Gear & Mythic Upgrade Planner
Enter the best piece you own in each slot and see which one to push next and what the rest of the road costs — the gold, ore, ceramic and blueprints for every star between here and Mythic, read from the game's own promotion table.
Your best piece in each slot
One row per slot, not per hero — gear moves freely between heroes, and both the game and our Squad Builder hand your best piece to whoever you field. So the piece that matters in a slot is simply the best one you own.
Do these in this order
- 1Railgunnothing in this slot0%of Mythic
Raw attack base, and it multiplies with the exclusive weapon — the biggest single damage step available.
- Get a piece for this slotcost not published
3 more slots planned, plus what the whole account still costs. Unlock the full plan →
Where these numbers come from, and what is missing
These costs are confirmed in-game. Six Promote screens were read across all four slots and four of the five star bands — every figure matches to the digit, including the fact that the fifth press takes no gold at all and spends blueprints instead. The cost per star is the same on every UR piece — only the star matters, never which piece it is, so four pieces cost exactly four times one. Only the last star spends Mythic (MR) blueprints, which is the same prerequisite our gear guide reached from community sources months earlier.
Because the cost is the same on every piece, a full set is a fixed number: four pieces, each starting from UR at Level 40 with no stars, is 3 billion gold, 2,000,000 Upgrade Ore, 24,000 Dielectric Ceramic, 200 UR blueprints and 40 Mythic ones. That is the whole bill for a Mythic set, and it does not change with which heroes you field or which pieces you pick.
Each star is five presses, not one. Four upgrades fill the bar, then a fifth promotes and awards the star. That is why a figure here looks about five times what your Promote screen quotes — the per-press breakdown is printed under every star above so you can check the two against each other. The final promote also renames the piece and turns the frame red: an M5-A “Thor” Railgun becomes an M6-A “Puma” Cannon.
The power figures come from the Squad Builder's own gear model, whose star multipliers were measured in game on four M5-A pieces, each read on two stats that agree to four decimal places. A Mythic is twelve times a fresh UR, which is why the last star is worth more than the first four.
Levelling costs are deliberately absent. The game's upgrade table does not hold them: its two cost columns only ever take the values 1/3/5 and 2/4/6, one pair per quality tier — they are group references, not quantities, and nothing resolves them. A plausible-looking number is worse than no number, so there is none. What that table does give, and what is used here, is the level cap per rarity: Blue 15, Purple 30, UR 40.
One thing the costs do not tell you is which resource will actually stop you. On the account these were read from, gold was never the problem — the materials were. Check your own ore and ceramic against the next press before planning around the gold, and if a number here does not match yours, tell us and we will re-read it.