Gear & Mythic Upgrade Planner
Every piece you own, ranked: 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 gear
Every hero wears their own four pieces, so a five-hero squad needs five of each. Gear still moves freely between heroes — both the game and our Squad Builder hand your best pieces to whoever you field — so a piece's place in this list is what decides which squad gets it, and the hero named is only where to find it today.
Railgunnone entered
Nothing entered for this slot yet — add the pieces you own, or import them.
Data Chipnone entered
Nothing entered for this slot yet — add the pieces you own, or import them.
Reactive Armornone entered
Nothing entered for this slot yet — add the pieces you own, or import them.
Radarnone entered
Nothing entered for this slot yet — add the pieces you own, or import them.
Add the pieces you own above, or import them from the Squad Builder, and this becomes a ranked list of what to push next.
Where these numbers come from, and what is missing
These costs are confirmed in-game. Seven Promote screens were read across all four slots and all 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. No part of the curve is read from the table alone. 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 one hero kitted out. A five-hero squad is five of those, which is what the plan above is working towards.
Only blueprints make the order matter. Gold, Upgrade Ore and Dielectric Ceramic sit in a fixed ratio across all five bands and buy power at a nearly flat rate — between 0.096 and 0.107 of a Mythic piece per 100M gold, whichever star you are buying. On those three there is no clever order: a star is a star. Blueprints are the exception. A first star costs 5 UR blueprints; a fourth costs 20 for less than twice the power, so the first star on a fresh piece is worth 2.3× the fourth star on another. If blueprints are what you are short of, spreading first stars across pieces beats pushing one piece to 4★ — which is what the Blueprints go furthest order does. The last star spends Mythic blueprints, a separate currency, so it never competes with the other four.
Levelling a UR piece from 0 to 40 costs no blueprints at all, and is worth more than any of the first three stars, so it comes first under every order. It is also the trap in the other direction: a fresh UR is weaker than the maxed Purple it replaces — 8% against 20% — because rarity sets the ceiling but a new piece starts at a third of it. Swap when you can level it, not the moment you get it.
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 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.