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Dot Esports
Dot Esports
Andrej Barovic

All SUPERVIVE items, explained

SUPERVIVE, like all MOBAs (or any game containing MOBA elements), utilizes an itemization system to provide players with extra power and scaling. However, it does things a tad differently than other similar games.

Previously, you could simply loot or buy items in matches and then build them into stronger items. SUPERVIVE 1.0 introduces the Armory. It’s an updated item system that also acts as a core meta-progression element, so here’s everything you need to know about it.

Armory in SUPERVIVE, explained

Armory in SUPERVIVE
It’s all about the grind now. Screenshot by Dot Esports

The new item system revolves around the Armory. To put it simply, you collect Prisma by playing matches and completing missions, then spend it in the Forge to discover new items. You can get either specific items that are for sale that day, or buy Prismatic Capsules with random Armory items. Acquiring duplicates of Relics and Grips upgrades the item, for up to three stars.

After you discover an item, you can then find it in the shops during matches. This means you can’t unlock the most optimal build for your favorite Hunter straight away. Instead, you need to put in some playtime to discover the right items and get lucky with rewards from Prismatic Capsules.

armory progress is seasonal:

Armory is a seasonal collection and resets with every new season.

All items in SUPERVIVE

There are over 80 items in SUPERVIVE, divided into four categories: Relics, Grips, Kicks, and Perks. Every loadout can have two Relics, two Grips, one pair of Kicks, and five Perks.

Relics

Relics offer major power boosts and are usually core to any build. These items are also more situational and depend on the Hunter. Either way, getting your hand on the right Relcis should be your top priority in any match.

Here are all the Relics in SUPERVIVE:

Item Rarity Base effect Two-star effect Three-star effect
Harmonic Edge Legendary Every fourth Primary Attack gains +40 percent damage. Increased to 50 percent. Increased to 60 percent.
Isochron’s Timestaff Legendary +22 percent Ability Haste. Increased to 29 percent Ability Haste. Increased to 35 percent Ability Haste.
Refractor Legendary Hitting Primary Attacks spawns a projectile that damages and bounces to nearby enemies up to six times. Increased to +8 percent Primary Attack Damage and nine bounces. Increased to +12 percent Primary Attack Damage and 12 bounces.
Rumels Hoverwinger Legendary Activate: Hover for three seconds, gaining movement speed with reduced directional control. Activate again to cancel. Cooldown reduced by 20 seconds. Impulses and knockbacks cannot cancel your hover.
Stasis Shard Legendary Activate: Slam the ground, knocking away enemies and entering Stasis for up to 2.5 seconds. Activate again to exit Stasis early. In Stasis, you’re invulnerable, but you can’t move or attack. Cooldown reduced by 30 seconds. Blocking damage while in Stasis reduces the item’s cooldown for one second, for up to 15 seconds.
Thunderbolt Legendary Damaging a Hunter three times within five seconds with alternating Primary Attacks or Abilities summons a lightning bolt that deals 60 + 6 per Hunter’s level. Increased to +8 percent Ability Damage. Increased lightning bolt damage to 100 + 10 per level. Increased to +12 percent Ability Damage. Increased lightning bolt damage to 140 + 14 per level.
Airblaster Epic Activate: Blast away all enemies in front of you. Cooldown reduced by 10 seconds. Gain a 120 Health shield for four seconds for each enemy hit, up to 600 Health. Hit enemies are slowed by 30 percent for two seconds.
Ardent Songbow Epic Hitting an enemy with a Primary Attack refunds one second of cooldown for all Abilities. Limited to one activation every two seconds. Can now trigger every second. Increased cooldown refund to 1.5 seconds.
Battlegum Epic Activate: Fire up to two shots, each sticking to the first enemy or terrain hit. If both projectiles hit, they will pull two targets together, creating a bouncy wall between terrains. Cooldown reduced by 10 seconds. Creating a wall refunds 50 percent of the remaining cooldown.
Black Rose Epic +15 percent Primary Attack Damage, -20 percent Primary Attack Range. Increased to +20 percent Primary Attack Damage. Increased to +25 percent Primary Attack Damage.
Essence Reaper Epic Hitting an enemy with a Primary Attack permanently grants this item +8 Max Health (+3 from Minions), heals you for two percent of Max Health, and deals bonus damage equal to two percent of Max Health. Limited to one activation every three seconds. Hitting an enemy with an Ability permanently grants this item +4 Max Health (+2 from Minions). Knocking an enemy Hunter permanently grants this item +24 Max Health.
Grabby the Squid Epic Activate: Fire a squid that pulls you to the first Hunter, minion, or terrain hit. Enemies that are hit are briefly rooted. Increased to two charges. Grappling to terrai nreduces cooldown to two seconds.
Guardian Angel Epic +10 percent Outbound Healing.
Touching an allied Wisp applies a persistent revive effect.
Touching an ally heals each of you for 20 percent of Max Health. Limited to once per ally every 15 seconds. You also revive Wisps 20 percent faster. Touching an allied deathbox applies a persistent revive effect, fully reviving them after eight seconds. You also revive Wisps 20 percent faster.
Last Bite Epic Falling below 60 percent Max Health triggers Last Stand, granting five percent Omnivamp and +25 percent increased healing from all sources. Triggering Last Stand applies a shield equal to 20 percent of Max Health for three seconds (once every 15 seconds). Last Stand Omnivamp increased to 10 percent. During Last Stand, knocking a Hunter heals you for 25 percent of Max Health. Last Stand Omnivamp increased to 15 percent.
Resonating Idol Epic Casting an Ability grants Resonance stacks (up to 10 stacks). Your next Ability refunds five percent of its cooldown for each Resonance stack.
Casting an Ability that is different from your last cast Ability halves current Resonance stacks.
Dash Abilities do not halve Resonance stacks and don’t count towards the last cast Ability. While above five Resonance stacks, your Ability Mana costs are refunded.
Duality Rare Healing an ally grants +5 percent Damage for three seconds.
Damaging an enemy Hunter grants +5 percent Outbound Healing.
Increased to +10 percent Damage and +10 percent Outbound Healing. Increased to +15 percent Damage and +15 percent Outbound Healing.
Ultimate Diadem Rare Casting your Ultimate Ability grants you +10 percent Damage, 200 decaying Movement Speed, and infinite Mana for 3.5 seconds. Hitting an enemy with a non-ultimate Ability refunds five percent of your Ultimate Ability cooldown. Increased to 10 percent Ultimate Ability cooldown refund.
Festering Jawblade Rare Gain 25 percent Omnivamp against enemy Hunters that are affected by Anti-Heal. Activate: For four seconds, your Primary Attacks apply Anti-Heal. Cooldown on activation reduced by 10 seconds. Active ability duration increased to eight seconds.
Overgrowth Rare You can move through small trees, gaining 30 Movement Speed for three seconds. Activate: Spawn a ring of trees that pulls Hunters towards its center. Cooldown reduced by 25 seconds. Your out-of-combat Health Regen is increased by five percent Max Health per second while near trees.
Painkiller Charm Rare 30 percent of the damage taken is dealt to you over 0.6 seconds instead. Delayed damage duration increased to 1.2 seconds. Delayed damage duration increased to 1.8 seconds.
Paladin’s Primer Rare Activate: You and nearby allies cleanse slows, cleans Anti-Heal, gain +40 Movement Speed, and gain a 200 Health shield that rapidly decays over five seconds. Increased to +80 Movement Speed and 400 Health shield. Increased to +120 Movement Speed and 600 Health shield.
Rampager Rare Casting Abilities and landing Primary Attacks grants stacks of +0.3 percent Damage for three seconds, up to 10 stacks. At max stacks, the Damage buff is doubled. Taking damage grants stacks of +0.1 percent Omnivamp for every one percent Max Health damage taken for five seconds, up to 10 percent Omnivamp. Damage increased to +0.5 percent per stack. Omnicamp increased to +0.2 percent per once percent Max Health damage taken. Damage increased to +0.7 percent per stack. Omnicamp increased to +0.3 percent per once percent Max Health damage taken.
Sunweaver Rare Casting Abilities empowers your next Primary Attack to launch a seeker missile, dealing 40 + 2 per your Hunter’s level. Seeker missile damage increased to 80 + 4 per your Hunter’s level. Seeker missile hits also heal youi for 75 Health.
Sword of Seven Suns Rare -15 Movement Speed.
-15 percent Dash Haste.
+10 percent Damage.
Increased to 15 percent Damage. Increased to 20 percent Damage.
Uppercutlass Rare Activate: Wind up and punch everything in front of you, dealing 120 damage. Punching an enemy into a wall stuns them and increases their damage taken by 10 percent for five seconds. Cooldown reduced by 10 seconds. You are briefly immune to Damage and Crowd Control while punching.
Vive Infusor Rare After dashing, instantly heal for 7.5 percent of your missing Health. Increased to 15 percent of missing Health. Also heal for an additional 10 percent of your missing health over four seconds.
Wildfire Drive Rare After dashing, spawn a fire zone around your Hunter, dealing 120 damage over 1.2 seconds and exploding twice, each dealing 50 damage. Fire zone duration increased to 3.2 seconds (280 damage) and four explosions. Fire zone duration increased to 2.2 seconds (200 damage) and three explosions.

Grips

Unlike Relics, Grips provide minor and more basic effects. Things like increased Ability Damage, Ability Haste, and Omnivamp. Some of the items have dedicated effects, but they aren’t nearly as complex as Relics’.

Here are all the Grips in SUPERVIVE:

Item Rarity Base effect Two-star effect Three-star effect
Bubble Frog Uncommon +10 percent Outbound Healing.
Your heals apply a shield equal to 20 percent of the heal for five seconds. 50 percent effective on self.
Increased to 25 percent of the heal. Increased to 30 percent of the heal.
Feytech Claw Uncommon +7 percent Ability Damage.
+7 percent Outbound Healing.
Increased to +9 percent Ability Damage and +9 percent Outbound Healing. Increased to +9 percent Ability Damage and +9 percent Outbound Healing.
Power Gauntlet Uncommon +7 percent Primary Attack Damage. Increased to +9 percent Primary Attack Damage. Increased to +11 percent Primary Attack Damage.
Soul Bonds Uncommon Tether to the closest ally, taking 20 percent of their damage for them. This damage is taken at 100 percent of original value. Damage redirected to you is taken at 80 percent. Damage redirected to you is taken at 70 percent.
Burning Palm Uncommon Your Abilities apply a burn dealing three percent of the target’s Max Health over 2.2 seconds. Damage increased to four percent of the target’s Max Health. Damage increased to five percent of the target’s Max Health.
Chrono Gauge Uncommon +15 percent Ability Haste.
Hitting an enemy with an Ability refunds 0.35 seconds of cooldown for each of your abilities.
Refund increased to 0.45 seconds. Refund increased to 0.55 seconds.
Frozen Palm Uncommon Your Abilities apply a 30 percent slow effect for one second. Slow effect increased to 40 percent. Slow effect increased to 50 percent.
Gorger Talons Uncommon +10 percent Omnivamp.
Healing with Omnivamp while at full health generates a shield for five seconds equal to 100 percent of health overhealed.
Increased to 130 percent of health overhealed. Increased to 160 percent of health overhealed.
Greenwood Grasp Uncommon +100 Max Mana.
Every minute, this item gains a stack of +21 Max Health (up to 10 stacks).
Increased to +28 Max Health per stack. Increased to +35 Max Health per stack.
Longclaw Optics Uncommon +15 percent Primary Attack Range. Increased to 17.5 percent. Increased to 20 percent.
Rabbit Paw Uncommon +15 Movement Speed.
+15 percent Dash Haste.
After dashing, gain 40 Movement Speed, decaying over two seconds.
Increased to 50 Movement Speed. Increased to 60 Movement Speed.
Ragesteel Gauntlet Uncommon +10 percent Primary Attack Damage.
-20 percent Primary Attack Speed.
Increased to 12.5 percent Primary Attack Damage. Increased to 15 percent Primary Attack Damage
Titanic Bond Uncommon Increases Max Health by 10 percent. Increased to 12 percent. Increased to 14 percent.
Trigger Fingers Uncommon +10 percent Primary Attack Speed. Increased to 12 percent. Increased to 14 percent.
Glove of Haste Common +15 percent Ability Haste. N/A N/A
Glove of Mana Common +100 Max Mana. N/A N/A
Glove of Omnivamp Common +10 percent Omnivamp. N/A N/A
Glvoe of Speed Common +15 Movement Speed.
+15 percent Dash Haste.
N/A N/A

Kicks

Kicks are boots, and they mainly provide buffs to Movement Speed, Dash Speed, and Dash Haste. There are only six of them available in SUPERVIVE, so the best choice for your Hunter shouldn’t take long to figure out.

Here are all the Kicks in SUPERVIVE:

Item Rarity Effect
Bloodlust Boots Rare +15 Movement Speed.
Hitting enemies with Primary Attacks or Abilities gives you +15 Movement Speed for three seconds. This effect can stack up to five times.
Rocket High-Tops Rare +10 Movement Speed.
+25 percent Dash Speed.
Eyestriders Uncommon +10 Movement Speed.
+10 percent Dash Speed.
Glide Boots Uncommon +10 Movement Speed.
+25 percent glider Heat capacity.
Recon Runners Uncommon +10 Movement Speed.
Gain +75 Movement Speed while out of combat.
Worn Sneakers Common +10 Movement Speed.

Perks

Lastly, there are Perks. Perks are runes that provide minor passive buffs. This could be something like a five percent increase in Omnivamp or bonus Coin for eliminations. They may not be as mandatory for your build, but they can still come in clutch.

Here are all the Perks in SUPERVIVE:

Item Rarity Effect
Base Camp Boxer Legendary Picking up Base Camps is fast and free.
Discount Sigil Legendary You pay 20 percent less for items in shops.
Oracle Immunity Epic Your team is immune to Oracle scans.
Rapid Metabolism Epic Consume Vive Brew 25 percent faster.
Amphibian Rare While in water, you’re not slowed and gain Invisibility when out of combat.
Armor Shredder Rare Gain 1.5x armor shred for two seconds when you first enter combat every 10 seconds.
Contract Killer Rare Your knocks and assists award additional 250 Coin.
Dash Engine Rare Dash Abilities refund 75 percent of their Mana cost.
Forest Blessing Rare Restores Mana over time when standing close to a tree.
Generative Elixirs Rare Using non-Elixir consumables will also apply Elixir effects you don’t have.
Grace Rare You gain +50 Movement Speed and +10 percent Dash Haste while at full health.
Lockdown Rare You crowd control 10 percent longer and boop 10 percent farther.
Prisma Collector Rare Every 60 seconds, you generate some Prisma.
Protofactory Rare Every 60 seconds, you generate a random Consumable.
Relic Accelerator Rare Reduce the cooldown of your Relics by +9 percent.
Second Skin Rare Gain a 100HP shield when your armor breaks.
Vive Collector Rare Every 60 seconds, you generate a Vive Brew.
Amplified Haste Uncommon Grants five percent Ability Haste.
Amplified Omnivamp Uncommon Grants three percent Omnivamp.
Swiftness Uncommon Grants five percent Dash Haste.
Adversity Engine Uncommon Take two percent less damage for each nearby enemy Hunter.
Amplified Mana Uncommon Grants Mana and Mana Regen.
Amplified Speed Uncommon Grants 7.3 Movement Speed.
Farsight Uncommon You see 50 percent farther while sneaking.
Fortitude Uncommon Grants 60 Health.
Glider Booster Uncommon Grants 200 Glider Speed.
Glider Coolant Uncommon Grants 25 percent additional Glider Heat Capacity.
Heal Booster Uncommon Healing you apply is 10 percent more effective.
Heal Receptor Uncommon Healing applied to you is 10 percent more effective.
Jetstream Jockey Uncommon Gain 400 Movement Speed while gliding in wind roads.
Nocturnal Uncommon See farther and gain bonus Movement Speed at night or while invisible.
Recon Expert Uncommon Every 120 seconds, you generate a Scanner Ward.
Regenerative Armor Uncommon Regenerate armor durability if you haven’t taken damage recently.
Shield Generator Uncommon After avoiding damage for 10 seconds, generate a shield equal to three percent of your Max Health.
Thermal Suit Uncommon You are immune to lava and water hazards.
Vengeful Strikes Uncommon Deal five percent bonus damage while below 30 percent Max Health.

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