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League of Pantheons Tier List:ゲームで最高のヒーローの完全ガイド

リーグ オブ パンテオンでは非常に多くのヒーローを選択できるため、5 人のヒーローだけで安定したチームを編成するのは難しい場合があります。そのため、私たちの経験に基づいて独自のティア リストを作成し、あなたのために戦うヒーローを厳選しました。

始める前にいくつか注意点があります:すべての階層リストと同様に、これは主観的なものです .誰を使うべきか、誰を避けるべきかについての最終的な言葉ではありません。より多くの情報に基づいた意思決定を行うのに役立つように、ゲーム自体から取得したヒーローの統計とスキル、およびそれらの効果と乗数を配置しました.

このLeague of PantheonsのTierリストでは、ライブラリーから最大レベルのヒーローを使用します。したがって、スキル乗数は常に最高レベルになります。また、レベル 255 を上限とする 5 つ星のヒーローのみをレーティングします。これらのステータスは、レア度の低いヒーローをはるかに凌駕するためです。また、これらのヒーローは 4 つのスキルを持っているため、戦闘能力が大幅に向上するため、はるかに強力です。

また、ヒーローをその役割 (ウォリアー、メイジ、タンカー、サポート) で自由に分類しました。 .うまくいけば、これがあらゆる役割で好きなヒーローを見つけるのに役立つことを願っています.

さて、League of Pantheons ティア リストがどのように構築されているかについて簡単に紹介したので、実際のティア リストから始めましょう!

ウォリアーティアリスト

S ティア

ヘル

要素 : 暗い
攻撃: 38415
防御:
1796年
HP: 180381
スピード: 1552

スキル

  1. ガスストストーム
    (発動:1ターン、クールダウン:2ターン)
    敵全体に104%の物理ダメージを与え、2ターンの間デスマークデバフを命中させ、物理ダメージ軽減を20%減少させる。敵が持つデバフごとに、このスキルによるダメージが 5% 増加します。
  • ネザー リーパー
    ATK + 40%、HP + 20%、クリティカル率 + 15%。
  • 虐殺の大鎌
    (発動:2ターン、クールダウン:4ターン)
    Hel は大鎌で敵の後列を処刑し、2 ヒットで (320% + ターゲットの失われた HP %) * 1.46 を敵に与える。敵の体力が 30% を下回った場合 (最初の斬撃によるものであっても)、2 回目の攻撃で敵を即死させます。このスキルによるダメージはシールドを貫通し、DEF とダメージ共有効果を無視し、ヘルの攻撃力の 400% を上限とします。
  • ゴースト トランスフォーム
    ヘルの通常攻撃は、60% の確率でターゲットに 2 ターンの死の印を付けます。デスマークのある敵が死ぬたびに、ヘルとその味方は彼女の攻撃力の 120% を回復します。

ヘルヘイムの女王は、戦場で目にする素晴らしいヒーローです。 ガストストーム 倍率は低いですが、すべての敵に命中し、それぞれに 20% の物理ダメージ ペナルティを与えるため、特に マサカー サイス に対して脆弱になります。 フォローアップしてください。

関連: リーグ・オブ・パンテオンの初心者向けガイド:強力なヒーローを召喚し、敵を裏切るためのヒント、コツ、戦略

彼女も利己的ではありません – ヘルのデバフは彼女のパーティを彼女の攻撃力の 120% 回復し、彼女をバフし、処刑攻撃で敵をとどめます。偶然にも、彼女のキットは彼女を兄のフェンリルの完璧なサポートにしています.ヨルムンガンドが魔法使いであることが残念です。この 3 人と一緒にパーティーを開きたいです。

ニーズヘッグ

要素 : 暗い
攻撃: 38443
防御: 1790年
HP: 182821
スピード: 1545

スキル

  1. ダーククロー
    (発動:1ターン、クールダウン:2ターン)
    前列の敵に合計450%の物理ダメージを与える。各敵は、このスキルから 300% を超えるダメージを受けることはありません。 40%の確率で呪いを2ターン付与する。呪われたユニットは、呪いが切れると、詠唱者の攻撃力の 30% のダメージを受けます。
  • 呪われた鱗
    ATK + 40%、HP + 20%、クリティカル率 + 15%。
  • ダークフォーム
    ニーズヘッグの HP が 50% を下回ると、すべてのデバフを失い、最大 HP の 20% を回復し、30% の攻撃バフと 20% の魔法ダメージ耐性バフを獲得し、コントロール スペルの影響を受けなくなります。 Dark Claw はこの状態ではクールダウンがなく、その名前は Doomsday Impact に変更されます。すべての闇属性の味方も 15% のダメージ バフを獲得します。ダーク フォームは 4 ターン持続し、解除することはできず、戦闘ごとに 1 回のみトリガーできます。
  • 呪いの侵略
    ニーズヘッグの攻撃は、70% の確率でターゲットのバフを呪いに変換します。呪われた敵は、呪いのスタックごとにニーズヘッグから受けるダメージが 5% 増加し、最大 25% になります。

このダーク ドラゴンは、もう 1 つの強力なフロントライナーとして機能します。決定的な攻撃を行い、強力な全対象デバフで味方をブーストするヘルとは異なり、ニーズヘッグは強力なスキルで敵のランクに激突します。 ダークフォーム 暗黒中心のチームで味方を助けながら、彼の能力をさらに増幅させます。 呪いの侵略 バフの解除だけでも十分素晴らしいですが、バフからデバフへの変換です 、敵に時限爆弾を配置します。 Nidhogg は、ほぼすべての面で素晴らしいユニットです。

A ティア

フェンリル

要素 : 風
攻撃: 35815
防御:
1640
HP:
168778
スピード: 1506

スキル

  1. 狼の魂が目覚めた
    (発動:1ターン、クールダウン:4ターン)
    フェンリルはウルフ ソウル ステータスを獲得し、クリティカル率 +30%、ダメージ軽減 +25% を得る。彼はまた、2 ターンの間、すべてのコントロール スペルに対する耐性を獲得し、1 ターンの間、すべてのデバフに対する耐性を獲得します。ウルフソウルはディスペル不可。このスキルは常に最初に発動します。
  • ウルフ ゴッド タレント
    ATK + 40%、HP + 20%、クリティカル率 + 15%。
  • ストーム ソード
    (発動:2ターン、クールダウン:4ターン)
    前列の敵に150%×3の物理ダメージ。ストーム ソードを発動したときにフェンリルが持っていた怒りの 3 スタックごとに、フェンリルは 1 回の追加の斬撃を最大 2 回行います。最後の攻撃は近くの敵 2 体にスプラッシュ ダメージを与えます。このスキルを唱えた後、フェンリルは怒りのスタックをすべて失います。
  • ウルフ ゴッド フューリー
    フェンリルが敵のヒーローに攻撃されるたびに、彼はフューリーを 1 スタック獲得します。フューリーは、フェンリルの攻撃力をスタックごとに 3% 増加させ、最大 10 スタックまで増加させます。怒りは払拭できません。

フェンリルは、クラウドコントロールに対する抵抗力があるため、倒すのが難しい戦士です。同時に、彼のフューリー スタックにより、ダメージを増やし、ストーム ソードで強力なバーストを放つことができます。 .フェンリルは最初はベビーシッターが必要ですが、他のキャリーと同様に、フューリー スタックを獲得する能力をアンロックすると、彼は自分の体重だけでなくチームの体重も引っ張り始めます。

スフィンクス

要素 : 風
攻撃: 36171
防御:
1635
HP:
165432
スピード: 1503

スキル

  1. フレンジーレイド
    (発動:1ターン、クールダウン:4ターン)
    中列と後列のランダムな敵2体に209%の物理ダメージを与え、59%の確率で1ターン沈黙させる。魔道士に与えるダメージが 30% 増加します。
  • 嵐の翼
    ATK + 40%、クリティカル率 + 20%。
  • 死の審判
    (発動:2ターン、クールダウン:4ターン)
    HPが最も少ない敵に374%の物理ダメージを与える。対象のHPが40%以下の場合、ダメージが25%増加する。致命的な場合、スフィンクスは最大 HP の 25% を回復します。
  • レルム オブ ウィンド
    スフィンクスが自分のすべてのヒーローの中で 1 位になると、彼女のスキルは +25% のダメージと +15% のクリティカル率を得る。そうでない場合、スフィンクスの攻撃は別のランダムなターゲットに命中し、80% のダメージを与えます。

スフィンクスは魔道士の狙撃を得意とする優秀な暗殺者です。彼女をさらに助けるのは、彼女が最初に動く場合はアクティブスキルのパフォーマンスを大幅に向上させるパッシブであり、そうでない場合はマルチターゲットです。これにより、Sphinx は非常に順応性の高いヒーローとなり、チームのメイン DPS (特にメイジに対して) としてポイントを取ることも、+1 ターゲティングでサポート ヌカーとしてポイントを獲得することもできます。

ダークロード

要素 : 暗い
攻撃: 38078
防御:
1799年
HP: 182246
スピード: 1545

スキル

  1. マサクル スラッシュ
    (発動:1ターン、クールダウン:4ターン)
    前列と中列のすべての敵に 245% の物理ダメージを与え、2 ターンの間出血を与えます。
  • 闇の呪い
    ATK + 40%、HP + 20%、クリティカル率 + 15%。
  • フェルブレード ダンス
    (発動:2ターン、クールダウン:4ターン)
    ダークロードは近くの敵を 3 回攻撃し、518% のダメージを与え、50% の確率で弱体化させ、ターゲットは次のターンを失います。これで敵を倒すと、ダークロードは別のターゲットを 50% の攻撃力で攻撃します。
  • カーネイジ ハート
    戦車へのダメージ +20%。 HP 40% 未満の敵へのダメージ +30%。

この巨大な野獣ができることは 1 つだけですが、彼はそのことを非常にうまくやっています。ダークロードは、ゲーム内で最大のダメージ乗数ではないにしても、最大の 1 つを保持している攻撃的なモンスターであり、弱い敵を 1 つずつ、何も残らないように選び出します。彼の カーネイジ ハート 彼のフェルブレード ダンスと連携して動作します 、Darklord が最も頑丈な戦車でさえも簡単にかじることができます。

フェルブレード ダンス また、Darklord がチームを通過するのを助け、最初のキャストが致命的である場合に、50% のスキルの別のショットを彼に与えます。ダークロードは、理想的には、すでに強力な攻撃を強化できるヒーロー、または物理ベースのチームに貴重なサポートを提供するヘルのような他のヒーローとペアにする必要があります.

B ティア

ヴァルキリー

要素 : 火
攻撃: 35436
防御:
1668
HP:
168558
速度:
1462

スキル

  1. ソード ダンス
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 128% physical damage to enemies in the front and middle rows with a 90% chance to inflict burn for 3 turns. Against tanks, Sword Dance deals up to 10% of their max HP as bonus damage but not exceeding 1000% of Valkyrie’s ATK.
  • Determination
    HP + 40%, ATK + 20%, SPD + 15. Enemies attacking Valkyrie have an 80% chance to be burned for 2 turns.
  • Heroic Slash
    (Trigger:Turn 2, Cooldown:4 turns)
    Hits the enemy with the lowest HP twice for a total of 374% physical damage. If that enemy is afflicted with burn or red hot, this skill has a 100% critical hit rate, +20% crit damage, and 50% life steal.
  • Flame Soul
    +20% damage versus enemies with burn or red hot. Valkyrie’s normal attacks will prioritize enemies with those status ailments.

Valkyrie is a respectable damage dealer on her own, with a 2/3 field nuke that also adds a hefty DOT on hit enemies. And unlike some other heroes, Valkyrie is perfectly capable of inflicting the status ailments that would benefit her most. The fact that you both get her for free and get a slight stat boosting skin further helps Valkyrie’s case, and she’ll likely find her way into many teams for the foreseeable future.

Thor

Element : 光
Attack: 37409
Defense: 1798
HP: 182499
Speed:
1572

スキル

  1. Punishment of God
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 230% physical damage to an enemy in the front row. This skill ignores 40% of the target’s DEF and has 30% life steal. Targets affected by conductive or electric shock take 25% more damage from this skill.
  • Raging Thunder
    ATK + 35%, Crit DMG + 20%, Crit rate + 10%. Thor cannot take more than 30% of his max HP as damage from attacks.
  • Thunder Pursuit
    60% chance to follow an attack with a lightning strike that deals 120% damage.
  • Skywrath
    Whenever he is struck, Thor counters with an empowered normal attack at 120% physical damage factor.

The thunder god Thor is a warrior who can both deal and take hefty amounts of damage. Raging Thunder ensures that Thor can’t be nuked down, while Skywrath punishes enemies that attack him. He’s also got a defense-piercing, life stealing active skill, helping Thor deal damage while remaining on the field. All in all, not a bad hero.

Loki

Element :Fire
Attack: 35436
Defense: 1668
HP: 168558
Speed:
1503

スキル

  1. Assassinate
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 259% physical damage to the enemy with the highest ATK. Steals 25% of their ATK for 2 turns. The ATK steal buff/debuff cannot be dispelled.
  • Holy Blood
    ATK + 40%, Crit rate + 15%, SPD + 30.
  • Fel Blade
    (Trigger:Turn 2, Cooldown:4 turns)
    Strikes the row with the most enemies, dealing 206% physical damage to each of them. Has a 90% chance to inflict a 2 turn burn and a 25% chance to confuse foes for 2 turns. Confused foes will use normal attacks on random targets, including their allies.
  • Infidelity
    Loki has +30% crit rate when attacking enemies with burn or red hot. Fel Blade deals 20% more damage to supports and also has a 50% chance to silence them for 2 turns.

The god of mischief and general jackassery brings his bag of tricks with him to the battlefield. At first glance, Loki is a standard damage dealer, but it’s his attack stealing abilities that really make him shine, as it not only helps push Loki’s damage higher, but also mitigates incoming damage from the enemy team’s strongest unit.

Fel Blade is a mixed bag of debuffs that range from annoying at worst to absolutely devastating at best. While he’s not the most consistent of heroes, Loki sees use as an anti-carry pick and for messing up your enemy’s strategies.

Nezha

Element :Fire
Attack: 35479
Defense: 1664
HP: 168855
Speed:
1465

スキル

  1. Spear Combo
    (Trigger:Turn 1, Cooldown:2 turns)
    Hits a target 5 times for a total of 231% physical damage. Each hit has a 40% chance to inflict burn for 2 turns. +20% damage against supports.
  • Red Silk
    ATK + 40%, HP + 20%, Crit rate +15%.
  • Demonic
    If Nezha’s HP drops below 60%, all his dispellable debuffs are removed, he gains +30% ATK, +10% crit rate, and +20% crit damage. Nezha is also immune to all control spells while Demonic is active, and Spear Combo’s cooldown is ignored and its base damage is increased to 281%. Demonic lasts for 4 turns and can only trigger once per battle.
  • Samadhi Fire
    The damage that enemies take from burn and red hot is increased by 15% of Nezha’s ATK.

Nezha is essentially defined by his Demonic passive skill, which grants him substantial buffs and a zero cooldown nuke. However strong Demonic may be, it can’t dispel every debuff, particularly those tagged as “cannot be dispelled”. Still, Nezha is a decent addition to any team, but thrives as the leader of a burn-baed composition.

C-Tier

Seraph

Element :Fire
Attack: 35556
Defense:
1671
HP:
168785
Speed:
1462

スキル

  1. Blade of Judgment
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 246% physical damage to the enemy with the highest ATK. Has a 50% chance to inflict silence for 1 turn.
  • Blessing of the Sun
    ATK + 35%, HP + 15%, Crit DMG + 10%.
  • Wrath of Justice
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 374% physical damage to one enemy in the front row. Against enemies that have the burn or red hot status effects, this skill has +20% crit rate and critical damage.
  • Flaming Swords
    +30% damage versus supports.

Seraph has a bit of everything under her belt, but what’s important to her is the first strike – she needs that 50% silence to proc to really make a big difference. The 50% proc chance means that half the time, Blade of Judgment will just do its nuke damage with no other effect. And let’s face it – there are other, better turn 1 nukers out there.

Not helping Seraph’s case is that while she benefits from burn or red hot, she has no way to inflict those ailments on her own, and the boost from having those ailments is negligible. Seraph’s not bad, but she’s woefully overshadowed and has a kit that lacks coherence or any real punch.

Aensland

Max level: 255
Element
:Wind
Attack: 36111
Defense:
1636
HP:
165409
Speed: 1503

スキル

  1. Sunder
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 260% damage to a target in front, with a 50% chance to inflict armor break for 2 turns. Also reduces that target’s control resistance by 10% for 2 turns.
  • Shadow Blade
    ATK + 35%, Crit rate +15%, SPD + 10.
  • Soul Slayer
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 374% physical damage to a random enemy in the mid or back rows, with a +20% chance to crit. Targets killed by this effect cannot be revived.
  • Merciless
    Crit damage + 15%.

Aensland is…well. Her skills aren’t bad, but they don’t have any particular coherence, and while armor break inflicts a hefty 30% defense debuff, it doesn’t proc all the time. Besides, there are better armor breakers. Soul Slayer’s no revival effect is better on paper than in practice. Aensland’s passives are very nice, but again, they give her no coherence.

Hades

Element :Dark
Attack: 38055
Defense:
1797
HP:
182329
Speed:
1545

スキル

  1. Netherworld Sanction
    (Trigger:Turn 1, Cooldown:4 turns)
    Deals 210% physical damage to 2 random enemies in the mid and back rows. Has a 50% chance to stun 1 of them for 2 turns.
  • Will of Hades
    HP + 40%, ATK + 20%, Crit rate +15%.
  • Requiem of Soul
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 374% physical damage to the enemy with the least HP. Stunned targets take 30% more damage from this skill. Targets killed by this skill cannot be revived.
  • God of the Dead
    Whenever a non-summoned hero dies, Hades heals for 10% of his max HP and increases his damage by 15%. If multiple heroes die from a single attack, that still counts as 1 death. This bonus infinitely and cannot be dispelled. If Hades is killed then revived, he keeps all his God of the Dead stacks when he returns to battle.

Hades is visually impressive, and that’s about it. In theory, you could stack his God of the Dead bonusesby sacrificing heroes (do not do this) or killing enemies (do this). However, the fact that he can only gain 1 stack at a time, even from a full-party nuke, is really what kills his efficiency as a damage dealer.

To get the most out of Hades, you’ll need to pick off your enemies one by one, while they won’t be bound by the same restraints. The rest of Hades’s kit is likewise unimpressive, a “cannot be revived” thing that’s meh and a 50% chance to stun a whopping 1 of its targets on a 4 turn cooldown. Even if it’s a 2 turn stun, I would much rather have a 1 turn stun on 2 targets.

Mage Tier List

S-Tier

Illsya

Element :Water
Attack: 33766
Defense:
1714
HP:
168708
Speed:
1448

スキル

  1. Cold Snap
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 103% magic damage to all enemies. Has a 60% chance to slow and inflict a -15% ATK debuff for 2 turns.
  • Light of Wisdom
    ATK + 40%, HP + 20%, Control +10%.
  • Touch of Frost
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 132% magic damage to all enemies, with a 40% chance to inflict a 2 turn freeze. Chance raised to 60% for slowed enemies.
  • Absolute Zero
    Inflicts an undispellable -8% SPD debuff for 2 turns against all enemies at the start of combat. Illsya deals 40% more damage against frozen enemies.

Illsya has an impressive array of debuffs, disables, and further ways to capitalize on those disables. First off, Illsya helps by inflicting slows and attack debuffs, which are both equally important for keeping your heroes alive. Her second active skill is incredible for disrupting enemy plays; seriously, a party-wide 40% freeze chance is among the best mass disables you’re going to get.

Illsya’s freeze power is further boosted by her passive stat boost which increases control power, as well as a flat increase to freeze chance if she hits slowed targets. Not only does freeze shut down an enemy for 2 turns, but Illsya also does 40% more damage against frozen targets. This ice is definitely very nice.

Zeus

Element : 光
Attack: 36566
Defense:
1763
HP:
178615
Speed:
1587

スキル

  1. Lightning Field
    (Trigger:Turn 1, Cooldown:4 turns)
    Deals 127% magic damage to all enemies. 50% chance to inflict conductive for 3 turns. Units with conductive take 15% of Zeus’s ATK as extra damage every time they get hit.
  • Zeus’s Will
    ATK + 40%, HP + 20%, SPD + 30.
  • Lightning Storm
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 150% magic damage to all enemies, with a 25% chance to inflict a 2 turn paralysis. Chance raised to 45% for enemies with conductive or electric shock. Paralyzed units are forced to skip their turn.
  • Scourge Thunder
    Lightning Storm also has a 60% chance to inflict seal for 2 turns. Sealed units cannot deal critical hits, and their passive skills are disabled.

The king of Olympus uses his mighty thunderbolts to inflict powerful, lingering damage on his foes. Conductive is a fun little debuff that causes enemies to take extra damage any time they get hit; timed right, this alone can push the battle in your favor.

Paralyze is a more efficient freeze that doesn’t break from attacks, but the low proc chance makes it unreliable. Seal, however, is a nifty status ailment that disables passives, wreaking havoc on heroes who are reliant on their triggered passives to really get going.

Venus

Element : 光
Attack: 36633
Defense:
1763
HP:
178598
Speed:
1587

スキル

  1. Magic Notes
    (Trigger:Turn 1, Cooldown:4 turns)
    Deals 198% magic damage to the 2 enemies with the highest ATK and causes them to take 10% more magic damage for 2 turns. Gives Venus 2 turns of the equilibrium notes buff, causing her to reflect 30% of any damage she takes. Equilibrium notes does not protect against instant kill effects.
  • Bestow Goddess
    ATK + 40%, HP + 20%, Crit rate +15%.
  • Butterfly Melody
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 751% magic damage split among enemies; the less targets there are, the more damage they will take, capped at 4x of Venus’s ATK. 30% chance to inflict a 2 turn blind.
  • Light Chord
    Venus gains 20% crit damage and ATK. Light allies, except Venus herself, gain 10% ATK. This buff lasts until the end of battle and cannot be dispelled.

Th goddess of love (among other things) has an amazing nuke through her Butterfly Melody skill, which deals a whopping 751% damage and divides this damage based on how many enemies there are left – with 3 enemies left, this can very well serve as a one-hit kill. The rest of her kit is nice – Magic Notes sets up her nuke, and Light Chord allows her to serve as a passive support in light-based compositions. Also, she’s pink. She’s very pink.

A-Tier

Jormungand

Element :Water
Attack: 35417
Defense:
1715
HP:
168752
Speed:
1501

スキル

  1. Python Strike
    (Trigger:Turn 1, Cooldown:4 turns)
    Deals 150% magic damage to all enemies. Targets with more than 60% HP take 30% extra damage from this skill. 50% chance to inflict -10% critical rate for 2 turns.
  • Ocean Guardian
    ATK + 40%, HP + 20%, SPD + 15.
  • Snake Support
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 220% magic damage to 2 enemies with a 55% chance to freeze them for 2 turns. Jormungand gains a 2 turn shield, with health equal to 30% of the damage inflicted by this skill.
  • Blue Heart
    At the start of each turn, gives Jormungand a 1 turn buff depending on her remaining HP. If she has 30% or more HP, she gains +20% crit rate; otherwise, she gains +30% ATK.

Jormungand has a healthy bit of everthing that keeps her in the fight, leading to a very solid A-tier spot on this list. Party-wide nukes, disables, self-shields, and an adaptive buff are all in Jormungand’s arsenal, allowing her to perform well in almost any situation. Oh, and did I mention she’s free? Just keep playing and you’ll get her.

Ratatoski

Element :Wind
Attack: 35522
Defense:
1610
HP:
162457
Speed:
1520

スキル

  1. Magic Pinecone
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 3-5 hits, each of which deals 108% magic damage. The first pinecone will target supports. 28% chance to inflict alienate for 2 turns. Alienate causes a unit to spend its turn using a normal attack on all its allies.
  • Ancient Tree
    ATK + 40%, HP + 20%, Control +10%.
  • Squirrel Blast
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 150% magic damage to all enemies and steals 1 buff from 3 of them, chosen at random. 30% chance to deal 1.3 times more damage.
  • Nimble Gale
    Gives Ratatoski a buff depending on if she’s faster than the enemy with the highest SPD. If she is, she gains 15% dodge for 1 turn; otherwise, she gains 8% SPD for 1 turn. These buffs cannot be dispelled.

The feisty squirrel Ratatoski (that’s not a typo, that’s her name in the game) wins no awards for sheer damage. What she brings to the table is disruption, and a hell of a lot of it. Her unique alienate status not only shuts an enemy down, but also causes them to attack their own team for 2 turns, which is particularly devastating if it procs on a high ATK hero.

Just like Loki, Ratatoski steals buffs, except this time, she targets all enemies, stealing 1 buff from 3 of them at random. Her Nimble Gale passive helps Ratatoski keep on top of things, giving her an adaptive speed or dodge buff based on the speed of her foes. With her wide array of disruptive plays, Ratatoski can easily fit into any team.

Hera

Element : 光
Attack: 36630
Defense:
1763
HP:
178618
Speed:
1587
スキル

  1. Thunder Wrath
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 259% magic damage to the enemy with the highest ATK and gives them a -30% ATK debuff for 2 turns.
  • Queen’s Spirit
    ATK + 35%, HP + 20%, SPD + 20.
  • Light of Oblivion
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 150% magic damage to all enemies with a 60% chance to dispel all buffs on them. Enemies take 5% of their max HP as damage for each buff that they lost, but capped at 350% of Hera’s ATK.
  • True Thunder Wrath
    Augments Thunder Wrath, causing it to also strike 2 random enemies at 60% damage.

The queen of Olympus is a fantastic unit in a game full of party and self-buffs. Not only does Hera’s Thunder Wrath deal a sizeable chunk of damage on its own, but it also slaps a meaty ATK penalty on the target, which is further boosted by Hera’s True Thunder Wrath . Special mention goes to Light of Oblivion , an already great mass dispel skill further augmented by enemy HP scaling damage.

B-Tier

Apollo

Element :Fire
Attack: 34813
Defense:
1639年
HP: 165289
Speed:
1476年

スキル

  1. Blazing Lynx
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 110% magic damage to 3 random enemies. 72% chance to inflict a 2 turn burn.
  • Solar
    ATK + 35%, HP + 15%.
  • Ring of Flames
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 188% magic damage to 3 random enemies. 60% chance to inflict a 2 turn blind, which reduces hit by 10%. Prioritizes enemies that have either burn or red hot.
  • Flame Mastery
    Damage and crit rate +30% against enemies that have either burn or red hot. Normal attacks will prioritize enemies with those ailments.

Apollo almost has what it takes to become a great mage. Unlike other burn users, he majorly capitalizes on the status with a powerful damage increase against burning targets. However, his other skills are lackluster – blind isn’t a particularly useful debuff with only 10% accuracy reduction, his nuke is lacking in raw damage, and his passive doesn’t even give a 3 stat boost . It’s like running a race and tripping at the finish line – so close, yet so far. However, he can serve as a decent filler, or even the core of a burn-centric team.

Anubis

Element :Dark
Attack: 37309
Defense:
1764
HP: 178648
Speed:
1559

スキル

  1. Kiss of Death
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 88% magic damage to all enemies, with a 70% chance to reduce their magic damage resistance by 10%. Has a 100% chance to inflict curse, and a 25% chance to add another stack of curse. Cursed units take damage equal to 30% of the caster’s ATK after 2 turns.
  • Fallen Spirit
    ATK + 35%, HP + 15%.
  • Curse of Doom
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 150% magic damage to all enemies, with a 20% chance to stun them. Activates all curse stacks, causing them to deal damage instantly.
  • Sigil
    Normal attacks deal 20% more damage and have a 60% chance to curse enemies.

Anubis’s kit is pretty lackluster, but his one saving factor is his instant curse detonation. This allows Anubis to serve as a makeshift burster, especially when used together with other curse-centric heroes like Abaddon. Other than that, he’s meh in most regards.

C-Tier

Magma Fiend

Element :Fire
Attack: 34743
Defense:
1637
HP:
165419
Speed:
1476年

スキル

  1. Lava Blast
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 110% magic damage to 3 random enemies. 60% chance to inflict a 2 turn burn.
  • Flame Wrath
    ATK + 35%, HP + 15%.
  • Doomsday Flame
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 127% magic damage to all enemies with a +60% crit rate against enemies that have burn or red hot.
  • Flame Mastery
    Damage +20% against enemies that have either burn or red hot. Normal attacks will prioritize enemies with those ailments.

Magma Fiend really burns my butt. It’s got a smoking design, but its kit just leaves me smoldering. It likes inflicting burns and capitalizing on them, but Magma Fiend doesn’t do anything special with those burns aside from an admittedly huge crit rate boost.

Magma Fiend could potentially see some use in a burn-centric team, but those are pretty bad in a game where front loading your damage is far more important. All in all, Magma Fiend just leaves an ashen taste in my mouth.

Merlin

Element :Water
Attack: 33753
Defense:
1715
HP:
168558
Speed:
1448

スキル

  1. Jets of Water
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 110% magic damage to 3 random enemies, prioritizing mages. 72% chance to inflict a 2 turn backlash. Whenever a unit with backlash uses a magic attack, it takes damage equal to 20% of its ATK.
  • Realm of Arcane
    ATK + 35%, HP + 15%, SPD + 20.
  • Squall
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 129% magic damage to all enemies. 63% chance to inflict a 3 turn backlash. Crit rate +30% against targets that already have backlash.
  • Backlash ↑
    Backlast effect +20%.

Merlin is in a weird spot on this tier list. When he’s good, he’s very very good. His signature backlash debuff heavily penalizes enemy magic attacks and scales off their ATK, so buff just makes things worse. But that’s the thing with Merlin – his only use case is against mages.

His damage multipliers are unimpressive, and 3 of his 4 skills are dedicated to either inflicting or improving his backlash, which does jack squat against anything that doesn’t do magic damage. Further exacerbating this problem is that backlash is not strictly a disable. Your enemy’s mages will still kill you if they’re powerful enough.

Wyrmlich

Element :Water
Attack: 33746
Defense:
1713
HP:
168645
Speed:
1448

スキル

  1. Frost Burst
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 162% magic damage to the row with the most enemies. Has a 65% chance to inflict really dead for 2 turns and reduce their healing effects by 40%. Really dead prevents a hero from being revived for 2 turns.
  • Lichdom
    HP + 35%, ATK + 15%, SPD + 20.
  • Frost Breath
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 120% magic damage to all enemies. 37% chance to inflict a 2 turn freeze.
  • Freezing Death
    At the beginning of combat, inflicts a -50% incoming healing debuff to all enemies for 4 turns.

Mention the word “dracolich” to a D&D player and watch them shrink in fear. Dragons are mortal terrors; they have brutally high strength scores, innate magic resistance, and devastating attacks. Combine this with the cold, calculating cunning of a lich, and you have a real monster on your hands. Wyrmlich…is none of those things.

Perhaps the one redeeming factor it has is that it almost has a freeze as nice as Illsya. The base chance is close enough to be negligible (a 3% lower chance) but Wyrmlich has no way to boost these odds, making it an iffy disabler at best. Its debuffs are janky too. Reduce enemy healing? Other heroes can do that more effectively by reducing enemy health to zero instead. Some things should just stay down, and Wyrmlich is one of them.

Athena

Element :Wind
Attack: 35406
Defense:
1603
HP:
161913
Speed:
1518

スキル

  1. Divine Sanction
    (Trigger:Turn 1, Cooldown:2 turns)

    Deals 246% magic damage to an enemy in front, with +30% crit damage and a 100% chance to inflict lifebane for 2 turns. Units with lifebane cannot be healed by any means.
  • Glory of Victory
    ATK + 35%, HP + 15%.
  • Starfall
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 163% magic damage to 4 random enemies. This skill does 25% more damage against enemies slower than Athena.
  • Light and Order
    Athena deals 25% more damage against enemies with 70% or more HP remaining. All of Athena’s attacks have a 66% chance to inflict a 2 turn armor break on enemies below 70% HP.

Like Wyrmlich, Athena attempts to disrupt enemies by denying heals. Also like Wyrmlich, that’s a dumb idea when you can just A.) floor them, or B.) inflict much more solid disruption via stuns and freezes. Yes, she has armorbreak. So does Alleria, and she’s a support. The only reason she’s a 5 star is her stats, and almost anyone can do Athena’s job better than her.

Tank Tier List

S-Tier

Gai’ming

Element :Wind
Attack: 24876
Defense: 1714
HP:
189816
Speed:
1561

スキル

  1. Jungle Protector
    (Trigger:Turn 1, Cooldown:4 turns)
    Gai’ming protects the 2 allies with the highest ATK on your field. Gai’ming takes 50% of all damage they would have taken. Both the protected allies and Gai’ming gain 15% damage reduction and a +15% control resistance buff for 2 turns.
  • Master of Fate
    HP + 40%, DEF + 20%, Damage resistance +10%.
  • Wine of Boldness
    (Trigger:Turn 2, Cooldown:4 turns)
    Gai’ming heals himself for 25% of his max HP and dispels all debuffs on him.
  • Vitality
    Damage resistance +15%. Attacks have a 25% chance to inflict -30% DEF for 2 turns. Gai’ming’s normal attacks are changed into Triple Hits, which deal 120% damage. Gai’ming will use Triple Hits when countering.

If you’ve read through some of the other heroes, particularly the offensive types, you’ll notice the pattern of targeting the enemy with the highest ATK. Gai’ming’s answer to that? Get in the way. This roly-poly warrior is an excellent addition to any team – damage reduction, a pseudo-taunt (50% damage reduction at 100% chance is better than a chance for nothing to happen at all), a self-heal with dispels, and debuffs to start the rest of his team’s combos.

Heimdall

Element :Fire
Attack: 24537
Defense: 1745
HP:
194640
Speed:
1519

スキル

  1. Protected Body
    (Trigger:Turn 1, Cooldown:4 turns)
    Heimdall heals for 20% of his max HP and dispels all debuffs. If Heimdall overheals himself due to this heal, excess healing is converted to a 2 turn shield. Also gives Heimdall regeneration for 2 turns.
  • Unyielding Guardian
    HP + 40%, DEF + 20%, Damage resistance +10%. Heimdall also gains 1% damage resistance for every 3% HP he’s missing.
  • Wine of Boldness
    (Trigger:Turn 2, Cooldown:4 turns)
    Heimdall slashes front and mid row enemies, dealing 20% of their max HP as damage, which ignored DEF and damage resistance, but cannot crit and is not affected by damage buffs This attack has a 70% chance to inflict a 2 turn burn, and inflicts burning judgment on 1 front row enemy. Burning judgment causes a target to take 50% of any damage they deal as damage to themselves, for 1 turn.
  • Dawn Guard
    At the beginning of each combat round, Heimdall covers the 2 allies with the lowest HP – prioritizing the back row. This gives them the absolute aid buff, where Heimdall takes 100% of the damage they would have taken, and reduce that damage by 25%. If a shielded ally had less than 50% HP, they also gain 20% damage resistance for one turn.

Where Gai’ming shields the strong, Heimdall throws himself into harm’s way for the fragile. The keeper of Bifrost has a lot of great things going for him – a self-heal with dispels, a fixed damage attack that helps him contribute to DPS, ongoing passive damage reduction, and shielding fragile back row allies. Heimdall is a vanilla tank, but sometimes the old ways are best.

A-Tier

Abaddon

Element :Dark
Attack: 26224
Defense: 1881
HP:
209425
Speed:
1604

スキル

  1. Revenant Slash
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 176% to one front row enemy and curses them. Increases Abaddon’s damage resistance by 20% for 2 turns. Cursed enemies take 30% of the caster’s ATK as damage after 2 turns.
  • Revenant Corpse
    HP + 40%, DEF + 20%, Damage resistance +20%.
  • Undead Impact
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 102% physical damage to all enemies. Has a 58% chance to to curse them and a 30% chance to stun for 2 turns.
  • Cursed Body
    Abaddon has an 80% chance to curse enemies that hit him.

Abaddon doesn’t tank as much as he reflects damage. His wealth of damage reduction options ensures that he’ll be protected from even the fiercest attacks, while his bevy of curses whittles away at enemies. Abaddon isn’t a traditional tank, so if you’re looking for protection for your main damagers or your supports, you’ll want someone else. But boy, is it fun to watch enemies die to him.

Titan

Element :Water
Attack: 23715
Defense: 1831
HP:
197628
Speed:
1490年

スキル

  1. Titan Shock
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 207% damage to 1 enemy with a 60% chance to stun them. If the opponent has any warriors, Titan Shock will prioritize hitting them, and has a 100% chance to stun instead.
  • God of All Gods
    HP + 20%, DEF + 40%, Damage resistance +20%.
  • Ancient Guardian
    (Trigger:Turn 2, Cooldown:4 turns)
    Titan takes 50% of all damage that the ally with the highest ATK would take, and is dispelled of all debuffs. Both Titan and the protected ally gain 30% damage resistance and 20% control resistance.
  • Counterattack
    Whenever Titan is hit, he gains a stacking 2% speed buff, up to 5 times per battle. Titan also counterattacks for 130% damage whenever he is hit, which ignores dodge. If the target is a warrior, Counterattack is guaranteed to crit.

The mighty Titan is here, and is surprisingly a tank. With League of Pantheons’s heavy warrior-based compositions, landing powerful, guaranteed stuns on them is sure to be a welcome treat. Titan also has a potent shield skill which dispels and gives both him and his target a hefty 30% damage reduction buff. All in all, Titan is a solid unit.

B-Tier

Odin

Element :Wind
Attack: 24990
Defense: 1712
HP:
189799
Speed:
1561

スキル

  1. Divine Slash
    (Trigger:Turn 1, Cooldown:4 turns)
    Deals 142% physical damage to front and mid row enemies, with a 50% chance to taunt them for 2 turns. If a target is slower than Odin, this chance is increased to 70% for that enemy.
  • Supreme Defense
    HP + 35%, DEF + 15%, Dodge +5%.
  • Storm of Justice
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 272% physical damage to a front row enemy. Odin gains 12% damage reduction for 2 turns.
  • Realm of Supremacy
    Odin has 12% damage reduction against enemies slower than him. Against faster enemies, Odin instead has +15% control resistance.

Odin’s taunt being chance-based doesn’t help his case, but the extra protection against faster enemies with their control spells is nice. However, it is still a taunt, which League of Pantheons is sorely lacking in. Odin’s damage mitigation methods are much more limited than other tanks, and while he’s not unusable, he lacks a certain stoutness that separates a good from a great tank.

C-Tier

Phoenix

Element :Fire
Attack: 24504
Defense: 1748
HP:
193636
Speed:
1518

スキル

  1. Frost Fire
    (Trigger:Turn 1, No cooldown)
    Randomly attacks all front row enemies with either flame or frost. Fire attacks deal 155% magic damage and have a 90% chance to inflict a 2 turn burn. Frost attacks deal 103% magic damage and heal Phoenix for 100% of its own ATK.
  • Fire Aegis
    HP + 35%, ATK + 15%, Control resistance +10%.
  • Fire Rebirth
    (Cooldown:15 turns)
    When Phoenix is killed, it is revived with 55% of its max HP. It also gains a 30% damage resistance buff for 2 turns.
  • Flame Wings
    When an enemy strikes Phoenix, they gain the red hot debuff, which deals damage equal to 7% of the caster’s max HP.

Let’s go through Phoenix’s kit and point out the reasons why it shouldn’t be a tank. Frost Fire does nothing to improve its team’s survivability – no ATK debuff, no slows, no nothing. Fire Aegis gives control resistance, because Phoenix couldn’t be bothered to have dispels like most other tanks. Fire Rebirth is trying to salvage a sinking ship, and while it does give Phoenix a large damage reduction buff, it also revives at 55% HP.

Flame Wings penalizes enemies for attacking Phoenix. So overall, we’ve got a complete mess of a tank that does absolutely zero things to help its team survive, while churning out half-hearted attempts to do damage with its much lower attack stat. If your whole kit revolves around getting killed, it’s time to rethink that loadout. Let Phoenix serve as a lesson on how to not design a tank.

Support Tier List

S-Tier

Pandora

Element :Dark
Attack: 32106
Defense: 1833
HP: 196031
Speed:
1547

スキル

  1. Spectral Ravens
    (Trigger:Turn 1, Cooldown:4 turns)
    Deals 179% magic damage to back row enemies. The 3 allies with the lowest HP gain a shield with health equal to 150% of the damage Pandora dealt, for 2 turns.
  • Disaster Bringer
    HP + 40%, ATK + 20%, SPD + 15.
  • Pandora’s Box
    (Trigger:Turn 2, Cooldown:4 turns)
    Pandora randomly unleashes a plague or blessing from her box. If a plague is released, all enemies take 30% magic damage and are hit with 2 debuffs from either -30% incoming healing, -20% accuracy, -30% ATK, or poison for 2 turns. If the box contains a blessing, all allies are healed for 15% of their max HP and gain a 20% ATK buff.
  • Nightmare
    All enemies have -20% ATK for the first 2 turns of battle. This cannot be dispelled.

Pandora’s not only cute, but she’s one of the most potent supports in the game. She not only shields allies (3 allies, at that!) but she has a 20%, undispellable attack debuff on all enemies as soon as the battle begins, greatly improving your team’s survivability especially against first turn nukes. Pandora’s Box is one of those random skills, but unlike most of them, you’ll be glad whichever result you get:all the debuffs are nasty, and she picks two of them to inflict on all enemies!

Alternately, the heal scales off the target’s max HP which can lead to better healing on tanks that can’t be reduced in any way, and that 20% ATK buff is amazing, too. Pandora has a lot of things to offer, and all of them are fantastic.

A-Tier

Divine High Priest

Element : 光
Attack: 31517
Defense: 1831
HP: 195767
Speed:
1574

スキル

  1. Bliss of Soul
    (Trigger:Turn 1, Cooldown:2 turns)
    Heals all allies for 98% of DHP’s ATK and gives them the soul mark buff for 2 turns. Soul mark gives an ally 15% damage resistance. If an ally with soul mark dies, DHP gets a +15% healing effect bonus that lasts until the end of battle.
  • God’s Blessing
    HP + 40%, ATK + 20%, Healing effect + 10%.
  • Revival
    (Trigger:Turn 2, Cooldown:4 turns)
    Revives a fallen ally and heals them for 208% of DHP’s ATK. If there are no dead allies, this will instead heal the ally with the lowest HP for 270% of DHP’s ATK.
  • Divine Mercy
    DHP’s normal attacks heal the ally with the lowest HP for 50% of DHP’s ATK.

Divine High Priest (DHP) has the distinction of being the only unit with a generic name that is 5 star, 255 capped. It’s not just for show though – DHP has the best heals and revives in the game, bar none. Her soul marks allow her to ramp up her healing if any allies fall, letting her scale well into late battles, and her revival can also be converted into a massive heal, if things are going well for you. DHP is a solid support, if a little lacking in variety.

Raphael

Element : 光
Attack: 31565
Defense: 1834
HP: 195666
Speed:
1574

スキル

  1. Healing Wash
    (Trigger:Turn 1, Cooldown:4 turns)
    The 4 allies with the highest ATK are cleared of all debuffs, and gain a +25% ATK and +10% crit rate buff for 2 turns. Warrior allies gain a +20% crit rate boost instead of 10%.
  • Pure Heart
    HP + 40%, ATK + 20%, SPD + 30.
  • Holy Barrier
    (Trigger:Turn 2, Cooldown:4 turns)
    Increases magic damage reduction for all allies by 15%, and gives them the soul barrier buff for 2 turns. When a unit with soul barrier takes damage, that damage is distributed evenly across all allies with soul barrier. When soul barrier is dispelled, all allies are healed for 98% of Raphael’s ATK. This buff cannot be dispelled.
  • Triumph Gift
    If Raphael dies, all allies are healed for 240% of her ATK. This can only trigger once per battle.

Raphael is a very proactive healer with a unique method of damage mitigation, namely damage distribution. By spreading damage evenly across the party, Raphael vastly improves your team’s longevity and lets squishy heroes survive hits that would otherwise floor them. Raphael’s Healing Wash does not actually heal any HP, but dispels her allies while also providing an impressive ATK and crit rate buff.

Erial

Element :Water
Attack: 29072
Defense: 1779年
HP: 184922
Speed:
1437年

スキル

  1. Tidal Horn
    (Trigger:Turn 1, Cooldown:4 turns)
    The 3 allies with the highest ATK are cleared of all debuffs, and gain a +25% ATK buff for 2 turns.
  • Ocean Legacy
    HP + 35%, ATK + 15%, Healing effect + 10%.
  • Blessing of the Sea
    (Trigger:Turn 2, Cooldown:4 turns)
    Revives a fallen ally and heals them for 246% of Erial’s ATK. If there are no dead allies, this will instead heal the ally with the lowest HP for 356% of Erial’s ATK.
  • Tidal Echo
    Tidal Horn also gives the targeted allies +20% crit for 2 turns.

Erial strikes a happy medium between DHP and Raphael. Compared to DHP, Erial has no full-on party heal, but has a more powerful revival skill with bigger multipliers on both reviva and non-revival.

Compared to Raphael, Erial targets one less ally and gives them 25% ATK; she also needs her 4 skill to fully bring out this skill’s potential, as it doesn’t give any crit bonus on its own. So who do you use? It depends on your team’s needs. All 3 of them are excellent supports.

Pan

Element :Wind
Attack: 30519
Defense: 1666
HP: 177569
Speed:
1505

スキル

  1. Symphony of Wind
    (Trigger:Turn 1, Cooldown:4 turns)
    Deals 148% magic damage to 3 enemies. Heals the ally with the lowest HP for 270% of Pan’s ATK. Gives 2 random allies 70 SPD and 25% ATK for 1 turn. This buff does not stack.
  • Nature’s Blessing
    HP + 40%, ATK + 20%, Dodge + 10%.
  • Hymn of Nature
    (Trigger:Turn 2, Cooldown:4 turns)
    Heals all other allies for 142% of Pan’s ATK, as well as a 70 SPD and 25% ATK buff for 1 turn.
  • Mark of the Woods
    Pan’s attacks also inflict 1 stack of mark of the woods on his foes. Pan gains 3% ATK for each mark on the field, to a cap of 30%. Enemies with at least 3 marks take 30% increased damage from all sources.

Pan’s the man if speed is the name of your game. His buffs give a whopping +70 SPD, which helps in edging out your enemy out in the second turn’s sequence, unless somehow Pan himself goes first. Whether that first hit helps you decimate the enemy’s front ranks or mess up their support buffs is up to you.

Mark of the Woods helps Pan get in some late-turn damage, which can be enough to win. More importantly, the 3 stack penalty gives one enemy a huge incoming damage taken debuff – more than enough to utterly flatten them if they’re unprepared.

Synthia

Element :Wind
Attack: 31029
Defense: 1664
HP: 172518
Speed:
1518

スキル

  1. Holy Deer
    (Trigger:Turn 1, Cooldown:4 turns)
    The 4 allies with the highest ATK gain 20% DEF for 2 turns; if they are wind heroes, they also gain 10% ATK. The 1 ally with the highest ATK receives the holy deer buff, which lasts for 2 turns and cannot be dispelled. Allies with holy deer are healed for 40% of their max HP if their HP goes below 40%, or are revived with 25% HP if they die. The buff is lost once either of these effects trigger.
  • Hunting God
    ATK + 40%, HP + 20%, SPD + 30%.
  • Moon Arrows
    (Trigger:Turn 2, Cooldown:4 turns)
    Deals 135% physical damage to all enemies, with a 70% chance to inflict hunting mark. The 2 allies with the lowest HP are healed for 128% of Synthia’s ATK. Hunting marks inflict -6% damage resistance, -4% control resistance, and take extra damage from hits equal to 7% of the caster’s ATK. Marks last 2 turns and can stack up to 3 times.
  • Gale Hunt
    Normal attacks have a 100% chance to inflict hunting mark. Once per combat round, Synthia will also perform normal attacks on all enemies slower than her.

Synthia is a potent offensive support that also provides minor healing, and more importantly, a proactive revival buff that won’t use up her turn. Her hunting marks are amazing at breaking through enemy ranks, as they inflict both damage resistance and control resistance debuffs. Synthia is a great hero for any team that’s looking to fill their support slot with someone who can do damage while providing good backup.

B-Tier

Alleria

Element : 光
Attack: 31627
Defense: 1831
HP: 196001
Speed:
1574

スキル

  1. Holy Nova
    (Trigger:Turn 1, Cooldown:4 turns)
    Deals 117% magic damage to all enemies. Has a 76% chance to inflict a 2 turn armor break, lowering DEF by 40%.
  • Discipline
    HP + 35%, ATK + 15%, SPD + 30.
  • Battlecry
    (Trigger:Turn 2, Cooldown:4 turns)
    Heals all allies for 142% of Alleria’s ATK and gives them +25% ATK for 2 turns.
  • Smite
    Normal attacks have a 60% chance to inflict a 3 turn armor break.

Alleria’s role is best defined as shieldbreaker. Both her first turn Holy Nova and subsequent normal attacks starting from turn 3 have a decent chance to inflict a powerful armor break debuff. Apart from that though, Alleria can’t do much aside from the odd heal here and there. Alleria’s a hybrid support, and a good one at that, but she’s nowhere near as potent as say, DHP or Raphael.

Dionysus

Element :Water
Attack: 29079
Defense: 1774年
HP: 184911
Speed:
1506

スキル

  1. Love Brewing
    (Trigger:Turn 1, Cooldown:4 turns)
    The fastest enemy hero is hit with a 100% magic damage resistance debuff, as well as an 80% chance to be put to sleep. The ally with the lowest HP gains a shield that blocks all damage once, and all allies gain a 25% ATK buff for 2 turns.
  • Dionysus
    HP + 40%, ATK + 20%, Healing + 10%.
  • Holy Brew Bestow
    (Trigger:Turn 2, Cooldown:4 turns)
    Heals all allies for 130% of Dionysus’s ATK. Overheals from this skill will be converted into shields that last 2 turns. All allies receive the regen buff, healing them for 25% of Dionysus’s ATK per turn for 2 turns.
  • Wine Ripple
    Heals the ally with the lowest health for 110% of Dionysus’s ATK, and increases their critical resistance by 8% for 1 turn.

Dionysus’s first skill could use some rework – 80% is high, but not guaranteed – but the rest of its effects are solid, cementing her role as a healer/buffer. Currently, no other hero can grant the regen buff, which helps Dionysus retain her role as an over-time healer. Coincidentally, she can also create shields from her overheals, which is always welcome. And yes, her passive is named Dionysus, though she could’ve just called it “vanity”.

Prometheus

Element :Fire
Attack: 34780
Defense: 1635
HP: 165266
Speed:
1476年

スキル

  1. Flame Vortex
    (Trigger:Turn 1, Cooldown:2 turns)
    Deals 123% magic damage to front and mid row enemies. Has an 80% chance to hit them with a +30% incoming damage debuff for 2 turns. Has a 50% chance to dispel 1 buff from each of them.
  • Unyielding Will
    HP + 40%, ATK + 20%, SPD + 30.
  • Flame Barrier
    (Trigger:Turn 2, Cooldown:4 turns)
    Gives all allies a flame shield. When an ally with flame shield is struck, the attacker also receives 20% of their attack’s damage. Flame shields cannot be dispelled.
  • Fire of Life
    Whenever any of your heroes lands a critical hit, all your heroes are healed for 15% of that attack’s damage.

Prometheus is a toss-up. He can be excellent in a crit-centered team, throwing out free heals like candy. On the other hand, crits are still a matter of luck, making Prometheus’s performance inconsistent and weird.

Flame Barrier provides a good reflection buff but doesn’t actually improve his team’s survivability. However, his Flame Vortex is a very good skill despite its middling damage – 80% chance o make enemies hurt more, and 50% chance to strip buffs. His build will greatly depend on how you want to use him.

Play Who You Want To Play

Ultimately, the choice of who to put in your team is up to you. Sometimes we just like a character so much we don’t want to let go of them. Sometimes we can’t afford to have better heroes. The choice is entirely in your hands.

With that, our tier list for League of Pantheons comes to an end. If you have any suggestions or comments on our write-ups, let us know in the comment section below!