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Gems are an important currency in the game that is acquired over time. Because there are very few ways to get gems faster, this means players are often concerned with spending them efficiently. This guide will help determine the best way to spend your gems.
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Gem Spending Priorities
It goes without saying that you should play the game in whichever fashion you prefer and enjoy. However, if you are concerned with efficient gem usage, you make the note of the following. Please note that you don’t have to follow this religiously, but at least following the broad strokes of this approach will generally be an efficient path to follow.
Early Game - 5 lab slots & ~7 card slots
Your key concern early on is to get about 5 Card Slots and thereafter to focus on 5 Lab Slots.
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Lab slots are the main bottleneck for efficient growth, and thus getting more labs will help you progress at a steady rate. One way to look at is that: rushing a lab slot for 24 hours costs approximately 150 gems. And thus, you could say that for every day you don’t have a lab slot, you are effectively leaving “150 gems” on the table.
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As to what exact order of getting ~5-7 card slots and 5 lab slots, this can come down to your preference and playstyle, and you can’t really go that wrong with any exact direction. Some advocate the following though:
- Get lab slot 2
- Unlock Attack Speed Card, Enemy Balance Card and Coins Card.
- Get lab slot 3
- Card & Card Slots - Unlock Health Card and Cash Card and acquire slots for these.
- Get lab slot 4
- In any desired order:
- Get lab slot 5
- Unlock 2 of the following: Critical Coin Card, Wave Skip Card, Extra Orb Card and unlock 2 more card slots.
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PS! While the gem costs for lab slots feel very high, note that you will generally experience an influx of gems from Milestone completions at the beginning of the game, which will help with your gem spending.
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(Less) Early Game -
Once you have your foundation in place, you can try a gentle dip into modules. However, keep in mind that Cards = steady progress, whereas Modules = complete RNG. The following can be done in various order, and you have to consider and assess how you want to go about this, but here are some considerations:
- Unlocking Cards for event missions. Several cards are required for various event missions, including Nuke Card, Demon Mode Card, Death Ray Card, Energy Net Card, Energy Shield Card. Without these cards, you will not be able to complete these missions and earn the corresponding Medals. Therefore, though these missions can be difficult nonetheless if you are an early-game player, you ideally unlock all the cards available to you so that you at least have a chance of completing those missions. You can also refer to Guide to Events & Missions for more on event missions.
- PS! Some cards are only available to be pulled once you’ve completed a respective milestone (expand this to see which ones).
- OPTIONAL: A dip into Epic Modules for each type - Do not go for any particular epic modules at this point. Newer players especially may not be able to use the unique effects of all modules (e.g., Havoc Bringer requires Rend Armor to be unlocked, and most Core Modules requires certain Ultimate Weapons, etc.). You could set yourself a goal to have epics (purple) for the stat boost over rares (blue) and access to more and stronger sub-module effects through rerolls.
- PS! Starting out, it could be more beneficial for you to use and merge blue modules into pink modules. Especially if you feel like your gems are better spent towards cards and card slots. As mentioned, keep in mind that Cards = steady progress, whereas Module pulling = complete RNG.
- Cards & Slots - You now generally want to proceed to pull cards until you’ve been able to get your Common Cards to 5-star. As for card slots, you will have to ask yourself the question of whether you think there are some current cards in your pool that would help your build. If the answer to that is “yes”, then you need another card slot.
And, depending on your preference, you could still do small dips into modules, such as a few hundred gems every now and then. But largely you want to focus on cards for the steady, guaranteed progress and tower improvement.
- Modules, module, modules (and cards for event missions!) - Once you have your common cards at about 5-star, and you feel like you have sufficient card slots (probably 10+), you will focus more or less wholeheartedly on module pulling. The exception is for the card-pulling event mission, where you naturally would want to spend your gems on completing that mission.
Early to Mid Game
Both modules and cards are a long grind that will cost a vast amount of gems - and so you should aim at spending the gems on those exclusively. However, there may be times where you feel like rushing a lab is justified, which is fine, but just don’t overdo it!
- Continue pulling modules! May the RNG Gods be in your favour.
- With v26, new modules are being released through 14-day Featured Banner where these modules have a 50% chance of appearing. As a result, you may begin contemplating to save up a buffer of at least a few thousand gems so that you can dip those gems into a banner that may be to your liking. PS! The game developers are currently giving mixed messages about the frequency and aspects of the Featured Banner, so take take this “saving consideration” with caution, and always anyways consider the opportunity cost of hoarding gems versus spending them.
- Continue pulling cards during the card-pulling event mission.
- Get new card slots when you feel like you need another card.
And this will be your journey for a long, long time.