Heroes Charge Arena Ultimate Guide
Heroes Charge Arena Ultimate Guide by chipersimmons
AAA.Hero | 1-52 | 53-71 | 72 on | 90? | Pros | Cons | Good hero combos | OVERALL ANY NOTES | Notes 81-90 |
Swordmaster | ? | ? | ? | only martial merchant | Need info | ||||
Commando | 99 | 99 | 97 | haste,agility aura | low dmg | Most OP hero, needed for all 1-80 levels | Less needed? | ||
Lunar Guardian | 70 | 95 | 70 | dmg,interrupts | Gives energy | Essential for level 53-72; before and after that, she is merely good. | |||
War Chief | 70 | 95 | 94 | life steal aura, resurrects | physical team to increase lifesteal | Claim to fame? Revives after purple. | |||
Old curse | 90 | 94 | 90 | freeze,good dmg | give enemy team alot of energy | Insane damage, has freezing ultimate. Some complain of giving too much energy. | |||
Fallen Dominion | 90 | 93 | 85 | can ult with half energy | Only Vip 11 | Warchief | Only Vip 11 | ||
Cloud Walker | 90 | 90 | 85 | many illusions | Only Vip 11 | Annoying clones make ultimates and other skills go in wrong directions | |||
Iron Hoof | 85 | 90 | 85 | Can resist Commando | (Reedemable Grand Arena Coins | ||||
Drunken master | 60 | 87 | 95 | blinds | AS | One of the best tanks at later levels. Huge HP Pool | |||
Shadowleaf | 60 | 85 | 86 | silence,slow, damage aura | Ult miss alot (especially if blinded) | Shadowleaf and Lunar Guardian works nice with VS | Has decent damage to single targets and to the whole enemy team, can silence, and at purple becomes nice because gives an attack buff. | ||
Vengeance Spirit | 75 | 85 | 92 | energy drain, cc | aoe gives energy | Shadowleaf and Lunar Guardian works nice with VS | Similar to Old Curse in role. Gets better with level due to GS. At 80+, it attacks 4 targets with almost full damage each, easily topping your team’s damage stats. | ||
Mystic | 50 | 80 | 95 | blind,magic aura | Ult has long charge | magic team | Awesome in all magic teams, is used a lot now, and maybe can counter sapper. | ||
Wind Master | 85 | 75 | 75 | stun,pushback | only ult deals good dmg | not popular past purple because her purple skill isnt strong. | |||
Shallows Keeper | 50 | 78 | 75 | stun, armor impair, high armor | slow, no good dmg | Insane magic resitance and armor, but low damage | |||
Frost mage | 51 | 75 | 75 | reduce magic resist (4th skill) | ult is lacking dmg | mystic,magic team | more towards support | ||
Savage One | 80 | 75 | 68 | armor reduction | squishy | Nice armor reduction;decent starter tank | |||
Succubus | 95 | 75 | 60 | high dmg,dodgy | dies fast due to aoe | Good at beginning; merely average after | |||
Wandering Spearman | 50 | 75 | 70 | ||||||
Imperial executioner | 70 | 72 | 72 | cc, high dmg output | Very cool skill and powerful 3rd skill: Hex a.k.a. rubberducky | ||||
Deathgore | 78 | 70 | 75 | Recently went from VIP 11 to redeemable by arena coins | |||||
Pilot | 68 | 70 | 80 | Fully physical damage skills + damage backrow | Interesting hero, some swear by him, some say he is useless | ||||
Silencer | 45 | 70 | 85 | Silence, sap energy | Awesome in all magic teams, is used a lot now, and maybe can counter sapper. | ||||
Soulhunter | 79 | 70 | 71 | Tanky, with high magic resistance purple skill | Underrated hero. His ultimate need timing which is bad for arena | ||||
Necromancer | 75 | 65 | 69 | Ult heal and make dmg | 2nd skill can make them avoid physical damage | Need info, isn’t that good | |||
Poisoned One | 75 | 65 | 60 | ||||||
Brute | 85 | 63 | 59 | Nice armor at beginning | Good starting tank | ||||
Bear Warrior | 65 | 60 | 70 | good dmg | dies fast, Ult miss alot | Decent starting tank | |||
Death Mage | 85 | 60 | 60 | 53+ replaces DK as crusade tank | very squishy, even at full health | Mystic, Frost Mage | very good for crusade, literally never lost from a team using her in arena (ie not the best arena hero) | ||
Ice mage | 60 | 60 | 80 | freezes sapper right after his first jump, gets insane energy regen at late 70 (not uncommon for her to ULT twice in arena) | Great in magic only teams, otherwise as average as you can get | ||||
Psychic Sword | 60 | 60 | 75 | kill back hero fast, aoe armor reduction | Ult is a suicide | counter Mystic based teams. | |||
Shadow Shaman | 40 | 65 | 60 | 3rd skill OP, lowers enemy team armor | Funeral Skill can add extra HP to a wounded sapper or give the tank extra HP | ||||
Sniper | 58 | 60 | 65 | Pretty much only useful in specific setups | |||||
Tusked Storm | 55 | 60 | 79 | Physical team | Gives nice attack buffs | ||||
Warrior Monk | 65 | 60 | 70 | stuns | Old Curse | Counter Arcane Sapper | |||
Ferryman | 85 | 61 | 75 | Many times ults twice (as it is given when he dies) | give enemy team a lot of energy | ? | Seems like a cool hero, but very few if any people use in any stage of the game. Perhaps good in a certain scenario | ||
Master mage | 70 | 55 | 60 | fireball- every atack is a magic atack, about 800dmg, eating tanks at low lvl | ? | ? | fireball- every atack is a magic atack, about 800dmg, eating tanks at low lvl | ||
Admiral | 50 | 50 | 70 | One of two female tanks (Admiral & Depths Voice) | Not very good early game comparatively | ||||
Death Knight | 77 | 50 | 50 | shield; crusade | dies before ulti | AS (for extra protection) | Basically a crusade only hero unless in very beginning | ||
Emberstar | 75 | 50 | 40 | Decent early damage do-er, good single target damage. | |||||
Lightning Master | 75 | 50 | 50 | Average all the way unless in very beginning | |||||
Mountain | 50 | 50 | 70 | Strange note: Some server 1 player found a way to use him at level 80 | |||||
Professional Killer | 95 | 50 | 60 | Can do 1 on 5’s early game, gets interupted easily late game | |||||
Depths Voice | 40 | 40 | 68 | cc | Good sapper counter at late levels. | ||||
Lighting Elemental | 75 | 40 | 30 | crazy damage ult | usually dies before can ult | nearly impossible to get off ultimate skill after level 53 | |||
Machinist | 40 | 40 | 85 | 95 | Insane damage doer at late levels | Supposed best DPS | |||
Vanguard Warrior | 45 | 40 | 40 | normal attacks hit small area, ulti dmg back row | enters the fight too late | If use VW with other tank, his tackle will be useless. Sign-in award of December of 2014 When entering fight, knocks back opposing AS if he has blinked into your team. Cloud Walker counter? | |||
Chaplain | 36 | 36 | 50 | Healing, charm | no dmg | Decent arcane sapper counter at high levels. | |||
Psychopath | 30 | 30 | 60 | Sapper counter at 5* | Sapper counter | Good tank | |||
Rifleman | 70 | 30 | 40 | single target dmg | dies fast | Really a raiding only hero. Some players run him in Arena to burst Arcane Sapper (risky play) | |||
Arcane Sapper | 18 | 24 | 95 | clear back line | dies fast if no support | Dodge hero with high DPS, can be countered with hard CC or high INT tank (Psychopath) |
Your assumption is that if WC3 does not drop a soul, either WC2 or WC1 has to – which is not true.
I tried your process: finish WC3=no soul. Try WC2=no soul, retreat. Try WC1=no soul, retreat.
According to your diagram I would be stuck in a infiniti loop fighting WC2+1 forever as the loot is always the same.
You are talking about additional steps needed to reset the loot, but you dont say how this is done…?
I also needed one SS for Mechanic and fought all 3/3 and none dropped a Stone.
Maybe your guide only worked for older TC versions?
You forget Phenix