Rumble of Ages

Learn the Loom

Guides & combat

Everything a new Weaver needs — the aspect wheel, team building, progression, gear, and the endgame.

The aspect wheel

Each aspect counters one and folds to another. Land a counter and your damage swings +15%.

WarWisdomStormShadowRadiance
  • War beats Wisdom
  • Wisdom beats Storm
  • Storm beats Shadow
  • Shadow beats Radiance
  • Radiance beats War
Start here

Your first hour

Claim your starter trio, set Chapter 1 to auto-battle, and funnel every duplicate and Echo into a single carry. Early momentum compounds — a focused team clears faster than a wide, shallow bench. Don’t hoard gems; the starter banner teaches the loop.

Gacha

Rerolling for a god

Anonymous sign-in means rerolls cost nothing but time. Burn your starter Sigils on the Mythic Rite, and if a Mythic doesn’t land, sign out and start fresh. A single Mythic in the opening hours sets the pace for the entire early game.

Team building

Reading the aspect wheel

Each aspect counters exactly one other and folds to another (see the wheel). Bring colors that pressure the enemy line and your damage swings +15% on every counter. A team that ignores aspects leaves a third of its damage on the table.

Team building

Roles over rarity

A line wants a frontline, a win condition, and support. Vanguards soak (frontline bulwark), Strikers and Mystics close games, Oracles keep them alive, and Tricksters warp the tempo. A balanced Rare team beats five mismatched Legendaries.

Progression

Stars over levels

Duplicates become shards, shards become stars, and stars lift the level ceiling from 40 to 100. A 5★ Rare you actually invested in will outpace a starved Legendary every time — depth beats breadth.

Idle

The Loom fights for you

Your warband keeps earning while you’re away, up to a 12-hour cap. Claim before you log off, push one more stage to raise your idle income, and let the Chronicle grind the materials you’d never farm by hand.

Gear

Amulets, rings & signatures

Six gear sets, themed relics, and one bespoke Signature artifact per hero. Match set bonuses to a hero’s aspect and role, not their portrait — a defensive set on a glass nuker wastes both. Signatures are the whale-tier chase; rings and amulets carry the bulk.

Endgame

Toppling guild bosses

Guild bosses are first-class 9000-power monsters with real kits and enrage timers. Coordinate cleanses against their control, stack the aspect that counters them, and save burst for the enrage window. They’re raids — bring a plan, not just power.