While every player in any game would be happy if they could get all the best Gear possible, in games like Genshin Impact or Punball, this isn’t reality as they have built-in RNG mechanics that will provide you with random types of loot.
As I mentioned in my post about Best A-Rank Pets, as much as I hate RNG mechanics in games, especially with Gear and unlocking characters, there’s something about Punball that feels different, especially because it feels like I can clear the majority of the content with upgraded A-Rank Gear without the need of dipping into S or SS-Rank Gear.
Now, I am one of the lucky players who ended up being able to grind 3 pieces of S-Rank Gear in under 2 months, but I have to admit that whenever I reach a new stage of Gear (ie. Legend or Honour), I always have to switch back to A Rank Gear as I do not have enough duplicates of the S-Rank Gear to actually level it up.
The same cannot be true for every player as some players will save up Gems to dump into machines whenever Gear is available or will purchase Gems to make sure they are able to get all the Gear they want. As a player who is strictly F2P in games to provide the majority of players with the best options, I will hopefully be able to give you the best options for you for each set of Gear in the game.
The following guide will cover all the A-Rank Gear available in the game so players can make the choice to either utilize them or use them as fodder for other pieces of Gear.
WAND
The Wand is going to provide players with Attack damage stats and is one of the most important pieces of Gear in the game. While players will typically use the Wand that they have the most of in the early-game, the reality is that there is only one A-Tier Wand… ‘er or maybe two at max that a player can rely on in the late game.
The Wand is one of the only pieces of Gear players will really want to make sure they don’t waste duplicates of on fodder as they are a bit difficult to come by and you will want to ensure you get an upgraded one as soon as possible.
#3. METEOR WAND
The Meteor Wand is by far the worst Wand in all of Punball and I truly cannot think of a time that I would ever recommend it. I realistically got an Epic Meteor Wand first in a random Punbox and I thought it was the sh*t, until I got the Lightning Wand shortly after. Being that I was new to the game, it would have been really easy to convince me that any Wand could be used in the game, but as I progressed through the main Stages of the game, I realized this wasn’t true.
While the Meteor Wand does deal some good AoE damage to enemies, it doesn’t really provide players with a good amount of utility like other Wands would give you.
Though I would say at the beginning use any Wand that is available to you prioritizing those that are a higher ranking, I would never recommend that a player wastes their resources levelling up the Meteor Wand, but instead use the Meteor Wand to fuel all other Wands you want.
You can craft an Epic and Legendary Meteor Wand just to try out the passives, but I feel like as soon as you get a Legendary Meteor Wand you’re going to see why I don’t recommend it.
GOOD
Drops Meteor on a 3*3 area.
RARE
Attack increases by 10%.
LEGEND
Meteor will burn monsters (dealing more damage between rounds).
HONOUR
Attack increases by 15%.
ETERNAL
Meteor Range increases to 4*4.
#2. LIGHTNING WAND
The Lightning Wand is actually a pretty good Wand, being able to deal a great amount of damage to multiple mobs per round.
While the Lightning Wand deals a good amount of damage, it’s passives aren’t as good as the Brave Wand, but it is suitable for mid-level progression content, especially when powered up.
I have to say, even though my “Wishes” are on the Brave Wand, I seem to get more Lightning Wands… if I even get Wands at all, so if you’re in the same boat you may want to just stick to the Lightning Wand and get it to Legend, but only push the Brave Wand or better into Honour and above due to the number of resources they take.
GOOD
Deals lightning damage to 3 Monsters.
RARE
Attack increases by 10%.
LEGEND
Lightning has a 10% chance to paralyze.
HONOUR
Attack increases by 15%.
ETERNAL
Monsters hit by lightning will be damaged by another Sky Thunder Strike.
#1. BRAVE WAND
The Brave Wand is by far the best A-Rank Wand even though when players look at its passives they might not think so.
The Brave Wand is considered better than the S-Rank Relic Wand for certain events, but only by a marginal difference, though this might change with the newest Event updates that come in the third Season.
Essentially, the Brave Wand introduces the ability to stop all enemies from attacking for a round, though there is only a chance of this taking effect.
This is perfect when against mobs that deal damage every round as it can give you a small break to save Health, though it can sometimes work against Pets like the Octopus on a round that you actually want to Heal on. For this reason, I tend to avoid using the Brave Wand in the later stages because I heavily rely on the Octopus to heal me.
Still, this is one of the only Wands I recommend having an extra Honour or higher as long as you have the resources for it as it’s perfect to swap into.
I have to admit, I don’t have enough resources to have the Brave Wand and another Wand, but it is one of my biggest goals.
One of the best aspects of the Brave Wand that is easily looked past is the massive increase in damage to Monsters that deal damage to you. Unfortunately, this doesn’t count as any Monster that attacks you when they are at the bottom of the map, though it does cover the annoying Pea Shooters and Ninjas (among many others) that you will want to take out as soon as possible anyways.
One of the key aspects of playing Punball is ensuring that you keep your health as high as possible, so getting rid of pesky Monsters that have the chance of killing you is the utmost importance.
GOOD
Damage to any Monster that attacks is increased by 50%.
RARE
Attack increases by 10%.
LEGEND
Monsters have a 10% chance of not attacking.
HONOUR
Attack increases by 15%.
ETERNAL
Chance of Monsters not attacking each round is increased by another 10%.
RING
There aren’t many good Rings in Punball admittedly, though depending on what a player’s strategy is going to be, players can select two A-Rank Rings for the end game. The only issue is, they’re pretty much complete opposites and they will both be good in certain circumstances.
Rings provide players with passive Attack damage, which is what makes them so important as it is much more important to deal more damage than to have more Health. While it’s nice to have extra survivability in games, the reality is that many mobs can spawn all at once making it nearly impossible to clear them all before your Health is depleted.
#3. WEAKNESS RING
The Weakness Ring is honestly quite dreadful in the game and while it does deal more damage to enemies it does require a lot of RNG to take place in order to be effective. I would strongly recommend avoiding it even in the early game and strictly focussing on the other Rings.
Honestly, I’m kind of relieved any time I pull the Weakness Ring because it means I can always use it as fodder, but realistically at some point you’re going to need to use useful materials as fodder due to the lack of resources in the end game.
GOOD
Damage to freezing and burning Monsters is increased by 20%.
RARE
Attack increased by 10%.
LEGEND
Damage to paralyzed monsters is increased by 20%.
HONOUR
Attack increased by 15%.
ETERNAL
Damage dealt to Monsters with less than 50% health is increased by 20%.
#2. MAGIC RING
The Magic Ring isn’t the most useful in my opinion, but it can be quite nice to have if you’re also using Love Bracers. If you’re running Love Bracers, I would strongly recommend using it to ensure that you are always at 100% Health as both will give you a meaty amount of damage, however, if you have other ways of collecting Health and don’t find it difficult to stay at 100% go for the Werewolf Ring.
I truly don’t use the Magic Ring, but that’s mostly because I don’t have the resources to have multiple Rings, however, I would use the Magic Ring whenever there are no mobs that heal and the Werewolf Ring whenever enemies are able to Heal.
This is much better when players are knowledgeable about the Stages that they are going to be challenging, however, when players are completing Event or Challenge Stages it might not be possible for players to actually decipher what enemies they are going to be up against.
As a player plays Punball more they will begin understanding what kinds of Monsters spawn within each map, though in regular Stages players can get a little preview by clicking on the stage and then the (i) information button that displays all enemies.
GOOD
Special Balls will gain an increase in damage by 100% when a player is at 100% HP.
RARE
Attack increases by 10%.
LEGEND
Healing Orbs have a 10% extra chance to drop.
HONOUR
Attack increases by 15%.
ETERNAL
When a character’s HP is more than 80% the player’s damage will increase when using Special Balls.
#1. WEREWOLF RING
The best Ring that players have access to when it comes to A-Rank Rings is the Werewolf Ring. Players will be able to force healing Monsters to deal damage to themselves or the Monsters that they are healing and when players are lower on HP will also deal more damage.
Admittedly, players can get away with using the Werewolf Ring in the late game and I honestly recommend it as there are other Relic pieces that a player will want to grind out before they get the Relic for the Ring. Even at that, the Relic Ring isn’t that much better and is mostly better for the base stats that it gives, simply because it is an S-tier piece of Gear.
GOOD
All Monster’s Healing will deal 25% damage instead.
RARE
Attack increases by 10%.
LEGEND
When your HP is less than 50% you will 20% more damage.
HONOUR
Attack increases by 15%.
ETERNAL
When your HP is less than 20% gain an extra 20% of damage.
BRACERS
Bracers are a set of Gear that will help players with their attack. Bracers are quite frankly the set of Gear that has the community up in heat the most as many players cannot agree on which Bracers are good and bad. I, personally, disagree with a big portion of the community so I’m very well prepared for players to disagree with my opinions.
Now, I think the issue with Bracers is the fact that it’s undeniable that the Relic Bracers are the best in the game, however, the A-Rank ones provide players with such different purposes and it’s very clear that some are better for the very late game while others that are shafted are extremely useful for the early-game.
Bracers are the only piece of equipment that I recommend players grind two separate sets of, one for your progression content and one for your late game content. I’ll break down which I recommend for what momentarily.
#3. JACK’S BRACERS
Honestly, the only use for Jack’s Bracers is completing Scroll Events as this is the only time that you’ll be seeing a Boss for as long as you do. Jack’s Bracers are only really good against Bosses and even at that, the Legend passive is pretty trash, as you’ll only see a maximum of 2 per level.
I think this is the biggest downfall to Jack’s Bracers as most other Bracers really ramp up the boosts they provide players and this one is just… eh.
GOOD
Damage to Boss is increased by 15%.
RARE
Attack increases by 10%.
LEGEND
When Boss appears, gain an extra Skill.
HONOUR
Damage dealt on boss’ flanks is increased by 15%.
#2. LION BRACERS
I have to say, I’m shocked with the amount of hate towards the Lion Bracers. While I do understand the statements that they are hard to trigger as they require at least 15 mobs on the field to deal any damage, I think that this is so common when players are completing progression content, especially when they are under-leveled.
While players are always going to want to make sure that they are completing Stages at a “proper pace” so they aren’t trapped in completing Events that are too difficult for them to complete, not every player is aware of this mechanic and would assume that Events stay the same difficultly as they are when they first unlock them.
I, unfortunately, was this person and couldn’t understand why some Events didn’t “get easier” as I was constantly under-levelled because I learned how to win and complete most Stages if I had the right Skills, even if I wasn’t dealing a whole lot of damage.
The thing about Punball is that it’s not all about damage. While players can brute force their way into completing Stages, due to the way Gear works and how long it will take to get respectable Gear, this is not always a possibility.
By far I think the best tactic with this game is alternating between Gear as you need it and I would strongly recommend running Lion Bracers at first and then moving into Love Bracers after.
GOOD
When there are 15 or more Monsters your attack will increase by 40%.
RARE
Attack increased by 10%.
LEGEND
When there are 15 or more Monsters damage is dealt to all Monsters on screen.
HONOUR
Attack increases by 15%.
ETERNAL
Reduced damage taken by 40% when Monster Count is more than or equal to 15.
#1. LOVE BRACERS
The Love Bracers are considered to be the best Bracers in the game, though I have to say that players will need other equipment and Pets on their team to make it function at its top tier.
Essentially, the Love Bracers heavily rely on a player always having full health, though this isn’t always possible, especially if players do not have ways of recovering health.
Though the Love Bracers increase the chance of Health dropping from felled mobs, players will typically need to have the Thunder Wolf and Octopus on their team in order to fully ensure that they are always at 100% health or at least have more moments in a Stage where they have 100% Health.
I have to say, if you’re newer to the game or if you are completing progression content, the Love Bracers aren’t going to be the best for you, so I would recommend the Wolf Bracers instead, contrary to popular opinion.
That being said, I would recommend powering up Wolf Bracers first until you’re in the late game and have at least a Legend Octopus, a Legend Thunder Wolf and a Legend Butterfly.
If you are re-completing content to farm or simply have a great deal of Health, you can also use the Love Bracers to simply deal more damage.
GOOD
Attack is increased by 40% when a player is at full health.
RARE
Attack increased by 10%.
LEGEND
Healing orbs get a 10% increase in drop rate.
HONOUR
Attack increased by 15%.
ETERNAL
When your HP is more than 80% your attack will increase (this stacks with the good property.)
CROWN
Crowns are subjective to the player as it’s really going to depend on a player’s playstyle and how they like to use their Skills. What’s really weird about the Crowns is that the S-tier Crown is really bad in comparison to the A-tier Crowns, so players will typically use their A-tier Crowns until the very late-game unless they are fans of the passives on the Relic Crown.
Crowns will provide players with HP which, while useful, isn’t as important as Attack, so running an A-tier Crown is actually not as bad as it is running an A-tier piece of Gear that boosts your damage.
#3. FIRE CROWN
The Fire Crown is honestly complete and utter trash. I thought it would be pretty good as it is meant to deal damage to enemies, but as we have learned while playing Punball, some things are too good to be true.
The Fire Crown may seem good due to the ability to place fire on the map, though this burning area doesn’t actually deal too much damage to enemies. Players will really be better off with another Crown.
GOOD
Killing Monsters grants a chance to create a burning area that deals slight damage for 2 rounds.
RARE
HP increases by 10%.
LEGEND
Burning Areas will also lightly burn enemies after dealing damage.
HONOUR
HP increases by 15%.
ETERNAL
Burning Area spawn rate is increased by 100%.
#2. AVENGE CROWN
The Avenge Crown can be useful when players are using Love Bracers, though I’m honestly not the biggest fan of it. It is considered to be on par with the Magic Crown, but due to my play style, I typically find myself dealing a lot more damage with the Magic Crown.
Essentially the Avenge Crown is a bit more defensive in my opinion and provides players with more damage when they are attacked or will have a chance to heal them if it is levelled up far enough.
GOOD
Attack an extra 15% when you receive damage.
RARE
HP increases by 10%.
LEGEND
20% chance to heal when receiving damage.
HONOUR
HP increases by 15%.
ETERNAL
If total damage taken in a round is more than 20% of a player’s Maximum Health players will deal 35% attack in the next round.
MAGIC CROWN
The Magic Crown is by far one of my favourite Crowns in the game and to be honest, I personally believe it’s better than all the other Crowns in the game.
The Magic Crown has a lot of good utility, allowing players to spawn in a normal any time they defeat an enemy. Contrary to popular belief, the Magic Crown also provides great utility for players to acquire a Drill Ball as players can successfully kill a Monster in back of a Stage to force all the spawned balls to clear out all mobs.
Though I still agree that the Drill Ball is pretty weak in comparison to the other Skills, this combination has really helped carry me through a variety of stages and was the only way I was able to defeat the Hydra in the Apollo Ruins, also utilizing the Jungle Boar for the first time in the history of playing this game.
The Magic Crown, even without the Drill Ball is quite powerful as players can effectively use the balls it spawns to clear out Monsters, especially if they are squeezed closely to each other.
Players must note that extra balls will only spawn if a ball secures a kill upon collision and not when using its a passive skill. What do I mean by this? Well, a player can spawn in an extra ball if a Lightning Ball’s collision causes the kill and not the lightning that comes from the ball.
While this can be frustrating, it makes sense as if all Monsters that were killed dropped a ball, players could essentially have extra turns from burns killing Monsters or the Poseidon’s Wand killing a Monster.
GOOD
Killing Monsters creates 2 Balls (they will disappear after the round)
RARE
HP increases by 10%.
LEGEND
Creates 1 extra ball when Monsters are killed.
HONOUR
HP increases by 15%.
ETERNAL
Killing Monsters will create 1 Special Ball.
ROBE
I have to be completely honest, I was very lucky to get the Relic Robe to Honour quick enough to never need the A-tier Robes. Though this is true, I’ve taken a good amount of time trying to think of whether any of the A-tier Robes are worth upgrading and I’m happy to say, yes, some are! Well… one.
As is with most of the other pieces of Gear, there is one Robe that players can take into the late-game though I would strongly recommend attempting to get a Relic Robe as early as possible as it really makes everything a lot more bearable and helped me progress dozen of Stages with no other upgrades.
#3. THICKEN ROBE
I would strongly advise avoiding the Thicken Robe with no questions asked as it doesn’t really help a player in any situation. While it might sound nice to be able to take less damage from Melee Monsters and Bosses, the reality is that this is so heavily based on what Stage a player is playing on.
Realistically, taking a maximum of 40% less damage isn’t worth having this Robe to alternate into and while I will typically recommend that players have various pieces of Gear to switch into, this isn’t one.
Honestly, always use the Thicken Robe as fodder. There is really no other reason for it.
GOOD
Melee Monsters (excluding the Boss) will damage the player by 20% less.
RARE
HP increases by 10%.
LEGEND
Melee Bosses will deal 20% less damage.
HONOUR
HP increases by 15%.
ETERNAL
Dealt damage of Melee Monsters (including the boss) will be reduced by an extra 20%.
#2. SPIKED ROBE
The Spiked Robe falls into the same issues as the Thicken Robe but is oddly a bit better due to its ability to also deal damage to Monsters when the player is attacked.
Realistically it can be decent for the mid-game, but I would encourage players to avoid it if they can. If players are really struggling to clear out mobs, you can “rotate into” the Spiked Robe to secure kills on Monsters, but if this is the case I would ask the player if they may think that they have progressed too quickly, because this may in fact the case.
Realistically, while the Spiked Robe can help finish off Monsters, it doesn’t deal enough damage back to enemies to be talked about for too long. Use this as fodder, I promise you will thank me.
GOOD
Return all damage taken to the Monster.
RARE
HP increases by 10%.
LEGEND
Returned damage will deal 25% splash damage to surrounding Monsters.
HONOUR
HP increases by 15%.
ETERNAL
Monsters killed by damage-reflecting spikes will restore 10% of the player’s maximum health.
#1. HYPNOTIC ROBE
The Hypnotic Robe is the only worthy candidate for the late-game as it will provide players with some extra protection from attacks, essentially slowing down the amount of time it takes for an enemy to deal damage to players. The Hypnotic Robe is better against Ranged Monsters, though these are typically the harder Mobs to deal with as Melee Mobs only deal damage if they are at the bottom of the map.
If you can avoid taking damage from Ranged monsters, good on you and you are actually much more likely to make it through that Stage.
Although the Hypnotic Robe is considered to be equal to the Relic Robe, I personally prefer the Relic Robe as it can protect you from all Monsters versus predominantly ranged mobs, though if you want to focus on a different type of Relic Gear set, it won’t set you back too much.
GOOD
Ranged Monsters (include the Boss) well have their hit rate reduced by 10%.
RARE
HP increases by 10%.
LEGEND
Ranged monsters (excluding the Boss) will prep for an extra round (meaning if they hit every other round they will hit every 3 rounds, or if they hit every 4 rounds they will hit every 5.)
HONOUR
HP increases by 15%.
ETERNAL
When a player’s HP is less than 30% the hit rate of ranged monsters (excluding the Boss) are reduced by an extra 20%.
BOOTS
Unshockingly, we get ourselves into another situation where the A-Tier Boots are much better than the S-Tier Boots. Admittedly, two sets of the A-Rank Boots are complete garbage.
Boots will provide players with HP, so having an S-tier isn’t the most important and I’m going to be honest, even though I have the S-tier, I choose to use the A-tier due to its really good passive.
#3. RECOVERY BOOTS
While at first, I thought that the Recovery Boots were going to be the piece of Gear that carried me to the end of Punball, I quickly traded them in as soon as I got myself the Lightning Wolf and the Octopus as I didn’t need them anymore.
While I would still say that they are a decent option for players who are newer to the game or don’t have a great hang of the game yet, they aren’t something I would waste resources on to continue upgrading.
Admittedly, getting a bit of extra health each round can be helpful to players, though I can’t say that the Recovery Boots are the best way of going about it.
GOOD
At the end of the round, restore 1% HP.
RARE
HP increases by 10%.
LEGEND
If overhealed, attack 15% extra.
HONOUR
HP increases by 10%.
ETERNAL
At the end of the round if your HP is less than 50% you will restore 4% of your maximum HP.
#2. IRON BOOTS
Iron Boots are the only Boots that I haven’t used, though I have to admit if I had them early on I would have enjoyed them due to the fact that it raises the change for the Recovery Skill. Admittedly, I always rely on my Butterfly Pet, especially when I’m playing Events or content that outranks me, but if players are completing content that is of their level, they will not need the Iron Boots.
I will say, the amount of defence the Iron Boots gives you is pretty good, though in the long run this will not be good in the late game.
GOOD
When your HP is less than 20%, Monsters will deal 40% less damage.
RARE
HP increases by 10%.
LEGEND
Revive Skill appearance is increased.
HONOUR
HP increases by 15%.
ETERNAL
Gain damage reduction when your HP is less than 50%.
#1. DUPLICATE BOOTS
The Duplicate Boots are by far the best boots in the game and you can fight me on this. While I had a Legendary set of Hermes Boots, I alternated them out for the Duplicate Boots and actually ended up dealing a lot more damage.
Though Hermes Boots gave me a higher chance of healing due to the dodge on them, this chance was way too slim and I would prefer the passive on the Duplicate Boots anyways.
With Duplicate Boots, any time a player picks up a Special Ball they have a chance to duplicate it, being able to deal more raw damage with their balls. I really love the Duplicate Boots for the fact that they make it more worth it to take regular Skill Balls instead of the Upgrade Skill as there is still the chance that you’re going to get two balls at a time.
I’m honestly uncertain whether players have a chance to Duplicate a ball that was obtained from the Upgrade Skills and haven’t been able to find anyone who mentions it and am not always the most observant when I do take Upgrade Skills, so if anyone has the answer please let me know.
Nonetheless, in any match you’re going to want to make sure you have as many balls as you can as it will raise the chances of you being able to clear out all the Monsters.
GOOD
30% chance to get an extra ball when getting Special Balls.
RARE
HP increases by 10%.
LEGEND
Special Ball collision damage is increased by 20%.
HONOUR
HP increases by 15%.
ETERNAL
10% to gain all skill choices when choosing a new Skill.
Deon says
This article is a must read if you’re a fan of Punball!
Austin says
Thanks much