omni shards in her once she's available on your server. |
| 6 | Arthur, Shadow, Marlena, Cynthia, Harper | Shadow will also be added to the Tavern. Use him only once he's at 6–7★ with good gear. |
P2W progression
| # | Team | Tip |
|---|---|---|
| 1 | Arthur, Bella, Marlena, Claire, Celia | Build around a strong carry unit to lead the team from early to late game. |
| 2 | Arthur, Shadow, Marlena, Cynthia, Claire | Getting Shadow early gives a strong frontline; pair with another high-damage unit to clear fights faster. |
| 3 | Arthur, Shadow, Marlena, Cynthia, Joker/Jester OR Annie | Multiple variations work well here — roughly a 50/50 choice depending on hero star levels. Joker/Jester is a finisher; Annie is strong for burn damage. |
| 4 | Arthur, Daskal, Marlena, Cynthia, Harper | Update: Shadow can now be replaced by the newer UR hero, Daskal. |
| 5 (Full Warrior) | Arthur, Daskal, Marlena, Red Lady, Harper | Red Lady reliably stuns enemies and increases the damage they take. |
| 6 | Arthur, Daskal, Marlena, Zoya, Harper | In a full Warrior team, replace Claire with Zoya only if your Zoya is high-star. |
| 7 | Arthur, Daskal, Marlena, Louis, Harper | Louis reduces ally damage taken and grants an undying effect (HP held at 1) for 2 seconds, once per battle. |
| 8 (Full Ranger) | Shadow, Louis, Cynthia, Red Lady, Bell | Counters a Warrior team — takes 20% less damage from Warrior heroes. |
| 9 (Full Warlock) | Ulfrid/Brian, Billy, Joker/Jester, Annie, Nicole | Counters a Ranger team — takes 20% less damage from Ranger heroes. |
Rows 8 and 9 are the same faction-counter mechanic already documented in the Demon King section above (Ranger beats Warrior, Warlock beats Ranger, Warrior beats Warlock) — independent reuse of the same triangle here, not new information about it.
PvP tier list 1 table
The source's own caveat: performance varies with Tech, Gear, Hero Level and Star ratings, so this is a general guide rather than a fixed ranking — some B-tier heroes can still be highly effective with strong synergy at higher stars.
| Tier | Hero | Verdict |
|---|---|---|
| S | Harper (UR) | Best support. |
| Arthur (UR) | Best tank, easy to star up. | |
| Marlena (UR) | Best DPS. | |
| Cynthia (UR) | Second-best DPS — Crit. | |
| Daskal (UR) | Recovers own HP and shields the squad. | |
| Red Lady (UR) | Third-best DPS — stun and damage amplifier. | |
| A | Shadow (UR) | Second-tier tank. |
| Joker/Jester (UR) | Good but star-dependent. | |
| Annie (UR) | Lower DPS. | |
| Ulfrid/Brian (UR) | DPS tank. | |
| B | Claire (SSR) | Solid performer. |
| Celia (SSR) | More PvE than PvP. | |
| Bella (SSR) | Good tank, mainly for PvE. | |
| Lucius (SSR) | Versatile tank. | |
| Sivir (SSR) | All-around carry. | |
| Grenwald (SSR) | PvE Warlock offering good damage. | |
| C | Stellar (SSR) | More of a PvE than a PvP Warlock support. |
| Griffith (SSR) | Niche tank. | |
| Ash (SSR) | Secondary choice — "not the best, but usable." | |
| Bestar (SSR) | Average Ranger carry. | |
| D | Durant (SR) | No good in PvP. |
| William (SR) | Same (as Durant). | |
| Kafa (SR) | Nope. | |
| Robin (SR) | Nada. |
7 of 31 heroes are absent from this list: Kesso, Hastar, Zoya, Louis, Bell, Billy, Nicole. As with the PvE tier list above, not clear whether this is an oversight or a deliberate omission for heroes the author considers untested or out of scope for PvP specifically.
Hero shards per star level 4 points · 1 table
Internally consistent — every per-level figure is exactly five times the per-section figure, and the running totals all add up.
| Star upgrade | Per section | Per level | Running total |
|---|---|---|---|
| 0 → 1 ★ | 2 | 10 | 10 |
| 1 → 2 ★ | 3 | 15 | 25 |
| 2 → 3 ★ | 4 | 20 | 45 |
| 3 → 4 ★ | 6 | 30 | 75 |
| 4 → 5 ★ | 8 | 40 | 115 |
| 5 → 6 ★ | 12 | 60 | 175 |
| 6 → 7 ★ | 25 | 125 | 300 |
| 7 → 8 ★ | 35 | 175 | 475 |
| 8 → 9 ★ | 40 | 200 | 675 |
| 9 → 10 ★ | 60 | 300 | 975 |
| 0 → 10 ★ total | — | — | 975 |
Red-star rows are shaded. Reading the table: each star costs the same in each of five sections, so per-level is always five times per-section.
- Stars 0–5 are gold stars and consume gold-star shards; 6–10 are red stars and consume red-star shards. They are not interchangeable.
- Every star costs the same amount in each of five sections, so the per-level cost is always five times the per-section figure.
- The curve breaks at the 6th star. Sections cost 2, 3, 4, 6, 8 and 12 shards up to that point, then jump straight to 25 and keep climbing to 60. Budget for the jump before you commit to a hero.
- Taking one hero from 0 to 10 stars costs 975 shards in total, and two thirds of that is spent on the last four stars alone.
UR (gold) gear — the crafting chain 4 points · 4 tables
- Open the Gear Workshop in your city.
- Dismantle unwanted gear to get materials. Lower-tier and unused gear is the fastest source.
- Fuse materials together to produce Tempered Steel.
- 750 Tempered Steel crafts one UR piece, and you choose the slot. The Craft tab has a row of four slot tabs — sword, armour, gauntlets, boots — and you pick which one to make. Nothing about it is random.
Craft cost by rarity
The SR and SSR crafting materials and the resource spent on the Craft button weren't legible enough to name, so they're described rather than guessed. Craft times are as displayed and may already include construction bonuses.
| Rarity | Material | Resource | Craft time | Bonus tiers |
|---|---|---|---|---|
| SR | 40 | 5,000 | 38m 32s | none |
| SSR | 150 | 100K | 1h 17m | 10 / 20 / 30 |
| UR | 750 Tempered Steel | 500K | 1d 6h 50m | 10 / 20 / 30 / 40 |
Each rarity uses a different material — only UR consumes Tempered Steel, so dismantling and fusing feeds the top tier alone. The jump from SSR to UR is roughly 5× the material, 5× the resource and 25× the time.
What each piece gives
| Piece | Base stats | Might | Bonuses at Lv.10 / 20 / 30 / 40 |
|---|---|---|---|
| SR Sword | ATK 59 · DEF 49 | 1,094 | none |
| SSR Sword | ATK 190 · DEF 126 · DMG to Monsters +2.5% | 5,225 | DMG to Monsters +2% ×3 |
| UR Sword | ATK 886 · DEF 589 · ATK +2.5% · Crit Rate +5% | 30,890 | ATK +250 · Crit +2.5% · ATK +250 · Crit +2.5% |
| SR Armor | HP 5,771 · DEF 53 | 1,240 | none |
| SSR Armor | DEF 61 · HP 22,238 · Monster DMG Taken −2.5% | 7,047 | Monster DMG Taken −2% ×3 |
| UR Armor | DEF 295 · HP 103,474 · DEF +2.5% · HP +2.5% | 17,590 | HP +68,000 · Physical RES +10% · HP +68,000 · Physical RES +10% |
| SR Gauntlets | HP 8,658 | 1,298 | none |
| SSR Gauntlets | ATK 127 · HP 8,895 · DMG to Monsters +2.5% | 4,881 | DMG to Monsters +2% ×3 |
| UR Gauntlets | ATK 590 · HP 41,388 · ATK +2.5% · DMG RES +2% | 34,585 | ATK +250 · DMG RES +2% · ATK +250 · DMG RES +2% |
| SR Boots | ATK 39 | 490 | none |
| SSR Boots | DEF 125 · HP 13,345 · Monster DMG Taken −2.5% | 6,158 | Monster DMG Taken −2% ×3 |
| UR Boots | DEF 592 · HP 62,085 · DEF +2.5% · HP +2.5% | 13,458 | DEF +500 · Energy RES +10% · DEF +500 · Energy RES +10% |
SSR is monster gear; UR is combat gear. Every SSR bonus on every slot is either DMG to Monsters or Monster DMG Taken — nothing SSR unlocks helps in PvP at all. UR bonuses are the general ones: attack, crit, damage resistance, HP and defence. If you are gearing for Blights and monster events, SSR is not merely a stepping stone; if you are gearing for PvP, it does nothing once the base stats are surpassed.
Might is a poor guide to usefulness here.UR Gauntlets show the highest might of any piece at 34,585, ahead of the UR Sword at 30,890, while UR Boots sit at 13,458 — but the sword is the only piece carrying Crit Rate, and boots are the only piece carrying Energy damage resistance. Pick on the stat you need, not the number on the icon.
Build order — the shape of it
The community guide’s ordering front-loads the two DPS heroes, then tanks, then support, and advises raising everything to Lv.20 before taking any single piece deep. The craft panel explains why that advice works: additional stats unlock at gear levels 10, 20, 30 and 40, so the first two thresholds are where the cheapest gains sit. Because you choose the slot rather than rolling for it, the order below is a genuine plan rather than a way of coping with randomness.
The order as published: DPS 1 sword, DPS 2 sword, DPS 1 gloves, DPS 2 gloves, tank 1 boots, tank 2 boots, tank 1 chest, tank 2 chest, DPS 1 boots, DPS 2 boots, DPS 1 chest, DPS 2 chest, support boots, support chest, tank 1 sword, tank 2 sword, tank 1 gloves, tank 2 gloves, support sword, support gloves.
Then upgrade and star priority: both DPS swords to 2★ in parallel, both DPS gloves to 1★, DPS 1’s sword to 4★, then DPS 1’s sword to Lv.60 and gloves to Lv.48, then DPS 2’s sword to Lv.52 and gloves to Lv.48, then both DPS heroes’ boots to Lv.40, then both tanks’ boots to Lv.40.
This ordering is one guide’s opinion, not a game rule. It is recorded because it is specific and internally coherent, not because it has been verified as optimal.
Gearstone cost: UR gear
Cost is stepped every 4 gear levels rather than changing every level.
| Gear Lv range | Gearstones (per level) | Herbs (per level) |
|---|---|---|
| 1–4 | 1,500 | 180K |
| 5–8 | 2,250 | 287K |
| 9–12 | 3,000 | 405K |
| 13–16 | 3,750 | 534K |
| 17–20 | 4,500 | 675K |
| 21–24 | 5,250 | 803K |
| 25–28 | 6,000 | 936K |
| 29–32 | 6,750 | 1.1M |
| 33–36 | 7,500 | 1.2M |
| 37–40 | 8,250 | 1.4M |
Star promotion cost (past Lv.40)
Once a piece is maxed at Lv.40, further improvement is by star promotion (1★–5★), each costing a Blueprint on top of gearstones/herbs/tempered steel. The pattern is four repeated upgrade steps building toward each star, then the promotion itself.
| Star | Gearstones (promotion) | Blueprint | Tempered Steel |
|---|---|---|---|
| 1★ | 12.5K | 5 | 150 |
| 2★ | 16.2K | 10 | 195 |
| 3★ | 20.0K | 15 | 240 |
| 4★ | 23.8K | 20 | 285 |
| 5★ | 27.5K | 10 (MR) | 330 |
The 5★ row is marked differently in the source (highlighted red rather than the yellow used for 1★–4★) and its Blueprint requirement is labelled “10 (MR)” rather than a plain number — likely a rarer or different blueprint tier, but the source doesn't spell out what MR stands for. Reproduced as published rather than guessed.
Exclusive weapons 4 points
- Hero-specific weapons that are not interchangeable — each belongs to one hero only, and not every hero gets one.
- Claimed to give permanent ATK/HP/DEF boosts, enhance existing skills, unlock new skill effects, and raise the skill level cap.
- First wave named as Louis, Brian and Daskal.
- Investment advice given: build one weapon fully before starting another, and pick the hero already carrying your main squad.
Heroes upgrade cost: Antitoxin, Skill Badges and Stars 2 tables
Once a hero reaches 10★, it is placed in the Hall of Honor, gaining 10 shards, 1 level, and all Hero Bonus stats.
Hero level — Antitoxin cost by tier
149 individual levels (Lv2–150) were captured; rather than list every row, here is where the per-level cost step changes — each tier's per-level increase holds steady until the next row.
| Hero level range | Antitoxin at start of range | Increase per level in range |
|---|---|---|
| 2–4 | 100 | +100 |
| 5–10 | 500 | +200 |
| 11–14 | 2,100 | +600 |
| 15–20 | 4,700 | +800 |
| 21–24 | 9,700 | +1,000 |
| 25–30 | 13,900 | +1,200 |
| 31–44 | 21,900 | +2,000 |
| 45–54 | 137,900 | +90,000 |
| 56–64 | 1,150,000 | +100,000 |
| 81–94 | 12,700,000 | +900,000 |
| 95–114 | 26,100,000 | +1,700,000 |
| 115–129 | 60,700,000 | +2,300,000 |
| 130–131 | 96,500,000 | +3,600,000 |
| 132–150 | 108,000,000 | +4,000,000 |
Lv55 and Lv65–80 break the pattern. Lv55 costs 1,050,000 (a +102,100 step rather than +90,000). Lv65–80 is genuinely irregular in the source — it does not follow a single step size, cycling roughly between +500,000 and +900,000 per level (observed values: 2.5M, 3.0M, 3.6M, 4.2M, 4.8M, 5.5M, 6.0M, 6.7M, 7.2M, 7.8M, 8.4M, 9.1M, 9.7M, 10.2M, 10.9M, 11.8M for Lv65–80) rather than a clean tier, so it is reproduced as its own list rather than folded into a range above. There is also a one-off jump between Lv131 (100,100,000) and Lv132 (108,000,000) of +7,900,000, roughly double the surrounding step — reproduced as published, not smoothed.
Skill level — Medals, Stars and Shards
| Skill Lv | Medals | Stars | Shards |
|---|---|---|---|
| 2 | 50 | 0.2 | 2 |
| 3 | 100 | 0.4 | 2 |
| 4 | 100 | 0.6 | 2 |
| 5 | 300 | 0.8 | 2 |
| 6 | 450 | 1.0 | 2 |
| 7 | 600 | 1.2 | 3 |
| 8 | 750 | 1.4 | 3 |
| 9 | 900 | 1.6 | 3 |
| 10 | 1,200 | 1.8 | 3 |
| 11 | 1,500 | 2.0 | 3 |
| 12 | 1,800 | 2.2 | 4 |
| 13 | 2,100 | 2.4 | 4 |
| 14 | 2,400 | 2.6 | 4 |
| 15 | 3,100 | 2.8 | 4 |
| 16 | 3,800 | 3.0 | 4 |
| 17 | 4,500 | 3.2 | 6 |
| 18 | 5,200 | 3.4 | 6 |
| 19 | 5,900 | 3.6 | 6 |
| 20 | 6,900 | 3.8 | 6 |
| 21 | 7,900 | 4.0 | 6 |
| 22 | 8,900 | 4.2 | 8 |
| 23 | 9,900 | 4.4 | 8 |
| 24 | 10,900 | 4.6 | 8 |
| 25 | 12,100 | 4.8 | 8 |
| 26 | 13,300 | 5.0 | 8 |
| 27 | 14,500 | 5.2 | 12 |
| 28 | 15,700 | 5.4 | 12 |
| 29 | 16,900 | 5.6 | 12 |
| 30 | 18,400 | 5.8 | 12 |
Past Skill Lv30, the source only lists Star and Shard values, with no further Skill Lv number or Medal cost shown: 6.0★=12 shards, 6.2–7.0★=25 shards, 7.2–8.0★=35 shards, 8.2–9.0★=40 shards, 9.2–10.0★=60 shards, then Hall of Honor at 10★. Whether Medal costs simply weren't captured for this stretch or stop applying isn't clear from the source — flagged rather than guessed.