The cardinal rules

Craft only UR (orange). Green and blue gear drops for free — never waste materials upgrading it. Dismantle outdated low-tier gear.

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🗓 Updated: 2026-10-12

The cardinal rules

  • Craft only UR (orange). Green and blue gear drops for free — never waste materials upgrading it. Dismantle outdated low-tier gear.
  • One squad at a time. For fast progression, deck out Squad 1 only — swords and gloves for carries, chestplates and boots for tanks.
  • UR heroes before SSR heroes when distributing gear.
  • Quality ladder: Gold (UR) > Purple (SSR) > Blue (SR) > Green (R) > Gray.

Slot priorities

Hero roleFirstSecondNotes
Carry (DPS)Weapon (sword)GlovesAttack + crit scale damage; leave Chest Plate low (low combat return)
TankChest PlateBootsHP/DEF keep frontline alive; NEVER spend stones on a tank’s weapon
Carry order (Annie/Joker)Sword → Gloves → Boots → ArmorCommunity order for DPS carries

[!WARNING] The Tank Weapon Trap (Fake Might) Refining a tank’s sword with Gear Stones inflates your profile’s visible Might, but delivers virtually zero impact in actual battles. Tanks win fights by surviving and soaking damage, not with basic attack swings. Do not waste scarce Gear Stones on tank weapons — channel them directly into your carry’s sword and gloves! Similarly, do not over-invest in a carry’s chest armor — minor defense gains won’t save a glass cannon.

Smelting Workshops: the 25 sweet spot

Five Smelting Workshops are your passive gearstone income.

  • Each workshop should be pushed to level 23–25. Level 25 is the sweet spot: past it the cost curve spikes hard while gains flatten.
  • 5 workshops at 25 ≈ 265 stones/hour ≈ 6K/day ≈ 44K/week passive.
  • Combined with Covert Ops (~33K/week if you hit UR missions), KvK rewards (~14K), weekly shop buys (~10K×2) and Alliance Duel phase chests (~33K), F2P math lands at ~131K gearstones per week — enough to fund one ~level 40 breakpoint per week.

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