On this page
- A good team is a set of jobs, not a set of favourites: damage, staying alive, control, and boosts to speed and damage.
- Speed decides how often each champion acts, so it is the first stat to check on every member.
- Two debuffs - [Decrease DEF] and [Weaken] - make the whole team hit harder, and two buffs - [Increase ATK] and [Increase SPD] - do the same from the other side.
- Only the champion in the leader slot shares its aura, and only in the modes its description names.
- Use the filters on this site to find a champion who covers whatever your team is missing.
Roles
Every champion has a role label: Attack, Defense, HP or Support. It tells you which stat the champion is built around: ATK, DEF, HP, or a mix with a focus on helping others. The label is not a rule. A Defense champion can hit hard, and an Attack champion can stun. What a champion actually does comes from its skills, which is why every champion page lists what each skill places.
Most modes let you bring four champions; a few, such as the Clan Boss, allow five. With so few slots, each one needs a job.
What a balanced team covers
| Job | Effects to look for | Find them |
|---|---|---|
| Damage | A champion who scales with ATK, or damage over time such as [Poison] | [Poison], Rare |
| Staying alive | Heals, [Continuous Heal], [Shield], [Ally Protection], [Block Damage], [Unkillable] | [Shield], Rare · [Continuous Heal], Rare |
| Control | [Stun], [Freeze], [Sleep]; slowing enemies with [Decrease SPD] | [Stun], Rare · [Decrease SPD], Epic |
| Damage boosters | [Decrease DEF], [Weaken] on the enemy; [Increase ATK] on your own team | [Decrease DEF], Rare · [Weaken], Rare · [Increase ATK], Epic |
| Speed and turn meter | [Increase SPD], turn meter fill, extra turns | [Increase SPD], Rare · Turn meter fill, Epic |
| Clean-up | Cleansing debuffs from allies; reviving fallen champions | Remove debuffs, Rare · Revive, Epic |
One champion can cover several jobs. A team of four fighters who do nothing but damage tends to fall over, because nobody keeps the others alive or slows the enemy down.
Why speed matters
Every champion has a turn meter that fills at a rate set by its SPD stat. When it is full, the champion acts. A champion with 20 percent more SPD acts about 20 percent more often, which means 20 percent more attacks, heals and buffs. So speed is worth more than almost any other stat, and it is why "speed" is the first word in so many team discussions.
Speed also decides order. If your debuffer acts before your damage dealers, the damage dealers hit a weakened enemy. If it acts after, the first round is wasted. The full rules are in Turn meter and speed.
The effects worth knowing first
The game has dozens of effects (see all buffs and debuffs and the explainer). These come up most and have a clear job. Strengths below are the two sizes the game uses for each effect (weak / strong).
| Effect | Who gets it | What it does |
|---|---|---|
| [Decrease DEF] | Enemy | Lowers DEF by 30% or 60%, so every hit on them lands harder. |
| [Weaken] | Enemy | The enemy takes 15% or 25% more damage from all sources. |
| [Decrease ATK] | Enemy | Lowers their ATK by 25% or 50%, so they hurt you less. |
| [Decrease SPD] | Enemy | Lowers their SPD by 15% or 30%, so they act less often. |
| [Heal Reduction] | Enemy | Cuts the healing they receive by 50% or 100%. |
| [Poison] | Enemy | Damages them at the start of each of their turns for 2.5% or 5% of their max HP. |
| [Block Buffs] | Enemy | Stops them gaining buffs. |
| [Increase ATK] | Ally | Raises ATK by 25% or 50%. |
| [Increase SPD] | Ally | Raises SPD by 15% or 30%. |
| [Increase DEF] | Ally | Raises DEF by 30% or 60%. |
| [Continuous Heal] | Ally | Heals 7.5% or 15% of max HP every turn. |
| [Shield] | Ally | Absorbs damage before HP does. |
| [Ally Protection] | Ally | Cuts the damage a protected ally takes by 25% or 50%; the champion who placed it takes that share instead. |
Leader auras
Many champions have an aura: a bonus shared with the team, such as "+30% SPD to all allies in the Arena". It only works while the champion stands in the leader slot, and only in the places its text names - everywhere ("all battles"), or just the Arena, Faction Wars, Dungeons, the Doom Tower or the Campaign. Some modes, such as the Clan Boss, only allow auras that work in all battles.
Roughly two in three champions have an aura. When you pick a leader, pick it for the aura that suits where you are fighting, not for a champion's fighting skill alone. The aura stays on if the leader dies, so a fragile leader is fine.
Using this site's filters
The champion list can be filtered by rarity, affinity, role, faction and effect, and the filters combine. Some starting points:
- Rare champions who place [Decrease DEF] - cheap, easy to find, easy to level.
- Epic champions who place [Weaken]
- Support champions who place [Increase SPD]
- Everyone who can revive - useful in the Faction Wars and Doom Tower.
- Void champions who place [Decrease DEF] - handy for beating certain bosses on affinity.
Open a champion page to see each skill, its cooldown, what it places, and the book upgrades. Affinities and the advantage they give are in Affinities.
Mistakes that cost fights
- Only damage dealers. Add a helper or two.
- Ignoring speed. A slow debuffer lands its debuffs too late.
- Low accuracy. A debuff that gets resisted does nothing; see accuracy and resistance.
- Wrong aura. A great arena aura does nothing in the dungeons.
- Switching teams constantly. Gear and books are tied to champions, so a stable team grows faster.
Next: the glossary if a term was new, or stats and damage to see what the numbers do.