

I also used paladin and mage for a long time in the beginning but they are newbie traps. That’s why I rule out mage as magical dps and use healer instead. But the revived adds do the job quite well. No matter how strong your tank is he does not survive long, even with a healer. This is the only option I found for clearing high stages due to insane add damage. They clear the whole stage pretty much on their own. Shaman revives mobs, healer heals them and adds attack and tank. Then there is the shaman+healer combination. The healer on the other hand offers a strong support and splash damage. Mage would be the obvious choice since it’s the only magic hero with a real damage ability. Shaman doesn’t really fit into this role since a shaman role is to survive and revive others. Thief is still very viable though.įor magical damage there would be 3 choices. Due to his higher range, he can be equipped more offensively than thief in journey which is great for later stages. After the recent buff to hunter I would now rate him slightly above thief. That’s why I only choose between hunter and thief. Paladin has only the shield to protect your team which is rather weak in pve.ĭue to the pve setup you will need at least 2 damage dealers to handle physical and magical resist mobs/bosses.įor physical damage you could assign another melee but this would require some more def stats which of course reduces the off capabilities.

Against bosses knight ability shines though. That’s a lot more difficult to accomplish with knight. In pve with berserker you can prevent mobs to run through to your ranges by stunning them. My rating here is berserker, knight, paladin. In general having a tank is a no brainer.

That means you need 1dps for physical and 1 for magical damage. At some point bosses and adds will have either physical or magical resistance. Having 1 tank 2 dps 1 support.Īnother important component is the resistance mechanic. So the key is to find a combination that works great in journey (most important aspect) and still does well in pvp. Stay alive and revive.įor a very long time your composition will be limited to 4 heroes, because it takes a while to lvl them and of course it is better to focus on 4 heroes than having 5 or 6 lower lvl. Revive ability invaluable in pve and pvp. Auto attacks deal aoe damage, very slow though. Healing ability has over time effect and adds synergy as attack bonus to the group. Best auto attack in the game, deals splash damage which is great for clearing stages fast. For bosses, probably the best magic damage hero due to his strong ability which is also aoe, very long cooldown though. Drawback he can only use one weapon type (bows). Ability targets at random but the hunter stays at range. Drawback he gets into melee range during ability animation. Strong offensive capabilities, best single target ability.

Has its uses in pvp but doesn’t work in journey. Shield protects from damage and effects like mage or berserker ability. Stat wise slightly better at tanking than berserker.Ĭhaos Blade ability has nice synergy if combined with other damage abilities as they get increased damage, tough to manage though. Stun ability aoe invaluable, it does decent damage but more important the 5sec stun is great in pvp(obvious) and pve(stops adds from walking to your range heroes).Ĭan also be equipped for damage with decent success. As a melee, very good at tanking to protect your range classes so they can be equipped/skilled more offensively.
