Esports Godfather Origin

Esports Godfather Origin

Zalasin Apr 6, 2024 @ 8:52pm
Tier list Discussion
NOTE: My thoughts are probably going to be heavily skewed by the most recent test phase due to playing nearly 40 hours during it, although I am trying my best to keep league two and related heroes out of this list. I think it is best to define what I believe are the reasons for my tier placement. Shout out to the Devs for this amazing game. Also, shout out to ShadowNetwork00 for encouraging me to even make this list, as I'm usually too nervous to share this stuff.

S Tier heroes means to me Heroes that are not only impactful in their fight presence, but also have extremely useful and powerful cards.
A Tier heroes are those who are always solid picks, never a poor choice, but just don't have enough to be labeled S tier.
B Tier heroes are those with defined weaknesses, yet still well rounded.
C Tier heroes are those who have unmistakable drawbacks or shortcomings, yet can be useful if you build around them.

S Tier
  • Gang: Some of the strongest and most consistent field damage in the game with all his cards really as well as his ability to provide (albeit minor) AoE damage. Boom is just free damage that can quickly stack up his own passive, especially if you have your jungler in bot for the first gank and the enemy is there as well. Hitting all 6 units can give him a free 24 permanent attack on your first deployment phase. And Set Up is invaluable since it damages ENEMY heroes Gang has damaged that round, allowing you to get a follow up that doesn't involve your own units.The Self damage can even be used to help force self recalls to get your units to back when you are missing recall cards.
  • Kamaitachi: A great assassin character and often the highest damage in the game when I see him played with having a lot of card draw. Hayate and Jin both allow him to involve himself or others into nearly any teamfight you want, with Jin even allowing you to target someone you already were going to fight to give Kamaitachi a free pass into the fight.
  • Justice: One of the most solid Fighter class Heroes in the game, with card draw on her attack cards, a powerful shield and self buff, and a global execute to anyone below 25% with Justice Execute, or in fights so long as she has the stacks needed. But what elevates her to S tier is her Justice Slash and Justice Execute's ability to target towers.
  • Zealot: Once considered to be the strongest in S tier, I know consider him just barely there. His ability to provide 3 extra targets to take pressure off your squishies in teamfights and ganks is very strong, as well as his cards being in my opinion some of the best costed and most useful in the game. Code: Assimilation can even target a tower to allow you to finish off a low structure, or get in range for his Code: Engage. He struggles in early teamfights until he has a couple kills or buffs under his belt, but becomes an absolute monster late.
  • Lubos: One of the strongest Gank/Teamfight heroes period IMHO. His ability to strike first against your pick of target and strip their armor is game changing. And once you have veteran mastery this already ultra powerful attack ignores armor. Combine that with his two cards that allow him to control damn near all fights, and you have a beast of a unit.


A Tier
  • Wukong: Probably an unpopular opinion since I see most people put him at S, but his passive makes him immune to buffs as well. That being said, the ability to passively increase his own health with Indestructible, scale his attack off his health, and bounce any debuff he gets to EVERY enemy puts him solidly in the A tier. The Descent is easily one of the better teamfight card in the game due to its global reach, surpassed only by Duel(Goes until the target or Lubos dies) and Code: Engage (The cheapest 3 round initiate card that can also be summoned by a 1 cost card).
  • Bariel: A solid Bot Lane and jungler that can enable himself with Charge and his own passive. 50% crit on turn one also gives him a powerful Opening attack, similar to Lubos. The ability to summon a fight card with with a card that you can have up to 4 of in your deck, means that he often can have access to his initiate for ganks from jungle, or fights in bot.
  • Omaha: Another solid bot laner with a global fight card, Eagle Soar, although he himself doesn't join the fight, only sending Wildheart in his place. Wildheart's ability to shred armor from Heroes it hits, albeit only an amount equal to Omaha's level, is fun, and if it lives for a bit and cause some mayhem in fights.
  • Tiger Boy: While not the strongest in fights due to his inability to stun the same target twice, his Double Trouble easily makes up for this while also empowering an ally, as well as Whimsical being able to fish powerful cards out of the discard pile to let you combo powerful cards multiple times if used well. His Mischief taking strong characters out of teamfights is also pretty great, allowing you to take out annoying or problematic heroes before big fights, means that his cards can often make or break games.
  • Dylan: His gold cost on his Buff cards feel completely inconsequential in comparison to the power they can provide. Green Bottle and Red Powder can make already powerful characters into complete juggernauts, or help shore up weaknesses of weaker characters. Then in fights his buff is the one of strongest damage buffs I've seen in the game. Adding Attack damage, Crit rate, and crit damage can turn the weakest attacker into an attacking powerhouse. Even if you can't find Balance, the power of his buffs can often give means all he needs to do in a teamfight is show-up and give the buff to win the fight.
  • Kid: one of the greatest fight snowballers with his ability to gain stats from ALL kills, both your enemies, and your own healing him and increasing his attack. Combine that with his ability to pick a single character and focus them, and he can often lead to slowly cleaning house himself especially since if his target doesn't hit him, he strikes again. His cards are also great economic boost cards, allowing you to burst low-health targets for big paydays with Conviction, or share gold with an ally to help empower them further with Amnesty.
  • Hakuna: A strong tank with a game changing, but risky initiate card in Dominant Onslaught. If you can get a good handful of kills, him filling your hand with Plunders for easy tower taking means you snowball out of control. He also has a powerful opening attack that does %hp damage as an AOE. I'd say you could easily make an argument for B Tier as well, but I feel he earns his place in A with his role versatility.
  • Paisai: A great character in the worst situation, but for every Hero that gets multiple actions(Kid, Omaha, Zealot, Kamaitachi, and possibly Xiangxi Ke) his value gets all that much higher, and they don't even need to be on your team. Combine this with his extremely valuable and versatile cards, and you have possibly the best aggressive support in the game. Sacrifice Rite giving ALL initiate cards an extra round for 1 cost is great and can mean the difference between a close fight, and a complete sweep. Barbarian Runes allowing you to pick any of your heroes and hit everyone adjacent to them, drawing a card for each hit all for no cost is absolutely bonkers, and Elixir can find any card you need in your draw pile on demand while healing up. Just make sure the card isn't in your discard before using it.
  • Shougong Lei: A magic damage marksman with great, albeit expensive attack cards. His passive is his biggest draw with how he can completely turn some of the tankiest heroes into punching bags that melt at his hands. The only thing that keeps him from being S tier for me is the large cost of all his cards.


B Tier
  • Deep Space: The only character to have only 1 presence, this bot lane is one of the best for easy picks. His Missile doing 25x his level damage, ignoring armor, and never missing means you can always rely on his missile to pick up the kill. And once you have veteran mastery on him, you can boost his missiles either for early game, or for late. Mix all of this with Volley, the 6 cost card that randomly fires EVERY Missile in your hand and you can have some insane sweeps with him... if he gets there. He seems to need to actually stockpile up his missiles to do anything notable with his cards, although Airstrike adds a Missile to his hand if it hits. And he does indeed get a massive buff in teamfights, but the buff is lost when he gets hit, making AoE into his worst nightmare if you want him to stay strong. Great unit, but doesn't provide much outside of damage, and unlike Gang who fills a similar role, requires himself to save up his autospawning missiles if he wants to have an explosive round.
  • Elami: Powerful attacker in teamfights that excels at picking off single targets. Her Crossfire can allow her to easily push down towers while harassing the enemy laner. Rapid Shooting looks great, but the random attacks mixed with the slowly lowering accuracy can sometimes mean it does absolutely nothing which can feel exceptionally bad when her whole shtick in cards relies on her hitting.
  • Xiangxi Ke: A solid assassin who will without fail attack the lowest health target available to her at all times. Her strength can be made into a weakness though in larger teamfights when others struggle to attack with her, as well as if the enemy team is pretty healthy. Yet her Blitz card is notable as it doesn't need to target a hero, just needs a hero adjacent to the desired location giving it more range then it seems. Her ability to immediately attack when another unit dies can lead to her snowballing fights out of control as well.
  • Aurelio: A good crit based fighter who can just keep scaling up in fights. Flame stacks giving extra crit rate AND crit damage, as well as Inferno March able to give a bunch of extra Strategy points. Why don't I like them? Without Protagonist, they scale far too slowly in fights. They only gain Flame stacks when they hit enemy units, and can only gain one stack per unit. So if there is a high presence enemy hero, you might not get many stacks without the Protagonist Buff. I love their cards, but I just struggle to get results out of them when I use them due to often getting caught attacking one enemy repeatedly or missing when you do attack others, only for the rest of the team to take out the enemy before you can get a stack from them.
  • Palulu: Probably the Hero that shifts and changes constantly on my Tier list. Her usefulness seems to hinge completely on how many Melee units you have. She has some great cards, each providing shields that she can keep stacking over and over to give her whole team a bunch of extra beefiness. She is probably going to be the only Hero that my tier list is going to reference league 2, because without league 2 there is no doubt she's much higher. But having seen the Heroes and items given in the two league two tests, I cannot in good faith see her much higher than this. In midlane where she can actually get income, she's vulnerable to ganks since she doesn't attack. And as a support, her shields aren't enough to outdo the added damage items can add. Not to mention some of her biggest weaknesses are a good Xiangxi Ke or Lubos who can bypass her front-line and take her and other squishies out. That being said, pair her with a Bariel and she might as well be a full tier higher with how well the two work together.
  • Wolfgang: An astounding fighter that can steal stats to enable himself to an insane degree, with a damn good self-shield and farm card. But he isn't good in short skirmishes, which is why I put him in B tier. His passive capabilities, as well as his unique fight card Chain of War which gains stacks slowly even with Devouring Soul allows him to be a late game, long fight beast. But that's also it. He's not great until a fight has lasted around 4-5 rounds and he's gotten some good stats stolen. And his passive can't be turned off, so you either have to Ban Wukong, or wait til your opponent is unable to pick it lest you debuff your whole team with each attack on him. Fatty white can also mess with you, as his Armor buff cleanses the debuff you apply on them. At least against Fatty White, you still get your Buff.
  • Fatty White: A solid support tank whose main task in teamfights is to help your units get a bit tankier. Can use his Throw Snowball to strip armor similar to Wukong, although instead of a 50% reduction, it's a flat 20, which makes it stronger on ranged units. Hail can be used to take turrets from any lane, allowing them to provide support across the map. And their passive gives the lowest HP unit a mini snowman after each of Fatty White's actions, which cleanses debuffs and grants 20 armor per stack. They all get removed when the hero is damaged, limiting its usefulness at times. But without being able to shield them or heal them, it's only slightly slows the inevitable in close fights.

C Tier
  • Miki: Honestly, I wish he was better. He actually has some amazing cards, Chick Running moves him for easy roams and teamfights while shielding all allies nearby, Chick Charge is a great roaming initiate with a 3 hex range, as well as being 4 rounds instead of three. And Seize the Initiative has so much power behind it, it is almost worth picking him for the card alone. But his passive just feels so lack luster, as depending on the hp values, he could be providing an easy target for enemies to kill to give away dragons.
  • Frank: At a glance, his passive is absolutely insane, until you see just how much damage he takes when compared to other units and realize having no armor is such a big detriment that even gaining a bunch of damage isn't enough to make up for it. Painful pleasure helps power his passive, while giving you a ♥♥♥♥ ton of strategy points, which is his major selling point honestly. If only he could gain Armor, even if at a reduced amount.
  • Niels: I want to like this guy. He can do so much damage if built around and catered to, but his self stun leads him to often get himself killed without ever getting a kill in exchange. He's great once late game teamfights start, but it's such a pain to get to that point. Bound is a good way to try and circumvent the issue, allowing him to bring a friend when he's ganked, but too often it's just too little to help.Smite targets too many targets to be useful IMO Revelation is his strongest card, allowing him to follow up any attack you make with any character automatically so long as it's in your hand. Just don't use him with Gang as he'll even attack your own units when Gang does.
  • Peiniang Zhu: A pretty decent support unit, but I feel falls flat as her Lightning Marks aren't super powerful until they have got a bunch of stacks on enemies. Static Lightning is a zero cost card draw that also places a stack of her passive on the enemies, while Thunder Finger allows you to make an enemy hero take as much damage as an ally will next take. But since only Gang and Kid can hurt their teammates, Thunder Finger becomes a bit tough to utilize well. Those cards aren't enough to keep her out of C Tier, although she's a great pick into multi-action heroes since she applies a stack of her passive for each action they take. The damage may be small, but if you are facing a zealot or Kamaitachi, it can quickly rack up to scary amounts in the late game.

Please, feel free to share your own tier lists as well!! I love seeing everyone's opinions on why heroes are valued differently to them.
Last edited by Zalasin; Apr 6, 2024 @ 8:53pm
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Showing 1-5 of 5 comments
ShadowNetwork00 Apr 6, 2024 @ 10:30pm 
I love the tier-list you have provided here (and sincerely appreciate the shout out, friend); I am just going to set up a comment here to add more context over time to my thoughts on it; starting from the bottom-up

<<C Tier>>
Niels: In recent testing, it turns out that shielding them prevents the self-stun (described in their passive, but I know it doesn't feel intuitive; I was surprised myself), With Palulu or even Miki on the same team, the damage output of this hero can be fully realized.

Peiniang Zhu: I understand the grievances here, she requires a specialized ADC with lots of gold stuffed into them (mostly so you can stack lighting charges on one enemy, finger another, then pop damage on the stacked hero to get good damage on both). She actually works very well with Gang because, after placing the finger, Gang's next big AoE will have all that damage considered for the finger.
Same concept with Shougong Lei's 'Thunderstrike'; it's notable that both Zhu and Lei have in-fight passives that magnify damage (and they are both lightning using bird people; definitely feels like dev role-shipping, alike Xayah and Rakan from LoL)

Frank: Hard agree. Not much to say here. My biggest grievance is that his cards typically have heroes attack him without the potential to miss; which is awful when you have no armor. The worst card of this lot is the 3-cost one (need to add name later) which Frank can miss but the opposing heroes cannot; he is not even a damage character so this card slot feels wasted.

Miki: Hard agree; other than the synergy with Niels explained above (as Chick Running can grant shield to Mid), it's hard to find a proper place for this hero. I swear he got buffed recently; and I'm tempted to try games pairing him with DMG buffers like Kid and Dylan to see if his team fight capabilities can be realized, making his passive actually invaluable.


<<B Tier>>

DeepSpace: Hard Agree with you. I feel they work best with Dylan supp; who can offer the squishy ADC damage, farming (gold), and health buffs.

Elemi: Many characters in this game have trade-offs for their unique traits; Elemi simply gets better with isolated targets and still attacks twice each round. She can co-ordinate with any Supp on the roster and makes for an amazing Mid who can essentially initiate on her own.

Xiangxi Ke: Hard Agree; which is why she needs help ending the game early. Lots of other draw/recycle and discard effects (most notably with Paisai's sacrifice rune) can help her pump out damage with Old Time

Aurelio: I think this take varies depending on what role you want your jungler to satisfy; if you want pure damage, sure she isn't the best. But, in terms of stealing jungle camps from the opponent and acting as a tanky frontline for her team, she accels. Team comp dependent, but really, she just needs a carry on the team.

Palulu: Theres a fun interaction with Omaha where, because the bird forces both to the back rank and cannot be shielded, she shields both herself and him in 2v2 fights botlane. She prioritizes melees, but not exclusively. Plus, her shields are invaluable to buff the damage output of Niel and Bariel (which you could mid and jung respectively)

Wolfgang: Unless they removed the card, I believe he still has the 2-cost that increases damage to turrets. (going to verify later) And Stealing health is pretty significant. I'd rethink this position on your tierlist.

Fatty White: Mm, this guy is a mixed bag of goodies. Each part on it's own looks great, but I'm not sure if he is built for an offensive comp or a defensive one (focus on the armor shred and lane push cards, or the armor buffing ones?)
There are better defensive and offensive supports; and he feels terrible Top or Mid. That's my hot take.


<<A Tier>>

Wukong: This is a very fair position to hold and I feel once the devs change how he handles in-lane (i suspect they will since he is designed to be a counterpick); I would agree with you. As it stands, I don't see him lose laning phase and he always is a good tank even without buffs. Just very solid in my eyes.

Bariel: Hard Agree. Not much to say here.

Omaha: Hard Agree. Not much to say here.

Tiger Boy: Mm, stuns are really good and Whimsical is a powerful card. I do need to playtest this pick more and adjust my tierlist. Thanks for the insight.

Dylan: Definitely, this character can single-handedly turn one of your weakest champions into a carry, if you pump em full of his buffs. Best playtesting character too, if you wish to see what a particular champion might look like with buffs x3

Kid: The only thing holding Kid back is that he's a melee and needs to be in the right comp where 'Amnesty' and 'Conviction' are used to their full potential; that's why i slotted them into B personally, but I get your point.

Hakuna: I do need to playtest this champion more, and I appreciate your insights here. Not much to say as you covered it.

Paisai: I grow to love this support more and more, the heal card is coupled with a recursion effects, the 0-cost is so freaking unique (discard synergy that also lengthens fight, very unique). Hard Agree.

Shougong Lei: Personally, I find it hard to slide any ADC or Supp into S-Tier; in my mind, that tier is reserved for solo carries who need to be banned or counter-picked outright. He will always rely on at least the right support to function well, just by nature of being an ADC contesting against an opposing ADC/SUPP; otherwise I agree with your sentiments and the current placement at A.

<<S Tier>>>

Gang: This champion needs alot of gold pumped into them to function well, and often hurts his team just as much as the enemy. It's hard to place explosions where there is no collateral damage. Yes, he has great pay-offs but he's just volatile enough that I wouldn't run him in every comp given the chance; thus, in my mind, he cannot be S-Tier, maybe high A-Tier (especially being an ADC)

Kamataichi: I do need to playtest this pick more. Your positioning on the tierlist may be very apt. Thank you for the insight.

Justice: I AM JUSTICE. Enough said. 25% execute is broken; they need to nerf this to 15% and I still wouldn't budge them from S-Tier personally. Great cheap draw cards, amazing passive, contests in-lane favorably. Hard Agree.

Zealot: I used to have this hero in S-tier; but after nerfs, now the damage taken by himself and clones is shared, so he is no longer a pseudo-tank. Still, great roaming, jungle clearing, and ganking; very much a high A-tier but he can be taken out nowadays.

Lubos: IT'S TIME TO D-D-D-DUEL. Infinite initiate until someone dies for 5; that alone is impressive. The ability to cover for a lane in case they get ganked, or set up for their initiate, for 2; that pushes him into S Tier for sure. Hard Agree.


CONCLUSION

Once again, I sincerely appreciate you posting your tier list; I look forward to play testing many of these picks that I didn't consider before, and have ideas for new specialized team comps.
Thank you.
Last edited by ShadowNetwork00; Apr 6, 2024 @ 11:53pm
TT-s7yaaaay Apr 7, 2024 @ 12:15am 
Originally posted by Zalasin:
  • Elami: Powerful attacker in teamfights that excels at picking off single targets. Her Crossfire can allow her to easily push down towers while harassing the enemy laner. Rapid Shooting looks great, but the random attacks mixed with the slowly lowering accuracy can sometimes mean it does absolutely nothing which can feel exceptionally bad when her whole shtick in cards relies on her hitting.

Rapid Shooting is better as an "ender" after clearing out bot lane. It hits up to 4 times and deals +1 additional damage to turrets, which means it is the best card in the game cost wise for destroying them. When a tower is destroyed it gives shared gold to everyone on the team.

https://streamable.com/pdlf2f < Example case for optimal usage
Last edited by TT-s7yaaaay; Apr 7, 2024 @ 12:28am
Zalasin Apr 7, 2024 @ 12:17am 
Actually, Zealot has taken the damage of his clones since the first testing phase IIRC(at the very least I remember banning Hakuna if I planned for use him since the %Hp damage stacked up), although I do agree most of the reason he is in S tier now that I've started to notice his early game flaws is because his initiate card is still insane and cheap alongside his other powerful effects.

As for wolfgang, he only steals the 10% attack, and 20% armor, No health. If he stole health, I'd probably move him to A or S tier in a heartbeat.

I completely forgot to mention the shield thing for Niels and that can make him better, but his spot is actually partially influenced by a champ in league 2 who can do teamwide AoEs... better to some degree. And knowing that exists puts a bit of a blot on him for me.

About Tiger Boy and his whimsical card, it says it stops card draw, but it actually stops ALL card finding, including Summoning. Otherwise I'd actually consider him for S Tier(Although I still think he's not gonna leave A)

As for Gang, the only change I ever do, is increase the back threshold on my Bot and Support to 35% instead of 25% and I never have any issues about him doing enough damage to myself to be worried. If you couldn't change that, I'd probably agree he's an A tier at best. Not to mention that he's honestly the Bot i use the most and find the most success with. I personally struggle to pick other bots over him due to how much success I find with him.

But honestly that's just another reason I love this game as a whole so much is the small bits of customization you can do like picking the jungler's starting route as well as the HP Thresholds for backing.

Thank you so much for reading it over and giving your own personal insights. I fully expect many to disagree with both my Palulu and Niels placement as well as possibly my Aurelio. I'm looking forward to the full release, and all the new heroes it will bring. I personally can't wait to try them all, at which point I'll probably have to just do this whole list over again. :D
Zalasin Apr 7, 2024 @ 12:18am 
Originally posted by s7yaaaay:
Rapid Shooting is better as an "ender" after clearing out bot lane. It hits up to 4 times and deals +1 additional damage to turrets, which means it is the best card in the game cost wise for destroying them.

Honestly, fair enough point. I usually try to use most of my attack cards before my initiates and rely on the heroes pushing to do damage to towers. That may change how I feel about her going forward, and I'll have to give it a couple runs to try.
Last edited by Zalasin; Apr 7, 2024 @ 12:19am
Horrible Marksman Apr 7, 2024 @ 11:52pm 
Are we essentially looking at each hero in a vacuum? Purely in their solo capacity? Ease and speed to reach game changing potential? Personally, I feel like S tier should more be reserved by the characters that have such power that even the AI can do well with them. Not to say that you need to do it that way, I'm just curious which route you're taking with how to determine actual game impact. Niels is a great example of a character whose negatives can be countered fairly easily while retaining enormous positives. I didn't use him this test and I suppose it could have changed, but in the previous one he was fully self sustaining once you gained the shield gauntlet item or the vamp into shield item. With the former he always shields on attack and therefore never stuns himself again, while the latter does the same as long as he can reach full hp after attacking. Aoe at will after 1 item gained is pretty impressive. He also has some very cool cards though they can be a bit more niche other than Bound. Anyway, not a huge deal, it just feels like items enable certain characters to such an extent that it almost feels unfair to ignore them.

I would say a fair bit of your list is at least fairly close to how I'd view most characters. There are a few outliers though.

Niels - A (higher end).
So much potential. With items I think he's borderline S. The only reason it's borderline for me is because he needs that first item to be fully self sustaining and a hero with farming speed makes that infinitely quicker to reach that point. The need for a qualifier is the reason I'd keep him high A. A bunch of characters can enable him before that though. Bart, Palulu, neils and such.

Miki - A (Lower end)
His cards are great. His shield card gets him into position to help pounce on a mid gank even if he hasn't drawn his own powerful fight card, which can be fairly rare from a top laner. Seize is an excellent card gained for free and he enables an increased probability of gaining that card as well. His damage is kind of crappy, but he's actually quite tanky. I see him as a support tank that does the job very well. He also makes it easier to use a glassier bot lane since you know he will basically always be available to function as another target for potential tanking. I actually ban him sometimes
if he's higher level simply because he can sometimes change the early game and slow down the snowball I'm always looking to build.

Aurelio - A (HIgh and low S after items) This character is incredible. Other than Justice and Lubo, I would say Aurelio gives the highest upfront value compared to most other heroes. Her cards are just so good. Flame assault is expensive, but the dynamic nature of its turn limit is amazing. Just having your jungle in bot lane means you get 5 turns out of it. You can pull it for free with protagonist which is already a useful card, and the creeping card is extraordinary. She is surprisingly tanky and can deal good damage fairly quickly and that gets better as the game goes on. With items it's even more insane. Get a few crit items and her flame charges just become immediate profit. Also her versatility is impressive. I've used her as a battery that fed most of her gold to another carry and basically created her own giant snowball, and I've also used her as a mid laner that would start big fights before team battles and essentially guarantee dragon wins with no effort. She brings too much to the table for me to see her as anything but S. Only reason I'd keep her at A before items is because she is just so much better once items come around. Items alleviate some of the weight put on her flame changes and make them mostly just profit and the value of her creeping power grows significantly.

Zealot - S (low and A high after items)
I generally agree here with a qualifier. Zealot is pretty great before items are implemented. The extra targets can make it pretty annoying to confirm a kill against him depending on the fight conditions. He does scale quite well over time too. His problem is that the 3 bodies can turn him into paste in a number of different ways. AoE counters him hard. The extra bodies can be a detriment if he's functioning as a main carry since it means he is likely to get hit a lot. If the AI ever actually built for crit he would explode constantly. Still, he's definitely strong and his 1-2 punch is amazing especially with some player traits making it damn near free. One thing that keeps him up there though is the synergy with a bunch of characters. Palulu for example is rather funny combined with him. So much shielded meat.

Palulu - A (Mid)
I actually think she's pretty great. I like to use her in bot lane with bariel or with a ranged character. If you do ranged then she shields both characters and increases overall longevity without needing an actual tank. If the matches need to go to the late game full team fights then she does work and it's hilarious. If her cards weren't so expensive I'd probably put her higher, but even the cards are pretty great. The Travelers card can be great for keeping characters healed and for increased farming especially with the player trait that already does that when beneficial effects are cast on an ally. She's probably the best character to take advantage of that hero trait too. You can stack her shields so that the basic shield is broken before the travelers shield takes damage as well, which increases the longevity of the farming buff. She supports extremely well. I've never actually tried her in mid and don't think I'd want to though. She doesn't really need massive gold farm to do her job so I don't really see a point for that. Her synergy and countering potential is funny too. Bariel and Niel can become gods with her. Anyone with a stun, like Tiger Boy, is rendered borderline useless with her on the opposing team too.

Wolfgang - A (mid-low)
He does take time to get going and I honestly haven't really used him much myself. That said, against anyone not named sun wukong, he's probably going to have an advantage on the field. He is fairly tanky, hits pretty hard which can grow pretty quickly, and has some rather powerful cards. That said, I have only really seen him do well in top lane. He is the only character top lane that has gone pound for pound with Justice. Otherwise it's always a top lane steamroll. That said, since I have barely used him, this is more based on what I've seen from the AI.

Gang - (Probably A)
I have literally never used him so I can't say much about him either way. His cards look interesting and he definitely has potential though. The big reason I think he just can't be S though is because the AI is absolutely horrendous with him. Every single time he is in the game it's a quick and easy win because it basically becomes 5v4v1. His ramp up requires particular actions and circumstances that lead to a pretty big qualifier before he can really reach his potential and the AI simply cannot use it. If you look at everyone else you have in S, they all have power with very limited requirements needed to reach it. What requirements they have, are straightforward and easy to reach. Gang is not that. Based on his cards and ability I'd guess he'd fall into A for me, but it's just too extreme a difference between player vs AI for me to label him as an S rank powerhouse. He's like Shougong Lei. Lei is my favorite nuker and is extraordinary, but his card costs can definitely be more limiting. The negatives they both have don't stop them from being extremely powerful, but I'd say it's enough to limit them both to Strong A's.

Also, Lubos and Justice probably deserve their own tier. They are, quite literally, never the wrong choice. I'd say they still lap the other characters you have in S tier.

All I can think of for now.

Last edited by Horrible Marksman; Apr 8, 2024 @ 12:09am
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