As we now have mentioned in our earlier technique information, Arcana Tactics has all kinds of heroes to fuse and improve, and the quick downtime between battles implies that it’s important to suppose quick on who to summon to the sphere. Getting your finest forces as quickly as attainable, moreover studying when to start out fusing, can imply the distinction between successful a battle or dropping a life.
Now, there are 140 heroes accessible to gather as of writing. All are usually divided in 5 tiers of rarity indicated by the celebrities above their portrait. At rank 5, the highest-tier heroes are inevitably fairly highly effective however from what we’ve seen, all of them are solely accessible through the hero gacha. This means summoning even one among them is kind of the problem, on high of a few of their prerequisite four-star heroes additionally being gacha-exclusive.
This Arcana Tactics tier checklist will focus totally on the heroes’ efficiency within the marketing campaign, as the sport’s PvP mode was solely not too long ago added. In our checklist, every hero might be listed from the bottom to the best rarity, segregated in response to their class, and can embrace their component and fusion recipe. We may also disregard the one-star heroes, as they’ll see common use by necessity. We’ve decreased our checklist to overlaying 89 heroes, from two-star to four-star.
Four-star heroes may also be categorized between these whose soul stones will be acquired by means of story missions, subsequently making them simpler to rank up, and people whose soul stones are unique to the gacha.
Though Arcana Tactics encourages fusing as much as your high-level troops, some two-star or three-star heroes can simply help the social gathering all the best way to the boss wave. In some circumstances, it’s higher to go away them be than fuse them into somebody larger, because it means one much less supply of injury or buffs. Either method, this tier checklist provides you with an thought of what heroes you possibly can preserve all the best way to the tip of a mission.
Masters Of The Blade: Swordsmen
a. Spell Sword (Fire, created by means of Swordsman + Lancer) – A mixture we now have mentioned in our earlier information, the Spell Sword has a 18% likelihood of performing a fiery swipe that offers additional injury to her goal in addition to one enemy close by, making her an early supply of crowd management.
b. Paladin (Light, created by means of Swordsman + Swordsman) – Every 5 assaults, the Paladin heals himself for about 350 factors of well being, which usually covers a couple of seventh of his well being if he isn’t upgraded. This offers him some first rate self-sustaining early on, particularly as a result of his excessive defenses. However, he’ll doubtless fold as a mission progresses even with different sources of therapeutic as a result of his common assault pace except he has been buffed accordingly.
a. Rune Knight (Fire, created by means of Spell Sword + Paladin) – Effectively a direct improve to the Spell Sword earlier than her, not solely does the Rune Knight have an altered model of the Spell Sword’s splash assault (barely lowering the prospect and vary in change for extra injury), she additionally begins with a passive that reduces incoming magical injury, making her significantly tanky towards wizard-heavy formations. As a bonus, she is obtainable for fusion proper in the beginning of the sport.
b. Highlander (Fire, created by means of Spell Sword + Blacksmith) – A lacking arm didn’t sluggish this lady down, and it reveals. She unleashes a strong slam each 5 assaults to the closest enemy, and if the well being of the enemy is lower than 50%, she offers extra injury to complete them off. All this leads to a hero that may filter out any enemies up entrance and shortly eradicate wounded ones.
c. Defender (Dark, created by means of Paladin + Barbarian) – A team-focused tank, the Defender will increase her bodily defenses by 20% for each ally close by, maxing out at 5 allies and doubling her protection within the course of. This pairs effectively together with her second skill, the place she redirects all injury her closest ally receives to herself. This makes her an appropriate mid-game tank if sufficient heroes are on the sphere to take full benefit of her protection buff.
d. Crusader (Light, created by means of Paladin + Ninja) – The Paladin’s larger brother, the Crusader heals himself by 10% of his bodily injury with each assault, versus therapeutic each few assaults. For each 5 assaults, he buffs his bodily protection for six seconds. While it’s a flat bonus of 300, it successfully counts as him doubling his bodily protection assuming he has not been upgraded. Thus, the Crusader’s improved stats make him an appropriate step up from the Paladin.
a. Valkyrie (Light, created by means of Rune Knight + Warden) – A magic-oriented fighter, the Valkyrie focuses extra on her magical stats over her bodily stats. Her first skill triggers each 5 seconds, changing her fundamental assault into an area-of-effect swing that trades decreased injury for hitting as much as three enemies, with the impact lasting for eight seconds.
Her second skill heals herself primarily based on her magical injury each 9 seconds or so, and her third skill offers her an 18% likelihood of dealing additional injury to her goal. While all these sound spectacular, her subpar bodily protection implies that she’s going to crumple towards different swordsmen. She is finest used as a assist for a extra devoted tank, walloping teams whereas the primary tank absorbs incoming blows.
b. Death Knight (Dark, created by means of Rune Knight + Berserker) – Riding his shadowy steed, the Death Knight is kitted out for taking injury, and his skillset and excessive magical protection complement this position. Whenever an enemy dies, his first skill casts Fear on a random enemy, inflicting it to run away from the battle for a couple of second earlier than it wears off. However, he can solely solid this skill as soon as each eight seconds so don’t anticipate him to terrify the whole enemy drive in a single sitting.
His second skill triggers each eight seconds, dealing a heavy blow, scaling off his bodily injury, and stealing 20% of his goal’s magical protection for his personal use for six seconds. This permits him to tank much more injury throughout that interval. His third skill passively decreases incoming magical injury by 25%. All these make him excellent at tanking magic-heavy formations.
c. Royal Guard (Light, created by means of Highlander + Defender) – A startling distinction to the Death Knight in each aesthetic and stat distribution, the Royal Guard is geared in direction of absorbing bodily blows. Her first skill has her bash her goal together with her defend, damaging them and gorgeous the unlucky foe for a few seconds with an eight-second cooldown. Her second skill prompts when she receives therapeutic.
Every 9 seconds, she and one ally close to her are healed for 350 factors of well being, successfully sharing any therapeutic results whereas bolstering no matter well being she receives. Her closing skill is a straightforward eight-second buff to her bodily protection with an eight-second cooldown between makes use of. This makes the Royal Guard excellent towards bodily attackers, which usually make up the enemy entrance line.
d. Blade Singer (Fire, created by means of Rune Knight + Highlander, gacha-exclusive) – A local of the desert, the Blade Singer embodies the sweltering warmth of his house area. His first skill buffs his bodily and magic injury by 20% for 9 seconds, with a six-second cooldown. His second skill triggers each six assaults, burning his goal and two close by enemies for 3 seconds, dealing 70% of his magic assault per second.
His closing skill has an 18% likelihood of triggering, and offers very excessive bodily injury to his goal, with a small bonus if he’s squaring up towards a Nature-aligned foe. All these make the Blade Singer an absolute beast towards single targets, however his frail defenses and quick vary imply that he’ll want somebody to climate injury in his stead.
e. Lunatic (Iron, created by means of Crusader + Vagabond, gacha-exclusive) – With a reputation like that, you possibly can wager that his way of thinking isn’t precisely steady, and his weapon of selection is an axe so massive that he can safely assault from the rear whereas others take the hit (and he can hit pretty shortly, too). His first skill buffs his bodily assault and assault pace for seven seconds, and its six-second cooldown implies that the buff is everlasting as quickly because the battle begins.
His second skill triggers on a crucial hit, growing his bodily assault by 6% for six seconds, and may stack as much as 5 occasions for a 30% increase. His third skill offers him an 18% likelihood of therapeutic himself when attacking, primarily based on 80% of his probably very excessive bodily assault stat. The Lunatic is actually a one-man wrecking ball, and even his subpar well being and defenses will be mitigated by conserving the strain to take care of his therapeutic. A sturdy battle line doesn’t harm nevertheless, particularly given his vary.
A Hail Of Arrows: Archers
a. Sniper (Fire, created by means of Archer + Archer) – Switching out a bow for a crossbow, the Sniper is an early technique of choosing off enemies with low bodily defenses. Her sole skill has an 18% likelihood of firing a harmful shot on the opponent with the bottom bodily protection on the sphere. This is usually an enemy wizard or archer who’s hiding behind a shield-bearing goon or two.
b. Chaser (Nature, created by means of Archer + Rogue) – Whereas the Sniper is designed to take down squishy precedence targets, the Chaser’s sole skill permits his fundamental assault to wreck two targets directly, serving as an early supply of crowd injury significantly towards Ice-aligned enemies.
While he isn’t as damaging in comparison with the Sniper, who can probably activate her skill a number of occasions in a row and produce down a number of enemies, the Chaser can weaken two enemies at a time and make it simpler for his staff to work by means of early-game crowd.
a. Scout (Nature, created by means of Sniper + Chaser) – A quiet lady, the Scout’s first skill is a straightforward 16.5% likelihood of dealing additional injury to her goal, whereas her second skill has an 18% likelihood of triggering on assault, and poisons the enemy furthest from her for 3 seconds. She can soften up a number of targets directly very similar to the Chaser, however her low magic assault have to be taken under consideration.
b. Ranger (Iron, created by means of Sniper + Fencer) – When he isn’t snacking away, the Ranger fires a lethal arrow to the enemy with the bottom HP, choosing off heavily-wounded attackers. His penchant for consuming on the job does have its advantages, as he has an 8% likelihood of restoring some well being ought to he be attacked. This does give him a bit extra survivability than what is anticipated, however it’s best to maintain him behind your primary defenders.
c. Hunter (Nature, created by means of Chaser + Bard) – With her trusty hawk taking to the skies, the Hunter has the longest vary of all of the three-star archers. Her first skill triggers each 10 seconds, together with her hawk dive-bombing at her goal and gorgeous them for a couple of second. Don’t fear, the hawk will (fortunately) be unhurt.
Her second skill triggers each 4 assaults, and easily offers elevated injury. The Hunter thus serves as early-to-middle-game crowd management, particularly for those who use gadgets which have her prioritize sure enemies. She can also be the one Archer who can stun their goal.
d. Stinger (Light, created by means of Sniper + Blacksmith) – On one hand, the Stinger sports activities the slowest assault pace out of all of the three-star archers. On the opposite hand, each eight seconds, the Stinger doubles his assault pace for about seven seconds. Unfortunately, as quickly because the buff ends, his assault pace is decreased for 3 seconds as he reloads his crossbow. Keep enemies from attacking him, and he is a superb asset towards Dark-aligned enemies.
a. Wind Walker (Nature, created by means of Scout + Hunter) – Being royalty doesn’t imply the Wind Walker can’t deal with herself in a battle. Her first skill triggers each seven assaults, and offers elevated injury to her chosen goal. Her second skill has a 13% likelihood of activating and has her goal the furthest enemy from her with elevated injury.
Her third skill passively will increase her bodily injury by a portion of her magic assault stat, permitting her to take profit from buffs that improve the magic assault. The final two talents give her the Scout’s area of interest of choosing off enemy archers and wizards with little hassle, much more so if her first skill prompts on the identical time.
b. Arcane Archer (Ice, created by means of Hunter + Avenger) – As her title implies, the Arcane Archer has the best magical assault stat of all of the four-star archers, and her talents take full benefit of it. Her first skill permits her to wreck as much as 4 enemies in change for decreased injury, and has an 18% likelihood of activating on her assaults.
Her second skill prompts each six seconds, and additional bolsters her magic assault stat for eight seconds, successfully appearing as a everlasting buff till she is killed. Her third skill is especially devious, as her fundamental assaults cut back her goal’s magical protection stat by 5%, and may stack as much as six occasions for a 30% discount to magical protection. She will undergo most bodily tanks like a scorching knife by means of butter, and may even lay down some severe injury towards magical tanks if she stacks sufficient protection debuffs.
c. Raven (Dark, created by means of Scout + Ranger) – The Raven is a slightly dour fellow, and his selection of component and talents mirror it. His first skill triggers each seven seconds, dealing heavy injury to his goal and scaling off his excessive bodily assault stat. His second skill triggers when attacking and has a 16% likelihood of silencing a random goal for 3 seconds, stopping them from utilizing any talents they might have.
His third skill will increase his injury towards Light-aligned enemies by 30%, stacking together with his innate benefit towards the component. All these make him a monster towards single targets, particularly if he’s going towards a Light-aligned foe. His magic protection is kind of low nevertheless, so be cautious of enemies with excessive magic injury.
d. Corsair (Iron, created by means of Ranger + Defender, gacha-exclusive) – The Corsair is a person of the seas, and his defenses are larger than anticipated of his class whereas sporting decreased assault vary. His first skill has an 18% likelihood of damaging his goal and lowering their bodily protection by 30% for 5 seconds. While it doesn’t stack in comparison with the Arcane Archer’s model, the debuff’s results are extra fast.
His second skill prompts each six assaults and damages as much as three enemies. His final skill is slightly distinctive for archers, because it redirects 25% of any injury an ally might obtain to himself, supplied that ally is at most 2.5 squares away. Coupled together with his decrease vary, which means that the Corsair can function a complement to one among your tanks, lowering the injury they obtain whereas laying down overlaying fireplace.
e. Ancient Bow (Fire, created by means of Stinger + Scout, gacha-exclusive) – The elemental reverse of the Arcane Archer, the Ancient Bow has an identical skill set that takes benefit of his excessive magical assault. His first skill has a 13% likelihood of burning his goal and as much as two close by enemies for 3 seconds.
His second skill triggers each eight assaults, and offers elevated injury to his goal and as much as two close by enemies. His third skill is exclusive in that he beneficial properties a flat bonus to his magic assault for each Fire-aligned hero in your facet of the battlefield, encouraging a setup with solely that component. Sure, it would make your military significantly susceptible to Ice-aligned foes, however the injury increase to his assaults can counteract that.
Knives In The Dark: Rogues
a. Assassin (Dark, created by means of Rogue + Rogue) – An early supply of crowd administration, the Assassin’s sole skill prompts each seven seconds, damaging her goal and silencing them for 2 seconds. Nothing too flashy, however it’s a dependable supply of additional injury and crowd management earlier than you escape the massive weapons.
b. Ninja (Iron, created by means of Rogue + Swordsman) – Acting very similar to the Sniper, the Ninja’s skill prompts each 4 assaults and throws a shuriken on the furthest enemy from the Ninja. As his quick vary implies that he’ll get right into a melee, this often leads to the shuriken flying into some poor enemy archer’s face.
a. Avenger (Dark, created by means of Assassin + Ninja) – A depressing fellow, the Avenger’s first skill inflicts a everlasting, 35% debuff to his goal’s bodily defenses, whereas his second skill offers him a 12% likelihood of evading an assault. The Avenger slices by means of cannon fodder fairly effectively and his surprisingly excessive defenses alongside together with his innate evasion assist immensely within the survivability division. His evasion can get overwhelmed by a number of assaults directly, so watch out.
b. Slayer (Nature, created by means of Assassin + Blacksmith) – The Slayer’s first skill offers her assaults a 16% likelihood of ignoring her goal’s bodily defenses, permitting her to roughly deal direct injury to her goal’s well being. With two snakes in her hair, it’s inevitable the Slayer has some type of poisoning her enemies.
This is the premise of her second skill and her assaults have a 19% likelihood of poisoning her goal for 3 seconds. Unfortunately, the injury dealt is mounted and doesn’t scale together with her stats, so it’s only good for softening up her prey.
c. Samurai (Ice, created by means of Ninja + Spell Sword) – Stat-wise, the Samurai will be seen as a sort-of reverse to the Avenger, buying and selling out a few of her defenses for improved bodily assault. Her first skill is an 18% likelihood of dealing additional injury to her goal, which scales together with her bodily assault stat.
Her second skill triggers each six assaults and offers a set quantity of injury to her goal and as much as two close by enemies. Not as nice towards single targets, however so far as three-star rogues go she is the one one with an area-of-effect assault.
d. Wonderer (Dark, created by means of Ninja + Sorcerer) – Great for coping with single targets, the Wonderer’s first skill has a 22% likelihood of poisoning her goal for 3 seconds. On one hand it scales off her bodily assault, however however it’s a measly 30% of her bodily assault so it would probably deal much less injury in comparison with the Slayer’s model. Her second skill has a ten% likelihood of activating when she is attacked, and makes her invulnerable for about three seconds, with an eight second cooldown between makes use of. Not fairly as on-hand in comparison with the Avenger’s model, however three seconds of nullifying all incoming assaults has its makes use of.
a. High Assassin (Iron, created by means of Avenger + Samurai) – The High Assassin sports activities the best bodily assault and assault pace stats of any four-star hero, and her first skill offers her first assault in a battle extra injury. Her second skill has an 18% likelihood of dealing elevated bodily injury to her goal and making them bleed for 3 seconds.
Her third skill will increase the injury she offers to Iron-aligned foes by 30%. Needless to say, she is excellent at killing single targets, and the truth that she’s free makes rating her up a a lot simpler affair. Just preserve her quick vary in thoughts as this makes her susceptible to area-of-effect assaults.
b. Trickster (Dark, created by means of Samurai + Ministrel) – The Trickster’s a little bit of a problem to make use of to his full potential. His first skill reduces the crucial likelihood of as much as 4 enemies which can be at most 4 squares away from him. His second skill is extra simple and has a 17% likelihood of dealing additional magical injury to his goal and slowing them down for 4 seconds.
His closing skill will increase the crucial injury multiplier of any allies which can be at most three areas away from him. His first and third talents will be finicky to make use of, however fortunately his workers offers him higher vary in comparison with most rogues. This implies that he can keep behind somebody whereas making use of his results.
c. Dragon Slayer (Fire, created by means of Slayer + Vagabond) – Despite her class, the Dragon Slayer wields an enormous sword and is surprisingly sturdy for a rogue. Her first skill will increase her bodily injury if the enemy she’s going through has extra bodily protection than she does. This can probably offset the injury discount that may usually happen. Her second skill offers her an 18% likelihood of gorgeous her goal for 2 seconds.
Her third skill reduces the crucial injury multiplier of any enemies which can be at most 3.5 squares away from her. Sadly, her third skill is a small consolation because it doesn’t appear to have any vital influence on their total injury. Regardless, her first two talents are welcome in any social gathering format.
d. Shadow Dancer (Dark, created by means of Avenger + Wonderer, gacha-exclusive) – A slightly harmful lady, the Shadow Dancer’s first skill triggers each 4 assaults, very fast by the sport’s requirements, dealing bodily injury and leaving a everlasting however unstackable 25% debuff to her goal’s bodily protection.
Her second skill prompts each 9 seconds, dealing injury to her goal and as much as two enemies 1.5 squares away. Her third skill is a straightforward injury buff towards Light-aligned enemies. All these make her a monster towards Light-focused compositions and the protection debuff makes her excellent towards tankier threats. As with the High Assassin, her quick vary is a matter.
e. Osiris (Iron, created by means of Slayer + Nymph, gacha-exclusive) – Osiris’ first ability is easy sufficient: a 15% likelihood of dealing additional bodily injury to her goal and as much as two enemies which can be 1.5 squares away. Her second skill is distinctive whereby each eight assaults, she sacrifices 8% of her well being to heal the farthest ally from her, scaling together with her bodily assault.
Everytime an ally dies, her third skill will increase her bodily assault by 35% for six seconds. This can stack as much as thrice supplied her allies don’t die too shortly. Her second skill pairs effectively together with her good vary, which is akin to the Trickster’s, thus permitting Osiris to assault with a tank in entrance of her. However, by the point you summon her, the quantity healed is probably not sufficient to justify the well being misplaced to solid it. Her third skill might help with that, however which means one much less individual to take injury in Osiris’ stead.
Specialists Of Sorcery: Wizards
a. Sorcerer (Ice, created by means of Wizard + Wizard) – A easy improve to the usual Wizard, the Sorcerer sends a wall of ice at his goal each 4 assaults, damaging yet another enemy at the very least 1.6 squares away. This is an efficient choice to eliminate clustered enemies early on, particularly front-line troops who sport low magical protection.
b. Shaman (Iron, created by means of Wizard + Warrior) – The Shaman fulfils an identical position to the Chaser in that her fundamental assaults hits as much as two enemies directly. In the Shaman’s case, it scales from her magical assault as an alternative (unsurprising, as the 2 of them are siblings). As with the Sorcerer, the Shaman is nice at coping with the enemy’s shielded troops.
[ArcanaTacticsB 15 Wizard2]
a. Invoker (Light, created by means of Sorcerer + Enchanter) – Designed to assist your forces, the Invoker’s first skill prompts each 5 assaults and heals the frontmost ally primarily based on the Invoker’s magical assault stat. Her second skill has an 18% likelihood of triggering throughout an assault, and damages the opponent with the best bodily assault utilizing magic injury. She is nice for bolstering whichever hero takes level, however it’s best to pair her with one other healer as a result of the Invoker will solely prioritize who’s up entrance.
b. Warlock (Iron, created by means of Sorcerer + Assassin) – The Warlock sports activities excellent vary, and is constructed in direction of coping with enemy crowds. Her first skill has a 17% likelihood of triggering throughout an assault, and offers elevated magical injury to her goal and as much as two enemies which can be 1.5 squares away.
Her second skill may also set off throughout an assault, and has a 16% likelihood of gorgeous as much as three enemies for a couple of second. The Warlock is nice for interrupting enemy motion and skill casts, particularly towards higher-level melee fighters.
c. Necromancer (Dark, created by means of Sorcerer + Shaman) – With the powers of the useless, and by advantage of being partly useless herself, the Necromancer has a 17% likelihood to poison her goal together with two enemies which can be two squares away for 3 seconds. Being partly useless has its flaws nevertheless, because the Necromancer can’t obtain therapeutic from any supply.
She as an alternative receives 25% much less injury always. Unfortunately, the injury dealt from the poison is slightly low, and so long as you retain enemies distracted, the second skill’s boon is nothing of notice.
d. Esper (Ice, created by means of Shaman + Chaser) – The Esper doesn’t deal as a lot injury in comparison with the opposite three-star wizards, however compensates together with his support-focused skillset. His first skill passively reduces the bodily protection of all enemies which can be 4.5 areas away which, given his excessive vary, implies that he can safely debuff foes whereas safely behind extra sturdy fighters.
His second skill throws his goal to the skies each 10 seconds, successfully appearing as a one-second stun to whoever’s unlucky to be in his sights. These talents make the Esper fairly helpful whilst extra highly effective heroes take the sphere.
a. Archmage (Fire, created by means of Warlock + Invoker) – As befitting his rank, the Archmage can dish out some severe ache and do some assist on the facet. His first skill is a 16% likelihood of calling a meteor onto his goal, dealing heavy magic injury to it and as much as two enemies which can be 1.5 squares away. His second skill triggers each 5 assaults and silences the enemy with the best magic assault stat for about 4 seconds, which usually tends to be an enemy wizard or cleric, and cripples no matter assist they may have delivered.
His third skill heals the ally with the bottom quantity of well being that’s at most 2.7 squares away, therapeutic them primarily based on the Archmage’s magic assault stat. It additionally has a 16% likelihood of triggering throughout his assault. All these, together with the Archmage being one of many few Fire-aligned heroes who isn’t restricted to melee, make him a really potent injury supplier.
b. Eldritch (Ice, created by means of Warlock + Esper) – Continuing the pattern of Ice-aligned Wizards, the Eldritch delivers the nippiness of loss of life on his adversaries. His first skill triggers each six assaults, has an eight-second cooldown between makes use of, and freezes the enemy with the best bodily assault for a few seconds.
His second skill is a passive aura that offers low however fixed magic injury to the closest three enemies which can be 4.5 areas away from him. His closing skill is a 17% likelihood of dealing barely decreased injury to his goal and yet another enemy close by, dealing extra injury if the unfortunates are Fire-aligned. If it’s essential to cool off significantly blazing enemies, the Eldritch is your man.
c. Mystic (Dark, created by means of Necromancer + Hunter) – Another support-oriented wizard, the Mystic’s first skill consistently buffs the magic assault stat of him and any allies which can be two areas away from him. His second skill has a 15% likelihood of gorgeous his goal and as much as two extra enemies which can be 1.5 squares away.
His third skill is a passive debuff to the enemy with the best magical assault stat irrespective of how far they’re from him, making them far much less prone to injury the Mystic’s allies or heal away any injury they obtain.
d. Soul Eater (Nature, created by means of Necromancer + Samurai, gacha-exclusive) – Like the Necromancer earlier than her, the Soul Eater can’t obtain therapeutic, as an alternative receiving 25% much less injury.
Her first skill provides a flat improve to her magical injury primarily based on her magic assault stat, whereas her second skill has a 16% likelihood of poisoning her goal and as much as two enemies which can be two squares away from her for 3 seconds. Alas, the injury from the poison can also be fairly low and her different talents are fairly underwhelming for her rarity.
e. Generic (Iron, created by means of Esper + Servant, gacha-exclusive) – The Generic has a really fascinating skill: 5 seconds after the battle begins, she teleports herself and any ally inside 1.6 areas from her behind enemy strains. This occurs as soon as per wave, successfully putting your largest injury sellers nose to nose with the enemy’s heavy-hitting however squishy models.
As a trade-off, she reduces the motion pace of all allies inside 1.6 areas from her. Her third skill is a bomb that she throws at her goal each eight seconds, damaging it and as much as two close by enemies. Place her in a method that her teleport solely impacts your rear forces and watch because the enemies are surrounded. Just keep in mind that her teleport can simply get you into hassle.
f. Sibyl (Dark, created by means of Warlock + Necromancer, gacha-exclusive) – You would anticipate a singer to have a very good voice, but it surely seems Sibyl proves in any other case. Her first skill triggers each six assaults and reduces the magic protection of her goal and as much as three enemies which can be inside 4 squares of her.
Her second skill prompts each 10 seconds and will increase her crucial likelihood by 15% for seven seconds, leaving a three-second interval the place she doesn’t have the buff. Her third skill is a bane on single targets: a 16% likelihood of hitting her goal for double injury with extra broken dealt for each 5% of well being the enemy has misplaced. Hope that your enemies didn’t pack earplugs.
Tending To Your Wounds: Clerics
a. Druid (Nature, created by means of Cleric + Wizard) – One of the earliest healers you will discover, the Druid’s assaults have an 18% likelihood of therapeutic the ally with the bottom well being primarily based on the Druid’s magic assault stat. She is excellent at her job and, just like the Spell Sword, will present up very often in the beginning of a mission and typically even within the mid-game.
b. Bard (Light, created by means of Cleric + Archer) – An early buffer, the Bard buffs the bodily assault of all allies by 10% for seven seconds, with a four-second “cooldown” that ensures the buff stays lively as soon as the battle begins. The buff isn’t a lot, even by the requirements of early-game heroes, so the Bard will discover herself fused into one other hero pretty shortly.
a. Warden (Nature, created by means of Bard + Assassin) – A cleric geared extra in direction of tanking injury, the Warden’s first skill heals him each 9 hits primarily based on his bodily assault, whereas his fundamental assault damages as much as two enemies. The Warden can maintain himself fairly effectively throughout a battle, supplied he isn’t overwhelmed.
b. Minstrel (Ice, created by means of Druid + Enchanter) – Sibyl’s extra musically-capable counterpart, the Minstrel buffs the bodily assault of her and all allies inside two areas by 15%, whereas her assaults have an 18% likelihood of therapeutic an ally primarily based on her magic assault. Unfortunately, that ally will be anyone, even somebody who has barely taken injury. Ensure you may have at the very least yet another healer who can prioritize patch-ups.
c. Priest (Light, created by means of Cleric + Cleric +Cleric) – One of two three-star heroes fused solely from one-star heroes, the Priest heals the ally with the bottom well being each 4 assaults, whereas passively growing the bodily protection of each her and any allies which can be inside two areas of her. This permits them to tank assaults extra successfully whereas conserving them topped up.
d. Pilgrim (Light, created by means of Druid + Chaser) – Trading out ranged fight for shut vary warfare and improved defenses, the Pilgrim’s first skill buffs her bodily assault by 70% for six seconds, with a seven-second cooldown.
Her second skill has an 18% likelihood of gorgeous her goal for about two seconds. Not essentially the most sturdy of three-star tanks, primarily as a result of Light having no resistances, however her stun can take a load off the shoulders of extra succesful tanks.
a. Dark Priest (Dark, created by means of Priest + Rampager) – Unlike different clerics, the Dark Priest is able to therapeutic teams as an alternative of single targets. Her (sure, her; she simply occurs to be bald) first skill triggers on her assaults and has an 18% likelihood of silencing the enemy with the best assault pace and as much as two close by goons for 3 seconds.
Her second skill heals her and as much as three allies inside two areas of her each two seconds, primarily based on a portion of her magic assault stat. Her third skill is a 25% likelihood of resisting standing results for each her and all allies which can be inside two areas of her. Needless to say, she’s a terrific complement for single-target healers.
b. Bishop (Light, created by means of Priest + Minstrel) – A pure improve to the Priest, the Bishop sports activities some potent therapeutic talents. Her first skill prompts each six seconds and heals the front-most hero in your social gathering.
Her second skill triggers each six assaults, and heals 4 randomly-selected allies inside two squares of her. Her closing skill will increase the assault pace of her and as much as two allies inside two squares of her. Her single-target heal is incredible, however it would all the time goal whoever’s up in entrance irrespective of how wholesome they’re, so have somebody again her up.
c. Oracle (Ice, created by means of Warden + Invoker) – The Oracle is designed as a tank towards magic-heavy formations, and may even give Barriers to some allies from time to time. His first skill is a 14% likelihood of sending his opponent and a close-by pal airborne, whereas his second skill casts magical Barriers onto three random allies in entrance of him.
The shields soak up injury primarily based on a portion of the Oracle’s magic assault stat, and final 4 seconds with a whopping 12-second cooldown between makes use of. His final skill permits him to revive his well being primarily based on a portion of any magical injury he receives, with a one-second cooldown, permitting him to tank magic assaults much more.
d. Templar (Light, created by means of Priest + Defender, gacha-exclusive) – A extra general-purpose Cleric tank, the Templar’s primary draw is each time she receives a Barrier: she reduces all injury acquired by 15% for 5 seconds.
Her assaults have a 15% likelihood of slowing her goal and as much as two enemies for about three seconds. After each 5 assaults, she heals any ally at present underneath assault by a portion of her bodily assault stat. The therapeutic itself is subpar, and her Barrier bonus is ineffective with out some technique of getting one.
e. Windcure (Nature, created by means of Minstrel + Pilgrim, gacha-exclusive) – The finest four-star Cleric accessible, together with her largest weak point being her exclusivity to the gacha, for each 5 assaults, the Windcure grants a regenerative buff to 4 random allies, therapeutic them each second for 4 seconds.
She grants an successfully everlasting bodily protection buff to herself and all allies inside three areas of her, and dispels all lively debuffs each 9 seconds. If you handle to roll her, take into account your self fortunate.
Getting Into The Thick Of It: Warriors
a. Barbarian (Dark, created by means of Warrior + Warrior) – Ready to avenge his fallen comrades, the Barbarian beneficial properties a considerable buff to his bodily assault and assault pace for six seconds when an ally dies, with the buff solely activating as soon as per battle. Unless the mission’s star requirement says no casualties, utilizing this buff is a little bit of a chance. Thankfully, the Barbarian has good bodily stats so he can climate a couple of hits within the early recreation.
b. Monk (Ice, created by means of Warrior + Spirit) – The monk will be thought-about a “assist tank” of kinds, in that his assaults have a 16% likelihood of therapeutic him and a close-by ally for a flat 300 HP every. Good for early-game formations, although flat values don’t scale effectively later right into a mission as well being and injury go up.
a. Berserker (Dark, created by means of Barbarian + Druid) – Living on the sting, the Berserker will increase his assault pace as soon as his well being goes under 55%. Every time he will get the killing blow, he beneficial properties a flat 50% improve to his bodily assault for about six seconds, which may stack as much as thrice. Unfortunately, he has very poor defenses, so conserving him alive lengthy sufficient to take full benefit of his talents will be fairly difficult.
b. Gladiator (Iron, created by means of Barbarian + Monk) – Sporting very excessive bodily protection, the Gladiator’s assaults have a 17% likelihood of dealing additional injury, with a portion of that primarily based on her bodily protection stat. In addition, she beneficial properties a stackable 5% injury discount each time her well being is decreased by 15%, making her more and more troublesome to kill the decrease her well being will get. Just be cautious of wizards.
c. Striker (Light, created by means of Monk + Paladin) – Cute as a button, the Striker has fairly excessive bodily and magical assault stats, and her assaults have a 16% likelihood of dealing additional magic injury to her goal and yet another enemy.
Every six assaults, the Striker stomps an enemy inside three areas of her who has misplaced essentially the most well being, making her good at ending off wounded foes. In addition, her magical protection is surprisingly excessive, permitting her to stroll as much as wizards and take them on.
d. Rune Master (Fire, created by means of Monk + Shaman) – That robotic arm isn’t for present: the Rune Master’s assaults have a 15% likelihood of dealing additional bodily injury primarily based on her magic assault stat, whereas therapeutic as much as two allies inside two squares of her each 10 seconds, additionally primarily based on her magic assault stat. These traits make her the successor to the Monk when it comes to fight position.
a. Champion (Nature, created by means of Gladiator + Striker) – An actual prize fighter, the Champion’s fundamental assaults can chain as much as two enemies, dealing extra injury to Ice-aligned enemies. Every six assaults and inside three areas of him, he unleashes a strong blow to an enemy that has misplaced essentially the most quantity of well being, dealing double injury.
His closing skill will increase his bodily assault by 60% for 5 seconds each time he will get the killing blow, stacking as much as 5 occasions. Single targets beware.
b. Destroyer (Ice, created by means of Gladiator + Whitesmith) – Despite her title, the Destroyer excels at receiving injury and staying alive. She passively reduces all injury from Ice-aligned enemies by 35%. Every 5 assaults, she slows down as much as two enemies for about 4 seconds. On high of that, she heals herself for 30% of her most well being each seven assaults, so she will be able to shortly get again to the battle as soon as she’s delivered sufficient blows.
c. Warshaper (Nature, created by means of Berserker + Warden) – The Warshaper’s armor isn’t just for present: it offers a sizeable quantity of bodily protection. His assault has a 14% likelihood of damaging his goal and a close-by enemy, knocking them again and forcing them to maneuver again into place. Every eight seconds, he reduces the bodily assault of as much as three enemies inside about 4 areas from him for 5 seconds, permitting him to tank much more.
His closing skill will increase any therapeutic he receives by a small share of his bodily protection, with a two-second cooldown between makes use of. It isn’t a lot, but it surely helps preserve the Warshaper alive for longer.
d. Savage (Fire, created by means of Striker + Rune Master, gacha-exclusive) – The Savage is a bodily powerhouse, and will get deadlier when she begins racking up kills. Her fundamental assaults “mark” her goal. When her goal dies, the Savage receives a 0.05 assault pace increase that stacks as much as 5 occasions, significantly growing her injury output.
In addition, her assaults have a 14% likelihood of dealing double bodily injury to her goal, dealing extra injury proportional to how a lot well being the enemy has misplaced. Her closing skill kicks in each 5 assaults, slowing down her goal for about 4 seconds. Get these marked enemies killed and watch the Savage do her finest.
e. Swashbuckler (Fire, created by means of Striker + Wonderer, gacha-exclusive) – The Swashbuckler is all about burning his enemies, and makes use of each his bodily and magical assault stats for his talents. His fundamental assault has an 18% likelihood of dealing magical injury primarily based on his bodily assault to the enemy with the best magical assault, burning them for about 4 seconds.
Every six assaults, he offers magical injury to 3 enemies which can be inside three squares of him, and he already offers fixed magical injury to these enemies each second. He doesn’t have a lot in the best way of survivability; have somebody soak up the blows whereas he units the whole lot ablaze.
Long-Range Melee: Lancers
a. Guardian (Iron, created by means of Lancer + Lancer) – Decked out in full plate, the Guardian trades out offensive energy for bodily protection. Every 4.5 seconds, he reduces all injury he receives by 15% for six seconds. All these make for an appropriate early-game tank.
b. Fencer (Dark, created by means of Lancer + Archer) – She isn’t as sturdy because the Guardian, however each 5 assaults she unleashes a speedy flurry of stabs, hitting her goal 4 occasions. She’s good as an early supply of single-target injury.
a. Rider (Iron, created by means of Guardian + Fencer) – Taking to the sphere on his horse, the Rider beneficial properties a small, stackable buff to his bodily and magical protection each time he’s healed; as much as a most of three stacks. His assaults have a 14% likelihood of charging at his goal, pushing them and a close-by enemy again. The Rider is an efficient tank with some first rate crowd management on the facet.
b. Rampager (Fire, created by means of Fencer + Spell Sword) – The Rampager’s defenses are a bit on the low facet, however fortunately his jousting lance offers appropriate bodily assault and sufficient vary to comfortably assault behind a extra sturdy pal. His assaults have a 17% likelihood of constructing his goal bleed for 3 seconds, whereas he offers double bodily injury each 5 assaults. Keep him secure and single targets are swiftly overcome.
c. Maestro (Ice, created by means of Guardian + Druid) – The Maestro serves as a ferrywoman of kinds to your tanks, as she passively will increase the motion pace of her and all allies inside two areas of her. She additionally heals all allies and herself inside that space for a small quantity each three seconds. Put her behind your defend wall to get your vanguard to the entrance as quickly as attainable, and the passive therapeutic retains them up longer.
d. Vagabond (Fire, created by means of Guardian + Barbarian) – A grasp of the polearm, the Vagabond’s assaults have an 16% likelihood of hitting as much as three enemies. She additionally beneficial properties buffs to her bodily assault and assault pace, supplied there aren’t any allies inside one house of her. That buff of hers could be a problem to take full benefit of, however you possibly can put her on the flanks whereas utilizing heroes whose talents attain farther out, significantly healers, because the Vagabond can’t benefit from tanks to divert injury.
a. Ruler (Nature, created by means of Rider + Maestro) – A support-oriented hero, the Ruler prompts a everlasting bodily and magical assault buff to herself and three allies which can be inside two areas away, after six seconds have handed. Should she take injury, she casts a buff that covers the identical variety of allies and makes use of the identical vary, and it reduces any injury acquired by 20% for about seven seconds, with an 11-second cooldown.
Finally, she heals two randomly-selected allies each 9 seconds, supplied they’re inside three areas of her. She isn’t solely restricted in direction of assist nevertheless, as her magic assault is kind of excessive and her vary permits her to select off enemies in relative security.
b. Fortress (Ice, created by means of Rider + Rampager) – Befitting her title, the Fortress has the protection stats to match, particularly towards magical assaults. When hit, she has an 8% likelihood of restoring well being primarily based on her total injury, and for each 5 assaults, she offers double injury to her goal and slows them for 3 seconds.
In addition, she will increase the magic protection of her and all allies inside three areas of her for about seven seconds, casting it each 9 seconds. Her vary can also be surprisingly lengthy for a tank, which isn’t a very good factor as it would trigger enemies to prioritize somebody apart from her. Keep this in thoughts when readying your formation.
c. Lightning Lord (Light, created by means of Vagabond + Gladiator) – We may make all the electrical jokes we want, however overusing them would fizzle them out. The Lightning Lord has excessive bodily and magical injury, and his fundamental assaults have a 16% likelihood of hitting three extra enemies who’re inside 3.5 squares of him.
Every 4 assaults, he targets the enemy with essentially the most well being and offers double magical injury, gorgeous them for about three seconds. As if his injury output was not surprising sufficient, he beneficial properties a flat magical injury increase primarily based on his magic assault stat. The Lightning Lord is excellent at coping with crowds and executives alike.
d. Operator (Iron, created by means of Maestro + Whitesmith, gacha-exclusive) – Combining magic and know-how, the Operator prompts a buff six seconds after a battle has began, buffing the assault pace of each her and as much as two allies inside two areas of her.
Every 9 seconds, she casts a ten% injury discount buff for her and three allies inside two areas her that lasts for 5 seconds. For each 5 assaults, she slows down as much as three enemies for about three seconds. Reducing injury acquired whereas making choose allies hit quicker, that’s what the Operator was educated for, and she will be able to hit fairly laborious as effectively.
e. Vanguard (Dark, created by means of Rampager + Esper, gacha-exclusive) – Geared in direction of protection, the Vanguard’s assaults steal 50 bodily protection from his goal and provides it to his personal for 3 seconds; he can stack this bonus as much as 5 occasions. Every six assaults, the Vanguard reduces the bodily assault of three randomly-selected enemies by 25% for about 5 seconds, making him soak up much more injury.
Lastly, he has a 50% likelihood of resisting Bleed or Poison results, and whereas situational, some later missions will function these standing results in droves, permitting these resistances to essentially shine. Suffice to say, the Vanguard could be very troublesome to deliver down by bodily means.
Elemental Embodiments: Spirits
a. Enchanter (Nature, created by means of Spirit + Cleric) – The Enchanter’s assaults have a 19% likelihood of dealing double magical injury, making her a great way of cracking open early-game defenders. It is an efficient factor she will be able to discover the required scrolls out of all of the issues falling out of her backpack.
b. Blacksmith (Fire, created by means of Spirit + Lancer) – At the beginning of a battle, the Blacksmith offers all allies a flat 20 bonus to their bodily and magical assaults. Balancing this out is the slightly lengthy animation time of this skill, and lugging that anvil alongside implies that the Blacksmith assaults fairly slowly.
a. Servant (Dark, created by means of Enchanter + Shaman) – An synthetic entity created from mana, the Servant is constructed for injury and her assaults have a 17% likelihood of damaging as much as two enemies. The Servant’s bodily protection is excessive, however ought to she fall in battle, she’s going to get the final snigger. On loss of life, the Servant explodes, dealing 700 mounted injury to 3 enemies who’re inside 4 areas of her when she goes.
b. High Spirit (Iron, created by means of Spirt + Spirit + Spirit) – Another three-star hero created solely of one-stars, the High Spirt trades out ranged fight for duking it out in melee. It has a 35% likelihood of ignoring an assault solely, and hits as much as two enemies each 5 assaults. His magic protection is kind of excessive, however his bodily protection suffers in change.
c. Whitesmith (Light, created by means of Blacksmith + Monk) – A direct promotion for the Blacksmith, the Whitesmith’s buff casts a lot quicker and never solely will increase the social gathering’s bodily and magical assault, but additionally will increase their bodily and magical protection.
In addition, her fundamental assaults have an 18% likelihood of dealing 50% extra injury to her goal. Her injury output isn’t terribly superb, however the buffs she casts in the beginning of a battle are effectively price fusing her.
d. Nymph (Nature, created by means of Enchanter + Bard) – Brining nature’s present to each her allies and her enemies, the Nymph’s assaults have a 19% likelihood of casting a regenerative buff on the ally with essentially the most well being misplaced, regaining well being each second for about three seconds.
Meanwhile, each 5 assaults she summons roots to restrain her goal for 3 seconds, stopping them from transferring however permitting them to assault. Not precisely a full stun, but it surely does preserve that specific enemy from advancing at the very least.
a. Salamander (Fire, created by means of High Spirit + Highlander) – The legendary elemental of Fire, the Salamander capabilities very similar to the Swashbuckler by burning all close by enemies. His fundamental assault has two separate results: a 15% likelihood of burning as much as three enemies inside 4 areas of himself for 4 seconds, and a 14% likelihood of concentrating on the enemy with the best bodily assault and knocking them and as much as two close by allies again.
On high of this, the Salamander receives 35% much less injury from different Fire-aligned enemies. Groups will soften down whereas he’s in play.
b. Sylph (Nature, created by means of High Spirit + Servant) – A slightly stunning recipe for a slightly squishy however hard-hitting hero, the Sylph works finest within the rear whereas granting buffs and sending lethal gusts. The Sylph grants a ten% assault pace increase to herself and the 2 closest allies, which is able to most definitely be archers or wizards.
Her assaults have a 15% likelihood of constructing her goal bleed for 4 seconds, and for each six assaults, she knocks as much as three models again. This makes her nice for slicing your tanks some slack whereas making her chosen enemy lose well being.
c. Undine (Ice, created by means of High Spirit + Maestro) – Another hero finest positioned within the again, the Undine passively will increase the magic assault of her and the 2 closest allies, whereas each 5 assaults she creates a Barrier for the front-most ally for seven seconds. Every 10 seconds, she slows down as much as three enemies for about 4 seconds, making her a very good tank complement very similar to the Sylph.
d. Exorcist (Iron, created by means of Servant + Whitesmith, gacha-exclusive) – The Exorcist is constructed for meting out bodily injury, however is kind of sluggish. Fortunately for you, the Exorcist will teleport to the furthest enemy each 10 seconds, permitting him to dish out ache to an unlucky mage.
His assaults have an 18% likelihood of dealing double injury, therapeutic him for the quantity of injury dealt, and damaging as much as three enemies each six assaults. With the best way his teleport works, he might be leaping between the enemy’s front and back rows, serving as a very lethal distraction.
e. Shade (Dark, created by means of Servant + Berserker, gacha-exclusive) – Like the Salamander, the Shade is geared in direction of coping with crowds, does that job with gusto, and is extra balanced between bodily and magical assault. His fundamental assault has a 14% likelihood of damaging as much as three enemies which can be inside 4 areas from him, and a 15% likelihood of lowering the vary of an enemy that’s at the very least 4 areas away from him for 3 seconds.
This in flip forces that enemy to maneuver nearer, exposing them to extra injury. Finally, each 4 assaults he fires a sequence assault that jumps to 3 enemies, making him fairly the bane of Light-aligned teams.
And that wraps up our hero tier checklist for Arcana Tactics! We hope that this tier checklist helps you resolve which heroes are price your time and sources to summon and use and whereas this checklist isn’t solely full, these heroes might be encountered pretty steadily. If you guys have any ideas or opinions about our tier checklist, please tell us within the remark part. Have enjoyable and recreation on!