What?


As a new player, enhancing gear is easy and cheap, but as soon as you start to get your hands on mythic gear, you need to avoid making mistakes that will cost you ALL YOUR GOLD. (Yes, it's THAT expensive!)

Why?


A champions effectiveness is increased dramatically based on what gear you give them. From the start, you want to make sure that all your champions are geared appropriately and that you are enhancing the right gear.

 

Below are examples of gear for each of the 3 stages of gameplay - first is a great piece for early game, second is a great piece for mid game, and lastly is a great piece for end game. We have made suggestions on the stats and substats you should aim for in every champion writeup, so make sure you check our Watcher of Realms Tier list here. 

Where?


You can farm gear from the Gear Raid activites. You can check our BASIC raid section here for guides to each Gear Raid for early, mid and end game players.

How?


We will give you advice on how to choose your gear and which ones to enhance, so you can avoid costly mistakes - don't stress though, everyone makes mistakes at the start. Let's get started!

LEARN TO IDENTIFY 

The example below shows a piece of gear with the main stat as Attack %, with Critical Rate (CR), Critical Damage (CD) , and two flat substats (Attack and Defence).

Positives?
We have Critical Rate and Critical Damage on an item with the main stat as Attack %.

Negatives?
Two flat substats isn't ideal for gear, you want to prioritize gear with % where possible, but beggars can't be choosers!

If you are in early game (or just starting to get mythical gear drops), this could be ideal for you. On a fighter, mage or marksman, this one item gives you three highly desirable stats (although the substats could have rolled higher )

 


The next example shows a piece of gear with the main stat as Attack %, with Critical Rate (CR), Critical Damage (CD), Attack Speed and Healing Effect (HE) substats.

Positives?
We have Critical Rate, Critical Damage and Attack Speed substats on an item with the main stat as Attack %. There are no flat substats.

Negatives?
Many people automatically dismiss Healing Effect on an Attack % item unless it is intended for a healer who uses Attack for their heals, however there are non-healers who self heal, such as Wrath, Salazar and Volka, and depending on the content you are playing, having more effective heals can be useful. Also, Attack Speed rolled blue, ideally it would be purple but that's not too bad, at least it is a high blue and almost purple!

If you are in the early game and you rolled this, you hit the jackpot, congratulations! If you are in the mid game, this could be a great piece for you. On a fighter, mage or marksman, this one item gives you 4 out of 5 (possibly all 5 depending on the champion) highly desirable stats AND purple rolls on 3 of them!


The next example shows a piece of gear with the main stat as HP %, with Attack %, Critical Rate, Critical Damage and Rage Regen substats.

Positives?
Some people would says "I wish it was Attack % or Critical Damage main stat..."
However, this game also has Defenders who LOVE HP % main stats! A piece of gear like this is actually very good for a Defender like Captain Reve or Regulus, however even Abomination would get great benefits from a piece of gear like this, because he has a really high base HP for a Fighter, and The Glacier set bonus provides an Attack bonus equal to 6% of maximum base HP.

Negatives?
Nothing is wrong with this piece of gear! If you roll this item at early or mid game, congratulations! If you are at the end game, this is the quality of item you are looking for! If you don't happen to currently have a champion who would benefit from it, then save it until you do. At the end game stage, you are also looking to have complete sets on your champions so you can take advantage of the set bonuses.
Note that even though this item has HP % as a main stat, unless you are early game it is not suitable for a HP-based healer due to the substats.


The last example shows a piece of gear with the main stat as Attack %, with Critical Rate, Attack Speed, HP % and flat HP substats.

Positives?
We have Critical Rate and Attack Speed substats on an item with Attack % as the main stat. The piece is an Ancient drop as well as being part of the Soulbound Arcana set which is rare and has a very strong set bonus. And you rolled a gold substat too!

Negatives?
No Critical Damage or Rage Regen, instead there's HP % and flat HP. From an End Game perspective, if it wasn't for the Ancient drop and the Soulbound Arcana set, you probably wouldn't have enhanced it (unless you were just collecting points for the Tale of the Smith Event).

This piece of gear would still be good to complete a set, so long as you didn't lose too many stats in the process.

Here are some simple tips - learning these early on will help you all the way through to the end game:

 

 

● Avoid flat stats at all costs. % all the way, especially when it comes to the main stats. If you have flat stats as your main stats, look to replace them ASAP.

 

● Some stats only have flat versions, these are Attack Speed, Rage Regen and Healing Effect.

 

● Weapons will ALWAYS have flat attack as a main stat, and armour will ALWAYS have flat HP as a main stat.

 

● Epic items can be rolled to a maximum of +8, legendary items can be rolled to +12, mythical items to +16.

 

● Healers use one of two primary stats for healing - Attack or HP. If your healer's basic skill scales based on HP, then give them HP % as main stats, if they use attack, give them Attack % as main stats. You can check which one your healer uses under their basic attack skill, and we have them listed in our champion writeups here.

 

● As a general rule, fighters, mages and marksmen should be given Attack % and Critical Damage as main stats (Critical Rate is acceptable early to mid game).

 

● Early to mid game, raw stats will be of more benefit than set bonuses, so focus on that. If you happen to get a full set with strong stat rolls, awesome, but don't focus on it - that is for end game optimisation.