Overgeared Hero: Merge RPGAll games

Overgeared Hero: Merge RPG/Best Loadouts

Overgeared Hero: Merge RPG Best Loadouts

Updated October 2026

A run in Overgeared Hero is one hero, up to three pets, the gear you equip before you start, and whatever you buy and merge in the shop along the way. That whole package is the loadout, and it plays the part a team plays in other games. The hero's kit and the gear weapon decide its style, so this page groups every loadout by style first, then by stage.

Each card names the stage it was built for, the hero, the pets in the order they matter, the gear worn, the in-run items the build is aimed at, and when to fire each pet where the timing matters. Start with the style your best hero suits, then pick the card closest to the stage you're stuck on.

Hero
Build style
Mode
Hero class
42 loadouts

Burn

4 loadouts

Burn is the default damage plan. Gloves of Plague give each socketed weapon hit a 50% chance to add 2 more stacks of the enemy's most common debuff, and on a burn build that debuff is Burn, so every fast hit multiplies the stacks. Primal Flame starts the fire, triggering Burn 9 times every 8 seconds and adding more for each socketed item that burns.

Read more about burn builds

Mages carry it best because spells hit often. Meow Mage gains ATK on every spell hit, so White Wolf Captain's 30% Haste speeds up her whole ramp, while Fire Mage runs few spells to keep Short-Term Memory's bonus high. The weak spot is the first seconds, before the stacks build, which is why all four loadouts here bring Red Dragon to take 40% of the enemy's Max HP at the start. Skip burn on floors whose monsters are immune to it and against bosses that heal and cleanse.

Chapter pushCh. 145

The opening fight is a spike boss, so the plan is to burst it with burn inside Celestial Shield's 4 seconds of invincibility, with Red Dragon's 40% hit starting the damage. Geezer and Mimic speed up the staffs and wands that let Meow! stack ATK through the later rounds, and the later bosses need a stun lock set up with Ice Gloves.

Chapter pushCh. 89

Tiger's 25% weapon damage and 30% Crit Rate at fight start add to Short-Term Memory's bonus, which stays high because this build runs few spells. Red Dragon's opener and Mimic's merges keep the early rounds short.

Spike and execute

7 loadouts

Spike hits back whenever the enemy hits you, so Dodge does nothing against it and a harder-hitting enemy only hurts itself more. Spiral Spear is the core weapon: each basic attack adds 1 Spike and its skill triggers Spike 6 times every 8 seconds. Spiked Armor is the item every loadout here shares, since each one raises Max HP by 40% and adds 5 Spike every 3.5 seconds.

Read more about spike and execute builds

Rose is the hero for it. Impale sends her Spike through the enemy's Block and Parting Rose's execute ends the fight, so her later chapter loadouts spend both defensive slots on Seiren and Flora just to live until it lands. Take spike to bosses burn can't clear, to stages full of fire-resistant enemies, to PvP, and to gauntlet floors. Pull every Spike item before a round whose enemy steals buffs, as Double Up Stage 1 shows on round 7.

Chapter pushCh. 148

The whole plan is to survive until Parting Rose executes, so both pet slots go to defense: Seiren's cushion worth 200% of max HP and Flora's heal and cleanse every 4 seconds. Every spiked armor added makes the execute come sooner, and Golden Pig early pays for the rerolls that find them.

Chapter pushCh. 133

Seiren and Flora keep Rose alive while Spike stacks build toward Parting Rose's execute, and Celestial Shield adds one more full heal if both fail. Mimic's merges get the spike armor finished sooner, which brings the execute forward.

Double UpStage 1 (Hard)Event ended 28 Sep 2026

Stats are equal in Double Up, so the Warrior's missing skill costs nothing here, and Spiked Armor does the killing: each one raises Max HP by 40% and adds 5 Spike every 3.5 seconds, which punishes enemies too tanky to hit down. Golden Pigs pay a coin on every shop visit early, then get sold for the space the third Spiked Armor needs. Take every Spike item out for round 7, where the enemy steals buffs.

Full stage walkthrough →
Double UpStage 3 (Hard)Event ended 28 Sep 2026

The final boss has a lot of Dodge, and Dodge does nothing against Spike counters, so Spiral Spear's 6 Spike triggers per skill hit and a wall of Spiked Armor carry the stage. Ice Reaper's 40% healing cut plus the Candlestick's 50% shuts down the Blood-Red healers in the middle rounds.

Pet timing Ice Reaper on the healer rounds (4 to 8) only; sell the Candlestick and Torches on round 9.

Full stage walkthrough →
Double UpStage 6 (Hard)Event ended 28 Sep 2026

Staff of Vitality heals half of Max HP every 8 seconds and turns a quarter of the overhealing into Block, which keeps Rose's Block up against the late enemies that Burn you whenever it runs out. A Leather Glove between two Spiked Armors hastes both at once, and the Amulet is saved for round 7, whose enemy regenerates.

Full stage walkthrough →

Bjorn: Max HP into damage

6 loadouts

Bjorn turns Max HP into damage. Gigantization raises all his damage with the Max HP he gains above his base, up to 30%, and Flesh Burst fires whenever he loses HP by his own hand. That makes Spiked Armor his key item twice over: its 40% Max HP feeds Gigantization and its Spike adds damage on top.

Read more about bjorn: max hp into damage builds

Five of these six loadouts are the Hard stages of his collab event. Red Dragon is in all five and Jellyfish Princess in four, because its Spike keeps coming while he is stunned. Fire Ice Reaper only on rounds where the enemy heals; its Freeze slows the very hits that trigger your Spike. On Stage 5, Yeti's 10 seconds of Stun immunity takes the third slot. His weakness is speed, since the damage climbs only as the HP stacks, so his chapter loadout spends two slots on White Wolf Captain's Haste and Tiger's weapon damage to hurry the opening.

Heroes
BjornBjorn
Bjorn eventStage 3 (Hard)Event runs to 10 Nov 2026

Ice Reaper's healing cut shrinks the HP the Bloated Corpses revive with, and the Broom strips 5 debuffs every 5.5 seconds against the poisoning final boss. Spiked Armor keeps raising Max HP, and with it Bjorn's damage.

Pet timing Ice Reaper on rounds 2 and 6; Red Dragon and Jellyfish Princess on the harder rounds.

Full stage walkthrough →
Bjorn eventStage 2 (Hard)Event runs to 10 Nov 2026

The final boss regenerates, so the Candlestick's 50% healing cut, a spare Torch's 15% and Ice Reaper's 40% are stacked for the last round. Spiral Spear triggers Spike 6 times per skill hit on top of the Spiked Armor.

Pet timing Red Dragon and Jellyfish Princess on the round 4 and 8 bosses, with Ice Reaper left off; Ice Reaper only for the healing final boss.

Full stage walkthrough →
Bjorn eventStage 1 (Hard)Event runs to 10 Nov 2026

Each Spiked Armor raises Max HP by 40%, which feeds Gigantization's damage bonus of up to 30%, and adds 5 Spike every 3.5 seconds. Jellyfish Princess keeps adding Spike while Bjorn is stunned, and Staff of Vitality turns a quarter of its overhealing into Block.

Pet timing Jellyfish Princess on rounds 1, 5 and 10; Red Dragon for round 12.

Full stage walkthrough →
Chapter pushCh. 71

Bjorn's damage builds slowly as his Max HP grows, so this run uses White Wolf Captain's Haste and Tiger's 25% weapon damage to speed up the opening seconds. Mimic merges the HP pieces faster.

Erwen: Swift and Spirits

2 loadouts

Erwen wins on speed. Swift makes every item activate 1% faster per stack, Erwen's Bow opens each fight with 30 of it, and Chasing Arrow pays 3 Focus for every 10 Swift she gains, which covers the bow's 60% Accuracy. Wind Spirits are the engine: each adds Swift at the start and 1 more whenever a Spirit socketed to it lands a hit, so both loadouts fill half the bag with them.

Read more about erwen: swift and spirits builds

Spirits come from Spirit Stones left on her Fire and Wind slots, one stone free on rounds 1, 5 and 9 and more from the shop at 7 Coins. Turn the first into a Fire Spirit touching your bows, because every bow hit refunds 30% of its 10 second cooldown. After that buy Wind Spirits first and merge Tracker's Bow with two Leather Gloves into Erwen's Bow when the pieces show up. Red Dragon and White Wolf Captain are in both.

Heroes
ErwenErwen
Chapter pushCh. 141

Eight Wind Spirits and three Erwen's Bows, with one Fire Spirit set against the bows. Each bow opens with 30 Swift and each Wind Spirit adds more, and Swift makes every item activate 1% faster per stack, so the bows' 2 second cooldown keeps shrinking while Chasing Arrow pays 3 Focus per 10 Swift into their 60% Accuracy. Buy order: Wind Spirit first, then the bow, then boots.

Chapter pushCh. 137

The same plan with a second Fire Spirit. Three Erwen's Bows lie side by side with a Fire Spirit touching them, so each bow hit hands that Spirit back 30% of its 10 second cooldown, and the left half of the bag is Wind Spirits. Round 1: lay down the bows you have and turn the first Spirit Stone into a Fire Spirit beside them. From round 3, add Wind Spirits next to a Fire Spirit.

Block

5 loadouts

Rebecca deals extra damage on every weapon hit equal to 10% of her Block, so anything that grants Block is worth more on her than on any other hero. Plate Armor ringed with shields and helmets is her damage and her defence at once, Silver Rings add Block on hit, and Infernal Shield is the PvE pick: it trades half your Max HP at the start for a large Block, then turns a little more HP into Block every 5 seconds.

Read more about block builds

All five loadouts bring Mimic, and two pair it with Geezer, because the build is only as strong as its finished armor and both pets finish it sooner. Against healing enemies, add Ice Reaper and at least two Bloodletting Swords before round 4. Against a final boss that out-damages the Block, hold Seiren's cushion worth 200% of max HP for that one fight. In PvP, swap Infernal Shield for Celestial.

Heroes
RebeccaRebecca
Key items
Anvil ×2
Chapter pushCh. 112

The run starts from Longsword and Anvil, aims for a Bloodletting Sword first, then Bloody Crown and Mithril Gloves. Seiren is held back for the final boss, where a cushion worth 200% of max HP is what lets the Block build survive long enough to win.

Pet timing Save Seiren for the final boss.

Chapter pushCh. 99

Geezer's pre-merged shop and Mimic's instant merges get Rebecca's armor pieces finished early, and every point of Block they add also adds weapon damage through Courage to Protect All. Red Dragon's 40% opener shortens the fights while that Block builds up.

Chapter pushCh. 85

This chapter's enemies heal, so Ice Reaper's 40% healing cut is the key pet and the rest of the anti-heal comes from items, with at least two Bloodletting Swords before round 4. Infernal Shield converts HP into Block, which Rebecca turns into weapon damage, and Divine Smite turns each full stack of Block gained into a hit that deals only 1 damage.

Chapter pushCh. 83

Two economy pets and White Wolf Captain: Geezer and Mimic finish armor pieces early, and the Captain's weapon Haste lets Rebecca's Block-scaled hits land more often. Silver Rings add Block on hit here, which Rebecca turns straight into damage.

Double UpStage 2 (Hard)Event ended 28 Sep 2026

Rebecca's weapons add 10% of her Block as damage, so Plate Armor ringed with shields and helmets is her damage as well as her defense. Mimic finishes the Plate Armor sooner by merging everything at once, and the cheap poison bows add damage the Block can't. The Broom strips 5 debuffs every 5.5 seconds, clearing the boss's poison.

Pet timing Fire every pet on round 4: pet mana refills on every fourth round. Leave the freeze pet unused on this stage.

Full stage walkthrough →

Stun lock

5 loadouts

Spark wins by never letting the enemy act. The build points as many Lightning Rod Wands as fit at a Thunder Dragon and staggers the wands' cooldowns so the stuns keep rolling. Wyrdwood Staffs power the main lightning spell from round 1, and Ice Gloves or Instant Freeze close the lock by round 4. Ice Mage plays the same game in early chapters with Icicle Summons and Instant Freezes, left unmerged until round 4 so they keep stunning.

Read more about stun lock builds

The risk is a boss that must die inside a 4-second invincibility window, which is why one Spark card fires White Wolf Captain and Red Dragon together on the first boss. Keep this style away from spike bosses, where each of Spark's many hits triggers a counter, and from Stun-immune bosses, where Cecilia does the job better.

Chapter pushCh. 120

The first boss has to die inside a 4-second invincibility window, which only White Wolf Captain's Haste and Red Dragon's 40% hit together manage. Mimic merges two Spark spells into Thunderstrike, and the rest of the chapter is Spark's usual stun lock around the Thunder Dragon.

Pet timing White Wolf Captain and Red Dragon together on the first boss.

Chapter pushCh. 111

Phoenix enhances your fastest weapon, so this run gives the Thunder Dragon the lowest cooldown in the backpack and the Phoenix burn lands on it. Staggering every wand's cooldown keeps the stuns rolling, and the run still finished with coins to spare.

Chapter pushCh. 76

Stun build with an anti-heal opener

Ice Reaper's 40% healing cut is enough on its own for the first boss. Geezer's shop can hand over an Astrape early, which completes Spark's lightning set, and the Thunder Dragon has to be ready before the final boss.

Pet timing Ice Reaper alone for the first boss.

Chapter pushCh. 47

Freeze build, early chapters

Two Icicle Summons, a Wooden Shield and two staffs are the core, and the Instant Freezes stay unmerged until round 4 so they keep stunning. Red Dragon's opener and Mimic's merges carry the damage and the economy.

Crit

4 loadouts

Crit loadouts stack Crit Rate and weapon hits instead of debuff stacks. Tiger is the crit pet: 25% weapon damage and 30% Crit Rate at the start of every fight, which stacks with Spearman's Pride on an all-spear backpack and carries Raven through the early chapters. Each hero brings a reason of their own. Talin's Crits refund 15% of a weapon's remaining cooldown, so her bow build adds Baby Hawks for Focus to fix the bows' poor Accuracy. Lua's crit bonus switches on with overheal, so her card stacks healing fairy items and White Wolf Captain's Haste for more hits.

Read more about crit builds

Crit is the answer to a boss that heals and cleanses, where burn stacks stop working; Raven's Chapter 51 run switches to a full crit burst for exactly that fight. Anywhere else, Red Dragon's 40% opener does more than Tiger in a shared slot.

Chapter pushCh. 83

Tiger's 30% Crit Rate and 25% weapon damage stack with Spearman's Pride on an all-spear backpack. Seiren's cushion covers the opening hits, which matters for a hero with no defense in his kit.

Chapter pushCh. 51

Tiger's 25% weapon damage and 30% Crit Rate carry the crit side, and Red Dragon's 40% hit covers the damage the early backpack lacks. This chapter's last boss heals and cleanses, which is where burn stacking stops working, so the run switches to a full crit burst for that fight.

Swaps Fire Fox can stand in for Red Dragon, at much lower damage.

Double UpStage 7 (Normal)Event ended 28 Sep 2026

The round 8 boss ignores weapon hits but takes extra Spike, Poison and Burn, and the round 12 boss is the opposite, so the run carries Spiked Armor until round 12 and then swaps it all for weapons. Talin's Crits refund 15% of a weapon's remaining cooldown, Baby Hawks add Focus to fix the bows' poor Accuracy, and every bow touching the Dagger gets 30% of its cooldown back on a hit.

Swaps Jellyfish Princess can take Mimic's slot.

Full stage walkthrough →

Dodge

4 loadouts

Dodge builds survive by making most hits miss, then turn the misses into damage. Raven is the hero for it: Shadow Hunter attacks after every dodge, so her loadouts stack Dodge from Air Walker and at least two Crow Necklaces. Fairy Dragon, in three of these four, heals through its burn and covers the hits that still land.

Read more about dodge builds

The weak window is the opening rounds, before the boots and necklaces are bought, so the pets go to protection early: Flora on rounds 1 and 2 for Acrobat, and Seiren's cushion worth 200% of max HP for Raven at Chapter 99 in place of the Haste pet. Sniper uses the same idea in the earliest chapters, stacking Haste and Dodge until the Haste takes over. Against Dodge on the enemy side, the counter is Hunting Hawk or Eagle.

Chapter pushCh. 85

Flora's heal and cleanse every 4 seconds carries the first rounds, before the boots and bows that make Acrobat hard to hit are in place. Red Dragon's 40% max-HP opener then does the heavy lifting in every fight, and Fairy Dragon's burn heals keep her standing once the dodge build is done.

Pet timing Flora in rounds 1 and 2; Red Dragon in every round.

Chapter pushCh. 11

Early haste and dodge

An early-chapter build that stacks Haste and Dodge to survive until the Haste takes over. Red Dragon's opener covers the damage the early backpack lacks, and Mimic merges the pieces faster.

Poison

2 loadouts

Poison is the plan for floors whose monsters are immune to Burn. Venom is its hero: Poison Coating enhances 2 backpack slots, and poison items placed there inflict 50% more Poison. Both loadouts get those items finished early, through Geezer and Mimic in the chapter run and Mimic in Double Up, then let Red Dragon's 40% opener cover the seconds poison needs to stack. Gloves of Plague help here too, since they add stacks of whichever debuff the enemy carries most.

Read more about poison builds

Poison pets are the trap. Poison Mushroom applies its Poison once and stops, and Venomous Spider's egg sacks take the space the poison items need. If you already own the Poison Bow and two Plague gloves, Venom carries a long way.

Chapter pushCh. 132

Geezer and Mimic get the poison items finished early, and they go in the two slots Poison Coating enhances. Red Dragon's 40% opener covers the time poison takes to stack.

Haste

3 loadouts

These three heroes don't follow one debuff plan; they win by attacking more often. White Wolf Captain gives every weapon 30% Haste for 10 seconds while it attacks on its own, and two of the three loadouts build around it. Trixie's Transformation Magic: Charm counts as a weapon, so the Haste makes it strip buffs more often in that window, while Seiren soaks the opening burst. The starter Warrior has no combat skill at all, so Flora's heal and cleanse every 4 seconds and the Captain's own attacks do his work.

Read more about haste builds

Darkan takes his Haste from missing HP, which makes the start of a fight his weakest moment. Red Dragon's 40% hit covers that window, and Geezer plus Mimic fill his backpack with finished weapons. The Captain's buff ends after 10 seconds, so a long boss fight outlasts it.

Chapter pushCh. 105

Seiren's fight-start Waterdrop Cushion, worth 200% of max HP, soaks the opening burst while the Mirror is still stripping buffs. White Wolf Captain gives every weapon 30% Haste for 10 seconds, and Transformation Magic: Charm is a weapon, so it strips more often in that window. Mimic merges everything mergeable in one go, which is how the Charm-and-shield piece gets finished in time for round 3.

Chapter pushCh. 116

Darkan's bonus grows as his HP drops, so the start of a fight is his weakest moment, and Red Dragon's 40% max-HP hit covers exactly that window. Geezer's pre-merged shop and Mimic's instant merges fill his backpack with finished weapons faster, and every weapon takes the Haste his missing HP gives.

Chapter pushCh. 108

With no combat skill of his own, the starter Warrior leans on pets: Flora's heal and cleanse every 4 seconds for sustain, and White Wolf Captain's Haste plus its own attacks for damage. Mimic keeps the merges and his coin chance ticking.