Hero's Warband

Hero's Warband

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Sepidaceous Jul 23, 2024 @ 11:23pm
Tips & Tricks
Thought I'd give a few words of advice for anyone new if they wanted it. Beaten the game multiple times, tried out a bunch of strategies, and I have general grasp of the game balancing so far.

1) Focus your gear on your strongest units. It's fine if the cheaper heroes die. You can replace them with higher tiered units from the shop later. Your goal is to keep your strongest units alive as long as possible. Though I understand RNG plays a factor in what your strongest unit is. You can also prioritize retaining synergies if necessary but usually unit tier takes priority. You'll want a decked out tank unit to handle hero bosses. Debuffs/Kiting can be a form of tanking as well.

2) Sponsors are the easiest way to get stronger early. The beginning units are cheap. For the cost of one Blue unit you can get like 2-5 sponsors. These units will die but this buys you time to focus on upgrading a unit or upgrading gear in general. White/Green units are basically worthless. Since you can buy blue+ in the store you don't need to waste time promoting non-essential units or gearing them up.

3) Re-rolling is too expensive and you get locked out from slots every time you buy something. That's why it's better to focus re-rolls early when it's cheap. Early game is the time to grab your synergies. You don't need to gear everyone. You can just focus on keeping 1-2 alive and the rest can be replaced later.

4) Not all upgrades are equal. Some are worse than others. I'll let you decide what you prefer to go rather than talking about potential meta picks. All I'd say is try to focus on a single upgrade instead of a bit of everything. Find something that has synergism with your sponsors and focus on that. It could be dps, def, or whatever. Just commit to something and push it. Make sure your sponsors, units, and gear maximize it.

5) It's fine to skip a skill. Sometimes it's better to grab nothing rather than give your healer a charge skill that kills them. Charge skills need units that can survive close range. Hopefully it'll be more balanced in the future, but for now it's not much of viable strategy.
Last edited by Sepidaceous; Jul 24, 2024 @ 12:35am