
NIKKE: Goddess of Victory Gear and OverLoad Guide: Optimizing Cube Stats
How OverLoad gear rolls its substats, which lines each role wants, cube picks for damage or survival, and what the whole build costs to farm.
OverLoad gear is where NIKKE's endgame actually lives. You pull a strong unit, you max her skills, and then the gap between your account and a veteran's comes down to what's rolled on those four gold pieces and which cube is bolted onto her. None of it is hard to understand. The catch is that the resources are scarce and mostly one-way, so a couple of careless clicks can set you back weeks. Here's how the whole system works, what to roll on who, and where your modules and credits should go before you commit anything.
How the OverLoad System Rolls Stats
OverLoad (T10) gear never drops. You build it. Take a tier 9 manufacturer piece - the community writes that as T9M - push it to enhancement level 5, put it on a Nikke from that same manufacturer, and hand over one Custom Module. Scarlet, Modernia, and Red Hood are Pilgrims, so they need Pilgrim T9M gear before anything can be overloaded on them.
Two warnings before you press the button. The manufacturer match is mandatory, no way around it. And the finished piece binds to that Nikke forever. You can't unequip OverLoad gear, not later, not ever. So don't overload a helm you might want back on somebody else.
Each piece rolls up to 3 substats. Line one is guaranteed, line two shows up about half the time, line three about 30% of the time. Most pieces land on two lines. Three-liners are the lucky ones.
Every substat draws from the same pool, with the same odds no matter which slot it's on:
| Substat | Min roll | Max roll | Chance per line | |---|---|---|---| | Increase Max Ammunition Capacity | 27.84% | 85.37% | 12% | | Increase Hit Rate | 4.77% | 14.63% | 12% | | Increase Charge Damage | 4.77% | 14.63% | 12% | | Increase Charge Speed | 1.98% | 6.09% | 12% | | Increase Critical Rate | 2.30% | 7.07% | 12% | | Increase Element Damage Dealt | 9.54% | 29.16% | 10% | | Increase Critical Damage | 6.64% | 20.36% | 10% | | Increase ATK | 4.77% | 14.63% | 10% | | Increase DEF | 4.77% | 14.63% | 10% |
Now the value side. Each substat has 15 possible value tiers. A roll lands in the bottom bracket (tiers 1-5) about 60% of the time, the middle bracket (6-10) about 35%, and the top bracket (11-15) just 5%. There's one kind gesture from the game here: when you first overload a piece, every line comes out at tier 11. Your starting roll is decent by default. Everything after that is dice.
Re-rolling gives you two buttons, and they do different jobs. Change Effects rerolls which substats you get. Reset Attributes keeps the substats and rerolls only the numbers. Values do not carry over when you Change Effects, so the usual loop is: Change Effects until the substat names look right, then Reset Attributes to chase fatter numbers on the lines you're keeping.
You can also lock lines you're happy with, which freezes both the substat and its value while you reroll the rest. Locking costs extra modules, and unlocking does not refund what you spent. The full price ladder looks like this:
| Action | Lines locked | Custom Module cost | |---|---|---| | Re-roll | 0 | 1 | | Lock | 1 | 2 | | Re-roll | 1 | 2 | | Lock | 2 | 3 | | Re-roll | 2 | 3 | | Lock | 3 | 4 |
One quirk worth knowing: rerolling with all three lines locked costs 4 modules and does nothing. The button stays available anyway. Don't be the person who finds that out the expensive way.
Priority Substats by Nikke Role
The broad pattern is easy. Attackers want ATK almost universally, machine gun users want max ammo on top of it, charge characters care about charge speed up to a breakpoint and ignore it after, and crit mostly matters on units who bring their own crit buffs. Past that, individual kits bend the rules.
| Role / weapon | Chase lines | Avoid | |---|---|---| | MG attackers (Modernia, Scarlet) | Max Ammo, ATK, then Crit Rate on Modernia | Charge lines | | Shotgun attackers | ATK, Crit Rate, Crit Damage, Hit Rate | See the Anis:SS note below | | Charge snipers / RL (Alice, Snow White) | ATK, Charge Speed to breakpoint, Crit on SW | Charge Damage on Snow White | | Burst nukers (Maxwell) | ATK, Charge Damage, some Crit | Charge Speed | | Supports and healers | ATK on helm/gloves, Hit Rate | Max Ammo on some kits | | Raid carries (all of the above) | Element Damage Dealt | DEF, generally |
A few of these deserve the detail.
Max ammo is a trap on two specific supports. Anis: Sparkling Summer and Dorothy both want their magazines to run dry. Anis:SS procs her Skill 2 (her real damage source) off empty mags, so extra ammo actively delays it. Dorothy's cooldown reduction ticks the same way. If the roll lands there, treat it as a dead line and reroll it.
Alice wants a charge speed number, not a vibe. She's looking for roughly 7.5% or more from OL rolls to hit instant full charges when she's run solo. Paired with Maxwell at high skill investment, one roll is enough to cap her at 100% charge speed. Two rolls if she's carrying on her own.
Scarlet: Black Shadow wants exactly one. A single 4.9% charge speed roll lets her squeeze one extra attack into her burst window. More than that is mostly wasted on her.
Snow White skips Charge Damage entirely. Her burst charges to a base 1000%, and charge damage is additive on that. A 3.81% roll turns 1000% into 1003.8%, not 1038%. That's a rounding error on a nuke. Give her ATK and crit lines instead.
Modernia is the crit exception. Her kit ships with built-in crit damage buffs, which makes crit rate worth more on her than on almost anyone else. Two to four crit rate lines is a real goal, not a consolation prize.
Element Damage Dealt is the raid stat. For campaign it's whatever, but in Solo Raid and Union Raid it's close to a final damage multiplier, and it stacks per line. That's why the raid meta carries run four copies of it. Element rolls are rare (10% per line) and roll high when they show up, so a fat one is worth locking.
One last thing on Maxwell: her Skill 1 attack buff checks her own ATK when it decides who to buff. Overload her too hard and she can steal her own buff. Sounds like a joke, isn't.
Cube Selection for Damage vs Survivability
Every Nikke carries one Harmony Cube, and cube levels are account-wide per cube type - level your Resilience Cube and every Nikke wearing it benefits. Cubes come from clearing Lost Sectors, and the batteries that level them come from Union Raid and Solo Raid shops plus random raid drops. Cap is level 15. The main skill stops upgrading around level 7; the secondary skill (elemental damage, same on every cube) keeps scaling to 15.
That secondary is why level 5 is your first milestone. At 5 the cube unlocks damage as strong element, which stacks on top of the base 10% elemental advantage. Past roughly level 14 the gains are mostly that elemental number ticking up, so pushing the final level is a luxury, not a goal.
For damage, these are the ones that matter:
- Resilience - reload speed, up to 29.69% at the high end. Works on literally anyone who reloads.
- Bastion - ammo refund, up to 3 rounds back per magazine. Gets better the bigger the mag.
- Wingman - max ammo. Fine mid-game, falls off once your OL rolls are loaded.
- Adjutant - charge speed, around 2.12%. Alice and Snow White mostly.
- Onslaught - charge damage. Rocket launchers and snipers, plus Maxwell's burst.
- Destruction - damage to parts, up to a juicy 31.9%. Cores count as parts.
- Piercing - pierce damage, 14.14%. Red Hood, Alice, Snow White, Maxwell, Grave.
- Quantum - burst generation, 4.66%. Realistically a PvP cube; in PvE the uptime cubes beat it on burst gen over a full fight anyway.
On the survival side, Vigor (max HP, 9.69%) is the pick for healers who scale off max HP and for HP-stacking taunters - Noise, Mary: Bay Goddess, Rapunzel, Blanc, Marciana. Endurance adds DEF and lives mostly in PvP. Healing boosts outgoing healing for the same healer crew. Tempering cuts damage taken, again mostly an arena thing. The Assist Cube is not worth writing about.
So how do you actually choose? The Resilience versus Bastion question is most of it. Bastion shines on machine guns, because MGs pay a wind-up tax every time they reload and refund ammo dodges some of those reloads. It also loves big magazines - if your Scarlet sits at 50+ ammo with OL rolls, the refund chain starts feeding itself. Resilience wins when your team already handles reloads for you, so if you're running Privaty or Admi, just take Resilience and don't think about it. For shotguns with tiny mags, Bastion refunds ammo that was never spent, so Wingman is the safer call there - unless your OL max ammo rolls have fattened the mag, at which point Bastion pulls ahead again.
Destruction is quietly one of the best late picks for raids. Against a boss covered in parts (and cores count), 31.9% extra part damage is a lot on any carry. Piercing does the same job for pierce-happy units.
Level order, if you're starting fresh: get Resilience and Bastion to 3, then Resilience to 7, then Bastion to 7. After that, push whichever one your teams lean on toward 14 and don't stress about 15. Only then touch the raid cubes like Piercing and Destruction. Newer accounts that spread batteries across five cubes end up with five weak cubes.
Gear Enhancement and Reforging Costs
Quick honesty check first: NIKKE doesn't have a "reforge" system. If you've seen that word attached to this game, it drifted over from somewhere else. What the game actually gives you is enhancement (credits plus modules to level a piece) and re-rolling (Custom Modules to redo your OL lines, covered up top). Those two are what the "costs" conversation is really about.
Enhancement takes credits and EXP material, usually boost modules, and the two costs are equal at every step. Any gear at tier 3 or above can be leveled, max level 5. Here's what the tiers that matter will run you, per piece:
| Tier | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Total | |---|---|---|---|---|---|---| | Tier 8 | 36,000 | 80,000 | 120,000 | 200,000 | 360,000 | 796,000 | | Tier 9 | 72,000 | 160,000 | 240,000 | 400,000 | 720,000 | 1,592,000 | | Tier 10 (OL) | 108,000 | 240,000 | 360,000 | 600,000 | 1,080,000 | 2,388,000 |
Four T9 pieces on one Nikke is about 6.37 million credits. Four OverLoad pieces is roughly 9.55 million. And that's before a single reroll. Credits are the real bottleneck at endgame, not modules.
The fodder rule matters here. When you feed a leveled piece into another one, you lose only about 10% of the EXP. The credits you spent are gone completely. That's why the standard advice is to leave low tier gear at level 0 or 1 - level it only when a wall is actually stopping you, and accept that the credits were rented, not spent.
Manufacturer gear (T4 and up) also carries a bonus for matching Nikkes, somewhere around 25-30% extra on the base stats depending on the source you read. That's why T9M matters so much more than plain T9, beyond being the only ticket into OverLoad.
On the module side: one Custom Module creates the OverLoad piece, and reruns cost 1 to 4 depending on how many lines you've locked (see the table in the first section). Modules trickle in slowly - SP Interception stage 9 drops them sometimes, and Anomaly Interception hands them out too. Most accounts see a handful a month. So a realistic full reroll project on one piece, say six or seven attempts with a line locked, eats a big share of a month's income. That's the math you're doing every time you tap the button.
Farming Efficient Gear Without Wasting Resources
Special Individual Interception (SP Interception) is the engine for all of this. It unlocks after clearing campaign stage 16-28, gives you 3 entries a day, and sets your squad to level 200 - but your skill levels, gear, cubes, and limit breaks are all your own. The five bosses rotate daily in a fixed order: Alteisen, Gravedigger, Blacksmith, Chatterbox, Modernia.
Stage thresholds are what you're climbing for:
- Stage 5+ - a chance at T9 gear on the bonus drop
- Stage 7+ - a chance at T9 manufacturer gear on the bonus drop, plus T9 in the regular drop
- Stage 9 - the bonus drop chance jumps to about 80%, and there's a chance at a Custom Module
Even a stage 1 SP clear beats a stage 9 clear of the old regular Interception S, so the moment SP unlocks, spend your three daily entries there and stop looking back.
For the T9M pieces themselves you have two roads. Raw drops from any SP boss cleared at stage 7 or higher, which is a slim chance that improves a bit on 8 and 9. Or the pity: gear boxes that drop from stage 1 of SP Interception all the way up through Anomaly Interception, and 200 of them convert into one random T9M piece. The pity is slow but it's guaranteed, and it's how most accounts actually finish their first set.
Anomaly Interception is worth your leftover attention. Five bosses, each dropping pieces for different slots, so you can target the slot you're missing. The exception is Kraken - it drops no T9M at all and pays out Custom Modules instead, which makes it the farm of choice when you're reroll-hungry rather than gear-hungry.
Cube batteries cap at 6 per day from Solo Raid and drop randomly, and the Union Raid shop sells 10 batteries for 2,000 union chips. That's a decent deal most weeks.
Then the discipline part, which is where accounts actually get ruined:
- Overload your main carry first. The community shorthand is a Red Hood type - friendly roll requirements, huge payoff. Supports can wait; they mostly want stat sticks.
- Never overload for a unit you might bench. The binding is permanent. A gold piece on a benched Nikke is a dead asset.
- Don't take T9M to level 5 "to have it ready." Level 5 is only the OL unlock, and the credits are gone the moment you spend them whether you overload today or in six months.
- Lock only top-bracket lines. A tier 12 line you locked is a line you'll eventually want to replace, and every locked reroll costs double or more.
- Reroll one piece at a time to done. Spreading modules across four half-finished pieces leaves you with four mediocre pieces instead of one great one.
A reasonable target for a first serious project: four lines of max ammo on a MG carry, or four ATK lines on a shotgun. Those ask for the least luck, and max ammo rolls run 27.84% to 85.37% - so even a mid roll on that stat is doing more work than a perfect roll on almost anything else.