To progress efficiently through early- and mid-game Infinite Magicraid, prioritize correct percentage and Speed primary stats on your lower gear slots over set bonuses, cap temporary gear upgrades at +8 or +12, and sell flat-stat lower pieces for Gold.

Forcing complete gear sets with the wrong primary stats weakens your heroes and exhausts your upgrade materials. Following strict filtering rules keeps your primary carries alive through Campaign and dungeon stages while conserving critical resources.

Upper vs. Lower Gear Slot Mechanics

Equipment in Infinite Magicraid is divided into two distinct functional categories: upper pieces and lower pieces.

Upper pieces always feature fixed flat primary stats:

  • Weapon: Always rolls flat ATK.
  • Helmet: Always rolls flat HP.
  • Clothes: Always rolls flat DEF.

Because upper primary stats never change, you only need to evaluate their substats. In contrast, lower pieces (Boots, Rings, and Amulets) roll variable primary stats that determine whether a piece is usable.

SlotPrimary Stat TypePossible Primary RollsEarly-Game Priority
WeaponFixedFlat ATKSpeed, Crit Rate, ATK% substats
HelmetFixedFlat HPHP%, DEF%, Speed substats
ClothesFixedFlat DEFDEF%, HP%, Effect RES substats
BootsVariableSpeed, ATK%, HP%, DEF%, Flat StatsSpeed or relevant % Stat
RingVariableATK%, HP%, DEF%, Effect Hit, Effect RES, Flat StatsRelevant % Stat or Effect Hit
AmuletVariableCrit Rate, Crit DMG, ATK%, HP%, DEF%, Flat StatsCrit Rate (Carries) or % Stat (Supports)

Lower pieces can roll flat values (flat ATK, flat HP, flat DEF) or percentage values (ATK%, HP%, DEF%), along with slot-exclusive utility stats:

  • Boots: Speed
  • Rings: Effect Hit and Effect RES
  • Amulets: Crit Rate and Crit DMG

As heroes reach Awakening 5 (A5), their base stats increase significantly. A percentage primary stat multiplies that higher base, granting vastly more total stat value than a flat primary stat. Equipping a lower piece with a flat stat cripples a hero's performance compared to a mismatched piece rolling a percentage stat.

Why Primary Stats Beat Set Bonuses

A broken set with optimal primary stats will consistently outperform an active set bonus with flat primary stats.

For example, completing a four-piece Fierce set provides a 15% ATK bonus. However, if your boots roll flat ATK instead of an ATK% primary stat, you sacrifice a potential 35% to 50% ATK boost. Forcing the set bonus results in a substantial net loss in overall attack power.

When equipping any hero, follow this selection order:

  1. Verify lower-slot main stats: Equip percentage stats (ATK%, HP%, DEF%) or slot-exclusive values (Speed, Crit Rate, Effect Hit).
  2. Check kit-relevant substats: Look for secondary stats that match the hero’s role, such as Speed and Effect Hit on debuffers like Space or Wim.
  3. Assemble two-piece sets: Equip flexible two-piece bonuses (such as Speed or Crit Rate) only if the primary stats meet the criteria above.
  4. Form four-piece sets last: Only activate four-piece sets (like Fierce or Wild) when every individual piece satisfies the required main stat.

Gear Upgrade Breakpoints: +8, +12, and +16

Equipment unlocks or upgrades a substat every four levels: +4, +8, +12, and +16. Gold is a severe bottleneck during early account progression, and upgrade success rates drop sharply after level 12. Pushing early equipment from +12 to +16 can easily consume over a million Gold—resources that could otherwise level several full sets to +8 or +12 for your wider roster.

Use these investment caps until your account can reliably farm 6-star equipment:

  • Level +8: Use on 4-star gear and temporary 5-star filler pieces equipped on secondary supports or Faction Trial heroes. This secures two substat upgrades at minimal Gold cost.
  • Level +12: Use as the standard cap for high-utility 5-star gear carrying correct main stats and at least two functional substats for your primary carry and main support.
  • Level +16: Reserve exclusively for high-grade 5-star or 6-star pieces that feature optimal primary stats (such as Speed Boots or Crit Rate Amulets) paired with synergistic substats.

Early Set Selection and Inventory Management

Early in progression, avoid spending excessive energy farming low-floor elemental dungeons that drop low-value 3-star and 4-star gear. Instead, obtain functional progression pieces from Campaign stages, Brave Trial rewards, and the Space Temple.

Prioritize flexible two-piece sets over restrictive four-piece sets:

  • Speed Set (2-piece): The most versatile set for buffers and turn-meter controllers to ensure team shields and buffs trigger before enemy waves act.
  • Crit Rate Set (2-piece): Helps direct-damage carries reach the critical strike thresholds needed to trigger damage passives.
  • Protection or Guard Sets (2-piece): Provides survivability for defensive scalers and fragile supports.
  • Fierce or Wild Sets (4-piece): Strong damage sets, but only usable if your lower pieces provide ATK% or Crit Rate main stats.

To keep Gold reserves high, configure your auto-sell settings to automatically dismantle all 1-star, 2-star, and 3-star gear drops. Regularly review your inventory to manually sell all 4-star and 5-star boots, rings, and amulets that roll flat ATK, flat DEF, or flat HP main stats.

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Emily Johnson

Emily Johnson

Emily writes practical mobile strategy guides with a focus on resource planning, base progression, and the early decisions that shape a long-term account.