OFFICIAL STARTER GUIDE · progression
Equipment dungeons: a finite build plan before the next floor
Separate access from clear readiness. Read the tested non-Chaos budgets, legal gear and Sigil choices, and the limits of the evidence.
Match the run before copying the build
Use this article for newly entered dungeon-balance-v13 runs. An already-paid run keeps its pinned rules; do not apply a new counter window to an older saved encounter. These optional full-team examples are transcribed from the committed editorial guide. They do not guarantee a clear for every account; keep experimenting with the heroes you own.
Daily Adventures are the personal daily resource expeditions. Equipment dungeons are the separate Forge, Venom and Eclipse encounters under Adventures. Their eight floors are Very Easy, Easy, Medium, Medium-Hard, Hard, Very Hard, Insane and Insane+. A stronger account can overgear an earlier floor; late specialization does not forbid that.
Unlocks are an entry check, not a winning team
Forge opens at Ladder 10. Venom needs Ladder 30 and a Forge clear; Eclipse needs Ladder 60 and a Venom clear. Previously earned access is retained. New floor entry also checks a trained core of three different species, a previous-floor clear, available owned heroes, Energy and inventory room. Passing a lock does not mean the minimum entry levels can beat the boss.
Unit rank and equipment grade are separate. Heroes cap at Z level 200; S caps at 125. An SSS+50 gear comparison does not mean a hero has an SSS+50 rank. The late baseline teams below use Z200 heroes without Chaos, Overdrive, mastery, collection/account multipliers or refinement.
Earlier-floor examples are stepping stones
The historical reference recipes use F10 with no gear on Very Easy; D30, floor-1 gear and Rare +3 Sigils on Easy; B60, floor-2 gear and Rare +6 on Medium; A80, floor-3 gear and Heroic +9 on Medium-Hard. Hard's corrected examples use Forge S110, Venom S100 and Eclipse S120, floor-4 one-line gear and Heroic +12 Sigils. These are examples at stated budgets, not newly retested clear-rate confirmations or mandatory levels for every account.
For Hard Forge, the corrected ordinary team is Gemini Male, Samurai, Tengu, Lycan and Gemini Female. The original early Forge reference should not be promoted into the corrected Hard clear. Keep the tested full team together before experimenting with one change.
The finite late baseline
Each hero wears three whole prior-floor Bastion equipment items and six legally generated five-star Sigils. Damage/hybrid recipes use four Fury Sigils with legal slot mains; support recipes favor Bastion Sigils and HP. Main-stat choice is slot-bound: an attack main cannot simply replace every defensive or HP slot. Substats and upgrades are finite rolls, not perfect lines chosen independently.
- Very Hard, floor 6: floor-5 gear, two active affix lines, Heroic +12 Sigils; eight whole candidates per gear slot.
- Insane, floor 7: floor-6 gear, three active lines, Legendary +15 Sigils; eight candidates per slot.
- Insane+, floor 8: floor-7 gear, four active lines, Legendary +15 Sigils; sixteen candidates per slot.
Those pools are finite whole-item choices across a five-hero team. Candidate upgrades are part of the recipe; it does not grant free affix rerolls or undo failed rolls. This is an investment reference, not a required farm count or a prediction of real elapsed days.
What the budget leaves out
Hero, fusion and Soulbound ownership, drop odds, set/main-stat/quality acquisition, Energy and real farming time are not priced by this recipe. The same named five heroes with weaker or differently allocated items are not the tested build. Phantom Knight's Venom recipe specifically uses support-weighted whole-item selection from the same finite pool.
The SSS+0, +10 and +50 controls retain the same heroes, item IDs, affix kinds and Sigils while assembled stats increase. They test those paired builds; they do not promise every random upgrade is faster, because turn order changes. Choose a counter team first, then invest toward the failure you observe.