Builds Updated Sep 6, 2026

Gear substats

Stonehenge and Cow Dungeon will bury you in gear. Most of it is ore. Keep a piece only when the two lines match the slot below. Named uniques still matter for set identity. Browse those on Equipment and the character pages that list a unit’s actual weapon.

The four lines

Weapon

Attack + Critical Damage

Every skill coefficient in the kit scales off these two.

Armor

Block Chance + Critical Resist

Stops the Hell oneshot. Raw Defense falls over once bosses ignore it.

Helm

HP % (never flat)

Flat HP looks big at 40 and disappears at 300.

Rune

Critical Damage + HP %

Second Crit DMG stick. Stat Reroll Tickets belong here.

Why these and not the others

Weapons convert Attack and Crit DMG into every skill coefficient in the kit. Armor is the slot that actually keeps a backliner alive in Hell chapters: Block and Crit Resist stop the oneshot, raw Defense does not once bosses ignore it. Helms have to be percent HP; a flat roll looks big on a level-40 unit and disappears at 300. Runes are the second Crit DMG stick plus another HP % line, which is why they are expensive to roll and why Stat Reroll Tickets from the shops belong here, not on a random accessory.

One good line is not a keep. Two matching lines is. A perfect unique with the wrong substats is still fodder unless the unique effect is the whole reason the piece exists (and even then, plan to replace it).

Where the gear comes from

Farm Stonehenge with Merlin potions on boss tickets, and spend Cow Dungeon bells only on floors 11-15. Refining Stones from the Raid shop exist to push a piece you already decided to keep, not to rescue a bad roll.