The Best Hero Talents

Hey everybody!

Thanks for all your support for me, I just wanted to make a blog post and quick video about Hero Talents and talk about what is the best talent for each hero! Here is a video overview: Hero Talent Video.

Types of Heroes: If you clearly define your heroes role, you can choose talents and prioritize them

Before that though, I will categorize each hero into their main roles:

Attackers

Their main role is to do damage: Generally speaking you want to choose one of the talents from the list of offensive talents below, though some prefer defensive talents for all heroes.

  • Berserker
  • Demon Slayer
  • Chiron
  • Djinni
  • Ambrosia
  • Abyss Demon
  • Sapphirix
  • Wonton
  • Arcane Caster

Hybrids

They can do some very nice damage, but their rage skills and divine going off are more important than how much damage they do, often for crowd control purposes: Generally speaking, they are fine with offensive or defensive talents, though most prefer defensive talents for this category.

  • Carol D
  • Dark Rider
  • Pan Goli
  • Arctic Lord
  • Great Sage

Support & Tanks

Support, they aren’t meant to do damage but rather stay alive to use their skills & Tanks, they are meant to receive damage and stay alive: Generally speaking, you will want only defensive talents for these heroes.

  • Renee Ven
  • Enchantress
  • Savage Chief
  • Pounder
  • Landslide

Troop Based Heroes

Self-explainatory: Generally speaking you want troop based talents

  • Skull Mage
  • Glory Priestess
  • Blockhead
  • Hydrasaur
  • Chiron (sometimes)
  • Sapphirix (sometimes)

 

The Best Hero Talents

Offensive Based Talents: Heroes can do damage via skill, divine, or regular attacks.

  1. Blessed Weapons (increases Hero DMG by 8%)- boosts all three damage categories, and even increases total Crit Damage. Because of the effect of diminishing returns, people will naturally have <70% ATK% and naturally have <50% Crit DMG; so this talents really shines.
  2. Blessing Downwind (increases Hero ATK Rate by 5%)- boosts only regular attacks, but increases damage output by more than any other talent. For heroes that rely primarily on their skill or divine damage though, this talent isn’t as good.
  3. Battle Fever (increases Hero ATK by 8%)- This is a three way tie for 3rd place, and it is a solid talent but will always be worse than Blessed Weapons due to how IGG calculates damage.
  4. Fatal Strike (increases Hero CRIT rate by 5%)- This can be good, especially if you plan to use a weapon like the Hammer that gives no CRIT rate by default.
  5. Killing Intent (increases Hero CRIT DMG by 10%)- Also a very powerful buff, but this experiences hard diminishing returns like the ATK % buff.
  6. Unwavering Focus (increases Hero Hit rate by 5%)- Not necessarily needed just yet unless people start going crazy on dodge talents and enchants.
  7. Will to Fight (increases Hero ATK by 280)- Just horrible. The worst offensive talent by far.

 

Defensive Based Talents:

  1. Charm Curtain (reduces DMG Dealt to Hero by 8%)- This is the coveted talent by many, with many top players mindlessly spamming jewels until they get 3x 5/5 Charm Curtains on all their heroes. It certainly is a good talent to have on any hero, but it is not necessarily the best for every situation!
  2. Nimble Moves (increases Hero Dodge rate by 5%)- This talent is actually worse than Will to Fight & Hardbody UNLESS… your hero has equipment with +Dodge% on it (like a Heart or Bow). The reason is that if you only have 5% dodge rate, even all green weapons have more +HIT% on it than 5% and it will be 100% useless. HOWEVER… if you use a Bow or Heart and combine 3 of these guys, you can make a VERY annoying hero to kill. Give that hero a Panda aide and you can be over 60% Dodge!
  3. Cast in Iron (increases Hero HP by 8%)- Not a bad talent by any means, though you likely will have a good amount of HP%+ already so it suffers from diminishing returns.
  4. Steel Body (increases Hero CRIT Resist rate by 5%)- This isn’t a bad talent, and according to IGG it reduces the Critical damage received. However, with a cap of 5%, this means that a 5/5 Charm Curtain will always be better than it AND this talent ONLY applies to CRIT damage!
  5. Hardbody (increases Hero HP by 4000)- This suffers from the same effect as ‘Will to Fight.’ 4000 HP is nothing in the end game and almost any other talent would be better than this one!

 

Troop Based Talents:

  1. Art of War (increases troops a Hero leads by 3)- Arguably the best one, though at some point it is debatable if this is better than Morale Boost especially with a Demon Slayer aide already boosting the number of troops you get.
  2. Morale Boost (increases ATK of Hero’s troops by 16%)- A mixture of Art of War and this is just awesome… though you will suffer faster diminishing returns from this talent than art of war & due to How IGG calculates Damage, ATK% only boosts based upon the base Attack of troops which is often quite small.
  3. Amazing Grace (increases HP of Hero’s troops by 16%)- Despite how amazing grace is, this talent is close to the bottom of the barrel. I imagine someday we will want these and a Pounder aide on some super tanky Ox Mercenaries, but for now it’s not too great!
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The Best Hero Talents

Guide to Scoring in BR 17 and BR 18

A Youtube Video of the rewards can be seen here: Battle Royale Rewards

This is not a general team building guide, but a brief overview is most of us use a sharpshooter build. A wizard build is also viable especially as you level up your Skull Mage. A general team building guide can be found here: http://col2.forum.igg.com/topic?fcid=266&ctid=189796

An example sharpshooter build:

Chiron- max skill; aides: Renee Ven, Demon Slayer, Pyro Pete (or Pan Goli which can be a good idea on BR 18)

Pyro Pete- max skill; aides: same as Chiron

Renee Ven- aides: same as Chiron. I honestly prefer sharpshooters because much of my strategy depends on using the double GS silence/divine wall wrecking; a wizard build would work very well though for zergs like against Carol D Belle or Sapphirix especially in BR 18.

Berserker- now becoming a staple, his rage spell stuns the highest HP targets for 6 seconds and increases their damage taken by 100%… wow! You want to time his rage skill with your MAX allied winds and Chiron Divine/Chiron rage skill.

This will make up the core of your team. Then the other slots are flexible, but can be filled with others like Great Sage, Landslide, Pounder, Ambrosia.

 

Battle Royale 17:

It is up to your guild, but generally going for the Chiron makes the most sense as you can use full weapons and not worry about pulling him preemptively. One strategy that I like uses LS/GS/Chi/RV/PP. I personally like Berk/GS/Chi/RV/PP, but you need to pull the Chi out with just Berk or GS. I haven’t worked on this too much, but it can be done.

Killing Chiron:

The key to Chiron is to keep him silenced for as long as possible and then hope that once he uses his skill his clones do not target PP or Chi. A general silence sequence is as follows:

GS divine (10 secs) + GS Skill (16 secs) + GS divine (10 secs) = 36 secs of safety then prepare for chaos

or

GS Skill (16 seconds) + GS Divine (10 seconds) + GS Skill (16 seconds) + GS Divine (10 seconds) + GS Skill (16 seconds) = 68 seconds. Note Berserker can be included in this with his 6 second stun!

Alternatively, you can lower damage and use LS for his stomp giving you time for a whole extra sequence (pisces is very nice) doing something like this:

The 116 second silence sequence: GS divine (10 secs) + GS skill (16 secs) + GS divine (10 secs) + GS skill (16 secs) + LS Divine (7 secs- note: use when GS skill cooldown is at 7-8 seconds—not sure if this is possible outside of pisces) + GS skill (16 secs) = 116 secs of safety!

Once you have some sort of silence sequence down, it can be used on all the boss type heroes (like GS in BR 18; Chiron in BR 18; RV in BR 16 etc…)

Killing the Reapers:

The key is breaking the walls in front of the Reapers. If you can’t break the walls then your heroes and mercs will go around the whole base and never do any damage.

The traditional way to break the walls can be seen here: https://www.youtube.com/watch?v=P4dtv4OQ5DE

This involves using Pounder’s divine (level 3 is required) and then instantly dropping Renee Ven and using her Divine, to restore Pounder’s divine. Then you use his Divine a 2nd time and break the walls. The highest scoring teams will involve Pounder due to his desire to lock onto the Reapers. He will be able to stun the reapers with his regular rage skill and thus keep your tanks alive longer. This method will also work with Landslide’s Divine Pisces evolution, though you must be careful not to taunt once he is attacking the reapers as he will taunt over the Chiron and things will get messy.

*Wonton Update: Wonton is actually very good for breaking down the walls and can fairly easily one shot them with his skill. Then he turns into a beastly tank with his large damage reduction with no enemies nearby 🙂

Here is my strategy though for scoring pretty solid 4 reaper’s alive… (recommended: heart for GS; blade for AD; Tome for your best Sharpshooter damage (chi, PP, or RV; funnily enough mine is PP since he has full BR talents)

  1. Drop GS directly south of the reapers at the kink in the wall
  2. Start his Divine (level 3 is very important though maybe level 2 can work); halfway through the divine drop an allied wind
  3. Drop RV shortly as GS is about to stop spinning and restore his divine, resuse immediately; the mercs will go straight through the walls and go right for reapers
  4. Drop AD, PP, and Chi immediately; use AD skill
  5. Use PP/Chi skills once all mercs are down and then Chi divine; drop 2 winds here
  6. Drop final wind once you use chiron’s skill the next time
  7. Generally save AD’s divine until the end since it has been known to pull Chi

 

Battle Royale 18:

There are 5 targets here and each one will require a slightly different strategy.

Carol D’Belle:

I never really hit her, but it can be similar to others. I’ve seen some people score very well verse her. Berserker is key and time it well with your clones.

 

Arctic Lord:

AL is interesting in that he doesn’t do a ton of damage, but he has the potential to wipe out your mercenaries with his skill. It is very important to have beefy mercenaries! Thus, my general strategy is to silence him as much as possible. I also recommend Pan Goli aides so your Pyro Pete can survive more than one of his rage skills.

I do: GS, Berk (AD can be put in here in place of GS I suppose), Chi, PP, RV.

  1. Drop GS closer to corner, use his skill clearing most of the buildings; a lvl 3 divine will give you 10 seconds of silence and his skill stuns AL for 1.5 secs each time; a heart is useful for GS here (an AL aide is useful in these drops except for vs. GS alone)
  2. Drop AD very shortly after and use his skill immediately; his divine can be used if your GS is struggling to stay alive
  3. Drop heroes slightly spread but not too far so the mercs spread out but will focus on AL restore GS divine with RV; usually skill usage here and Chi Divine
  4. Silence AL for 10 more seconds timing it so you can stun him right when its done; prepare for an AL rage move—this is why PG aides are key!

 

Sapphirix:

The key to Sapphirix is zerging him with ranged heroes. I’ve found that he doesn’t really target melee targets very much which can make him tricky to tank. He really can devastate your team if he uses his skill facing your mercenaries as he can wipe almost all of the up in one skill use. Here is one strategy that I’ve come up with to score 80-100M or so (could be more if I had better aides). Due to the chaotic nature of this pull; it can be recommended to use swords to maximize burst damage by your team and even drop more winds at start than normal, but I usually just use a Tome (on my PP) and Hearts on my Amb and GS.

Team Members: Ambrosia, Great Sage, Pyro Pete, Renee Ven, Chiron (PG Aides highly recommended)

  1. Drop GS on one side of corner and Amb on other side (blitz bomber is an option for ultimate zerg dps if you have one with lvl 30+mercs and BR aides for him)
  2. Don’t use GS skill immediately but wait for more mercs to spawn
  3. Wait until Sapp is aggroed and use Amb skill to clear more buildsings
  4. Finally: drop the regular crew; drop 2 to 3 winds and then 1 wind on chi’s next skill usage; or do 2 and 2 winds
  5. You want to silence Sapp as much as possible so use double GS divine
  6. Note: An alternative strategy is to drop GS on opposite side of map so that his skill will silence Sapp for 16 seconds giving you 36 seconds of sapp silence at divine 3—this is not a bad idea but you must get lucky that he keeps single targeting mercs and not PP or Chi
  7. Also: don’t rez GS; only rez PP or Chi if they die and preferably close to their skill cooldown time as Sapp is very unpredictable and can easily turn a random way and oneshot your rezzed hero

Alternate Strategy:

I sometimes use an LS to tank. My LS with an orange heart can tank/solo heal the bird the whole time and keep my team safe. I personally prefer this second strategy.

Chiron & Great Sage:

Use some kind of silence sequence like I suggested above. One key for GS is to pull him out of the center as quickly as possible.

I use LS, GS, PP, RV, and Chi (no AD required with my silence sequence)

Ways to push/pull GS to the side: a PG knockback from opposite side of map; a DS divine pull; an AL divine or AL skill; Amb Divine, etc.

However, PG, AL, DS, and Amb do not have a special ability to silence… thus this is what I do:

Start with LS (make his HP as high as possible as his skill will keep him alive pretty easily; I think an Amb aide makes his skill heal for even more)

  1. This drop is key. Only drop LS at exactly the middle of the upper left side (there are 3 magic towers in a row). Drop him exactly on top of the middle one. He will kill it in 1-2 hits (1 is better of course so raising his damage is very nice too) and then move inwards to one of the magic towers in the second row
  2. Immediately taunt once he is in range of the second row of magic towers. Do NOT taunt when he is on the outside. This will screw up your score majorly. You must wait until he is a little closer to GS
  3. Don’t drop anybody yet. Wait until GS is almost to LS and then drop GS and begin the silence sequence with his divine
  4. As buildings are getting destroyed drop PP, RV, Chi; restore GS divine and start doing damage
  5. The silence sequence will keep GS occupied for 116/120 seconds and thus no PG aide is required if it is just him and go for maximum damage + full weapons of course your heroes will die likely if you have lvl 1 aides for the sharpshooters but it doesn’t matter at end

 

 

Guide to Scoring in BR 17 and BR 18

The Best Equipment for Everything (Part 1)

With 5 to choose from and countless paths to farm materials, how do you know which equipment is best to level up first… and for what hero? Sure, it would be ideal to get +3 Orange Equipment on every hero, with +3 Orange Equipment on all 15 of your hero aides… but let’s face it: unless you spent $100,000+ on this game, that’s not you! If you’re like the rest of us, then you need to make decisions and choose wisely which nodes to farm and which equipment to upgrade first!

What must be said…

There is no “best” weapon. A Blade is not better than a Bow or Heart or Hammer or Tome. They all have pros and cons and all are very strong especially as you level them up! First though, let’s look at the stat distribution on each and start listing what rocks about each weapon… and a little of what doesn’t 🙂

 

Here is a list of stats that appear on weapons with a brief commentary on my thoughts about them:

Offensive buffs:

  • +ATK. Appears on: Blade, Bow, Tome.
    • This is a flat attack modifier that gets added on to your hero’s displayed attack number. Generally speaking, +ATK is stronger the weaker your heroes and hero aides are and this is why I strongly recommend investing in El Dorado equipment first! This gets up to +4000 ATK for +2 or +3 Legendary Blades.
  • +Hero HIT %. Appears on all weapons.
    • A prefactor to calculating Critical hit chance as if you miss, you cannot critically hit someone. Note: If an enemy hero has no weapon with +dodge% or any talents giving +DODGE%, then you will always hit them regardless of your HIT%.
  • +Hero DMG%. Appears on Hammer, Tome.
    • Arguably one of the strongest buffs in the game as this multiplier gets added in at the end of any other calculations. For more information please see my article on “How IGG calculates damage.”
  • +Hero CRIT %. Appears on Blade, Bow, Tome.
    • This, according to IGG live support, affects the chance for a hero to land a critical strike (assuming they don’t miss). From my understanding, there is a 0% (or very low) chance for a hero to Crit without having a listed Crit% boost (through either a Blade, Bow, Tome, Djinni aide, or talents).
  • +Hero CRIT Bonus%. Appears on Hammer, Tome.
    • I haven’t worked out the calculations for this boost perfectly yet, but from my understanding, this should work like the Djinni aide which boosts CRIT DMG% by 15% at max aide boost. The way that this works for Djinni at least is a critical strike will hit for: base damage * special modifier * (100%+50% base CRIT DMG bonus + extra CRIT DMG % bonuses). I don’t know what the special modifier is just yet, but this stat should get added into 50% boost that critical strikes gets inherently. Either way, the higher this number goes, the faster the enemy health drops 🙂

Defensive buffs:

  • +HP.Appears on Blade, Hammer, Heart.
    • This is a flat HP modifier that simply gets added on to the displayed HP number for your hero. Again, generally speaking the weaker your heroes and hero aides are this is stronger, but having more HP is always good.
  • +Hero CRIT Resist%. Appears on Blade, Hammer, Heart.
    • This, also according to IGG live support, does not reduce the chance of an enemy hero to hit you with a critical strike, but it simply reduces the critical damage that you would have otherwise received.
  • +Hero DODGE %. Appears on Bow, Heart.
    • A self explanatory counterpart to HIT %. If your weapons with dodge are leveled up more than attacker weapons, then it is quite likely your dodge will be more noticeable. For evenly leveled weapons it is not as evident unless you give yourself additional dodge through talents or a Won Ton aide.
  • +Hero DMG RED%. Appears on Heart.
    • Another straightforward idea that reduces incoming damage similar to the talent Charm Curtain.

 

Weapon Unique Skills

The Thunder Blade

Unique Ability: Generate YY thunderbolts every XX attacks. At Legendary this does 7 enemy targets every 6 attacks. A +3 Orange Thunder Blade hits all those targets for 200% ATK, which is pretty insane.

The Arcane Tome

Unique Ability: Gain extra attack for each fury point & upon 100 fury, enrage. The Tome is already good with its boost to DMG% CRIT DMG%, but the main goal is to get to 100 fury as soon as possible. Of course Wizard mercenaries can help (though only on offense) and a Djinni aide is also nice (an extra +30 fury to start). For example, my Ambrosia starts at +60 fury when on offense due to her mercenaries and Djinni aide. A +0 Orange Tome gives 20 extra ATK per fury and Max fury gives 27% DMG, 50% SPD, and 30% DMG RED.

The Dragon Heart

Unique Ability: Have a YY% to restore XX% of max HP after dodging an attack. If hit ZZ times, increase dodge by QQ% for AA seconds. It’s kind of awkward to write it in general variable with some many factors that change. Boosting dodge further with talents and/or a WonTon aide is an excellent idea to boost a Dragon Heart. A +0 Dragon Heart gives a 33% chance to restore 11% of max HP after dodging an attack. If hit 20 times, the Hero also gets a boost that increases dodge by 22% for 8 secs.

The Thorned Bow

Unique Ability: Shoot a thorn at attackers every 8 attacks, slowing them down and doing extra damage and knocking them back. The damage is a flat amount though and does not scale with the power of your hero, making the ability’s main purpose to knockback heroes and slow them down. A +0 Orange Bow slows them down by 80% for 4 seconds.

The Holy Hammer

Unique Ability: Deal XX% more DMG to Bleeding and Stunned targets. If the hero is taunted or loses more than ZZ% of their current HP from a single attack, they gain YY% Hit Rate and XY% CRIT Rate, stacking up to 5 times.

 

 

The Best Equipment for Everything (Part 1)

How I Spend Jewels in El Dorado

At the time of this post, I’m at level 64 base and have about 4600 power. The favorite thing I’ve done (besides killing some bases double my level in GC vs. top guilds) is ranking 88th in this past weeks Hero Trials. That really should not be possible for someone at my level, hero aides, and evolution, but it can be done! A future article will provide feedback and general goals for upgrading which piece of equipment.

I have a general strategy for growing and pushing this as high as you can in terms of equipment power and there are three main scenarios:

Scenario 1, No El Dorado 2x event (300-500 Jewels/Day)

This is the normal way I spend jewels. I spend between 300 and 500 jewels every day, which is easily supplemented by a monthly pack (400 a day) + daily events (at least 170 more jewels + BR/CC/GC rewards).

  1. Do energy refills (50, 50, 100, 100 = 300 jewels spent). Mathematically, in a rate up event, you get 2x drops for the same energy (and 360 jewels is the max cost per refill in a rate up event). This means that during normal conditions it takes twice as much energy to do refills. So spending 360 jewels is actually the equivalent of spending 180 jewels in a normal situation. So spending 100 jewels for 120 energy in a regular event is better than spamming the 360 jewel reset in a 2x event.
  2. Farm the boss of every map you’ve cleared at least using 3/3 tries. Then if you are close to an upgrade, spend 50 jewels to buy one refresh. It is even worth buying up to 100 jewel refreshes for shards if you have extra jewels, but I generally don’t do this.
  3. Spend the rest of your energy farming materials towards your next upgrade, but never use a potion refill!!

 

Scenario 2, El Dorado 2x event, no Spending Event

  1. Do energy refills up to 360 jewels per refill.
  2. Focus on farming shards in these events, going up to 100 or 200 jewels to reset the boss levels.
  3. Use all potion refills at your discretion. Generally if I have any, I use all of mine up as there are no downsides to doing so in these events.
  4. You can go crazy and refill your jewels many many times, but generally it is best to wait where there is an extra reward for spending jewels.

 

Scenario 3, El Dorado 2x event, Spending Event (like Lord’s Gone Wild, etc.)

  1. Since you’ve already focused on shards, pumping out as many energy refills as possible is what I tend to do. IF the event lasts multiple days, make sure you have enough jewels to at least pay for the resets that cost less than 360 jewels.
  2. For the first few day(s), take it slow and only do enough resets depending on your dice rolling results. The last day, make sure to spend enough to get the prizes you want from the spending event (Lord’s Gone Wild, Wishing Tree, etc.)
  3. If there are special purchasing events, generally try to wait until the last day as there is often an extra bonus you can get on the last day.

 

Special Case: Purchasing Packs at end of Maps

  1. After getting 4 weapons to Legendary so far, and 4 more to Epic, I definitely appreciate the packs that you can buy. I purchased all of them except the ones on the first map (since Green Items are so quick to get on 2x events) and the 3rd to last map (that requires ~30k jewels to upgrade a blade from +3 Epic to +0 Legendary).
  2. This is a good investment and will help you grow even faster to level at least one blade up above your other weapons.
  3. Finally, please avoid doing this when there’s not a rate up event, nor any reward for spending jewels!
How I Spend Jewels in El Dorado

How IGG Calculates Damage

Here is a brief rundown on how damage is calculated (ignoring CRIT for now until I do more tests on the base critical rate and base critical damage boost).

The formula for how much damage a hero will do (again assuming a non-critical) is:

Total Damage = [(Base Hero Attack * ATK%)+Flat ATK] * DMG Bonus

Let me explain what each of these is in more detail, though I will point out that the number you see when inspecting a hero with aides is the calculation of (Base Hero Attack * ATK%)+Flat ATK.

Base Hero Attack

Description: the raw attack stat excluding all glory, evolution, aides, weapons, etc.

How to Increase:

  • Leveling up your character only

ATK %

Description: The stat is found in many different sources. To calculate how it affects your overall damage you need to add up all sources of ATK% and then apply it to the formula.

How to Increase:

    • Leveling Hero Aides in 2nd and 3rd slot (arguably the strongest method-at level 130 for aide 2 and 3 you get 90% boost from just having them leveled to 130; level 180 aide 2 and 3 is 146% ATK boost)
    • Leveling Hero Aide skills (max boosts: Chiron-30%, Skull Mage-40%, Hydrasaur-28%)
    • Evolution (Libra for example gives an ATK% boost; 35% for Berserker, etc.)
    • Hero Talent Battle Fervor gives 8% boost max
    • Hero Enchanting (Sometimes Level 2 or Level 3 Enchants)
    • On Defense from Guild Bot & Hero Hall Level

Temporary Boost through hero rage skills like Enchantress (30% ATK up)

Flat ATK

Description: This one is even more straightforward than ATK% and is a simple addition onto the result of Base Hero Attack * ATK%

How to Increase:

  • Hero Equipment (Bow, Blade, Tome)
  • Evolution (notice how evolution is a percentage + a flat amount; the flat amount goes here)
  • Hero Aide (Dark Rider gives 800 I believe at max)
  • Hero Talents (never bothered with this one and don’t even know what it’s called)
  • Hero Glory
  • Hero Enchanting

DMG%

Description: This is similar to ATK% in how it works, though is arguably much more powerful at face value. To compare say the two talents: Battle Fervor (8% ATK) and Blessed Weapons (8% DMG). Since DMG% gets multiplied in after you calculate the total attack and ATK% only impacts the base hero attack DMG% will always be stronger pound for pound.

How to Increase:

  • Hero Equipment (Tome, Hammer)
  • Hero Enchanting (up to 25% DMG at max level)
  • Hero Talents (Blessed Weapons gives 8% DMG at max)
  • Hero Aides (Sapphirix gives 20% DMG)
  • Temporary Boost: Ambrosia rage skill (30% DMG boost at max rage skill level)

So that is what goes into the numbers you see when you inspect a hero. A YouTube video will be put up giving a basic example with a level 1 hero and Critical Damage information hopefully will come out soon.

How IGG Calculates Damage

How to Best Use Mutagen

How to best Use Mutagen, i.e. who to evolve first

Because mutagen is a limited resource, along with other material required to evolve heroes (souls, rings, etc.), it is important to be strategic about how you use mutagen and choose as you hit each level threshold the wisest hero to evolve first. Of course, eventually you will want to evolve each of your main heroes (and even really 9 heroes in total up to at least Libra for Hero Trials).

There are three main tiers of Player Base levels that evolution occurs at: 50, 100, and 120. Exceptions to this rule include Hydrasaur (50, 75, 90), Pounder (50, 75, 90), Dark Rider (50, 80, 100), and Blitz Bomber (50, 75, 90). I will be mainly focusing on the three main tiers though and explain what is going on at each tier.

There is a brief Youtube Video outlining these concepts. As you can see by reading the text, the game changes quite a lot as you level up and to be successful at each stage of growth requires changing your strategy as you get stronger.

 

Level 50: The Leo evolution

This tier truly is a game changer. In my opinion, the game goes very slowly below base level 50 and you can find yourself being very particular about who you can and cannot attack. But once you start getting your heroes to Leo, the game becomes much faster paced and easier to win battles.

What is happening at player level 50?

This is an important consideration to help you choose who to focus on first. When you are level 50, you won’t really be attacking player base levels above level 80-90. This means that the main method for you to be successful is how well can you kill the enemy heroes. On 99%+ of bases at these lower levels, once you kill their heroes (Great Sage usually will only revive once), you will have an easy time finishing off their base. Thus, the main focus at this stage in the game is evolving who helps you kill enemy heroes most efficiently.

Here is a list of heroes that help in killing enemy heroes:

  • Landslide: His stomp removes the pesky Pan Goli aide which is very helpful at lower levels
  • Skull Mage: His divine is very good for bursting down heroes, especially if you have his mercenaries to at least level 30.
  • Chiron: Provides a self-heal, but really pushes out significantly more DPS directly to enemy heroes especially if you use his divine right after his rage skill.
  • Djinni: Another useful way to deal with Pesky Ambrosias that some newer players have invested all their resources into and dealing with Pan Goli aides.
  • Great Sage: Not only does it do damage, but it gives you rage AND silences their team for a few seconds. Generally, I almost always evolve Great Sage first as the 3 extra rage is huge when your skills are not leveled up to their minimum rage costs most likely.

Next, there are heroes that help with damage (to enemy heroes), but also serve a dual role in keeping your heroes alive:

  • Pan Goli: His stun and extra damage is very nice for helping beat the enemy team.
  • Abyss Demon: His divine provides a burst DPS and healing role, and he is a nice choice as his divine actually starts hitting quite hard as you get to divine 2 and 3.
  • Arctic Lord: Makes himself immune and does damage to enemy heroes. A nice choice but at Leo, the damage is not as large compared to the “damage” dealing Divine 1s.
  • Pounder: Like a combination of Arctic Lord and Abyss Demon he provides a burst of DPS and healing that gives you those vital extra seconds to tank while the rest of your team takes out theirs.

Finally, there are the support Divines that really help you stay alive better, but generally speaking at lower levels it is best to focus on bursting them down quickly:

  • Enchantress: If you time it correct, the heal is very nice as well as the “get out of CC card.”
  • Dark Rider: In a similar fashion, his shield can help you survive long enough to whittle down enemy heroes.
  • Berserker: While I love how his divine makes him very indestructible at these lower levels, it shouldn’t be your first focus at Leo if he is on your team.
  • Savage Chief: A fun choice for keeping enemy heroes like Chiron and Ambrosia at bay while you beat on their melee heroes.

Lastly, there is the base destroying Divines. Because as I mentioned at this stage, destroying bases isn’t really how you will be successful and 100% bases (100%ing bases is more important at this stage as you need to gain maximum resources from winning battles). The ONLY exception to this is if you are building an AOE zerg team or are in a guild that competes against top CoL2 bases. These divines will help you score some extra points while you are growing in evolution, skills, and base strength. I don’t like this method for this reason, but they can become very powerful.

  • Ambrosia- her health equalization and heal are very nice, and if you use her divine on most bases you can get 50% right away with just her. HOWEVER, I strongly do not recommend this method for gaining cups in Lord’s league as mutagen and XP eggs are worth more than 1-starring a base. It is best to stay lower where you can easily 3-star opponents without losing any heroes to maximize rewards.
  • Sapphirix– A similar case to Ambrosia where he will get you a 1-star.
  • Hydrasaur: Pairing him with other fliers, especially Sapphirix is a devastating combo that can wipe out a base before the enemy can even hit you once. This is a specialized strategy and is challenging to pull off at lower divine levels.

Lowest Tier: Those who stink at divine 1

  • Renee Ven: She is the best at divine 3, but alas, there is no reason to rush her at Leo.
  • Blitz Bomber: Eh, don’t bother with him. Early on he can potentially help you score in GC as his skill can be spammed unlimited like Ambrosia and Sapphirix when you use your Guild Chariot’s Divine, but otherwise he’s a waste of resources.

 

Level 100: The Capricorn Evolution

At level 100, your base is getting more formidable and you are now starting to go against bases that have some Pisces or at least Aquarius heroes. There are really two main ways to go… a Zerg Team that consists on doing as much widespread AOE while controlling the enemy heroes or… a control team that is centered around killing enemy heroes.

Tier 1:

  • Great Sage– He really is in a category of his own here adding the type of control you want, doing extra damage with his Divine 2, silencing for longer, and giving you more rage to start your destruction

Tier 2: The AOE Zerg. This is becoming more formidable and as you grow, xp eggs aren’t as scarce and maybe you’re doing alright on mutagen. I still don’t recommend this unless you can mostly 100% everybody because as you go up in levels so does the mutagen cost (being up to 3k for a Capricorn evolution for some heroes)

  • Focus on heroes like: Ambrosia, Sapphirix, Hydrasaur, Arctic Lord, and even Skull Mage. All others are secondary if this is your strategy.
  • Secondary heroes include ones that can add additional control to your base destruction like Pan Goli who stuns (now one more target!) their heroes or Savage Chief who can taunt heroes away from your base destroyers.

Tier 2: The Control Heroes. These are heroes that help you stay alive and keep the enemy stunned or at bay

  • Pan Goli– A significant upgrade at level 100 as he now hits 4 targets instead of three with his knockback/stun. Very good choice if you use PG!
  • Landslide- He gains a longer stun, and a longer Pan Goli buff removal which is always helpful
  • Savage Chief- He now is more annoying to base defenders as they meaninglessly beat away at your one use punching bag.
  • Enchantress- One of the ultimate annoying things to face when attacking a base, her Divine 2 makes her more frustrating for attackers and makes her even more formidable as a healer in the burst DPS phase.
  • Berserker/Pounder/Dark Rider: They are similar in that they add extra health points to your hit pool that can help slow down beefed up opponents.
  • Abyss Demon: He now makes this current tier because as bases get stronger, the burst heal is actually quite nice that he provides and the healing your output becomes more and more necessary for success.
  • Demon Slayer: He fits in here because he is all about control and bringing the two furthest heroes in so you can stomp them and kill them. He is a hero that requires some strategy to use and takes practice.

Tier 3: The Damage Dealers

  • Chiron- He is perhaps close to the top of this list as he will likely be topping the enemy to enemy damage (unless you beef up someone like I did in my Berserker) and he gives a self heal. It’s very bad for an attackers success when he uses his divine.
  • Chiron got a special mention. Anyone else here you can’t really go wrong with though I still personally recommend focusing on control first.

Tier 4: The Almost good but not pressing

  • Again, we have Renee Ven who I would personally save for last.
  • And Blitz Bomber. You still stink in today’s game.

 

 

The Pisces Evolution

At this point, I won’t mention too much because if you are at Pisces, chances are you are familiar with the game and your strategy. I will just point out a few heroes that get significant buffs at Pisces who are worth considering to be some of your firsts. Essentially though, it’s often best to focus on control heroes first because as you start to go higher in Lord’s League, the enemy heroes hurt… a lot… and you want to neutralize them as much as you can.

Tier 1: Game changers

  • Renee Ven: This is her true purpose in life. To give you two divines of your choosing. Having two divine twos of your choice is much stronger than having one divine 3.
  • Great Sage: More rage!!! Strong damage. Good choice

Tier 2: Gain extra functionality from Capricorn Evoution

  • Demon Slayer: Pulls one more target it which is very strong for going against most top bases

Tier 3: The rest of them

  • The rest of heroes gain more damage or more healing or more buffs for longer, but the change isn’t as dramatic as DS. You will notice a difference with any Pisces evolution but those listed will be the biggest change from Divine 2, as the jump in damage/healing/buffs is much stronger going from 2->3 as opposed to 1->2.
How to Best Use Mutagen

How to Best Use Rings

I made a YouTube video that explains the process here: Video Explanation

The general rule of thumb I follow is:
1) Evolution
2) Special functionality for skills
3) Lower Rage
4) Pan Goli Aides
5) Other Aides
6) Maxing hero skills that don’t gain special functionality

The category “special functionality for skills” will be elaborated on and each hero analyzed below:

Category #2 Heroes

Berserker: Hits 1 rage at 18/20 (I believe). Stuns main target an extra 1.0 s at 20/20 skill level. He is a good second choice to max his skill if he is one of your main damage heroes.

Chiron: Hits 1 rage at 16/20. Creates 4 clones at 18/20 skill. Pushing him to 18/20 is a good use of rings, but going from 18/20->20/20 is not a priority using this system.

Great Sage: Hits 1.5 rage at 16/20. Silences 2 targets at 18/20. Hits 5 targets at 20/20 skill. He is an excellent choice to max his skill first.

Pounder: His “pound” stuns for 4 seconds at 15/20. Then he drops to 1 rage at 16/20. Above 16/20 it only adds additional damage

Non-category #2 Heroes

Abyss Demon: Hits 1 rage at 16/20. His skill doesn’t gain any additional functionality, so he does not fall into category #2. He is a special hero though in the sense that if he is your main healer, he is worth leveling up before other priorities.

Ambrosia: Hits 2 rage at 18/20. She does not fit into category #2.

Arctic Lord: Hits 1 rage at 16/20. He does not fit into category #2.

Demon Slayer: Hits 1 rage at 16/20. He does not fit into category #2.

Djinni: Hits 1.5 rage at 16/20. He gets some nice buffs as you go up, but it’s not a category #2 hero.

Landslide: Hits 1 rage at 16/20.

Pan Goli: Hits 1 rage at 16/20. He does not fit into category #2.

Renee Ven: Hits 2 rage at 16/20. Nothing changes as you level it after this besides how much HP % your revived heroes have.

Sapphirix: Hits 2 rage at 18/20. Just a damage increase above 18/20.

Not Analyzed

Air Elite, Blitz Bomber, Blockhead, Carol D, Dark Rider, Glory P, Hydrasaur, Skull Mage: I did not look at these heroes, but given the above information, I hope that you can find where they fit in if you use these heroes and make wise decisions!

How to Best Use Rings