Every Epic Rated Reviewed – Awaken Chaos Era
Holy Light Empire faction
William
William is one of the best Epics in the entire game! There are multiple reasons, his Passive is great!
Trait → Combat Prowess
The basic abilities of all team members deal (50% → 80%) more damage.
This is pretty good, it pairs very well with his special ability Order: Hold Position (Special, Cooldown: 3 turns)
Order: Hold Position → Special ability; Cooldown: 3 turns
Grants 1 stack of Counterattack to all team members and applies Defense Up II to the main target for 3 turns. Level 2: Duration of Defense Up II is prolonged to 3 turns. Level 3: Ability cooldown is reduced by 1 turn. Counterattack: When attacked, counters using a basic ability. Defense Up II: +50% Defense.
So effectively this makes it that when one of your heroes takes an instance of the damage they will counterattack with their basic ability if they have a stack on them. You can see why this ability pairs well with the Passive.
· Marching Orders → Basic ability Deals 50% damage to an enemy and launches a joint attack with a random ally. Level 2: Damage is increased to 40%. Level 3: Damage is increased to 50%.
This is very good and it also pairs well once again with his counterattack.
Order: Advance → Ultimate ability; Cooldown: 4 turns Deals 100% damage to all enemies, with an 80% chance to apply Defense Down for 2 turns. Level 2: Damage +10%. Level 3: Ability cooldown is reduced by 1 turn. Level 4: Damage +10%. Level 5: Ability cooldown is reduced by 1 turn. Level 6: Damage +10%. Defense Down: -30% Defense.
This ability will help you nuke down through the waves! It is also pretty good for the Ash Magisteria dungeon because he is blue affinity so you can get AOE Defense down, as well as counter-attack and all that goodies to help you through the Ash Magisteria!
Very good Hero, one of the best Heroes in the game!
Thomas
Thomas is alright due to the way he counterattacks, let’s look at his Passive.
Trait → Giant Crossbow When Health is above 50%, attacks have a 15% (30% with ascension) chance to apply Stun for 1 turn. When Health is below 50%, attacks deal bonus damage equal to 3% (5% with ascension) of the enemy’s Max Health. Stun: Unable to act. [Control Effect]
· Explosive Arrow → Basic ability
Deals 100% damage to an enemy, with a 50% chance to remove 1 positive effect. Level 2: Damage +10%. Level 3: Damage +10%. Level 4: Damage +10%.
· Ranged Support → Passive When an enemy attacks an ally, there is a 50% chance to perform a counterattack that deals 100% damage. Level 2: Damage +10%. Level 3: Damage +10%.
The passive is pretty good because of the 50% chance of performing a counterattack. Have in mind that he doesn’t counterattack with his basic ability so he will not remove any positive effects if he counterattacks!
· Deadly Melee → Ultimate ability; Cooldown: 4 turns Applies Defense Down II to an enemy for 2 turns and then deals 200% damage. Level 2: Damage +20%. Level 3: Ability cooldown is reduced by 1 turn. Level 4: Damage +20%. Level 5: Ability cooldown is reduced by 1 turn. Defense Down II: -50% Defense.
Darth’s verdict → He is alright, this Hero can be placed somewhere in the middle.
Edicris
Edicris is a Hero that is really difficult to deal with if he is the last Hero alive. Let’s look at his Ultimate ability.
Elemental Incendiary → Ultimate ability; Cooldown: 5 turns Deals 120% damage to all enemies and grants Invincible to this character for 1 turn. Level 2: Damage +10%. Level 3: Ability cooldown is reduced by 1 turn. Level 4: Damage +10%. Level 5: Damage +10%.
When he uses this move you can’t hit him for one whole turn.
Blessing of Light → Special ability; Cooldown: 3 turns Removes all negative effects from this character, heals for 20% of Max Health, and grants a bonus turn. Level 2: Ability cooldown is reduced by 1 turn. Level 3: Healing effect +5%.
He can effectively do the ultimate after which you can’t hit him, then it will be his turn and by using this ability he will remove any negative effects, heal himself, and reduce the cooldown on his Ultimate. He can become a real problem.
Focused Beam → Basic ability Deals 80% damage to an enemy, with a 100% chance to remove 1 of their positive effects. 30% chance to launch a bonus attack on all enemies. Level 2: Damage +10%. Level 3: Damage +10%. Level 4: Damage +10%.
· Trait → Refracting Prism
Grants Holy Punishment for 1 turn if no damage was taken in the previous turn. Otherwise, grants Holy Protection for 1 turn. Holy Punishment II: Greatly increases damage. [Unremovable] Holy Protection II: Greatly reduces damage received. [Unremovable]
The Holy Protection will combine with the invincible, removing of negative effects, etc. What happens is that he will be Invincible and he will take no damage, the next, turn because he took no damage his trait will boost him. When you finally deal damage to him he will Heal. It is annoying to deal with him
Darth’s verdict → He is quite good, but he will probably be better as gear gets better.
Jacob
Jacob is alright, he has some interesting skills.
Trait → Manipulator Grants Stealth at the start of the battle. → Permanently grants Invisible (Permanent). Invisible (Permanent): This character cannot be targeted by an enemy. The effect cannot be removed. [Unremovable]
Intrigue → Basic ability Deals 80% damage to an enemy, with a 100% chance to apply Intrigue III. Max 20 stacks. Grants this character 1 Rage. Level 2: Damage +10%. Level 3: Effect trigger chance +40%. Level 4: Effect is increased. Level 5: Damage +10%. Level 6: Effect trigger chance +30%. Level 7: Effect is increased. Intrigue III: -20 Defense. Max 20 stacks. [Unremovable]
So Intrigue has a MAX of 20 stacks, it removes flat Defense, not a percentage of the Defense, at max level, it can remove 400 MAX Defense.
Plot → Special ability Randomly selects 1 ally at the start of every round. Every time that ally uses a basic ability, this character launches a joint attack with their own basic ability.
This Hero can be paired with William for some nice combos.
Bloodlust → Ultimate ability: Cooldown: 3 turns Expends all Rage to enter a state of Madness. Grants 1 bonus turn for every 1 Rage spent. Exits the Madness state after all bonus turns are used up. Level 2: Ability cooldown is reduced by 1 turn. Level 3: Max Energy +1. Level 4: Ability cooldown is reduced by 1 turn.
Madness: Using abilities boosts Attack.
You are basically converting your rage into extra turns. Pair that with the bonus attack from some other Epics and he can be quite good!
Criasas faction
MogNar
This Hero is interesting, he is kind of RNG because he has to attack again and again. Let’s look at his Trait.
Trait → Mognar MogNar has a 30% chance to use this ability twice. When Health is below 50%, the chance increases to 70%.
Ascension → If this ability fails to trigger, then its ability cooldown is reduced by 1 turn.
Brutal Thrust → Basic ability Deals 60% damage to an enemy and applies Defense Down for 2 turns. If the enemy is affected by Defense Down, applies Defense Down II for 2 turns. Level 2: Effect duration +1 turn. Level 3: Damage +10%. Level 4: Damage +10%. Defense Down I: -30% Defense. Defense Down II: -50% Defense.
Poem of Mog → Special ability; Cooldown: 4 turns Grants Attack Up and a Shield with strength equal to 150% of Attack for 2 turns. Grants a bonus turn if affected by Attack Up. Level 2: Shield strength is increased. Level 3: Ability cooldown is reduced by 1 turn(s). Level 4: Shield strength is increased. Attack Up: +30% Attack. Shield: Redirects some damage from the target to this character.
This shield is huge!
Nar’s Rage → Ultimate ability; Cooldown: 5 turns Deals 150% damage to an enemy, with a 50% chance to apply Stun for 1 turn. If the target is affected by Stun, then grants +100% Attack and a bonus attack. Level 2: Damage +15%. Level 3: Ability cooldown is reduced by 1 turn. Level 4: Damage +15%. Stun: Unable to act. [Control Effect]
Basically, he stuns the target, if it RNGs again he attacks again and deals more damage.
Darth’s verdict → He is kind of crazy, I like him to be honest and I think he might be used later on because of his Basic.
Bruszakk
This Hero is one of the best Epics in the game and it is primarily because of his Trait, it can be good against the Clan Boss tanking. Let’s look at his Trait.
Trait → Succour When an ally whose Health is below 50% takes single-target damage, their damage is reduced to zero and this character receives 50% of the original damage. Can be triggered up to 1 time per round (2 times once ascended).
Two times per round is important, every round the boss will attack off affinity Hero, and that off affinity Hero will get hit twice. So if you have this you can have off affinity Tank and have them effectively take 0 damage in the Clan Boss fight/Guild battle.
Axe-Shield Combo → Basic ability Deals 80% damage to an enemy, with a 50% chance to apply Attack Down for 2 turn(s). Level 2: Damage +10%. Level 3: Damage +10%. Level 4: Damage +10%. Attack Down: -30% Attack.
· Battle Cry → Special ability; Cooldown: 3 turns Has a 70% chance to apply Taunt on all enemies for 1 turn. Level 2: Ability cooldown is reduced by 1 turn. Taunt: Immune to control effects. Automatically uses basic ability to attack the caster. [Control Effect]
· Groundbreaker → Ultimate ability; Cooldown: 5 turns Deals 140% damage to all enemies and grants Defense Up II to all team members for 3 turn(s). Level 2: Damage +10%. Level 3: Ability cooldown is reduced by 1 turn(s). Level 4: Duration of Defense Up II is extended by 1 turn(s). Level 5: Ability cooldown is reduced by 1 turn(s). Level 6: Damage +10%. Defense Up II: +50% Defense.
He is effectively sort of a support Tank straight out of WoW.
Urzag
Urzag is trash in Darth’s opinion and he doesn’t like this Hero, you will have a list of abilities below.
Trait → Gladiator’s Tenacity For every 1% Health lost by this character, Attack increases by (0.5% → 1%).
Swift Strike → Basic ability Deals 100% damage to an enemy, with a 30% chance to apply Defense Down for 2 turns. When this character is below 50% Health, there is a 100% chance to apply Defense Down for 2 turn(s). Level 2: Damage +10%. Level 3: Damage +10%. Level 4: Damage +10%. Defense Down: -30% Defense.
Sundering Whirlwind → Special ability; Cooldown: 3 turns Deals 100% damage to all enemies, with a 50% chance to apply Bleeding for 2 turns. Level 2: Damage +10%. Level 3: Damage +10%. Level 4: Damage +10%. Bleeding: At the end of the turn, deals damage based on the caster’s Attack.
Bloodthirst Blade → Ultimate ability; Cooldown: 4 turns Deals 180% damage to an enemy plus 50% bonus under 50% Health. Level 2: Damage +20%. Level 3: Ability cooldown is reduced by 1 turn(s). Level 4: Damage +20%.
This Hero has one of the highest executes in the game.
Orakh
Orakh is actually pretty good, let’s look at his Trait.
Trait → Fury When attacking, there is a 30% chance to Combo and deals 30% (once ascended 50%) to all enemies. Crit. Rate increases to 100%.
Slash → Basic ability Deals 100% damage to an enemy, with a 30% chance to apply Defense Down for 1 turn(s). Chance to trigger increased to 100% upon a Critical Strike. Level 2: Damage +10%. Level 3: Damage +10%. Defense Down: -30% Defense.
Basically how this works, as it is badly worded, when you get a 100% Crit. Rate and you Crit these passives happen.
Tortured → Special ability; Cooldown: 3 turns Deals 150% damage to an enemy and recovers Health equal to 50% of damage dealt. Level 2: Damage +15%. Level 3: +20% Life Steal strength. Level 4: Damage +15%.
Execution → Ultimate ability; Cooldown: 4 turns Removes all positive effects from a target and then deals 200% damage. Damage from this attack scales with the target’s Max Health. Level 2: Damage +20%. Level 3: Ability cooldown is reduced by 1 turn. Level 4: Damage +20%. Level 5: Ability cooldown is reduced by 1 turn.
Looking at the Ultimate ability we can see that it is very important for the Bosses, this Hero is one of the better RedNukers against Bosses in particular. This Hero is probably going to be good in the Holy Dungeon.
Lasir faction
Hugh
Hugh is a PvP Hero, but he is also a Synthesis Hero that you are going to need to bring up to Legendary so be careful not to Ascend to many of them.
Trait → Elite Swordsmanship Whenever an enemy with a Speed lower than this character’s attacks, there is a 50% (once ascended 100%) chance for this character to counterattack.
Joint Fury → Basic ability Deals 70% damage to an enemy. Damage scales with this character’s Speed. Level 2: Damage +10%. Level 3: Damage +10%.
Spiral Slash → Special ability; Cooldown: 3 turns Deals 100% damage to all enemies, with a 75% chance to apply Speed Down for 2 turns. Level 2: Damage +10%. Level 3: Damage +10%. Level 4: Damage +10%. Speed Down: -30 Speed.
Blade Dance → Ultimate; Cooldown: 5 turns Deals 200% damage to an enemy. If the enemy’s Speed is lower than this character’s Speed, then ignores 50% of the enemy’s Defense. Level 2: Damage +20%. Level 3: Ability cooldown is reduced by 1 turn. Level 4: Damage +20%. Level 5: Ability cooldown is reduced by 1 turn.
Very good Hero, used for Synthesis!
Vance
Vance is ok, he is somewhere in the middle.
Trait → Sinbreaker Attacks ignore all of the enemy’s positive effects. Once Ascended damage increases by 20% if the enemy has a positive effect.
Sign of the Cross → Basic ability Deals 100% damage to an enemy and applies Attack Down for 1 turn. Level 2: Damage +10%. Level 3: Damage +10%. Attack Down: -30% Attack.
The basic here is an attack down which is kind of nice.
Inquisition → Special ability; Cooldown: 3 turns Deals 100% damage to an enemy and duplicates all of their positive effects onto this character. Level 2: Damage +10%. Level 3: Damage +10%. Level 4: Ability cooldown is reduced by 1 turn. Level 5: Damage +10%.
Demonsword Devour → Ultimate ability; Cooldown: 4 turns Deals 250% damage to an enemy. Damage increases by 20% for every positive effect on the enemy. Level 2: Damage +20%. Level 3: Ability cooldown is reduced by 1 turn. Level 4: Damage +20%.
Darth’s verdict → I don’t like him that much but he does have decent base Speed.
Kyle
Speaking of base Speed Kyle is an amazing Hero, he has 146 base Speed which is very fast. Let’s check out his passive.
Trait → See Through Attacks on this character reduce the cooldown on their ultimate by 1 turn. Can only be triggered once per round.
Ascension → Removes the condition of triggering once per round.
This is important because of how amazing Ultimate this Hero has. Let’s look at it.
· Chameleon → Ultimate ability; Cooldown: 8 turns Shapeshifts into the targeted enemy for 2 turns. Immediately grants 1 bonus turn, plus another turn at the end of the round. This shapeshift does not work against bosses or elite units. Level 2: Ability cooldown is reduced by 1 turn. Level 3: Ability cooldown is reduced by 1 turn.
Vindictive → Passive ability Counterattacks when attacked, dealing 50% damage, with a 30% chance to apply Silence for 1 turn(s). Level 2: Damage +5%. Level 3: Damage +5%. Level 4: Damage +5%. Silence: Can only use basic abilities. [Control Effect]
Throwing Knife → Basic ability Deals 100% damage to an enemy, with a 50% chance to apply Attack Down for 2 turns. Level 2: Damage +10%. Level 3: Damage +10%. Level 4: Damage +10%. Level 5: Damage +10%. Attack Down: -30% Attack.
The “elite units” mentioned above is PvE thing, this is a PvP Hero. He is fast enough to go first, use shapeshift then boost your team. That is basically how this Hero works, he has a higher base Speed than other Heroes, so use him as a counter in PvP.
His Passive makes it where he basically always counterattacks, he silences on the counterattack a portion of the time, then the basic attack applies attack down as well.
This is kind of an annoying support Hero but once you use your Ultimate you can duplicate the best Hero from the enemy squad.
Scarlett
Scarlett is a Hero that is ok in PvE, she stacks bleeds, let’s look at her Trait.
Trait → Pack Leader Scarlett is accompanied by her wolf at the start of battle. The wolf deals 30% (once ascended 50%) damage to the target, with a 50% chance to apply Bleeding for 2 turns. Ascension → All enemies take 50% more damage from Bleeding. Bleeding: At the end of the turn, deals damage based on the caster’s Attack.
Claw Strike → Basic ability Deals 60% damage to an enemy, with a 100% chance to apply Bleeding for 2 turns. Level 2: Effect trigger chance +30%. Level 3: Damage +10%. Level 4: Effect trigger chance +20%. Level 5: Damage +10%. Bleeding: At the end of the turn, deals damage based on the caster’s Attack.
Wounded Prey → Passive ability Any attack against an enemy affected by Bleeding triggers a joint attack by the wolf. Transfers Lethal Damage against this character to any wolves present. Bleeding: At the end of the turn, deals damage based on the caster’s Attack.
Wolfshadow Charge → Ultimate ability; Cooldown: 5 turns Deals 150% total damage to an enemy in a three-pronged attack, each strike of which has either a 100%, 50% or 30% chance to apply Bleeding for 2 turns. Summons 1 wolf if no wolves are present. Level 2: Damage +15%. Level 3: Ability cooldown is reduced by 1 turn. Level 4: Damage +15%. Level 5: Ability cooldown is reduced by 1 turn. Level 6: Damage +15%. Bleeding: At the end of the turn, deals damage based on the caster’s Attack.
Basically whole bunch of bleeds!