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Mythic Gear Upgrade Order

Gear · 2026-05-15

What This Guide Answers

Once your squad has full gold (Legendary) gear, the next question is what to push to Mythic (red, 5-star) first, in what order, and why. The per-season gear guides cover Mythic in passing, but the order itself is the same across seasons — only the timeline shifts. This is the canonical reference.

The Core Rule

One carry, one piece at a time, Gun first. The single most common mistake is spreading Mythic blueprints across multiple heroes or multiple pieces. One Mythic Gun on your primary carry outperforms six half-Mythic pieces scattered across the squad. Discipline beats breadth.

Step 1: Identify Your Carry

Mythic starts with one hero. That hero is the primary damage dealer in your top-priority squad.

SquadFirst Mythic HeroWhy
TankKimberlyUniversal first Mythic target. AoE energy damage scales with Rocket Shadow Exclusive Weapon — Gun + EW are multiplicative
AircraftDVACornerstone of every Aircraft squad. Energy Master EW + Mythic Gun is the single biggest PvP burst spike in the game
MissileFionaRadiation DoT scales directly off ATK. Tesla is a close second and gets investment because she crosses squads, but Fiona's Gun is the squad's win condition

If you run more than one squad, your first Mythic still goes on your top-priority squad's carry. Do not split blueprints between Tank-Kimberly and Aircraft-DVA simultaneously — finish one carry's Gun before starting the other.

Step 2: The Piece Order Per Carry

Once you have a carry, the piece order is fixed. The reasoning is the same for every DPS carry: damage compounds first, survivability comes later.

1
GunRaw attack base. Multiplies with Exclusive Weapon — the biggest single damage spike available. Always the first Mythic piece on a DPS carry
Gun
2
ChipCrit rate and crit damage. Multiplies your already-amplified Gun + EW output. Second largest damage spike per Mythic piece
Chip
3
RadarEnergy defence + 30% crit damage reduction at Mythic. Keeps your carry alive through enemy skill bursts (especially Tesla / DVA)
Radar
4
ArmorPhysical defence. Lowest priority for a back-row carry — front-line damage rarely reaches them. Completes the Mythic set
Armor
Why Gun Before Chip

Crit stats only matter if your underlying hit is large. Gun raises the base; Chip raises the multiplier on the base. A 100% crit chip on a low-damage attack is worse than a baseline chip on a Mythic-Gun attack. Build the base before the multipliers.

The DVA Exception (Minority View)

One community source (LDShop) argues Chip before Gun for DVA specifically, because DVA's burst comes from crit-rate compounding with Vortex Missile. The majority view (lastwarvault, lastwarhandbook, AllClash, Packsify) keeps Gun-first universally. If you want to test the Chip-first path on DVA, do it deliberately — but the safe default for every DPS carry, DVA included, remains Gun-first.

The Murphy Exception (Defensive Hero)

Murphy is the one Tank-type hero many guides recommend taking to Mythic before completing your DPS carry's full Mythic set — specifically his Radar. Reasons:

  • Murphy is the universal main tank across Tank and Aircraft squads (Murphy Exception)
  • His Radar gives team damage reduction and Mitigation Master synergy
  • A Mythic Murphy Radar keeps your whole squad alive, not just one hero

The rule: finish your carry's Mythic Gun first. Once that's done, you can either continue to carry Chip or divert to Murphy Radar before continuing the carry's set. This is the one defensible split.

Step 3: When to Switch to Hero #2

After the carry's Gun is Mythic, the question becomes: continue piling Mythic onto the carry, or start hero #2?

PathWhen to Pick It
Finish carry firstDefault for most players. Carry Gun → Carry Chip → Carry Radar → Carry Armor → then hero #2. Maximises one hero's ceiling before broadening
Spread after Gun + ChipFor heavy PvP / Alliance War players. Carry Gun → Carry Chip → Murphy Radar (or squad #2 carry's Gun) → back to Carry Radar. Trades carry ceiling for team durability
Never spread before GunUniversal — splitting blueprints before your carry's Mythic Gun is the most-cited mistake in every community guide

Mythic Blueprint Sources

Mythic requires Mythic Blueprints, which only come from a small set of channels. The F2P-viable ones are the first three; the rest are pay-accelerated.

SourceYieldNotes
Ammo BonanzaUp to ~10 per cycle at the 670-ammo bracketBest F2P source. Runs every ~2 weeks. Save ammo to land in the high reward bracket — partial bracket entries waste the cycle
Season StoreVariable, seasonal currencyReliable. Plan season-currency spending around blueprint exchanges
Honor ShopSteady weekly dripUnlocks at HQ 20+. Honor currency from VS / SvS / Wall of Honor
Anniversary / Full MoonBursty — best individual cycles of the yearSave resources ahead of these. Higher yield than any other single event
Glittering MarketPremiumPaid currency only. Skip if F2P
Holiday packsPremium, low value per dollarGenerally the worst price-per-blueprint route
The Ammo Bonanza Bracket Rule

Ammo Bonanza has reward brackets — 600 ammo unlocks a much higher blueprint payout than 500 or 550. Hitting the bracket matters more than spending ammo every cycle. Save ammo across two cycles if needed to land in the high bracket rather than partial-spending each cycle. Confirm the current cycle's reward table in-game before committing.

Approximate Timeline

Exact server day depends on spending and luck, but the community consensus rough benchmarks:

MilestoneF2P EstimateModerate Spender
First Mythic 1★ (carry Gun)Server day ~100+Server day ~60-90
Carry Gun + Chip MythicSeason 2-3Late Season 1 / early Season 2
Full 4-piece Mythic on carrySeason 4-5+Season 3-4
Mythic Gun on hero #2Season 5+Season 3-4

Most players will not reach their first Mythic in Season 1. That is normal. Mythic is a multi-season endgame goal — the early seasons are about reaching 4-star Legendary on all 20 pieces, not chasing red.

Prerequisites Before You Start Mythic

A piece must hit Legendary 4-star at Level 40 before it can star-promote to Mythic. Practical implications:

  • Your carry's Gun must be 4-star Legendary at Level 40 before Mythic blueprints can be applied
  • Hoarding Mythic blueprints without that prerequisite is wasted — feed Legendary star promotions first
  • The Exclusive Weapon should be at Level 20+ in parallel — Gun and EW are multiplicative, so they need to grow together

Common Mistakes

  1. Spreading blueprints across multiple heroes — the most cited mistake. Finish one piece on one hero before starting another
  2. Pushing Chip to Mythic before Gun — Chip multiplies the base; build the base first
  3. Rushing Mythic ahead of furnace / HQ progression — a Mythic Gun does nothing if Cold Wave locks you out at -20°C
  4. Investing in a second-squad Mythic too early — pre-day-70 servers are Tank-meta; Aircraft / Missile Mythic before that point is wasted
  5. Skipping Exclusive Weapon investment — Gun and EW are multiplicative. A Mythic Gun on a Level 10 weapon gives much less than the same Gun with the weapon at 20+
  6. Hoarding blueprints without the 4-star Legendary prerequisite — confirm your target piece is at 4-star Legendary, Level 40 before stocking blueprints for it
  7. Spending Ammo Bonanza below the bracket — 550 ammo vs 670 ammo can mean half the blueprint payout. Save across cycles
  8. Switching carries mid-Mythic — committing to a Mythic Gun means committing to that hero. Decide your top-priority squad first, then start

Squad-Specific First Targets

A quick reference for the universal first Mythic Gun in each squad:

SquadFirst Mythic GunParallel EW Investment
TankKimberly's GunRocket Shadow to Level 20+
AircraftDVA's GunEnergy Master to Level 20+
MissileFiona's Gun (Tesla close second)Fiona's EW arrives Season 5; Tesla's Lightning Enhancement available earlier

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