Antewise

Dome Keeper Gadget Slots — What to Put Where and Why

Updated 31 Oct 2026 Source Slot assignment, gadget types and effect text from the site's parsed from domekeeper.wiki.gg. Shield and Prospecting Meter mechanics from their wiki pages; assignment-specific recommendations from the Guild Assignments page. Verified 31 October 2026. By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

Slots are the real constraint

Dome Keeper has 26 gadgets but only 11 distinct slots, and at least one slot is explicitly single-occupancy. That changes the question: “best gadget” is not a ranking, it is a slot-by-slot decision.

The 11 slots, with what competes for each:

SlotCountCandidates
Cellar7Blast Mining, Condenser, Drillbert, Iron Worms, Mushroom Farm, Resource Converter, Teleporter
Dome Surface4Auto Cannon, Buzz Saw, Dome Armor, Stun Laser
Primary4Droneyard, Orchard, Repellent, Shield
Keeper Suit3Prospecting Meter, Resource Packer, Suit Blaster
Mine Shaft2Drilling Rig, Underground Station
Cellar Dome Backside1Furnace
Shaft1Lift
Dome Backside1Spire
Dome Backside Secondary Combat1Missile Launcher
Dome Surface Secondary Combat1Shockwave Hammer
Cellar Keeper Suit1Probe

Three of these are documented as exclusive in the wiki’s own text, and they are the three that matter most.

The Keeper Suit slot: three gadgets, one choice

This is the tightest decision in the game. The wiki states the Prospecting Meter takes up the sole Keeper Suit gadget slot, and the same slot holds Resource Packer and Suit Blaster.

  • Prospecting Meter — by default shows the distance to any iron within 5 tiles. Pure information; useless once you know the map.
  • Resource Packer — packs and compresses materials, which attacks the carry problem directly.
  • Suit Blaster — explosively destroys blocks, and is one of the three gadgets the wiki names for Dense Iron.

The choice follows from the run: unknown map, take Prospecting Meter. Deep haul with a slow keeper, take Resource Packer. Dense rock, take Suit Blaster. You cannot take two.

Primary: four gadgets, one of which defends

The four primary gadgets are Droneyard, Orchard, Repellent and Shield. Only Shield is pure defence.

Shield absorbs incoming damage until depleted, then automatically recharges to full at the end of the wave, in time for the next one. That timing is what makes it strong: it is not a consumable, it is a guaranteed buffer every wave, and it rewards a dome that survives rather than one that kills fast.

The other three are economy and control: Droneyard produces drones for resource transport, Orchard grows fruit for temporary buffs, Repellent produces monster-repelling liquid on demand.

Dome Surface: four weapons, and the Auto Cannon question

Auto Cannon, Buzz Saw, Stun Laser and Dome Armor share the dome surface slot group. Three of them are ways to kill things and one is a way to not die.

Auto Cannon installs an automatic cannon that does heavy damage — the wiki’s description stops there, so treat it as a damage upgrade rather than a mechanic. Stun Laser auto-targets and stuns, which is control rather than damage. Buzz Saw runs along the cupola hitting anything adjacent. Dome Armor is plating.

For “Auto Cannon best upgrade” queries, the honest answer is that its value depends on the dome rather than on a hidden upgrade path: it is a damage source on a surface slot, and surface slots are contested by crowd control (Stun Laser) and survivability (Dome Armor).

Assignments with documented answers

Three assignments have specific gadget recommendations the wiki states outright, and they are the most actionable picks in the game:

AssignmentRecommendedWhy
Dense IronIron Worms, Blast Mining, Suit BlasterRock density resists normal mining
Dense Iron (Assessor)Explode Spheres, 6 Iron at startCheapest opening solution
Iron ContributionResource ConverterRebalances resources toward iron
Defective WeaponArtillery dome (most health)You cannot shoot, so health is the only lever

That table is the closest thing to a tier list the game supports. Everything else is slot economics.

A slot allocation that works

  1. Keeper Suit: Prospecting Meter on your first ten runs. Knowing where iron is beats every other early advantage.
  2. Primary: Shield once waves start hurting. A full recharge every wave is worth more than a passive economy gadget.
  3. Cellar: one production gadget, not four. Iron Worms or Resource Converter, matched to the map’s problem.
  4. Dome Surface: match the assignment. Stun Laser for Projectile Hell, Dome Armor for Defective Weapon, Auto Cannon for general damage.
  5. Fill the single-slot exotics last — Furnace, Lift, Spire, Missile Launcher, Shockwave Hammer and Probe are each alone in their slot, so they never compete with anything except your iron.

Frequently asked questions

What is the best gadget in Dome Keeper?

There is no single best gadget, because slots are exclusive. The Keeper Suit slot takes exactly one of three, so the real question is which slot you are filling rather than which gadget is strongest.

Which suit gadget should I take?

Prospecting Meter if you are still learning where iron sits, Suit Blaster for Dense Iron runs, Resource Packer for hauling-heavy maps. Only one fits.

How many primary gadgets are there?

Four: Droneyard, Orchard, Repellent and Shield. Shield is the only one that purely protects the dome, and it recharges to full at the end of every wave.

How do I beat Dense Iron?

Bring Iron Worms, Blast Mining or the Suit Blaster — the wiki names all three. On the Assessor, Explode Spheres cost 6 Iron at the start and work just as well.

More Dome Keeper guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.