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- A champion wears nine pieces: six armour slots (weapon, helmet, shield, gauntlets, chestplate, boots) and three accessories (ring, amulet, banner).
- The first three armour slots have a fixed main stat. Gauntlets, chestplate and boots let you choose among several, and boots are the only slot that can have SPD as the main stat.
- Star rank (1 to 6) sets how strong the main stat is. Rarity (colour) sets how many substats the piece starts with.
- Pieces upgrade from +0 to +16. At +4, +8, +12 and +16 the substats improve.
- Percent stats scale with the champion's base stat; flat stats do not. A percent main stat is usually the better pick.
The nine slots
Every champion has the same nine gear slots. The first six are called artifacts; the last three are accessories. Each piece carries a set, which gives a bonus when you wear enough pieces of the same set (see all gear sets).
| Slot | Type | Main stat can be |
|---|---|---|
| Weapon | Armour | ATK (always, flat) |
| Helmet | Armour | HP (always, flat) |
| Shield | Armour | DEF (always, flat) |
| Gauntlets | Armour | HP, HP%, ATK, ATK%, DEF, DEF%, C.RATE, C.DMG |
| Chestplate | Armour | HP, HP%, ATK, ATK%, DEF, DEF%, ACC, RES |
| Boots | Armour | HP, HP%, ATK, ATK%, DEF, DEF%, SPD |
| Ring | Accessory | HP, ATK or DEF (flat) |
| Amulet | Accessory | HP, ATK or DEF (flat), or C.DMG |
| Banner | Accessory | HP, ATK or DEF (flat), ACC or RES |
Star rank and rarity are different things
Star rank (1 to 6 stars) is how powerful the piece is. It sets the starting and the maximum value of the main stat and the size of the substats, so a 6-star piece beats a 4-star piece of any colour in raw numbers. Higher stars drop from later Campaign stages and higher dungeon stages.
Rarity is the colour of the frame. It decides how many substats the piece starts with:
| Rarity | Colour | Substats at the start |
|---|---|---|
| Common | Grey | 0 |
| Uncommon | Green | 1 |
| Rare | Blue | 2 |
| Epic | Purple | 3 |
| Legendary | Orange | 4 |
Early in the game, stars matter more than colour: a high-star piece in a low rarity usually beats a low-star Legendary. Later, when everything you wear is 5 or 6 stars, rarity is what separates a good piece from a great one, because more substats means more chances of a useful roll.
Upgrading to +16
Every piece can be upgraded from +0 to +16 with silver. The cost grows with the level and the star rank, and the last levels are the expensive ones, so silver is where most of a new account's budget goes (see resources).
- The main stat grows with each level.
- At +4, +8, +12 and +16 the substats improve. A random substat the piece already has gets a roll, and a piece that has fewer than four substats can also gain a new one. The higher the rarity, the more of those four steps go into improving existing lines.
- Substats are random. The same set, slot and rarity can give a great piece and a useless one, which is why gear is the long game of RAID.
Flat versus percent
Each stat that grows with level (HP, ATK, DEF) comes in two forms on gear:
- Percent (HP%, ATK%, DEF%) is a share of the champion's base stat. A +50% ATK piece on a champion with 1,000 base ATK adds 500, and on a champion with 1,500 base ATK adds 750. Percent bonuses from all sources are added together, as explained in every stat explained.
- Flat (HP, ATK, DEF) is a fixed number, whatever the base. On a late-game champion it is small next to a percent line of the same piece.
The other stats (SPD, RES, ACC, C.RATE, C.DMG) are only flat points. C.RATE and C.DMG add percentage points, so +20 C.RATE moves a champion from 15% to 35%.
So a flat HP, ATK or DEF substat is usually a weak roll, and a percent one is a good roll. The exceptions are slots that can only give flat main stats (weapon, helmet, shield, ring, amulet, banner): there, the flat main stat is simply what the slot gives.
When accessories open up
Accessories do not come for free with every champion. One source reports that a champion needs enough stars to equip them: the ring at rank 4, the amulet at rank 5 with ascension level 5, and the banner at rank 6 with ascension level 6. The ascension requirement is also mentioned in champion progression. Until a champion has the stars, it wears six pieces, not nine. Details of accessories are in accessories, glyphs and ascension.
Where gear comes from
| Source | What you get |
|---|---|
| Campaign | Your first pieces and a few basic sets. Fine until you start dungeons. |
| Dungeons | The main source. Dragon's Lair, Ice Golem's Peak and Fire Knight's Castle each drop a fixed list of sets; Spider's Den drops accessories. Higher stages drop more stars. |
| The Forge | Crafted sets that do not drop in dungeons, made from materials earned in Faction Wars and the Doom Tower, or from a Forge Pass. |
| Clan Boss, Hydra, Arena | Sets tied to the mode: for example Cruel from the Clan Boss, and Stone Skin and Protection from the Hydra. |
| Events, shops and tournaments | Limited sets, boosts and Market offers. These change, so check the in-game shop. |
The set pages (all sets) list where each one drops. Some examples to start with: Speed and Accuracy (Dragon's Lair), Offense and Critical Rate (Ice Golem's Peak), Savage and Crit Damage (Fire Knight's Castle).
Selling gear you do not need
Gear piles up quickly, and your inventory has a limit. Selling is simple: pick the piece in the inventory, press Sell, and confirm. You can select several at once, and accessories are sold from their own tab. Higher star rank and rarity sell for more silver.
- Keep pieces from sets you use and any with a useful speed roll. A boots piece with two or three SPD lines is rarely worth selling.
- Sell low-star gear and pieces from sets nobody on your team will wear. A piece with a poor main stat for its slot (for example flat stats in boots, gauntlets or chestplate) is usually fodder.
- Selling cannot be undone. When unsure, keep it until your next inventory cleanup.
Next: what stats each champion needs, which tells you which of these pieces to keep.