Last updated: 30/07/2026

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HSR Early Gearing: What to Prioritize Before You Have Much to Spend

Updated: 30/07/2026
Updated for version 4.4 · 15/07/2026
A matching 4pc set beats 4 individually "strong" mismatched pieces Spread Ascension/Traces across the team instead of maxing one character
3Summary
3FAQ
30-second summary

30-second summary: with a thin account, prioritize in this order: (1) a complete 4pc set matching the role even with imperfect substats, over 4 mismatched single pieces from different sets; (2) healthy main stats per slot (the Body/Feet/Sphere/Rope-equivalent pieces especially need the right DMG%/ATK%/HP% for the role, not whatever rolls first); (3) spreading Ascension and Trace levels across the team instead of maxing one character while the rest of the team is still weak; (4) only upgrading a Relic to +15 once you're sure it's a long-term keeper, to avoid wasting materials on a placeholder piece. (official in-game figures.)

A matching 4pc set beats 4 individually "strong" mismatched pieces

A 4pc set's stacking bonus (usually a large %damage/effect boost) ONLY activates once all 4 pieces come from the same set — a single Relic with gorgeous substats but from a different set than the other three forfeits that biggest bonus entirely. So early on, prioritize farming/equipping one complete 4pc set matching the role (even with mediocre substats) before worrying about per-piece upgrades, rather than picking up 4 individually "high-scoring" pieces from four different sets where none of them completes a set.

Correct main stats for the role, especially the Hourglass-slot piece

Two slots (commonly the Sphere and Rope-equivalent pieces, carrying DMG% or Speed/HP%/ATK%) are the only slots in a Relic set with MULTIPLE possible main stat options — picking wrong here costs far more than mediocre substats, since the main stat can't be changed without swapping the whole piece for another. A main DPS almost always wants DMG% matching their Element on the relevant slot, while support/shield/healer roles usually want HP%/DEF%/Speed instead of DMG%. If a piece rolls the wrong main stat for whoever you're currently gearing, save it for a different character rather than forcing it into use.

Spread Ascension/Traces across the team instead of maxing one character

When materials are still limited, dumping everything into maxing one character's Level/Ascension/Traces while the other three teammates lag far behind usually leaves the WHOLE TEAM still unable to clear content (because it's missing strong-enough support/shields/healing), which wastes more resources than evenly raising all four to a "good enough" baseline first. An easy rule: the main DPS can lead slightly, but the Level gap between the strongest and weakest team member shouldn't be too wide while the account is still young, so the whole team clears together rather than one DPS trying to carry alone.

FAQ

Should I upgrade a Relic to +15 as soon as I get it?

No. Relic upgrade materials are limited, so only push a piece to +15 once you're certain it's a long-term keeper (right set, right main stat, decent substats) for a character you're actually using. A newly-found Relic is worth leveling just a few steps first to see its unlocked substats before deciding whether to keep investing or move on.

Should a new player farm Relics manually or use Assignments?

Both in parallel: farm Caverns of Corrosion manually while you have stamina to target the exact set you need, while also sending idle characters on Assignments for extra background resources (Credits, misc materials) at no direct time cost — Assignments can't replace manually clearing caverns to target a specific Relic set, but using both at once is the most efficient approach.

Should I max one character's Ascension/Traces first, or spread it across the team?

Spread it across the team. Ascension and Trace levels should go up evenly across the characters in your active lineup instead of maxing one while the rest of the team is still weak — a balanced team clears content more reliably than one strong carry dragging three weak members.

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