
Overload Equipment
Table of Contents
This guide will explain how Overload, or Tier 10 equipment, works.
For the general equipment guide, click here.
What is Overload?

Overload equipment is Tier 10 equipment. Overload equipment have higher stats than Tier 9 equipment, but more importantly, also grant up to 3 bonus sub-stats per piece.
Overload is obtained by upgrading Tier 9 manufacturer equipment to level 5 and using 1 Custom Module. Be warned: the piece will permanently bind to the unit it is equipped on. You CANNOT unequip Overload equipment.

Attributes (Sub-Stats)

A piece of Overload gear can have up to 3 lines of attributes (sub-stats). Unfortunately, the same sub-stats do NOT stack between different pieces of equipment. Only the highest value of that buff from Overload will apply. Therefore, it is only important to roll one of each sub-stat at their max values. Since there are 9 total sub-stats, and 12 total attribute slots, this means that you only need to roll 3 sub-stat lines on a single piece of equipment if you roll 2 lines for the other three pieces.
The above was confirmed to have been a bug and has been fixed with the January 12 patch. Sub-stats can now be stacked. Stay tuned for an update with new analysis for optimal sub-stat builds!
The chance to roll a sub-stat on the first line is 100%, the chance for the second line is 50%, and the chance for the third line is 30%.
Below is the list of obtainable sub-stats. The probability column displays the probability of rolling that sub-stat at any value. The sub-stat options and probabilities are the same for all types of equipment.
Attribute (Sub-Stat) | Min Value | Max Value | Probability |
Increase Element Damage Dealt | 9.54% | 29.16% | 10% |
Increase Hit Rate | 4.77% | 14.63% | 12% |
Increase Max Ammunition Capacity | 27.84% | 85.37% | 12% |
Increase ATK | 4.77% | 14.63% | 10% |
Increase Charge Damage | 4.77% | 14.63% | 12% |
Increase Charge Speed | 1.98% | 6.09% | 12% |
Increase Critical Rate | 2.30% | 7.07% | 12% |
Increase Critical Damage | 6.64% | 20.36% | 10% |
Increase DEF | 4.77% | 14.63% | 10% |
Below is the list of possible values for each attribute. The chance for attribute levels 1~5 is 60%, the chance for levels 6~10 is 35%, and the chance for 11~15 is 5%.
Attribute | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
Increase Element Damage Dealt | 9.54 | 10.94 | 12.34 | 13.75 | 15.15 | 16.55 | 17.95 | 19.35 | 20.75 | 22.15 | 23.56 | 24.96 | 26.36 | 27.76 | 29.16 |
Increase Hit Rate | 4.77 | 5.47 | 6.18 | 6.88 | 7.59 | 8.29 | 9.00 | 9.70 | 10.40 | 11.11 | 11.81 | 12.52 | 13.22 | 13.93 | 14.63 |
Increase Max Ammunition Capacity | 27.84 | 31.95 | 36.06 | 40.17 | 44.28 | 48.39 | 52.50 | 56.60 | 60.71 | 64.82 | 68.93 | 73.04 | 77.15 | 81.26 | 85.37 |
Increase ATK | 4.77 | 5.47 | 6.18 | 6.88 | 7.59 | 8.29 | 9.00 | 9.70 | 10.40 | 11.11 | 11.81 | 12.52 | 13.22 | 13.93 | 14.63 |
Increase Charge Damage | 4.77 | 5.47 | 6.18 | 6.88 | 7.59 | 8.29 | 9.00 | 9.70 | 10.40 | 11.11 | 11.81 | 12.52 | 13.22 | 13.93 | 14.63 |
Increase Charge Speed | 1.98 | 2.28 | 2.57 | 2.86 | 3.16 | 3.45 | 3.75 | 4.04 | 4.33 | 4.63 | 4.92 | 5.21 | 5.51 | 5.80 | 6.09 |
Increase Critical Damage | 6.64 | 7.62 | 8.60 | 9.58 | 10.56 | 11.54 | 12.52 | 13.50 | 14.48 | 15.46 | 16.44 | 17.42 | 18.40 | 19.38 | 20.36 |
Increase Critical Rate | 2.30 | 2.64 | 2.98 | 3.32 | 3.66 | 4.00 | 4.35 | 4.69 | 5.03 | 5.37 | 5.70 | 6.05 | 6.39 | 6.73 | 7.07 |
Increase DEF | 4.77 | 5.47 | 6.18 | 6.88 | 7.59 | 8.29 | 9.00 | 9.70 | 10.40 | 11.11 | 11.81 | 12.52 | 13.22 | 13.93 | 14.63 |
Re-rolling

There are two ways to re-roll: Change Effects and Reset Attributes.
Change Effects allows you to re-roll for different attributes. This is recommended if you only rolled one attribute.
Reset Attributes allows you to re-roll for different values on your attributes. This is only recommended once you are happy with your rolled attributes, as your rolled values do NOT keep when you roll Change Effects.
Once you have re-rolled, you view the results and either confirm with Change Effects to apply the new sub-stats, or cancel with Keep Effects to keep your previous sub-stats.

Re-rolling costs Custom Modules, which currently can only be obtained from Special Individual Interception.
You can spend Custom Modules to lock the sub-stats that you are happy with. This locks both the attribute and the value for that sub-stat. Unlocking a sub-stat does NOT return your spent Custom Modules. I do not recommend locking a sub-stat that is not max value.
Warning: There is currently a bug where your remaining Custom Modules count does not display correctly after spending them until you close the game and restart. This bug will allow you to spend Custom Modules on actions that you do not have enough Custom Modules for, merely consuming your remaining Custom Modules to not take any effect. This bug has been fixed with the January 12 patch.
Keep careful count of your actual remaining Custom Modules or simply close the game and restart between re-roll actions. For clarification, locking 1 sub-stat (cost 2) and then re-rolling (cost 2) will cost you 4 Custom Modules in total.
Action | Total Locked | Custom Module Cost |
Re-roll | 0 | 1 |
Lock | 1 | 2 |
Re-roll | 1 | 2 |
Lock | 2 | 3 |
Re-roll | 2 | 3 |
Lock | 3 | 4 |
Re-roll (NO effect, but consumes Modules) | 3 | 4 |
If the manufacturer effect will be replaced by the overload effect anyway, will there be any difference if I overload an equipment while being equipped to a Nikke of different manufacturer?
Let’s say, if I’m about to overload a Tetra attacker helm while equipped on Scarlet, will the stat value increase be greater if it’s a Pilgrim helm instead?
Nvm, just tried it after enhancing to lv5 (ouch, the credits), the option to overload doesn’t even appear if equipped on a Nikke of different manufacturer lmao
Does the locked atribute stays locked after you reroll ? , i mean if you get something bad and you want to continue reroling do you need to lock your good stats again or can you keep reroling ?
It stays locked until you choose to unlock it if desired. However, it’ll cost more to reroll each time. (If you have already locked 1, each reroll will cost 2 crystal instead of 1)
Does it matter if the manufacturing gear is not the same manufacture as missiles. I got an abnormal t9 piece and am wondering if I can just place it on my Centi without losing out on stats.
U get bonus stat if both parties are from the same manufacturer. If they don’t match, that piece will be the same as a normal t9 item.
Just to make sure if I read it correctly. If I managed to get one of desired effect and lock it while I want to reroll the other effect, would the desired effect remains or gets rerolled as well? Additionally, if one of the effect is locked, does changing effect also count the locked ones since second and third line has their own probability?
Sure it’s not recommended if I locked it before max the value, but I don’t think I personally can get all 3 into the right effect first especially with ATK mostly at the utmost priority.