| Name | Hexdrinker |
|---|---|
| Type | Gear |
| Description | [Equip] :rb_rune_body: (:rb_rune_body:: Attach this to a unit you control.) |
| Artist | 黯荧岛Dark Glow |
| Set | #102 |
| Wallpaper | |
| Image |
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- Casual
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| Name | Hexdrinker |
|---|---|
| Type | Gear |
| Description | [Equip] :rb_rune_body: (:rb_rune_body:: Attach this to a unit you control.) |
| Artist | 黯荧岛Dark Glow |
| Set | #102 |
| Wallpaper | |
| Image |
Tierlist
No Rank
Grade it yourself
Hexdrinker, Gear, designed by 黯荧岛Dark Glow first released in Mar, 2026 in the set .
Hexdrinker fits best in aggressive or midrange Gear Riftbound decks that want to snowball early board presence by efficiently enhancing a single high-value unit, especially ones with built-in evasion, lifesteal, or on-hit triggers that scale well with repeated combat advantages from equipment; because it only costs 2 and has a straightforward Equip cost, it’s strongest in low-curve “Voltron” or tempo builds that can protect one threat and push damage quickly rather than in control shells. However, if the format includes more impactful or immediately value-generating equipment (for example, gear that grants direct damage on attach, card draw, shield/ward, or stat boosts above rate for the same cost), those options are generally better since they provide guaranteed tempo or resilience rather than relying purely on combat scaling—so unless Hexdrinker offers an above-rate stat bonus or a unique keyword, it’s likely playable but not auto-include, and should see play mainly in synergy-focuse
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