NIKKE Overload Gear (OL) Guide: 4 Slots, 9 Substats & Priority By Role
4 slots, 9 substats, lock/reroll, and priority by role
Each Nikke equips up to 4 gear pieces — one per slot: Head (Helm), Torso (Chest), Arm (Gloves), Leg (Boots). Gear can't move between different slots, and each piece can only be equipped on one Nikke at a time.
More importantly: a Nikke's class (Attacker/Supporter/Defender) restricts her to gear of that same class only — no cross-class equipping. Each class leans toward different stats:
- Attacker — highest ATK, lowest HP/DEF
- Supporter — balanced HP/ATK/DEF
- Defender — highest HP/DEF, lowest ATK
Slots also lean toward specific stats: Head and Torso lean HP+ATK, Arm leans ATK+DEF, Leg leans HP+DEF.
Gear has 10 tiers (Tier 1–9 plus a separate Overload tier). From Tier 4 onward, if the gear's manufacturer matches the Nikke wearing it, you get a +30% stat bonus. Gear from Tier 3 up can be enhanced using Credits and Boost Modules, with costs scaling steeply at high tiers (e.g. Tier 10 level 5 can cost up to 1,080,000 credits).
Overload only rolls on gear at the highest tier (the Overload tier), with up to 3 lines per piece. The roll ranges for all 9 substats (source: the NIKKE community):
- Elemental Damage: 9.54%–29.16%, roll weight 10%
- Hit Rate: 4.77%–14.63%, roll weight 12%
- Max Ammo: 27.84%–85.37%, roll weight 12%
- ATK: 4.77%–14.63%, roll weight 10%
- Charge Damage: 4.77%–14.63%, roll weight 12%
- Charge Speed: 1.98%–6.09%, roll weight 12%
- Critical Rate: 2.30%–7.07%, roll weight 12%
- Critical Damage: 6.64%–20.36%, roll weight 10%
- DEF: 4.77%–14.63%, roll weight 10%
Line 1 always appears (100%); line 2 has roughly a 50% chance to appear, line 3 roughly 30%. A substat line's very first roll is reported to guarantee level 11 (on a 1–15 scale) per current data — this point needs further verification since it seems slightly at odds with the per-level probability table below.
Odds of landing in each level band when rolling: levels 1–5 about 60%, levels 6–10 about 35%, levels 11–15 (the top band) only about 5%.
You can LOCK one or more substat lines you want to keep, then reroll the rest. Lock costs scale with use — the first lock costs 2 Custom Modules, and rerolling with a locked line also costs 2 Custom Modules. Note: unlocking does NOT refund Custom Modules already spent, so only lock a line once you're sure you want to keep it.
Per the NIKKE community:
- Attacker/main DPS: prioritize ATK and Max Ammo; secondary picks are Element Damage (content-dependent), Charge Speed/Charge Damage (weapon-dependent), and Critical Rate/Critical Damage (only for Nikkes with a dedicated crit mechanic).
- Supporter/Defender: prioritize ATK (it amplifies buff/skill values); secondary picks are Hit Rate (for SMGs) and Max Ammo (for reload-dependent Nikkes). Caution: Max Ammo can actually reduce CDR effectiveness on certain specialized supports.
- Healer: prioritize Charge Speed to shorten the gap between heals.
By weapon archetype: AR/SMG prioritize ATK + Hit Rate; Sniper Rifle prioritizes Max Ammo + ATK; Shotgun prioritizes ATK + Hit Rate + Max Ammo; Rocket Launcher prioritizes Max Ammo + Charge Speed/Charge Damage; Machine Gun prioritizes Max Ammo + ATK.