Has-Been Heroes

Has-Been Heroes

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Advanced element guide
By File not found 404
This guide will show you Element effects and combination to dominate your enemies and have a better chance on surviving your run by not being burned to dead, not geting one shot by enemies and dominate your enemies by getting a epic kill... unless you killed a boss with lot of enemies left. That doesn't count.

Expect repeating text in every category as this guide is like a multiply chart. making this guide went for hard to easy so to speak. But this is not time to dawdle let's venture into the mystery of learning. I expect to lose 95% of the audience by saying that...
   
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Water
Water might be the most usefull and common element. Water cause soaking, making targets permanently wet until influenced. It has no effect by itself but it's a nice setup for many possibilities.


  • Water + Water:

    Water on a already soaked target creates puddles. Targets walking on puddles get soaked, so it's on your best interest to use a Water spell on a already soaked enemy to make a puddle to soak multiple enemies in that lane.

  • Water + Lighting:

    Everyone knows that Water and Electricity is a dangerous combo. But in this case it's only better. Lighting spells do double damage on soaked targets and also arcs more between soaked enemies.

  • Water + Fire:

    On first thought Water and Fire = bad combination. But in this game it's amazing. Fire and Water will create Steam. Steam hangs around for a short while and will slow even the fastest enemy to a almost stopping point. This is handy to buy extra time, for example a fast boss who's about to strike your hero, casting a Water and Fire spell to buy time for your heroes to regen there attack.

    The order does matter. Casting a Fire spell on a soaked target will dry the target and create steam, while casting a Water spell on a enemy who's set on Fire will create a puddle. Setting a enemy on Fire while he's standing on a puddle basically keep them soaked while creating steam.

  • Water + Frost:

    Water and Frost prolonges there effects.
    Freezing a soaked target will freeze the target for 8x longer for its base freeze duration off that Frost spell you casted.
    Soaking a frozen target refreshes some of its freeze duration and creates a puddle.

  • Water + Toxic:

    Water and Toxic is a difficult combo. Soaked targets can't be poisoned which is good for your heroes to avoid getting poisoned.

    Using surtain water spells on Poisened target can create a Poison puddle or just a normal puddle. Poison puddles has a chance Poison enemies, unless there Soaked.
    A Poisoned enemy walking over a puddle will change it to a Poison puddle. Poison puddles will dissipate after a short while.

  • Water + Wind:

    Dealing Wind damage to a soaked target will freeze them for 50 seconds. This can buy you a lot of time or just put a annoying enemy out of commission all the way in the back. Be carefull however, this can also happen to your heroes.
Lightning
Lightning can arc between enemies, dealing less damage for each arc. Lightning is very powerfull under the right circumstances and is often ether potent damaging element or a trigger for other elements to wreck havoc.

  • Lightning + Water:

    Everyone knows that Water and Electricity is a dangerous combo. But in this case it's only better. Lightning spells do double damage on soaked targets and also arcs more between soaked enemies.

  • Lightning + Lighting:

    means more Lightning.. good for you, you have more then 2 Lightning spells...

  • Lightning + Fire:

    A enemy who's lit on fire gets a zap, he will conflagrate into a hail of Fire. The explosion deals 20 Fire damage around the target regardless the amount of DOT. This is usefull to do a lot of damage when there are enemies bundled up together. this will put out the Fire.

    Casting Lightning on a enemy who's Immune to Lightning will not work.

  • Lightning + Frost:

    Like Lightning and Water, it will deal double damage and Arcs more. but it puts them out of there freeze. Sometimes it's on your best interest to avoid this if your planning to keep them frozen for whatever reason. They keep being soaked after the zap.

  • Lightning + Toxic:

    Zapping a poisoned enemy will spreads it's current Amount of DOT through it's Lightning arc to other enemies. It also increases the duration, depending the amount of arcing Lightning between enemies and the amount of enemies that are poisoned, which can lead to stacking the duration of Poison DOT.

    The spread effect only works when casted on the initial poisoned target. For example casting a thunderbolt to a Non-poisoned target that arcs to a poisoned target will not poison the non-poisoned target... still with me?

  • Lightning + Wind:

    Unfortunate Lightning and Wind are both a non-stat effect. There is however a spell that deals Wind damage and Lightning damage if your wondering.
Fire
Fire is a simple damage over time. But it's dangerous play with. It deals 20 base Fire damage per second. Fire spreads to adjecent enemies and heroes. That means heroes get lit on Fire when attacking a lit enemy, but it also works the another way around. Switching your hero after his/hers attack to a another lane will lit your enemy/hero, even when paused. Also mind the backstab.

When Fire spread to adjecent targets, the adjecent target will burn for the amount of Fire DOT left of the initial target. So for example attacking a enemy who got one second of Fire DOT left burning, your hero will also burn for one second. However do the same thing to a 40 second burning target and I can assure you that your hero meets death if you don't got anything to put the flame out.

  • Fire + Water:

    On first thought Water and Fire = bad combination. But in this game it's amazing. Fire and Water will create Steam. Steam hangs around for a short while and will slow even the fastest enemy to a almost stopping point. This is handy to buy extra time, for example a fast boss who's about to strike your hero, casting a Water and Fire spell to buy time for your heroes to regen there attack.

    The order does matter. Casting a Fire spell on a soaked target will dry the target and create steam, while casting a Water spell on a enemy who's set on Fire will create a puddle. Setting a enemy on Fire while he's standing on a puddle basically keep them soaked while creating steam.

  • Fire + Lighning:

    A enemy who's lit on fire gets a zap, he will conflagrate into a hail of Fire. The explosion deals 20 Fire damage around the target regardless the amount of DOT. This is usefull to do a lot of damage when there are enemies bundled up together. this will put out the Fire.

  • Fire + Fire :

    Fire and Fire = more FIRE! Casting Fire spells on burning targets will stack it's DOT. Nothing more to say then be carefull with this stacking Fire. It can lead to a quick gameover if you don't have immunity or something to put out your burning hero.

  • Fire + Frost:

    Dealing Fire damage on a frozen target will deal double damage and leave them soaked. Dealing Frost damage on a burning target will also deal double damage and just leave them frozen.

    Depending on your spell's damage, you can decide in what order you want to tackle your casting. It's on your best interest to Freeze your enemies first as they will be soaked after your casted Fire on frozen targets.

  • Fire + Toxic:

    In this game, Poison acts like oil and who doesn't like drumsticks... without the meat...

    When a poisoned enemy get lit on Fire it consumes the Poison and deals Poison damage in a burst = to the amount of Poison DOT left on the target. For example the target got poisoned for 10 seconds. 2 seconds = 10 damage. When lit on Fire it will deal those 50 damage of DOT in one burst. So if your enemy is poisoned for 500 damage that require to tick down down for a piddly 10 damage per 2 seconds, Just toss Fire at him.

    Casting Poison on a lit enemy will immediately consume the Poison DOT ontop of the initial Poison damage listed on the spells. This effect also includes on Poison buffs on your heroes attack from items.

    Poison puddles can be catch on Fire, creating a Lava puddle. Lava puddles sets enemies on Fire and deals occasionally 10 Fire damage. Lava puddles will dissipate after a short while.

  • Fire + Wind:

    As I said playing with Fire is dangerous. Lets make it more interesting.

    Wind on a Burning target will Increase the amount of Fire DOT on the target. Plus ontop of that it will spread the Fire in a cone, causing enemies behind the target getting lit on Fire. The range that the enemies can get lit on Fire depends on the strength of it's knockback.

    The increasing Fire DOT can stack to a ridiculous amount. Having Fire and Wind spells for days can destroy your enemies and gives souls for days. But do make sure you have Fire immunity. Nobody likes a crispy hero.
Frost
Frost is great to buy you time and has some interesting effects with other elements that you don't catch the first time.

A frozen enemy doesn't move and puts there stamina out of there play, meaning you can damage them even when they got stamina. However this will reset there stamina to full. Hitting a frozen enemy when the are also stunned still removes 1- max stamina.

When a Frozen enemy melts (Freeze duration ran out) It leaves them soaked.

  • Frost + Water

    Water and Frost prolonges there effects.
    Freezing a soaked target will freeze the target for 8x longer for its base freeze duration off that Frost spell you casted.
    Soaking a frozen target refreshes its freeze duration and creates a puddle.

  • Frost + Lightning

    Like Lightning and Water, it will deal double damage and Arcs more. but it puts them out of there freeze. Sometimes it's on your best interest to avoid this if your planning to keep them frozen for whatever reason. They keep being soaked after the zap.

  • Frost + Fire

    Dealing Fire damage on a frozen target will deal double damage and leave them soaked. Dealing Frost damage on a burning target will also deal double damage and just leave them frozen.

    Depending on your spell's damage, you can decide in what order you want to tackle your casting. It's on your best interest to Freeze your enemies first as they will be soaked after your casted Fire on frozen targets.

  • Frost + Frost

    Frost on Frost keep your enemies frozen for longer. However, in some occasion if the freeze duration is stacked it will decrease the targets freeze duration by some spells.

  • Frost + Toxic

    A frozen enemy who's also poisoned puts the remaining Poison DOT pauzed. this means that the target will keep receiving Poison damage forever while frozen until getting hit out of his freeze, continuing the Poison DOT or when the freeze duration ends, resulting the target getting soaked and thus not poisoned anymore.

    When a frozen enemy melts it leaves them soaked. But when a poisoned enemy melts, it will leave a puddle.

    Hitting a poisoned enemy will not poison your hero while the enemy keep being poisoned.

  • Frost + Wind

    This element combo is one of the most usefull and coolest combination in the game.

    Hitting a frozen target will slide them all the way to the right of the screen. If they collide with a another enemy it will knock them out of there freeze and stuns both victims regardless of the amount of stamina. It even works on zombies and a stunned zombie will recieve full knockback after a attack!

    believe it or not, this also works on the ghoul, materializing the ghoul leaving him for a attack or any sort of damage.
Toxic
Toxic deals 10 Toxic damage every 2 seconds and slows the enemy. poison can infect adjecent enemies. This includes your heroes! Toxic is less dangerous then Fire as it has a less potent DOT. But it got a longer duration overall. The slow is especially usefull.

  • Toxic + Water:

    Water and Toxic is a difficult combo. Soaked targets can't be poisoned which is good for your heroes to avoid getting poisoned.

    Using surtain water spells on Poisoned target can create a Poison puddle or just a normal puddle. Poison puddles has a chance to Poison enemies, unless there Soaked.
    A Poisoned enemy walking over a puddle will change it to a Poison puddle. Poison puddles will dissipate after a short while.

  • Toxic + Lightning:

    Zapping a poisoned enemy will spreads it's current Amount of DOT through it's Lightning arc to other enemies. It also increases the duration, depending the amount of arcing Lightning between enemies and the amount of enemies that are poisoned, which can lead to stacking the duration of Poison DOT.

    The spread effect only works when casted on the initial poisoned target. For example casting a thunderbolt to a Non-poisoned target that arcs to a poisoned target will not poison the non-poisoned target... still with me?

  • Toxic + Fire:

    In this game, Poison acts like oil and who doesn't like drumsticks... without the meat...

    When a poisoned enemy get lit on Fire it consumes the Poison and deals Poison damage in a burst = to the amount of Poison DOT left on the target. For example the target got poisoned for 10 seconds. 2 seconds = 10 damage. When lit on Fire it will deal those 50 damage of DOT in one burst. So if your enemy is poisoned for 500 damage that require to tick down down for a piddly 10 damage per 2 seconds, Just toss Fire at him.

    Casting Poison on a lit enemy will immediately consume the Poison DOT ontop of the initial Poison damage listed on the spells. This effect also includes on Poison buffs on your heroes attack from items.

  • Toxic + Frost:

    A frozen enemy who's also poisoned puts the remaining Poison DOT pauzed. this means that the target will keep receiving Poison damage forever while frozen until getting hit out of his freeze, continuing the Poison DOT or when the freeze duration ends, resulting the target getting soaked and thus not poisoned anymore.

    When a frozen enemy melts it leaves them soaked. But when a poisoned enemy melts, it will leave a puddle.

    Hitting a poisoned frozen enemy will not poison your hero while the enemy keep being poisoned.

  • Toxic + Toxic:

    Poison and Poison just stacks. Like eating beans with beans.

  • Toxic + Wind:

    Wind on a Poisoned enemy will spread the Poison in a cone to other enemies. As I have to remind you Poison slows, spreading it will not only damage them with DOT but also slow them. Sorry I'm kinda slow with a more interesting dialog...
Wind
Wind will knock enemies back, making it one of a must have spell. It never gives a negative effect while using it with other stat effects... except if your soaked and accidentally cast it on yourself.

Knocking enemies back is a lifesaver and timesaver. It allows you to make setups like knocking a stray enemy back into a group thats about to get hit by a meteor, setting them all aflame by Fire. It also puts a middlefinger at bosses and zombies... unless they are immune.

  • Wind + Water:

    Dealing wind damage to a soaked target will freeze them for 50 seconds. This can buy you a lot of time or just put a annoying enemy out of commission all the way in the back. Be carefull however this also can happen to you.

  • Wind + Lightning:

    Unfortunate Lightning and Wind are both a non-stat effect. There is however a spell that deals Wind damage and Lightning damage if your wondering.

  • Wind + Fire:

    As I said playing with Fire is dangerous. Lets make it more interesting.

    Wind on a Burning target will Increase the amount of Fire DOT on the target. Plus ontop of that it will spread the Fire in a cone, causing enemies behind the target getting lit on Fire. The range that the enemies can get lit on Fire depends on the strength of it's knockback.

    The increasing Fire DOT can stack to a ridiculous amount. Having Fire and Wind spells for days can destroy your enemies and gives souls for days. But do make sure you have Fire immunity. Nobody likes a crispy hero.

  • Wind + Frost:

    This element combo is one of the most usefull and coolest combination in the game.

    Hitting a frozen target will slide them all the way to the right of the screen. If they collide with a another enemy it will knock them out of there freeze and stuns both victims regardless of the amount of stamina. It even works on zombies and a stunned zombie will recieve full knockback after a attack!

    believe it or not, this also works on the ghoul, materializing the ghoul leaving him for a attack or any sort of damage.

  • Wind + Toxic:

    Wind on a Poisoned enemy will spread the Poison in a cone to other enemies. As I have to remind you Poison slows, spreading it will not only damage them with DOT but also slow them. Sorry I'm kinda slow with a more interesting dialog...

  • Wind + Wind:

    It's like trying to slap the air with air... you get nothing.

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4 Comments
Regar Jun 26, 2017 @ 4:41pm 
today on a boss i got a dangerous poison stack.
i initially poisoned the boss and all my heros got a item that deals thunder dmg on hit/combo.
after a couple of rounds my warrior was poisened until DEATH. all the litle thunder dmg procs stacked to poison to infinity ... luckily i beat the boss in time.
File not found 404  [author] Jun 26, 2017 @ 8:14am 
@Valkyriestear

You unlock atleast 1 hero everytime you defeat a new ghoul.


End game:

The end games goal is to open the final chest with every new hero that you encounter at the end of your succesfull run when beating your final challenge.

You can choose which hero you want to open the chest and that hero gets a new skin. It's not only a new look but it got his own different stats and starting spell, which mostly is a direct upgrade.

You can see a purple chest icon in your hero's portrait to show you that hero already has the final chest opened.
Valkyriestear Jun 26, 2017 @ 7:38am 
Many many thanks fory your hard work here. BTW, How to unlock all heroes? How many walkthroughs required
Regar Jun 25, 2017 @ 11:13am 
great guide cleared up some thing i didnt noticed even after 30 runs ;)