In one line: from level 100, every 20 levels is a promotion: bolts pay for the levels, Magnets and Potential Coils pay for the breakthrough. Coils are the scarce one.
1.067MBolts for one piece from level 100 to 200
6,600Magnets for the five promotions
300Potential Coils: 20, 40, 60, 80, 100
The Breakthrough Rule
Every 20 levels the piece stops until you pay Magnets and Potential Coils.
Bolts carry you to the wall → Magnets + Coils open it → next tier
Cost per tier Lv 100–200
| Tier step | Levels | Bolts | Magnets | Potential Coils |
|---|---|---|---|---|
| Legendary T1 → Legendary T2 | 100–120 | 117K | 600 | 20 |
| Legendary T2 → Exotic | 120–140 | 157K | 1,000 | 40 |
| Exotic → Exotic T1 | 140–160 | 197K | 1,000 | 60 |
| Exotic T1 → Exotic T2 | 160–180 | 258K | 2,000 | 80 |
| Exotic T2 → Exotic T3 | 180–200 | 338.2K | 2,000 | 100 |
| Total | 100–200 | 1,067.2K | 6,600 | 300 |
Your plan
- Count Coils first. Each promotion needs 20 more Coils than the last. Coils decide when you can promote.
- Magnets double at Exotic T1. From 160 the promotion needs 2,000 Magnets instead of 1,000.
- One piece at a time. These totals are per piece of equipment. Finish the piece your main hero wears first.
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