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Шапки
Common 武器

Шапки

Бросает симпатичные отскакивающие снаряды со случайными свойствами.

Hats

Overview

Item Details
English Name Hats
Japanese Name ハット
Chinese Name 帽子
Weapon Type Random bouncing projectile (throws hat projectiles with randomized properties on each throw)
Evolution Material Self-evolving (no passive required)
Evolves To Unknown
Pickup Priority B
Unlock Condition Unlock Uma (DLC required)

Effect and Behavior

A DLC weapon that throws cute hat projectiles across the field, bouncing off surfaces and dealing damage to enemies on contact. The defining trait is randomized properties per throw — each hat launched has independently randomized stats including damage, speed, size, and trajectory. This makes every throw unique, with occasional high-performing hats that significantly outperform the baseline.

The randomization averages out over time, but high-roll hats can produce burst damage well above the mean. Level scaling increases simultaneous hat count and improves base stat floors, raising the average performance while keeping the random ceiling high. As a self-evolving weapon, no passive slot is needed — max level is the only evolution requirement.

Evolution Conditions

Max Hats (Lv 8) and open an elite-drop chest after 10:00 to evolve — no passive material required (self-evolving). The post-evolution weapon name is currently unconfirmed.

Strengths

  • Self-evolving frees all passive slots — no evolution material overhead, full flexibility for offensive or utility choices
  • Random properties occasionally produce high-roll hats that far exceed fixed-stat weapons of the same level
  • Bouncing projectiles reflect off walls for broad coverage, naturally hitting clustered enemies multiple times
  • Higher level = more simultaneous hats = more rolls per second, smoothing out variance into consistent DPS

Weaknesses

  • Evolution destination currently unknown
  • DPS variance from randomization makes consistent high output difficult to guarantee
  • DLC-exclusive and gated behind the Uma character unlock — harder to access than base game weapons
  • Low-roll streaks can produce DPS below same-level fixed-stat alternatives

Recommended Characters

  • High-Luck characters: Luck may improve the distribution of random hat properties toward higher values
  • Uma: the unlock character for this weapon — likely has direct synergy with the hat mechanic
  • Imelda: +10% Growth levels the weapon faster for earlier self-evolution

Recommended Passives

  • Spinach: +10% Might raises the base damage floor of all hat properties (top priority)
  • Duplicator: Amount increase adds more simultaneous hats — more throws per second means more chances at high-roll outcomes
  • Lucky Clover: Luck increase may shift random property distributions toward higher-value outcomes
  • Spellbinder: Duration extension keeps each hat bouncing longer for extended field coverage

Synergistic Arcanas

  • X Twilight Requiem: Luck increase may improve random property roll quality
  • IX Divine Bloodline: crit compounding on hat contacts raises average DPS across all property rolls

Strategy and Tips

  • Early (0–10 min): Level Hats and secure Spinach to raise the damage floor across all random rolls. Self-evolving means zero passive slots consumed for evolution — freely build Luck, Duplicator, or Spinach without restriction.
  • Mid (10–20 min): Push to Lv8 for self-evolution. Add Duplicator to increase simultaneous hat count — more throws per cycle generates more high-roll opportunities. Lucky Clover can shift random outcomes in your favor.
  • Late (20+ min): At high level with multiple simultaneous hats, the law of large numbers smooths variance — random rolls average to consistent DPS. High-roll hats in dense clusters produce sudden burst damage that clears sections of the field.

FAQ

Q: How do I unlock Hats?
A: It is a DLC-exclusive weapon unlocked by unlocking the Uma character. After unlocking, it appears as a standard weapon offer in runs.

Q: What exactly gets randomized each throw?
A: Each thrown hat independently rolls randomized values for damage output, movement speed, size (hitbox), and trajectory variation. A large, fast, high-damage hat is a high roll; a small, slow, low-damage hat is a low roll. The distribution averages out over many throws.

Q: Why is self-evolution an advantage?
A: Most weapons need a specific passive held in an inventory slot to evolve. Self-evolving weapons reach their evolved form through level investment alone — no slot consumed. With Hats, all passive slots go toward damage, Luck, or utility rather than an evolution material requirement.