The Best Equipment for Everything (Part 1)

With 5 to choose from and countless paths to farm materials, how do you know which equipment is best to level up first… and for what hero? Sure, it would be ideal to get +3 Orange Equipment on every hero, with +3 Orange Equipment on all 15 of your hero aides… but let’s face it: unless you spent $100,000+ on this game, that’s not you! If you’re like the rest of us, then you need to make decisions and choose wisely which nodes to farm and which equipment to upgrade first!

What must be said…

There is no “best” weapon. A Blade is not better than a Bow or Heart or Hammer or Tome. They all have pros and cons and all are very strong especially as you level them up! First though, let’s look at the stat distribution on each and start listing what rocks about each weapon… and a little of what doesn’t 🙂


Here is a list of stats that appear on weapons with a brief commentary on my thoughts about them:

Offensive buffs:

  • +ATK. Appears on: Blade, Bow, Tome.
    • This is a flat attack modifier that gets added on to your hero’s displayed attack number. Generally speaking, +ATK is stronger the weaker your heroes and hero aides are and this is why I strongly recommend investing in El Dorado equipment first! This gets up to +4000 ATK for +2 or +3 Legendary Blades.
  • +Hero HIT %. Appears on all weapons.
    • A prefactor to calculating Critical hit chance as if you miss, you cannot critically hit someone. Note: If an enemy hero has no weapon with +dodge% or any talents giving +DODGE%, then you will always hit them regardless of your HIT%.
  • +Hero DMG%. Appears on Hammer, Tome.
    • Arguably one of the strongest buffs in the game as this multiplier gets added in at the end of any other calculations. For more information please see my article on “How IGG calculates damage.”
  • +Hero CRIT %. Appears on Blade, Bow, Tome.
    • This, according to IGG live support, affects the chance for a hero to land a critical strike (assuming they don’t miss). From my understanding, there is a 0% (or very low) chance for a hero to Crit without having a listed Crit% boost (through either a Blade, Bow, Tome, Djinni aide, or talents).
  • +Hero CRIT Bonus%. Appears on Hammer, Tome.
    • I haven’t worked out the calculations for this boost perfectly yet, but from my understanding, this should work like the Djinni aide which boosts CRIT DMG% by 15% at max aide boost. The way that this works for Djinni at least is a critical strike will hit for: base damage * special modifier * (100%+50% base CRIT DMG bonus + extra CRIT DMG % bonuses). I don’t know what the special modifier is just yet, but this stat should get added into 50% boost that critical strikes gets inherently. Either way, the higher this number goes, the faster the enemy health drops 🙂

Defensive buffs:

  • +HP.Appears on Blade, Hammer, Heart.
    • This is a flat HP modifier that simply gets added on to the displayed HP number for your hero. Again, generally speaking the weaker your heroes and hero aides are this is stronger, but having more HP is always good.
  • +Hero CRIT Resist%. Appears on Blade, Hammer, Heart.
    • This, also according to IGG live support, does not reduce the chance of an enemy hero to hit you with a critical strike, but it simply reduces the critical damage that you would have otherwise received.
  • +Hero DODGE %. Appears on Bow, Heart.
    • A self explanatory counterpart to HIT %. If your weapons with dodge are leveled up more than attacker weapons, then it is quite likely your dodge will be more noticeable. For evenly leveled weapons it is not as evident unless you give yourself additional dodge through talents or a Won Ton aide.
  • +Hero DMG RED%. Appears on Heart.
    • Another straightforward idea that reduces incoming damage similar to the talent Charm Curtain.


Weapon Unique Skills

The Thunder Blade

Unique Ability: Generate YY thunderbolts every XX attacks. At Legendary this does 7 enemy targets every 6 attacks. A +3 Orange Thunder Blade hits all those targets for 200% ATK, which is pretty insane.

The Arcane Tome

Unique Ability: Gain extra attack for each fury point & upon 100 fury, enrage. The Tome is already good with its boost to DMG% CRIT DMG%, but the main goal is to get to 100 fury as soon as possible. Of course Wizard mercenaries can help (though only on offense) and a Djinni aide is also nice (an extra +30 fury to start). For example, my Ambrosia starts at +60 fury when on offense due to her mercenaries and Djinni aide. A +0 Orange Tome gives 20 extra ATK per fury and Max fury gives 27% DMG, 50% SPD, and 30% DMG RED.

The Dragon Heart

Unique Ability: Have a YY% to restore XX% of max HP after dodging an attack. If hit ZZ times, increase dodge by QQ% for AA seconds. It’s kind of awkward to write it in general variable with some many factors that change. Boosting dodge further with talents and/or a WonTon aide is an excellent idea to boost a Dragon Heart. A +0 Dragon Heart gives a 33% chance to restore 11% of max HP after dodging an attack. If hit 20 times, the Hero also gets a boost that increases dodge by 22% for 8 secs.

The Thorned Bow

Unique Ability: Shoot a thorn at attackers every 8 attacks, slowing them down and doing extra damage and knocking them back. The damage is a flat amount though and does not scale with the power of your hero, making the ability’s main purpose to knockback heroes and slow them down. A +0 Orange Bow slows them down by 80% for 4 seconds.

The Holy Hammer

Unique Ability: Deal XX% more DMG to Bleeding and Stunned targets. If the hero is taunted or loses more than ZZ% of their current HP from a single attack, they gain YY% Hit Rate and XY% CRIT Rate, stacking up to 5 times.



The Best Equipment for Everything (Part 1)

How I Spend Jewels in El Dorado

At the time of this post, I’m at level 64 base and have about 4600 power. The favorite thing I’ve done (besides killing some bases double my level in GC vs. top guilds) is ranking 88th in this past weeks Hero Trials. That really should not be possible for someone at my level, hero aides, and evolution, but it can be done! A future article will provide feedback and general goals for upgrading which piece of equipment.

I have a general strategy for growing and pushing this as high as you can in terms of equipment power and there are three main scenarios:

Scenario 1, No El Dorado 2x event (300-500 Jewels/Day)

This is the normal way I spend jewels. I spend between 300 and 500 jewels every day, which is easily supplemented by a monthly pack (400 a day) + daily events (at least 170 more jewels + BR/CC/GC rewards).

  1. Do energy refills (50, 50, 100, 100 = 300 jewels spent). Mathematically, in a rate up event, you get 2x drops for the same energy (and 360 jewels is the max cost per refill in a rate up event). This means that during normal conditions it takes twice as much energy to do refills. So spending 360 jewels is actually the equivalent of spending 180 jewels in a normal situation. So spending 100 jewels for 120 energy in a regular event is better than spamming the 360 jewel reset in a 2x event.
  2. Farm the boss of every map you’ve cleared at least using 3/3 tries. Then if you are close to an upgrade, spend 50 jewels to buy one refresh. It is even worth buying up to 100 jewel refreshes for shards if you have extra jewels, but I generally don’t do this.
  3. Spend the rest of your energy farming materials towards your next upgrade, but never use a potion refill!!


Scenario 2, El Dorado 2x event, no Spending Event

  1. Do energy refills up to 360 jewels per refill.
  2. Focus on farming shards in these events, going up to 100 or 200 jewels to reset the boss levels.
  3. Use all potion refills at your discretion. Generally if I have any, I use all of mine up as there are no downsides to doing so in these events.
  4. You can go crazy and refill your jewels many many times, but generally it is best to wait where there is an extra reward for spending jewels.


Scenario 3, El Dorado 2x event, Spending Event (like Lord’s Gone Wild, etc.)

  1. Since you’ve already focused on shards, pumping out as many energy refills as possible is what I tend to do. IF the event lasts multiple days, make sure you have enough jewels to at least pay for the resets that cost less than 360 jewels.
  2. For the first few day(s), take it slow and only do enough resets depending on your dice rolling results. The last day, make sure to spend enough to get the prizes you want from the spending event (Lord’s Gone Wild, Wishing Tree, etc.)
  3. If there are special purchasing events, generally try to wait until the last day as there is often an extra bonus you can get on the last day.


Special Case: Purchasing Packs at end of Maps

  1. After getting 4 weapons to Legendary so far, and 4 more to Epic, I definitely appreciate the packs that you can buy. I purchased all of them except the ones on the first map (since Green Items are so quick to get on 2x events) and the 3rd to last map (that requires ~30k jewels to upgrade a blade from +3 Epic to +0 Legendary).
  2. This is a good investment and will help you grow even faster to level at least one blade up above your other weapons.
  3. Finally, please avoid doing this when there’s not a rate up event, nor any reward for spending jewels!
How I Spend Jewels in El Dorado

How IGG Calculates Damage

Here is a brief rundown on how damage is calculated (ignoring CRIT for now until I do more tests on the base critical rate and base critical damage boost).

The formula for how much damage a hero will do (again assuming a non-critical) is:

Total Damage = [(Base Hero Attack * ATK%)+Flat ATK] * DMG Bonus

Let me explain what each of these is in more detail, though I will point out that the number you see when inspecting a hero with aides is the calculation of (Base Hero Attack * ATK%)+Flat ATK.

Base Hero Attack

Description: the raw attack stat excluding all glory, evolution, aides, weapons, etc.

How to Increase:

  • Leveling up your character only


Description: The stat is found in many different sources. To calculate how it affects your overall damage you need to add up all sources of ATK% and then apply it to the formula.

How to Increase:

    • Leveling Hero Aides in 2nd and 3rd slot (arguably the strongest method-at level 130 for aide 2 and 3 you get 90% boost from just having them leveled to 130; level 180 aide 2 and 3 is 146% ATK boost)
    • Leveling Hero Aide skills (max boosts: Chiron-30%, Skull Mage-40%, Hydrasaur-28%)
    • Evolution (Libra for example gives an ATK% boost; 35% for Berserker, etc.)
    • Hero Talent Battle Fervor gives 8% boost max
    • Hero Enchanting (Sometimes Level 2 or Level 3 Enchants)
    • On Defense from Guild Bot & Hero Hall Level

Temporary Boost through hero rage skills like Enchantress (30% ATK up)

Flat ATK

Description: This one is even more straightforward than ATK% and is a simple addition onto the result of Base Hero Attack * ATK%

How to Increase:

  • Hero Equipment (Bow, Blade, Tome)
  • Evolution (notice how evolution is a percentage + a flat amount; the flat amount goes here)
  • Hero Aide (Dark Rider gives 800 I believe at max)
  • Hero Talents (never bothered with this one and don’t even know what it’s called)
  • Hero Glory
  • Hero Enchanting


Description: This is similar to ATK% in how it works, though is arguably much more powerful at face value. To compare say the two talents: Battle Fervor (8% ATK) and Blessed Weapons (8% DMG). Since DMG% gets multiplied in after you calculate the total attack and ATK% only impacts the base hero attack DMG% will always be stronger pound for pound.

How to Increase:

  • Hero Equipment (Tome, Hammer)
  • Hero Enchanting (up to 25% DMG at max level)
  • Hero Talents (Blessed Weapons gives 8% DMG at max)
  • Hero Aides (Sapphirix gives 20% DMG)
  • Temporary Boost: Ambrosia rage skill (30% DMG boost at max rage skill level)

So that is what goes into the numbers you see when you inspect a hero. A YouTube video will be put up giving a basic example with a level 1 hero and Critical Damage information hopefully will come out soon.

How IGG Calculates Damage