Raid Shadow Legends
⚙️ Gearing
Stat priorities, set choices, substat rolling, and how to use RSL Helper sell filters safely to clear your inventory without losing keepers.
⚙️ Contents
Stat Priority by Role
Don’t optimise for everything — prioritise what actually moves the needle for each role.
| Role | Primary priority | Secondary | Ignore |
|---|---|---|---|
| Speed buffer / TM control | SPD as high as possible | ACC (200+ dungeons) | CritDmg, Atk |
| Debuffer (AoE, CB) | ACC 200+ dungeons / 260+ CB | SPD 170+ | Atk, CritDmg |
| Damage dealer | CritRate 100%, CritDmg, Atk% | SPD 160+ | RES |
| Tank / HP buffer | HP%, DEF%, SPD | RES (arena) | Atk, CritDmg |
| Clan Boss specialist | SPD (tuned to CB speed), ACC 260+ | HP%, DEF% | CritDmg unless nuker |
Speed first, always
A slow champion with perfect other stats is worse than a fast champion with decent other stats. Speed enables more turns; more turns means more heals, more debuffs, more damage. Speed is the multiplier on everything else.
Set Choices — Mid Game
Most sets don’t matter in mid-game. Stats matter. The only sets worth farming for are:
| Set | Why | Where |
|---|---|---|
| Speed | +12% Speed on entire set — the best set in the game | Dragon’s Lair |
| Accuracy | +40 Acc — mandatory for debuffers, nothing else comes close early | Dragon’s Lair |
| Immortal / Lifesteal | Sustain for CB and auto-farming | Clan Boss / Void dungeons |
| Cruel | 4-piece: +15% Atk and ignore 5% enemy DEF — good for damage dealers who can’t fill Speed | CB shards |
| Offense | 2-piece: +15% Atk — the cheap filler for a damage dealer | Common |
Everything else is secondary until you’re clearing stage 20+ and have filled Speed/Accuracy on your key champions.
Ignore set bonuses until you have the stats
A piece in the wrong set with great substats beats a piece in the right set with flat stats. Farm for speed substats, not for set completion.
Substat Rolling — What to Keep
The rule is simple: if a piece doesn’t roll SPD or your primary stat in the first 4 upgrades, sell it.
Keep if rolling:
- SPD (on anything)
- ACC on debuffers / utility
- CritDmg% on damage dealers
- HP% / DEF% on tanks and healers
- Atk% on damage dealers (secondary to CritDmg)
Sell if rolling:
- Flat HP, flat Atk, flat Def — these scale poorly
- RES on a damage dealer
- Anything irrelevant to the champion’s role
RSL Helper Sell Filters
RSL Helper’s sell filter system is the fastest way to clear junk gear without manually reviewing hundreds of pieces. The two filter files in this repo are tuned for different game stages.
Which File to Use
| File | Use when |
|---|---|
Midgame-260426.hsf | Still pushing to Dragon/Spider stage 16–20, roster not yet consolidated, Arbiter not yet built |
Lategame-260426.hsf | Arbiter built, CB team established, farming stage 20+, want a more aggressive clear |
If you’re in late-midgame (Arbiter built, solid CB foundation) — use the Lategame file. It’s the denser filter: it disables the Marius set protection, enables an additional low-rank sell rule, and has far more specific keep-rule variants (meaning higher thresholds to pass). You’ll end up selling more gear, which is what you want once your roster is established.
Key differences between the two:
- Marius Sets: Midgame keeps them. Lategame ignores them — at this stage you’re not building around Marius.
- Low Rank/Rarity SELL rules: Midgame has 2 active; Lategame has 3 — it catches an extra category of junk.
- Damage / Scarce Sets keep rules: Lategame has 3–6× more rule variants, with tighter stat thresholds. More rules means more specificity, not more generosity.
Do You Need Everything Upgraded to +8 First?
No — but run the filter in stages, not all at once.
The filter is keyed to upgrade levels (0, 4, 8, 12, 16). Each rule only fires when gear is at that level. Running it on a mixed inventory of +0 through +16 gear is fine — the right rules will apply to each piece automatically.
What’s NOT safe: importing the filter, running it once on completely fresh (+0) drops, and selling everything it flags red. Pieces that haven’t been upgraded yet won’t match any +8 KEEP rules, so they’ll fall through to the “Final Sell” catch-all and get flagged even if they’d be keepers at +8.
- 1
Run at +0 — sell obvious trash immediately
Low value sets (Life, Defense, Offense, Resistance flat-bonus sets), gear below 5★ rank, wrong rarity. These rules fire at LVL 0. Don't waste silver upgrading them — sell them now.
- 2
Upgrade remaining to +4, run again
The first substat roll is revealed. Pieces that didn't show Speed, your primary stat, or a useful secondary get flagged here. Silver-efficient — catching bad pieces at +4 costs far less than finding out at +12.
- 3
Upgrade remaining to +8 — this is the main pass
All four substats of a 6★ piece have had two upgrade rolls. This is when the filter's keep-rule thresholds make sense. Sell everything red at this stage — it's safe.
- 4
Only go to +12 / +16 for candidates you're equipping
Don't mass-upgrade to +12 before selling. Reserve +12 and above for pieces you're actively building a champion with.
One exception: 6★ pieces show all substats at +0
A 6★ artifact already has all four substat slots visible from the moment it drops — only the values increase with upgrades. So for 6★ gear, you can make a reasonable judgement at +0: if three of four substats are completely wrong (e.g., flat HP, flat Def, flat Atk), you can sell it without upgrading. Use the filter to automate this call rather than doing it manually.
The One-Sweep Approach (If You Want It Simple)
If you don’t want to think about stages: upgrade everything to +8 first, then run the filter once. Sell everything red. This is the safe single-pass method. It costs more silver upfront on pieces you’ll eventually sell, but eliminates any risk of selling a piece before its substats were properly evaluated.
Enhancement Events — Optimal Upgrade Path
Artifact Enhancement events are the primary reason to not upgrade gear outside of event windows. Every upgrade gives event points — spending silver on the same upgrades outside an event is throwing free points away.
Preparation (before the event fires)
Hold your dungeon drops. Don’t upgrade anything you’re not equipping right now. Let the pile grow — the event pays you to process it.
During the Event
| Artifact rank | Target level | Why |
|---|---|---|
| 4★ and below | +4 | First substat revealed, decent points per silver, then sell |
| 5★ | +8 | Good points, all substats revealed, filter and sell |
| 6★ obvious junk | +4 or +8 | Even bad 6★ give strong points; stop at +4 if it’s clearly terrible |
| 6★ candidate keeper | +8 minimum | Run filter at +8 before deciding whether to go further |
The sweet spot is +4 to +8 on 5–6★ gear
The points-per-silver ratio peaks between +4 and +8. Going +8 → +16 on junk costs roughly 3× the silver for a fraction of the extra points. Upgrade wide, not deep.
The Full Loop During an Enhancement Event
- 1
Run filter at +0 first
Sell obvious trash without spending a single silver on upgrades. Low-value sets, bad rank/rarity — these fire at LVL 0. Clearing them now saves silver for pieces that might be worth something.
- 2
Upgrade all 4★ remaining to +4, run filter
Bank the event points on the upgrade. Then sell everything the filter flags. The event points come from upgrading, not from keeping — sell immediately after the check.
- 3
Upgrade all 5–6★ remaining to +8, run filter
This is your main pass. All substats are now revealed and upgraded twice. Sell everything red. This is where the bulk of your event points come from.
- 4
Push survivors to +12 if you're evaluating them
Any piece that survived the +8 filter but you're not sure about — upgrade to +12 for a final check. Not mandatory; only if you're actively building that slot.
- 5
Push to +16 only for pieces going on a champion right now
See the +16 criteria below. Never push to +16 during an event just for points — the silver cost is too high relative to the marginal gain.
When to Push to +16
+16 is for champions, not for evaluation. It costs ~200,000 silver to go from +12 to +16 — that’s a real commitment.
Push a piece to +16 only when all of these are true:
- The piece passed the +12 filter check
- You’re equipping it on a champion right now, not “eventually”
- You need the extra stats for a breakpoint — or you have a silver surplus over 2M and a CvC event is running (upgrades count for CvC points)
Never push to +16 because:
- “I want to see the final stats” — you can calculate the range from +12 values
- “It might be good” — if it’s “might be”, it’s not +16 material yet
- Silver is below 1M — you need that silver for more upgrades on more pieces
Silver Cost Reference
| From → To | Approximate silver |
|---|---|
| +0 → +4 | ~15,000 |
| +0 → +8 | ~90,000 |
| +0 → +12 | ~200,000 |
| +0 → +16 | ~400,000 |
| +12 → +16 alone | ~200,000 |
The +12 → +16 jump costs as much as taking a fresh piece all the way to +12. That’s the decision you’re making.
Silver Management
Silver is the real bottleneck in mid-to-late game. The upgrade trap is real:
- Upgrading a 6★ piece to +16 costs ~400,000 silver
- Upgrading 10 mediocre pieces to +8 costs ~1.5M silver before you sell them
- Running out of silver while holding full gear slots is one of the most common stall points
Rules:
- Never upgrade past +4 unless it rolled SPD or a key stat
- Never upgrade accessories past +8 unless they’re going on a priority champion
- Sell at +4 and +8 aggressively — don’t hoard “maybe” pieces
- Never upgrade gear outside an Enhancement event if you can avoid it — the same silver during an event earns you points on top
Mid-Game Shortcuts
You don’t need perfect gear to progress. These thresholds are good enough to stop farming and start playing:
| Champion type | ”Good enough” stat | Stop obsessing when |
|---|---|---|
| Speed buffer | SPD 200+ | They’re fastest on your team by 10+ |
| Dungeon debuffer | ACC 200, SPD 170+ | Running stage 16–20 comfortably |
| CB debuffer | ACC 260, SPD tuned | CB damage is consistent on Ultra/Brutal |
| Damage dealer | CritRate 100%, CritDmg 200%+ | Clearing dungeons in ≤3 minutes |
| Tank | HP 50k+, DEF 3k+ | Not dying before the boss |
Once you hit these thresholds, lock the gear and stop tinkering. The marginal gain from going from CritDmg 220% to 260% is much smaller than gearing a second team for a second dungeon.
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