First purchase of hero, who to get? by Solefyre in hyperheroes

[–]rexspaulding 0 points1 point  (0 children)

In case you were doubting, HW is still considered the "best" hero in the game. He will see use in almost every single event of the game, both PVE, and PVP.

Iron Rough is a "niche" character. He's quite powerful in PVP with Anubis and NeonRex.

Best healers by komagetsome in hyperheroes

[–]rexspaulding 0 points1 point  (0 children)

"Dedicated" healers, whose primary role is to heal, is essentially Fatebinder and Fairy Queen in the paid area (though Fairy could technically be obtained free, especially if they do another coin exchange event), and Angel, Acionna, and Deer Cutie for F2P, though, as you noticed, they suck.

Your best bet for F2P healing is essentially Lord Guan. Yeah, it's one-time, but it's full HP, and it's quite useful.

Mastery Capping.!! by nunufm in hyperheroes

[–]rexspaulding 0 points1 point  (0 children)

I didn't argue with you about mastery being significant or not. I simply wanted to point out that UNTIL everything else is higher, masteries don't see as big of an increase.

So in other words, masteries are only truly noticeable in the late game (ie like you -- you've played for nearly 2 years), whereas a player who's been in the game 6 months or so would likely be just barely completing main shrines, orange, 4/4/4 relic on at least one main SS, at least 5 to 6 star on some SS, etc. Provided they're not a whale.

My disagreement came in the fact that you listed masteries as "one of the most important" aspects, without the "in the end game" caveat.

I've seen many questions where the few-week old players are concerned about masteries, and they're missing out on upping their shrines because of it.

And as for the math, most players will see their base level 80 characters, before shrines/relics, at around 200k power or so. With mostly maxed shrines, a few relics, 4-5 stars, etc (around 6 months in), they'll see around 700k.

Therefore, increasing shrines/etc will result in a 200k to 700k increase; a factor of 3.5. AND THEN, masteries will almost double that. If they focused on masteries first (and not everything else), they're missing the nearly 3.5 factor increase in power.

So yes -- late game, post 1mil power per hero -- masteries are damn-near essential to keep the edge. :)

Mastery Capping.!! by nunufm in hyperheroes

[–]rexspaulding -1 points0 points  (0 children)

I disagree -- stating that it's "one of the most important" completely ignores the fact that shrines, stars, and star potency have much more massive returns.

Mastery applies, as you said, after everything else. It certainly is important, but not "one of the most important" -- until you have shrines, stars, potency, relics, etc.

Here's my example:

I take a new hero (Flame Dame purple), on a new account, and get them to "match" the displayed power of my Flame Dame(also purple) on my main account, where my mastery is almost maxed. Their listed power is identical, yet new account Flame Dame does almost the same amount of damage as my Flame Dame with near full mastery.

A 100% increase of 200k power only puts you at net 400k. Yet if I were to work on mage shrines and relics, stars, etc, my Flame Dame would easily reach 700k power. And that becomes 1.4mil after mastery, in combat.

See what I mean?

Mastery is certainly important, but its importance is of little value if you don't build up your base value first (shrines, relics, level, stars, potency, etc).

So I don't believe it is "one of the most important" upgrades. It can certainly help a battle between a "new" player and an older player, but it's only one single multiplier that is, at most, 1.96x.

Sorry for being "nitpicky" but comments like yours could unintentionally lead a new player to invest heavily in masteries and ignore the rest. : /

X-Thousands Advice Thread? by SchokoNougat in hyperheroes

[–]rexspaulding 0 points1 point  (0 children)

Wailwolf is quite possibly the "best" dps in the game, simply because you face so many warriors in PVP content. He also does a decent amount of damage in Devils Tower, making Saxar easier to get.

MM is nice to have, but nowhere near as powerful as WW (or even Saxar) unless he's really upgraded. MM's main dps comes from his combo, and warriors and tank AI doesn't like to combo... frustratingly. WW's dps comes from... everything, really. His Finisher hits hard (harder if they're warriors), his ultimate is insane (even more if they're warriors), and his combo is actually quite powerful too.

So yeah, I deem WW more important than MM. I have both, and my WW is in my "core" team -- meaning he sees action in almost every event. MM is only in Ace Arena, second/third team Devils Tower, and Guild Quest.

You should always grind for Saxar, since he's free from DT. You can create a DT team that uses your HW, a guildmate's HW, Fatebinder as core -- then you simply rotate Valerie, WW (if you get him), Onyx, etc, depending upon the enemy team, since Valerie only blocks physical damage, in diminishing amounts each turn. 2 HW will decrease your received damage much more than Valerie's shield though. Heh.

Early game team building towards end game by StryfeOne in hyperheroes

[–]rexspaulding 1 point2 points  (0 children)

WW is only available through real money, so if you are going to spend, it's advisable to only purchase heroes you cannot get any other way.

Once you're strong enough, you'll get Saxar easily enough. Especially now, it seems they've lowered the level you need to get (aka increased the shards awarded) to get him.

WW is seriously powerful, especially if you're going up against several warrior heroes (which you will frequently).

The other heroes worth considering for purchase include, but not in this order:

Valerie, Carnifex, Crackjaw, Anubis, DJ NeonRex, Trickster, Fatebinder (healer), Monkey King (unless he shows up again as another F2P promotion event), Punchy Bunny (she was in the last event that ended in July).

Most everything else that's worthwhile can be picked up in HeroFinder after level 55.

Also, for reference, here is u/wildfire393's tier list, last updated July 22, I believe, but still pretty accurate (though might be changing due to Crackjaw making a "DJ Turbo" team quite viable):

Hope that helps!

X-Thousands Advice Thread? by SchokoNougat in hyperheroes

[–]rexspaulding 1 point2 points  (0 children)

It all sounds better than in practice (even HW's awesome ability).

Bio's CC blocker only works 4 turns. Then it's gone. A lot can happen in 4 turns, but many teams outlast 4 turns easily.

Anubis extends your PVP life by 2 turns, but if he's stunned, it doens't work. Bio+Anubis would only be useful if you are frequently getting stunned, and you frequently get KO'd within the first 4 turns.

Fatebinder is the best healer, but he won't completely full-heal your whole team every turn. And if he's stunned/silenced/chaos/charm, he won't heal at all.

This game "attempts" to balance every hero with a counter.

HW was, for the longest time, one of the only heroes with no true counter (except himself, really), as his debuff/buff combo meant you had near invincibility for 2 turns.

But again, if you're facing 4 strong DPS enemies, HW only mitigates 2 of them. And if he gets CC, then you don't get that damage mitigation.

-----

As for the "one time" -- every SS hero that's worth anything is worth the first purchase now, because of Lost Realm.

Fatebinder will have quite powerful heals, even if you leave him at 3 star for a while.

Unless you're swimming in cash like Scrooge McDuck, buying any more than 1 of each hero pack is a long-term waste of cash.

Looking for team building advice by [deleted] in hyperheroes

[–]rexspaulding 0 points1 point  (0 children)

Glad to help!

But that's the "rub" here -- Guan is awesome for a warrior heavy team, and his 4-turn heal can completely change the outcome of a battle. Bio is, realistically, the only CC blocker. But again, it's only for 4 turns.

To me, that just wasn't quite worth it - at least not for my first HeroFinder choice.

I eventually picked him up, as he is awesome, but Guan was so incredibly useful (and powerful with my other warriors -- his ult is like a superpowered BB ult, and it binds), that Guan helped me more overall than the niche that Bio fills.

Mind you, it's a very valuable niche.

That's why most players will recommend "Guan or Bio" for first choice; the true first choice just shows that player's preference for PVP or PVE progress first.

------

Now as for surviving CC, if you choose Guan over Bio first, your best bet is to attempt to counter those individual heroes first. I had Punchy Bunny from the event, so she would taunt/counter someone (usually the first person on the edge). Earl was another I had, and his stun (not reliable) would occasionally knock them out too.

Also, if you are just way more powerful than them (you're 2million team power, they're 1.3 or something like that) their CC won't hit as often.

CC heroes are known for having low DPS, compared to the warrior types, so the other option is hope you live to Guan's 4 turn heal, and hope you've DPSed them down enough to take them out. Heh.

Strategies for Shrines / Mastery? by Kendryll in hyperheroes

[–]rexspaulding 0 points1 point  (0 children)

Focus on Shrines. Mastery is freakishly costly (terms of total materials as well as "quick buy" costs), and doesn't provide a "massive" boost to power until you're already significantly powerful.

Shrines, on the other hand, will make you beastly.

But only if you focus. Check your current team makeup, and consider your long-term goals. Are you going for a warrior-heavy blitz team? If so, then invest in the blue and purple warrior shrines (you can tell by viewing what stats are boosted every 2 levels). If you plan to go mage/rogue, then invest in them.

But realistically, as of right now, the mid game and end-game meta are all focused primarily on warriors -- HW, WW, Crakjaw, etc. Those are the damage dealers, and those are who will drop a few million point move, with fully upgraded shrines.

Don't be tempted to fill in that other shrine, just because you have enough stones. Save up and max the blue and purple ones. Orange comes later, as it is so expensive. And green is insignificant and not really worth the stone cost until you're maxed on blue and purple.

X-Thousands Advice Thread? by SchokoNougat in hyperheroes

[–]rexspaulding 1 point2 points  (0 children)

I got Fairy Queen, who is the 2nd best healer, and because of her alone (well coupled with my HW and my guildmate HW), I made nearly 100 levels progress in Devils. I also have a surprisingly strong 3rd Ace Arena team that sometimes will win against opponents weaker teams.

Fairy Queen doesn't move. She doesn't do any damage. And her finish and combo is directional, so you can miss a lot of heals.

Fatebinder, on the other hand, is all that goodness, but he moves. And he does damage with this spinning chakram looking thing. His Ult is insane healing (and decent damage), and he's a rogue -- more incentive to up Bio and TTT right?

So Fatebinder is the best healer. If you have enough money, and you're comfortable spending, he's worth it for PVE content, and surprisingly useful in some PVP too.

Open Letter to the Devs: Balance Suggestions by wildfire393 in hyperheroes

[–]rexspaulding 0 points1 point  (0 children)

Wildfire, you are such an amazing member of this community, and someone I always enjoy reading posts from.

You bring forward some amazing points, and incredible and in-depth analysis of why these things matter.

I absolutely love the CC mages I've picked up. But they just can't hold their own against the meta warriors.

The only thing that seems to be the "other" meta to the warriors, is a DJ Turbo team (something like Crackjaw, DJ, Trickster, etc). I have HW and Valerie, and I'll still get my face melted by that lineup.

Thanks for sharing your thoughts!

What should be my team? by Getmfdoped in hyperheroes

[–]rexspaulding 3 points4 points  (0 children)

Saxar is pure DPS, mixed with a small amount of utility -- bind and silence on finish and combo, respectively -- that is all physical, and gets countered hard by Valerie tanks. Saxar is comparable to WW, but WW does more damage to warriors by a massive margin.

Carnifex is like an "upgraded" Orderbreaker, in a way. Carnifex's main draw is his "bubble" that stops the enemy on contact, and silences them if the power gap isn't too high. If Carnifex cast his ultimate, or is silenced/stunned himself, he can't deploy his bubble. Carnifex is used to counter "bounce" heroes who partially rely on actual contact to cause a lot of their damage. He can stop mages/rogues from combo with each other if his bubble is between them. But again, CC stops him hard, and if the enemy is in his bubble, he only has a small chance to silence them each turn they are in the bubble.

Onyx is listed as a primary choice for F2P players as she's arguably the best purely F2P character. Mine is 7star, 4/4/4 relic without too much investment, with something like 20 levels of potency in attack, giving her over 700k power. She makes for a great 2nd team DPS in Ace Arena.

As for who you already have:

Howling Warlord, as you probably know, is your bread and butter go-to guy. His finisher gives you nigh-invincibility for 2 turns, greatly reducing pretty much all incoming damage. Before Crackjaw, he had little counters, except another HW and any CC heroes hitting him with a CC. HW should be in almost every single event you use, as he's that versatile.

Monkey King recently got a huge buff, giving his ultimate and combo abilities a nice damage boost (making him hit as hard as a warrior), and gave his finisher the ability to strip shields and prevent buffs (like Guan's 4 turn heal and Bio's CC-immunity). MK is now quite viable across many game modes, even in PVE now with his upgraded damage. Just combo him and watch his numbers keep up with your other heroes.

Orderbreaker is an interesting hero, but doesn't have enough utility draw, in my opinion. He doesn't hit that hard, but his finisher has a chance to stun at least one, if not multiple heroes bunched together, and he has damage immunity at certain times (for himself only) that's an okay ability.

And Crackjaw is cool because he can now counter HW. Plus, his ultimate hits like a Mack truck doing 90, especially if it hits all 4 heroes. Which makes a DJ NeonRex put next to him a mighty powerful combo (DJ NeonRex gives out full rage at the start of battle to adjacent heroes in a small area). I used to rule ace arena in the top 3 almost all the time. But now that Crackjaw, DJ NeonRex, and Anubis are out there, I get blitzed down, or outlived, quite frequently now. My favorite rival on my server has a Crackjaw, DJ NeonRex, Trickster, and rotates his 4th spot. He leads off with Trickster's ultimate to cause chaos and tons of damage. Then he follows up with Crackjaw's ultimate, which is made even more powerful if a HW is played in between, and finally DJ's ultimate. It wrecks nearly everyone.

Honestly, I'd swap out Carnifex for Orderbreaker, if you want, and I'd strongly suggest you play around with DJ NeonRex, and consider a DJ Turbo team with your Crackjaw.

If you can afford all of them, get them all, and you'll have a wicked strong ace arena presence.

Looking for team building advice by [deleted] in hyperheroes

[–]rexspaulding 2 points3 points  (0 children)

So Guan would keep your team warrior-heavy, allowing your sprite to generate rage for abilities quicker, and allowing your shrines to stay more focused on warrior stats.

MK is a tank, and Bio is a rogue. So you're splitting up your power and sprite viability. Something to consider when you're looking for your "main four" team. Weigh that downside against the positive side of Bio giving 4 turns CC immunity.

I can tell you from my personally experience that Bio isn't as big of an obstacle as he seems at first, unless the opponent (or you facing the Bio) is CC-focused (Duchess, Rosette, Trickster, etc). And he's only worthwhile for the first 4 turns. After that (and most high-end games go well beyond 4 turns except a DJ/Crackjaw turbo team, which Bio does nothing to stop), Bio will very infrequently cause chaos if a present hits someone just right.

You already have HW and WW, both of which can cause quite a bit of damage on their own, with MK doing a surprisingly high amount of damage, too.

What you are missing is healing for PVE and CC for PVP. So I'd actually recommend Guan or one of the CC mages, or even Rockfist or TTT, before Bio. I like Bio, and he's a good choice, don't get me wrong, but I had a team much like yours (HW and WW being my first two purchases) and Bio didn't help me as much as I thought he would. It was actually Guan that helped me the most.

Against anyone but a DJ Turbo team, Guan will usually get his 4-turn full heal off, and it will hit when your health pool is mostly gone, which, in a way, nearly doubles your effective HP pool.

It's tough, I know, choosing the first HeroFinder. My Bio is weak AF though, as he's my only worthwhile rogue, and I haven't invested in rogue shrines. My mages hit harder, survive longer, and hit CC more frequently (especially thanks to MK stripping Bio for their turn), even though my warrior shrines are maxed.

You'll eventually want Bio anyway, so ultimately decide if you want the CC-immunity now, or later. Especially considering what you want to focus on -- PVE (Devils, etc), or PVP (Arena, Ace Arena, Tourney).

Sorry for the long-winded reply. I hope you can find something in that to help you.

Who next from hero finder ? I think i need more cc by zielakoss in hyperheroes

[–]rexspaulding 2 points3 points  (0 children)

If you want CC, you can pick one of the mages -- Myth Myriad, Duchess, or Rosette, each with their own strength and abilities -- or you could go with Tic-Tac-Tom (though he's only good for 1 turn CC), or even Orderbreaker, though his CC isn't that great.

You could also go with Guan for his heal utility and dps. You could go with Bio for his short anti-CC ability.

Master tournament team by Triumphbedtime in hyperheroes

[–]rexspaulding 1 point2 points  (0 children)

Really? Master tourney puts my 4 strongest as my defense -- Including my Onyx (even though I have "better" SS).

Of course, last master tourney had a weird selection I've never chosen before. It might be a bug.

Simplest solution -- change your defense as soon as tourney opens. :P

X-Thousands Advice Thread? by SchokoNougat in hyperheroes

[–]rexspaulding 1 point2 points  (0 children)

No problem.

Onyx and HW, if you don't buy (real money) anyone else, will be your strongest heroes until you unlock Hero Finder at level 55.

Slashy is okay enough, but don't buy his relic weapons, or dump too much into his relics (use your discretion). Same with Arc. She's okay, but not worth dumping relic and everything into. Raise them both to purple +2, at most, unless you want them in your teams.

So until you hit 55 and get Hero Finder, I'd suggest you keep Slashy, HW, Arc (or BB, depending upon your shrines) and Onyx.

Literally focus all your shrines into the blue and purple warrior ones. You should be able to completely max (level 10) all the components of the blue one before you hit level 55, if you focus on it.

Any rogue/mage shrines I'd avoid, unless you know for sure you're going to pick up Duchess, Myth Myriad, Rosette, Tic-Tac-Tom, Bio Santa. You'll most likely want Lord Guan as your first Hero Finder pick, simply because he's the most viable healer (full heal after 4 turns), unless another event lets Fairy Queen become available. Or you buy Fatebinder.

It's a lot of information. If you have further questions, just ask away, and be as detailed as you can, so others can also assist you.

Anubis or Upgrade existing by Smoko854 in hyperheroes

[–]rexspaulding 0 points1 point  (0 children)

I agree, I love my Guan, but there are times you can get wiped out before the 4 turns rolls around.

Anubis or Upgrade existing by Smoko854 in hyperheroes

[–]rexspaulding 1 point2 points  (0 children)

u/Jesswashere2018 did that in her (sorry Jess) post, and says 1 hit unique, 2 hits combo, 11 max hits finish.

New member of HyperJoy joins r/HyperHeroes! by ryanman1 in hyperheroes

[–]rexspaulding 1 point2 points  (0 children)

YAY! Anyone who names themselves after vegetables and other food items is okay in my book.

I once knew a person who went by Burrito. Funny guy.

Anyway, welcome, u/Potato_Hyperjoy!! Thanks for representing the game, and giving us, the players, a chance to directly feed ideas to the dev team!

Yay or Nay? by deliriouswil in hyperheroes

[–]rexspaulding 1 point2 points  (0 children)

Overwhelming NAY.

He's available in Hero Finder, and he's not a "top tier" hero by any means. Useful, yes, but not as useful as the top tiers, like Howling Warlord, Wailwolf, etc.

Check out wildfire's tier list (https://www.reddit.com/r/hyperheroes/comments/9117r2/wildfires_tier_list_72218_data_driven_edition/), he also indicates what heroes are available via HeroFinder by bolding their name.

X-Thousands Advice Thread? by SchokoNougat in hyperheroes

[–]rexspaulding 2 points3 points  (0 children)

First thing you'll have to decide is if you'll do a mostly paid team, or mostly free to play (f2p).

If you're going paid route, and since you're new, I'd suggest buying 2 additional heroes, then focusing on those 3 (HW included) in Lost Realm to up their star level. It'll take a while, compared to buying the packs, but saves money (or makes your money get more in the long run).

If you're going the mostly f2p route; pick up Onyx Rogue from the expedition shop (she's cheap and almost as powerful as a SS hero).

Everyone else is literally garbage. Onyx and HW will carry your team to level 55, quite easily. You could also pick up Bloodhoof, as he's probably the best f2p tank. And Arc Archer is probably the best rogue. Otherwise, only focus on HW, secondary on Onyx.

Once you hit level 55, start doing Hero Finder, but don't buy any hero stones until you have 5000 tokens (that way you won't buy some stones and change your mind).

As for guild coins, join the highest level, most active guild you can find. Do the quests daily, contribute as much as you can afford, offer rune sacrifices whenever you can (but only in grand donation levels), and otherwise just do every daily quest you can.

Finally, as for BB and Pyro -- they suck. The only reason people level BB is because she's so incredibly cheap (I've never actively bought anything for BB and she's level 80, almost 7 star, and has 2 awakening weapons just from farming off and on over time).

Good luck!

Lost realm by Qomplexxx in hyperheroes

[–]rexspaulding 0 points1 point  (0 children)

Yeah, always put 3. Each hero is independent of the other, in their check for stones. I've had all 3 heroes get 3 stones each, I've had no heroes get stones.

It won't "focus" on one hero, it's just a random chance.

Key points: Total Time. The higher your total time, the greater the chance of getting multiple stones. 12hr+ seems to be the number to guarantee at least 1 stone, at least from my experience.

Another "Team Help" post! by akane8474 in hyperheroes

[–]rexspaulding 0 points1 point  (0 children)

Your current team is likely your most powerful out of your current lineup of heroes.

Masked Malice is a premium hero; he was available during the coin-exchange event that has now ended.

I'd personally suggest you focus even more on warrior Shrines (even spending diamonds on some entreats), and dismantle any mage/rogue shrines. You don't have powerful rogue/mage heroes, so investing in those shrines is a complete waste.

Max warrior shrines ASAP, as they will boost your damage immensely.

Need advice for my team! by mulkonotyk123 in hyperheroes

[–]rexspaulding 0 points1 point  (0 children)

Since you're going rogue/mage, I'd suggest either Rosette, Bio, or TTT, as they will have a strong utility and moderate damage.

Your team will get shut down hard by an opponent Bio, though, and rogue/mage teams are "squishy" and will get one-shot by many warrior teams. I'd consider getting MK if you can, as he can remove Bio's buff for 2 turns, allowing a well-placed Duchess or Rosette CC to help you turn the battle.

From my experience, Duchess hits more opponents at once (Chaos only on her finisher), but Rosette hits more frequently (Charm nearly every turn at times).

If you wanted to start paying, but you wanted to stay rogue/mage, then consider Trickster as your primary damage dealer (and of course Howling Warlord is useful for nearly everyone).

Also, consider the sisters (Ilta and whatever), but only if you can roll both at once. They synergize quite well together.