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TR11 Sets In-Depth Version 0.4 PDF
TR11 Sets In-Depth Version 0.4 PDF
By Seditiar
DISCORD:
Even though you will be able to find a lot of
information on the sets, these should still be used
only as a GUIDELINE! As the game evolves
frequently I would suggest you compare your
findings and suggestions with other players. Ask
questions! One of the places you can use to ask
questions or compare items with other players is
the unofficial, but officially supported Discord
server: -HUSTLE PRIME- (https://discord.
gg/hustle-prime).
Disclaimer: This game evolves very often, this should be used as a GUIDELINE ONLY, always ask questions to
actual players don't just follow any guide, including this one. It's always good to know *why* something is working so
well, that way you can start learning patterns and meta changes yourself too.
When choosing a set, it's important to keep in mind how many materials you can farm. Incinerator is a very strong set
and one of the 2 must-haves for any high end player, the other being Paladin. However, Incinerator's legendary
materials come from Portal which is the most expensive and limited source of materials.
After the top 2, the order is going to be different for everyone. Preferences play a big part in this but also material
farming and the gear choices of each player are going to be different. I can't stress this enough, use this list as a
general guideline only, double check in #gear-comparisons on the Hustle Prime Discord server to make sure.
Incinerator: Mandatory because of fire blocking resurrects on the enemy team. Also deals significant damage. 1. Incinerator/Paladin Mage* 1. Incinerator/Paladin Mage* 1. Incinerator/Paladin Mage*
Paladin: Mandatory because of the stun removal + (Once in a while) immunity it provides to your whole squad. Not to
mention being immune to Angel Wand's mind control (only the Paladin itself). Build your Paladin 4-set and stop. Make
2. Paladin Mage*/Incinerator 2. Paladin Mage*/Incinerator 2. Paladin Mage*/Incinerator
Paladin ring, necklace, armor and armor soul. 6-set Paladin isn't that big of an upgrade and wastes a lot of your time
building it for a minimal increase in performance. More info in the "Gear choices" tab.
Oracle: Deals pure damage, which means armor nor any other effect can reduces its damage. It will always deal 3x
100k (118k with flag) damage to enemies no matter what. With the increasing amount of damage reduction effects 3. Darkula 3. Darkula 3. Darkula
and recently the Alien Scepter being introduced, pure damage has become a lot stronger.
Darkula: The king of mage sets, although it doesn't block resurrects it blows any other mage's damage out of the
4. Annihilator 4. Annihilator 4. Annihilator
water with both hands tied behind its back. Also helps your other fighters stay alive by healing often and a lot.
Annihilator: Bad in the early days, now badass. Relies heavily on good gear though so this one might be hard for
some to finish. Deals the most damage out of any tank wearing set without breaking a sweat. Can be very easy to kill 5. Oracle 5. Oracle 5. Oracle
if missing certain items.
Legionnaire: Great set, close to a perfect mix of tankiness and damage output. Reduces any damage (except pure
6. Legionnaire 6. Legionnaire 6. Necromancer I don't have time to update the entire guide right now, but don't build Necro for now.
damage) that's higher than 30k (30.000), making it very sturdy against almost any opponent.
Necromancer: Very underrated for way too long. Now getting used by more players every day. Very strong weapon
options and a small secondary healer on top of that. Minion summons also help activate your own "When an Ally dies" 7. Necromancer 7. Legionnaire
effects on sets/gear/artifacts.
Honorable mentions:
Storm*, Shadow, Bane and Ranger are all very strong too. They may not be the absolute best in the current meta (*
Storm might be an exception), but it's still a good idea to keep an eye out for gear for this set.
Storm: High damage reduction, requires specific gear to survive until set damage reduction starts working. Deals
decent damage when left alone. Probably needs a buff.
Shadow: Once a very popular set, now starting to lose popularity not only to Legionnaire but also Storm. Is still very
tanky when built right and can deal decent damage. Legionnaire will outperform Shadow in both tankiness and
damage when built right. Storm is much tankier but deals less damage.
Bane: In the past an incredible set to start out with, deals massive damage if you can manage to keep it alive. Which
is almost impossible in the current meta.
Ranger: Doesn't deal a lot of damage but does throw 2 grenades that silence mages. Even if it dies early, those
grenades will always hit. Not good enough to build it right now, though.
Snake charmer: Although it has a decent damage output, can rival the damage of Oracle/Incinerator often if built
right. On top of that throws a lot of negative effects on all enemies, synergizes well with a Necromancer in the squad.
Negative effects aren't as great anymore because of the recently added Alien Scepter/Runed Alien Mage armor.
Illusionist: Supportive mage, tries to overwhelm enemies by summoning clones. Can only have 1 clone up at the
same time, but resummons clones once the cooldown is gone and there is no clone alive at that moment. Haven't
seen it often enough yet to add something more useful for now.
Priest: Damage buff is pretty good, but the healing buff isn't that great and if you have the Pizza artifact it's negligible.
Makes 1 allied fighter immune to a few negative "control" effects. Control being things like fear, stuns and mind
control. Made even more obsolete by the recently added Alien items.
Demon Hunter: Big wolf at the start of the battle helps quite a bit as it is often the target of an enemy Angel Wand,
giving your fighters more time to prepare for the next Angel Wand cast. Spawns a smaller wolf once in a while that
helps tank a little bit but it's not that great. Lacks damage bonuses too, so doesn't deal a lot of damage compared to
more popular sets.
Bastion: Sturdy tank with a lot of control but does near 0 damage. Paladin does near 0 damage too but Paladin gives
an important buff, Bastion does not.
Inventor: Has the potential to be amazing, but this requires having fewer mages than the opponent. You're essentially
cutting off your own 2 legs to cut off 1 leg of the enemy in the current meta.
General info on gearing up:
Health is most valuable for every set no exceptions. Dodge too, generally they don't occupy the same items so you can use both as much
as possible. After that it's a choice between further tankiness (armor/magic armor gems) or spellpower/damage gems. Magic damage
gems are garbage, do not use them.
Warrior/tank
Paladin Legionnaire
Warrior
1. Ice mace 2. Decrease Armor mace 3. Alien mace (If a mace has 0 dodge, skip it, 1. Damage increase spear 2. Sea Spear 3. Dino Spear 4. Damage increase on any
Weapon: Weapon:
go to the next in the list) resurrection spear
1. Alien 2. Wolf 3. Healing armor. 4. Sea tank is also an option but preferably use
Armor: Armor: 1. Sea armor 2. Alien armor 3. Angel armor 4. Dino armor (archer armor)
Sea Tank armor on Annihilator instead.
Armor Soul: 1. Health increase soul (yes, that's your only option at the moment) Armor Soul: 1. Selfres 2. Selfheal 3/4. dodge/damage reduction
1. Alien ring 2. Sea ring 3. Mighty ring 4. as many crit/damage slots as possible. 5. If
Ring: 3 or more dodge slots, no event ring used for Paladin Ring:
chosen a dodge soul, as many crit/dodge slots as possible.
As many health slots as possible, preferably use the Royal Challenge necklace on
Necklace: Necklace: 1. Alien necklace 2. Sea necklace 3. As many health slots as possible.
Annihilator instead, but it's also great on Paladin
Annihilator Storm
1. Phoenix Axe 2. Dino Axe 3. Damage increase on any resurrection axe 4. Damage
Weapon: Weapon: 1. Sea sword 2. Angel sword 3. Decrease Armor sword
increase axe
Weapon Soul: 1. Damage increase on any res soul 2. Damage increase soul Weapon Soul: 1. Increase damage soul 2. Decrease Armor soul 3. Healing soul
Armor: 1. Sea Tank armor 2. Alien armor 3. Dino armor 4. Wolf armor Armor: 1. Angel armor. 2. Sea armor 3. Alien armor 4. Dino armor (archer armor)
Armor Soul: 1. Health increase soul Armor Soul: 1. Selfres 2. Healing soul 3. dodge soul
Ring: 1. Sea ring 2. Mighty Ring (donkey). 3 or more dodge slots. Ring: 1. Alien ring 2. Mighty ring 3. As many dodge slots as possible
Necklace: 1. Royal Challenge necklace 2. Sea necklace 3. as many health slots as possible Necklace: 1. Alien necklace 2. Royal Challenge necklace
Shadow
Weapon: 1. Turtle daggers 2. damage increase 3. Crit increase
Armor: 1. Sea armor 2. Angel armor 3. Dino armor 4. Turtle armor (archer armor)
Mage
Incinerator Oracle
1. Dino Wand 2. Angel Wand 3. Sea Wand 4. Chain Lightning 5. Damage to highest
Weapon: Weapon: 1. Alien Scepter 2. Phoenix Scepter 3. Res weapon
dmg dealer
Weapon Soul: 1. Res soul 2. Chain Lightning Weapon Soul: 1. Res soul 2. Chain Lightning 3. Vampire
1. Cooldown Armor (only if weapon = Angel Wand) 2. Alien Armor 3. Poison Armor 4.
Armor: Armor: 1. Poison (only when runed) 2. Turtle armor 3. Sea Armor
Turtle Armor
Armor Soul: 1. Stasis soul. Nothing else comes close to it. Armor Soul: 1. Stasis
Ring: As many dodge slots as possible, no event ring needed Ring: As many dodge slots as possible, no event ring needed
Necklace: 1. Health slots 2. Armor slots 3. Spellpower slots Necklace: 1. As many health/armor slots as possible 2. Mix of Spellpower/Health slots
Necromancer Paladin Mage Note: Paladin mage is very versatile, tons of options. If you have Dino Wand/Angel
Wand/Alien Scepter/Sea Wand at level 85 or lower, use those first
Weapon: 1. Turtle Grimoire 2. Warrior Decrease Armor 3. Mage Decrease Armor Weapon: 1. Angel Wand 2. Sea Wand 3. Instakill 4. res
Weapon Soul: 1. Res soul Weapon Soul: 1. Res 2. Instakill (only if weapon is res)
Armor: 1. Phoenix Armor 2. Alien Armor 3. Turtle armor Armor: 1. Alien armor 2. Wolf armor 3. Healing armor (tank armour)
Ring: As many dodge slots as possible, no event ring needed Ring: As many dodge slots as possible
Necklace: 1. As many health/armor slots as possible 2. Mix of Spellpower/Health slots Necklace: As much spellpower as possible, 3+ at least
Illusionist Darkula
Weapon: 1. Alien Scepter 2. Phoenix Scepter 3. Res weapon Weapon: 1. Rainbow Orb 2. Chain Lightning Orb.
Weapon Soul: 1. Res soul 2. Chain Lightning 3. Vampire Weapon Soul: 1. Res soul 2. Chain Lightning
Armor: 1. Alien armor 2. Turtle armor 3. Sea armor Armor: 1. Dino armor 2. Turtle armor
Ring: As many dodge slots as possible, no event ring needed Ring: 1. Dino ring 2. Holiday ring 3. As many dodge slots as possible
Weapon Soul: 1. Damage increase 2. Damage increase on any resurrection Weapon Soul: 1. Damage increase 2. Damage increase on any resurrection
Armor: 1. Angel Armor 2. Sea armor 3. Patron armor 4. Alien armor Armor: 1. Sea armor 2. Angel armor 3. Alien armor 4. Patron armor
Armor Soul: 1. Selfres 2. Healing 3. Dodge Armor Soul: 1. Selfres 2. Healing 3. Dodge
IF Rapid Fire, as many damage slots as possible. If Alien weapon, as many crit slots
Ring: Ring: Mix of crit and damage slots
as possible.
Necklace: As many health slots as possible. Necklace: As many health slots as possible
Maintenance logs: Sets in Depth