Nikke Overload Guide
Overload gear rules, line values, locking costs, and how to use the Gear Calculator.
How to use the Gear Calculator
- Choose your target stats. In four-gear mode, choose 1–4 lines per target and either a total across the set or accepted tiers. One gear only uses tier requirements for up to three lines.
- Enter your observed stats and tiers under Current gear. A named stat with a blank tier is priced as T1. Leave unused lines as Empty/Junk.
- Press Calculate. The four-gear plan splits requirements across Head, Torso, Arms, and Legs to find a low expected rock cost. Open a piece to see its recommended next action.
- Enter a roll under Rolled gear to compare it with Current gear. Keep current gear or Accept rolled result commits that decision. Four-gear Current edits replan automatically after a calculation. One gear only replans when a Filler is added or removed; other Current edits use the solved catalog. Target or mode edits need Calculate again.
Filler cards
Use optional Filler cards for extra stats you want to keep alongside your Targets. Choose a stat, or a group of alternative stats, and the tiers you will accept. The number of lines comes from matching stats already entered under Current gear, including lines below your chosen tier. A Filler with no matching Current lines adds no requirement. Four-gear mode has four Filler cards; One gear only has three.
For example, if Current gear has two Max Ammo lines, a Max Ammo Filler set to T6 or better adds two Max Ammo lines at T6 or better to the goal. Any lower matching lines still need upgrading. Unlike a Target, you do not choose a line count or a total for a Filler.
Fillers use the same three-line capacity per piece as Targets. They do not automatically lock a line or guarantee its original position: the plan can reroll or replace it, and four-gear mode can meet the Filler requirement on other pieces. Adding or removing matching Current lines changes the Filler goal. Both modes replan automatically when that Filler goal changes, including when you select or deselect a matching Filler stat.
Rocks to finish is an average remaining cost, not a spending limit. Each independent Calculate or replan starts unlocked. The four-gear search is bounded and may miss a cheaper allocation; Faster calculate, less exact searches fewer alternatives while keeping the same full per-gear rules. It also enables console logs for reporting bugs.
Getting Overload gear
Overloading upgrades a Tier 9 manufacturer gear piece into Tier 10 Overload gear. Three requirements: the piece is leveled to 5, it is worn by a Nikke of the same manufacturer, and you pay 1 Custom Module. The converted piece has higher base stats, more upgrade levels, and rolls its buff lines immediately. Every line starts at attribute level 11, still a White value since Blue only starts at T12. A fresh value roll lands in T1–T5 60% of the time.
Two things to weigh before you overload. Overload gear binds permanently to the Nikke wearing it, so it can never be unequipped or moved. I highly recommend overloading your core team before secondary units. And Custom Modules are very scarce: they come mainly from high-stage Special Interception rewards, Anomaly Interception once unlocked, and occasional events. I built the Overload tools to help you compare plans before spending your modules.
Overload basics
Overload gear carries up to 3 buff lines per piece, across the four equipment slots (Head, Torso, Arms, Legs). Each line has two parts that roll separately:
- an attribute, which stat the line boosts, and
- a value, how strong that boost is, on a 15-tier scale.
Rolling is paid for with Custom Modules (most people call them rocks). The first line on a piece is always present. On each Change Effects roll the second line has a 50% chance to be filled and the third 30%, so an unlocked second or third line can appear or disappear from roll to roll.
Kraken income
Kraken's rewards increase across Stages 1–9. These are the rewards per clear and across the usual 3 clears per day:
| Stage | Direct modules/run (avg) | Direct modules/day (avg) | Shards/run | Shards/day | Locks/run | Locks/day |
|---|---|---|---|---|---|---|
| 1 | 0.402 | 1.207 | 20 | 60 | 2 | 6 |
| 2 | 0.425 | 1.275 | 21 | 63 | 2 | 6 |
| 3 | 0.599 | 1.796 | 28 | 84 | 4 | 12 |
| 4 | 0.620 | 1.861 | 29 | 87 | 4 | 12 |
| 5 | 0.642 | 1.927 | 30 | 90 | 4 | 12 |
| 6 | 0.795 | 2.385 | 42 | 126 | 6 | 18 |
| 7 | 0.851 | 2.553 | 45 | 135 | 6 | 18 |
| 8 | 0.877 | 2.631 | 47 | 141 | 6 | 18 |
| 9 | 0.903 | 2.710 | 50 | 150 | 6 | 18 |
The direct Custom Module average uses Kraken's drop chance and its 1/2/3-module split. Shards are not included in it, and 100 shards make one module.
Attribute odds
A fresh line draws one of 9 attributes. Five of them roll at 12% each and four at 10% each, and a piece can never hold the same attribute twice, so once a line is set, the remaining attributes' odds rise slightly for the other lines (math mumbo jumbo; you can ignore if you're not into that).
| Attribute | Roll chance | T1 | T2 | T3 | T4 | T5 | T6 | T7 | T8 | T9 | T10 | T11 | T12 | T13 | T14 | T15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Elemental Damage | 10% | 9.54% | 10.94% | 12.34% | 13.75% | 15.15% | 16.55% | 17.95% | 19.35% | 20.75% | 22.15% | 23.56% | 24.96% | 26.36% | 27.76% | 29.16% |
| Hit Rate | 12% | 4.77% | 5.47% | 6.18% | 6.88% | 7.59% | 8.29% | 9% | 9.7% | 10.4% | 11.11% | 11.81% | 12.52% | 13.22% | 13.93% | 14.63% |
| Max Ammunition Capacity | 12% | 27.84% | 31.95% | 36.06% | 40.17% | 44.28% | 48.39% | 52.5% | 56.6% | 60.71% | 64.82% | 68.93% | 73.04% | 77.15% | 81.26% | 85.37% |
| ATK | 10% | 4.77% | 5.47% | 6.18% | 6.88% | 7.59% | 8.29% | 9% | 9.7% | 10.4% | 11.11% | 11.81% | 12.52% | 13.22% | 13.93% | 14.63% |
| Charge Damage | 12% | 4.77% | 5.47% | 6.18% | 6.88% | 7.59% | 8.29% | 9% | 9.7% | 10.4% | 11.11% | 11.81% | 12.52% | 13.22% | 13.93% | 14.63% |
| Charge Speed | 12% | 1.98% | 2.28% | 2.57% | 2.86% | 3.16% | 3.45% | 3.75% | 4.04% | 4.33% | 4.63% | 4.92% | 5.21% | 5.51% | 5.8% | 6.09% |
| Critical Rate | 12% | 2.3% | 2.64% | 2.98% | 3.32% | 3.66% | 4% | 4.35% | 4.69% | 5.03% | 5.37% | 5.7% | 6.05% | 6.39% | 6.73% | 7.07% |
| Critical Damage | 10% | 6.64% | 7.62% | 8.6% | 9.58% | 10.56% | 11.54% | 12.52% | 13.5% | 14.48% | 15.46% | 16.44% | 17.42% | 18.4% | 19.38% | 20.36% |
| DEF | 10% | 4.77% | 5.47% | 6.18% | 6.88% | 7.59% | 8.29% | 9% | 9.7% | 10.4% | 11.11% | 11.81% | 12.52% | 13.22% | 13.93% | 14.63% |
Roll chance is for a line on an otherwise-empty piece. Each tier value is the percentage boost shown in game.
Different pieces can repeat an attribute though, so the same stat stacks across the four slots, up to four lines of it on one unit. Stacking a stat your Nikke scales hard with (Max Ammunition is a classic) is a common build goal. A Nikke has 12 overload lines in total (4 pieces x 3), so you'll sometimes see builds rated by how many land on-target: "8/12", or a perfect "12/12".
Value tiers: White, Blue, and Black
Every line's value lands on one of 15 tiers (T1–T15). In game you see them as colors:
| Color | Tiers | Chance per tier | Chance overall |
|---|---|---|---|
| White | T1–T11 | 12% (T1–T5), 7% (T6–T10), 1% (T11) | 96% |
| Blue | T12–T14 | 1% each | 3% |
| Black | T15 | 1% | 1% |
The calculator uses these base tier weights. Duplicate prevention changes the value odds when the same effect rolls on the same physical line. The number of rolls to a target depends on your accepted current gear and later choices.
September 2026: duplicate prevention and Keep/Change
An unlocked line cannot generate its exact old effect and tier together. Change Effects draws effects normally, then conditions only the value when that effect matches the old effect on the same line. Reroll Values keeps effects and conditions every unlocked, filled line. None can repeat, and locked lines remain unchanged. This correction belongs to the original roll and costs nothing extra.
Remove the current tier from the base distribution and divide the other probabilities by its remaining mass. From T1, another T1 has 0% chance and each T2–T5 has 12% / 88% chance. From T11, each T1–T5 has 12% / 99% chance. ATK +11.11% is T10: on Reroll Values, each T1–T5 has 12% / 93% chance and T10 cannot repeat. A different effect may still have the same tier, and the old effect and tier may move to another line.
After paying for a roll, choose Keep Current to keep the complete old result, or accept the complete new result. You cannot mix lines from the two results. Rejecting a candidate does not refund rocks or Custom Locks.
What rolling costs
Both reroll actions cost 1 Custom Module plus 1 per locked line:
| Locked lines | Cost per roll |
|---|---|
| 0 | 1 Custom Module |
| 1 | 2 Custom Modules |
| 2 | 3 Custom Modules |
The two actions differ in what they touch:
- Change Effects rerolls everything on unlocked lines: the attribute, the value, and even whether the line exists. Use it to hunt the stats you want.
- Reroll Values keeps every attribute in place and rerolls values only. It can be useful even before every target stat is present.
Locking a line is its own separate cost, and you can pay for it using either Custom Locks (a dedicated currency) or Custom Modules:
| Lock | Custom Locks | Custom Modules |
|---|---|---|
| 1st line | 20 | 2 |
| 2nd line | 30 | 3 |
| 3rd line | 40 | 4 |
The big difference between the two is how long a lock lasts. Custom Locks are temporary: each one holds a line for a single roll, so you re-lock every roll you want that line protected. Custom Modules lock permanently until you unlock the line yourself. The Gear Calculator recommends locks for its selected fixed target plan. Each independent Calculate or replan starts unlocked; it does not assume you paid for an earlier recommendation.
So what makes locking such a tough decision? It's because locking is a real trade-off between protecting a line you can't afford to lose and cranking up the cost of every roll afterwards. Whether a lock pays for itself depends on how hard the locked line would be to re-obtain versus how many more rolls you expect to make. Instead of eyeballing it, just plug your numbers into the calculators here.
How to roll efficiently
Decide your target stats before you spend anything. Allowing several suitable attributes on a line can reduce the expected rock cost, so chasing one exact stat on all three lines costs far more than accepting two or three good options. The community benchmark is two solid effects per piece. It's good enough for endgame content, and it leaves the third line as a luxury, normally a filler that accepts a variety of attributes.
Start on the piece with the fewest effects you want to keep. A bad roll takes the least away from you there, and you'll have a better idea of what your modules actually buy before you touch a piece you care about.
Change Effects can find missing attributes; Reroll Values can improve values while preserving all effects. Rerolling values early can sometimes be worthwhile, especially when several attributes satisfy a target. Compare each complete new result before accepting it using the calculator's Current gear and Rolled gear controls.
Lock a line when losing it would cost you more to get back than the extra Custom Module per roll the lock adds. Which line to protect depends on its stats, tier, and your remaining targets. The third line appears on 30% of Change Effects rolls, so compare the next actions for your current piece before locking it.
And know when to stop. A third required line can increase the expected cost substantially. Compare that upgrade with improving another piece before spending more modules.
For per-unit stat priorities and who to overload first, use community references or ask around in Discord.
"It took way more rocks than the calculator said!"
Expected rocks are an average, not a spending limit. Some attempts finish quickly and others take much longer, even when you follow the same policy. Rejecting a candidate still spends the roll, so several paid rolls can leave your accepted gear unchanged.
Open the cost distribution to see the median and higher percentiles for the selected plan. The four-gear distribution follows that fixed allocation; it does not model reallocating targets after future rolls. Percentiles beyond the calculated range are marked unresolved.
The Budget Planner estimates the cheapest four-piece allocation for minimum stat totals from empty gear. Its screening estimate is not a spending limit or a full Gear Calculator result.
Frequently asked questions
How do I get Overload gear in Nikke?
Upgrade a Tier 9 manufacturer gear piece to level 5 on a Nikke of the same manufacturer, then spend 1 Custom Module to overload it. The piece becomes Tier 10 Overload gear with higher stats, more upgrade levels, and up to 3 random buff lines.
Can I unequip Overload gear or move it to another Nikke?
No. Overloading permanently binds the piece to the Nikke wearing it. It cannot be unequipped, transferred, or reused on anyone else, so choose who to overload carefully.
Where do Custom Modules come from?
Custom Modules mainly come from Interception. Use Anomaly Interception once it unlocks; before then, high-stage Special Interception rewards are another source. Events and some paid shop offers also provide modules.
How much does it cost to reroll Overload gear in Nikke?
Each Change Effects or Reroll Values roll costs 1 Custom Module, plus 1 more for every line you lock. With no locks a roll costs 1 module, with one locked line 2 modules, and with two locked lines 3 modules.
Does locking a line cost Custom Modules?
You can pay with Custom Locks or Custom Modules. Custom Locks protect a line for one roll; Custom Module locks remain until you unlock them. The Gear Calculator evaluates lock actions for your selected target plan.
What values do the lines have right after I overload a piece?
Freshly overloaded gear starts every filled line at T11, still White because Blue starts at T12. Later rerolls use the configured base tier weights with duplicate prevention: when an effect repeats on its physical line, its old tier is excluded and the other tier probabilities are renormalized.
How many buff lines can Overload gear have?
Up to 3. The first line is always present. On each Change Effects roll the second line has a 50% chance to be filled and the third 30%, so unlocked lines can appear or disappear between rolls.
Can one gear piece roll the same attribute twice?
No. The lines on a piece always hold different attributes, so a single piece can never have two lines with the same stat.
Do attributes stack across different gear pieces?
Yes. The same attribute rolled on multiple pieces adds together. Four pieces that each roll Max Ammunition Capacity all contribute. Most endgame builds revolve around stacking a stat the unit scales well with across several pieces.
What are the odds of rolling a specific attribute on an Overload line?
A rerolled line stat draws from 9 attributes. Hit Rate, Max Ammunition Capacity, Charge Damage, Charge Speed, and Critical Rate each have a 12% chance while Elemental Damage, ATK, Critical Damage, and DEF each have 10%. A piece can never roll the same attribute twice, so the odds improve slightly as other lines fill.
What do White, Blue, and Black values mean on Overload gear?
T1–T11 display as White, T12–T14 as Blue, and T15 as Black. The configured unconditional weights total 96%, 3%, and 1%. When an unlocked effect repeats on its physical line, its value is conditioned on excluding the old tier, so the final candidate odds depend on current gear.
What is the chance of rolling a max (Black) value?
The configured base probability of T15 is 1%. On Reroll Values, or when Change Effects generates the same effect on the same physical line, exclude the old tier and divide other tier probabilities by 1 minus its base probability. From T10, T15 has probability 1% / 93%; from T15, T15 cannot repeat. These configured weights are not newly recovered server probabilities.
What is the difference between Change Effects and Reroll Values?
Change Effects rerolls effects, values, and line presence on unlocked lines. Reroll Values preserves effects and rerolls values. Both prevent an unlocked effect from repeating its old tier on the same physical line, and both generate one paid candidate that you may accept or reject as a whole.
Do I get to choose between the old roll and the new roll?
Yes. After a Change Effects or Reroll Values roll, you may keep the complete old result or accept the complete new result. The Custom Modules are spent either way, so declining a bad roll does not refund them. You cannot mix lines from the old and new results; locks protect specific lines.
Should I use Change Effects or Reroll Values first?
Change Effects finds missing attributes; Reroll Values improves values without changing effects. The cheapest action depends on your complete current gear. Rerolling values early can help some targets.
Should I lock lines before rerolling in Nikke?
Locks preserve selected lines before a candidate is generated and add one rock per locked line to each reroll.
Which line should I lock first?
Locks preserve selected lines before a candidate is generated and add one rock per locked line to each reroll. Which line to lock depends on the piece and goal.
How many good effects per piece should I aim for?
Most people aim for two good effects per piece and that's plenty for endgame content, while chasing three great lines on one piece gets substantially more expensive. The Budget Planner compares four-piece minimum totals from empty gear using screening estimates.
Which attributes should I roll for my units?
Depends on the unit and its weapon. The usual suspects are ATK and Elemental Damage for attackers. Max Ammunition matters a lot for units that fire nonstop, and Charge Speed is for charge weapons like snipers and rocket launchers. Look up a build guide for your specific unit before you spend anything though. Some units want unique or different builds.
Which units should I overload first?
Overload gear binds permanently, so start with your main damage dealers and the core team you field everywhere (campaign, raids, etc.) before niche or bench units. Meta sites publish up-to-date overload priority lists if you want a specific order.
Is there a pity system for Overload rolls?
Nope, no pity unfortunately.
How many Custom Modules do I need on average to hit my target stats?
The Gear Calculator accepts one-piece or four-piece targets and current exact tiers. Its expected cost is an average, not a spending limit; rejected candidates still count as paid rolls in game.