Hey guys! I'm in the process of writing a really big RoH guide that'll cover pretty much everything. I'm not done with it yet, but check back in a few days and most of it should be here! I figured I'd go ahead and grab the space since the forum has been slow lately. TABLE OF CONTENTS: 1. Campaign - Greenland -- Campaign 1-20 -- Campaign 21-50 -- Campaign 51-100 - Frozen Land -- Campaign 101-150 -- Campaign 151-200 2. Events - Daily Quest - Campaign Events - Gold Mine - Yeti 3. The Arena - Tier List - Kinds of Teams - Maximizing Relics - Positioning -- Necromancer 4. Managing Resources - Coins - Items - Gems - Relics 5. Heroes - Frontline - Backline 6. Equipment - General - Yeti Shop (Next update!)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~The Campaign ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before we get started, there's a few things you need to know about this section of my guide and questing in general. 1. Pay attention to the events. There are three heroes that can be unlocked through TIME SENSITIVE EVENTS. If you don't finish the events in time, you'll have to wait a week (maybe even longer) to get them through the daily rewards. These events are unlocked after completion of Campaign 20 (The Mechanic), 50 (Queen Teuta), 100 (Queen Bella), 151 (Blade Master) 2. I'm in the process of listing all the possible rewards you can gain through questing, whether they're obtained through overworld rewards or the rewards you can get out of the red chests every 5 missions. For the red chests, I believe the equipment rewards vary - sometimes you'll get equipment that carries extra bonuses in addition to its regular stats. I've listed what I've personally managed to obtain through my own questing, which should be fairly similar to what you see. 3. One weird thing about Rise of Heroes is that progressing further in the quests is not always to your advantage. Keep this tip in mind: If you're using items (even potions) to beat quests that aren't multiples of five (boss quests), you're too far. Questing too fast will deplete your items quickly and possibly make the events too hard for you to beat. Without further ado, let's jump into it! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Greenland ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ Campaign 1-20 ~ Once you finish the tutorial, continue along through the quests. Level and evolve your units evenly - at this point in the game, while some heroes are a little better than others, it's not worth it to try and funnel any of your resources into a single hero. If you have any trouble, just go back and repeat the hardest quest you can beat for a bit of extra gold. Campaign 1: Axe (10 power) Campaign 5: The Mercenary Campaign 10: The Healer Campaign 15: Great Potion x10 Campaign 19: Guardian Shield x5 Campaign 20: Gold Mine Key Chest 10: Light Wing Chest 15: Light Wing Chest 20: Light Wing, Goblin Cape (10 def) Once you beat the boss of Wave 20, you'll unlock the event for The Mechanic, which you'll have two days to complete. PLEASE NOTE - if you do not finish the event within this time period, you won't see him again until he appears in your daily rewards. ~ Campaign 21-50 ~ Keep chugging along in the quests! Once you finish Campaign 25, you'll be given enough green gems to buy your first tavern hero! Out of the heroes available, Dark Rider is by far the best for your first choice. His special not only gives him invincibility for a duration but also makes enemy attacks heal him - this allows him to stay alive for much longer than any other frontline hero, keeping your backline alive as well. At this point, you should also make sure you're doing the "Protecting the Wagon" daily quests each day. There's 5 of them, and they're absolutely worth your time. The rewards from the last two quests combined are 25 green gems, 3 pink gems, and a gold mine key. You should be thinking about trying to tackle The Mechanic by campaign 40, if you haven't started on his quests already. To make it through his quests without too much trouble, I'd recommend that all of your heroes are level 25 or higher, with one unit evolved with a gold wing to level 31. (I'd recommend Sagittarii.) Bear in mind that while the Mechanic waves generally increase in difficulty, some are easier than others. If nothing else, you'll probably have to spend a guardian shield plus a potion or two on waves 5,7,8,9, and 10. Wave 10 is pretty easy if you use the combination of a guardian shield plus a warrior drink - your heroes should hopefully blow through it before they take any damage. You're also probably nearing 100 green gems for the second time. For your second tavern hero, I'd recommend either Lightning Wizard (better in the arena) or Bard (better for questing), depending on what your interests are. The boss of campaign 50 is significantly more difficult than any boss you've faced thus far. You'll need a team that has several heroes promoted to gold wing tier (buy extra gold wings from the shop for 3 gems each), and you'll probably need to spend at least one guardian shield to beat the boss. Be careful, however. If you don't play consistently, spend a few days strengthening your team before tackling the boss - as soon as you beat it, you'll unlock the Queen Teuta event, which is significantly harder than The Mechanic. Campaign 24: Warrior Drink x3 Campaign 25: Green gems x100 Campaign 28: Pink gems x3 Campaign 34: Great Potion x5 Campaign 38: Coins x50000 Campaign 39: Pink gems x5 Campaign 45: Gold Wing Campaign 49: Healing Wave x3 Campaign 50: Pink gems x5 Chest 25: Charm of Magic +1 (50 Crit, +5% Spec Chance) Chest 30: Iron Sword +1 (20 Power, +5% Power) Chest 35: Leather Armor +1 (10 Def, +5% Def) Chest 40: Club (20 Power) Chest 45: Bloody Charm +1 (50 Eva, +5% Eva) Chest 50: Silver Sword +1 (60 Power, +1% Potion steal) ~ Campaign 51-100 ~ Keep on grinding through the quests! At this point, the Queen Teuta event is unlocked. You may be able to beat the first wave or two of it, but I honestly wouldn't bother with it for about two days or so. You'll unlock your second group of tavern heroes once you complete campaign 60. Lancelot and Phoenix (Mystery Egg) are by far your best options here. Both of them are very good for both the arena and quests, so the choice is up to you. Perhaps you want another healer, or perhaps you want some company for your Dark Rider on your frontline. I'd personally recommend Phoenix, as he can allow you to get Felix faster than everyone else. You can get through the Queen Teuta event fairly easily once you've progressed enough to get to campaign 75 or so. As usual with these events, a combination of guardian shields and a high damage backline are your best friends. You'll generally need to use a shield for every wave, starting at around wave 3. If you're lacking a bit in the damage department, chug a warrior drink on the hardest waves as well. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Beating Felix ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ After beating the Queen Teuta event, your next focus will be on getting Felix. Note that you don't need Queen Teuta to beat Felix (she doesn't really help you at all, honestly), but you need to be strong enough to beat her in order to tackle Felix. I don't have that many recommendations on team power/defense - his difficulty is decided by your hero choices and your own knowledge of the fight and skill. Here's what I used to beat Felix on my second account: 2* 60 Sagittarii (note that she's been fully leveled, reborn, and fully leveled again) 3* Saint Mechanic 2* 31 Bard 3* 55 Bishop 3* 30 Phoenix 2* 60 Dark Rider ~2000/1300 Power/Def I'd say this team is pretty representative of the minimum strength you need to beat Felix. However, bear in mind that this team was pretty much perfectly crafted with the intention of taking him down. Sagittarii/Mechanic/Bard are the best units available for whittling down his health bar, and Dark Rider is the best unit in the game for tanking Felix. Bishop and Phoenix both serve as healers for Dark Rider, keeping his health topped off at all times (Felix occasionally crits, and a 2* 60 Dark Rider will barely survive this hit if he's at full health). ~ Felix Strategy ~ There's only two threats when fighting Felix. The first is his basic attacks, which do a moderately high amount of damage, and can occasionally crit. To absorb this damage, you pretty much must have a level 60 Dark Rider on your frontline. The second, and more potent threat, is Felix's special. His special will pretty easily wipe your entire team if not blocked by a guardian shield. However, his special is very predictable. The way his special works is that when he takes damage, he charges his special. The more damage he takes, the closer he gets to using his special. You can tell how charged his special is by looking at the amount of electricity around him. There are three stages (not including when there's no electricity around him at all) of how charged the electricity around him is. When the electricity is in the third stage (it'll look like it's jumping around like crazy), pop a shield. He'll use his special and your shield will block all of his damage. You'll need to do this 5 or 6 times to take him down. Generally there's about a one second delay between him reaching his third electricity stage and him using his special. Since guardian shields last for 4 seconds, it's okay to try and use them a bit early if you're worried you can't react to his third electricity stage in time. For example, if he's been on his second electricity stage for a while, and your Mechanic and/or Sagittarii's special activates, go ahead and activate a shield because you'll soon damage Felix enough to bring him to his third stage. Note: As long as you have 10 energy, fighting Felix actually does not cost any energy. Use this to your advantage by battling him a few times so you can get the timing of his special down. Practice makes perfect!
~ Campaign 51-100 (Continued) ~ After you get Felix, there's no more rush to progress in the quests. Just focus on making your team stronger and quest when it's convenient. Kalari (the boss of quest 100) is pretty obnoxiously difficult. You'll probably need several sets of guardian shields and warrior drinks, along with a bit of luck to defeat her. Campaign 60: Coins x300000 Campaign 64: Pink Gems x5 Campaign 69: Coins x400000 Campaign 71: Great Potion x5 Campaign 74: Guardian Shield x5 Campaign 78: Holy Strike x2 Campaign 80: Pink Gems x5 Chest 50: Iron Sword +1 (20 Power, +1% Pot steal) Chest 60: Adventurer's Robe (50 def) Chest 65: Goblin Cape (20 def) Chest 70: Bloody Charm +1 (50 Eva, +5% Eva) Chest 75: Leather Armor +1, Adept Amulet Campaign/Chest rewards coming soon! (ish) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Frozen Land ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ Campaign 101-150 ~ Once you've beaten Kalari, you're probably strong enough to handle Queen Bella's event as well. I'd assume that at this point in the game, you've got a bit of a stockpile of items, so don't be afraid to blow a bunch of them to beat her event. As before, there's really not a whole lot to do here. Just continue on through the quests at your own pace. In my opinion, Campaign 130 (the return of the big red guy) is the hardest quest in this set. Campaign 150 is also relatively difficult, and you'll need plenty of items to make it through that as well. Campaign/Chest rewards coming soon! (ish) ~ Campaign 151-200 ~ After beating Campaign 151, you'll unlock the Blade Master's event. As with Queen Bella, just use items on pretty much every wave and you shouldn't have too much trouble. The rest of the Frozen Land quests aren't anything of note, although they do noticeably scale in difficulty over time. As before, if you're spending a lot of items getting through these quests, you may want to hold off on questing for a bit while you wait on your team to catch up. The final boss of the Frozen Land, like Kalari, is significantly harder than any boss you've faced so far. Getting hit by a single special will almost certainly spell disaster for your team. You'll want to spend around 5 guardian shields and warrior drinks for the battle, but even this won't guarantee success. To beat the boss easily, you'll need a Disruptor as well as some other units to stun/freeze/silence the boss. After your Disruptor stops one of the boss's skills, pop a guardian shield a little while afterwards to make sure you're safe from any follow up skills while your Disruptor recharges. Stunning/freezing/silencing the boss will also buy more time for your Disruptor. Chests: The red chests will include, among the ordinary things, silver/gold wings as well as a variety of three star equipment. Some examples of this equipment are the War Axe (~160 power, with skill master), Golden Mail (~160 defence, with defend up), and Bradium Ring (~250 evasion, with battle master). Campaign 160: Saint Wing Campaign 170: Gold Mine Key Campaign 180: Saint Wing Campaign 190: Pink Gem x5 Campaign 200: Pink Gem x10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Events ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ Campaign Events ~ There are four campaign events so far in Rise of Heroes - the events for The Mechanic (unlocked after campaign 20), Queen Teuta (campaign 50), Queen Bella (campaign 100), and Blade Master (campaign 151). You absolutely should do these events if at all possible while they are available, otherwise you'll have to wait weeks for these heroes to appear in the daily reward. Check out my campaign section for some more information on beating these events! ~ The Daily Quest ~ Once you unlock the daily quest, you should make it a priority to run through the five daily quests every day, since it'll provide you with all the items you'll need to make it through the harder campaign missions. Note that the daily quest scales in difficulty with your progress in the campaign - if you're using a lot of items at your current stage in the campaign, it's possible you'll need to spend items to get through the daily quest as well. If you're experiencing this, you need to slow down on your questing while your team gets stronger. If you do have trouble with any of the daily quests, don't panic! The waves the quests give you are random, and as such you can run the same quest multiple times and see different enemies each time. If you're having trouble, a lot of the time you can just try again and you'll have better luck. The rewards from the daily quest are as follows: Stage 1: Coins (somewhere in the neighborhood of twice as much gold as you receive for defeating the yeti) Stage 2: Guardian Shield x2 Stage 3: Warrior Drink x3 Stage 4: Green Gems x15 Stage 5: Pink Gems x3, Green Gems x10, Gold Mine Key x1 ~ Gold Mine of the Orc ~ The Gold Mine is your best friend for earning coins. When unlocked with a key, you'll gain access to ten waves of enemies, each harder and more rewarding than the last. However, since the gold mine also scales in difficulty with the campaign, you'll probably never make it past wave 8 or so without using items (which I wouldn't advise). If you're really in desperate need of gold, it can be worth your time to use gems to run the gold mine extra times in its brief 30 minute window. Good Gold Mine farming teams usually include a lot of beefy units and healers. You'll want to create a team has enough sustained healing to go the distance, as well as a team that won't be completely devastated by the large miner's special attack. If you have access to them, Void Hailer, Disruptor, and Necromancer are all incredibly good units to bring along. Void Hailer and Disruptor save you from getting hit by as many special attacks, and the Necromancer's passive ability becomes absurdly strong as you get deep in the mine. Oftentimes you'll find that the Necromancer will survive long after the rest of your team is gone. ~ The Yeti ~ The Yeti is also a pretty good source of gold, and is also your only source of equipment outside of quest rewards and the Yeti shop. His difficulty and the equipment he drops scale with your progress in the quest, so it's more worth your time to run him once you're further along in the quests. Once you get to Frozen Land, you'll probably spend all of your leftover energy on him. Note that you can (and must, unless you're insanely overleveled for your quest progression) bring a friend to help you take down the Yeti! If you don't have enough friends, make sure to request highly ranked players through the Game center button on the castle screen. Pretty much anyone who's active will accept you! For more details on the stronger equipment the Yeti drops, check out my equipment section.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Arena ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ What Units are Good? ~ Here's a quick tier list and very brief explanation of what heroes are the best in the arena. Check out my more in depth arena analysis [here] (link coming soon!) if you're looking for some reasoning behind my choices. ~ Frontline ~ GODLY: Warrior*, 1st Felix, Necromancer, Kalari, Blade Master, Knight, 12th Felix, Disruptor AWESOME: Dark Rider, Queen Teuta, Lancelot, Lancer Ilyana, Barbarian, Paladin DECENT: Mercenary, Crusader, Queen Bella EHHHH: Warrior*, Widow Judith ~ Backline ~ GODLY: Sagittarii**, Bard, The Mechanic, Phoenix, Winter Warden, Void Hailer, Fire Mage AWESOME: Bishop, Princess Ella, Ice Wizard DECENT: Sagittarii**, Lightning Wizard, Wind Archer EHHHH: The Ace *Warrior is a very unique unit in that his special's damage scales off of both his power and his luck. Because of this, while he's generally a very weak unit, he's one of the strongest arena units in the game at 5*. **Like Warrior, Sagittarii also scales off of two stats - Power and Crit (she gets much more crit than any other unit in the game). As such, her otherwise mediocre damage skyrockets as she approaches 5*. ~ Kinds of Arena Teams ~ Learn what kind of teams your team matches up well against. There's a triangle of sorts when it comes to the arena. Let me explain: There's pretty much three kinds of arena teams: 1. Backline heavy teams - usually have three or less frontline units, all of which are very tanky. Include sustained damage dealers (Sagittarii/Mechanic) along with supports. Typical Frontline Units: 1st Felix, 12th Felix, Knight, Necromancer Typical Backline Units: Sagittarii, Mechanic, Bard, Winter Warden, Void Hailer, Wind Archer 2. AOE teams - Teams focused on dealing massive AOE damage. These teams pretty much always include 1st Felix, and often Queen Teuta as well. They can be rounded out with pretty much anything, although most of these units will be supports and mages. Typical Frontline Units: 1st Felix, Necromancer, Warrior, Blade Master, Queen Teuta, Lancer Ilyana Typical Backline Units: Winter Warden, Fire Mage, Ice Wizard, Bard 3. Frontline heavy teams - teams that include a lot of frontline units. Might include a Sagittarii or a Mechanic, but other than that their backline consists almost entirely of healers. Typical Frontline Units: Anything, although generally nothing low defense (Like Warrior, Judith, etc.) Typical Backline Units: Bishop, Phoenix, Princess Ella Note that there's a couple of very good units missing from some teams, and that's because the following units fit on pretty much any kind of team, simply because they don't fall into a category, or they're way too good to be left out: Frontline: Kalari*, Disruptor* Backline: Bishop, Bard, Phoenix* *Kalari, Disruptor, and Phoenix are insanely good, and will do a great job on any team, maybe even moreso than a hero that fits the idea of the team. ~ How Do These Three Styles Compare? ~ AOE teams beat backline teams. Backline units are squishy. AOE units like squishy, and a single special from a strong AOE unit has the potential to wipe an entire backline team. Frontline heavy teams beat AOE teams. Frontline units are burly enough to tank AOE specials without dying, and can eventually take down these teams with their raw stats and sustained healing. Backline heavy teams beat frontline heavy teams. The frontline heavy teams don't do enough damage to get through the tanks of the backline heavy team quick enough to save themselves from the onslaught of missiles being fired at them from the backline team. So in other words.. Frontline > AOE > Backline > Frontline. You can imagine these three teams as the points of a triangle, and you'll get a concept that's similar to weapon triangles from other RPGs, for example. A couple notes: AOE teams are generally the strongest. The amount of damage units like Fire Mage and 1st Felix can dish out is ridiculous. Even the tankiest of teams can't handle a stream of AOE skills (the frontline heroes might survive, but the backline healers won't). To win a battle with an AOE team, all you need is a little luck, and with enough strong AOE units, you'll find yourself getting lucky more times than not. Frontline teams are few and far between. Most of the important frontline units for frontline teams are only available as part of the current endgame content, and so it isn't efficient for newer players to try and play a frontline team. As a result, they pour their resources into other units, and when they finally do get these tanky heroes, they've already switched their strategy to something else. Additionally, tanky teams aren't very effective in quests (questing generally requires a lot of damage heavy backline units to kill bosses), and most people's arena teams are similar to their questing teams. Generally, what this means is that AOE teams are your best bet for the arena, since there aren't too many teams that will counter your strategy, and even if you do find such a team, you might get lucky enough to beat it anyway. So what's the moral of the story? Learn what kind of teams you can beat. For example, if you're running a AOE team with a 5* Felix and Teuta, a team with a 4* Sagittarii and 4* Mechanic probably won't be an issue for you. However, a (weaker, in terms of power) team with a 1* Sagittarii and 5* Saint Mechanic can ruin your day since the Mechanic's extra stats may be good enough to survive your AOE and singlehandedly murder your team. Are you running a backline heavy team? Look for teams that have weaker AOE units. Stay away from 5* Felixes. ~ Making a Good Arena Team ~ 1. Your strongest arena team is not your best arena team. Success in the arena depends not on your win/loss rates, but on how many relics you can earn. As such, your best arena team is your MOST EFFICIENT arena team. What do I mean by efficient? Relic rewards are based off of how much your power/defense your team has compared to your enemy. So pick units whose real strength is much higher that their stats would indicate. I'll give you some examples. Dark Rider - You can't put a defense value on invincibility. His stats are relatively low, but a well timed Dark Rider special will win you many arena matches. The Mechanic - A relatively unknown fact about The Mechanic is that his special does SPLASH DAMAGE. If two or three units are really close together, that means he'll hit both/all of them. This is most noticeable when your enemy frontline has to turn around after hitting your own frontline. This allows him to deal a lot more damage than you would think. He also has the added bonus of being immune to stuns/freezes/etc. while firing his special, making him more reliable than other marksmen. 5* Warrior/Sagittarii - The arena doesn't measure crit and luck, so these units are undervalued by the arena. 1st Felix - For someone with fairly unimpressive power, his special does a ridiculous amount of damage. It also goes off every single arena match. This consistency makes him very valuable. Lvl 1/31 Supports - Supports are generally completely useless outside of their specials, and often their specials are just as good at low levels as they are at high levels. Adding a level 1 Bard/Ella/Phoenix/Winter Warden/Void Hailer/etc. to any team will make you much stronger without affecting your power/def at all. 2. Your best arena team probably won't use all of your party space. You'll find that there's just a handful of arena units out there that are much better than everyone else. I'll give you examples of some very strong arena teams you can make using just a couple of heroes. This list is certainly not comprehensive, so I encourage you to experiment with the units you have! Low Tier Teams: Dark Rider + Sagittarii Dark Rider + Mechanic Dark Rider + Sagittarii + Mechanic Mid Tier Teams: Felix Felix + some combination of Queen Teuta and Supports High Tier Teams: Kalari or 5* Warrior or Blade Master + Supports I personally run 5* Saint Kalari with a level 1 Ella and a level 1 Winter Warden. Kalari's insane damage output combined with a lifesteal item gives him a pseudo-tankiness, and of course his dragon's breath special gives you free round wins.The remaining heroes are the only level 1 backline heroes I have that are useful in the arena. ~ Positioning ~ Positioning your units in a less than optimal way can turn any great arena team into a terrible one. Positioning is especially important when it comes to your frontline units. Here are some tips! 1. The unit you want to take the most damage should be placed first. The unit first in your party will always take the most damage from the enemy team. This is because when two frontlines run into each other, damage is traded between units when a friendly unit and an enemy unit collide. So if your first unit kills another unit when he runs into them, that enemy unit will die before it does damage to the rest of your frontline. Also, when your team is facing forward, your first unit will tank the damage coming from the enemy backline.
2. Your second tankiest unit should be placed at the END of your frontline. So if you have 4 frontline units, he should be placed 4th. The last position on your frontline usually takes the second most damage. This is because after your team runs through the enemy frontline, they have to TURN AROUND and run the other direction. Now, this unit at the end of your frontline will tank all of your enemy backline's damage. 3. Sandwich your frontline damage dealers between your tanky units to protect them from backline damage. Here's some examples of optimal frontline positioning. The unit I list first is at the BACK of your frontline (imagine the names of the units as if they were the units as they appear on your castle screen - your last position is to the left, and the first is to the right). Queen Teuta/Widow Judith/Dark Rider - Dark Rider goes first, so he has the greatest chance of letting his special absorb a lot of damage. Judith needs to be protected because she is squishy, and Queen Teuta, while also a damage dealing unit, has better defensive stats. Dark Rider/Queen Teuta/1st Felix - Felix goes first because you want him to take enough damage to activate his special. Dark Rider serves as a rear guard for Queen Teuta. Necromancer/Kalari/1st Felix - These two burly tanks allow Kalari to survive long enough to wreck havok on the enemy frontline. Necromancer is the most important unit in the game to position correctly. When he explodes, only enemies close to him will be damaged. So to maximize his damage, you want him to die when he's between the enemy frontline and backline. So how do you do this? Get a feel for how much damage your Necromancer can take. Does he explode too early? Too late? For example, a weak (3*) Necromancer might detonate as soon as he hits the enemy frontline, exploding out of range of your enemy's backline. However, if he's 4*, he might be able to tank enough damage to survive the enemy frontline, and then die a second later to the enemy backline, detonating perfectly. Experiment with your Necromancer - alternate him between leading your team and backing up your team to see where he usually does the most damage. While in the end it all comes down to luck, in general I think you'll find one spot to be superior to the other. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Managing Resources ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As you progress in Rise of Heroes, you'll quickly notice that there aren't enough resources to go around. What you decide to do with these resources will ultimately decide how much grinding you need to do to progress. Coins - Used to level up and evolve your heroes. Pink Gems - Used to buy items, wings, hero slots, and refill energy/arena tickets. Relics - Used to buy items, wings, and arena heroes. ~ Maximizing Coin Income~ At the beginning of the game, it seems like there's pretty much barely enough of them to go around. However, once you begin using saint wings to rebirth your heroes, you'll quickly run out of coins. There's two viable ways of earning a lot of coins. The first of these is the gold mine, and the second is the yeti. When you're not trying to progress in the quest and/or run the other events, you should be putting your energy into these two events. Note that the gold mine needs a key to be opened, meaning that generally you can only spend one bar of energy on it a day, and the yeti requires you to invite a friend for each run. So, how do you split your time between the two? Generally, you should put one bar of energy into the gold mine, since it's the better source of coins, and then spend the rest of your energy throughout the day running the Yeti. (Make sure you invite enough friends to do this!) If you really need coins, blow a gem or two while the gold mine is open to refill your enery and maximize your profit. ~ Gems vs Relics ~ Now, as you can see, there's a lot of overlap between the uses of gems and relics. What should you distribute these two resources? First, let's consider the unique uses of the items. Gems are the only way to aquire extra hero slots. If you need more hero slots, consider substituting relics as the currency to buy the things that gems would otherwise be spent on. Similarly, relics are the only currency that can be used to buy arena heroes. If you want a hero, don't spend your relics on anything else. Now, let's compare how effective gems and relics are at buying everything else. Neither of them should be used to buy items. If you're running low on items, you need to be more conservative with how you use your items in the quests. Make it so that the daily quest provides you with all the items you will ever need. Both gems and relics are way too valuable to be spent on items. Light wings and gold wings should generally be bought with gems. As arena rewards, these two items are very overpriced compared to Saint wings. Saint wings are a toss up. Decide if you want that extra hero slot or if you want that extra arena hero. Once you've made that descision, buy your saint wings accordingly. ~ When Should I Buy Hero Slots?~ 6th slot - Grab it as soon as you can use it. This will probably be right after you buy your first tavern hero and beat The Mechanic. 7th slot - Think about grabbing it at around Campaign 100. However, think about the three saint wings you could buy with this amount of gems. If you have the money to back up a saint wing purchase, you should probably do that - that'll make your team much stronger than an extra hero will. However, if you don't have the cash, grab that 7th slot - it'll help you a lot with questing. 8th slot - Buy it after you've bought all the arena heroes with relics. At this point, you should have arena relics coming in at a rate fast enough that you don't need gems to buy saint wings, allowing you to focus on this purchase. 9th/10th slots - Grab these when you get to the point where you're such a god in the arena that you can spend your relics to buy silver and gold wings. This will speed up your gem accumulation very nicely and put these dreams in reach. (Granted, it'll still take you at least a month of saving to pick up your 9th slot, and even longer for your 10th). ~ When Should I Buy Arena Heroes? ~ Arena heroes are incredible. That doesn't mean they should be your priority, however. You need to ask yourself this question: "Are Void Hailer/Kalari/Disruptor worth their weight in saint wings?" Early on (around quest 100), the answer is no. Neither of these heroes will have the same impact as taking your most important heroes (*cough* *Felix* *cough*) to 5*. Void Hailer frankly isn't very useful right now. He's the best unit in the game for beating your friends in a big 8v8 or 10v10 battle, but arena matches don't demand strong teams like they used to - just efficient ones. Kalari is a better investment of relics currently. However, be warned! Kalari is a huge investment. If you really want him to be good, you're going to need to pour 3000 relics into him (two saint wings in addition to his purchase) and 60m coins so that he can really shine as the overall strongest unit in the game. That kind of investment isn't worth your time until you have multiple 5* heroes under your belt, and you're looking for something to help you finish the quests. Disruptor is also a very good investment of relics, but like Void Hailer, he is best used in full blown arena battles. However, he is extremely useful in beating hard quest bosses (especially the final boss of Frozen Land), so I'd advise you pick him up before then. ~ When Should I Reborn My Heroes? ~ Bear in mind that rebirthing your heroes comes at a price. When you reborn a hero, you reset him to level 1 and add another star to him. The stats of this level 1 are worse than the stats he had previously. However, when you level up and evolve your hero again, he'll get these stats back and then some - usually a hero regains his stats somewhere between levels 31 and 40 after being reborn. This kind of delayed reward can cause some problems for those who don't reborn their heroes efficiently. Here are a couple of guidelines: 1. Don't reborn a hero if you don't have the money/wings to raise him back to at least level 40 immediately. This is kind of a "duh" point. Doing this will make your team weaker while you try and get enough resources to continue leveling up. 2. Don't reborn two heroes at once. Imagine you have two heroes, and enough money to level both of them up to 40 after rebirth. Your stats will be worse if you reborn both of them compared to just rebirthing one hero and raising that one to level 50 or higher. 3. Don't reborn heroes if you have heroes that aren't at max level. Remember that for your first 30-40 levels of rebirth, you're temporarily wasting resources. It's better to level a hero from 30-60 than reborn a hero and level him to 45 or 50.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Frontline Heroes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ Warrior ~ At the beginning of the game, he is probably your worst hero. He doesn't do damage like Sagittarii, and can't tank like Mercenary. However, after his most recent buffs, the number of blade waves sent out by his special scales with his luck. Because of this, if you spend the time and effort to bring him to 5 star saint tier, he's incredible. With the highest luck stat in the game, his special can do upwards of 100k damage, ripping through the entire enemy team consistently. As a further bonus, since so much of his strength is hidden in his luck stat, he lets you beat better teams in the arena than your power and defense would indicate. Campaign: * In Arena: ** (***** at 5* Saint) ~ Mercenary ~ Ah, Mercenary - the other starter frontline unit! His stats in general are better than Warrior's, although he's a little more expensive to level. He's also got a pretty powerful special for how early you get him in the game. After his recent buff, his special now stuns every single unit it touches, making him a very disruptive unit, both in the quests and the arena. In the long run, however, he pales in comparison to pretty much every other frontline unit out there. While he is very useful early on in the quests and the arena, once you get some stronger frontline units, ditch him and never look back. Campaign: ** In Arena: ** ~ Crusader ~ Hey look! It's a copy of Mercenary, except his special is more damaging, and less disrutpive. He's about equivalent to Mercenary in most respects, which means that it's not really worth your time to pick him up from the tavern. In order for him to be good, he needs to be strong enough for his special to one hit enemy backlines in the arena, and this requires you to put a lot of resources into him - resources that are probably better spent elsewhere. His biggest strength is his ability to silence powerful quest bosses for a short duration. Note: When using his special, in addition to choosing whether to hit your frontline or backline, the Crusader also picks a single enemy out of his chosen group to silence for a short duration. Campaign: ** In Arena: ** ~ Dark Rider ~ Dark Rider is a man among children. He's not a godly unit, but he's so much better than any other unit available this early in the campaign. His special makes him invulnerable for a duration, and all attacks that hit him heal him. Dark Rider will single-handedly carry your team through the quests until you're strong enough to get Felix. Note: No matter how much evasion Dark Rider has, while is special is active, enemies will never "miss" and fail to heal him. (However, if you have a Phoenix shield up, he'll still dodge 60% of attacks as usual) Campaign: ***** In Arena: *** ~ Widow Judith ~ Judith is an assassin in the purest sense. Unfortunately, assassins aren't very good in Rise of Heroes. Her problem? Her special simply does too much damage. At 5* Saint, she packs enough damage to one hit any unit in the game, and then some. Unfortunately, her target is random, so she rarely takes out the most important target, and she dies too fast to assassinate multiple people. In the campaign, she's not bad for taking chunks out of hard bosses, but her defense still leaves a lot to be desired. Campaign: ** In Arena: ** ~ Queen Teuta ~ Queen Teuta is the first of the truly strong units you'll aquire. Her base stats are better than any unit in the first batch of tavern heroes, and her special is terrifying. Aside from Kalari's dragon's breath, she's the only frontline unit in the game who can wipe an entire team without taking a step. She has some slight issues with staying alive in later quests, but she's a monster in the arena who usually deserves saint wings. Campaign: *** In Arena: **** ~ Lancelot ~ Lancelot's strength is in his power to duel other melee units. With his special, he can easily 1v2 or 1v3 any set of melee units that don't include Kalari. His only downside is that his relatively low defense leaves him vulnerable to backline damage. With a strong frontline unit or two by his side to protect him and kill enemy backlines, he's unparalled in his ability to clean up a fight. Note: Lancelot's special does more than amplify his stats. While his skill is active, he never misses, never crits, and also receives double healing. Campaign: *** In Arena: **** ~ Lancer Ilyana ~ At the point that you get her, she's slightly outclassed by Lancelot in terms of questing and the arena. However, her special does a surprisingly high amount of AOE damage and removes all enemy buffs. This fact makes her very strong in high level arena matches. While she's a very good all around unit, you probably won't use her or see much of her. Campaign: ** In Arena: **** ~ 1st Felix ~ Felix is the core of every single mid to high level arena and quest team. While not the strongest, he's the most important unit in the game. His special is almost always enough to single-handedly eliminate a backline, and if your opponent doesn't have a silence, there's pretty much nothing they can do about it. He's also one of the tankiest units in the game, due to his evasion. Do everything you can to get him as early as you can. He's one of the best choices for your first 5* hero. Campaign: ***** In Arena: ***** ~ Barbarian ~ Like Lancer Ilyana, Barbarian is a very respectable unit that doesn't get much love because there's slightly better options to him. His special does a very respectable amount of damage, and is guaranteed to stun all the units it hits. He isn't included on a lot of arena teams because his role is usually overkill. Felix usually does a good enough job of killing backlines, and he's outclassed by Lancelot for fighting other frontline units. Campaign: *** In Arena: **** ~ Necromancer ~ Necromancer is a highly underrated unit, and is one of the best arena units in the game. His special simply does an absurd amount of damage, and while it may miss some units because of Phoenix's shield or positioning, he's usually too good not to have. He also counters Void Hailer, since his special goes off even if he's silenced. He's not especially useful for questing, but can help you out quite a bit in the gold mine. Campaign: ** (***** for daily quest and gold mine) In Arena: ***** ~ Queen Bella ~ Queen Bella is better than Judith in pretty much every way. She's tankier, and generally her special kills/severely weakens two enemies instead of one. However, considering how late you get her in the campaign, she's generally not a good addition to your questing team. While better than Judith, she's still not that good in the arena either - although her chance to kill tanky units like Felix certainly helps. Notes: Her special will never miss, regardless of your enemy's evasion. Also, her transformation at night gives her stat boosts and makes her special drain more health. Campaign: ** In Arena: *** ~ Kalari ~ Wow. No frontline unit even comes close to her damage output. With her cyclone special up, not only does she cut through enemy frontlines like butter, she's very hard to hit as well. Notes: Her second special, dragon's breath, only has a chance to trigger when she's the only unit remaining on the frontline. Also note that her cyclone special, in addition to increasing her evasion, also makes her invulnerable to stuns/freezes. Finally, her cyclone's damage is in addition to her regular basic attacks. Campaign: ***** In Arena: ***** ~ 12th Felix ~ 12th Felix is the second overworld boss you encounter in the campaign. While he has better stats than his brother, he's not generally as useful. His special reflects a percentage of the damage he takes. However, when questing, enemy units have a large amount of health compared to their power, and as a result won't really be hurt all that much by 12th Felix's special. Regular heroes, however, are very vulnerable to 12th Felix's damage reflection, making him a monster in the arena. With plenty of healing, and perhaps a damage return armor item, many enemy backline units will kill themselves trying to get through his high defense. Campaign: *** In Arena: ***** ~ Knight ~ Knight is the very picture of a full tank. His defense is completely unrivaled, (He has at least 1300 more defense than any other unit in the game) and his passive special heals surrounding units for a percentage of the skill damage he takes. Like 12th Felix and other defensive units, he struggles to be all that useful in the quests, but is monstrous in the arena. Campaign: *** In Arena: ***** ~ Paladin ~ Paladin's ability to make units invulnerable to most damage is extremely important. However, it varies in usefulness with the situation. Protecting a couple of units in the campaign isn't very useful, since if any of the remaining unprotected units die, you're probably still going to lose regardless. However, prolonging the life of a frontline unit or two in the arena can have huge benefits, and will probably win you a few extra matches. Campaign: ** In Arena: ****
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Backline Heroes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ Sagittarii ~ Sagittarii is in the same boat as Warrior. As the other starter 1 star unit in the game, after 4 reborns, she's incredible. At 5 star, she has the highest backline damage output in the game. Why? Her critical chance is through the roof, and she can rip off 20k crits like there's no tomorrow. She competes with The Mechanic for the best backline damage source, especially in battles of short to medium length. She does more damage than Mechanic, but requires more resources to hit her peak. Note: Her special counts as basic attacks, and therefore applies lifesteal and on hit effects (such as the snowman's amulet and lightning) normally. Campaign: *** (***** at 5*) In Arena: ** (**** at 5*) ~ Bishop ~ Bishop is pretty much always on your team. He's invaluable for questing, and is also very good for the arena as well. He's really only replaceable on an arena team that already has phoenix and wants to drop him in favor of more damage. He's always there for you, and you should keep him around for a long time. You probably don't need to spend saint wings on him early on, however. Campaign: ***** In Arena: *** ~ Lightning Wizard ~ A decent all around unit. He's a backline assassin who splits his damage into three parts, unlike his melee counterpart Judith. He does require a large amount of resources if you want him to be good, however - there's a huge difference in effectiveness if he can oneshot three units, rather than heavily injure three units. Because units in the campaign have lots of health compared to normal heroes, he's generally not very useful there, except for assassinating enemy backline units. Campaign: ** In Arena: *** ~ Bard ~ The best 100 gem tavern hero in terms of late game power. 50% extra damage (acquired after his second evolution) for your team is an insane buff, and gets better as your team gets stronger. He's hands down the most important questing unit in the game. In the arena, Bard + Any AOE unit is devastating, and very easy to pull off. While he goes down pretty easy, when his special does go off, you'll feel the difference. If I had to guess, I'd bet that out of any heroes we have currently, Bard will be the only one we'll still see on teams 6 months from now. Once you're approaching 7 or 8 hero slots, he should be part of your arena team as well. Campaign: ***** In Arena: **** ~ Princess Ella ~ Frankly, a good offense is the best defense you can have right now. Pretty much any job that would require Ella would be done at least as well by Bard or Ice Wizard. Her only real purpose is taking down hard quest bosses whose specials can destroy your backline if they're not protected. She doesn't especially deserve a spot on your team unless you're rocking 8 or more heroes. Campaign: *** In Arena: *** ~ The Mechanic ~ Sagittarii's more economical and balanced older brother. He doesn't hit quite as hard as she does, but he stays alive at least as long and takes half as many saint wings to become a monster. He's a staple of most questing and arena teams, and very necessary for killing high damage frontline units like Lancelot and Kalari before they rip your team to shreds. Note: His special does splash damage, and can hit multiple frontline units. This is especially noticiable when an enemy frontline is turning around after passing through your frontline. Also, his special is only interruptable by death. Once mechanic's special activates, stunning/freezing/polymorphing him has no effect. He can also fire his special while running after you take out his frontline, leading to some surprising arena outcomes. Unlike Sagittarii, his special does not count as basic attacks. Campaign: **** In Arena: **** ~ Ice Wizard ~ She's essentially an Ella that does damage. She's generally more useful than Ella in most arena situations and a little worse in the quests, but like Lancer Ilyana, she doesn't see much action because she's outclassed by the other 250 gem backline unit, Phoenix. Campaign: ** In Arena: *** ~ Phoenix ~ Phoenix is an absolutely fantastic hero. His special essentially doubles your defense, and helps your survive the ever present Felix and Teuta specials in the arena. His heal is quite nice as well. He's also different from Bishop in that he somewhat reliably heals your backline. He's similar to Felix in that if you don't have him, you'll lose to people that do have him in the arena. Campaign: **** In Arena: ***** ~ Winter Warden ~ She's much better than you'd ever expect. Like Warrior, she gets insanely high luck (over 1000) at 5* saint. Even though she's generally useless aside from her special, her special is incredible and her high luck causes her to use it early and consistently, making her a very annoying hero to deal with in the arena. Note: Enemies frozen by Winter Warden's special take 40% increased damage! Campaign: ** In Arena: **** ~ Void Hailer ~ In terms of 10v10 arena power, Void Hailer is probably the strongest arena unit in the game. Unfortunately, with the way the arena works currently there's no need to take your best arena team in for an all out brawl. If you want to beat your highly ranked friends, however, you're going to need a Void Hailer. His special is also great for high level questing as well - silencing high level quests bosses is always very helpful. Campaign: **** In Arena: ***** ~ Fire Mage ~ Fire Mage is the backline equivalent of Queen Teuta, except even better. His special is devastating - it'll often wipe out entire teams of units that are similar to him in strength. Due to his sheer amount of damage output, he's also good at wiping out waves of enemies in the quests as well. Campaign: **** In Arena: ***** ~ The Ace ~ Honestly, I don't have very many good things to say about The Ace. She's a jack of all trades - her special randomly chooses an enemy that she will perform an effect on, such as shrinking them, stunning them, or even instantly killing them. However, besides the instakill effect, which is very rare, none of her skills are disruptive in the slightest. Take her mediocre stats into account, and you've got someone who is maybe situationally useful in taking down hard bosses, but that's about it. Campaign: * In Arena: ** ~ Wind Archer ~ Wind Archer is a very interesting unit. She has no active skill, but instead passively fires his basic attack faster and faster over time. In addition, his basic attack randomly targets units, including backline units. He mostly shines in extended fights, such as the daily quest or the gold mine, but can be good in the arena against enemies with many fragile backline units. Campaign: **** In Arena: ***
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Equipment ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There's three kinds of equipment in Rise of Heroes: Weapons, Armor, and Accessories. Each of these items is classified based on the strength of their stats and the strength of their special effect (if they have one). The strength of an item's stats is reflected by its number of stars. Here's how strong equipment is at each star value: (1 star/2 star/3 star) Weapon(Power) 20/60/150 Armor(Def) 10/50/100 Trinket(Crit) 50/100/200 Trinket(Eva) 50/100/200 Trinket(Luck) 50/100/150 4* and 5* items vary in strength, but all have much better stats than the ones listed above. The strength of an item's special effect is indicated by a +1, +2, or +3 after its name. (If it has no special effect, it won't have anything). ~ List of 1*-3* Equipment Effects ~ ~ Weapons ~ Power Up: + 5/10/15% Power. Note that this extra power is not counted as part of your team's total power for the purposes of the arena, and also that this bonus power does contribute to the equipped hero's special's damage. Bandit: Chance of stealing 100/150/200% extra gold while killing enemy. Skill Master: + 10/20/30% bonus special attack damage. Note that this bonus stacks additively with a Skill Master trinket and multiplicatively with bard. Hand of Thief: Gives a 1/2/3% chance of getting a potion while killing an enemy. Lifesteal: Heals the user for 10/20/30% of damage done with basic attacks. ~ Armor ~ Bandit: Chance of stealing 100/150/200% extra gold while killing enemy. Hand of Thief: Gives a 1/2/3% chance of getting a potion while killing an enemy. Untouchable: Reduces all damage taken by 5/10/15%. Defend Up: + 5/10/15% Def. This defense is not counted as part of your team's total defense for the purposes of the arena. ~ Accessories ~ Battle Master: + 5/10/15% chance of delivering a special attack. Skill Master: + 10/20/30% bonus special attack damage. Note that this bonus stacks additively with a Skill Master sword and multiplicatively with bard. Evade Up: + 5/10/15% Evasion. Critical Up: + 5/10/15% Crit. Snowman: 5% chance to turn enemies into snowmen on basic attacks. ~ List of Elite Equipment Effects ~ By elite equipment effects, I mean equipment effects that are exclusive to 4* and 5* equipment. All of these effects are insanely powerful, even compared to the best "regular" equipment effects. Unfortunately, due to the rarity of these items, while I can tell you in general what they do, I can't tell you the specifics. Just bear in mind while purchasing these items that pretty much every elite effect is better than pretty much every regular effect. ~ Weapons ~ Silencer: Gives the unit's basic attacks a chance to silence the enemies it hits. Also can be found on 3* weapons. Evil Fetch: Drains a percentage of the equipped unit's health each second, but grants a massive boost in power. Lightning: Gives the unit's basic attacks a chance to trigger lightning, a special AOE damaging effect that jumps between enemy units. Hades: Gives the unit's basic attacks a chance to instantly kill enemies hit. Does not work on large bosses like the Yeti. ~ Armor ~ Holy Armor: Restores a percentage of the equipped unit's maximum health each second. Damage Return: A percentage of the damage taken by the equipped unit is reflected back to the unit attacking it. Note that the equipped unit still takes full damage from all attacks. ~ Accessories ~ Death Master: Increases critical hit damage by a percentage. Green Block: Attacks that miss the equipped unit will heal it for a percentage of its maximum health. ~ Optimal Equipment for Each Hero ~ Each unit is unique, and as a result, some units benefit more from certain weapon special abilities than others. Here's a list of what combat-related special effects are especially good on each hero. Weapons: The three choices for weapons are Lifesteal, Power Up, and Skill Master. In general, lifesteal is best on basic attack dependent heroes, skill master for skill dependent heroes, and power up for more balanced heroes. Armor: For armor, you have your choice between Untouchable and Defend Up. Both are good, but Untouchable is pretty much better in every situation. Defend up increases your maximum health by 5/10/15%. Untouchable essentially increases your maximum health by 5/10/15% (because you take less damage) as well, but in addition, Untouchable makes all health you receive from healing be worth 5/10/15% more. Think of it this way - Defend Up makes it so that it's 5/10/15% harder to onehit your units, while Untouchable makes it so that your unit needs to take 5/10/15% extra damage to be defeated. There's a difference! In long, drawn out battles, Untouchable will make your units noticeably stronger compared to Defend Up. Accessories: For accesories, you have your choice between Battle/Skill Master, as well as Evade/Crit Up and the Snowman Amulet. Generally, Battle/Skill Master are the superior abilities. Battle Master should be taken over Skill Master when it's more important to get a skill off, rather than it be more effective, and Skill Master should be taken when the opposite is true.
hmm, i thought the difficulty of the events is set by how far i am in the campaign? i'm currently on stage 70 and had no problem clearing the orc mines. then i bought dark knight and suddenly i'm getting killed at wave 7 or 8 - no matter what i do. i leveled him up to 58, i even got 1st felix, but i can't manage to win the mines again. what can i do to be able to beat the mines again? currently my team is: 60 Phoenix 60 Bishop 60 Lightning Wizard S Lancelot 60 Bard 58 Dark Rider 35 1st Felix my other heroes: 60 Mercenary 52 Warrior 49 Widow Judith 48 Sagittarii thanks! oh, btw, my code is 138380 (still need 2 guys)
Get the two timed event heroes. Both of them help clear the mines. If you missed the mechanic than swap in sag for dark rider once Felix is done leveling.
Ok guys, how should my team look for both arena and questing? I have: Sagittari 2* 42 Warrior 1* 60 Queen Teuta 3* 60 Winter Warden 3* 31 Bishop 2* 30 Bard 2* 30 Dark Rider 2* 57 Mercenary 2* 30 Widow Judith 2* 30 Also will get Void Hailer and Pheonix in the next day or so.
I'm going to go ahead and assume that you have either 6 or 7 slots. Questing: Sagittarii/Bishop/Bard/Warrior/Queen Teuta/Dark Rider + Winter Warden if you have a 7th slot. Arena: Your most powerful arena team is probably the same as the questing team I listed (although drop Warrior for Winter Warden if you only have 6 slots) You can probably get more arena relics just running Dark Rider + Sagittarii or Dark Rider + Queen Teuta though. Those pairs of units can easily beat anything close to their power/def.
Team Help Hi Guys, Looks like I am getting very relic with my current team. Any suggestions how my arena team should be? Thinking of having just Queen Teuta + Mechanic, but seemed that I am always losing when I met Judith... Any ideas will be helpful! Thanks!! Queen Teuta Lv54 Lancelot Lv55 Mechanic Lv50 Bard Lv48 Bishop Lv46 Crusader Lv40 Mercenary Lv40 Warrior Lv38 Widow Judith Lv38 Sagitarii Lv31
how do i get them? i don't see any events besides the christmas one (which i'm unable to get because i don't have any people around me with ios devices), the mines, the wagon and the yeti.
the damage of the enemies in the mine do now (for me) is ridiculous. the special attack of the big ones changed from around 120 each hit to 1200 each hit - if he hits my backrow, the run is over for me, no matter what i do