| S Tier |
 AshbiteFlying area damage · True damage · Control S TierBest for: Crowded lanes, flexible damage coverage Key abilities: Blazing Breath · Searing Sneeze · Feeding Time · Spitfire · Melting Fury · Wildfire Barrage Synergy: Keep enemies in the flames with Knights Order, Gerald, or Royal Catapult’s Tarred Zone. Unlock: 84 stars | - A large health pool, wide fire attacks, and true damage make Ashbite a remarkably forgiving damage pick. Blazing Breath and Wildfire Barrage hit packs without asking for a perfect single-target setup.
- Searing Sneeze gives the damage time to work by stunning a group for two seconds. Spitfire adds a burn to basic attacks, so even periods between bigger skills keep applying pressure.
- Feeding Time is the trickier part of the kit: landing gives Ashbite heavy bites and a heal on a kill, but moving cancels it. Use it at a held choke rather than chasing one runner across the map.
- Melting Fury rewards sustained burns against armored enemies. Ashbite earns S tier through reach, crowd control, and raw output; the main tradeoff is that a flying hero cannot substitute for a dependable ground blocker.
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 IgnusMobile brawler · True damage · Area clearing S TierBest for: Armored waves, clustered enemies Key abilities: Fireball · Heat Wave · Flame Rush · Melting Core · Reverse Entropy · Supernova Synergy: Pair with Gerald, Rhodes, or another durable blocker to keep enemies near his damage aura. Unlock: 58 stars | - Almost every meaningful hit bypasses armor. Fireball handles a priority target, Heat Wave catches the crowd around Ignus, and Flame Rush carries damage across multiple enemies.
- Melting Core keeps hurting enemies that stay close. When blockers hold a pack in place, Supernova has the space and time to land its full true-damage burst.
- Reverse Entropy restores 15% of his maximum health whenever he uses a skill. That gives an otherwise unarmored frontliner a strong recovery loop, especially alongside cooldown reduction.
- He still needs sensible placement: pushing an armorless melee hero into an isolated elite before his healing triggers is asking for a respawn. Flight over long distances helps him return to the useful lane.
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 DrakkanArcane area damage · Silence · Summons S TierBest for: Caster-heavy waves, wide-map support Key abilities: Nullifying Pulse · Deconstruct · Double Dragon · Arcane Affinity · Arcane Storm Synergy: Pair with a physical-damage hero or Marksman towers against magic-resistant waves. Unlock: 80 stars | - Nullifying Pulse silences enemies for eight seconds while hitting an area. Shutting down dangerous enemy abilities can save more lives than a larger damage number would.
- Double Dragon supplies another body in the fight, while Arcane Storm threatens enemies across the battlefield. Base-damage area and skill-damage nodes reinforce a strong crowd-clearing kit.
- The tree offers 100% magic resistance and another 20% skill cooldown reduction through Arcane Affinity. Together with his high health rating, those are unusually strong tools against magic-heavy stages.
- His listed attack speed is slow and much of his offense is magical. Physical or true-damage backup matters when enemies resist magic, but his control and coverage still make him an exceptional first pick.
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| A Tier |
 OniMelee duelist · True damage · Armor shred A TierBest for: Elites, armored targets, tough single lanes Key abilities: Death Strike · Netherfocus · Hellish Blink · Lethal Combo · Duel Fervor · Sword Torment Synergy: Keep a blocker or area-damage tower nearby so Oni can concentrate on dangerous targets. Unlock: 70 stars | - Death Strike deals true damage to a single target, and Hellish Blink jumps to a leading enemy for three hits with permanent armor reduction. He is built to make a high-priority target disappear.
- Lethal Combo adds a stronger follow-up basic attack after skill use. Duel Fervor then rewards him for holding the same enemy by healing from his attacks; Netherfocus adds recovery when his health drops.
- Sword Torment gives him a needed area hit, but his strongest routine is still focused on one enemy. A lane full of small enemies calls for artillery or an area-focused partner.
- Oni sits near the top of A because his elite damage and sustain are excellent, while his narrower coverage makes him a specialist compared with the S-tier wave clearers.
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 Gerald LightseekerFrontline blocker · Ally defense · Survival A TierBest for: Holding chokepoints, protecting allied units Key abilities: Inspire Courage · Shield of Retribution · Fated Survivor · Hardened Steel · Battle Vigor · Divine Blade Synergy: Put barracks and a damage-heavy tower behind his defensive line. | - Inspire Courage boosts nearby units’ armor, making Gerald especially useful at a barracks choke. He improves the whole hold rather than relying on his modest personal damage rating.
- Shield of Retribution adds armor and reflects melee hits. Hardened Steel can block melee attacks, and Battle Vigor regenerates health while he is blocking: a strong combination when a lane stays busy.
- Fated Survivor can avert a lethal hit and push back the attacker. Divine Blade adds true damage and a brief area stun, so he has an answer when a dangerous enemy threatens to break the line.
- He lacks the reach and fast wave clear of the S-tier damage heroes. On a stage where enemies spend little time in melee with him, his defensive investments deliver less value.
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 ZefiraMagic support · Resistance shred · Mobile control A TierBest for: Magic-heavy loadouts, concentrated kill zones Key abilities: Dazzling Hammer · Shielding Blades · Astral Blink · Weakening Aura · Ethereal Spears Synergy: Keep her near Scholar Mage, Light Priestess, or another tower attacking the same targets. | - Weakening Aura lowers nearby enemy resistances by 30%. In a crowded magic kill zone, that is a team-wide damage tool rather than a perk for Zefira alone.
- Dazzling Hammer stuns a group, and Ethereal Spears punishes enemies gathered on the path. Those tools make her useful even when her basic damage rating looks unimpressive.
- Astral Blink covers long rotations and gives her a short damage boost afterward. Shielding Blades adds protection, but her very low health still punishes careless positioning.
- Her A-tier ceiling depends on staying near enemies and the towers that exploit her debuff. A magic-resistant wave needs a broader damage mix even after resistance reduction.
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 GeminaIllusion summons · Multi-target blocking · Magic damage A TierBest for: Splitting pressure across several enemies Key abilities: Forward Illusion · Guarding Decoy · Mirror Slashes · Solid Light · Last Effort · I Am Legion Synergy: Hold illusions inside Royal Catapult or Scholar Mage coverage. Unlock: 54 stars | - Forward Illusion creates a blocker, while Guarding Decoy leaves another when Gemina dodges an attack. Extra bodies can buy tower shots across several small fights at once.
- Mirror Slashes attacks through Gemina and her active illusions. Solid Light keeps the copies around longer, and Last Effort turns their deaths into area damage instead of a clean loss.
- I Am Legion pushes damage down the path and spawns up to three more illusions. With cooldown reduction, she can keep a messy wave occupied without personally tanking it.
- Her own health is low and she has no armor. The strength of this kit depends on the illusions staying relevant and in position; treat her as a flexible distraction specialist, not a durable solo anchor.
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 RhodesArmored tank · Crowd-control immunity · True damage A TierBest for: Holding dangerous lanes, resisting disruption Key abilities: Sunbeam · Strong Crust · Twisting Top · Impervious · Unstoppable · Solar Flare Synergy: Keep enemies in Solar Flare’s path with barracks or another strong blocker. Unlock: 40 stars | - Strong Crust restores a chunk of health and adds armor, while Impervious improves armor at high health. This is a tank that can recover and keep occupying a contested lane.
- Unstoppable prevents stuns and slows from shutting down his positioning. Twisting Top brings its own slow, giving nearby towers more time against a pack.
- Sunbeam supplies early true damage. Solar Flare is the real payoff: a moving beam with substantial true damage per second when it lines up with enemies travelling the path.
- He trades some of the broad coverage of higher-tier picks for durability and an excellent beam angle. The exact number of Solar Flare hits on a moving wave will depend on the lane layout.
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 IllianaRanged support · Armor shred · Stun A TierBest for: Armored packs, ranged pressure Key abilities: Tag! · Glitter Bomb · Easy Prey · Elvish Nimbleness · Airborne Bliss · Sparky, Incinerate! Synergy: Combine her armor reduction with Archer Garrison, Sentry Watchtower, or another physical hitter. Unlock: 66 stars | - Tag! bounces true damage between enemies and reduces armor. The armor shred makes nearby physical towers and her own attacks better against tougher packs.
- Glitter Bomb stuns a group for two seconds, setting up Easy Prey’s dive against a stunned target. That gives her more than one way to contribute while towers fire.
- Airborne Bliss doubles basic-attack damage while she is flying. Sparky, Incinerate! adds true-damage patches along the path, rewarding careful placement over a busy stretch.
- Her tiny health rating and lack of armor leave little room for bad positioning, despite her melee dodge chance. She is a strong ranged partner; bring someone else to hold the line.
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 MalikHeavy blocker · Stun · Area melee A TierBest for: Dense ground waves, stopping an elite advance Key abilities: Unbreakable · Earthquake · Obliterate · Foehammer · Hammernado Synergy: Position at a choke where artillery can keep hitting the enemies he gathers. Unlock: 28 stars | - The highest health rating among the ground-focused tanks here gives Malik room to hold a lane. Unbreakable scales its shield with the blocked enemy’s health, making a large target valuable to him.
- Earthquake stuns an area for two seconds. Foehammer extends his basic attacks to nearby enemies, while Hammernado slows and damages a pack that stays in reach.
- Obliterate can remove a target from the map after a brief charge. That is potentially huge against troublesome enemies, though boss interactions need testing before counting on an instant removal.
- No innate armor and a low damage rating make him less self-sufficient than his health bar suggests. The Lone Wulf damage bonus also conflicts with parking him beside allied blockers, so pick his position deliberately.
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| B Tier |
 ConnorMelee bruiser · Counterattack · Comeback burst B TierBest for: Holding a contested lane, burst at low health Key abilities: Arterial Slash · Retribution · Earthshatter · Battleborn · Holy Grail · Templar Rage Synergy: Give him healing or another blocker so his offensive windows last. | - Arterial Slash hits around him and adds true damage over time, while Retribution blocks the next melee hit before answering with a heavy strike. He wants to stay close to enemies.
- Earthshatter adds path coverage, and Templar Rage brings a stun plus a substantial ten-second boost to damage, speed, and movement. His peak can absolutely swing a crowded fight.
- Holy Grail revives him with 70% health, but its 180-second interval means it cannot carry every wave. Battleborn’s extra skill damage only applies below 40% health, a risky range to rely on.
- His moderate defenses and melee dependence make him less consistent than the A-tier anchors. The recorded Arterial Slash and Retribution values are level III, so their larger numbers should not be compared directly with level-I skills on other heroes.
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 BolinRanged artillery · Mines · Anti-armor B TierBest for: Predictable chokepoints, supporting a blocker Key abilities: Smoke Mortar · Mine Field · Giant Slayer · Explosive Rounds · Sharpened Rounds · Suppressive Fire Synergy: Use Gerald, Rhodes, or barracks to hold enemies inside smoke and near mines. | - Smoke Mortar slows a group, while Mine Field can stack traps along a predictable route. He is strongest when the enemy walks into an area prepared in advance.
- Sharpened Rounds ignores part of enemy armor, Explosive Rounds adds periodic splash, and Suppressive Fire supplies concentrated shots when a wave closes in.
- Giant Slayer adds damage based on enemy health, but the effect is explicitly reduced against bosses. Avoid treating the tooltip’s percentage as unrestricted boss damage.
- His very slow listed attack speed and low health and armor punish bad positioning. Smoke Mortar and Mine Field are recorded at level III; their numbers are not a fair one-to-one comparison with the other heroes’ level-I skills.
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| C Tier |
| No C-tier heroes in this early ranking. |