Armor Guide for Dungeon Heroes

Armor Slots

Helm, chest, legs, boots, gloves, accessories—each rolls independent stats. No full set bonus requirement in base game; mix highest rarity pieces per slot.

Armor provides secondary stats—health, crit, haste, build-specific attack lines—not primary weapon damage.

Physical Armor Lines

Chase physical attack %, crit, and health pool for melee uptime. Insane needs minimum health threshold to survive telegraph mistakes while learning.

Magic Armor Lines

Ability power %, cooldown reduction, health for squishy casters. Optional movement speed boots for kiting.

Upgrade Order

Chest and helm often roll highest stats—reroll those first on Rare+ keepers. Boots movement speed is luxury until core DPS lines capped.

Frequently Asked Questions

Armor vs weapon priority?
Weapon first always—armor second.
Tank armor exists?
No pure tank class—health lines substitute.
Duplicate armor?
Sell for Magic Dust unless upgrade merge available.
Insane minimum health?
Varies by skill—Self Heal lowers requirement.
Cosmetic armor?
Some codes grant skins—stats separate.

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