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Equipment

Which piece should you chase? Every stat on every piece is a rolled range, so a piece is ranked by the ceiling one copy can reach.

45 pieces

Ordered by Best Damage roll, highest first

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Damage

45 pieces · 18 not ranked by Damage
  • #2
    UnitCompatible with: Puppet (Telekinetic)
    Best Damage10%

    A bad roll gives 1%

  • #2=
    UnitCompatible with: Carrot (Unleashed)
    Best Damage10%

    A bad roll gives 1%

  • #2=
    UnitCompatible with: Flame Emperor (Reincarnate)
    Best Damage10%

    A bad roll gives 1%

  • No artwork available

    #2=
    UnitCompatible with: Head Captain (Char)
    Best Damage10%

    A bad roll gives 1%

  • #2=
    UnitCompatible with: 8th Sword (Berserk)
    Best Damage10%

    A bad roll gives 1%

  • #2=
    UnitCompatible with: Hollow (Blaze)
    Best Damage10%

    A bad roll gives 1%

  • #2=
    UnitCompatible with: Shadow (Divine)
    Best Damage10%

    A bad roll gives 1%

  • #2=
    UnitCompatible with: Crow (Black Fire)
    Best Damage10%

    A bad roll gives 1%

  • #2=
    StandardCompatible with: Every unit
    Best Damage10%

    A bad roll gives 1%

  • #2=
    UnitCompatible with: Bioinsect (Final Form)
    Best Damage10%

    A bad roll gives 1%

  • #2=
    UnitCompatible with: Cursed Immortal (Black Sun)
    Best Damage10%

    A bad roll gives 1%

  • #2=
    UnitCompatible with: The Drink (Juicebox)
    Best Damage10%

    A bad roll gives 1%

  • No artwork available

    #2=
    UnitCompatible with: Rainman (Forecast)
    Best Damage10%

    A bad roll gives 1%

  • #2=
    UnitCompatible with: Razorjaw (Hunter)
    Best Damage10%

    A bad roll gives 1%

  • #2=
    UnitCompatible with: Cursed Student (True Love)
    Best Damage10%

    A bad roll gives 1%

  • #2=
    StandardCompatible with: Every unit
    Best Damage10%

    A bad roll gives 1%

  • #2=
    StandardCompatible with: Every unit
    Best Damage10%

    A bad roll gives 1%

  • #2=
    UnitCompatible with: Vegetable (Prince)
    Best Damage10%

    A bad roll gives 1%

  • #20
    UnitCompatible with: Elf Mage (Unleashed)
    Best Damage5%

    A bad roll gives 1%

  • #20=
    StandardCompatible with: Every unit
    Best Damage5%

    A bad roll gives 1%

  • No artwork available

    #20=
    UnitCompatible with: Sovereign (Djinn)
    Best Damage5%

    A bad roll gives 1%

  • #20=
    StandardCompatible with: Every unit
    Best Damage5%

    A bad roll gives 1%

  • No artwork available

    #20=
    UnitCompatible with: Sand (Alligator)
    Best Damage5%

    A bad roll gives 1%

  • #20=
    StandardCompatible with: Every unit
    Best Damage5%

    A bad roll gives 1%

  • No artwork available

    #20=
    UnitCompatible with: Lightning God (Overcharged)
    Best Damage5%

    A bad roll gives 1%

  • #20=
    StandardCompatible with: Every unit
    Best Damage5%

    A bad roll gives 1%

Equipment this stat does not apply to

These pieces roll no Damage, so there is no Best Damage roll to compare.

How likely a good roll is

Every slot rolls into one of four bands, and the band decides where in the piece's own range the roll lands. These are the game's own declared figures; nothing observed confirms them.

The four roll bands, their share of all rolls, and where in a piece's range each one lands — 0 is the worst roll and 1 is the best.

BandShare of rollsWhere it lands
Rare70%0 to 0.24 of the way from the worst roll to the best
Epic25%0.25 to 0.49 of the way from the worst roll to the best
Legendary4%0.5 to 0.74 of the way from the worst roll to the best
Mythic1%0.75 to 1 of the way from the worst roll to the best

Where inside a band a roll lands

What can be said is the band and its odds: reaching the ceiling means landing in the Mythic roll band, which the configuration prices at 1% of rolls.

Damage — pieces are ranked on the best roll each one can produce.

18 of the 27 ranked pieces share one ceiling — the largest block on this stat.

The ceiling is read straight from the piece's stored range, and which end is better comes from the game's own list of stats where a lower number is better. This ordering is computed here, not published by the game.

SPA is seconds per attack, so a lower number is the better roll — the one stat in the game where that is true.

Damage, Range, SPA compound as each piece is added; Critical Chance, Critical Damage, Magical DMG Dealt, Physical DMG Dealtadd up. Two pieces rolling the same compounding stat are not the sum of their two numbers. Every roll on this page is a percentage delta, not a resolved stat — a reading of the game’s own combination table, with nothing observed confirming it end to end.

What equipment passives do is in none of these numbers

33 of the 33 passives these pieces carry hold numbers of their own, and those numbers are in the data. None of them applies unconditionally, and the data does not say when each one fires — so no passive enters any ordering, count or figure on this page.

inferred

Physical DMG Dealt: every piece that rolls it has the same ceiling, so an ordering by it would state a difference the data does not make.

Ordered by Best Damage rollDerived

We rank equipment on the best roll each piece can produce for the stat, taking direction from the game’s own list of stats where a lower number is better.

  • Damage the best roll each piece can produce for it
  • · Direction read from the game's own list of stats where a lower number is better

45 published equipment pieces, being every entry the game does not hide.

Three Swords From Hell — the top piece on this stat, in full

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