Gear
How the Gear system and manufacturer set bonuses work in NIKKE.
Gear covers 4 equipment slots per character; when a squad fields multiple Nikkes from the same manufacturer (Elysion, Missilis, Tetra, Pilgrim, Abnormal), Gear grants extra manufacturer-specific bonuses.
Every buff line that appears on Overload (OL)-upgraded gear falls into one of three value tiers: Essential, Ideal, and Passable. Essential is a line that's practically mandatory for a character to perform as intended — for example, Alice needs Charge Speed at Essential level because her entire kit revolves around charge speed. Ideal is a line that meaningfully improves performance without being a hard requirement, while Passable is a low-value line that fills a slot without contributing much to real combat performance.
As a general stat priority, ATK and Elemental DMG sit at the top of the list for most characters. Between the two, Elemental DMG is usually rated slightly above ATK because it tends to have a higher stat cap and gets diluted less by other multipliers in the damage formula — the tradeoff is that it's less flexible, since it only reaches full value when matched against the target's element. This is why Elemental DMG is often treated as the "strong but situational" pick, while ATK is the safe, universally usable option.
That said, this general priority list doesn't apply rigidly to every character: some Nikkes have their own Essential line that outranks even ATK/Elemental DMG, such as Charge Speed for Alice or Max Ammo for MG-type characters. Before rolling OL, commanders should first check whether the target character has a character-specific Essential line; if so, prioritize that line above everything else. A realistic, sustainable target per gear piece is landing 2 Essential/Ideal lines — getting all 3 in those tiers is a lucky outcome, not something to expect as a baseline.
Overload (OL) is the gear-upgrade system accessed through the Custom Module, which allows a piece of gear to be raised from tier T9 to tier T10. Once at T10, the gear gains higher base stats and also unlocks up to 3 Overload buff lines — the same lines graded as Essential, Ideal, or Passable described above. In other words, T9 is "raw" gear, while T10 via the Custom Module is the finished form that's ready to roll OL lines on.
The most important thing to remember about this system: once OL-upgraded gear is equipped on a specific character, it becomes permanently locked to that character. The gear, along with every line already rolled on it, can never be unequipped and moved to a different Nikke afterward — this is a one-way, irreversible decision.
Because of this permanence, commanders should think carefully before equipping a well-rolled piece of gear: only lock it onto characters who are confirmed, long-term members of a main team, rather than testing it on a Nikke whose place in the roster isn't settled yet. Spreading OL investment across characters with an unclear role only wastes already-expensive upgrade resources on choices that can't be undone.