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In Multiplayer, each hero has unique gear that they can equip in customization. Their armor and weapons are composed of three different pieces each, six in total. The armor is made up of the Helm, Arms, and Chest. The weapon's pieces are dependent on the hero, as not all weapons have a blade, hilt, etc.

Overview Edit

Each gear piece (equipment slot) has specific stats associated with it. The numerical values of these stats can differ from one drop to the next.

Piece Stat 1 Stat 2 Stat 3
Helm Defense (1/3) Exhaustion Recovery Debuff Resistance
Arms Defense (2/3) Stamina Cost Reduction Stamina Regen
Chest Defense (3/3) Revenge Mode Defense Revenge Mode Duration
Weapon Piece 1 Attack (1/3) Defense Penetration Block Damage
Weapon Piece 2 Attack (2/3) Execution Health Regen Revive Speed
Weapon Piece 3 Attack (3/3) Revenge Gained Revenge Mode Attack
Gear stats armor
Gear stats weapon

Descriptions of gear stats can be seen in game: Heroes → Stats Overview → Stats Legend.

Stat Description
Debuff Resistance Decreases the duration and effects of Debuffs on your Hero. Includes Debuffs from Bleed, Stuns, and Feat Effects.
Defense Penetration Decreases the opponent's Defense when hit by your Hero's Normal Attack. The opponent's Defense can never be reduced below 0%.

This takes into consideration the opponent's current defense stat, which is 0% if not enhanced by gear stats.

Execution Health Regen Increases the health gained by your Hero with a successful execution. By default, an execution restores 25 health.
Attack Increases damage dealt by Normal Attacks, which exclude Bleed and Feat damage. All weapon parts modify attack.

Damage dealt on hit is increased. This stat is now split among your three "weapon" gear pieces adding up to your total attack stat value when in game.

Revenge Mode Duration Increases the duration of Revenge Mode.

Increases the amount of time a player can stay in revenge mode once activated. Revenge by default lasts for 8 seconds, and can be min-maxed between 6 seconds up to 12.

Revive speed Increases the speed at which your Hero revives teammates.

The time it takes to revive a teammate gets reduced if this is increased. Stacks with Feats that enhance Revive speed.

Block Damage Increases the damage dealt by Normal Attacks when blocked by an opponent. The Attack stat doesn't affect Block Damage.

This increases the amount of damage dealt to an opponent with either a heavy or a zone attack provided the opponent has successfully blocked it.

Defense Decreases damage taken from Normal Attacks, which exclude Bleed and Feat damage. All armor parts modify defense.

This increases the total health pool of a player, thus increasing the amount of damage a player is able to take before dying. This stat is now split among your three "armor" gear pieces adding up to your total defense stat value when in game.

Revenge Mode Attack Increases the damage dealt by Normal Attacks when in Revenge Mode.

This determines how much of a damage boost a player gets to their attacks (on hit only, not bleed) while in revenge mode. It stacks with attack.

Revenge Mode Defense Decreases the damage received from Normal Attacks while in Revenge Mode.

The amount of bonus health a player gets when they activate revenge mode. Stacks with defense.

Exhaustion Recovery Increases the rate at which the player regenerates Stamina when Exhausted.

The amount of time it takes for a player to go from exhausted to full stamina gets reduced as this is increased.

Stamina Regen Increases the speed at which Stamina regenerates while not attacking or dodging/rolling. Does not affect the delay before Stamina starts regenerating. Is not active when Exhausted.
Stamina Cost Reduction Decreases the Stamina Cost of your Hero's moves which require Stamina. Does not affect Stamina Damage received from opponents.
Revenge Gained Increases the amount of Revenge gained when your Hero is hit.

As this value increases the player gains more revenge upon being hit, either by taking bleed damage, blocking, parrying, deflecting, being guard broken (when outnumbered), or being struck by an enemy's attack.

Trivia Edit

  • Removed stats include the following:
Stat Description
Block Damage Resistance Reduces the amount of damage taken when blocking an incoming heavy attack or zone attack.
Revenge Gain By Injury This increases the amount of revenge gained towards full revenge meter when a player takes damage (including both on hit and bleed damage). Together with Revenge Gain by Defense, this became "Revenge Gained."
Revenge Gain By Defense This increases the amount of revenge a player gains for blocking, parrying, dodging or deflecting an incoming attack. Together with Revenge Gain by Injury, this became "Revenge Gained."
Sprint Speed How fast a player can run when sprinting.
Throw distance This increases the distance a player can knock back and push players around with either Hero specific moves (Shugoki's heavy attack after guard-break, Valkyrie shield charge, etc.) or a throw after a guard-break.
Feat Cooldown Reduction Decreases the amount of time it takes for an active Feat to recharge (become active again).

Gear upgrade

Gear level is a number displayed in the bottom left corner of the icon. It affects the numerical values of the stats: both bonuses and penalties increase as the level increases.

Upgrade Edit

Gear level can be increased at the cost of Salvage and Steel. The cost increases based on level:

  • --------------------Common Gear--------------------
  • 1 → 2 costs 9 Salvage and 15 Steel
  • 2 → 3 costs 11 Salvage and 20 Steel
  • 3 → 4 costs 15 Salvage and 25 Steel
  • 4 → 5 costs 18 Salvage and 30 Steel
  • 5 → 6 costs 23 Salvage and 35 Steel
  • --------------------Rare Gear--------------------
  • 7 → 8 costs 45 Salvage and 40 Steel
  • 8 → 9 costs 55 Salvage and 50 Steel
  • 9 → 10 costs 70 Salvage and 60 Steel
  • 10 → 11 costs 80 Salvage and 70 Steel
  • 11 → 12 costs 95 Salvage and 80 Steel
  • --------------------Heroic Gear--------------------
  • 13 → 14 costs 110 Salvage and 85 Steel
  • 14 → 15 costs 130 Salvage and 100 Steel
  • 15 → 16 costs 155 Salvage and 115 Steel
  • 16 → 17 costs 180 Salvage and 130 Steel
  • 17 → 18 costs 210 Salvage and 145 Steel
  • --------------------Epic Gear--------------------
  • 19 → 20 costs 240 Salvage and 155 Steel
  • 20 → 21 costs 285 Salvage and 175 Steel
  • 21 → 22 costs 335 Salvage and 195 Steel
  • 22 → 23 costs 390 Salvage and 215 Steel
  • 23 → 24 costs 450 Salvage and 235 Steel
  • --------------------Legendary Gear--------------------
  • 25 → 26 costs 450 Salvage and 245 Steel
  • 26 → 27 costs 495 Salvage and 275 Steel
  • 27 → 28 costs 545 Salvage and 305 Steel
  • 28 → 29 costs 595 Salvage and 335 Steel
  • 29 → 30 costs 645 Salvage and 365 Steel
  • --------------------Refined Gear--------------------
  • 30 → 30* costs 700 Salvage and 395 Steel
  • 30* → 30** costs 800 Salvage and 650 Steel

Salvage is obtained by dismantling unwanted gear (more Salvage from higher level gear).

So far, there are 5 known rarities of gear: common, rare, heroic, epic and legendary. The rarity of the gear you obtain is dependent on your Reputation Level with the hero.

Gear Drops
Reputation Level Common Drops Uncommon Drops
0 Common Common
1 Common Rare
2 Rare Rare
3 Rare Heroic
4 Heroic Heroic
5 Heroic Epic
6 Epic Epic
7 Epic Legendary
8+ Legendary Legendary

Rarity and stats Edit

Gear only bonus

Common gear has an increase in one of the three stats that are attributed to the piece, with a decrease on one of the other two stats. Rare gear has an even further increase in one stat, and likewise a further decrease in the other stat. It's also possible to get rare and higher gear with a moderate bonus to all 3 stats.

It is therefore recommended when building a hero that for each piece, you decide which of the three stats is most important, and which is the least important. The most important stat will then be the one that you look for the largest increase in, while the least important stat is the one you look for the largest decrease in.

For example, a player building an Orochi may decide that Attack is the most important stat of the Weapon Piece 1 (in Orochi's case, the Blade), and that Debuff Resistance is the least important stat. When equipping common and/or rare gear, the player would then choose to equip the pieces that have Attack increased, with Debuff Resistance decreased more so than Exhaustion Recovery. When equipping heroic gear, the player would equip gear that has the greater increase in Attack, the lesser increase in Exhaustion Recovery, and the decrease in Debuff Resistance. Upon Equipping Epic gear the lowest stat on said gear is now the inverse value of the secondary stat. For example, if you took the Orochi's blade from the previous example, he wants the attack stat to be the greatest so that stat might be something around 30% then Exhaustion Recovery is the secondary so this value might be somewhere around 15% and the third stat, Debuff Resistance, might be somewhere around -15%. Keep in mind that this is an example to show the inverse changes, the actual stats might not show the same level of equivalence because, for one, defense and attack are now split 3 ways and the devs have different values for different stats for balance purposes.

Rarity and levels Edit

Gear level rare

Each rarity has a gear level range of 6 and the game does not allow to upgrade past the maximum level for that rarity: 1-6 for common, 7-12 for rare, etc.

Trivia Edit

Gear VisualsEdit

There are many different appearances, or visuals, of gear for each hero. The visuals are completely cosmetic, and do not affect the stats of the armor/weapon piece. However, not all visuals can be found as common gear. Rare gear has new visuals that could not be found as common gear, in addition to all of the visuals that could be found as common gear. Heroic gear has new visuals that could not be found as either common or rare gear, but also has all of the visuals found as rare and common gear. Therefore, unless any new rarity of gear is discovered, all visuals can be found as heroic gear.

For example, the Kudo Hilt is a common visual for an Orochi. However, the Kudo Hilt may also be found as rare or heroic gear. The Tamura Hilt is a rare visual, but may also be found as heroic gear. The Ikaruga Hilt is a heroic visual, and so may only be found as heroic gear. However recent changes have made it so you can take any visual you’ve ever gotten and apply it to any rarity as long as you’ve acquired the visual before, so getting a common visual you can change a legendary gear to look like default should you’ve gotten the default gear before for said hero, however the visuals do remember the rarity you got them in and so, changing a visual to a higher rarity will have a more expensive price to it in salavage and steel.

A current theory for how many individual visuals there are for a specific hero is that they have 17 different weapon visuals and 9 different armor visuals. There are 3 sets of armor visual for each level (common, rare, heroic) and there are 6 weapon sets that start as common, 4 that start as rare, and 7 that start as heroic. This way, with a gear limit of 60 slots, a player would be able to have every visual of weapon, and the three heroic tier armor sets before reaching the limit. (17 x 3 pieces per set = 51 slots, 3 x 3 pieces per set = 9 slots, 51+9= 60 gear slots)

Star WeaponsEdit

Gear star

Each hero also has multiple matching sets of star weapon pieces (unofficially called Legendary gear before the announcement of the legendary rarity). They are marked by a white star to the right of their name, and can only be found for heroes starting from reputation level 3. It should be noted that their stats aren't any better than non-star visuals'.

Lists of VisualsEdit

Knight VisualsEdit

Viking VisualsEdit


Samurai VisualsEdit

EquipmentEdit

*Star weapon

**Unknown rarity

Armor Styles Weapon Styles
  • Hokuto
  • Amaririsu
  • Torikkusata**
  • Horikawa*
  • Nosada*
  • Hidemitsu*
  • Mimori
  • Kujaku**
  • Blue Flame* **
  • Kokuryu
  • Infinite Rebirth
  • Deadly Garden
  • Centipede Bite
  • Itsumade
  • Guardian
  • Wabi-sabi* **

EquipmentEdit

*Star weapon

**Rarity unknown

Armor Styles Weapon Styles

Common

  • Foxglove
  • Holly
  • Elderberry
  • Death's Shadow*
  • Ivy
  • Oak
  • Hyacinth
  • Stork
  • Durable
  • Buzzard
  • Belladonna
  • Mandrake
  • Nightshade
  • Habu
  • Life and Death*
  • Elegant
  • Marbled
  • Silver & Gold
  • Flamingo
  • Ebony
  • Azalea
  • Oleander
  • Torikabuto
  • Celestial*
  • Vendetta
  • Dusk & Dawn*
  • Exquisite
  • Ancient Trickster*
  • Daffodil
  • Rosary Pea
  • Snakeroot
  • Serpentine*
  • Immortal*
  • Tengu
  • Onyx & Ivory* **
  • Harmonious Crane**
  • Dragon*
  • Akkorokamui
  • Undead
  • Upstream**
  • Sunrise Sunset**
  • Daruma**
  • Amaterasu* **
  • Fanning the Flames* **
  • Nihongi


*Legendary weapon