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|Earrings increase units’ maximum DP (shield) and INT, which affects heals, defense downs, and buff potential. Earrings in Tier 6 have an added passive of increasing some sort of utility.
|Earrings increase units’ maximum DP (shield) and INT, which affects heals, defense downs, and buff potential. Earrings in Tier 6 have an added passive of increasing some sort of utility.
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Latest revision as of 06:35, 4 December 2024

Gearing in HBR is relatively straightforward. There are currently 9 kinds of gear in the game:

Ring
Rings increase STR and DEX, the offensive stats. Tier 6 rings provide a small elemental boost of 4-10%.
Earring
Earrings increase units’ maximum DP (shield) and INT, which affects heals, defense downs, and buff potential. Earrings in Tier 6 have an added passive of increasing some sort of utility.
Bracelet
Bracelets increase VIT and SPR, the defensive stats. Note that VIT and SPR ARE NOT the same as defense. Bracelets in Tier 6 will empower your auto attacks (if in Vanguard) to become a certain element. This can help bypass null resistance.
Necklace
Necklaces increase first battle starting SP (skill points). Tier 6 necklaces provide +1 elemental skill usage or increase LCK, which increases the potency of the fragile debuff and slightly increases the chance to crit.
Orb
Orbs are skills that can be used by anyone. They are important to fill in holes in your line up, but are generally not cost efficient. There are 2 orbs that are constantly used in JP.
Memento
Mementos are equips unique to a specific SS memoria. They can be collected from the Memory world, event shops, or from the cat shop (Ruka + Angel Beats).
Booster
Boosters increase all stats but DP and HP. Each one has 0-4 chip slots.
Chip
Chips increase specific stats, allowing for a little bit of customization if needed.
Charm
Charms provide stats depending on their color. There are charms for every stat except DP and HP

Chapter 1-3 Progression

The description for Ruka’s Ephemeral Cascade on the Seraph Database, showing 2xSTR and 1xDEX scaling.

Boosters / Chips

For the early game, buy gear corresponding to your damage dealer and VIT/SPR for the remainder of your squad. As a general rule, attackers will want STR and breakers DEX. There are units that scale off other stats, like Miko’s Hextinction, which scales on INT (note that INT is called WIS on the Seraph Database), but they will state this in the skill description. You shouldn’t need to buy gear before chapter 3 to progress, but as it’s relatively cheap it won’t hurt much in the long run.

Boosters Stats Chip Slots Unlock Price
Dreadnaught STR +40; Other+36 4 Ch.4 Day 1 420,000
Wind Rider DEX +40; Other+36 4 Ch.4 Day 1 420,000
Stalwart VIT/SPR +40; Other+35 4 Ch.4 Day 1 430,000
Automaton INT +42; Other+35 4 Ch.4 Day 1 410,000
Jupiter All+34 4 Ch.4 Day 1 420,000
Muramasa STR +57; Other+19 0 Ch.3 Day 19 280,000
Full Bloom INT +33; Other +29 4 Ch.3 Day 19 185,000
Unbroken VIT/SPR +31; Other +29 4 Ch.3 Day 19 185,000
Spider u DEX +29; Other +24 4 Ch.3 Day 10 125,000
Juggernaut STR +29; Other +24 4 Ch.3 Day 10 125,000
Introspection All stat +24 4 Ch.2 Day 23 90,000
Blue Halow INT +25; Other +21 3 Ch.2 Day 18 45,000
Believe Wand VIT/SPR +24; Other +21 3 Ch.2 Day 18 32,000
Butterfly DEX +21; Other +18 3 Ch.2 Day 11 13,000
Warfang STR +21; Other +18 3 Ch.2 Day 11 13,000
Trigger box All stat +16 3 Ch.2 Day 2 4,800

Early Game Gear Priority

You can auto-assign gear for now. Earrings, bracelets, and necklaces should be prioritized for units who will be in the vanguard the longest, and rings to your damage dealer.

Mementos

You can get mementos from the memory world by doing memory stories with characters. There are 5 levels for each character, which cost 20 memory fragments each. You get memory fragments from clearing flashback battles. There are a few you must buy from event corresponding to the memoria. Angel Beats units’ and Ruka’s will be bought from the cat shop.

Gear Crafting

On chapter 3, day 20, you will unlock gem flashback battles. Once these are available, you will be able to farm the gear mats to craft 6* gear at the cat. Each piece will cost gems and 100,000 GP to craft. The stats and/or the potency of the passive are randomly rolled.

First Craft

The first piece of gear that should be crafted are the earrings. DP is everything in HBR, at least our squad's DP that is. This is the primary method to increase maximum DP. Other rare methods only provide minor increases that are generally not worth it. The goal early on is to craft 6 different earring with 1200 DP. The passive and the INT doesn't matter as DP is the most important stat for survival. Once 6 900-1200DP earrings have been crafted it is advisable to start crafting bracelets as they will further bloster your squad's ability to take dmg. Bracelets are advisable to be at least +38VIT/38SPR. Necklaces will be crafted last. The reason necklaces are last priority is that the 5* necklace "Fateful Chain" already provides the most important stat line (+3 SP in first battle) while the 6* necklace only adds a passive or LCK.