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Mini Legion · Player Reference

Class Stat Priorities

Evidence-based starting priorities for every playable class and role, without pretending static data provides live simulation weights.

8 playable classes8 refine attributesTalent-backed guidance

Player Reference · Per-Class Paths

Class Gearing Paths

Pick a class and walk its sets from lesser to greatest — every piece with its boss, its dungeon, and its Abyss-core upgrade bill — plus the best optional weapons and the order to spend your upgrades in.

Sets: 104Weapons ranked: 488Scoring: calibrated budget law (see the Arc)

Pick your class

Gold-ringed classes are your active roster. Sets are ordered lesser → greatest by total power; click a set to unfold pieces, sources, and core costs.

Your roster is remembered on this device. Currently highlighted: the five-man plan below.

Druid sets, lesser → greatest

Optional weapons for Druid

Top 20 weapons this class can hold, ranked by the same budget law. Mythic quest weapons link back to their walkthroughs on the home page.

WeaponTypeQualityWearableItem lvSource / coresPower

Your five-man plan

Druid · Paladin · Priest · Rogue · Hunter is a legitimate full-coverage comp: two flex supports, a dedicated healer, and two pure damage lanes. Leather is the shared pool (Druid, Rogue, Hunter — and Shaman off the bench), but the stat rolls divide it cleanly: Druid wants STR, Rogue and Hunter want AGI, Shaman wants INT.

PaladinTankMail + shield lane all to itself. Holds benchmark armor cheaply via enhancement (Armor +8N).
DruidHeal / flexSecond healer or third DPS as fights demand; takes the STR-rolled leather nobody else wants (STR→SP capstone).
PriestHealerCloth lane shared with nobody in this comp. INT→SP 1:1; SH pieces are uncontested.
RogueMelee DPSAGI→AP 1:1. Splits AGI leather with Hunter; first claim on daggers/swords.
HunterRanged DPSAGI→AP 1:1. Splits AGI leather with Rogue; bows never conflict with anyone.

Bench: your Mage shares cloth with Priest, and your Shaman is a fourth leather wearer — but it wants INT-rolled leather, which none of your other leather classes use, so it still slots in without real contention (Elemental especially: unique ranged Nature damage this comp otherwise lacks). Stat priorities per class are on the Class Stat Priorities page.

What to upgrade first at 60 (40–60k CP)

This order falls straight out of the benchmark coefficients (Power Scaling & Progression Math), the cost curves, and the budget law. Cheapest guaranteed power first, contested drops last.

Soul Shirt & Holy Marks, continuously

The Soul Shirt (ChenShan) runs 300 levels plus 25 stars and tops out at +475% ATK/SP rate on top of +5,400 flat ATK/SP; Holy Marks (ShengHen) is a second multiplier stack (+125% ATK/SP at cap) that consumes the same materials. Both are fed by Silk Thread, which the item text says outright comes from Auto-fight.

The two largest multiplicative systems in the config, funded entirely by AFK income — keep both bars moving on all five characters forever.

Training camp to grade 57+

The level-60 benchmark expects grade 57 (dRank 2850 ÷ 50). Each grade is one Blue Crystal purchase from AFK income; the climb to grade 60 costs about 400 crystals for +96 AP/SP, +220 HP, +220 Armor. The special-skill tier (Red Crystals) also pays out Talent Points.

Cheapest guaranteed flat power, and it can never be wasted.

Enhancement, all 16 slots evenly

Perfectly linear (+8N AP/SP/HP/Armor, +4N STA at uniform level N) and it survives gear swaps — the level lives on the slot, not the item. The benchmark expects roughly +150 per slot long-term; push evenly, since the score is a straight sum.

Iron/Fel Fragments are AFK income; even levels beat one tall slot.

Dungeon gear → Abyss tier (your cores)

Power is linear in item level, so the +10–30 item-level jump from transforming a piece to Abyss tier is the biggest per-piece gain at 60. Realm Abyss Cores 1–4 (Mythic+ drops) cover gear brackets 64–99; raid pieces take their own core (Fire / Blackwing / Ancient Temple). Every set card above lists the exact bill per piece.

At 40–60k CP item level is what's lagging — the aRank benchmark at 60 expects average item level 55+ before Abyss tiers even start.

Star Chart nodes, then collections star-ups

Star Chart (XingTu) nodes reach up to +13.7% damage dealt each across 48 nodes, farmed from a repeatable Outland instance, and a respec costs only 50 Bound Diamonds. With green collections done, put duplicates into star-ups and push Rare collections — collection stats apply to the whole roster at once.

Percent damage beats flat stats at your CP, and collections are the only upgrade that buffs all five characters simultaneously.

Mythic quest weapons, one character at a time

The Lv-90 Mythic questline weapons out-budget everything wearable at 60 and are uncontested — they cost time, not rolls. The walkthroughs on the home page cover every current final reward.

Deterministic power with zero loot competition — perfect filler between Mythic+ core farms.

Deliberately deprioritized (the data says so): runes are gacha-gated (~50 duplicate pulls of a 0.5%-weight drop to max one rune — spend pity Runestones only), gem top tiers cost 50k gold each across 39 sockets, titles/avatars/frames are one-off trinket stats, and only ONE Corral pet buff is active at a time — kill Elite Tiger King Karl for the free +10% attack speed pet and stop there (multiple store pets add nothing). War Flag relics (unlocked at exactly 60) have a huge ceiling but are PvP-stat-weighted and fed by daily battlegrounds — see the Scout Report for the full ranking.

Mini Legion Player Guide · Class Gearing Paths · data-checked against the live config bundle.