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Chained Together Equipment Guide: Best Equipment Ranked

Complete Chained Together equipment guide. Every equipment option ranked with stats, best builds, and how to get them.

Researched and editorially reviewed. Updated .
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Chained Together is a physics driven climbing game from Anegar Games, published by Secret Mode on 19 June 2024 and priced around five euros. One to four players are literally chained to each other and have to climb roughly 3,600 metres from The Hell Cliffs to The Garden, with a fully simulated chain that catches on geometry and drags teammates off ledges. Falling is shared, so one bad jump can undo everyone's last twenty minutes. The map runs through 10 named sections, gated by height rather than by loading screens, and there are three modes: Normal with no checkpoints, Beginner with three checkpoints, and Lava with rising flames chasing you. Leaderboard runs only count in Normal and Lava.

Your choice of equipment defines your damage output and playstyle. This guide ranks every major option, explains what makes each one strong, and tells you which builds they pair best with.

Equipment Rankings

EquipmentTierBest ForNotes
Standard jumpSThe Hell Cliffs and any short gap where precision matters more than distanceThe basic hop that covers short gaps.
Long jumpAEverything above The Whispering Vault, where gap sizes exceed the standard jumpThe running jump that covers real distance.
Chain swingAGaps that are wider than a long jump, especially around The Harbor's crane sectionsUsing the chain as a pendulum by anchoring one player and swinging the other.
Launcher catapultBFast vertical gain in the upper zones and Lava mode runs where time is the constraintCatapults placed in later zones that fling players upward.
Partner dragBRescuing a partner who is hanging, and short assists where a jump is not possibleDeliberately using your own weight to pull a teammate across a gap they cannot jump.

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S-Tier: Standard jump

The basic hop that covers short gaps. Its range is short enough that most ledges in the upper zones cannot be cleared with it, which catches out players who never learned the long jump.

AttributeDetail
TierS
Best ForThe Hell Cliffs and any short gap where precision matters more than distance
Key MechanicSimulated chain physics
Recommended BuildThe Anchor

How to get it: Available from mid-game onward. See our walkthrough for the exact progression point.

Best builds using Standard jump: Pairs naturally with The Anchor thanks to how their stat scaling lines up.


A-Tier: Long jump

The running jump that covers real distance. Learning it in Solo mode before co-op is the single highest value thing a new player can do, because a failed long jump in co-op drags a partner down too.

AttributeDetail
TierA
Best ForEverything above The Whispering Vault, where gap sizes exceed the standard jump
Key MechanicShared fall punishment
Recommended BuildThe Jumper

How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.

Best builds using Long jump: Pairs naturally with The Jumper thanks to how their stat scaling lines up.


A-Tier: Chain swing

Using the chain as a pendulum by anchoring one player and swinging the other. It is not a documented mechanic so much as an emergent one that falls out of the physics simulation.

AttributeDetail
TierA
Best ForGaps that are wider than a long jump, especially around The Harbor's crane sections
Key MechanicHeight gated zones
Recommended BuildThe Caller

How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.

Best builds using Chain swing: Pairs naturally with The Caller thanks to how their stat scaling lines up.


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B-Tier: Launcher catapult

Catapults placed in later zones that fling players upward. Check what is above you before triggering one, because launching into a ceiling or a hazard sends the whole chain back down.

AttributeDetail
TierB
Best ForFast vertical gain in the upper zones and Lava mode runs where time is the constraint
Key MechanicThree difficulty modes
Recommended BuildSolo Climber

How to get it: Found in later areas. Our walkthrough covers when you can access this.

Best builds using Launcher catapult: Pairs naturally with Solo Climber thanks to how their stat scaling lines up.


B-Tier: Partner drag

Deliberately using your own weight to pull a teammate across a gap they cannot jump. Effective and also the most common cause of accidental group falls, so it needs a countdown.

AttributeDetail
TierB
Best ForRescuing a partner who is hanging, and short assists where a jump is not possible
Key MechanicLaunchers and swing points
Recommended BuildThe Fourth Weight

How to get it: Found in later areas. Our walkthrough covers when you can access this.

Best builds using Partner drag: Pairs naturally with The Fourth Weight thanks to how their stat scaling lines up.


Equipment Progression Path

The order you should acquire equipment as you progress:

  1. Starting gear → Enough to clear The Hell Cliffs
  2. Long jump → Your first real upgrade, available early
  3. Chain swing → Mid-game upgrade with good scaling
  4. Standard jump → Best-in-slot, aim for this by late game
  5. Upgrade to max → The power spike from max upgrades is enormous

Equipment Tips

  • Always upgrade your primary equipment before diversifying. One strong option beats three mediocre ones.
  • Match your equipment to your build's stat priorities for maximum scaling.
  • The map is 10 sections and roughly 3,600 metres, from The Hell Cliffs at 0 to 300 metres up to The Garden at 3,200 to 3,600. Knowing which zone you are in tells you roughly how far you have left.
  • Check our tier list for how equipment rankings affect overall build effectiveness.

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