Complete Hero Gear & Mythic Promotion Guide
Master all four Last War hero gear slots, level breakpoints, promotion dots, Legendary and Mythic blueprints, role priorities and report-led upgrade decisions.
Every hero equips four pieces: Gun, Data Chip, Armour and Radar. Take permanent main-squad Legendary gear to useful level-10 breakpoints, then specialise. Main attackers normally receive the strongest Gun and Chip; frontline defenders need Armour and Radar. At level 40, Legendary gear enters star promotion. Stars 1–4 consume Legendary blueprints; the fifth completed star turns the item red Mythic and consumes 10 Mythic blueprints. Never select the next item from a universal picture alone—use battle reports to decide whether the squad needs damage, physical survival, Energy survival or protection from critical hits.

The four gear slots
Raises Attack and is usually the first level-40 project for the main damage hero. Its Mythic effect strengthens damage when your troop type has the counter advantage.
Supports offensive attributes and skill output. At Mythic it also reduces damage taken when your troop type has the counter advantage.
Raises frontline durability and answers physical pressure. Its Mythic effect reduces the chance of receiving critical hits.
Answers Energy and skill-heavy pressure. Its Mythic effect reduces the damage received from critical hits.
The role labels are starting points, not restrictions. Attackers still need enough defensive gear to survive, and defenders eventually use all four pieces. Priority means which upgrade changes the battle first.
Gear rarity and level caps
| Rarity | Common colour | Level limit | Investment rule |
|---|---|---|---|
| Uncommon | Green | Temporary | Equip while progressing; do not build a long-term plan around it. |
| Rare | Blue | 15 | Use as an early bridge. Preserve serious resources for stronger gear. |
| Epic | Purple | 30 | Useful while Legendary sets are incomplete, but avoid excessive ore on pieces due for replacement. |
| Legendary | Gold | 40 before promotion | The permanent equipment tier for the main squad and the starting point for star promotion. |
| Mythic | Red | Completed fifth star | Use scarce Mythic blueprints only on a named permanent item with a proven purpose. |
Levels 1–40: why tens matter
Gear gains attributes as it levels, with important additional effects at levels 10, 20, 30 and 40. That makes a finished ten-level step a better objective than scattering ore across several arbitrary numbers.
- Equip the active five. Fill empty slots without over-upgrading temporary gear.
- Reach the first useful tens. Establish enough basic gear that no permanent main-squad hero is needlessly exposed.
- Take the main carry’s Gun to 40. Do this when damage is the account’s clear progression wall.
- Build the failing defensive pieces. Raise the frontline Armour or Radar that creates another tactics cycle.
- Finish the co-carry and support sets. Develop the next hero only after the first named milestone is complete.
Five heroes with identical gear levels can still be badly built. Balance means the defenders survive long enough, the carry receives enough offensive value and the support remains alive to complete its team effect.
How star promotion and dots work
A level-40 Legendary item can be promoted once the Gear Factory reaches level 20. Each star is built through four visible 25% progress stages—often described by players as dots—followed by the final blueprint completion step. Therefore “four dots” means the current star is almost complete; it does not mean the item already owns the next full star.
Repeat that process for stars one through four with Legendary blueprints. The fifth completed star uses Mythic blueprints and changes the equipment to red Mythic.
Complete promotion costs
| Completed star | Gold | Upgrade Ore | Dielectric Ceramic | Blueprint completion |
|---|---|---|---|---|
| 1 star | 93.6M | 62.5K | 750 | 5 Legendary |
| 2 stars | 121.6M | 81K | 975 | 10 Legendary |
| 3 stars | 150M | 100K | 1,200 | 15 Legendary |
| 4 stars | 178M | 118.5K | 1,425 | 20 Legendary |
| 5 stars / Mythic | 206M | 138K | 1,650 | 10 Mythic |
| Total from 0 to Mythic | 750M | 500K | 6,000 | 50 Legendary + 10 Mythic |
These documented totals explain why an unfinished red-gear plan can stall the entire account. Always confirm the current live promotion screen before spending because costs and availability can change.
What each Mythic effect changes
| Mythic item | Documented fifth-star effect | Best reason to choose it |
|---|---|---|
| Gun | Increases damage dealt when your troop type counters the opponent. | Your main carry survives and you regularly attack the type your formation counters. |
| Data Chip | Reduces damage taken when your troop type has the counter advantage. | A key attacker needs more protection while fighting favourable troop matchups. |
| Armour | Reduces the chance of receiving critical hits. | Critical frequency is helping physical or mixed pressure break the hero. |
| Radar | Reduces damage received from critical hits. | Large critical bursts are killing defenders or carries before another skill cycle. |
The counter effects only matter in the correct troop relationship. A Mythic Gun does not remove an unfavourable class matchup, and a high displayed power increase does not prove it was the best next promotion.
Role-based upgrade paths
Main attacker
Use this when the squad survives but fails to finish. Kimberly, DVA and Tesla are typical first offensive projects for their respective formations. If the carry dies early, stop the offensive path and fix its lane or defensive equipment.
Second attacker
The co-carry should contribute real damage without stealing every material from the primary win condition. Compare marginal gains rather than making the two sets look identical.
Frontline defender
Promote Radar when Energy skills and critical damage are the problem. Promote Armour when physical pressure and critical frequency are breaking the lane. The report—not the hero portrait—chooses between them.
Support hero
Marshall and other support heroes should be measured by the damage, protection or uptime they enable. A small personal damage bar does not justify taking the carry’s best Gun.
Tank, Aircraft and Missile starting plans
| Formation | First offensive project | Defensive pair | Report trigger |
|---|---|---|---|
| Tank | Kimberly Gun and Chip; Stetmann follows. | Murphy and Williams Armour/Radar. | Aircraft pressure may make survival more valuable than another offensive promotion. |
| Aircraft | DVA Gun and Chip; Morrison or Schuyler follows. | Carlie and Lucius Armour/Radar. | Protect DVA’s next Steel Barrage before chasing another damage tier. |
| Missile | Tesla Gun and Chip; Fiona follows. | Adam and McGregor Armour/Radar. | Missile’s fragile structure often needs the frontline established before luxury damage. |
Battle-report diagnosis

| Symptom | Likely gear problem | First test |
|---|---|---|
| Front defender dies first | Weak Armour or Radar, wrong lane or unfavourable damage type. | Swap front lanes, identify physical versus Energy pressure, then promote the matching defence. |
| Carry dies before another tactics cast | Its defender collapses or the carry’s defensive gear is too weak. | Move it behind the stronger lane before spending on more damage. |
| Both defenders survive but the fight times out | Main attacker or co-carry lacks offensive development. | Finish the next Gun or Chip breakpoint on the proven damage dealer. |
| Large critical hits decide the fight | Critical frequency or critical damage is overwhelming the target. | Compare the next Armour and Radar Mythic effects using repeated reports. |
| Higher gear power still loses | Wrong class matchup, skills, stars, lane or badly distributed gear. | Inspect the complete report; do not promote another item merely to raise power. |
Crafting, dismantling and transferring gear
- Craft toward permanent Legendary pieces for the active main five rather than filling secondary squads with expensive half-sets.
- Transfer useful gear from a replaced bridge hero to the permanent replacement before deciding more crafting is required.
- Do not dismantle a valuable promoted item merely because a recommended order changes. Confirm the recovery preview and the receiving hero first.
- Keep enough flexible gear to switch a boss specialist or counter formation without destroying the main squad’s structure.
- Use the live Gear Factory screens for merge, disintegration and recovery values; never assume every invested resource returns.
Blueprint acquisition and spending discipline
Legendary and Mythic blueprints are separate resources and cannot be treated as interchangeable. Community documentation lists the Honor Store and events among the key Legendary sources. Mythic blueprints appear through limited channels including seasonal or event stores, high-threshold rewards and packs. Official support added Gear Blueprint (MR) to the Honor Point exchange during the Season 4 off-season, but availability must be checked on the player’s current server.
- Name the exact hero and item before buying a blueprint.
- Count the complete cost, including ore, gold and ceramic—not only blueprints.
- Keep the item on the permanent main squad.
- Finish one promotion before starting another unless a deliberate four-dot staging plan has a dated completion.
- Save a pre-upgrade report and repeat the same test afterwards.
F2P and low-spender roadmap
- Build one main formation and make its first carry functional.
- Move permanent Legendary gear to useful level-10 breakpoints.
- Take the first carry Gun to level 40 while preventing immediate frontline collapse.
- Establish both defenders’ key Armour and Radar levels.
- Use Legendary blueprints to finish named stars instead of decorating every item with partial dots.
- Reserve Mythic blueprints until the first red item has a clear, report-backed purpose.
Common gear mistakes
- Calling four promotion dots “four stars” and misreading how close the item is to completion.
- Spreading ore across every hero and stopping just short of level 10, 20, 30 or 40 effects.
- Giving defenders premium Guns while the frontline still lacks Armour or Radar.
- Giving a support the carry’s best offensive pieces because its damage bar looks small.
- Promoting the same slot on every hero without checking the incoming damage type.
- Using Mythic blueprints on a secondary squad or temporary hero.
- Ignoring counter-specific Mythic effects when choosing opponents.
- Changing gear, heroes and positions simultaneously, making the result impossible to diagnose.
Frequently asked questions
What does “four dots” mean?
It normally means four 25% stages of the current star have been filled. The blueprint completion step is still required to award the full star.
When does gear turn red?
When level-40 Legendary gear completes its fifth star using 10 Mythic Gear Blueprints. Stars one through four use Legendary blueprints.
Should my first Mythic be a Gun or Radar?
Choose the Gun if a surviving main carry cannot finish favourable matchups. Choose defensive gear when early deaths prevent the carry from cycling. Radar is especially relevant when large Energy or critical-damage bursts are the problem.
Should all five heroes have equal gear?
No. All five eventually need complete equipment, but upgrade priority follows battlefield jobs. Carries need concentrated offence; defenders need survival; supports need enough durability to complete their effect.
Can I move gear between heroes?
Yes. Transfer equipment when a bridge hero is replaced or a mode requires a specialist. Reuse a developed set before crafting another one.
Use the Academy tools
- Hero Upgrade Priority Planner — enter each hero’s four separate gear levels and promotion states.
- Battle Report Analysis — identify damage type, first death, gear gaps and tactics cycles.
- Complete Tank Squad Guide — Tank-specific gear sequencing.
- Complete Aircraft Squad Guide — Aircraft-specific gear sequencing.
- Complete Missile Squad Guide — Missile-specific gear sequencing.
References and evidence
- Official Last War Support — How to Build the Best Squad (four equipment slots and concentrated main-hero development; updated 30 March 2026).
- Official Last War Support — Gear Blueprint (MR) acquisition expansion (5 September 2025).
- Last War Tutorial — Gears (level breakpoints, promotion stages, costs and documented Mythic effects).
- Last War Wiki — Gear Upgrade Charts (rarity caps, Gear Factory requirement and promotion cost cross-check).
- Last War Wiki — Mythic Gear Blueprint (10-blueprint fifth-star requirement and acquisition routes).
- Last War Vault — Gear Guide (community role and sequencing cross-check).
Evidence reviewed 26 July 2026. Always verify the exact live item attributes, promotion preview, resource costs and store availability before spending. Battle reports should determine account-specific priority.
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