Overgeared Hero: Merge RPG/Gear Tier List
Overgeared Hero: Merge RPG Gear Tier List
Updated October 2026All 43 gear pieces, ranked by how much a levelled piece adds to a run in the chapters most players are pushing. S+ and S are worth your upgrade materials first; "Not worth investing" is gear to wear only until something better drops. Pieces with the gold
badge are the game's S-grade gear: an S weapon's basic hit is 1.2x ATK against an A weapon's 1.0x.
Gear tier list 43 pieces ranked
How the gear is ranked
A tier here is about one question: once the piece is levelled, how much does it add to a run in the chapters most players are pushing? Gear that feeds the builds clearing high chapters right now climbs, and burn leads by a distance, followed by crit, spike and block. Gear that only works inside a build that rarely wins, such as stun, sits low however good its numbers look on paper. A piece that does one job well for every class, like the sustain of Staff of Vitality or the opening Freeze of Everfrozen, ranks on that job.
S gear starts ahead. An S weapon's basic attack is a fifth stronger than a non-S weapon's, and most S weapons carry twice the skill damage, so a non-S piece needs an effect nothing else offers before it is worth materials. Among the weapons, none has one yet. The non-S shield, ring and gloves that do make it (Iron Shield, Silver Ring, the swap gloves) each do a job no S piece covers as cheaply.
"Not worth investing" means what it says. Equip it at its starting grade if it is all you own, but put upgrade materials somewhere else. Pieces marked "Our estimate" have no recorded use in current runs yet; we placed them by setting their numbers against a ranked piece in the same slot, and they move as soon as real runs show otherwise.
Where to spend first
Celestial Shield first, for every hero. Surviving the one hit that would end a boss fight is worth more than any damage piece, and its Legendary grade adds 35% Haste to every item while you are invincible.
Then commit to burn: Primal Flame in the weapon slot, two pairs of Gloves of Plague beside it, and Archwizard's Ring with Garnet Ring. Garnet does more in short fights and Archwizard's catches up in long ones, which is why most burn loadouts level one of each rather than two of either.
For the aura, equip Star's Blessing and spend shards on Aura of Courage. Aura levels belong to the slot, not to the aura you have equipped, so swapping auras never throws a level away.
Free-to-play priorities
Duplicates are slow, so the common mistake is spreading them thin. Take one S weapon high before starting a second, and pick it for the hero you actually play: Spiral Spear if that is Rose, Primal Flame for nearly everyone else.
Iron Shield is the cheapest Mythic in the game for a block hero and out-damages Infernal Shield until Infernal reaches Mythic itself. Silver Ring and the swap gloves are only worth it once you know you need them, because each one fixes a single problem (Rebecca's Block, a debuff stage, a hard-hitting stage) rather than raising your whole run.
What changed in October 2026
Five S weapons moved after another round of play with every S weapon. Staff of Vitality climbs from not worth investing to S, because its healing and Block cover a run's sustain for any class. Omnicleaver, Everfrozen and Elderwood Bow rise to A: Omnicleaver's always-hit skill grows with every socketed hit, Everfrozen's opening Freeze steadies early rounds, and Elderwood Bow is a top pick in a Ranger poison build. Deathrattle drops from A+ to B, since it adds nothing until a crit build is running.
What changed in September 2026
Every one of the 43 gear pieces now has a tier. The 23 new placements include the six auras for the first time, Iron Shield and Silver Ring entering at A for block builds, and all nine non-S weapons below the S weapons that do their jobs better. No recent update has changed gear numbers, so the 20 placements carried over from the earlier list still stand.

Celestial Shield
Why S+ tier
Once per fight, dropping to 1%
HP makes you invincible for 4 seconds and
heals you to full. The safe shield for nearly every build; a block-stacking spear Rebecca is the one setup that can go without it.
While
HP is at or below 1%, Become Invincible for 4 seconds and fully
Heal HP. / (triggers once per battle)
| Uncommon | |
|---|---|
| Rare | When Invincible is activated, fully |
| Epic | |
| Legendary | While Invincible, all items gain 35% |
| Mythic | Invincible duration increases by 4s. |

Primal Flame
Why S tier
Basic attacks apply
Burn, and every socketed item that burns adds another stack. Most high-chapter runs wear it, so it is the first weapon to take to Mythic unless you play Rose.
Basic hit1.2x ATK
Attacks every2.0s
Accuracy85%
Crit Rate +12.5%
Deal 3.0x
ATK DMG. When a Skill lands a hit, triggers
Burn 9 times. / triggers every 8 seconds.
When a Basic Attack lands a hit, apply 1
Burn. Socketed Item On Burn: apply 1 Burn.
| Uncommon | Socketed Item On |
|---|---|
| Rare | |
| Epic | |
| Legendary | |
| Mythic |

Gloves of Plague
Why S tier
Socketed weapons gain 10%
Haste and a 50% chance to add 2 more stacks of the enemy's most common
debuff. Two pairs next to Primal Flame are the damage core of a burn build.
When the fight starts, socketed Weapon
Haste increases by 10%. When a socketed Weapon lands a hit, 50% chance to inflict 2 of the enemy's most common
debuff(s).
| Uncommon | |
|---|---|
| Rare | Chance to inflict |
| Epic | +2 socketed Slots |
| Legendary | When enemy |
| Mythic | When enemy |

Archwizard's Ring
Why S tier
3
Burn on every hit. It keeps adding up over a long fight, which is where it beats Garnet Ring.
Basic hit1.0x ATK
Attacks every4.5s
Accuracy85%
On a hit, apply 3
Burn.
| Uncommon | |
|---|---|
| Rare | Decrease Cooldown by 1.5s. On Hit, inflict 3 |
| Epic | |
| Legendary | When dealing DMG with |
| Mythic |

Garnet Ring
Why S tier
ATK,
Burn on hit and +25% Burn DMG from the first second. Better than Archwizard's Ring in short fights; most burn builds level one of each.
Basic hit1.0x ATK
Attacks every4.5s
Accuracy85%
ATK +10% / raise ATK DMG by 100%. On Hit, inflict 3
Burn. / Start of Battle: raise Burn DMG by 25%. / Decrease Cooldown by 1.5s.

Thunderbolt Spike
Why S tier
Strikes twice, charges the skill on every basic hit and speeds up socketed weapons. The fast pick for spell and multi-hit heroes, though multi-hit hurts you against bosses that return damage with
Spike.
Basic hit0.6x ATK x2
Attacks every2.0s
Accuracy85%
All DMG +12.5%
Deal 0.70x
ATK DMG per hit, 3 times (2.1x ATK DMG total). / triggers whenever Skill Gauge reaches 100% charge.
Strike 2 times. When a Basic Attack lands a hit, Charge Skill by 10%, and socketed Weapon
Haste increases by 5%.
| Uncommon | When a Basic Attack lands a hit, Charge Skill by 10%, and socketed Weapon |
|---|---|
| Rare | |
| Epic | Attack DMG +25% |
| Legendary | On socketed Weapon Hit, Charge skill by 5% |
| Mythic | For every Skill Activation, increase Skill's attack count by 1. |

Staff of Vitality
Why S tier
Heals half your
Max HP every 8 seconds and turns 25% of excess healing into
Block. Any class can feed it healing items, so take it to cover a run's sustain and spend the saved coins on damage; it deals none itself.
Basic hit1.2x ATK
Attacks every2.0s
Accuracy85%
All DMG Reduction +12.5%
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Heals 0.50x
Max HP. / triggers every 8 seconds.
Converts 25% of excess
healing generated by skills and socketed Item into
Block.
| Uncommon | Converts 25% of excess |
|---|---|
| Rare | |
| Epic | |
| Legendary | On skill activation, increase |
| Mythic | The block conversion effect's scope is extended to apply to all items within the backpack |

Spiral Spear
Why A+ tier
Basic hits give you
Spike. Take it if you own Rose; everyone else keeps it as the swap for spike-check floors where burn stalls.
Basic hit1.2x ATK
Attacks every2.0s
Accuracy85%
All DMG +12.5%
Deal 3.0x
ATK DMG. When a Skill lands a hit, triggers
Spike 6 times. / triggers every 8 seconds
When a Basic Attack lands a hit, gain 1
Spike
| Uncommon | On Basic Attack Hit, gain 1 |
|---|---|
| Rare | |
| Epic | |
| Legendary | When taking lethal DMG, Consume 5 |
| Mythic |

Lightning Gloves
Why A+ tier
+10%
Accuracy for socketed weapons. Worth a slot on heroes and weapons that miss often.
When the fight starts, socketed Weapon
Accuracy increases by 10%.
| Uncommon | |
|---|---|
| Rare | At Start of Battle, socketed Weapon |
| Epic | +2 socketed Slots |
| Legendary | Socketed Weapon |
| Mythic |

Mighty Warrior's Ring
Why A+ tier
+5%
Crit Rate on every weapon from the start of the fight, and 5% more Crit DMG on each hit from Legendary. It needs no particular build, so it is the safe second ring for any crit hero.
Basic hit0.5x ATK
Attacks every6.0s
Accuracy85%
When the fight starts, raise All Weapon
Crit Rate by 5%.
| Uncommon | |
|---|---|
| Rare | Decrease Cooldown by 1.5s. At Start of Battle, increase all weapon |
| Epic | |
| Legendary | On Hit, all weapon |
| Mythic | Base Cooldown reduced by 3s, and |

Star's Blessing
Why A+ tier
1
Coin every time you enter the shop, plus 6% more final damage to bosses. The aura to equip for chapters and events, because it keeps paying every round where the other auras pay once.
[All] Final DMG dealt to Bosses increases by 6%.
On entering the shop, gain 1
| By star rank | 7%/8%/10%/12%/14%/17%/20% |
|---|

Brawler's Gloves
Why A tier
+10%
Haste and +15%
Crit Rate for socketed weapons, with 10% more Crit Rate from Rare. The second pair for a crit build, behind Gloves of Plague in a burn one.
When the fight starts, socketed Weapon
Haste increases by 10% and
Crit Rate increases by 15%.
| Uncommon | |
|---|---|
| Rare | Raise socketed Weapon's |
| Epic | +2 socketed Slots |
| Legendary | Socketed Weapon's |
| Mythic | (Max 100%) |

Ring of Chaotic Spikes
Why A tier
Gain 3
Spike on every hit, and set Spike off on hit from Legendary. The ring for a spike build; burn builds should skip it.
Basic hit1.0x ATK
Attacks every4.5s
Accuracy85%
On a hit, gain 3
Spike.
| Uncommon | |
|---|---|
| Rare | Decrease Cooldown by 1.5s. On Hit, inflict 3 |
| Epic | |
| Legendary | On Hit, trigger |
| Mythic | 50% chance to trigger |

Infernal Shield
Why A tier
Spend half your
Max HP for
Block at the start, then trade a little HP for Block every 5 seconds. Great on block builds like Rebecca's when
healing keeps pace; risky anywhere else.
When the fight starts, Lose 0.50x
Max HP to gain 1.0x
Block. Every 5 seconds, Lose 0.05x Max HP to gain 0.10x Block.
| Uncommon | |
|---|---|
| Rare | At Start of Battle, lose 0.50x |
| Epic | |
| Legendary | Every 5s, raise |
| Mythic | While |

Divine Smite
Why A tier
Every full
Block you gain stores a Divine Grace that turns the next hit, from any source, into 1 damage. Only worth it next to Infernal Shield or Silver Ring, where Block comes in fast enough.
Basic hit1.2x ATK
Attacks every2.0s
Accuracy85%
All DMG Reduction +12.5%
Deal 3.0x
ATK DMG. Gain 0.35x
Block and gain Divine Blessing 3 time(s). / triggers every 8 seconds.
Every 1.0x
Block gained: Receive Divine Grace 1 time(s). / [Divine Grace] - When taking DMG, regardless of source, sets the DMG to 1 and then disappears.
| Uncommon | Each 1.0x |
|---|---|
| Rare | |
| Epic | |
| Legendary | Gain 50% of the |
| Mythic | Divine Grace gain 3x |

Elderwood Bow
Why A tier
Its
Poison Explosion deals 3 times the enemy's Poison, and each socketed item that poisons adds a stack of its own. One of the best weapons in a Ranger poison build; without poison items in its sockets, take Primal Flame.
Basic hit1.2x ATK
Attacks every2.0s
Accuracy85%
All DMG +12.5%
When a Basic Attack lands a hit, apply 1
Poison DMG. / triggers every 8 seconds.
Triggers a
Poison Explosion, dealing DMG equal to 3 times the Poison DMG.
| Uncommon | When socketed Item poison infliction, inflict 1 |
|---|---|
| Rare | |
| Epic | |
| Legendary | |
| Mythic | On skill activation, increases enemy's |

Everfrozen
Why A tier
Freezes on skill and basic hits, adds
Frostbite (+5% damage taken) at 100 Freeze, and from Legendary freezes the enemy for the first 5 seconds. That opening slow carries any class through hard early rounds, but burn weapons out-damage it in long fights.
Basic hit1.2x ATK
Attacks every2.0s
Accuracy85%
All DMG +12.5%
Deal 3.0x
ATK DMG. When a Skill lands a hit, apply 100 for 3 seconds. / triggers every 8 seconds.
When a Basic Attack lands a hit, apply 1
Freeze. On Inflicting 100 Freeze: apply 1 Frostbite on enemies. [Frostbite] - DMG taken icreases by 5% per stack.
| Uncommon | On Inflicting 100 |
|---|---|
| Rare | |
| Epic | |
| Legendary | At Start of Battle, apply 100 |
| Mythic |

Omnicleaver
Why A tier
Its 3.0x
ATK skill always hits and gains 10% per Charge, which every socketed weapon hit adds, so fast multi-hit weapons beside it pay off for any class. Charge resets on each cast, keeping it behind Thunderbolt Spike's
Haste.
Basic hit1.2x ATK
Attacks every2.0s
Accuracy85%
All DMG +12.5%
Deal 3.0x
ATK DMG. For each Charge count, Skill DMG increases by 10%. This skill always hits. / triggers every 8 seconds.
When a socketed Weapon lands a hit, [Charge].
| Uncommon | When a socketed Weapon lands a hit, [Charge]. |
|---|---|
| Rare | |
| Epic | Attack DMG +25% |
| Legendary | Skill DMG that increases with charge count additionally increases by 25%. |
| Mythic | Skill DMG is doubled. |

Aura of Courage
Why A tier
Only 2
Coins at the start, so it is a poor equip. Buy its shards anyway: the +5%
ATK for every hero grows with its stars, then equip Star's Blessing.
[All] raise Attack by 5%.
When the run starts, gain 2
| By star rank | 6%/7%/8%/9%/11%/13%/15% |
|---|

Iron Shield
Why A tier
0.20x
Block at the start, then +5% total
ATK every 4 seconds, up to 5 times from Legendary and doubled at Mythic. Far easier to take to Mythic than Infernal Shield, and it hits harder until Infernal gets there.
When the fight starts, gain 0.20x
Block
| Uncommon | |
|---|---|
| Rare | Every 4s, Total |
| Epic | (triggers 3 time(s) per battle) |
| Legendary | Can activate 2 times more per battle. |
| Mythic | Every 4s, Total |

Silver Ring
Why A tier
A non-S ring that gains 0.06x
Block on every hit, with 66.7% more Block from its upgrade. The block ring for Rebecca, whose current high-chapter runs pair it with Iron Shield; other heroes can skip it.
Basic hit0.5x ATK
Attacks every6.0s
Accuracy85%
ATK +10% / raise ATK DMG by 100%. On Hit, gain 0.06x
Block. / On Hit, increase Block gained by 66.7%. / Decrease Cooldown by 1.5s.

Grace of the Goddess
Why A tier
In the shop, 1
Coin for every 5 you hold, up to 4 a visit, plus 10% more final damage to bosses. Strong if you can sit on 20 Coins, but saving that much early costs you items, so Star's Blessing is the safer equip.
[All] Final DMG dealth to Bosses increases by 10%.
On entering the shop, gain 1 for every 5 you have. (Up to 4)
| By star rank | 12%/14%/16%/19%/22%/26%/30% |
|---|

Deathrattle
Why B tier
Critical hits from socketed weapons charge Scream by half their damage, all released at once when it triggers. Huge against a boss once crit is high, but most items carry no crit, so it does nothing until a crit build is running.
Basic hit1.2x ATK
Attacks every2.0s
Accuracy85%
Crit Rate +12.5%
Deals DMG equal to charged Scream. / triggers on Death.
When a socketed Weapon
Critical lands a hit, Charge [Scream] equal to 50% of DMG dealt.
| Uncommon | When a socketed Weapon |
|---|---|
| Rare | |
| Epic | |
| Legendary | Charge of Scream increases by an additional 50%. |
| Mythic | The range of Scream's charge effect is expanded to target all items in the Backpack. |

Nature's Ring
Why B tier
5
Poison on every hit, the poison counterpart to Archwizard's Ring. Worth levelling only if poison is your main build, and few current runs use it.
Basic hit1.0x ATK
Attacks every4.5s
Accuracy85%
On a hit, applies 5
Poison
| Uncommon | |
|---|---|
| Rare | Decrease Cooldown by 1.5s. On Hit, inflict 5 |
| Epic | |
| Legendary | When entering Berserk, |
| Mythic | When entering Berserk, raise the enemy's |

Blessing of Order
Why B tier
5
Coins when a run starts, plus 6% more final damage in PvP. Keep it for PvP, since in chapters Star's Blessing catches up after five shop visits and keeps going.
[All] In PvP, final DMG dealt increases by 6%.
When the run starts, gain 5
| By star rank | 7%/8%/10%/12%/14%/17%/20% |
|---|

Forest Keeper's Gloves
Why B tier
+5%
Haste and a 35% chance to cleanse 2
debuffs on each socketed weapon hit, plus 20% Debuff Resist from Epic. A swap for debuff-heavy stages; on normal floors Lightning Gloves add more, and a Broom can cover cleansing.
When the fight starts, socketed Weapon
Haste increases by 5%. When a socketed Weapon lands a hit, 35% chance to cleanse 2
debuff(s).
| Uncommon | |
|---|---|
| Rare | +2 socketed Slots |
| Epic | At Start of Battle, raise |
| Legendary | On |

Guard's Gloves
Why B tier
+5%
Haste and 0.10x
Block per socketed weapon, and from Epic 25% more damage to
Stunned enemies. A swap for stages that hit hard; Brawler's Gloves are the better everyday second pair.
When the fight starts, socketed Weapon
Haste increases by 5% and gain 0.10x
Block for every socketed Weapon.
| Uncommon | |
|---|---|
| Rare | +2 socketed Slots |
| Epic | Socketed Weapon increases DMG against |
| Legendary | On socketed Weapon Hit, reduces enemy's |
| Mythic | (Stacks up to 5 times(s)) |

Cleric's Gloves
Why B tier
+15% potion
Haste at the start, 5% more every 5 seconds from Epic, and 25% more
healing at Legendary. Only for potion and healing heroes; everyone else is better off with Gloves of Plague.
When the fight starts, socketed Potion
Haste increases by 15%.
| Uncommon | |
|---|---|
| Rare | +2 socketed Slots |
| Epic | Every 5s, socketed Potion +5% |
| Legendary | Raise |

Prince's Dagger
Why B tier
Strikes twice, charges the skill 15% per basic hit, and each cast adds 10% weapon damage, stacking 3 times. Steadier than Deathrattle, which pays nothing until crits land, but it needs a crit hero and otherwise maxed gear.
Basic hit0.75x ATK x2
Attacks every3.0s
Accuracy85%
Crit Rate +3%
Deal 1.5x
ATK DMG. / triggers every time the Skill Gauge reaches 100% Charge.
Attacks 2 times. When a Basic Attack lands a hit, Charge skill by 15%.
| Uncommon | |
|---|---|
| Rare | On Skill Activation, raise All Weapon DMG by 10%. |
| Epic | (Stacks up to 3 time(s)) |
| Legendary | |
| Mythic | The maximum stack count for DMG increase effects is doubled. |

Judicator's Blade
Why B tier
10
Coins when a run starts, plus 10% more final damage in PvP. A bigger start than Blessing of Order but still a one-off payment, so it is only worth the slot in PvP.
[All] In PvP, final DMG dealth increases by 10%.
When the run starts, gain 10
| By star rank | 12%/14%/16%/19%/22%/26%/30% |
|---|

Aura of Vitality
Why B tier
1
Coin at the start and +5%
HP for every hero, growing with its stars. Worth some shards once Aura of Courage is done, but as an equip it is the weakest aura.
[All] raise
HP by 5%.
When the run starts, gain 1
| By star rank | 6%/7%/8%/9%/11%/13%/15% |
|---|

Spiked Shield
Why B tier
4
Spike at the start, then a 40% chance of 1 Spike when hit, 10 times a fight (every hit at Mythic). Only worth it in a committed spike build, and Ring of Chaotic Spikes gives 3 Spike per hit without costing you Celestial Shield.
When the fight starts, gain 4
Spike
| Uncommon | |
|---|---|
| Rare | On Attacked, 40% chance to gain 1 |
| Epic | (triggers 10 time(s) per battle) |
| Legendary | Can activate 5 times more per battle. |
| Mythic | On Attacked, 100% chance to gain |

Meteor Hammer
Why it's not worth investing
A 40% chance of a half-second
Stun on basic hits. Players name it as one to avoid.
Basic hit1.2x ATK
Attacks every2.0s
Accuracy85%
All DMG +12.5%
Meteorites fall from the sky, dealing 1.2x
ATK DMG per meteor. More fall based on the number of times Wish has been granted. / triggers when berserk is active.
On Basic Attack Hit, 40% chance to
Stun for 0.5s. If a Stunned enemy gets Stunned again, make a wish.
| Uncommon | If a |
|---|---|
| Rare | |
| Epic | |
| Legendary | DMG against |
| Mythic | On skill hit, inflict 1 |

Flowing Blade
Why it's not worth investing
Strikes twice, charges the skill 15% per basic hit and stacks 5%
Crit Rate on hit from Legendary. The stacks need a long fight to build, while Prince's Dagger adds weapon damage from its first cast.
Basic hit0.75x ATK x2
Attacks every3.0s
Accuracy85%
All DMG +3%
Deal 1.5x
ATK DMG. / triggers every time the Skill Gauge reaches 100% Charge.
Attacks 2 times. When a Basic Attack lands a hit, Charge skill by 15%.
| Uncommon | |
|---|---|
| Rare | At Start of Battle, raise all Weapon |
| Epic | |
| Legendary | On Hit, raise all Weapon |
| Mythic | (Stacks up to 10 time(s)) |

Gold Ring
Why it's not worth investing
Its +150% attack damage only boosts the ring's own small hit, not your weapons. Mighty Warrior's Ring gives every weapon
Crit Rate instead, which is worth far more.
Basic hit0.5x ATK
Attacks every6.0s
Accuracy85%
ATK +10% / raise ATK DMG by 150%. / raise ATK DMG by n additional 150%. / Decrease Cooldown by 1.5s.

Wooden Shield
Why it's not worth investing
Heals 0.20x
Max HP once when you drop to 30%, with 10
Regen for 8 seconds from Rare. Celestial Shield does the same emergency job with a full heal and invincibility, so don't spend materials here.
While
HP is at or below 30%,
Heal 0.20x Max HP / (triggers once per battle)
| Uncommon | |
|---|---|
| Rare | When |
| Epic | (triggers once per battle) |
| Legendary | |
| Mythic | While |

Ember Staff
Why it's not worth investing
A non-S staff with 3
Burn on skill hits and 5 more at the top grade. Primal Flame burns on every basic hit and feeds socketed items too, so it replaces this as soon as you own it.
Basic hit1.0x ATK
Attacks every2.0s
Accuracy85%
All DMG +3%
Deal 1.5x
ATK DMG. / triggers every 8 seconds.
ATK +10% / On Skill Hit, apply 3
Burn. / ATK +15% / On Skill Hit, Additionally inflict 5 Burn.

Frost Staff
Why it's not worth investing
1
Freeze on hit, 3 more at the top grade. Its one real use is a Wizard event stage next to two Staffs of the Sage; for anything else Everfrozen is better, since it adds Frostbite.
Basic hit1.0x ATK
Attacks every2.0s
Accuracy85%
Crit Rate +3%
Deal 1.5x
ATK DMG. / triggers every 8 seconds.
ATK +10% / On Hit, apply 1
Freeze / ATK +15% / On Hit, Additionally inflict 3 Freeze.

Exotic Spear
Why it's not worth investing
1
Poison on basic hits and 50 Poison on skill hits. A poison build is still better off with Elderwood Bow, whose Poison Explosion deals 3 times the Poison damage.
Basic hit1.0x ATK
Attacks every2.0s
Accuracy85%
All DMG +3%
Deal 1.5x
ATK DMG. / triggers every 8 seconds.
ATK +10% / On Basic Attack Hit, apply 1
Poison. / ATK +15% / On Skill Hit, apply 50 Poison.

Guardian's Bow
Why it's not worth investing
Refunds 25% of the skill charge on each cast, another 25% at the top grade. Thunderbolt Spike charges the skill on every basic hit and adds
Haste, which gets more casts out of the same fight, so it is the better pick.
Basic hit1.0x ATK
Attacks every2.0s
Accuracy85%
All DMG +3%
Deal 1.5x
ATK DMG. / triggers every 8 seconds.
ATK +10% / On Skill Activation, Refunds 25% Skill Charge. / ATK +15% / On Skill Activation, refunds an additional 25% Skill Charge.

Steel Mace
Why it's not worth investing
Refunds 25% of the skill charge and cuts damage taken by 5% per hit, stacking 5 times. Celestial Shield and a block setup protect you far better than a weapon slot can.
Basic hit1.0x ATK
Attacks every2.0s
Accuracy85%
All DMG Reduction +3%
Deal 1.5x
ATK DMG. / triggers every 8 seconds.
ATK +10% / On Skill Activation, Refunds 25% Skill Charge. / ATK +15% / On Hit, reduce DMG taken by 5%. / (Stacks up to 5 times)

Morningstar
Why it's not worth investing
3
Spike on skill hits, 12 more at the top grade. Spiral Spear gives Spike on every basic hit, which adds up much faster, so a spike build takes that instead.
Basic hit1.0x ATK
Attacks every2.0s
Accuracy85%
All DMG Reduction +3%
Deal 1.5x
ATK DMG. / triggers every 8 seconds.
ATK +10% / On Skill Hit, gain 3
Spike. / ATK +15% / On Skill Hit, Additionally gain 12 Spike.

Vampire Crossbow
Why it's not worth investing
4
Vamp on skill hits, and the skill strikes twice at the top grade. No Vamp weapon is worth levelling yet, so take sustain from shop items and spend the materials on Primal Flame.
Basic hit1.0x ATK
Attacks every2.0s
Accuracy85%
All DMG +3%
Deal 1.5x
ATK DMG. / triggers every 8 seconds.
ATK +10% / On Skill Hit, gain 4
Vamp. / ATK +15% / Skill Attacks 2 times.