Gear Guide
From Tojo Files
Gearing in HBR is relatively straightforward. There are currently 9 kinds of gear in the game:
Chapter 1-3 Progression

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.