Choosing a set
There is no best set. Each one's card says what it is strong against and what beats it.
The lines below are the game's own, from each set's card ("HOW IT PLAYS", "STRONG", "WEAK"). Tap a set chip in a run to read them there.
From floor 1
| Set | How it plays | Strong against | Weak against |
|---|---|---|---|
| Emberforged | Strikes burn. Burn skips armor and dodge. | Armor, packs, Mother Brine. | Avarax's big blows and second life. |
| Rimeglass | Strikes chill. 3 chills freeze a turn. | Every boss. Big single hitters. | Dodgers. Lost without its staff. |
| Thornwood | Get hit. Your thorns hit back. | Packs and flurries. The Tallyman. | Healers. Mother Brine outlasts you. |
| Gilded locked at first | Gold is power: 2% of your gold. | Late floors, once you are rich. | Pilfer Imps, and every coin you spend. |
| Bulwark | Stack armor. From 3 pieces, GUARD hits. | Heavy hits, packs, every boss. | Burn and poison: they skip armor. |
| Ratcatcher | Poison stacks and never fades. Dodge. | Long fights. Mother Brine. | Spiked foes. Avarax wipes the poison. |
| Vigil | Strikes blind: their next hit may miss. | Lone heavy hitters in the Cellars. | Mother Brine and her ghouls: too slow. |
| Warden | Pierce, strip armor, stun on the break. | Armor and guards. Golems, bosses. | Burn, poison and drains skip armor. |
From floor 11
| Set | How it plays | Strong against | Weak against |
|---|---|---|---|
| Bloodbound | Heal as you hit. Strikes bleed from 3. | Long fights, packs. | One huge blow before you can heal. |
| Stormcall | More strikes, from 2 pieces and the Torc. | Packs, dodgers, every boss. | Spiked foes: each strike cuts you. |
| Hexweave | Arcana skips armor. Strikes weaken them. | Armor and heavy hitters. | Burn: Avarax's Scorch, drakelings. |
| Duskfang locked at first | Crits, then bigger crits. Execute at 20%. | Big health bars. | Bad luck. Avarax rises after it. |
| Tideworn | Strikes take 3% of their max health. | Bosses and huge health bars. | Packs of small foes, like ghouls. |
| Bonewright | Rise once. Each kill curses the rest. | Packs: each death curses the others. | Mother Brine's ghouls and their poison. |
| Choirglass locked at first | Crits splinter into every other enemy. | Packs. | Lone bosses: nothing to splinter into. |
| Relicguard | GUARD, then strike 60% harder. | Heavies you can see coming. | Drains, burn and poison skip armor. |
From floor 21
| Set | How it plays | Strong against | Weak against |
|---|---|---|---|
| Starwrought locked at first | More mana. From 5, skills cast twice. | Packs, with Cleave or Frost Nova. | Curses: weakened skills hit 30% less. |
| Wyrmscale | Fire breath every third turn. Burn-proof. | Burners and Avarax's Scorch. | Golems and Heavies between breaths. |
| Cursegold | Pay health to hit twice as hard. | Fights you can end in a turn or two. | Burn, poison, flurries, long fights. |
| Kingsguard locked at first | Armor grows with the gold you carry. | Heavy physical hits. | Arcane hits, thieves, spending. |
| Mawborn locked at first | Kills heal you and feed your power. | Packs: every kill feeds you. | Lone bosses: nothing to devour. |
| Eclipse locked at first | Power on odd turns, arcana on even ones. | Mixed foes. Every 5th turn, all crit. | Heavy armor on its power turns. |
How to choose
- Take what the run gives you. Two pieces of anything by floor 3 beat a plan for something you have not found. Loot then leans your way.
- Commit. Bonuses come at 2, 3 and 5, and every piece multiplies the others. Three sets of two are weaker than one of five. After a death to the Tallyman the game's own tip says of one set: "5+ pieces beat him 98% of the time."
- Read the boss. Each depth's boss is named on a set's STRONG or WEAK line for a reason. Check the boss notice with your set on.
- Mind what skips armor. Armor sets (Bulwark, Kingsguard, Relicguard, Warden) are weak to burn, poison and arcane blows; health and healing answer those.
- Use your last three sockets. With five of one set on, three are left: a second set's two-piece bonus and a unique, or the partner set of a synergy.
- Heroes point the way. Each hero's page lists three sets that suit them, and their skill usually says why.
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.