Phân tích anh hùng #27
Unanswered
CRLLNKhoa
asked this question in
daysbygone
Replies: 0 comments
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
Hello everyone. I would like to share my two cents on the cast of heroes we have to work with. It has been a long time since this post was updated.
A long time ago, heroes were pretty basic, with one or two skills that made them largely uninteresting except for a select handful of heroes that were the so-called final six. Then, after devastation attacks were extended to heroes, suddenly their damage output exponentially increased, quickly escalating certain critically striking heroes to powerhouses.
Not long thereafter, hero level ascensions and skill trees were introduced that dramatically changed the landscape of heroes forever, making heroes less of "ignore all but legendary ones" to now specialists who can be very useful irrespective of their class rarity.
The current state of hero development, with expanded skill trees and expanded ascension levels (from maximum of 10 ascensions to now 15 ascensions) largely classifies heroes into the following categories:
DPS
CC ("crowd control")
Utility
Garbage
We will therefore first list all the heroes by class rarity, and also include how the various heroes fit / are classified in one of the above categories. Lastly, I will include some tips / pointers on hero compositions. In future edits, will also flesh it out some more.
Hero Basics
First, a discussion about some hero basics. All heroes begin at Level 1 and each level corresponds to an addition copy of the same hero (i.e. a Lv. 2 hero is simply getting one addition copy of the same hero, and each additional copy thereafter raises the level again by 1). Heroes also have ranks of ascension, and more on this below. Heroes are gifted through daily rewards, bought for rubies in the store, and pulled randomly by opening a hero ticket.
Hero tickets are gifted through daily rewards, bought for rubies/fossils/keys/amity in the store, and dropped by bosses and skip portals during "rewinds". If you are unfamiliar with these mechanics, there are some excellent Reddit posts you can review that goes over these mechanics in detail.
The skills that heroes possess typically are not fully matured until you have the hero at least Lv. 5 (i.e. you find 5 copies of the hero). In other words, this means that when you pull a random new hero for the first time, they will have skills that are just a fraction as useful as they will be when the skill effect maximizes by the 5th level of that hero.
Heroes all begin at ascension rank 0. The hero can then be successively ascended (and gain a "star" by their name) a maximum of 15 times. The nomenclature for stars of ascension ranks are designated by the asterisk, for example, 5* Tristan means a 5th ascension rank Tristan. Do not confuse ascension RANKS with hero LEVELS. Each time you ascend a hero up a rank, certain hero catalysts will be required and consumed as a part of the ascension. Also, different class rarities will have different level requirements. For example, to ascend a Legendary class hero, you will need to level them up to level 5 before they can ascend a rank. After ascending the hero, their level will be dropped by the number of levels that were required to ascend them (minus 1). Taking for example that same legendary hero, assuming you have the hero at level 5, after you ascend the hero a rank, the hero will go back to level 1 (losing 5 minus 1 levels), but gain a star of ascension. Then, to ascend another rank, you will have to get the hero leveled back up to level 5 before you are allowed to ascend another rank. Do not be dismayed by the hero losing levels, because a 1* hero at level 1 will be much stronger than a 0* hero at level 5.
In general, a fully ascended hero is deemed one that at 10 "stars" of ascension, and a maximally ascended hero is a 15 "star" hero. The difference and the reason for this distinction (fully vs maximally ascended) is simply due to the step-wise development of the game, where a maximal hero ascension was expanded from 10 to 15 stars. The hero skill trees are slowly being expanded to make use of the extra 5 ranks of ascensions beyond 10th star, so most heroes will not quite yet be able to get new skills available to unlock after achieving full ascension (10th star). The current heroes to have expanded skill trees include Mikhail, who was the first hero introduced after the ascension ranks were expanded to 15th star ascension, and his skill tree has 15 nodes of effects that can be unlocked. Also, now most legendary heroes like Lilith, Luna, Elden, Dash, DeWitt, Lilibeth, King Arthur, and even Clarissa have been reworked to an expanded 15 skill nodes, too, with more to come!
Speaking of which...skill trees provide a hero a development path typically down three arms (can call it top/middle/bottom tree). The skill trees can affect the hero in positive ways, like reducing cooldown, increasing damage, modifying existing skills/abilities, or providing new and interesting skills/abilities. Skill trees nodes can only be unlocked in sequence down a particular branch. You have to unlock all the preceding nodes before you can unlock the end node. You will be allowed to unlock one node per rank of ascension, up to 10 nodes for most heroes, and 15 nodes for the heroes with expanded trees.
Now let's review the heroes.
Common
Tristan: He is a CC hero. He begins rather uninteresting, with a fairly slow attack rate, causing a brief slow effect piercing through a line of attackers. Slows for a second. Attacks are weak and not useful for killing things. When he becomes ascended fully, his attack rate increases to a very fast rate and you can unlock very useful abilities like bouncy projectiles, increase the degree of slow, and gain two extra projectiles. This makes him one of the most useful CC heroes since he fires fast, and his bouncing multishot projectiles will basically slow down the entire playfield at all times.
Paul: He is a DPS hero. He is a rather slow attacking, heavy hitting hero that becomes very strong after you unlock Devastation stat after Day 1000. He becomes one of the stronger attacking hero in terms of raw power, but his single infrequent attacks are his biggest drawback. He has a natural knock back ability. When fully ascended and skilled, he gains 2 extra projectiles and much better knock back. His best utility is being a specialist in killing high HP boss-type mob. He can be helpful when you have not yet fully developed the better DPS heroes.
Job: He is Garbage hero. Slow burning attack that has a chance to burn for additional damage. Eventually 100% burns. But infrequent attacks so minimally helpful. When fully ascended and maximally skilled, he gains the ability to burn for 3% of the maximum health of a mob, dramatically increasing his damage output. However, this is of very little use in practice and thus he remains in the Garbage category.
Hank: He is a CC hero. At first, he begins as a medium speed weak knock back multi-projectile attack, very small amount of knock back. Higher attack rate than the other common heroes. He is somewhat helpful for early game crowd control. When fully ascended and skilled, he gains a better attack speed, more robust knock back and the ability to pierce, which is key in dramatically improving his CC abilities. He is an excellent CC choice.
Gwen: She is a CC hero. Very slow freeze occasionally attack that packs a decent punch but attacks too infrequent and chills only 1 sec, initially not very helpful for crowd control. At higher levels chance to freeze becomes 100%. When fully ascended and skilled, she attacks much faster, gains an additional 0.5s of freeze duration, and also gains 2 more projectiles, dramatically improving her utility as a CC hero. Of late, her fire rate has been scaled back making her a bit less useful. When maximally ascended, her attack rate becomes slightly better, and given the short freeze duration, any reduction in cool down is welcome. In general, the developer wanted to prevent the ability for heroes to be so effective as to "freeze lock" mobs.
Rare
Greg: He is a DPS hero. Faster attacking but weak, eventually piercing character, when ramped up will double his damage and attack speed. When leveled and ramped, reaches an attack timer of 1s piercing attacks. When fully ascended and skilled, he becomes a force to be reckoned with. His attack power and attack rate dramatically improves, gains the ability to devastate, with bouncy piercing projectiles that cover the whole playfield, striking everything multiple times, and also gains ability to ramp up continuously, steadily improving his damage over the course of battle. A very effective low-cost DPS alternative to the "heavy hitting" legendary heroes.
Cusack: He is a CC hero. Slow attacking but decently freezing (1.5-2.0 secs) area of effect attack. When leveled up he will attack every 5 seconds. When fully ascended and skilled, his cool down decreases to 3.5 seconds, with an additional projectile and freeze duration. When maximally ascended, he will improve to a 3.0 second cool down. He has of late fallen out of favor due to better freezing heroes added later in the game development. He can be used in the early-mid game.
Cherry: She is a Garbage hero, hoping to become a Utility hero. She has been largely ignored by our game developer. She has a minor utility in improving the idle damage significantly. Since the game mechanic does not really reward idling, and since it's so much more fun to actually play the game, she can be largely ignored by us. Until something happens in the future to make idling more important, perhaps...
Chandler: He is a Utility hero. A slow and weak attacking hero that pairs exclusively with his Freeze Bro, Cusack. Together they are the Freeze Bros. One of the few reasons to use him is to upgrade Cusack's attack. He can make Cusack's projectiles pierce, significantly improving his freeze capabilites. When fully ascended and skilled, he also extends any freezing CC hero's freeze duration by 0.5s per touch. Unfortunately, his slow attack rate does not synergize very well with others.
Arthur: He is a Utility hero. A slow but strong attacking character that does pierce damage if you have Excalibur legendary weapon unlocked. He has the ability to "mark" mobs which will synergize with DPS heroes. The mark increases the damage done to the mob by +50%, and when fully ascended and skilled, up to +200% more damage. The main drawback is the narrow focus of his attacks in a single line.
Epic
Zare: He is a DPS hero. A hard hitting but slow throwing hammer-ball wielding character that does piercing splash damage in a straight line. He can mow down a wide column of mobs. He will attack every 7 seconds when leveled up, and when fully ascended and skilled, he attacks at a decent 4s rate, gains bouncy projectiles, and most importantly, gains the ability to score devastation hits (only applies to the splash damage not the main projectile hit), all in all making him an excellent DPS alternative hero, can be in addition to, or in place of a pricier legendary DPS hero for example. He remains useful even to the late game.
Maximus: He is a CC hero. An interesting, weird Quasimodo guy that randomly splashes open portals of doom across the play field that places status effects of slow or freeze on mobs passing by. When fully ascended and skilled, his attack rate improves to 6.5s and can double the number of portals he opens. He is a chaotic CC hero that can be quite effective. His slow and freeze breaks all cold/freeze immunities that mobs might possess, thus no mob is spared from his wrath, making him quite useful indeed.
Esther: She is a DPS hero, specifically a %HP attack hero. A lightning mage that zaps everyone in a straight line; each attack will reduce the current health of a mob by 18% to 30%, along with a modicum of her own damage. She can be a useful addition to your lineup if you really need "% of health" type of support characters in your lineup. Her main drawback is a relatively slow attack rate and a narrow scope of attack (straight line). When fully ascended and skilled, she can be very useful in performing %HP attacks on mobs, and when coupled with CC heroes that can slow/freeze/knock back/blow back the mobs, she can chip away at the health of the mobs, allowing one to perform a "stall" tactic of play. Particularly when combined with other %HP attacking heroes.
Eleanor: She is a DPS hero. She was a very mediocre character until version 1.14 came out. She is one of the most versatile to use, now she has been revamped. She how has up to a 20% chance to add an additional 15% of your critical damage with her rapid fire piercing multi-shot attacks, and she can also benefit from the Devastation stat, which will then boost her damage significantly. To make the best use of her, she will need to be fully ascended and skilled, to unlock her DPS to the full potential. You will also need to gear up with critical chance bonuses, to achieve the 500% critical chance needed to give her a 100% chance to critically strike (since she does up to 20% of YOUR critical chance). She pairs very well with skills like Keen Perception, Tinker's Construct, or weapons that give big critical chance. She also can benefit greatly from a perception rune. When maximally ascended, her attack rate is phenomenal and her damage multiplier is robust. The best legendary DPS heroes will outperform but she is still an excellent DPS alternative support character.
Elaine: She is a CC hero. A nice support character, her attacks blow a wide swath of mobs back. When fully ascended and skilled, she can cast gale (blows back all mobs), gains an improved 9s cool down, and the knock back effect is stronger. Be cautious with her, however, because her blow back can have unintended consequences. For example, the Demonlord boss can tear apart your wall repeated when he is repeatedly blown back by Elaine, not allowing him to teleport away. However, for an effective stall tactic, she is very useful in her CC role.
Classic Legendary
Merlin: He is a DPS hero. He has been given a revamp, recently. He uses Fireball across a line on the play field, and when you have the Legendary weapon Aldan, he shoots a double line of Fireball that covers bascially the whole play field. His attack cool down is a reasonable 7s and when fully ascended, 6s. His attack deals an additional 2% of maximum health as damage to mobs. He has been upgraded to do, on top of his Ragnarok attack, a skill called "Cull the Meek" which deals up to an additional 100% of your critical damage to regular mobs (non-siege/non-boss). Coupled with the Devastate stat, his damage is quite good when ascended to high levels. He is not the highest DPS character, nor does he critically strike siege/boss type of mobs, but he can provide DPS support when coupled with other DPS heroes.
Lilith: She is a DPS hero. She attacks everything on the screen with a 50-66% chance score a critical hit. She has decent power as well, and a fairly fast rate of attack makes her an excellent, pure DPS hero. She has been revamped of late, with an expanded full 15 node skill tree. The new abilities afforded to her are two: critical hit chain attacks and basically faster attack interval with cool down reduction added, now with a 3.5s attack speed. When maximally ascended and skilled, she now can compete with the stronger heroes, though she will not be the top DPS hero. Her modernized refresh positions her more favorably in the echelon of power, and should not be ignored. Her new attack nodes are described as such: when Lilith critically strikes a target, she will strike again, up to +2 times per node. If one node is unlocked, she can strike up to 3 times per attack, per critically hit target. If both nodes are unlocked, she can strike up to 5 times per attack, per critically hit target. In order for her to chain subsequent attacks, each preceding attack must be a critical strike. A non-critical strike (she has at best a 33% chance for not performing a crit) will terminate the attack chain. This, coupled with her fast attack speed, makes her a force to be reckoned with.
DeWitt: He is a CC hero. He casts Blizzard across the play field freezing everything for 5 seconds, begins with a slow 16s cooldown, improving to 10.5s when fully ascended, and when maximally ascended, goes down to 10s. His skill tree has been expanded to allow him to gain impressive damage potential as well and score critical strikes, in addition to his claim to fame as one of the best CC heroes. He has the ability to bypass freeze immunities on the mobs and freeze everything on-screen. A good strategy is to perform a near 'permafreeze' on the mobs by cycling your blizzard spell with DeWitt. His skill tree has effectively been forked into an upper and lower branch. Much of his freeze duration and cool down reduction occupy his upper branch and the newly revamped critical damage and damage multiplier nodes have been relegated to the lower branch. A good strategy is to fully ascend him to 10* to gain everything the upper branch has to offer, and then when you are able to maximally ascend him, take all of the lower branches. The new damage and critical damage boost places DeWitt into a hybrid role as a viable DPS character. When coupled with Luna, his natural synergy, he will kill anything that is not frozen, and Luna will kill everything that is frozen. A great pairing!
Lilibeth: She is a Utility hero. She, like her evil sister counterpart Lilith, attacks everything on the screen, with a 100% critical rate, dealing an additional 6-66% of your critical damage, usually clearing the play field whenever she attacks, at earlier stages. Her relatively lower damage output and relatively slow attack rate has moved her out of favor for a DPS role, and now has been reworked of late to fit a more utility role, in that she has the ability to mark mobs, in similar fashion to Arthur, allowing other DPS team members to score +100% damage on the marked mob. In a sense, she is thus a hybrid DPS / Utility hero, one that is quite effective in either role, but at later stages of the game, best used in her utility role.
Dark Merlin: He is a DPS hero, specifically a %HP attack hero. He is similar to Esther, in that he will do a fixed percentage of damage, but his damage is based on the mob's Maximum health points, at 10%. His attacks are similar to Merlin in that he will attack the entire play field. However his cooldown is glacial at 16s when leveled, making him largely unhelpful at lower to mid game levels, but very helpful when building a stall / %HP attack type of team. When fully ascended and skilled, his cool down improves to 14.5s and he has been given a CC role as well with ability to add status effects of slow/freeze against mobs, even immune ones. His end node on the skill tree also gives a chance to double his %HP attack to 20%. Very useful in specialized situations.
New Age Legendary
Dash: He is a DPS hero. He uses a laser beam attack that will almost continuously fire when fully leveled. There's a variable gap between his attacks, depending on his cool down timer and how it interacts with his 10s beam duration. His beam has decent strength for making short work of early and mid-game mobs. His usefulness becomes somewhat limited as you progress higher in days, however he was recently revamped to be a siege mob murdering specialist, with his new skill, "The Goliath Effect", which deals an additional 10% of your critical damage. This also allows him to benefit from the Devastation stat, which means he will deal with siege mobs with ease. When fully ascended and skilled, his critical damage goes up to 100% and gains ability to critically strike boss mobs as well. He also has a very high damage multiplier bonus, and scales exceedingly well. When maximally ascended, you will have access to improved cool down, more damage, and his 14th and 15th skill end nodes, which add % of current health damage to his attack, and while more testing and tweaking is likely, this will only improve his siege and boss killing speed.
Elden: He is a DPS hero. Elden has gone through a few iterations since his introduction. He uses a shotgun like attack of "lightning blades" that pierce through multiple mobs, spreading out in a fan that covers the entire playfield. Mobs closest to him, especially siege and boss mobs, can get hit multiple times potentially. He does limited 5% of current HP damage as well, in addition to critically striking at 10% of your critical damage, and when fully ascended and skilled, improves to an impressive 100% of your critical damage. His attack rate is rather slow, but he is a pure DPS hero now, in that he will hit everything with no strings attached. When maximally ascended and skilled, his damage multiplier will impressively increase due to more damage skill nodes being added, and his two 14th and 15th skill end nodes increase the current HP damage from 5% up to now 8% and allow him to pierce orbitals! With his shotgun ability, this is an impressive upgrade making him one of the most versatile heroes in the game.
King Arthur: He is a DPS hero. Also known as KA for short. KA is a very interesting pure DPS hero, one of the hardest hitting. He fires piercing Excalibur swords at a very fast rate. If you've discovered the legendary weapon Excalibur, he will start to perform critical strikes as well, starting at 5% and improving to 20% of your critical damage by the time he is fully ascended and skilled. He also gains as one of his skill tree end nodes the Mimic ability. This is the key to his usefulness. Mimic allows him to mimic your attacks when you equip the Excalibur legendary weapon. In other words, he will fire off a projectile at the same rate and direction of your main attack. In fact, this allows you to control his attacks, a unique feature indeed. He also has a skill called In Time Of Need, which doubles and then triples the number of projectiles based on your missing Health. When maximally ascended and skilleded, he gains additional cool down reduction and doubles his critical damage to 40%, along with synergy with Merlin. If Merlin is in the team along with KA, his projectiles will gain the ability to splash damage at 10% of crit, expanding his reach significantly. These unique attributes enables him to be one of the main focus of your hero and gameplay strategy to build around. More on this below.
Luna: She is a hybrid DPS/CC hero. Luna is one of the newer heroes introduce of late. She has an interesting freezing attack that hits all mobs and freezes them for 1.5 seconds, with a relatively fast rate of fire, beginning at 5.5s and improving to 4s when fully ascended and skilled, and when maximally ascended can potentially improve to 3.5s. In this way, she provides excellent CC support. However, she has an insane damage multiplier allowing her to scale her damage to some of the highest levels of the game. She is able to score critical hits but only on mobs that are already frozen. She thus pairs very well with other CC heroes that provide the needed freeze, enabling her to devastate the frozen mob(s). Her drawback is that any mob frozen hit by her will become thawed out and able to move again. She can be the main focus of your hero and gameplay strategy, particularly to good effect given her versatility. When maximally ascended and skilled, she becomes even stronger as she will gain more multipliers on the expanded skill tree and on her 14th and 15th end node, she will gain the ability to prevent the thaw effect of her attacks and keep frozen mobs frozen. She naturally pairs very well with DeWitt as almost a necessity to use her effectively.
Mikhail: He is a hybrid Utility/CC/DPS hero. In that order. He is currently the latest hero to be released. His utility stems from his ability to shield your wall from all damage for a period of time. All damage absorbed by the shield is then reflected back to the mobs in a stampede of magical horses attack that critically strike them for heavy damage. If no damage was absorbed, the stampede will only strike the mobs in a regular, non-crit hit (i.e. small damage, only). The horses will also add a slowed status effect on all the mobs hit. In this way, not only does he have a unique utility in shielding your wall, but he also has the ability to slow all mobs on the field thus providing excellent CC support, and in the event his shield absorbs some damage, he will reflect that back to the mobs in potentially the #1 hardest hitting hero damage in the game thus far. A Jack of all trades of sorts. Finally, he has the ability to shield you from fatal damage once per battle, when you take damage that would otherwise kill you, instead heals your HP for 5%/absorbed attack of your maximum health, potentially fully restoring your HP. In this way, he became an essential hero to have on your team, basically full time.
Cain: He is a hybrid DPS/Utility hero. He has an interesting radial skill tree that allows greater customization. For this hero, this is quite good in that he can be customized to be pure DPS, pure Utility, or a hybrid of both. His attack uses chains that can attach to mobs and "mark" them for the duration of the chain's attachment (similar to how Lilibeth and Arthur can mark mobs, but cain perma-marks), and his cool down can go as low as 0.2s, meaning that while the chain is attached, he will hit the mob for his damage up to 5 times/sec. His damage is very heavy. When maximally ascended, he starts at a 36 trillion damage multiplier, similar to Luna, and delivers this damage to as many as 8 mobs attached to his chains, 5 times/sec. A monster of a DPS hero, he takes the first place trophy for heaviest hitting DPS. The downside of course is that while the chain is attached to the mob, he will pull the mob in towards your wall. This can be a pro or a con, depending on if you are pairing him with Mikhail (a mandatory pairing really) or not. Under the right conditions, he will be the single best new addition to the game and deserves to be an MVP starter for your team.
Limited Edition Legendary
Clarissa: She is a hybrid DPS/Utility hero. This is an interesting hybrid character that was introduced a while back by the developer as a one-time limited edition hero. She has been reworked recently and hopefully she will make a soon reappearance. She is a hard hitting DPS character that attacks the entire playfield with her For Whom the Bells Toll attack (large bells that flash across the screen). The attack cycles through three stages of successively heavier damage. The attack will score regular hits on all mobs, and if the mob has an active slowed status effect at the time of her attack, she will score a critical / devastating hit for heavy damage. She pairs very well with either Mikhail or Tristan, particularly Tristan since he keeps the entire playfield slowed at all times. The strategy is to include her with these other CC heroes who will then enable her to score critical hits all the time with each attack. She has a slow attack rate, but this is compensated by the heavy damage dealt by her attacks. She will add a slowed status effect to each mob she attacks, assuming they were not 1-shot killed. When fully ascended and skilled, she will perform only her final stage, 5x multiplier attacks, which effectively increases her damage multiplier 5-fold at all times (when comparing her to other heroes apples-to-apples). Her skill tree has been expanded now. When maximally ascended, she adds significant healing support, which could be vital for survival while pushing or in the Hunt game mode.
Recommendations
There is no "one team to rule them all" type of strategy. There will be different scenarios that will dictate certain combination of heroes being far superior to others, and this will fall into different scenarios that are encountered in the various different game modes. You'll want to consider having at least 3 hero load outs since there are several common scenarios that might require specialized hero configurations.
Campaign Mode. This is where you will typically spend most of your time, and there are two scenarios applicable to the campaign: pushing and rewinding.
For general pushing, there are two strategies, push with critical hits, and push higher than that with %HP damage spells pushing. Note that spell pushing only goes so far, and in general you can experiment what will work for you, but it involves the use of Dark Merlin, Esther, Merlin, Elden, and crowd control with DeWitt/Gwen/Hank/Tristan and such. The %HP spells include the lightning and fire spells.
A good versatile team to use for pushing includes a mix of DPS and %health heroes: Luna, Mikhail, DeWitt, Elden, DM, and Esther. You can substitute Elden for Lilibeth as well, for the mark damage and Lilibeth's unique ability at 14th or 15th rank of ascension to prevent sentinels from healing by 50% up to 100%, a valuable defense against those sentinels who can hamper your progress.
For general rewinding for elixir and pushing with DPS critical hitting heroes, which is where you'll spend most of your active play time, you'll find that the heroes that can hit for the highest devastation are the ones to focus on, 4-5 DPS heroes and 1-2 cc hero(es).
Cain focus. Cain should be on your short list of heroes to maximally ascend. Given his mark support, he pairs exceedingly well with Mikhail and Luna, along with DeWitt for freeze support, and any two other hard-hitting hero, like Lilith, KA, Dash, or DPS alternatives mentioned above. You can also sub in Dark Merlin for addition push support. If you are lucky to have a highly ascended Clarissa, she can add vital healing support as well, since Cain can expose you to damage from ranged attackers.
King Arthur focus. To build around a KA team, you will want to have an Excalibur equipped at all times, and a full skill tree unlocked. Obviously for this to work to greatest effect, you will want to have KA ascended as high as possible, even through 15th ascension eventually. A great team to complement him would be Cain, Lilibeth or Arthur (for the Mark ability), Lilith, Dash (for hitting big mobs), Elden or Luna (all these options are DPS support), and DeWitt (helps to have at least a little CC support). Other heroes can include Merlin, Zare, Eleanor, or Greg for DPS alternatives, and Gwen/Hank/Elaine/Tristan for cc alternatives.
Luna focus. Luna is a very interesting character with some flaws, but a bit of a hybrid since she provides excellent cc and happens to be one of the hardest hitting heroes when maximally ascended. You will definitely want to equip a Dragunov or Minigun to support her. DeWitt is essential, and while it is possible to add more freeze support, in general this is unnecessary. You can instead add secondary DPS support and some more cc support depending on the needs. A good team would include Luna, DeWitt, any two or three of Elden/Dash/Eleanor/Lilith/Merlin/Zare/Greg (dps alternatives), and Cain/Lilibeth/Arthur for mark support.
Rewinding with Eleanor. Eleanor is a cheaper option than the Legends to really kill fast and rewind at maximum speed. She will be a reliable DPS hero, both in material type, cost and quantity required vs legends. This is now true since Dragunov changes added 240% more critical chance (with TC awakened). With a base 250% with Keen Perception awakened, the 240% Dragunov adds will get you close to the ideal 500% critical chance to maximize Eleanor's crit potential. By ascending her to the 14th or 15th level, with her fast rate of fire, wide arrow spread, and superior piercing abilities than KA or Elden (she can show up those legends!), and her easy utility in the earlier developmental phases of the game, she remains an excellent hero to develop a great general rewinding team around. She can be coupled with the above top DPS heroes mentioned earlier. The caveat is of course she only really shines with the Dragunov and Tinker/Keen awakened.
Some people have good success by highly ascending other heroes, like Greg or Zare, given the ready availability of those heroes on a general 10 ticket pull, the favorable damage multiplier scaling, and good chances that you've accumulated enough tickets to ascend them deeply, 14th-15th ascensions. Both of those heroes do have their drawbacks and will ultimately compare less favorably to the other legendary options available, and their ascension materials compete with a lot of the other popular heroes. They are helpful to have at or near maximum ascension levels.
Clarissa was interesting, but given her Limited Edition status, she is hard to develop. Given her recent rework, however, she should be making a comeback at some point! Her damage has been boosted and she now heals, which will add to her versatility and greatly increases survivability.
Mikhail effect. Mikhail represents a new direction in hero strategy. For the first time, we have a hero that actually excels in providing for wall defense and thus durability and damage tolerability. So instead of heroes providing either DPS or CC support, Mikhail provides defense support, along with good CC support due to his slow effect. He also does pack a major wallop of a punch when he charges up to unleash probably the biggest damage in the game so far. However don't expect him to be the major DPS player, or the main CC support for your team. He will save your hide on many occasions, particularly against major bosses like Minotaur of Caveman
Dungeon Mode. You will want to run your general rewinding team and it helps to sub in Greg if you have him maximally ascended or close to it (he can ramp up infinitely in damage with bouncing attack). The general recommendation for this mode is to use a hero team that lets you run the dungeon indefinitely at your maximal day, or close to the maximum day as possible, to gain as much keys in the shortest period of time.
Expedition Mode. In this game mode, you want to gain as many fossils as possible in the shortest amount of time. To achieve the best fossils/minute rate, you need to push as far into the expedition as possible. For most people, using the legendary weapon Galatine will yield potentially the best results. The hero team to use around the Galatine is called the "stall team". This weapon has a Sunshine attack feature that fires off every 60 seconds, at every :30 second mark on the minute. (i.e. 00:30, 01:30, 02:30 etc). The idea is to build a team that can stall the mobs away from your wall until the next XX:30 second mark when the sunshine fires off again and kills all the mobs on screen. I would recommend using fully ascended heroes comprising the following:
Expedition Stall Team: Dark Merlin, Mikhail, DeWitt, Elaine, Hank, and Gwen. This particular team is effective in keeping most of the mobs and Bosses safe away from the wall and thus allowing you to push to the limit of what Galatine Sunshine can kill. After you exceed the point of Sunshine effectiveness, the mobs will march up to your wall and end the run.
For some people, the Stall Team causes too much lag, and thus actually decreases the fossil rate since the FPS drops and each second in-game might be 10 seconds in real life. If you are playing on a device that lags bad, then an alternative team and strategy is to use Dragunov or Minigun weapon and run the hardest hitting DPS team you have, typically: Mikhail, Cain, KA, Luna/DeWitt, Dash for taking out the bosses, Eleanor for her ability to strike quickly, and Merlin since most mobs will be regular type that he can crit. Elden, Greg, and Zare struggle due to the mobs that wear "orbital" shields (the swirly fireballs that surround certain mob types). These orbital shields will neutralize any projectile attacks against it.
Hunt Mode. For the Hunt, it helps to use a HP rune and a deeply ascended Mikhail is essential for survival. CC heroes do not fare well and you will want to run the hardest hitting DPS team to quickly take down the bosses in the hunt. If you have a highly ascended Clarissa (lucky you!), you could add her to the mix for much better survival.
Beta Was this translation helpful? Give feedback.
All reactions