#Compass Guide

Main Game - Website - Twitter - iOS - Android

Live Arena (EOS) - Website - Twitter - iOS - Android

LINE stickers - Weekly manga - Niconico - YouTube - OST

Join the /mbgg/ guild in-game ~ post your name in the thread to be accepted

New and Upcoming Stuff

  1. 29/01 balance notes
  2. Amistad has been released
  • A 7x rate up hero gacha for her will be available until the 11th
  • A 7-day login campaign, with rewards including 3 hero tickets, will be available until the 11th
  1. Snow Miku 2024 and 16th anniversary costumes will be available from the 1st of Feb. Preview
  2. New Live Arena costumes for Lyrica, Luluca, Marcos and Novice Hero are available until the 13th February
  • Costume tickets can be randomly earned after winning a match. 10 tickets are required to roll the costume gacha
  1. February’s season is themed on Pororotcho

Introduction

#Compass is a 3v3 multiplayer game where players must attempt to capture and hold all of the points on the map in a 3 minute match. There are 5 points in total, and the team with the most points after the time runs out wins. Should one team capture all five points, the game will end and that team will win.

Players can choose from one of many heroes, with each hero having their own strengths, abilities and special hero skill. To unlock a hero, players must use hero tickets which can be rewarded from quests, login bonuses or drawing enough cards from the gacha. Additionally, each hero has a multitude of different costumes (you can pull duplicate costumes) and space for 3 hero tokens that provide a random stat boost.

A key component of #Compass is cards and decks. Cards provide players with different skills that can be used offensively, defensively or as a buff/debuff for yours and the enemy team. Each card has a certain element attached to it along with a rarity ranging from N, R, SR and UR. Decks can hold four cards each and can only be selected before entering a battle. Cards can be drawn from the gacha or earned from SD cards that are dropped after winning a match.


Interface

Main menu

  1. Current level/XP progress
  2. Current rank/progress to next
  3. Amount of Bit Money/Card energy
  4. Settings
  5. Current hero
  6. Latest news
  7. Data chip/progress
  8. Friend and guild message feed
  9. Missions
  10. Prime Lounge
  11. Gift box
  12. Stage Maker
  13. Social menu - find friends/guilds etc
  14. Gacha/news feed
  15. Play menu
  16. Heroes menu
  17. Cards menu
  18. Gacha menu

Options Menu

This is the one accessed from the top right





Play

  1. Current season/end of season
  2. Ranked matchmaking
  3. Personal ranking
  4. Guild ranking
  5. Join lobby
  6. Host lobby
  7. Major battle

  1. Arena mode
  2. Join lobby
  3. Host lobby
  4. 2v2 mode
  5. Join lobby
  6. Host lobby

  1. Hero challenges
  2. Join custom match
  3. Host custom match
  4. Previous game replays
  5. Your hero usage/stats
  6. More detailed stats
  7. Ranked season performance

Heroes

  1. Class
  2. Full art/more info
  3. Hero stats
  4. Costumes/tokens
  5. Full song (if available)
  6. Hero skill
  7. Passive ability

Heroes (extra info)

  1. Hero features/overview
  2. Casting speed for card types
  3. Appliv/Famitsu guides/articles

The casting speed covers the four different card types from left to right: Close range, Long range, Area of Effect and Barrage cards. The speeds are broken down into three definitions:

  • 速 - Fast
  • 並 - Average
  • 遅 - Slow

So in Megumegu’s case on the left, she’s slow at casting close range and AoE cards, fast at casting ranged cards and average at casting barrage cards. This gives you a rough idea of what to expect.


Cards/Decks

  1. Deck slots
  2. Deck icon - tap to change
  3. Testing room
  4. Current deck
  5. Deck stats
  6. Card descriptions/info
  7. Filtering options

Gacha - Free BM

  1. Free BM available
  2. Paid BM available
  3. Card gacha
  4. Hero gacha
  5. Purchase BM
  6. Card pulls until next hero/event ticket

  1. Card pulls until next UR tickets

  1. Do a 60-pull
  2. Do a single pull

The very first gacha on the page will be the current highlight - in this case it is the Konosuba collab, but is often a double UR gacha for the normal cards or just the standard gacha if there are no rate ups. The BM gachas do not give out N cards.

For every 50 cards you pull, this will give you one hero or event ticket, depending on the gacha. Some limited gachas (often requiring paid BM only) will give a hero ticket after 11 pulls, but can only be used once.

For every 11 cards you pull, this will give you one standard UR ticket.

There may be multiple gachas available at any one time, some free and some paid only.

Gacha - Paid BM only

This is a special permanently available gacha that can only be used with paid BM. It can be used once per day, and each pull draws 5 cards at the standard rate.


Gacha - Rainbow UR tickets

There are three gachas available for you to use your rainbow UR tickets on - these are permanently available and always cost 20 tickets in exchange for one random UR card. Each gacha only contains cards of the respective element. These tickets can be obtained from special missions/events, rolling the BM gacha or from login rewards.

Gacha - Gold UR tickets

This gacha allows you to exchange golden UR tickets for a specific UR card on offer. Golden UR tickets can be obtained in three ways:

  • When you have limit broken an UR card to +4, any further duplicates of that card can be exchanged for one golden UR ticket
  • Log in for 90 days to receive ten golden UR tickets
  • May sometimes be given out for special events (e.g. anniversary rewards)

Every day there will be three different cards on offer - this gacha is best for getting the exact card that you want.


Gacha - Silver tickets

A gacha that is only available during certain periods, this uses silver UR tickets to obtain cards before they are added to the standard gacha pool. The gacha will be available when new non-collab cards are added to the game, typically when a new hero’s themed cards are released.

The gacha offers a 5% rate for UR cards and 95% for SR cards - it does not include any N or R cards.

Tickets can be obtained each month from the ranked season rewards, with the amount given depending on where you ranked. Placing in at least the top 10,000 will give you 20 tickets.

Gacha - Free/time based

There are two free gachas available which can be rolled after a certain amount of time. These gachas mostly give out N/R cards, but can give SR and UR cards. They also give one hero ticket for every 50 cards pulled.

  • The first gacha can be rolled once every 3 days, and pulls 11 cards
  • The second gacha can be rolled once every 4 hours, and pulls 1 card.

Gacha - Heroes

Event gachas, if running, are always listed first and are where you spend your event tickets.

The standard hero gacha is where you spend your hero tickets in exchange for a random hero/costume

The hero-specific gacha refreshes each day and allows you to exchange one hero ticket for the specific hero displayed. You cannot roll this if you already have the hero, and currently all heroes up to Thorne can be obtained.


Gameplay

Overview

  1. Health of teammates
  2. Friendly portal keys held
  3. Time remaining
  4. Enemy portal keys held
  5. Settings menu
  6. Auto control (don’t do this)
  7. Mini-map (always watch)
  8. Enemy active element/level/HP
  9. Your active element/level/HP
  10. Chat menus
  11. Max range of your normal attacks
  12. Your score/hero skill gauge
  13. Your deck
  14. Your stats
  15. A portal key

Combat

General

Levels play an important part in combat as they determine how strong your character is. Level is raised every time you or your team kill an enemy (up to a maximum of level 9), and your attack, defence and health increase with each level. Avoid feeding kills to the enemy to prevent them from stomping your team.

The green circle around your hero indicates your range. When it turns orange, your hero will automatically target whoever is within the area and attack/follow them. Holding down your finger in the movement area will allow you to use your hero action. Swiping down just above the movement area will rotate your character/camera 180 degrees.

When fighting, it is crucial to try and have an active element that deals more damage against your opponent. Swipe down on your card to change your element. Always refer to the chart if you are unsure - Water beats fire, fire beats earth and earth beats water. If you cannot activate a superior element, try and activate the same as the enemy to avoid being murdered. Additionally, constantly be switching/refreshing elements to gain a 1.2x damage bonus against the enemy with standard attacks.

Cards

The type of deck that you have built will determine how you approach combat. If you have a shield, use it before entering battle to reduce damage and prevent your hero from being knocked down, stunned or silenced by enemy attacks. Additionally, each hero has a unique casting time that should be taken into consideration. Slow casters (Justice, Luciano, Lyrica) should activate skills in anticipation of events to avoid the enemy leaving your range or stunning you. Fast casters (Voidoll, Atari, Tadaomi) can activate skills in the middle of battle almost instantly, making it useful for disrupting others.

Build your deck according to your playstyle. Recommended cards will be covered in the hero section, but melee heroes will ideally want at least one shield to prevent them from being killed by gunners, a nuke to quickly kill enemies and a heal for longer fights. Ranged heroes will want offensive cards that have a long range, and a damage buff to quickly kill enemies with your standard attacks. Some cards pierce through shields and are highly effective in higher ranks. Activating a card whilst knocked into the air will speed up your recovery and potentially give you a better chance of survival.

Hero Skills

Each hero has a unique skill that can potentially decide the game. You will be able to charge your hero skill by standing in uncontested friendly portal key areas, and each hero will charge their hero skill at a different rate. Once fully charged, activate your hero skill by swiping your portrait in the bottom left up. It is recommended to try and charge it at least once due to their potential, but only activate it when necessary. Enemies (or allies) with a glowing outline have their hero skill charged. Keep an eye out and plan your fights accordingly.

Hero skills have long casting times where the caster is invulnerable for its duration. Use this to survive enemy attacks or prevent them from capturing a point during the last few seconds of a match.

Portal Keys

General

Uncaptured portal keys can be captured by simply walking up to them. When captured, a portal key will replenish your health and give you additional points.  Standing in the barrier of a portal key will expand it up to a certain amount, with the C point only being able to expand slightly. When expanding the barrier, your hero’s hero skill will charge at a much faster rate - use this to your advantage when playing a hero with a valuable/slow to charge skill. When capturing an enemy point, press and hold your finger to capture it faster. More people = Faster capture.

Whilst standing in an uncontended friendly zone will charge your hero skill, it will stop charging should an enemy enter the zone. If you need to charge your hero skill, consider falling to a different point (if it’s close) or use any knockback/lethal skills to remove them from the area. You can also use this mechanic to prevent the enemy from charging their hero skill. Enemies are also unable to capture on of your portal keys if you or an ally are in the barrier and vice versa. If the portal key is on the verge of being captured and you cannot kill the enemies, run directly into it to shove off the enemies.

Be wary of enemy traps planted on portal keys

Tactics

The majority of matches will result in a 3 - 2 victory or defeat with the C point being highly contested. Your team should equally divide themselves between the points with the fastest or tankiest heroes going for the C cap. Whilst one team member is defending C, the two points closest to your base should be fully expanded unless the player at C is struggling. If you want to build for capturing the C point, have shields and heals galore for maximum survival.

If you have a portal key teleport card, use it to teleport to one of the two safe portal keys on the enemy side of the map. This can distract the enemy whilst allowing your team to capture the other three points, and the safe portal keys have a larger maximum barrier that is harder to capture. This should be done if you are a tanky hero or have strong shields and healing cards.

Try and avoid clustering on the C to prevent your entire team from being wiped by a single Luciano with a damage buff and a long range offensive skill. Additionally, don’t push the other zones with your entire team in case you die, allowing the enemy to capture the C point. Always watch the map and look out for an enemy sneaking past to capture your other points - also don’t send your entire team after that one guy.

 Enemies with this icon have a higher overall deck level than you, meaning a one on one fight will be to their advantage if you rely just on auto-attacks. Try and gang up against these enemies, avoid them as much as possible, or use your cards effectively to disable and kill them.


Game Modes

Ranked

Ranked is one of the main game modes for Compass. At the very start of the game you will be placed at rank F and must participate in and win matches to raise your rank. Increasing your rank will unlock new cards and hitting at least S1 will allow you to earn season rewards. Matchmaking tries to group players together based on closest rank.

Each month, usually around the middle, there will be a ranked season themed around a certain hero or event. At the start of each season, your rank is reset depending on your current rank before it starts:

  • S1 ~ S4 resets to S1
  • S5 ~ S7 resets to S2
  • S8 ~ S9 resets to S3

When the season is active, battle to try and reach as high a rank as possible to unlock certain rewards depending on how well you performed. When the season is active, ranks S2 ~ S9 can be demoted to the previous rank if you drop below 0 points for the current rank (demotion does not occur during the resting period).

Rewards for each season follow the same pattern but are tailored to the theme of the season. Each season gives out a unique UR card, usually with a questionable effect, special seasonal data chips and special player icons. Rewards are distributed depending on where you ranked - full details can be viewed by tapping the banner during the season.

  • Special season chips - at least one is given to anyone in the top 90,000 - these have a high chance of giving the UR card for that season, or other cards themed around that hero if applicable.
  • Special UR card - at least one is guaranteed for anyone who ranks within the top 30,000.
  • Special player icons - an icon is given to all players that participated in the season. Trophy icons are also given to players who ranked in certain brackets
  • 501 ~ 5000 - Bronze icon
  • 11 ~ 500 - Silver icon
  • 1 ~ 10 - Gold icon
  • A recolour of one of the chosen hero’s costumes - you only need to play one match a day for 7 days to unlock it (losses count). This will also unlock the hero to play as if you don’t already have them.
  • Silver UR tickets, with the amount depending on where you ranked

Major Battle

Once you hit rank S1, this mode will be available to play. Major Battles are player created tournaments that have their own rulesets and offer various rewards to the winning teams and best players. Tournaments can host 50, 100 or 200 people who will be placed on the red or blue team, and the battles will start between 15 and 60 minutes after being posted. Once a tournament has begun, you can start matchmaking for battles against players of the other team. The overall team score is based on the number of portal keys captured by all of your team, so try and 5-0 your matches as much as possible. Tournaments will last for 15 or 30 minutes and the scores for both teams are only shown at the end. Once over, rewards will be distributed to players of the winning team along with top players. Tournaments are also hosted by the Compass team and offer 1000BM for the top player.

Initial Screen

Tap a tournament to view/join it


Pre-battle: Tournament home screen

During Battle: Tournament home screen

Tap the start matchmaking button to find a random group of teammates and enemies. The personal rewards are unlocked once you meet certain criteria (e.g. capture 5 portal keys) and are sent to your gift box regardless of if your team wins or loses the tournament.


Post Battle

This screen is self explanatory, but the bottom left button allows you to view the winners of the main rewards:

  • Winning team
  • Top 3 players
  • Top player in each class

Even if your team lost but you were the tank that captured the most points out of all players, you can still get the rewards.


Tournament Creation

The minimum cost to host a tournament is 400BM - cost can rise drastically depending on which rewards you change.

The rules can be modified similar to a standard custom lobby, with some modifiers missing.


Arena

Arena mode is a more casual game type that can be played without affecting your rank (stats are still counted). In the arena, all cards are scaled up or down to a specific level for all players - either 20 or 50 depending on the day of the week. This means that you can try out cards you haven’t levelled without having to spend the energy on them. You can only play in the arena as long as you have at least one free data chip slot.

2v2

2v2 is, as the name implies, a special mode where the team size is reduced to two players per team. All cards are scaled up or down to level 50, your battle rank is not affected and teleport cards are prohibited. There are only 3 portal keys, each with a reduced max expansion size. If one team holds all 3, the clock runs down at an accelerated rate.

Matches take place on modified versions of the following stages:

  • Crank Street
  • Great Wall
  • Island Resort

Custom Lobbies

Custom lobbies can be created to play against AI or with other players. There are no rewards and rank is not affected. After choosing a map. the rules can be modified as follows:


Custom Lobby Interface

  1. Switch teams

  2. Spectator count

  3. Invite code

  4. Post invite to guild/friends

  5. View rules

  6. Check message boards

  7. Start game

  8. Previous menu

  9. Cancel match

Stage Maker

The stage maker is a feature that is accessed from the home screen and allows you to create your own stages  that can be played in custom lobbies.

The interface for the editor is self explanatory - your most recent stage will also autosave after you exit.If you want to publish a stage you will need to put down both the red and blue spawns.

When browsing public stages you can add them to your favourites, test them or host a match all from the same menu.

If you want to join a custom game you will need to enter a code - there is no lobby browser.


General Tips and Tricks

  • When capturing a portal key, swiping away from the key just before fully capturing it will allow you to ignore the capture animation - this will sacrifice the point gain and heal, but it may prevent you from getting nuked.
  • If a card has an activation time, you can use a card without the timer first and then queue the card with the timer immediately after. This will eliminate the activation time and can prevent you from being interrupted.
  • Try and play with all the heroes to learn their abilities and pros and cons - this will help you when fighting against them.
  • During the pre-game phase, try and predict what the enemy team (and yours) will do as soon as the game starts. Tanks will often teleport to the enemy’s second key, sprinters usually attack the C point and gunners tend to stay back in the initial phase. If you run a teleport card and the enemy has a tank, decide if you want to defend your 2nd portal key or capture the enemy’s.
  • When an enemy kills you, look at their deck. Remember what cards they have and their most common element, and then plan your fights with them with that information in mind. Remembering that a Luciano has a shield break can prevent you from being overly aggressive, or will allow you to bait it out.
  • Even if the enemy doesn’t kill you, keep track of what cards they have used. This will give you an advantage during your first encounters, and can help you predict their moves. If an enemy only uses 3 cards during the early stages, they likely have a high cooldown card (such as a teleport) waiting to be used. Take this into consideration if your team is playing aggressively.
  • Many heroes will have a standard deck that you can predict from the beginning - use your knowledge about the heroes to predict what each enemy will be running, or experience from previous matches.
  • SItuational and map awareness are vital to performing well - your eyes should scan between the map, your surroundings, deck cooldowns, time and teammate HP. Always watch the map to check for enemy positions and any friendly portal keys that are being captured, and to ensure that your team are nearby to assist you in an attack. Watch enemy silhouettes to see if their hero skill is fully charged, and look at their positioning and movements to determine if they are going to use it. Keep an eye on the time to determine when both you and the enemy need to act.
  • Luciano is particularly important to watch if his hero skill is ready. If you’re defending point C and he is hanging back at his first portal key, he is going to teleport and then use time stop to secure the point. If he pops a speed boost from a moderate distance, he is also going to use time stop.
  • Hero skills are important as they can change the flow of a match or deny the enemy a portal key at the final seconds of a match, but timing them right is crucial.
  • If you want to save a hero skill that helps with a push until the end (e.g. Luciano or Dizzy), the enemy will be expecting this and will save their skills to render yours useless. Make sure you use them when they will be effective! You don’t want to be that guy who walks out of a time stop with 0 kills.
  • Make sure that your deck is actually useful for who you are playing, and will allow you to play well against the enemy. Going for nothing but standard attack damage can be nice, but they’re no use when the enemy is shielded and can nuke or disable you. A well placed stun or silence can make the difference in a match.
  • There are two damage types when it comes to cards - normal and piercing. Cards that deal normal damage will deal it based on your current damage. This means that they will do more damage if you have a damage buff, and less if you are debuffed. Piercing damage will always deal damage based on your initial damage - it doesn’t scale up or down. If Blanche is giving you a hard time, give piercing cards a go.
  • Try and make the most of the chat commands, even if you can’t understand them. Messages relating to all of the keys are useful, and warning messages about hero skills, teleports and traps can help your team. Be sure to have the good luck, good game and GJ commands for maximum friendliness. Just don’t be a dick and spam GJ after losing.
  • Using the hero action of a tank can reduce the height and distance, along with speeding up recovery time, when you get knocked up. This can help you when defending portal keys.
  • You can activate cards whilst moving to slide with them. Your movement speed affects how far you slide. This can be useful against a Noire who is using her silence - move towards her and activate a card when outside of her range.
  • Use portal keys to break line of sight and avoid lock-ons from enemy cards and gunners.
  • Long range cards (damage, stun, poison, silence etc.) all deal a stagger/knockdown effect on the 5th hit only. Keep this in mind if you think an enemy is about to use a heal or other card with an activation time to cancel the effect. Also keep this in mind if you plan on using a card with an activation time whilst tanking a long range card without a shield.
  • Cards that displace your character, either through a knockdown or lift effect, can have the displacement negated if you activate a card quick enough. For example, if an Adam is about to use a close range nuke on you and you quickly use a card with no activation time, you will stay static and can avoid being blown away. This will not negate the damage, however, so make sure you can actually survive the attack before putting a valuable card on CD.
  • Cards with no activation time are essential in almost all scenarios. The only exception is when you are doing this against someone like Marcos/Lyrica who have very slow animations for most of their attack cards.
  • Telepass always teleports you behind the enemy that is closest to you. When using it, check the position of all enemies to prevent going somewhere you don’t want to be. Also try and make sure that the enemy is stationary so that you don’t miss the knockdown attack. If you know an enemy has telepass then be sure to keep an eye on them. Keep moving forward to avoid being knocked down, and (if you can) position yourself at the edge of any highground so that the enemy will fall down and waste it.
  • Remember that the UR card that slows down the enemy slows down everything for that duration, including hero skill animations. If you’re trying to capture a point and the enemy is about to block you with their hero skill, don’t use it on them because you will lose precious time. If you’re defending a point and someone uses the slow on you, you can use your hero skill to buy said precious time.
  • Counter cards are damaged before a shield. For example, you use a shield and then a counter. Someone uses a shield break on you. Your shield will remain intact and your counter guard will trigger
  • You can dodge Megumin’s Explosion with Novice Hero’s season card
  • Megumin has a special MVP animation if she is at 1HP at the end of the match OR is in the casting animation for Explosion
  • Cards or abilities that are aimed via portal keys (i.e. portal key stun, Megumin’s explosion, Hinata’s care package) can be cancelled by either facing away from all portal keys OR by swiping up on the card/hero portrait, activating your hero action animation, cancelling the HA animation and then releasing the card portrait. This will instead cause the effect to be targeted around yourself - something that can be highly useful if fighting away from a portal key.
  • For heroes who have a lunging hero action (Tadaomi, Sol, Ky, Saber), always do it at the very edge of the spawn platform to cover maximum distance.
  • Damage buffs do not stack - only the highest buff value is used
  • Same for movement speed

Account Transfer/Recovery

Cross-platform:

It is possible to transfer an account from iOS to Android and vice-versa easily using the in-game function (this can also be used to transfer to a new device on the same OS). You will need to have GPS enabled on your phone and in the app’s permissions. You cannot transfer using this method if the devices are too far apart (to prevent account trading). If changing operating system, you will lose your paid BM and Prime membership.

To access the function, open up the menu at the top right and navigate to this button:

A menu should pop up with an image of two phones and two buttons. The left just opens up your default maps application, the right is for the transfer process. When you press the right button there will be another interface:

On your old device with the account you want, you want to first generate a takeover code so use the top button. On the new device you want to transfer the account to, you’ll want to enter the takeover code.

Generate Takeover Code:

When you tap the top button, it will check your location and present the following screen:

You only need the account name and takeover code - the buttons on the right copy each to your clipboard. Never share the code with anyone - codes last for 72 hours but are newly generated each time you enter this screen.

Enter Takeover Code:

Tapping the bottom button gives this screen:

 

Simply enter the data from above into the respective fields and then press the bottom button - if the fields match up then the accounts will transfer and you should be back on your old one. Whatever account you were initially on will effectively be gone, so make sure you actually don’t want it.


Same platform:

If you’re moving to a new device on the same platform, the transfer process can be made simple by linking your Compass account to your Google Play Games (Android) or Game Center (iOS) account. Make sure you’re signed into the correct account (it should prompt/display at launch), then open the top right menu and scroll towards the bottom - you should see this button with your respective platform’s icon:

Once tapped, it should link your data and you will easily be able to use your account on other devices. Once you sign into a new device, or the same, with a fresh install of the game this menu should appear:

This informs you that it has detected linked account data and asks if you want to restore this data or use the current account (the new one) as the save.

If we want our old account back, tap the right button to restore it.

Tapping the left button will erase your previous save data, so be careful.


Account Recovery:

If you have lost your account (stuck on lost/broken phone and didn’t link data, don’t remember/can’t access account etc.) then it might still be possible to recover your account. Note that I’ve done this once before when I had to reset my phone but the data hadn’t been linked -  the Compass account hadn’t been deleted in this scenario. I’m not sure how many scenarios this might cover but try and do it ASAP whatever the case.

You will need to send them a support request by pressing this button from the in-game menu:

You can copy the link and use it on a desktop for easier typing if you wish. From here you will have four initial options:

  • I know my account ID and have made a purchase for the game
  • I do not know my account ID and have made a purchase for the game
  • I know my account ID but have not made any purchases for the game
  • I do not know my account ID and I have not made any purchases for the game

Each method will take you to a different screen requesting different amounts of information. Whatever you choose, try and answer everything to the best of your memory. Knowing your account ID/having made a purchase makes it easier for them to verify it’s you, but also try and remember:

  • Your player name
  • Your last used hero
  • Your battle rank
  • Your main guild (full name)
  • When you made your account
  • When you last logged in
  • How many people you were following/some names
  • Cards that are not in your main deck (4)
  • Heroes that are not your currently selected one (3)
  • How much BM you held before the data loss

For cases where you have made payments, they ask for a bit less info and instead ask for the receipt IDs of your purchases.

Your account ID is the 10 character alphanumeric code you see in the top left when you first load up the game. It’s good to keep this stored safely somewhere, and you shouldn’t share it.


Cards and Upgrading

There are currently four rarities of cards - Normal, Rare, Super Rare and Ultra Rare. When you earn a new card from data chips or the gacha, you can place them into your deck, level them and go through the process of Limit Breaking to level them even further. New cards become available as you advance in the ranks, with rank S1 unlocking the final tier of cards. The cards that feature an image of the oil drum have no practical use in a match, but instead provide the player with large quantities of fuel depending on the rarity. When available, All collab cards can be obtained from the gacha regardless of your rank.

When you tap a card, you are presented with the following - The stats of the card are based on its current level:

Rerolling

When starting out, you may wish to reroll to try and get a useful card right off the bat. At the start you are limited to 4 different UR cards, all of which are useful in various roles. The two most universally useful cards are the following:

The first offers an 80% shield for 8 seconds, and the second is a large speed boost for 25 seconds. These can be used on all heroes, whereas the other red UR (defence buff) is more suited for tanks and heroes with high armour, and the blue UR (teleport to base, 100% heal + speed buff) is useful for Pororotcho, sprinters or when you have unlocked a teleport card later on.

Levelling Cards

When you tap the option to level a card, you are presented with the following screen. Here is where you can level up your cards and limit break them to level them even further. Leveling a card increases its stats by a certain amount - cards have different dominant stats which you should bear in mind when making a deck. These dominant stats will have the highest starting value and gain a larger increase when levelling up. As cards go up in level, so does the cost to level it up further.

Limit Breaking

When you get a duplicate card, it increases the duplicate counter by one. Once your card has reached its max level and you have enough duplicates, as indicated in the picture, you can go through the process of rebirth to strengthen it further. Rebirth is free and increases the level cap on your card by 10. Cards can go through the process up to 4 times (for a max level of 60) but the number of duplicates required for each stage increases. Rarer cards require less duplicates.

When you receive a duplicate of a card, the duplicate counter increases by one. Once you have reached the required number of duplicates and the card is at its current max level, you will be given the option to limit break a card (also indicated by a glowing green outline in the card screen). This costs nothing and raise the level cap for that card by 10, up to a maximum level of 60. This is indicated by +1 up to +4.

When you limit break a card, the number of duplicates required to raise the cap further will increase. Rarer cards require less duplicates to limit break.

Note that limit breaking a card does not consume the duplicates. For example, taking a +1 card to +2 requires 5 duplicates, and +3 requires 11 duplicates. When you have 5 duplicates and LB to +2, your number of duplicates will be 5/11, rather than 0/11.

A list of cards by stats (Japanese): https://games.app-liv.jp/compass/archives/387758


Hero Tokens

Obtaining

Hero tokens can be obtained via three methods - hero tickets, hero challenges and daily missions. Whenever you use a hero ticket, you will get a hero/skin in addition to a token for that hero only. Additionally, completing all of the hero challenges can reward you with up to four hero tokens for that hero only. Daily missions can reward a hero token for a specific hero once completed. Free hero tokens can often be obtained from special quests or login rewards - these can be used on any hero.

Usage

Hero tokens can be used by going to the costume screen for each hero and tapping an empty token slot. Tokens are specific to each costume and do not stack across all costumes, so don’t waste them. When you spend a hero token, a random effect will be applied that can very slightly improve your hero’s performance in a match. Tokens are given a level from +1 to +3 (with +3 giving the highest bonus) and a random colour. Matching two colours gives the effect a slight boost, and three matching colours gives it a slightly larger boost.

The token colours are Green, Yellow, Purple, and White. The ultimate goal would be for three matching +3 tokens with an effect you want, but this is heavily luck based.

The known effects are as follows:

  • Increase defence
  • Increase health
  • Increase attack
  • Increase movement speed
  • Increase portal key capture speed
  • Increase element resistance
  • Reduce the time you are affected by abnormal status cards (stun, silence etc.)
  • Reduce cooldown of cards
  • Increase hero skill charge rate

Heroes

Atari - Sprinter

Attack Modifier: x1.00

Defence Modifier: x1.00

Health Modifier: x1.00

Hero Action: Sprint/Lunging Heavy Attack - Interrupts enemies without a shield

Hero Ability: Increased movement speed when respawning

Hero Skill: Creates a small AoE around him that deals heavy damage to enemies in range - dispels after receiving a certain amount of damage

Casting Times (Hit/Recovery) : Near: 1.0/2.0  Far: 1.7/3.4  AoE: 1.2/3.2  Barrage: 0.8/3.6

Possible Deck Strategies: A shield/heal and two cards focused on nuking or disabling enemies (stuns or silences) allow for a mixed playstyle of attacking and defending portal keys. Alternatively, a damage buff and Telepass card can be used if focusing on dealing surprise attacks with his hero skill.

General Tactics: Atari’s primary focus will be on capturing point C at the start (unless using a telepass build, then capture the first point) and holding it for as long as possible whilst your team catch up. His balanced stats allow him to sustain a decent amount of damage or kill whoever he faces off at point C. Don’t be afraid to play aggressive and apply pressure on the enemy, but don’t walk into a trap or 3v1 situation and feed the enemy. When using his hero skill - try and cast it in a safe area where the enemy won’t immediately dispel it, and use shields when near the enemy to prolong its duration. Note that a head-on charge often leads to you getting a shield break and a trip back to base.


Justice Hancock - Tank

Attack Modifier: x1.50

Defence Modifier: x1.50

Health Modifier: x0.95

Hero Action: Generates a shield that reduces normal damage by 80% - Immobilised and doesn’t block stuns

Hero Ability: Increases the defence of nearby allies

Hero Skill: Calls a lethal laser that strikes all portal keys, dealing heavy non-piercing damage

Casting Times (Hit/Recovery) : Near: 1.7/4.2  Far: 2.2/3.8  AoE: 1.3/2.9  Barrage: 0.9/2.7

Possible Deck Strategies: A combination of three shields/heals and a portal key teleport allows Justice to capture and hold a forward enemy point. One of the shields or heals can be swapped out for a damage card, such as a barrage, poison or lifesteal, or a stun card for extra defensive capabilities. Heals over time and instant cast shields are preferable.

General Tactics: Justice is a high defence hero with good damage but an incredibly slow movement and attack speed, making a teleport card almost essential for capturing and holding a portal key at the start. Use his hero action as much as possible to minimise the damage you take and occupy the enemy team without having to use your cards. Once you anticipate more damage piling on, pop a heal as soon as possible to avoid death. You need to drop his personal shield in order to use a card, exposing yourself to heavy damage, therefore it’s preferable to heal before three enemies surround you. His personal shield does not block stuns or silences - if someone is about to disable you then quickly pop a card shield to avoid it. Justice’s hero skill is incredibly valuable at denying the enemy a portal key - if already defenceless, it will force the enemy to cancel capturing a point and activate their shield or hero skill to block it. It can kill them if they are too slow, and can buy valuable time for your team to respond.

Lyrica - Gunner

Attack Modifier: x1.15

Defence Modifier: x0.60

Health Modifier: x0.80

Hero Action: Longer range penetrating attack that does increased damage and staggers all enemies hit

Hero Ability: Increases damage for self and allies when in a friendly portal zone

Hero Skill: Massively increases attack and defence for self and allies

Casting Times (Hit/Recovery) : Near: 1.8/3.1  Far:  2.3/3.8  AoE: 1.6/3.8  Barrage: 2.9/5.5

Possible Deck Strategies: A damage build can include a shield, heal, damage buff and some form of attack card. When in a portal key and element switching with the attack buff, her damage output can shred enemies. She can also play a support role with team heal/buff cards or status effect cards to disable the enemy. Having all three elements is ideal for maximising standard attack damage.

General Tactics: Lyrica is a squishy hero that has very high damage potential and, with her massive range, can harass enemies with ease or even kill them in a few hits. Due to her low survivability, however, try and stick with your team to avoid being singled out. Generally you will want to capture the first key and then provide support from the second, but her quick movement speed and long range makes her capable of contesting point C or supporting your sprinter right off the bat. If you hold point C then make sure you stay in the zone as much as possible in order to provide the damage buff. Lyrica’s charged attack has more range than her standard attacks so be sure to use it for approaching enemies - the stagger effect is also useful for cancelling out any cards enemies try and cast, or knocking them off of your portal key.

Lyrica’s hero skill requires decent awareness to use effectively - you want your team to be buffed just before they start fighting rather than when they’re all half dead. Cast it before you or the enemy start their attack so that your team have a much greater chance of success when pushing or defending a portal key.

Noho - Attacker

Attack Modifier: x1.50

Defence Modifier: x1.20

Health Modifier: x0.95

Hero Action: Suicide - After one second, drop an explosive chainsaw and quickly respawn at base with full HP. Movement speed is increased for 8 seconds after respawning.

Hero Ability: Drops an explosive chainsaw on death that deals heavy damage and knocks enemies back.

Hero Skill: Substantially increases movement speed, attack speed and casting/capturing animations

Casting Times (Hit/Recovery) : Near: 1.7/3.5  Far: 2.3/3.8  AoE: 2.0/4.5  Barrage: 0.9/2.8

Possible Deck Strategies: One shield, one heal, one damage buff/attack card and the telepass card. Use your shields and buffs then teleport behind an enemy, killing or dealing heavy damage. This is good at the start to get some quick and easy levels for your team. OR Use a short range/long range nuke instead of a teleport for more rugged fighting. You may also wish to pair the Telepass card with an armour piercing spell for securing kills on shielded targets.

General Tactics: Noho has a very high damage modifier, so she can quickly kill even without any offensive cards or damage buffs. People at a higher rank usually notice your suicide chainsaw, so use it to block them off from capping a point - C in particular. Do be careful, however, as shields prevent enemies from being knocked up by the blast. As her animations are faster during her hero skill, she can quickly capture portal keys, kill enemies and turn around a game in the last 30 seconds. If you frequently use Noho’s hero skill during matches, a deck with more attack cards (such as barrage/long-range cards) can be useful as the animation time is almost non-existent.

If you’re low on health and have started your hero skill, suiciding will restore you to full HP without cancelling the effect


Tadaomi - Attacker

Attack Modifier: x1.40

Defence Modifier: x0.75

Health Modifier: x1.10

Hero Action: Perform a long distance sword lunge, damaging and knocking back any enemies in the way

Hero Ability: Increased damage for short range cards + reduced cooldown for them

Hero Skill: Launch a demon hand in a straight line, killing anyone who touches it. Large hitbox and range

Casting Times (Hit/Recovery) : Near: 0.9/2.4  Far: 2.2/4.5  AoE: 1.9/4.8  Barrage: 1.0/3.8

Possible Deck Strategies: Having some survivability paired with two short ranged nukes (shield break + raw damage) is usually enough. The extra damage from his innate skill negates the need for a damage buff, and having two nukes is useful for knocking down and killing enemies enemies. Having a speed buff card can also be helpful for making the most out of your nukes, ensuring that enemies cannot escape your range. Tadaomi can also be played with a teleport card and some nukes to help defend a portal key on the opposing side.

General Tactics: Consider charging your hero skill up before engaging in a fight. Tadaomi’s hero skill can easily clear out anyone in a narrow area, but just don’t miss it or fire it at enemies who are below you. As his casting animation is fast for short ranged cards, you can usually hit enemies with your cards before they can pull off a shield. Use Tadaomi’s charged attack to quickly traverse the map from spawn, and to deny any enemies who are capping a friendly portal key. Using his charged attack directly against an enemy up against the wall can quickly stunlock them and allow you to follow up with a nuke, or just kill them outright. Enemies who are hit by his charge at the end of its range are often sent flying a great distance back - this can be useful for capturing a portal key if it’s undefended.


Jeanne - Tank

Attack Modifier: x0.85

Defence Modifier: x0.95

Health Modifier: x1.50

Hero Action: Provides a strong healing AoE that works on Jeanne and allies (heals teammates more)

Hero Ability: Grants all allies a 100% heal upon Jeanne’s death.

Hero Skill: You and your allies can revive immediately after death in the same spot (indicated by a little fairy)

Casting Times (Hit/Recovery) : Near:  1.0/2.7  Far: 2.2/3.5  AoE: 1.4/4.2  Barrage: 1.2/4.0

Possible Deck Strategies: A mixture of three shields/heals and a portal key teleport allows Jeanne to capture and hold a forward enemy point. Alternatively she can bring a stun or pushback card for helping out with key defence, or a hero skill steal to support your team with her hero skill.

General Tactics: Jeanne is a durable hero that can soak up a large amount of damage with her strong health and decent defence modifiers. When paired with her hero action, she can single handedly deny access to a portal key for a long duration. Use her quick movement speed to dodge enemy cards. With her portal key teleport, aim for either C or their second point depending on the enemy team. If they are likely to be packed with shield breaks and stuns, C is a safer bet as you will probably only have to contest against their sprinter. When defending or attacking with the team, her poor damage output makes her a bad fighter - instead focus on keeping your allies alive with her hero action.

The situation might not allow it but try and charge up her hero skill as the revive is incredibly valuable in the last minute of the match - it can negate the enemy’s advance after they wipe you when defending, or allow your team to get right back into the action when attacking.


Marcos - Attacker

Attack Modifier: x1.05

Defence Modifier: x0.80

Health Modifier: x0.80

Hero Action: Throws his stick in straight line, damaging/staggering all enemies hit and teleporting to the closest one

Hero Ability: Hero skill charges in the presence of Lyrica - both hostile and friendly

Hero Skill: Permanently increases attack/defence and fully heals Marcos - the buff stacks up to three times

Casting Times (Hit/Recovery) : Near:  1.8/3.0  Far:  2.4/4.0  AoE: 2.1/4.5  Barrage: 2.0/4.0

Possible Deck Strategies: Shield, damage buff, heal, telepass. Charge up your hero skill once or twice, use a shield, then teleport behind the enemy and quickly kill them. OR multiple shields, a heal and a damage buff. Use your special attack to close in on the enemy and shields to survive. You can use attack cards if you wish, but his slow animation speeds make them unreliable as a damage source.

General Tactics: When starting off try and capture the first point and then charge your hero skill up to level 2 or 3 as soon as possible - this will substantially boost your attack/defence and give you an edge when fighting. If there is a Lyrica on your team, hang around her at the start to increase your charge speed even further. Once fully charged, try and keep his hero skill ready to use so that it acts as a heal/invulnerability for heavy attacks or hero skill. Don't forget that you can charge his HS from an enemy Lyrica - this can be good to charge up a free heal in a losing battle.

Marcos' stick deals heavy damage, is highly spammable and can stunlock enemies. Don't forget that the teleport applies to enemies with slightly higher elevation - use it to catch out anyone standing too close to a ledge.

Marcos’ hero skill prior to level 3 offers invincibility for a very short amount of time - If you are on the verge of death, timing it correctly can cause you to survive any lethal attacks whilst healing you, or to dodge any other hero skills (Dizzy, Luciano, Gustav etc). Timing a level 3 is much easier.


Luciano - Gunner

Attack Modifier: x1.30

Defence Modifier: x0.50

Health Modifier: x0.85

Hero Action: Penetrating staggering shot. Sends Luciano flying back a bit

Hero Ability: Increased damage/reduced cooldown on long range cards

Hero Skill: Freeze time - only Luciano can act during this (one shot kill for all without a shield/counter, short duration)

Casting Times (Hit/Recovery) : Near: 1.4/2.2  Far:  1.5/3.2  AoE: 1.4/3.0  Barrage: 1.0/4.8

Possible Deck Strategies: Due to his weaker survivability stats, a shield/counter and a heal are essential. The other two cards are flexible, but can be a damage buff + ranged stun for auto attacking enemies, or a combination of ranged cards such as a hero skill steal or raw damage. A ranged lifesteal can either substitute or compliment the heal card. A close ranged nuke/shield break can be useful for self defence, and a teleport is good for surprise time stops.

General Tactics: At the start you want to capture the first portal key in order to start charging your lengthy hero skill - try and get it ready ASAP. Luciano attacks in bursts of three with a high damage output - your normal attacks may kill an enemy quicker than your skills would. Capitalise on element switching to maximise your standard damage. If enemies start approaching you, use your hero action to both push them and yourself out of range - don’t shoot yourself off a ledge though. His HA is useful for pushing an enemy off a portal key, but don’t push yourself too far away and let them capture it as a result of Luciano’s slow movement speed.

Luciano’s hero skill is incredibly powerful in terms of killing potential and psychological effect, but that has its own problems. His HS is best used to kill all enemies defending a key, allowing for a quick capture. However, everyone will be watching you like a hawk and trying to save their shields or hero skills in order to dodge it. You may also get focused to hell with stuns and lethal damage. Try and force out their defences before using your HS in order to secure the kills.

Voidoll - Sprinter

Attack Modifier: x0.90

Defence Modifier: x1.40

Health Modifier: x0.85

Hero Action: Sprint/Lunging Heavy Attack - Interrupts enemies without a shield

Hero Ability: Increased movement speed when at 50% or less health

Hero Skill: Generates a ring around Voidoll and provides a massive defence buff. After 9 seconds, all enemies in the ring are sent to base

Casting Times (Hit/Recovery) : Near: 0.8/2  Far: 1.8/3.3  AoE: 1.2/3.3  Barrage: 1.0/4.0

Possible Deck Strategies: A combination of four different heals and shields (or swap one for a teleport) allows her to act like a mobile tank, capturing a forward point and soaking up damage whilst your team prepare. Alternatively, she can use a shield break and nuke/stun for a more aggressive playstyle focused on killing weaker heroes or disabling others and capturing a point.

General Tactics: Like other sprinters, Voidoll’s main focus will be on capturing point C first off. If using a teleport or the map allows it, such as Taka’s Square, she is capable of capturing the enemy’s second main point and potentially holding it. Voidoll has incredibly fast casting times for near and AoE cards which makes her capable of stunning or nuking enemies before they have a chance to react - this allows for more aggressive moves when the enemy is unaware or stuck in an animation. You can intentionally get damaged or remain on sub 50% health to capitalise on her speed boost - this can help to defend a portal key by out-running enemy attacks, or allows you to sprint and capture an unprotected portal key (such as point C on the Live Stage map).

Matoi - Gunner

Attack Modifier: x1.40

Defence Modifier: x0.70

Health Modifier: x0.90

Hero Action: Fires a cannon ball in an arc over a long distance, dealing damage and knocking down enemies

Hero Ability: Additional fire elemental damage - applies to fire cards and normal attacks when the fire element is active

Hero Skill: Summons a rapid-firing turret for 15 seconds that shoots all enemies within range, dealing heavy damage

Casting Times (Hit/Recovery) : Near: 1.1/2.4  Far: 2.2/3.4  AoE: 1.3/3.2  Barrage: 1.1/3.3

Possible Deck Strategies: Matoi works well with a shield/counter, a heal and two other cards of choice. This can include two damage based cards, such as AoE or close range nukes/shield breaks, or a Telepass and AoE card for surprise attacks. Her casting time is relatively solid for all card types so even ranged cards can work, such as a vortex or lifesteal card. Due to her bonus, she can run a full fire element deck.

General Tactics: Matoi is a slow moving hero that does high damage attacks with a decent attack speed but shorter range. She is best played with a mixed focus on using normal attacks and cards for damage - cards can be used to instantly kill weaker enemies and normal attacks are good for sustained damage. Try and get her hero skill charged up as soon as possible - the turret’s damage output is highly effective for defending or attacking a point. Make effective use of her hero action to harass enemies beyond her normal range, deny access to a portal key or to knock enemies off a ledge. Be careful as you are vulnerable during her aiming animation.


Sol Badguy - Attacker

Attack Modifier: x1.45

Defence Modifier: x0.75

Health Modifier: x1.05

Hero Action: Powerful lunge that knocks back enemies and can deal heavy damage

Hero Ability: Killing an enemy multiplies attack power up to 1.6 times. Dying resets it back to normal

Hero Skill: Transforms into his alternate form for 10.5 seconds. 12x increase in attack and defence.

Casting Times (Hit/Recovery) : Near: 1.2/2.7  Far: 1.4/3.1  AoE: 1.7/3.2  Barrage: 0.8/2.3

Possible Deck Strategies: Sol is quite versatile with the cards and can focus on a mixture of damage and status effects. A shield and a heal (an instant heal is preferable, shield can be 50% ~ 100%) can be paired with something like a ranged stun and piercing barrage. Other good cards include a ranged vortex, ranged lifesteal, ranged piercing card and a shield break. A speed boost is also a very good card for chasing enemies.

General Tactics: Sol is a high damage, fast movement and attack speed hero that has decent survivability in 1v1 situations. His special bonus can multiply his damage by up to 1.5x after killing 7 enemies but resets upon death, so choose fights carefully in order to keep that buff for as long as possible. His normal attacks deal high damage so use cards on suitable targets - if you can three hit a hero then don’t waste your 45 second CD card on them. His hero action has a shorter distance than Ky and Tadaomi, but has a near-instant charge speed and sends enemies flying. Use this at the edge of the respawn platform for covering distance, use it to push away a tank from your portal key, or use it up against a wall to kill and stunlock an enemy.

Sol’s hero skill can essentially turn him into a one hit machine when used properly. Sol is essentially invincible unless the enemy is stocked with piercing cards or certain hero skills, giving you a full 10.5 seconds to wipe the enemy. The damage buff applies to non-piercing cards also - ranged cards especially benefit from this. Do not cast alone in front of the enemy as they will most likely stun or disable you for the entire duration. Try and retreat before the effect expires - there is a 3.5 seconds stun on yourself once you transform back.

Only available during collab reruns.


Dizzy - Gunner

Attack Modifier: x1.25

Defence Modifier: x1.05

Health Modifier: x0.50

Hero Action: When active, massively increases the expansion speed of a portal key (along with hero skill generation during the expansion) and heals Dizzy every second

Hero Ability: Massively increases the capture speed of enemy portal keys

Hero Skill: Stuns the entire enemy team. Ignores shields but not hero skill/counter invulnerability

Casting Times (Hit/Recovery) : Near: 1.1/2.1  Far: 1.9/3.5  AoE: 1.2/2.7  Barrage: 1.0/2.8

Possible Deck Strategies: Dizzy is incredibly squishy and will need a high protection shield/counter (or both) and an instant heal to stay alive in fights. Alongside this she can bring a speed boost and another counter in order to avoid enemy attacks and stay alive, or an AoE piercing card and shield break for more aggressive plays. A portal key teleport and hero skill steal are also viable cards.

General Tactics: Dizzy moves fast, deals high damage and has a consistent rate of fire, but she is incredibly weak. If you don’t have your defensive cards off cooldown, pretty much any enemy offensive card spells her death. She does have decent range however, so use her solid damage output to burst down enemies when safe. Always focus on getting her hero skill ready ASAP as it is incredibly valuable - capture the first point and then expand the first and second to charge it up. This is a stun that can only be effectively avoided by hero skill animations - you want to use it effectively and within time. This can be midgame before the enemy has their hero skills ready, allowing your team to clean up and capture a portal key, or in the final minute of the match where you force the enemy to waste their hero skills and compromise their ability to attack or defend a point. If you have a hero skill steal you can try to hit the entire enemy team and then stun them in order to render them defenceless. If you have a portal key teleport you can use Dizzy’s stun and then teleport to the enemy’s first or second portal and capture it quickly, though this is more useful in the very final stages of the match.

Only available during collab reruns.


Gustav - Tank

Attack Modifier: x1.30

Defence Modifier: x1.50

Health Modifier: x1.50

Hero Action: AoE poison damage + self healing - damage ignores shields

Hero Ability: Constantly receives damage over time - can passively die from this*

Hero Skill: After casting, all enemies will have their health reduced to 10% after a short delay**

Casting Times (Hit/Recovery) : Near 1.7/3.5  Far: 2.2/3.8  AoE: 1.0/3.0  Barrage: 1.8/3.8

Possible Deck Strategies: Due to his passive reducing his health constantly, heals over time are highly effective for staying alive. You can use two heals over time or a combination of one HoT and an instant heal. This can be combined with a shield and a portal key teleport for capturing a forward enemy point. For a more aggressive focus, you can use a speed boost and an AoE card such as lifesteal, piercing or stun.

General Tactics: Gustav is a fast moving, heavy hitting hero that has exceptional stats but is heavily hindered by his self inflicted poison damage. Always keep an eye on your health when playing and try to save your healing cards for fights - use his hero action to heal instead when safe. When you do use your healing cards, take that opportunity to start fighting the enemy - anyone with low defence is particularly susceptible to being killed by Gustav. Just remember that once your healing cards have worn off you should start playing a bit more passively to avoid getting caught out and killed. His hero skill can be used quite flexibly throughout the match but will create a few situations depending on how it’s used. If during a fight in the mid game when the enemy has few hero skills charged, this creates the best opportunity for your team to chase and deal that last bit of damage. If during a fight and all hero skills are ready, the enemy will most likely use them all - this can be useful for forcing them to waste theirs. If the enemy is all out of range, they will just heal it off. However, they won’t have any healing available for 28~ seconds unless they have a healer, use this to your advantage and push.

*Gustav does not lose health when in the base

**This does not impact enemies who are in the base, hero skills and counter cards can block the effect

Tesla - Sprinter

Attack Modifier: x1.25

Defence Modifier: x0.50

Health Modifier: x1.35

Hero Action: Sprint/Lunging Heavy Attack - Interrupts enemies without a shield

Hero Ability: Trap cards last longer (untriggered), have a shorter cooldown and have no casting animation

Hero Skill: Place two nodes anywhere on the map. When connected, it creates an impenetrable barrier for 9 seconds that, upon contact, damages and stuns enemies for 5 seconds (the stun pierces shields). When connected, the older node disappears.

Casting Times (Hit/Recovery) : Near: 1.6/3.7  Far: 1.6/3.3  AoE: 1.7/3.8  Barrage: 1.5/3.5

Possible Deck Strategies: Tesla can use his high HP pool to act as a mini tank with a portal key teleport and a mixture of shields, heals and traps to efficiently defend a portal key and soak up damage. A more aggressive build can use close ranged nukes and shield breaks, or rely on ranged piercing cards and status effects. A trap focused deck is also viable with a mixture of damage, stun and silence trap cards being used.

General Tactics: Tesla is a high HP hero with decent killing potential, making him useful for attacking and defending points. Dash attacks and piercing cards are good for picking off low HP targets and placing pressure on forward portal keys, and trap cards can be used to disable enemies, deny access to friendly portal keys or force out their shields. Use trap cards on the approach to a key, rather than directly on it. His hero skill requires two charges to first use but has a speedy charge time - it can be incredibly useful for denying access to a point for 9 seconds and can be used both offensively and defensively. Always remember the position of your first node so that you don’t mess the wall up. You generally want to cut off the enemy’s route of approach or force them to take a detour, giving your team additional time. If defending, a wall cutting directly through the centre should prevent captures most of the time.

Illustrator: https://twitter.com/apapico


Hatsune Miku - Sprinter

Attack Modifier: x1.05

Defence Modifier: x0.75

Health Modifier: x1.00

Hero Action: Sprint/Dash attack - Interrupts enemies without a shield

Hero Ability: Provides constant healing to herself and nearby allies - allies are healed more than Miku

Hero Skill: Massively amplifies the effect of her AoE healing and nullifies status effects (e.g. stuns)

Casting Times (Hit/Recovery) : Near: 1.4/2.5  Far: 2.2/3.8  AoE: 1.4/3.3  Barrage: 1.2/3.8

Possible Deck Strategies: Miku is quite versatile and act as a support hero, a mini-tank or take a more aggressive role. She can use a portal key teleport along with a mixture of shields and healing for capturing a point at the start of the match (preferably C), or bring multiple team buffs to assist them during a fight. For an aggressive focus, ranged damage/disable cards are useful along with close range shield breaks or nukes, helping you to capture or defend a point.

General Tactics: Although Miku has a poor defence modifier, her decent health and healing capabilities make her quite durable in fights and solo situations. Her passive healing has a small effect for herself, but is much better at healing her allies. When running low try and run out of the enemy’s attack range to top up, and stick close to your team during fights to maximise their survivability. The healing effect of her hero skill should not be underestimated as it can make anyone in its radius unkillable unless they can be one-hit. The nullify effect is also very strong - if an ally has been stunned in the distance, run over and help them. If you have a friendly Gustav, stay close to him so that you can negate his health loss.

Illustrator: https://twitter.com/keigarou

Only available during collab reruns.

Violetta Noire - Tank

Attack Modifier: x0.95

Defence Modifier: x1.30

Health Modifier: x1.25

Hero Action: Silences enemies in an area (immobile)

Hero Ability: Increases defence up to 2.5 times when surrounded by enemies/allies 

Hero Skill: Provides allied heroes with an AoE effect that silences enemies - effect pierces shields

Casting Times (Hit/Recovery) : Near: 1.7/3.0  Far: 1.6/3.1  AoE: 1.5/3.5  Barrage: 1.5/3.5

Possible Deck Strategies: A portal key teleport along with a 50% shield and two heals, or swap out one of the heals for a stun card. Ranged poison cards can also be good for harassing enemies at a safe distance.

General Tactics: Noire is stronger when surrounded by enemies and allies due to her massively boosted defence, so the more the merrier. If enough people surround you then Violetta can shrug off most attacks, so stick close to friend and foe. When defending points or engaging in fights, your silence will be more valuable than your low damage output so be sure to use it. Try and keep a shield up when using your silence to prevent yourself from being knocked back by hero actions or enemy cards. Her hero skill also charges at a decent rate and is highly valuable for teamfights - be sure to use it when you want to push forward or defend a point from an enemy attack. It can be useful when paired with other hero skills such as Luciano’s time stop, Dizzy’s stun or Gustav’s poison.

Coquelicot Blanche - Sprinter

Attack Modifier: x1.45

Defence Modifier: x1.45

Health Modifier: x0.45

Hero Action: Sprint/Lunging Heavy Attack - Interrupts enemies without a shield

Hero Ability: Enemies hit by her dash have their attack reduced by 55% for around 7 seconds (stackable)

Hero Skill: Substantially reduces the attack, defence and movement speed of enemies within an area

Casting Times (Hit/Recovery) : Near: 1.1/2.1  Far: 2.2/3.8  AoE: 1.2/2.7  Barrage: 1.5/4.2

Possible Deck Strategies: Both a counter and a shield are essential for surviving piercing and standard attacks, and an instant heal is advised over healing over time. This can be paired with a damage or utility card, close range or AoE ideally for the damage card. This can include a shield break or piercing card, or a speed buff can be used if you wish to rely on dash attacks for killing. Lifesteal cards are useful to either provide additional healing or to act as a substitute for a more aggressive playstyle.

General Tactics: Although she has the highest damage out of all sprinters, Blanche is very weak and will die easily unless you have a shield or counter card up. Pretty much anyone with a piercing card can kill you unless you use a counter. Try and avoid attacking gunners head on as they may kill you before you can even land an attack - instead try to get them when they are distracted or have used all of their cards. Additionally, anyone packing a nuke card may still be able to finish you off if you've only applied a single damage debuff to them, so try and stack the effect by constantly dash attacking them. Be very cautious of enemy positions and what their deck is or may be to try and avoid an early death. Remember enemy decks, such as who has piercing cards or counters, and pick your targets based on this. Foes with counters or piercing cards are a higher risk as they can negate her damage debuff, so avoid a head-on confrontation unless their cards are on cooldown. When charging C at the start it is preferable to not capture it first unless you activate your counter and/or shield - the capture animation will expose you long enough to get you killed unless you are alone.


Ryu - Attacker

Ryuclean.png

Attack Modifier: x1.35

Defence Modifier: x0.90

Health Modifier: x1.10

Hero Action: Self-charge to increase the power of any attack card used next + 10% movement speed

Hero Ability: Increased damage for all attack cards, except for piercing ones

Hero Skill: Launches a very powerful long ranged attack

Casting Times (Hit/Recovery) : Near: 1.0/2.4  Far: 1.5/3.2  AoE: 1.2/3.0  Barrage: 1.0/2.9

Possible Deck Strategies: Two attack skills paired with a heal and a shield. The attack skills can be a long range one and a close range one, but try and avoid skills that pierce shields (excluding shield breaks). This will allow you to increase the damage dealt by your skills with Ryu’s hero action. One of the attack cards can be swapped out for a utility card, such as a slow or speed buff.

General Tactics: At the start of the game Ryu is most likely to capture the second point and then support whoever is at C. Ryu’s hero skill charges quickly, so be sure to capitalise on the increased charging speed from the unexpanded keys. Always ensure the buff from his hero action is active as this will allow you to deal more damage, or potentially kill, to enemies with your skills. Additionally, Ryu also has a solid casting time with near and ranged cards - these are preferable choices for his deck. Ryu’s hero skill will instantly kill any unshielded enemy that it touches - make use of its quick animation and fast travel time to halt the enemy’s advance towards your portal keys, or force out their shields.

Only available during collab reruns.


Chun-Li - Sprinter

Chun-liclean.png

Attack Modifier: x1.25

Defence Modifier: x0.90

Health Modifier: x1.00

Hero Action: Sprint/Lunging Heavy Attack - Interrupts enemies without a shield

Hero Ability: Increased damage/decreased cooldown on barrage cards

Hero Skill: Unleashes a very powerful barrage attack - pierces shields

Casting Times (Hit/Recovery) : Near: 1.5/3.0  Far: 2.3/4.2  AoE: 1.1/3.0  Barrage: 0.9/2.6

Possible Deck Strategies: Barrage cards can be brought to make the most of her passive, though only a non-piercing one would benefit from her the damage boost of her special bonus. Her fast cast time for AoE cards also makes a stun or piercing knockdown highly effective. This can be paired with an instant or over time heal along with any shield.

General Tactics: Chun Li is a sprinter with solid stats that allow an aggressive playstyle whilst soaking up some damage. Make use of her quick casting times for AoE and barrage cards to knockdown, disable or kill foes, but be wary of locking yourself into an animation and getting burst down by gunners or lethal cards.It is recommended to try and charge up her hero skill as it is incredibly useful in tight situations - it has a very fast casting speed and does lethal damage to anyone caught in its range, making it an ideal killer when everyone is crowded around C.

Only available during collab reruns.


Maria - Attacker

Attack Modifier: x1.15

Defence Modifier: x1.45

Health Modifier: x0.95

Hero Action: Launch a spike that drags an enemy towards you when hit - very narrow width - ignores shields

Hero Ability: Shortly increases attack power by about 25% after successfully landing her hero action

Hero Skill: Very large AoE skill that drags enemies towards Maria, dealing heavy damage when they are close enough (doesn’t deal piercing damage through shielded enemies, but still drags them)

Casting Times (Hit/Recovery) : Near: 1.3/2.5  Far: 2.2/3.8  AoE: 1.4/3.3  Barrage: 1.0/3.5

Possible Deck Strategies: Maria has a wide range of aggressive playstyles, but largely focuses on her standard attacks for damage. A shield and a heal are core cards as usual. A portal key stun and teleport can be used to catch off the enemy at the start and steal their key. A speed buff or enemy speed debuff can be used for chasing enemies down, and a hero skill steal is useful for playing aggressively whilst still charging her HS.

General Tactics: Although her damage multiplier is relatively low for an attacker, Maria can quickly dish out heavy damage with her standard attacks as her hits deal multiple instances of damage similar to Gustav. Her slightly longer range also makes her capable of harassing melee heroes, and can give her the first hit advantage. Just be cautious of her slow movement speed. User her hook as much as possible (it grabs shielded enemies but doesn’t knock them down) - it’s particularly useful against enemies capturing a portal key, and the knockdown effect allows you and your team to quickly kill them. The hook can also grab enemies from ledges. Practice aiming with it as the hitbox is very narrow. Her hero skill should be used to either kill the enemy or drag them away from a portal key, allowing your team to capture a portal key or help defend it. The strong effect of the pull will stop enemies from capturing a portal key - you can also use elevation to your advantage, such as dragging enemies to the low ground on the Great Wall map.


Adam Yuriev - Attacker

Attack Modifier: x1.35

Defence Modifier: x0.90

Health Modifier: x1.00

Hero Action: Launch an icicle upwards within a certain range, sending enemies airborne.

Hero Ability: Additional water elemental damage - applies to water cards and normal attacks when the water element is active

Hero Skill: Freezes all enemies caught in the path of the skill, including shielded enemies - frozen enemies can be insta-killed with any attack - the ice path can climb terrain

Casting Times (Hit/Recovery) : Near: 1.0/2.3  Far: 2.2/3.8  AoE: 1.5/3.1  Barrage: 1.7/4.2

Possible Deck Strategies: Shield and heal along paired with a close range shield break and nuke is a solid deck for quickly killing foes. An AoE damage card, piercing or normal, can also be used for knocking down enemies or dealing heavy damage in a team fight. A full water deck can be used thanks to his bonus.

General Tactics: Although his stats are solid, Adam is also reliant on his skills to deal with enemies rather than just using standard attacks. His hero action has a very long range and allows him to defend portal keys without having to enter enemy range, though be careful of the rather long recovery time after using it. Aim it precisely and you can control the direction that the enemy will be sent flying - use this to bring them towards you and your team or to push them off the high ground. You can also juggle enemies and kill them with just your hero action if you are accurate and fast enough. As Adam’s hero skill makes frozen enemies susceptible to one-hit kills, you can use it up close or from afar to support your team. If you have a long range damage card, use it to try and kill as many frozen enemies as possible in one burst. You can also simply use it to deny the enemy from capturing a portal key.


13 - Gunner/Attacker

Attack Modifier: x1.30 (Gunner) - x1.30 (Attacker)

Defence Modifier: x0.60 (Gunner) - x1.20 (Attacker)

Health Modifier: x0.90

Hero Action: Ranged: Fire a shot in a straight line that pushes back enemies/yourself. Melee: Leap forward a fixed distance and push back enemies in a large AoE

Hero Ability: Regenerate 50% of your HP upon killing an enemy

Hero Skill: Switch between ranged/melee form + applies a speed/attack/defence buff for a short duration +heal

Casting Times (Hit/Recovery) : Near: 1.2/2.2  Far: 2/3.7  AoE: 1.3/3.5  Barrage: 1.2/3.8

Possible Deck Strategies: Shield and a heal paired with two damage cards - ideally a shield break/piercing card along with a standard damage one. Alternatively, the heal can be swapped out for a utility card such as a damage buff, stun or enemy slow. Cards that generally disable/prevent the enemy from attacking you are useful for 13. Try and have all elements to fully benefit from bonus elemental damage.

General Tactics: Due to his special bonus offering such a strong heal, you should play offensively when using

13. Sticking to his gunner form is ideal due to his low HP pool restricting his ability to sustain fights up close, and being a gunner allows him to chip away at enemies with his high per-shot damage. Be sure to use his hero action often to harass the enemy as its range extends his auto-attack range, and the stagger effect is valuable for cancelling cards. Try and be on the move constantly to avoid being caught by enemy cards and to cancel his attack animations after his third shot, which are very slow. 13’s hero skill charges very quickly and can be repeatedly used to dodge enemy stuns or nukes, and the stat bonuses should also help you survive any immediate battles. Remember that his hero action in melee form is a fixed distance - you should try and use this when your cards are off cooldown to give you an advantage in the fight that will follow. Alternatively, you can simply try and jump back to safety to juke the enemy. Don’t underestimate his damage output - element switching effectively will allow you to quickly burst down some of the more durable foes, and rapidly kill weaker ones.

Novice Hero - Sprinter

Attack Modifier: x1.00

Defence Modifier: x1.00

Health Modifier: x1.00

Hero Action: Sprint/Jump - no dash attack but can climb high obstacles, and creates a knockdown effect where he lands

Hero Ability: The final hit of his attack combo will knock an enemy down on the spot and deal multiple instances of extra damage

Hero Skill: Provides you and your team with one of four random buffs: 100% shield for 8 seconds -  attack power x3 for 8 seconds - 120% heal over 8 seconds - reset card cooldowns

Casting Times (Hit/Recovery) : Near: 1.2/2.4  Far: 2.0/3.8  AoE: 1.5/3.5  Barrage: 1.5/4.2

Possible Deck Strategies: A shield and heal are likely to be core cards for survivability and taking/defending portal keys. Heals over time and longer duration shields may be preferable as his balanced stats will allow him to take the damage that he receives. As he cannot dash attack, the other two cards should be focused on bursting down or disabling enemies. You can use a nuke paired with a stun, or have a knockdown card and enemy slow to make the most out of his special bonus.

General Tactics: Novice Hero can be very flexible in terms of deck loadouts, but his knockdown effects can make him a more aggressive sprinter. Just remember that it doesn’t work on shielded opponents, so a shield break may come in handy. As he can jump, this can give your team a point advantage on certain maps where holding the high ground can be key, and also helps to prevent your point from being captured if you get knocked down. Although his hero skill has a random outcome, all of them are very strong and can turn the tide of a fight. The casting animation is also short, so be sure to effectively use them to help you out in a fight rather than purely for denying the enemy a portal key. Don’t be afraid to harass and distract the enemy by jumping into their territory and diverting their attention away from your team.


Emilia - Gunner

Attack Modifier: x1.15

Defence Modifier: x1.35

Health Modifier: x0.75

Hero Action: Heals allies within a cone in front of Emilia

Hero Ability: Increases normal attack speed when in friendly portal zones

Hero Skill: Rapidly auto-attacks enemies within a slightly larger range than Emilia and applies a heal over time. Unable to use cards for the duration, but deals heavy damage to a single target.

Casting Times (Hit/Recovery) : Near: 1.2/2.4 Far: 1.5/3.2  AoE: 1.5/3.7  Barrage: 1.7/4.2

Possible Deck Strategies: Shield and a heal combined with a damage boost and a defensive nuke (either shield break or standard damage) for a more offensive playstyle. Alternatively, the damage boost and/or nuke can be substituted for two utility cards, such as a ranged stun and global team heal. She has a fast casting speed for ranged cards, so they are useful.

General Tactics: Emilia’s damage output isn’t substantial, but her high attack speed makes it difficult for enemies with low HP values to sustain the hits, such as Noho or Dizzy. This will make you a target, however, so try and keep behind your team and/or in friendly portal zones to make it harder for your enemies. Staying behind your team will also allow you to use her healing ability effectively, allowing your team to survive fights for longer and potentially kill more enemies. This is particularly effective if you have a friendly tank (such as Noire or Justice) holding a point under sustained enemy attacks. If they don’t switch their attention to you, you can waste time for the enemy whilst on the defensive. If you have a long duration shield/heal over time, be sure to use them before popping your hero skill. Although you effectively turn into a machine gun, enemies will run up to you, shield up and prepare to kill you whilst the animation is playing. Use it in a good spot that is away from the enemy or behind your team so that it isn’t wasted. Her HS attacks through terrain and ignores height differences.

Only available during collab reruns.


Rem - Attacker

Attack Modifier: x1.40

Defence Modifier: x0.75

Health Modifier: x1.00

Hero Action: Jump forward and slam the ground, dealing damage and knocking down enemies on the spot

Hero Ability: Increases attack power as health decreases

Hero Skill: Increases movement speed, attack speed and attack power, attacks also destroy shields. Unable to use any cards/control movements when in her demon state.

Casting Times (Hit/Recovery) : Near: 1.2/2.5  Far: 2.2/4.2  AoE: 1.0/3.3  Barrage: 1.3/3.5

Possible Deck Strategies: A shield and a heal can be core cards for general survivability - you may wish to use a 60% or heal over time to maximise the damage from her special bonus. The other two cards should be damage focused, ideally using near/AoE cards. You should try and have at least one non-piercing AoE card to wipe out the enemy when you are low on HP, and the other can be a shield break or a piercing AoE card to apply the knockdown effect (or the Miku UR stun). An AoE lifesteal card can also be substituted for a heal card if you want to go full damage. A speed boost card can also be used instead if you want to rely more on auto attacks when at low HP.

General Tactics: Whilst Rem’s base stats are very good, her auto attacks aren’t the quickest which makes her more dependent on damage cards when she is at full/close to full HP. Make sure you try and use any non-piercing cards when you have less health as you will have a much better chance of instantly killing any enemies within range. Use her hero action when leaping out of spawn to quickly cover distance, and she can also be viable at contesting C if you don’t have any sprinters. Practice aiming her HA as it can be tricky at first due to the speed, but the knockdown effect is highly valuable when followed up with some damage cards. Just be cautious when trying to jump over stairs as you may stagger on them. When using her hero skill, pop any long-duration shields or heals over time beforehand to maximise your survivability. As you can’t control her movements or use any cards, enemies will often aggro you on to them and use their own hero skills whilst their team mops you up. Be cautious!

Rem encourages a risky playstyle by making you want to stay on a small amount of HP, but the payoff can be worth it. A well aimed HA combined with an AoE scaling card can potentially wipe the enemy team at low HP.

Only available during collab reruns.

Ky - Attacker

Attack Modifier: x1.45

Defence Modifier: x0.90

Health Modifier: x0.95

Hero Action: Charge forward, dealing damage and knocking enemies back/down on the final hit.

Hero Ability: Immune to stuns caused by cards (but not the pushback effect)

Hero Skill: Charge forward, dealing heavy damage and stunning hit enemies for 6 seconds (ignores shields)

Casting Times (Hit/Recovery) : Near: 1.1/2.4  Far: 1.4/3.1  AoE: 1.2/2.8  Barrage: 1.0/2.7

Possible Deck Strategies: Ky can be built similar to Sol and other attackers by having a shield/counter and heal along with two attack cards. Ideally, these should be long/near/barrage cards as Ky has some of the fastest animation and recovery times for these, and his high damage multiplier will boost the effectiveness of armour piercing cards. A pure heal can be swapped for a ranged lifesteal card for a more card focused playstyle, and you may wish to drop the shield for a damage buff or ranged stun for a riskier desk. Just be wary of your weakened survivability.

General Tactics: Ky is a strong attacker that can use a combination of cards and standard attacks to quickly deal with enemies that come within range. He can also effectively defend a point and hold his own against enemies with decks that rely heavily on stuns due to his immunity - be sure to help out your team by triggering any stun traps! His hero action has a longer charging time than Tadaomi and Sol, so it will take some getting used to. However, successfully landing it will put you within range of whoever you caught and allow you to burst them down with attacks or cards. Ky’s hero skill has a short delay before activating, leaving enemies little time to prepare. Although the stun is six seconds long, the recovery time for Ky himself is long and will give you little opportunity to pick off your enemies. It’s best to try and use it when your team are nearby so that they can finish off whoever you caught.

Only available during collab reruns.


Megumegu - Gunner

Attack Modifier: x1.40

Defence Modifier: x0.65

Health Modifier: x0.85

Hero Action: Turn into a stationary turret with free rotation whilst constantly firing both guns in a straight line - Range is infinite but damage drops off over distance

Hero Ability: Dealing any form of damage charges her hero skill gauge

Hero Skill: Airdrop a fixed turret with a narrow but long range, fires at anyone who enters its range. Up to two can be deployed at once - the casting animation is much faster after the first turret is deployed

Casting Times (Hit/Recovery) : Near: 1.2/2.3  Far: 1.5/3.1  AoE: 1.9/4.5  Barrage: 1.2/3.5

Possible Deck Strategies: A damage buff along with a heal and a shield will allow you to make the most out of her insane fire rate for a short amount of time, especially when used with her hero action. The damage buff will also increase her fixed turret’s damage for its entire duration and can burst down unsuspecting enemies. A defence debuff can be swapped out as an alternative (or an addition). You can also use a ranged stun or vortex to disable enemies, or rely on ranged piercing/damage cards if you don’t want to rely purely on damage buffs. A close ranged shield break is useful for dealing with any melee heroes trying to chase you down.

General Tactics: Although fragile, Megumegu is a speedy character that can be played aggressively and contest the C point at the start. When playing as her, you should try and kill any enemies before they can get into their effective range and despatch you. Make use of her quick speed to avoid enemy cards if possible, and burst down the enemy with her turret form when they are recovering from animations or knockups/downs. Although small, there is a window of opportunity for the enemy when you transform/exit into your own turret, so be careful! Your peripheral vision is also greatly reduced - observe your enemy beforehand to try and avoid getting caught out. Remember that its damage sharply drops over range, but it still fills up the skill gauge no matter how far the enemy is. Use her hero skill frequently and effectively - it hits anyone who walks into the laser so position them well. Narrow choke points, either side of the portal key and ledges are all good for chipping away at the enemy. Try and minimise the space behind it (i.e. place it up against a wall) to give the enemy fewer opportunities to dodge its targeting, and remember that it only targets enemies on the same elevation level as itself. Be wary of high defence enemies, you won’t deal much damage to them unless fully buffed and right next to them in turret form.

Kagamine Rin - Gunner

Attack Modifier: x1.35

Defence Modifier: x0.90

Health Modifier: x0.90

Hero Action: Increases attack and defence of allies within a cone in front of Rin

Hero Ability: Hero skill gauge increases when near Len

Hero Skill: Increases attack and defence of herself and nearby allies

Casting Times (Hit/Recovery) : Near: 1.4/2.7 Far:1.7/3.2  AoE:1.5/3.7   Barrage: 1.5/4.2

Possible Deck Strategies: A shield and heal along with a damage buff and shield break/nuke can work effectively for a more aggressive playstyle. Alternatively, bring team buffs/enemy debuffs to support your team, or focus on having stun and silence cards to actively disable foes. Ranged cards are good for keeping a safe distance.

General Tactics: Rin is best played in a supportive role due to her rather slow attack animation and average stats. Try and stay behind your team to safely buff them with her hero action, and then use the cards you have when you need to actively engage the enemy. When a team fight is about to erupt, try and use her hero skill sooner rather than later to gain the team advantage. Remember that her skills increase defence much more than attack - the attack boost will certainly give enemies a hard time, but the massive defence increase can make it close to impossible for enemies without any armour piercing to kill your team. Try and use both the hero skill and action together for maximum results.

Remember that you are still susceptible to knockups/downs, disables and pushbacks. Don’t use her hero skill in the middle of the entire enemy team as they can separate you from your allies, rendering it useless. Don’t use it alone either.

Keep an eye on your surroundings when using her hero action as you are highly vulnerable - stick behind your team or terrain, and keep an eye on enemy positioning.

Only available during collab reruns.


Kagamine Len - Tank

Attack Modifier: x0.95

Defence Modifier: x1.30

Health Modifier: x1.30

Hero Action: Heals Len and boosts team’s movement speed when active

Hero Ability: Hero skill gauge increases when near Rin

Hero Skill: Len gets a speed boost and surrounds himself with soundwaves that knock up and back anyone within their range - shields are immune to this

Casting Times (Hit/Recovery) : Near: 1.5/3.2  Far:2.0/3.7  AoE:1.4/3.6 Barrage: 1.3/3.8

Possible Deck Strategies: A portal key teleport paired with two shields (50% are ideal for their instant cast time) and a heal. One shield could be substituted for another heal or a stun/silence/pushback. If you don’t have a teleport, a speed boost can be used instead. For a more hero skill based deck, a shield and heal + skill gauge steal and a speed buff/telepass will allow you to use it aggressively.

General Tactics: Len’s core playstyle is similar to that of Jeanne - his beefy stats and sustainability allow him to soak up damage and efficiently hold a point against multiple enemies. His hero action should be used whenever possible in order to keep your own health up and allow allies to run to your aid or focus on other objectives. His damage output is rather poor so remember to focus on securing portal keys rather than hunting down enemies.

Len’s hero skill is great for denying an area, but can also quickly kill an enemy if the positioning is right. Try and use it after the enemy have used their shields! It will be impossible for an unshielded enemy to approach you when the skill is active, and those that are too slow can be sent flying to ease the pressure on a point. If you and the enemy are in close proximity to a wall or right up against a portal key, position yourself so that they will bounce against it and back into you - this can quickly kill even the more durable heroes.

Only available during collab reruns.


Istaqa - Gunner

Attack Modifier: x1.15

Defence Modifier: x0.55

Health Modifier: x1.15

Hero Action: Sends his eagle, Mapiya, to attack an enemy 9 times, dealing slight damage (global range)

Hero Ability: Increased attack power when hitting an enemy that Mapiya has locked on to + Mapiya constantly attacks that enemy and deals much more damage + extra card damage

Hero Skill: Selects an enemy and fires a rain of arrows around the initial spot for a few seconds, dealing damage. Damage is massively increased when the arrow is launched on an enemy targeted by Mapiya (global range)

Casting Times (Hit/Recovery) : Near: 1.1/2.2  Far: 1.8/3.5  AoE: 1.7/3.8  Barrage: 1.8/3.8

Possible Deck Strategies: Istaqa’s main source of damage is his own attacks, so a deck should focus on survivability and keeping enemies in range. This can include running two defensive cards (counter + shield or two shields, at least one should have an instant cast time), a heal and an enemy slow/movement speed buff for yourself. A shield can be swapped out for a shield break or a nuke as a defensive measure if needed.

General Tactics: To play Istaqa effectively you will need to plan your fights ahead and make sure you stick Mapiya on whoever you are going to/most likely to fight in the next few seconds - his basic attacks simply aren’t strong enough, and directing Mapiya mid-fight can cost you dearly. You can also constantly swap Mapiya back and forth between enemies to spam the higher first hit damage that he does, quickly harassing your enemies down to low HP from the comfort of your half of the map. Take care to aim his hero skill as casting it right away will target the nearest hero - this can be an issue if the enemy team are lined up but all different distances apart - also ensure that you use his hero skill together with Mapiya to guarantee a kill on any un-shielded enemies.


Zack & Rachel - Sprinter

Attack Modifier: x1.25

Defence Modifier: x0.95

Health Modifier: x0.80

Hero Action: Sprint/dash attack - staggers enemies without a shield

Hero Ability: When standing still, Rachel will heal Zack.

Hero Skill: When active, dash attacks instantly kill the enemy and pierce shields (blocked by counters)

Casting Times (Hit/Recovery) : Near: 1.1/2.2  Far: 2.0/3.7  AoE: 1.7/3.8  Barrage: 1.7/4.2

Possible Deck Strategies: Due to the passive heal from Rachel, you can viably sacrifice a healing card for something else, such as a damage buff or additional damage card. A damage buff + shield break + nuke + shield allow for an aggressive playstyle and can help Zack quickly or instantly despatch weaker enemies. An AoE knockdown card (such as a silence or armour piercing attack) can also be useful for disabling enemies and giving you a chance to finish them off.

General Tactics: Zack plays like most sprinters but has a more aggressive focus due to his higher attack modifier - typically you will be contesting C at the start, but you can also sprint to the enemy’s second key to try and kill anyone there and capture it. Even if you are running a healing card, use Rachel’s skill as much as you can in order to keep the card off cooldown - stand still when there is no action or imminent threat so that she can heal you. Zack doesn’t have the most health either, so try and focus on lone targets if hunting for kills. Make sure you are in a safe spot before casting his hero skill as you will lose the buff upon death. Your intentions are also incredibly obvious when sprinting directly towards someone - beware of any shield breaks or disables that the enemy is lining up for you.

Only available during collab reruns.

Kiryuin Kirara- Sprinter

Attack Modifier: x0.95

Defence Modifier: x0.70

Health Modifier: x0.85

Hero Action: Sprint/dash attack - staggers enemies without a shield

Hero Ability: When sprinting at max speed, turn invisible. This prevents enemies from locking onto you with basic attacks, cards and target-based hero skills, but you can still be hit by well aimed cards and anything else that deals damage without needing a target

Hero Skill: Summons a dragon that travels a fixed path through the centre of all portal keys, starting from your side, dealing heavy non-piercing damage to those in its path.

Casting Times (Hit/Recovery) : Near: 1.0/2.1  Far: 1.7/3.5  AoE: 1.8/3.8  Barrage: 0.8/2.7

Possible Deck Strategies: A shield and a heal combined with debuff cards such as slow, instant cast stun or defence down - this allows you to quickly burst down weak and stray heroes before others can react. A shield break can be brought for enemies who anticipate your attacks, and a speed boost can help you chase down enemies or sprint to the opposing team’s first point.

General Tactics: With her invisibility making her immune to lock-on attacks, constantly sprinting around (or directly into an object) allows you to defend or suppress an area without being harrassed. Your disappearance from the map can also distract enemies from the objectives whilst they try to hunt you down - just beware or any hero actions that can catch you without a lock, such as Lyrica’s or Sol’s. Rather than going straight to C, you can utilise your speed and deck to run to the enemy main points (even A/E) to kill whoever is there before they can react, capture the point and draw the attention of the enemy so that your team can push up. Even if you can’t cap a point, try and find the most vulnerable enemy and constantly target them to boost your team’s level and weaken the enemy’s capabilities. Her survivability isn’t great, so if you do get caught there’s a good chance of you dying - watch out for traps and foes who are trying to bait you out. If they keep catching you, avoid feeding and focus on fighting with your team/charging your hero skill. In a team fight, you can use the chaos and your invisibility to attack a distant point or kill a distracted opponent.


Monokuma - Tank

Attack Modifier: x1.25

Defence Modifier: x1.40

Health Modifier: x0.90

Hero Action: Create an area around Monokuma that lowers the movement speed, defence and attack power of enemies in an AoE. This area will only disappear if you leave it for a brief period of time.

Hero Ability: Upon death, drops a mini Monokuma that follows the killer and explodes after a period - the explosion breaks shields, deals moderate damage and sends enemies flying.

Hero Skill: Grab an enemy from up to a long distance away and trap them in a rocket, killing them

Casting Times (Hit/Recovery) : Near: 1.1/2.6  Far: 1.8/3.5  AoE: 1.3/3.7  Barrage: 1.3/3.8

Possible Deck Strategies: Like other tanks, Monokuma can run with a portal key teleport and a mixture of three shields or healing cards (ideally an instant cast shield to pair with the teleport for the start). Alternatively, you can swap one out for a utility card such as a stun or silence. He can also run for a more aggressive build with damaging cards such as AoE shield breaks or armour piercing cards, allowing him to attack and defend a point. A slow or stun card can also complement his hero action.

General Tactics: As a tank, Monokuma is likely to try and capture the C point or one of the enemy’s main points if running with a teleport. If not, you will be supporting whichever ally goes for C instead. Always try and ensure that you use your hero action and expand it fully for best effect, but also position it well. Place it between the enemy’s path and your portal key to slow their approach and allow gunners to harass them more effectively, or expand it directly around the portal key if there is constant fighting and the debuff will give you the edge over the enemy. His standard attack damage output can be high if the enemy is stuck in his AoE, so don’t be afraid to go for kills. The AoE also allows him to sustain attacks from enemies with low damage/high attack speed, such as Megumegu or Kirara, but be cautious of gunners who sit outside of the circle.

Only available during collab reruns.


Venus Pororotcho - Attacker

Attack Modifier: x1.35

Defence Modifier: x0.55

Health Modifier: x0.90

Hero Action: Teleports behind the enemy and does an attack with slightly increased damage

Hero Ability: When hitting an enemy, either with cards or normal attacks, a mark will be placed on the most recent enemy you hit. Lasts for 10 seconds, max 1 mark, expires after death of Venus or target.

Hero Skill: Deals heavy damage in a large AoE - breaks shields and flips enemies into the air

Casting Times (Hit/Recovery) : Near: 1.1/2.5  Far: 1.6/2.8  AoE: 1.5/3.5  Barrage: 1.0/3.3

Possible Deck Strategies: Pororotcho’s special teleport skill makes him useful with long ranged or global cards, such as a portal key stun or global purge. A stun in particular allows him to directly attack the enemy’s first point at the start of the match if timed correctly, and the global purge guarantees that you will be able to teleport to at least one enemy. A long ranged damage card is useful for marking and damaging enemies with a shorter cooldown. A shield and a heal are also core cards, though the heal can be swapped out for a base teleport card. This offers a shorter cooldown and allows you to get right back into the fight using his hero action.

General Tactics: Pororotcho is a mobile hero that can deal heavy damage with his rapid attacks, whilst sustaining moderate damage. Look for opportunities to gain ground on enemy territory at the start using your cards, allowing your team to expand and push up. Try and charge up his hero skill sooner rather than later as it can be highly useful for solo defending a point or wiping out a distracted enemy team due to the fast casting time, and the shield break forces enemies to retreat away from you unless they want to die. Be careful when using his hero action however - check the position of the enemy team before teleporting and try and remember the deck and cooldowns of whoever you have marked. The enemy may be expecting your warp and will stick to your mark to burst you down, or the mark may simply nuke you instantly. They can also just keep walking forward, which will avoid your attack most of the time. Use it instead to catch lone and distracted foes, or as a shortcut to a team fight or portal defence situation - using a shield beforehand is advisory unless they have a shield break ready.


Aqua - Sprinter

Attack Modifier: x1.10

Defence Modifier: x1.10

Health Modifier: x1.10

Hero Action: Sprint/dash attack - staggers enemies and breaks shields

Hero Ability: Negative status effects last 1.5 times as long on Aqua e.g. a 4 second stun will last for 6 seconds

Hero Skill: Fires an unavoidable beam at all enemies that purges them of any buffs/healing effects, breaks shields and knocks them down. Deals 100% of her base damage.

Casting Times (Hit/Recovery) : Near: 1.1/2.3  Far: 1.6/3.3  AoE: 1.7/3.3  Barrage: 1.5/4.2

Possible Deck Strategies: Due to the risk posed to Aqua by things such as stun or silence cards, having two forms of protection is important, but particularly ones with no activation time. This can be a combination of a 50%/100% instant cast shield and a counter card. Some form of heal, either instant or over time, is also essential if you want to survive for prolonged amounts of time. The final card can be something to supplement your damage, but make sure it doesn’t leave you exposed. This could be something like a close range nuke/stun or an enemy slow card.

General Tactics: Aqua can be played as a very aggressive sprinter due to her unique ability to break shields with dash attacks, which makes her very useful at hunting down weaker gunners or anyone relying solely on their shield for survival. Her strong stats make her capable of taking and dealing moderate damage, but always remember which enemies have brought or are likely to have status effect cards - only engage them if all of your defensive cards are off cooldown. Furthermore, don’t try and kill enemies solely with your basic attacks. Instead rely on dash attacks and your damage card/counter to burst them down. Aqua’s hero skill isn’t very powerful damage wise, but the knockdown effect and quick casting time makes it useful for your team to pick off enemies who were caught out - just be wary that the knockdown can be dodged if the enemy is in a card animation or has a counter card active.

Only available during collab reruns.


Megumin - Tank

Attack Modifier: x0.95

Defence Modifier: x1.20

Health Modifier: x1.45

Hero Action: Heal yourself and also charge up the hero skill gauge (gauge does not charge at an increased rate when in an expanding portal key zone)

Hero Ability: The radius of her explosion increases the more health Megumin has, up to around 3 times

Hero Skill: Megumin casts Explosion on a target portal key (or herself), bypassing shields/counters and killing all enemies within the radius. After casting, Megumin’s HP is reduced to 1.

Casting Times (Hit/Recovery) : Near: 1.1/2.4  Far: 2.2/4.2  AoE: 1.2/2.9  Barrage: 1.3/4.0

Possible Deck Strategies: Some form of hero skill steal paired with a shield, heal and portal key teleport is strong for capturing a distant point at the start and holding it. Alternatively, the HS steal can be swapped for something like a stun, or the portal key card can be swapped for a different utility card if you want to focus purely on preparing Explosion.

General Tactics: Megumin is a hard to kill hero but has a poor damage output, with her most effective damage source being her hero skill, which can take 50 seconds to charge. Use Megumin’s HA to constantly top up her HS gauge, and use any HS steal cards to sap off of the enemy and remove their potential invulnerability for when your Explosion is ready. When defending a point, use her fast movement speed to dodge enemy attacks and cards that could lose you a portal key. When explosion is ready make sure you use it appropriately - either to wipe their team and cap a point, or to deny enemy access to a portal key at a crucial time. Make sure you try to only use it on full HP and when fewer enemies have their hero skills ready. The psychological effect of Explosion being ready can also make the enemy less aggressive and force them to keep their distance. To cast Explosion with Megumin as the central point you must be facing away from all portal keys. You can tell if this will work as there should be no green line pointing to a portal key.

Only available during collab reruns.


Thorne Yuriev - Gunner

Attack Modifier: x1.10

Defence Modifier: x1.45

Health Modifier: x0.60

Hero Action: Launch an icicle upwards within a certain range, sending enemies airborne.

Hero Ability: Hero skill charges when in the presence of Adam, friendly or hostile

Hero Skill: Creates an aura around Thorn that freezes enemies that get very close to him. Thorn can move freely, but cannot attack or use cards. Frozen enemies can be killed in one hit from any source of damage

Casting Times (Hit/Recovery) : Near: 1.6/3.0  Far: 1.9/3.7  AoE: 1.0/2.3  Barrage: 1.4/4.2

Possible Deck Strategies: Due to his low health values, 100% shields or a counter are preferable. This can be in the form of two, but it’s ideal to have at least one instant casting shield. This should be followed up with a heal, ideally instant. To make use of his hero skill or for chasing down and escaping enemies, a speed buff is also useful. As Thorn has an incredibly fast casting time for AoE cards, bringing one with a knockdown effect allows him to deal substantial damage to foes on the ground. This includes the silence or armour piercing card. A damage buff can also be viable - try and bring all elements to maximise damage output.

General Tactics: Thorn is a fragile hero but has the longest attack range in the game (tied with Lyrica) and also one of the fastest attack speeds that make him excel at harassing or killing weaker enemies. Just be wary of any piercing cards from the enemy. His hero action has a near-instant cast time and can juggle enemies if aimed properly - the range is shorter than Adam’s but be sure to spam it where possible. His hero skill is very useful when attacking or defending a portal key - it creates a trail behind Thorn that persists for a while and freezes anyone who touches it. Use this to cut off the enemy approach to a portal key, allowing you to either capture or defend it. It’s best to cast his hero skill in cover otherwise you’ll have some ranged attacks lined up against you.


Levi Ackerman - Attacker

Attack Modifier: x1.35

Defence Modifier: x0.80

Health Modifier: x0.85

Hero Action: Jumps forward a fixed distance upon release, attacking and knocking down any enemies in range

Hero Ability: When attacking, his attack power increases on each hit up to a certain amount - resets after 3 seconds

Hero Skill: Charges forward at high speed, killing anyone caught in the path. Levi gradually slows down and stops after a certain distance or if he hits an object, after which he attacks the surrounding area and kills anyone close enough.

Casting Times (Hit/Recovery) : Near: 1.5/2.9  Far: 2.1/4.0  AoE: 1.7/3.3  Barrage: 0.9/2.6

Possible Deck Strategies: Two core cards for Levi will be a heal and a shield - preferably an instant heal as his lower survivability stats don’t allow for much tanking. A 100% shield is useful, both in 3 and 6 seconds, but a 50% can also be good for avoiding damage over a longer period. Barrage cards are Levi’s strongest type and benefit from his special bonus (with the exception of piercing ones), so you can bring two of them for killing foes. Alternatively, you can bring one barrage card and a movement slow to pair with his hero action.

General Tactics: Levi is a highly mobile hero that is excellent at picking off unaware heroes, or even groups, with his hero action and strong damage output. His base attacks are also on the quick side and deal excellent damage, so don’t be afraid to attack someone face to face. Use his HA to climb to a higher level and navigate to a point quicker - this is good on Star Park, Stage of Light, Great Wall and Turtle Park stages. You can also use it on the Imperial Capital to jump up to the spawns and move to the other half of the map. You can also attack people on the high ground with his HA. Although strong, his HA has obvious indicators and you can’t back out once the jump area is visible - people can anticipate your jump and use a card just before you land, killing you. Don’t use it when everyone is watching you, or if you’ll isolate yourself into a 3v1 incident. If successful, however, use basic attacks to kill weak enemies or cards for tougher ones. Levi’s hero skill is a great area denial technique for dispersing or killing foes trying to capture your point, particularly in a narrow area. The damage is an instant kill and you can travel most of the map with it, so don’t waste time moving closer to your point. The enemy will try and avoid the most obvious path when they see the warning - you can either aim to account for this or just take the direct route to avoid any risks when defending a point.

Only available during collab reruns.

Devilmintkiryu Delmin - Attacker

Attack Modifier: x1.35

Defence Modifier: x1.40

Health Modifier: x0.85

Hero Action: Rapidly blink forward a short distance

Hero Ability: Upon landing her 4th basic attack on a target, it will deal extra damage and a knockback - does not receive buff/debuff effects.

Hero Skill: In a long cone-shaped area, fires a large number of moderate damage beams for the duration. Applies a strong knockback to those hit - does not pierce shields - passes through objects

Casting Times (Hit/Recovery) : Near: 1.1/2.7  Far: 2.0/3.7  AoE: 1.9/3.7  Barrage: 1.3/3.7

Possible Deck Strategies: A shield and heal are core for survivability - ideally it should be a counter or 100% shield (3 or 6 seconds is fine), or a combination of the two. Alongside this you should bring a shield break and either a movement slow or a close ranged stun/nuke - close ranged cards are her fastest and most effective type. A defence debuff can also be good for bursting down tankier enemies with her initial few hits, allowing her power hit to finish them off. A speed boost can also be used to catch enemies off guard at the start during the portal key capture stage, and as a more reliable method of chasing down fleeing enemies.

General Tactics: Delmin is a moderately tanky attacker with a strong focus on landing her full series of basic attacks on an enemy. Her hero skill allows her to move at incredible speeds when spammed, even faster than sprinters, so constantly use it and be prepared to either support or contest point C at the start of the match. Use your cards of choice to disable the enemy and make them vulnerable to her 4th powerful attack, but be wary of your surroundings as enemies may close in on you. Don’t get too greedy either - low HP enemies may try and bait you towards their team in order to make quick work of you. Delmin’s hero skill is projected in a cone shape, so the further away from the enemy you are the higher the chance of it hitting - doing it too close will allow the enemy to walk to either side. Remember that it shoots through walls and hits all elevation levels - use this to either knock the enemy off terrain or to deny them a point from halfway across the map.


Thomas - Tank

Attack Modifier: x1.40

Defence Modifier: x0.50

Health Modifier: x1.45

Hero Action: Sends a suitcase to follow to an ally - either triggers his hero ability or the effect from his hero skill. Can only send one out at a time - cannot send one out if Thomas’ HP is below 50%

Hero Ability: When a case is following an ally, it will absorb 50% of the damage and reflect it onto Thomas, but also increase his movement speed slightly. The case can absorb up to 50% of Thomas’ max HP before it will return.

Hero Skill: Cause the cases to awaken, which creates a frequent damaging AoE effect around Thomas for a duration. This effect applies to a case that is following an ally

Casting Times (Hit/Recovery) : Near: 1.1/2.4  Far: 2.2/4.0  AoE: 1.7/3.8  Barrage: 0.9/2.9

Possible Deck Strategies: A role purely focused on sponging damage should have at least 3 healing cards to ensure you stay above 50% HP for as long as possible - ideally one heal over time should be included. The final card can be a team or self support (e.g. movement speed buff) or an attack card (lifesteal recommended) to give Thomas some aggressive capabilities. A more aggressive build can swap out one of the heals for something like a shield break or nuke, but keep at least two healing cards to ensure you can keep yourself alive and provide constant support to your team.

General Tactics: Thomas is a hero heavily centred around keeping an eye on your teammates and buffing them to keep them alive for longer - don’t underestimate the usefulness of a 50% damage reduction. It is best to assign a case to an ally that is at the highest risk of death - either someone who is pushing or actively being chased. Be sure to keep an eye on the situation to determine who is the greatest priority to defend. Thomas’ hero skill has a very high damage output and a decent charge time - it’s ideal to have it up as soon as possible so that you can use it whenever you need to attack or defend a point. The damage isn’t constant like Atari’s and only applies to the area that the case is in, so it’s best to keep both assigned to yourself if you plan to lead the attack with your hero skill.


Nekomiya Hinata - Gunner

Attack Modifier: x1.50

Defence Modifier: x1.25

Health Modifier: x0.60

Hero Action: Tosses a flashbang up to a maximum distance, dealing damage and very briefly flashing and stunning enemies in a small area (blocked by shields, also stuns Ky).

Hero Ability: Taunting swaps between an assault rifle and a shotgun - the AR has longer range but deals less per-shot damage and gives a slower movement speed, whereas the shotgun deals increased per-shot damage and gives a faster movement speed, but offers a much shorter range.

Hero Skill: Drops a rocket launcher in front of a portal key* and must be picked up - lasts for 9 seconds and has a slow movement/firing speed, but deals one-shot damage to enemies without shields - can still use cards

Casting Times (Hit/Recovery) : Near: 1.1/2.3  Far: 1.7/3.6  AoE: 1.9/4.4  Barrage: 1.4/3.7

Possible Deck Strategies: For a survival build,  should bring at least two shield/counter cards - one should be an instant cast and the shields should offer 100%. Counters are very useful for blocking any piercing cards. This can be paired with an instant heal (or lifesteal if you wish to focus on damage) and a damage or utility card, such as a shield break, speed boost or defence debuff. An attack focused deck can instead bring one shield, one heal and two damage-orientated cards - short and long range cards offer the best casting times, and make good use of Hinata’s high damage multiplier. Try and get all three elements in your deck to maximise damage output.

General Tactics: Hinata is a squishy hero that offers high damage potential whilst offering a variety of playstyles to suit your preferences. Switch to her shotgun at the start to benefit from the speed boost, then utilise her AR to support your team from a distance by harassing enemies where possible - just don’t get caught off guard as it will almost certainly result in death. When using her AR, prioritise low-armour targets (unless you have a defence debuff) in order to quickly shred their health and force them to retreat or play their cards. You can also spam her flashbang from a safe distance to chip away at their health, or potential open up an engagement (you can also hit the flashbag against walls if someone is pushing towards you). If the enemy is being overly aggressive or you are pushing yourself, her shotgun allows her to dish out heavy damage to targets of all armour values, and the movement speed helps her to weave in and out of attacks. Be sure to have your cards at the ready when pushing with the shotgun, as the limited range puts her within kill distance for many cards. Don’t be afraid to back off from an engagement that you can’t handle - don’t feed the enemy levels in an attempt for greedy kills or helpless 1v3 scenarios. *Her hero skill does aim based on portal keys, but you can drop it on yourself by facing away from all portal keys. You will know it works if there is no guideline pointing towards a portal key.

Only available during collab reruns.


Okabe Rintaro - Gunner

Attack Modifier: x1.25

Defence Modifier: x0.60
Health Modifier: x0.90

Hero Action: Boosts Okabe’s normal attacks for 7 seconds, dealing five additional hits for around x0.4 the base damage. Upon release, pushes any enemies around Okabe away.

Hero Ability: Rapidly increases defence once there are 120 seconds remaining,  reaching around 2.1 times the un-altered defence value (or 3.6 times the match starting value) once the clock hits 0.

Hero Skill: Targets only enemy portal keys and reduces the maximum expansion size to half, rapidly reducing it to that size if already above. Can only be active on one key at a time and dispels once the key is captured.

Casting Times (Hit/Recovery) : Near: 1.1/2.5  Far: 1.7/3.5  AoE: 1.7/3.9  Barrage: 1.0/3.0

Possible Deck Strategies: Okabe’s hero action can be incredibly powerful, so a deck centred around it is ideal. The only requirement is to bring at least one defence debuff card (global is fine, but not as strong as the others) - a shield and heal are standard, and the last card can be substituted for whatever suits you - a shield break is highly valuable, but a speed boost or stun can tie in with his HA even further.

General Tactics:  Okabe is a versatile gunner that offers average damage and attack speed, but can play around his hero action to burst down any low armoured targets with ease. Although strong, keep the 2 second casting time for his HA in mind - cast it prior to any engagements rather than during, and when defending it’s good to cast and hold it before the enemy attacks so that you can make the most of its duration. Casting it in the middle of a fight just makes you an easy target and allows your foes to prepare their cards or abilities against you. Okabe’s hero skill takes a while to charge and you should only expect to use it around once per match, but make sure you do use it. If the enemy holds point C, consider placing it on their second point (B/D) rather than C, as it forces the enemy to focus on two points at a time and can make your team aggressive. Capturing the second point gives you a much greater advantage than holding C, and a team wipe will allow you to 4-1 the enemy easily. Remember - if your team is about to start capturing a point, it is faster to use Okabe’s hero skill than it is to manually capture it (provided the zone is fully expanded).
Don’t forget Okabe’s hero ability - though weak at the start, in the final stages of a match his massively inflated defence allows him to tank attacks from consecutive damage dealers such as Maria, Megumegu and even an enemy Okabe’s hero action. Provided the enemy lineup is right, Okabe can solo defend a point in the final stages of the match, buying valuable time for the rest of the team.

Only available during collab reruns.


Reiya - Sprinter

Attack Modifier: x1.45

Defence Modifier: x1.40
Health Modifier: x0.80

Hero Action: Sprint/Dash Attack - Interrupts enemies without a shield and deals increased damage

Hero Ability: Generates a plasma field whilst sprinting that stuns anyone Reiya touches - takes 2.5 seconds to charge the field and it dispels after the first stun - can stun Ky

Hero Skill: Summons a phantom that chases the nearest enemy hero - once it arrives, it detonates after a short delay and creates a small area that stuns and deals constant damage to anyone within - area lasts for around 5 seconds.

Casting Times (Hit/Recovery) : Near: 1.7/2.9  Far: 1.7/2.7  AoE: 1.6/3.7  Barrage: 1.1/3.2

Possible Deck Strategies: Reiya is a sprinter with high base damage, but suffers from generally poor card activation times across the board. As such, you may wish to rely more on his standard attacks for dealing damage - a shield and heal are standard - this can be complemented with another shield/counter and a barrage card (ideally piercing), or a slow card to prevent your enemy from escaping/reacting. Try and get all 3 elements to maximise his damage output.

General Tactics: The most notable feature of Reiya is his stun ability when sprinting - whilst it is strong, you’re best off playing him as a standard sprinter rather than purely trying to stun opponents. The stun can be blocked with a shield/counter, and enemies will bait you into getting too close before killing you. It is better to rely on this for enemies that have used their cards and are trying to flee. Rather than contesting the C point, Reiya’s high damage and decent survivability allows for aggressively pushing the enemy’s second point (map permitting) at the start of the match, provided their team fails to respond in time. During team battles, pursue enemies that have used up all their cards as they will offer little resistance and reduce the pressure on the rest of your team. Reiya’s hero skill has a quick charge time and, whilst it can be difficult to successfully pull of, is capable of completely denying access to point C. As it follows the closest enemy, use it in a scenario where they can’t afford to run away - this increases the chances of the detonation occuring closer to a portal key and catching the enemy team.


Saber - Attacker

Attack Modifier: x1.45

Defence Modifier: x1.35
Health Modifier: x0.85

Hero Action: Multi-stage forward attack. Press and hold to charge - each stage increases the range slightly and the max possible damage output. Takes about 4 seconds to fully charge (stage 3)

Hero Ability: Killing an enemy increases her hero skill gauge

Hero Skill: Launches an attack in a straight line over a great distance, travels at a moderate speed. Deals insta-kill damage and piercies shields. The effect persists for a short time.

Casting Times (Hit/Recovery) : Near: 1.0/2.5  Far: 2.2/3.9  AoE: 1.2/3.2  Barrage: 1.3/3.7

Possible Deck Strategies: A shield/counter and a heal paired with two attack cards - ideally close ranged or AoE for the speed advantage. You may wish to swap out your heal for a lifesteal to maximise damage. Some utility cards, like a movement speed buff or enemy slow, are also useful for chasing and killing enemies.

General Tactics: Saber is a high damage, moderate survivability attacker that should focus on the frontline and getting kills in order to charge her hero skill, allowing your allies to charge theirs at the zones. She has quick movement and attack speeds that allow her to weave in and out of enemy attacks, and her stage one HA is good for chasing backpedaling foes. When at spawn, use her stage two HA at the edge of the platform to cover a great amount of distance and get a head start (or to jump the gap entirely on Star Park). When charging her HA to try and kill someone, be wary of your surroundings as the charge animation is easily identifiable by the enemy and you are completely vulnerable whilst the animation plays out. Try and use it carefully or just commit and hope for the best. Saber’s hero skill is similar in speed to Tadaomi, but doesn’t have nearly as much width despite the rangefinder telling you otherwise. As such, it can easily be dodged by the enemy. Its best use is to deny the enemy access to a portal key or force them to disperse, or when paired up with a long disable such as Dizzy’s stun or Maria’s vortex. The slight persistence also means it can be good for killing someone who has just cast their hero skill, wiping them out once their invulnerability has ended. It is possible to jump up small ledges with her hero action, provided you can get the angle right.

Only available during collab reruns.


Gilgamesh - Gunner

Attack Modifier: x1.35

Defence Modifier: x0.90
Health Modifier: x1.15

Hero Action: Creates an area that lasts for 2.5 seconds and reduces enemy movement speed greatly along with reducing their defence by about 80%.

Hero Ability: The number of normal attacks changes depending on the number of portal keys held - more friendly portal keys = less normal attacks and vice versa.

Hero Skill: Targets an enemy hero and, after a short delay, creates a vortex around their position at the time - the drag effect is weak beyond the centre, but anyone caught within the centre circle is guaranteed to die unless they also have their HS.

Casting Times (Hit/Recovery) : Near: 1.7/3.2  Far: 1.6/3.2  AoE: 2.0/3.9  Barrage: 0.8/2.6

Possible Deck Strategies: A shield and heal along with two cards depending on your playstyle - a damage buff and defence debuff allows Gilgamesh to make use of his attacks to deal heavy damage to all foes without purely relying on his HA. Alternatively, you can use a combination of barrage and ranged damage cards (piercing is good) to take advantage of his quick casting times for them. Counters are not ideal due to the slower animation speed for near cards. A speed boost can also be good to combat his poor movement speed.

General Tactics: Gilgamesh has a high damage value, the maximum range value and the best health amongst all the gunners. However, he is also the slowest hero and deals low per-hit damage with his normal attacks, meaning you’ll need to depend on your cards for killing. Make heavy use of his HA to support yourself and your team when fighting, and don’t walk into a situation that you will want to make a hasty retreat from. Harass enemies from a distance whilst charging up your hero skill - if you do need to push forwards then try and do it when the enemy has used up all their cards as Gil’s high health allows him to absorb some damage and buy time for your team, though you will most likely die in the process. Use his hero skill effectively - it’s best used when the enemy is disabled, distracted or cannot afford to leave their current position. It’s easy to dodge when poorly used, but time it right and you can effectively wipe their team or seal off an area and secure the C point.

Only available during collab reruns.

Luluca - Attacker

Attack Modifier: x1.35
Defence Modifier: x0.95
Health Modifier: x1.00

Hero Action: Attacks forward with an AoE effect, hurting and breaking any enemy shields + knocks them down

Hero Ability: From when a friendly or enemy Lyrica dies, Luluca’s attack, defence and movement speed will be increased for a brief period. Attack is increased x1.5, and defence is increased x3.0. Her appearance, hero skill appearance, MVP animation and taunt will also change.

Hero Skill: Targets a large area a fixed distance ahead, sending an explosive heart that deals large, rapid damage to anyone within. Does not pierce shields. The projectile has collision, so it can be stopped by objects even if it doesn’t travel the normal distance (will hit a portal key if cat directly on it)

Casting Times (Hit/Recovery) : Near: 1.1/2.4  Far: 1.7/3.3  AoE: 1.6/3.0  Barrage:0.9/2.7

Possible Deck Strategies: As an attacker with fast casting animations for all of her offensive card types, Luluca can use a variety of different cards to great effect. Near and barrage are her fastest casting ones and generally recommended for their damage output, but even cards such as a ranged stun or AoE lifesteal are viable for dealing with enemies. A shield or counter (or both) are crucial along with a heal, though this can be swapped out for a lifesteal card if going for a riskier and more aggressive playstyle. Shield breaks are not recommended. A movement slow is also a good card to use with her.

General Tactics: Luluca is a solid attacker who can deal high damage and take a bit more punishment than the rest of the class, so don’t be afraid to make the first move when pushing or zoning your enemy. Her hero action is incredibly useful as it both staggers opponents without a shield (good for cancelling animations/movement) and knocks down those who do, allowing you to take that opportunity to follow up with one of your offensive cards for an easy kill. Just be mindful of its charge up time and limited range - ideally the enemy should be in the centre of its targeting area. Luluca’s hero skill is great for area denial, particularly on maps where C is in a narrow passage. As the damage doesn’t break shields, try and avoid timing it too late so that the enemy doesn’t shield up, avoid the damage and capture the point whilst you are locked in the animation. The projectiles arches over at a high angle so collision generally isn’t an issue, but be careful when aiming for the bridge on Great Wall.


Pierre the 77th - Sprinter

Attack Modifier: x0.50

Defence Modifier: x0.50
Health Modifier: x1.50

Hero Action: Sprint/Lunging Heavy Attack - Pierre rolls into a ball whilst sprinting, sending anyone he hits flying

Hero Ability: The amount of time you spend dashing will increase the damage of your dash attack, up to x6

Hero Skill: Pierre turns into a giant, increasing his movement speed, damage (x2.4) and defence (x2.0). This also increases the attack range/width of all his card types.

Casting Times (Hit/Recovery): Near:1.1/2.6  Far:2.0/3.5  AoE: 1.2/3.2  Barrage:0.9/4.2

Casting Times (Hero Skill): Near:1.1/2.4  Far:2.0/3.3  AoE: 1.1/2.7  Barrage:0.9/4.0

Possible Deck Strategies: Pierre is capable of soaking up damage, so a 50% shield and heal over time are viable options if you prefer them over 100% and instant healing. In terms of offensive cards, avoid ones that deal upfront damage (especially piercing) and instead opt for things like stuns, silences or poison cards to help support your team. AoE cards are highly preferable.

General Tactics: Pierre has the fastest walking speed of all the heroes, but differs from other sprinters in that his dash starts off slow and gradually builds up speed. As such, you will need to evaluate distance when trying to get somewhere as fast as possible. Pierre’s damage is very poor, even when in his giant form, so don’t engage in fights without your team/cards and expect to win. Instead, build up his dash as much as possible to maximise his dash attack damage output, and engage in fights with your team - utilise your cards to effectively and rapidly disable or disrupt the enemy, allowing your team to finish them off or buying you time to capture or defend a portal key. The knockback effect begins as soon as Pierre transforms into a ball - utilise this to quickly interrupt enemies who are about to cast a card, or to prevent them from attacking you or your team. Be sure to utilise his hero skill for fights - it rapidly charges and has a long duration, whilst allowing you to target more enemies with his cards and endure more damage. The larger hitbox does make you a target, however, so try and cast it from a safe location. It takes about 4.6 seconds to reach max dash attack damage - you can roll into walls to build this up safely.


Satō Tadanobu - Tank

Attack Modifier: x1.35

Defence Modifier: x0.95
Health Modifier: x1.30

Hero Action: Charges a frontal attack that increases in range and damage as Sato himself is damaged. The range increases up to 6 squares and the damage is equal to his attack + the amount of damage received. Sato cannot be knocked down, back or up whilst charging this (but can still be stunned, silenced etc.)

Hero Ability: Sato receives a healing effect when surrounded by his allies - one ally recovers around 2.4% per tick, and two recovers 21.6% per tick.

Hero Skill: Creates an area that lasts for almost 12 seconds and causes the card cooldown timer for Sato and all allies to tick about 3 times faster

Casting Times (Hit/Recovery) : Near: 1.2/2.6  Far: 2.3/3.7  AoE: 1.4/3.3  Barrage: 0.9/3.0

Possible Deck Strategies: An instant cast shield and two healing cards will be the most useful. This can be complemented with a shield break for dealing with enemies or a portal key µteleport card to gain the starting advantage.

General Tactics: Sato is more of an offensive tank who defends objectives by killing foes, rather than soaking up damage and buying time. Though he may seem capable of sustaining damage, he can be easily burst down when alone and without healing cards. If solo defending a point, try and focus on dealing damage and making use of his hero action. When with your allies, be sure to stick close to them both as the healing effect will allow you to mitigate any damage and even charge up your hero action. Sato’s hero action sounds incredibly powerful but can actually get yourself killed if you use it carelessly - its best use is as an immediate counter attack for when an enemy uses their offensive cards or commits to standing still and hitting you (though it’s best not to use against standard gunner attacks), just be sure to release it before they can shield. It is also very useful for preventing a knockdown, such as against a silence or poison card. Remember that enemies can circle you faster than Sato can turn when charging it - if they do this then just give up charging it and attack them normally. Sato’s hero skill is useless as a clutch final 10 second move - make sure to actually use it during a team fight when there’s a decent amount of time left.

Only available during collab reruns.

Aiz Wallenstein - Attacker

Attack Modifier: x1.45

Defence Modifier: x1.30
Health Modifier: x0.75

Hero Action: Dash forward a fixed distance. If any enemies are within a certain range, Aiz will attack and knock them over whilst also sliding further forward.

Hero Ability: Travels straight forward over a great distance. Any enemies in the path will have their shields broken, receive multiple attacks and be flung into the air.

Hero Skill: Increases movement speed for a short amount of time after hitting an enemy with her hero action

Casting Times (Hit/Recovery): Near: 1.3/2.2  Far: 2.2/3.2  AoE: 1.2/2.8  Barrage: 0.9/2.5

Possible Deck Strategies: A shield and a heal are essential to minimise the effect of Aiz’ low health, though a counter can be used instead of/in addition to the shield. At least one instant cast AoE card is highly recommended, and can be complemented with another damage card of choice. Close range or barrage cards are more suitable due to their fast animation speed, or you can simply use another AoE card - knockdown or stun effects are the most effective.

General Tactics: Aiz is a mobile attacker who is highly capable of killing foes without giving them time to react thanks to her combination of hero action and fast card speeds. Her HA is ideal for dealing with solo enemies, but can also be used against groups if positioned right. Use her HA to knock down an enemy and immediately follow up with a damage card, which will either knock them down again or give you enough time to finish them off with normal attacks. Her HA can also be spammed on the same enemy repeatedly - swipe down to quickly rotate the camera after you land and then start to charge it up again. Aiz’ hero skill can charge very quickly and is quick to cast, but also easy to dodge. Try and use it when the enemy has been stunned or trapped in a narrow area for maximum lethality. Alternatively, you can use it to traverse to higher ground (such as on Live Stage) in order to capture or contest a portal key, or to quickly move to defend a portal key. Her HA is also useful for dodging attacks and cards, and you can spam it to simultaneously avoid being hit whilst defending an area. It can also be used to cover short gaps without hitting anyone (such as on Ancient Ruins) or larger gaps should you manage to hit someone (such as on Star Park).

Only available during collab reruns.


Kitsunegasaki Amairo - Attacker

Attack Modifier: x1.25

Defence Modifier: x0.75
Health Modifier: x0.85

Hero Action: Creates a field and renders herself immobile - anyone who attacks her within the circle will have their damage negated and be hit into the air

Hero Ability: Successfully countering an enemy with her hero action will temporarily increase her normal attack range

Hero Skill: Increases attack range and allows for attacks to ignore all terrain/elevation - deals piercing damage

Casting Times (Hit/Recovery): Near 1.0/2.2  Far: 1.6/3.2  AoE: 1.6/3.7  Barrage: 1.3/3.8

Possible Deck Strategies: At least one shield paired with a heal is essential for survivability. A shield break is highly useful for dealing with enemies trying to mitigate her counter. A speed buff, speed debuff or an additional shield are also useful to allow her to hunt down enemies and survive more enemy attacks.

General Tactics: Kitsunegasaki is an attacker who heavily relies on her hero action to quickly kill enemies and also to survive engagements. Though the damage is tempting, you should avoid spamming her counter and instead use it when the enemy is likely to use a card or, if you’re on low HP, get greedy and try to finish you off with a normal attack. Enemies are likely to avoid attacking you directly and instead circle around or disable you to prevent you pulling off a counter. Make sure to fight within your range and avoid or bait out enemies with long range cards. Gunners can be an easy kill, particularly those with short range, but make sure you safely close the distance so that you don’t burn through your defensive cards - use cover and distractions to your advantage. As her hero skill ignores all terrain you should use it in a spot where the enemy cannot reach you as soon as the animation ends. This can include being behind objects or on a different elevation to them. Also remember that it deals piercing damage - buffs/debuffs will not change the amount of damage you deal and your attacks will go through shields. Her hero skill can be useful for both killing enemies and denying an area - as the only counter to it is a hero skill animation or counter card enemies will tend to back away to try and stay out of range (this is where a movement speed buff comes in handy).


Noctis - Attacker

Attack Modifier: x1.40

Defence Modifier: x1.00
Health Modifier: x0.95

Hero Action: Teleports forward over an increasing distance, hitting anyone in the radius. The teleport can charge to three stages, each one dealing more damage and the final stage also knocking down anyone hit

Hero Ability: When his hero skill is charged each normal attack will deal two extra hits with reduced damage

Hero Skill: Targets a large area directly in front of Noctis - the first two attacks of the hero skill deal low damage but knock down anyone caught, with the final stage dealing a one hit kill. Does not pierce shields

Casting Times (Hit/Recovery): Near: 1.0/2.2  Far: 1.7/3.2  AoE: 1.8/3.7  Barrage:1.3/3.4

Possible Deck Strategies: A shield and a heal paired with a nuke and either a shield break or piercing card are ideal for closing the gap and killing enemies. Close range and barrage cards are recommended as they are the fastest to cast. To maximise the potential of his hero ability you can also use a hero skill steal card to ensure you have maximum HS uptime. Movement speed buffs, stuns and enemy slow cards are also useful.

General Tactics: Noctis is a mobile hero that can use his hero action to initiate fights, hunt down fleeing enemies, escape to safety and to move around slightly faster than running. Remember that the teleport is slow to turn/charge up and cannot be cancelled - try and avoid accidentally landing yourself in the middle of the entire enemy team, and be wary of the enemy predicting your visually obvious actions. If you land yourself into trouble, quickly turn around and use the shortest range teleport to try and save yourself. His hero ability, due to its reduced damage multiplier, is most effective against a team of low-defence heroes. If you want to maximise its damage potential then focus on enemies with a low defence multiplier, which is typically gunners. If the entire enemy team is high on defence then avoid saving your hero skill until the very end as it will have negligible results, especially if you are losing. Instead be sure to use it when the enemy is caught off guard, disabled or grouped up. The casting time is quick and often doesn’t give them enough time to use a 100% shield or counter - as long as you hit at least one of the two initial attacks then the enemy is more than likely guaranteed to die.

Only available during collab reruns.


HM-WA100 Nidhogg - Gunner

Attack Modifier: x1.45

Defence Modifier: x1.50
Health Modifier: x0.90

Hero Action: Fires a damaging beam that has infinite range but consumes part of the hero skill gauge

Hero Ability: As the match timer decreases, Nidhogg’s hero skill gauge will charge faster

Hero Skill: Specify 5 spots on the map to strike with a missile barrage, dealing heavy damage

Casting Times (Hit/Recovery): Near: 1.1/2.6  Far: 1.6/3.3  AoE: 2.0/4.2  Barrage:0.9/3.0

Possible Deck Strategies: Defence debuff (global) in combination with a damage buff to maximise hero action damage, or you can utilise a ranged stun to concentrate your HA on an enemy. A ranged/barrage piercing card can be used to make use of his high damage modifier, and to deal with shielded enemies. For your shield and heal try and make sure you have all 3 elements so that you can use your normal attacks effectively.

General Tactics: Though Nidhogg has high damage, his basic attack suffers from a low multiplier and can struggle to deal with anyone with a decent defence modifier. Try and have all elements available when using your defence debuff card so that you can maximise your damage output. If your deck is tuned to maximise the potential of his hero action, make sure you use it. Focus on enemies who are far from any cover and are either standing still or distracted by your team, allowing you to get more hits off. Damage doesn’t drop off over range either so you can try and snipe any fleeing enemies with low HP. Nidhogg’s hero skill is a very useful defensive tool as it allows you to deny access to a portal key for a considerable period of time - for this you can just spam around your portal key with all 5 missile strikes. When being used offensively you want to make sure you use it with enough time left, around 45 seconds or so, so that the missiles have enough time to land and the enemy doesn’t just use their hero skills to block the key. Target the key itself and the enemy’s side of the map so that it’s harder for them to run towards the key without being hit.


Atsushi Nakajima - Sprinter

Attack Modifier: x1.25

Defence Modifier: x0.75
Health Modifier: x1.15

Hero Action: Sprint/dash attack - landing a dash attack can slightly reduce an enemy’s hero skill gauge

Hero Ability: Whenever a friendly/enemy Akutagawa is nearby, Atsushi’s defence is magnified by 1.8 times

Hero Skill: Atsushi transforms into his half tiger form - attack and movement speed are increased, and Atsushi regenerates health over time for the duration.

Casting Times (Hit/Recovery): Near: 1.0/2.2  Far: 2.3/4.0  AoE: 1.7/3.7  Barrage: 0.9/2.9

Possible Deck Strategies: A shield and a heal as standard - instant cast cards are better suited if you’re going to be playing aggressively. This can be paired with two damage cards, ideally close ranged ones, such as a nuke and shield break to ensure that you can kill off enemies. Try and aim for at least two elements to make your standard attacks more effective.

General Tactics: Atsushi is more of an aggressive sprinter who can focus on getting kills whilst also sustaining a bit of damage. Try and pick off enemies who you can potentially one hit with your damage cards or those who you know lack the cards to defend themselves. Additionally, make use of his unique dash attack effect towards the later stages of the game - target enemies who have their hero skills ready and could potentially turn the tide of the match such as Dizzy or Maria. Removing even a small portion of their gauge whilst they are away from friendly portal zones can possibly cripple them and save your team towards the end. Atsushi’s dash has a slight delay before he starts moving - if you need to flee, consider walking away normally instead as it is faster that starting up a sprint. Atsushi’s hero skill is very strong and can allow you to one hit or quickly kill tougher enemies using his dash/normal attacks - consider using it in a safe space prior to pushing the enemy portal key, or use it in advance of the enemy doing the same to you. The long duration, decent healing and massive attack increase will allow you to easily defeat enemies provided you aren’t instantly nuked - timing/positioning is crucial when using it. It may also be better to rely on his standard attacks, rather than dash attacks, in his alternate form as you won’t be exposed to a counter or followup card when stuck in the dash attack animation.

Only available during collab reruns.


Ryuunosyuke Akutagawa - Gunner

Attack Modifier: x1.45

Defence Modifier: x1.35
Health Modifier: x0.65

Hero Action: Releases spikes in a straight line that knocks enemies down/back and deals small damage

Hero Ability: Whenever a friendly/enemy Atsushi is nearby, Akutagawa’s attack speed is increased

Hero Skill: Deals a frontal attack over a medium range/width that kills anyone who is hit and can pierce shields - can also pass through terrain

Casting Times (Hit/Recovery): Near: 1.7/3.1  Far: 1.5/3.2  AoE: 1.3/2.6  Barrage: 1.4/3.7

Possible Deck Strategies: A shield and heal are standard to try and keep yourself alive. The other two cards can be any combination of another shield/counter, an offensive card (AoE and ranged are ideal) or a damage buff/defence debuff to maximise his normal attack damage. Aim for all three elements.

General Tactics: Akutagawa is a high damage hero that can rely on his standard attacks to easily kill off single targets and make use of his high attack multiplier to fend off multiple enemies using cards. His range is limited, however, so be careful when facing off against gunners who can land the first few hits on you. Akutagawa’s hero action is incredibly useful for area denial and harassment but it does leave you exposed if used carelessly. When using it make sure you lead your targets as there is a delay before it reaches the maximum distance - also remember that the spikes ignore terrain and can still hit enemies with a slight height difference, such as the middle area on star park, so be sure to use it then. Though it is quick to cast, there is a noticeable delay before you can move again that leaves you highly exposed to enemy attacks. This can spell a quick death if you’re up against enemies who can quickly close distances - try and only use his HA when you are with your team or behind cover. Akutagawa’s hero skill is a quick casting instant kill for anyone who is caught in its moderate range, though it takes a large amount of time to fully charge. Height differences can also be ignored here - for example, you can hit enemies on the wall from the ground level on Great Wall. Try and use it on enemies who are distracted or locked into a casting animation to help ensure you get the kill. If using to deny access to the portal key in the last few seconds just remember that the quick cast time = less invulnerability time.

Only available during collab reruns.


Game Bazooka Girl - Gunner

Attack Modifier: x1.35

Defence Modifier: x0.60
Health Modifier: x0.90

Hero Action: Releases a damaging shot that knocks enemies back. The width and damage increases the longer you charge it. Can pass through portal keys but not objects (including stairs).

Hero Ability: Offensive cards have an increased knockback effect

Hero Skill: Fires a long-range beam in front and behind GBG which deals damage, knocks enemies back and breaks shields

Casting Times (Hit/Recovery): Near: 1.1/2.6  Far: 1.4/3.0  AoE: 1.8/3.9  Barrage: 1.7/3.7

Possible Deck Strategies: A heal along with a shield or a counter (close range) are standard for survival. For offensive cards the best options are long and close range due to their faster casting speeds - a ranged stun along with a close range shield break are solid. Alternatively you can use a ranged piercing card or lifesteal to deal damage at a safer distance. You could also use a counter and a shield if you want more survivability or use the global debuff card as it benefits from her hero ability.. Be mindful of her HA for damage cards, however, as enemies can be pushed out of attack range.

General Tactics: GBG is a character who is good at utilising her hero action in a defensive role, preventing enemies from pushing portal keys or forcing them to prematurely use their defensive cards if they want to advance. It can also be used to keep enemies away from their own portal key whilst your team captures it, provided they don’t have any defensive cards available. Whilst her HA is useful it also has downsides -  the recovery time is a bit slow, and it can be easily dodged when at the minimum charge. Try and use it near the safety of your teammates and away from enemies with skills or cards that can hit you from outside your HA range. Additionally make sure you don’t use it if you are trying to hit enemies who are on a higher elevation (lower is fine) as it will be blocked by the collision with the map.
Her hero skill is very useful on maps where C is on a narrow strip (e.g. Great Wall) as it gives the enemy little chance to escape and forces them to retreat, use a counter, use their hero skill or tank the damage and knockback. If you are able to charge it early enough you can use this offensively when the enemy team doesn’t have their hero skill ready to block the attack. Keep in mind that her HS ignores collision with objects and is quite tall - this means you can use it from a different elevation and still hit.


Ryza - Tank

Attack Modifier: x1.10

Defence Modifier: x0.90

Health Modifier: x1.30

Hero Action: Heals Ryza and throws out a concoction with a random effect - poison/silence/stun/damage

Hero Ability: Hitting an enemy with her hero action will charge up her hero skill gauge

Hero Skill: Fires a beam over a fixed distance that finishes with a large explosion at the end of its range - passes through terrain

Casting Times (Hit/Recovery): Near: 1.2/2.5  Far: 1.7/3.2  AoE: 1.3/3.2  Barrage: 1.4/3.9

Possible Deck Strategies: AoE cards are generally ideal due to their fast casting speed but near cards are also useful. A stun and a shield break paired with a shield (instant cast) and heal is a solid deck overall. You can swap a card out for a portal key teleport, or swap the heal with a lifesteal nuke to deal more damage.

General Tactics: Ryza is more of an aggressive tank who can use her abilities to kill enemies rather than solely soak up damage. Her fast attack speed and solid damage mean that you should utilise her normal attacks frequently as she can easily kill weaker enemies who are stunned or knocked down. Her hero action is useful in that it heals her, charges her hero skill, denies immediate access to an area and can be used to catch out an enemy and expose them to getting killed. If you manage to hit someone you should use your normal attacks or skills to try and finish them off as they will have enough time to walk out of your HA range before Ryza throws her second concoction. Ryza’s hero skill is useful for area denial - the beam itself is narrow, travels a fixed distance and deals good damage if you hit the enemy for the whole duration. The explosion covers a much larger area and, provided you aim it right, can deny access to a portal key or force enemies to use their shields or hero skills earlier - the blast will kill anyone who is hit without a shield. You can easily use it twice per match provided you expand your portal keys and hit some enemies with her hero action.

Only available during collab reruns.


Aoharu Alice - Tank

Attack Modifier: x0.75

Defence Modifier: x0.60

Health Modifier: x1.40

Hero Action: Summons a wall of minions that push forward, staggering and dealing slight damage to enemies, and then return and remain in place. Alice, and any allies behind the wall, take significantly reduced damage. Alice cannot be staggered, hit into the air or knocked down whilst holding her hero action.

Hero Ability: Provides nearby allies with an attack buff

Hero Skill: Quickly teleports Alice to an ally that you target

Casting Times (Hit/Recovery): Near: 1.1/2.3  Far: 1.7/3.3  AoE: 1.7/3.4  Barrage: 1.6/4.0

Possible Deck Strategies: Bringing two healing cards is recommended to ensure that you can survive for as long as possible. An instant heal and heal over time are ideal, but you can bring whatever suits you best. An instant cast shield is also important so that you can avoid things like stuns or silences. Your final card can be a portal key teleport or an offensive card, such as a stun/poison or even a shield break. Avoid raw damage cards as Alice’s low attack doesn’t bring much to the table. Close range cards are recommended.

General Tactics: Alice is a very team-oriented tank who uses her skills to keep her allies alive and capable of dishing out more damage, but has almost no offensive capabilities of her own. Her very fast movement speed allows her to contest C at the start, however you should stick with your team and focus on charging your hero skill if the enemy gets the key first. During fights you should try to stay in front of your team and keep your HA active so that enemies are more likely to hit you or deal reduced damage to your allies. Be sure to use your healing cards in advance and remember that attacks from behind deal full damage. Spamming her HA to stagger enemies is useful if you have an ally nearby that can attack them in the meantime, but doing it whilst alone just opens you up to receiving excessive damage. When fighting with your team, focus on keeping them alive. When holding out on your own, focus on keeping yourself alive to buy time for your team to arrive. Alice’s hero skill is ideal for providing essential backup when you have died but use it as soon as possible - remember that it targets your team, not portal keys. The skill is useless if you wait for all of your team to die at a crucial moment.


Joker - Sprinter

Attack Modifier: x1.30

Defence Modifier: x1.25

Health Modifier: x0.90

Hero Action: Sprint/Dash Attack - Staggers enemies without a shield and deals increased damage

Hero Ability: Dash attacks against enemies with a weaker element to yours will knock them down

Hero Skill: Summons Joker’s Persona, causing all attacks to be classed as hitting weak points. Attack cards also deal heavily increased damage. The effect persists through death and lasts for 60 seconds.

Casting Times (Hit/Recovery): Near: 1.0/2.5  Far: 1.8/3.2  AoE:1.1/3.2  Barrage:1.7/3.4

Possible Deck Strategies: When choosing your cards make sure you cover all of the elements so that you can make the most of Joker’s hero ability outside of his hero skill. Also avoid piercing cards as they do not receive a damage bonus during his HS. A heal and a shield/counter are standard - the heal can be swapped for a lifesteal attack card if you wish. The last two cards would preferably be near/AoE cards due to their fast casting time and damage potential.

General Tactics:  Joker is an aggressive and rather durable sprinter who utilises his ability to immobilise enemies and finish them off with an attack card. When going in for the dash attack make sure you keep an eye on the element of your target (and try to remember the elements of their deck) so that you change it to an advantageous one. Time your attribute change well - too early and the enemy might change it last second; too late and you won’t be able to do an immediate follow up with an attack card, potentially allowing them to escape or fight back. As with all sprinters, be careful of the enemy using a counter or attack card when you go in for a dash attack.

Joker’s hero skill is both incredibly powerful and quick to charge. Try and capture point C at the start and then charge up his hero skill as soon as possible. Once it is ready be sure to use it - it lasts for 60 seconds and is just a permanent buff to his entire damage output for the whole duration. Charging it twice is also possible if you stay in the portal key zones during quiet periods of a match.

Joker’s card casting speeds are very fast, however the recovery time is on the slower side compared to some heroes. This leaves you briefly exposed to attacks from the enemy team if you are unable to kill or disable them with one card, so keep a close eye on their positioning when playing aggressively.

Only available during collab reruns.


Ignis Will-O-Wisp - Attacker

Attack Modifier: x1.25

Defence Modifier: x0.90

Health Modifier: x1.10

Hero Action: Throws his handcuffs forwards, pulling himself towards any enemy or piece of terrain hit. If he hits an enemy, a knockdown attack is dealt and a smoke effect is applied

Hero Ability: Enemies affected by Ignis’ smoke will take extra damage from his attacks

Hero Skill: Casts a firenado in an area around Ignis that also follows enemies who are affected by smoke - anyone hit without a 100% shield or counter is instantly killed

Casting Times (Hit/Recovery): Near: 1.1/2.5  Far: 2.2/4.1  AoE:1.2/2.8  Barrage:1.6/4.0

Possible Deck Strategies: A shield and a heal of your preference are two core cards. The last two should be attack or utility cards (such as a movement slow or stun) to allow you to follow up on your hero action. For attack cards, close range and AoE cards should be prioritised over other types. You can substitute a heal for a lifesteal attack card for a more aggressive playstyle.

General Tactics: Ignis is an incredibly agile hero that can use his hero action to zip around the map and catch enemies out for quick kills, though it can also put you at risk. Ignis’ hero action will collide with terrain including portal keys and walls (remember that the empty space above walls can be grappled onto). Use it to quickly navigate through the map and towards portal keys to either defend or capture. Also remember that you can use his grapple to traverse between sides on maps such as Star Park or Ancient Ruins - this is useful if the entire enemy team is on the lowground. When using his grapple offensively, remember that it also pulls you towards the enemy - try and avoid pulling yourself into a 3v1 situation. Instead focus on lone targets or using it to initiate when your team is engaging with you. Ignis’ hero ability is useful primarily for killing enemies right after you grapple them. Weaker heroes will die from the extra damage in a few normal attacks, whereas tougher heroes will need a few hits and then an attack card to finish them off. Be sure to use your cards sooner rather than later as the knockdown duration for a grappled enemy isn’t that long. Though Ignis’ hero skill is powerful in the sense that it can one-hit enemies and chase them down if they are covered in smoke, in reality it mostly ends up being a last-ditch effort to defend yourself or a portal key, or something you use if you manage to stun multiple enemies with a card. Applying smoke to the entire enemy team is unlikely to happen, however you should try to apply it to at least one enemy before using his hero skill. This will force them to retreat even further from the flames or use up a shield/hero skill to survive it, whilst pushing the other enemies back slightly or forcing their cards.


Ainz Ooal Gown - Gunner

Attack Modifier: x1.40

Defence Modifier: x1.10

Health Modifier: x0.70

Hero Action: Teleports forward over a chosen distance - can teleport to higher elevations

Hero Ability: Removes the casting time from all cards

Hero Skill: Creates a large area surrounding Ainz that, after 12 seconds, kills anyone within it. Ainz is silenced for the duration

Casting Times (Hit/Recovery): Near: 1.1/2.6  Far: 1.6/3.3  AoE:1.8/3.7  Barrage:1.6/3.9

Possible Deck Strategies: A shield and a heal are standard to maximise your survivability - the 6 second 100% shield is the best option as Ainz’s ability makes it an instant cast. This also makes 100% heals a useful choice. A counter can be useful as an alternative/additional card to provide protection against piercing cards or shield breaks. Close or long ranged cards are the most suitable offensive cards for Ainz - stuns and piercing cards benefit from his high damage multiplier and hero ability, as does the global defence debuff card. You should try and cover all elements to maximise the damage output from his normal attacks.

General Tactics: Ainz is a hero with slow movement speed but excellent mobility thanks to his hero action. He is also capable of quickly bursting down low-defence enemies with his normal attacks, and can endure a bit of punishment thanks to his high defence and ok health modifier. Use his HA to quickly teleport around the map and to portal keys. On maps where elevation is a factor, such as Great Wall, make sure you utilise his HA to either capture the portal key before the enemy team or to teleport in and out of the enemy’s range, keeping yourself safe whilst denying them the capture. You can also use his teleport to carry out a hit and run or to escape enemy attacks. Ainz’s hero skill is powerful at area denial but the silence leaves him highly vulnerable. You should cast it in a safe area, keep track of the countdown and then use his HA to teleport into the enemy, either killing them or forcing out their hero abilities.

Only available during collab reruns.


Itomeguri Rinne - Gunner

Attack Modifier: x1.35

Defence Modifier: x0.70

Health Modifier: x0.85

Hero Action: Creates an area that repeatedly damages enemies and drags them towards the centre

Hero Ability: Rinne will throw trap cards instead of placing them. Trap cards also have their activation time negated, damage increased and cooldown reduced.

Hero Skill: Creates a number of mines around himself that explode when touched by an enemy or after a certain time. Mines deal heavy damage and send the enemy flying.

Casting Times (Hit/Recovery): Near: 1.6/2.8  Far: 1.6/3.3  AoE:1.8/3.7  Barrage:1.0/3.4

Possible Deck Strategies: Rinne’s skill set means that you predominantly want to bring trap cards as your main form of dealing damage or disabling enemies. Any combination of explosive, stun or silence trap cards will be useful, though explosive ones are the best due to their high damage and low cooldown. A shield and a heal are recommended, but you can also bring a damage buff/defence debuff to increase the damage of your traps and normal attacks even further.

General Tactics: Rinne is a hero who can use his traps to deny the enemy access to areas, force them to use their shields early or catch them by surprise and kill them outright. Placing traps from a distance allows him to use them offensively and from a safe spot by throwing them directly towards the enemy from a safe location. Note that enemies will often shield up to trigger your traps - you can use one trap to force their shields, followed by another one closer to yourself that might catch them off guard. Additionally, it will mean that they have no shields to use for any upcoming fights. Rinne’s hero action has a weak pull effect but it can pull enemies just close enough to trigger a trap, so be sure to use it. You can also harass people through walls or on higher elevations with it. Rinne’s hero skill is essentially a large cluster of explosive trap cards with a smaller detection radius. Try to trigger people’s shields prematurely or drag them into the mines if they get close enough. Be sure to also make use of his normal attacks as they can deal considerable damage, particularly with the element advantage and against low defence enemies.


Kirito - Attacker

Attack Modifier: x1.45

Defence Modifier: x0.85

Health Modifier: x1.00

Hero Action: Charges forward with a multi-stage attack - The first stage knocks back the enemy and deals normal damage, the second launches the enemy into the air and the final stage deals very high damage to anyone hit.

Hero Ability: Attack power is increased when Asuna is nearby

Hero Skill: Kirito moves forward whilst dealing 16 consecutive attacks in a circle in front of him, dealing high damage to enemies - the circle gradually expands as Kirito attacks. Does not pierce shields.

Casting Times (Hit/Recovery): Near: 1.2/2.6  Far: 2.2/3.9  AoE:1.2/2.5  Barrage:0.9/2.6

Possible Deck Strategies: A shield and a heal are useful as standard - the other two cards are best used as attack cards of any type except for far ones, though AoE and barrage are generally the best for Kirito. You can swap your healing card for a lifesteal attack card for a higher damage loadout. Piercing cards are viable due to his high damage.

General Tactics: Kirito is a strong attacker who boasts high damage, fast casting times and good mobility that allows him to traverse parts of some maps. Kirito’s hero action can be used to reach up to higher ground when charged to the third stage - be sure to use it to your advantage. When using his HA offensively, it is best to charge it up to the second stage as that offers a good balance between damage and casting time. Though the third stage can completely kill some enemies from full health, it is harder to pull off due to the charging time. Try and use it against stunned or unaware enemies. Kirito’s hero skill is extremely useful for area denial or pushing enemies trying to capture one of your keys. Remember that even if Kirito is blocked by a wall, the damage area will continue to expand - this is useful as it allows you to intentionally get stuck on a portal key and block the enemy from approaching.

Only available during collab reruns.


Asuna - Sprinter

Attack Modifier: x1.35

Defence Modifier: x0.85

Health Modifier: x0.90

Hero Action: Sprint/Dash Attack - Staggers enemies without a shield and deals 3 instances of damage

Hero Ability: Attack power is increased when Kirito is nearby

Hero Skill: Asuna charges forward, delivering 10 moderate-damage attacks that knock enemies down before dealing an attack that pierces shields and instantly kills anyone hit

Casting Times (Hit/Recovery): Near: 1.4/2.6  Far: 1.5/3.2  AoE:1.7/3.7  Barrage:0.9/2.5

Possible Deck Strategies: A shield and a heal as standard. This should ideally be paired with two barrage/far cards - piercing cards are recommended where possible due to her high damage. A slow, stun or vortex card are also useful alternatives. The heal card can be substituted for a lifesteal attack card if possible.

General Tactics: Asuna is a high-damage sprinter who can make use of her fast casting times and high damage to quickly burst down even some tougher enemies. Remember that her dash attack does three instances of damage - this means she will deal less damage to enemies with high defence compared to similar sprinters such as Blanche or Reiya, so try and focus on weaker enemies where possible. Her hero skill’s fast cast time and piercing capabilities make it very useful for surprising enemies that are capturing a portal key or casting a card. It’s also possible to clear entire narrow sections of maps, such as on Great Wall, and can quickly turn the tide of a battle if you get the timing and positioning right. The charge time is quite quick, so make sure you have it ready as soon as you can.

Only available during collab reruns.


Bugdoll - Gunner

Attack Modifier: x1.35

Defence Modifier: x1.45

Health Modifier: x0.75

Hero Action: Bugdoll fires her wings at an enemy within range, dealing damage before returning back to her. Each missing wing will gradually reduce her defence down to zero. The wings can target through walls and objects, but the enemy must be at a similar level of height to you. Attack buffs/debuffs do not change the damage of each hit - only defence makes a difference.

Hero Ability: The hero skill gauge will charge when close to Irregulars, including other Bugdolls.

Hero Skill: Fires six lasers in a spaced line over a very long range

Casting Times (Hit/Recovery): Near: 1.4/2.7  Far: 1.5/3.2  AoE:1.9/3.6  Barrage:0.9/3.3

Possible Deck Strategies: A shield and a heal as standard for survivability. A defence debuff can be used to maximise the damage output of her hero action and normal attacks. For offensive cards, long-range and barrage cards are recommended due to their casting times, and piercing cards are viable due to her damage. Bugdoll also has a faster activation time for cards that have a delay.

General Tactics: Bugdoll’s main speciality is her hero action that allows her to attack enemies behind cover and from a long range. When using her HA, try and target enemies with low defence (unless you are using a defence debuff) to maximise your damage output. You’re unlikely to kill anyone outright, but you can force them to use their heals and shields earlier than they would like. You can also use it against low HP enemies who are trying to flee to safety and potentially secure the kill. Make sure to be aware of your surroundings when using her HA - don’t use it when enemies are close or already approaching you, as it leaves you highly susceptible to being killed. Use her HA from afar and normal attacks (use movement cancelling to repeat the first chain of her NA) up close. Bugdoll’s hero skill can be very useful but requires some practice when it comes to aiming. As the lasers are spaced out, this gives enemies an area of safety where they can avoid any damage. If defending a portal key you should try and make sure the lasers target either side to prevent the enemy from capturing it. If denying access to an area, you should use the laser to cut across the terrain and prevent the enemy from moving forward. Remember that it has an incredibly long range, so you can use it from pretty much anywhere on any map.


Stellea Lala Silva - Attacker

Attack Modifier: x1.35

Defence Modifier: x1.40

Health Modifier: x0.95

Hero Action: Stellea dashes forward, dealing light damage and pushing back anyone hit. The range can be extended by charging the HA for longer.

Hero Ability: Stellea’s attacks will silence enemies with the duration depending on what attack was used. Normal attacks/cards will silence enemies for around 1 second, her HA will silence for 3 seconds and her HS will silence for 5 seconds. This does not apply to damage from sources such as traps and poison DoT.

Hero Skill: Stellea targets an enemy and jumps into the air, attacking an area around the original location. The attack deals high damage and will break through shields.

Casting Times (Hit/Recovery): Near: 1.3/2.6  Far: 1.7/3.4  AoE:1.7/3.8  Barrage:0.9/2.7

Possible Deck Strategies: A shield and a heal of your preference as standard. For attack cards, barrage and then long range ones are ideal - use vortex cards where you can to make the most of her hero ability. You can also use a movement speed buff or an enemy slow debuff to prevent enemies from escaping.

General Tactics: Stellea is a hero who relies on her ability to defeat enemies by preventing them from fighting back, though remember that shields/counters will ignore the silence. She boasts extended range and excellent normal attacks that are rapid and deal high damage, so always try to land the first hit in order to apply the silence. Though she is among the slowest of all the heroes, you can utilise her hero action to both traverse around the map and kill enemies. It is unlikely to kill them outright but the knockdown and lengthy silence of her HA allow you to follow up with your cards/normal attacks to secure the kill. You can also stunlock them if you get the timing and positioning right. Stellea’s HS is excellent for saving portal keys or getting right back into a key fight if you die or are too far away - it is very quick to cast, covers a decent area and can only be blocked by a counter. This means that most enemies will be forced to either take the damage and silence or get out of the area, which is often enough to prevent them from capturing your key and buying some precious time.


Ram - Sprinter

Attack Modifier: x1.40

Defence Modifier: x0.70

Health Modifier: x1.25

Hero Action: Sprint/Dash Attack - Deals increased damage and staggers enemies without a shield

Hero Ability: Unless Rem is nearby, Ram will lose 10% of her max health when using a card (she cannot die from this)

Hero Skill: Ram temporarily gains a shield break effect for her normal attacks along with increased damage, movement speed and reduced cooldown timers. When the effect ends Ram is briefly immobilised and has her health reduced to 1HP

Casting Times (Hit/Recovery): Near: 1.0/2.5  Far: 1.7/3.1  AoE:1.2/3.2  Barrage:1.7/3.7

Possible Deck Strategies: Ram’s best attack cards are close range and AoE due to their fast casting speeds, so these should be prioritised. You can use either pure damage cards to capitalise on her high attack or lifesteal attack cards to mitigate her hero ability. A shield/counter and a heal of your preference are recommended - Ram has a good amount of health, so a 50% shield can be suitable.

General Tactics: Ram is a sprinter with a very strong attack multiplier and health pool, but the main drawback is that you will lose health when casting cards. However, the amount lost is low and can easily be mitigated through a combination of lifesteal and healing cards, so ultimately it will have little effect. Ram’s normal attacks aren’t the fastest but boast extended range over other melee heroes and allow for better follow up attacks with cards that knock enemies down and the stagger from her dash attacks. Ram’s hero skill is incredibly strong and allows her to kill enemies in one or two hits, but if you fail to kill all enemies by the time it runs out you are highly likely to die due to it dropping your HP to one. It is also better to use normal attacks over dash attacks for the duration - only her normal attacks are given the shield break effect, and you will be able to get more hits off and quickly transition into using cards.

Only available during collab reruns.


2B - Attacker

Attack Modifier: x1.35

Defence Modifier: x0.90

Health Modifier: x0.80

Hero Action: 2B lunges forward over a fixed distance, dealing medium damage along the path and higher damage attack at the end with a knockdown effect. Enemies caught are dragged along by 2B.

Hero Ability: Taunting will have Pod switch between modes. Pod can attack enemies at a medium range with his gatling gun, constantly swing around 2B with a sword or provide 2B with healing.

Hero Skill: 2B very quickly summons spears in eight directions that deals moderate damage and stuns enemies when touched, even through shields.

Casting Times (Hit/Recovery): Near: 1.1/2.6  Far: 1.7/3.2  AoE:1.9/3.2  Barrage:1.0/2.9

Possible Deck Strategies: A shield/counter and a heal are standard as usual, though a heal can be swapped out for a lifesteal attack card to maximise your damage output. For attack cards, near and barrage cards are the most effective due to their quick casting speeds - 2B’s high damage makes piercing cards a solid choice. A defence debuff can also be used to maximise the damage output from Pod’s offensive modes.

General Tactics: 2B is a strong attacker who can utilise Pod in battles to either increase her damage output or add some extra survivability. Remember that Pod’s mode can be switched instantly, so make sure you are swapping to the most effective mode even if you are mid-fight. Pod’s gatling gun form is useful when chasing down low defence enemies but for most fights you will want to either use the blade or the heal as it deals more damage to most enemies/helps you survive a few more hits. 2B’s hero skill is incredibly quick to cast, making it highly useful as a method to survive a fatal blow and gain the upperhand. The slow recovery time doesn’t give you much of an opportunity to attack stunned enemies, however it does allow your team to catch up or deal with them instead. Her hero action is quite limited in range compared to the lunge/charge type attacks of other heroes - it is best used for mobility at the start/when on higher ground or to knock down and quickly kill an enemy that has been stunned or is caught off-guard. Don’t carelessly use it when the enemy is focused on you as you can easily miss and end up dying yourself.

You can still taunt with 2B - open up the top right menu and scroll towards the “2B Options” section near the bottom. Turn this on and you can taunt as usual. Be aware that it takes you to 1HP and switches off after use.

Only available during collab reruns.


Lovey Chouchoumarchou - Tank

Attack Modifier: x1.30

Defence Modifier: x0.50

Health Modifier: x1.30

Hero Action: Lovey stands still and creates a vortex with a weak pull effect that deals piercing damage. Damage dealt increases the closer the enemy is to Lovey, and damage is converted to healing at a 100% rate. Lovey cannot kill enemies using his hero action.

Hero Ability: Applies a 300% lifesteal effect to all attack cards

Hero Skill: Creates a larger and much stronger vortex around Lovey that follows him as he moves - Lovey moves faster but is silenced and disarmed for the duration. The piercing damage and healing are the same, but the damage is twice as frequent compared to his HA. Lovey cannot kill enemies using his hero skill.

Casting Times (Hit/Recovery): Near: 1.1/2.7  Far: 2.0/3.7  AoE:1.2/3.1  Barrage:1.8/4.1

Possible Deck Strategies: Lovey is flexible with what cards you can bring, however you generally should not bring any healing cards as it is a waste of a slot in most cases. At least one shield is recommended - this should be paired with a mixture of AoE or close range attack cards, with at least one shield break being ideal. Piercing cards are recommended as they will ensure that you can heal in most scenarios.

General Tactics: Lovey is on the squishier side of tanks with poor defence and mediocre health, however he makes up for it by being capable of healing almost to full when landing an offensive card. His quick casting times and good attack speeds also make him effective at killing enemies, especially if you stack piercing cards with a knockdown effect. His HA is useful at topping up your health if you are able to use it safely (i.e. from behind cover or when against a weak enemy), but just remember that it leaves you very exposed to enemy attacks. Additionally, enemies can typically kill you with their cards faster than your HA can kill them, so choose your fights carefully. Lovey’s HS is generally better for dragging enemies away from an area than it is at killing them. It is capable of pulling them off of the high ground, such as on Great Wall, and the strong vortex effect makes it difficult for them to run away - this is very useful in allowing your teammates to capture or defend a contested portal key. Just remember that his HS cannot kill enemies and it will not heal you when they are at 1HP - this can lead to scenarios where there is essentially an invulnerable enemy that you cannot escape from for a number of seconds, typically resulting in your death. Make sure you are aware of your team’s location and have a general plan before using his HS, as you want to either buy time or let your team secure the kills.


Rimuru Tempest - Attacker

Attack Modifier: x1.45

Defence Modifier: x0.75

Health Modifier: x0.95

Hero Action: Calls a single lightning strike that deals damage, stuns and slightly pushes back enemies

Hero Ability: Rimuru is immune to negative status effect cards. The in-game announcer is changed

Hero Skill: Consumes an enemy in front of Rimuru, killing them. Rimuru receives the remaining health of the enemy consumed along with their attack and defence values, their active buffs and a small portion of their HS gauge. This effect lasts for 9 seconds. Rimuru’s HA calls in three lightning strikes whilst under this effect.

Casting Times (Hit/Recovery): Near: 1.0/2.2  Far: 2.1/3.5  AoE:1.2/2.8  Barrage:1.5/3.4

Possible Deck Strategies: For damage cards, close range and AoE are the best due to their fast animation speeds. Rimuru’s high damage modifier also allows you to effectively use piercing cards. You should generally have 1-2 damage cards along with a combination of a shield/counter and a heal. A movement speed debuff card can also prove useful for killing enemies with cards and Rimuru’s hero skill.

General Tactics: Rimuru is an attacker boasting strong damage, decent survivability and the useful ability of being able to stun enemies. The high attack modifier allows Rimuru to oneshot a number of enemies with attack cards and finish off the rest with normal attacks and hero action spam. Be sure to take advantage of Rimuru’s hero action by using it as much as possible, especially when behind cover or against enemies at a higher elevation - it can whittle down an enemy’s health, finish off a fleeing foe or even interrupt a card being cast all from a safe distance - just be wary of enemies who are getting too close to you.. You can also somewhat stunlock an enemy to death, though they have to be very close for this to work. Enemies often forget about Rimuru’s hero ability and will try to use debuff cards against you - some might also not realise that you haven’t been affected. You can use this to take them by surprise by getting off a hero action stun, dealing damage with your cards or safely retreating. Rimuru’s hero skill can be useful when done right, but it can be tricky to land on an enemy or time correctly. Remember that you absorb the enemy’s current stats, so a low HP enemy with low stats will hardly heal or buff you. Try and use it against enemies with full HP and/or damage buffs, or time it right to instantly kill an enemy that is casting a card or their hero skill. It can be used as a last ditch effort to dodge a fatal blow or protect a portal key, but remember that it doesn’t offer much of an invulnerability period. Try and practice the timing and hit detection until you are comfortable with it.

Only available during collab reruns.

Al Dahab-al-Katia - Sprinter

Attack Modifier: x1.05

Defence Modifier: x0.00

Health Modifier: x1.10

Hero Action: Sprint/Dash Attack - Al’s dash attack deals weak damage but applies poison to the enemy

Hero Ability: All poison damage inflicted by Al will heal him for twice the damage value

Hero Skill: Attacks forward in a fixed area that damages enemies and applies poison - enemies caught in the centre of the attack will have a very strong poison applied to them

Casting Times (Hit/Recovery): Near: 1.1/2.4  Far: 1.5/2.8 AoE:1.5/3.3  Barrage:1.2/3.9

Possible Deck Strategies: Al’s abilities focus entirely on poison so you’ll generally want to bring at least two poison cards and a longer duration shield. Poison cards will act as substitutes for healing cards, freeing up another spot for more poison, a shield break or other utility card that works best for you.

General Tactics: Al is a tank-lite sprinter that utilises copious amounts of poison to consistently heal himself, lightening the effects of his complete lack of a defence stat. Poison cards tend to have low cooldowns, so you’ll want to be using them on enemies as much as you can - this helps to maintain constant healing and also deal some considerable damage to foes. As it deals less damage than normal attacks, you should use Al’s dash attack purely for applying poison to any enemy that isn’t already poisoned or to top up their poison duration. With the poison damage and healing output combined, this allows Al to soak up (and deal) significant amounts of damage and excel at keeping the enemy occupied for long periods of time in both offensive and defensive situations. Al’s hero skill is straightforward and quick to cast - it is most often used for defending a portal key at the last second as it can quickly close a decent distance and deal fatal damage to tightly grouped enemies. If an object is obstructing Al when his hero skill is cast, he will not move forward - this allows you to cast his hero skill whilst directly on a portal key.


Misaka Mikoto - Attacker

Attack Modifier: x1.20

Defence Modifier: x0.70

Health Modifier: x1.05

Hero Action: Unleashes a stun attack in an area around her - charing up her HA increases the size of the area, the damage dealt and the duration of the stun

Hero Ability: Misaka deals extra damage to stunned enemies and stun cards have an increased duration

Hero Skill: Fires her railgun in a straight line - enemies caught in the middle of the beam will be killed, enemies caught on the edges will be stunned

Casting Times (Hit/Recovery): Near: 1.1/2.7  Far: 1.5/2.8 AoE:1.3/3.2  Barrage:1.6/4.0

Possible Deck Strategies: A shield and a heal of your preference as standard. At least one stun card is highly recommended in order to maximise Misaka’s damage potential - the final slot can be filled with another stun, a shield break or a defence debuff to try and keep her normal attack damage high.

General Tactics: Misaka is a hero whose main source of damage comes from her normal attacks, with each attack stage landing multiple hits on the enemy. However, these attacks are weak against enemies with even a modest amount of defence and she primarily relies on stuns to significantly boost her damage, even to opponents with a high defence modifier. Her hero action can be useful for dealing with knocked down or already stunned enemies (provided you charge it up) but its long charge time and obvious indicators make it difficult to land against those who are watching you. Also remember that it cannot stun enemies if there is terrain or a portal key between you and them, though it can reach close enough targets on a slightly higher elevation). Her hero skill is quick to cast and has a generous range and stun width. Even if you don’t kill an enemy outright, the stun duration will ensure that you/your team will have enough time to run up to them and kill them with your normal attacks. Make sure to use it for attacking/defending portal keys or disrupting enemies’ powerful hero skills.

Only available during collab reruns.


Accelerator - Gunner

Attack Modifier: x1.50

Defence Modifier: x1.50

Health Modifier: x0.45

Hero Action: Leaps into the air over an increasing distance, attacking the ground in an area when landing. Shielded enemies will have their shield broken, be knocked down and receive extra damage.

Hero Ability: Deflects status effects from attack cards back onto the caster - the effect on the enemy is halved and drains Accelerator’s hero skill gauge in exchange

Hero Skill: Creates a vortex in front of Accelerator, slowly dragging in enemies and dealing very heavy damage to anyone who touches the area

Casting Times (Hit/Recovery): Near: 1.0/2.2  Far: 2.4/4.2 AoE:1.3/2.5  Barrage:1.0/2.9

Possible Deck Strategies: Accelerator has incredibly low health, so multiple (or a full deck of) defensive cards are recommended. You will want at least one counter to protect against piercing cards and maintain offensive capabilities. A healing card might not be the most useful due to his low health, so this can be swapped for an offensive AoE or close range card - piercing cards are recommended.

General Tactics: Accelerator is a glass cannon that benefits greatly from running mainly defensive cards, allowing him to use his speedy and powerful normal attacks to dish out most of his damage. However, be aware at all times and choose your fights carefully based on your card availability and the position of your team - most enemies will be able to swiftly kill you if you get caught out. Accelerator’s hero action is very effective at dealing with shielded enemies, especially as the radius of the attack is often underestimated. Just remember that you are sending yourself straight into their attack range - it is best used elsewhere if you’re going to jump into the whole enemy team and only one has a shield active. It also allows him to jump to much higher elevations, making Accelerator effective at reaching portal keys or ambushing enemies. Accelerator’s hero skill is similar to Maria’s but has a much weaker pull effect. Unlike Maria, Accelerator can move whilst the vortex is active - use this time to attack enemies and pressure them into being dragged into the vortex from them using their cards or standing still

Only available during collab reruns.


Sky King Blaze Dragon - Gunner

Attack Modifier: x1.05

Defence Modifier: x0.70

Health Modifier: x0.95

Hero Action: At the expense of his health, Blaze Dragon flies in the air and leaves behind a trail of flames that linger on the ground. The flame lingers for a longer duration and deals extra damage and staggers enemies on a direct hit. Blaze Dragon gradually increases in altitude and can climb terrain and dodge cards/abilities

Hero Ability: Normal attacks leave a pool of fire on the ground that lasts for 4 seconds, dealing damage

Hero Skill: Shoots a beam in a straight line that then explodes and leaves lingering flames in its path. The initial beam and the explosion both deal a piercing instant kill

Casting Times (Hit/Recovery): Near: 1.1/2.3  Far: 1.4/3.7 AoE:2.0/4.2  Barrage:1.5/3.2

Possible Deck Strategies: Try and have all elements to maximise the damage of your normal attacks. Generally, having three cards for healing and shields/counters proves effective for mitigating the damage of his hero action and staying alive in battle. A global defence debuff can be used in the last slot to maximise the damage of his lingering flames, but a shield break or stun also proves useful.

General Tactics: Blaze Dragon is a hero who, despite his low attack modifier, is capable of effectively killing enemies with just his normal attacks. As he is a gunner with one of the longest ranges, he can easily harass enemies and chip away at their health - just be sure to animation cancel to improve his average attack speed. Blaze’s hero action is useful for getting to the high ground relatively quickly (though slower than other heroes with mobility skills), but remember that it takes time to reach max altitude and you will have lost a good chunk of health on maps like Great Wall. It is also useful for staggering enemies and dealing high damage - you can dodge attacks but only at max altitude, so it’s best to not try and use his hero action for that purpose. Blaze’s hero skill takes a long time to charge and there is a lengthy delay before the attacks hit, however it deals excellent piercing damage and is effective at denying an area from almost any range.

Bell Cranel - Sprinter

Attack Modifier: x1.40

Defence Modifier: x1.00

Health Modifier: x0.85

Hero Action: Sprint/Dash Attack - Bell’s dash attacks have significantly more range than other sprinters

Hero Ability: Landing dash attacks + being near Aiz charge Bell’s hero skill gauge

Hero Skill:  Charges forward over a fixed distance, dealing medium damage to enemies and breaking shields

Casting Times (Hit/Recovery): Near: 1.1/2.3  Far: 1.4/3.7 AoE:2.0/4.2  Barrage:1.5/3.2

Possible Deck Strategies: A shield and a heal of your preference should ideally be paired with two close range offensive cards. This can include a shield break and a nuke - lifesteal and piercing cards are suitable due to Bell’s high attack modifier. A counter can also be used for more survivability.

General Tactics: Bell is a balanced offensive sprinter with the unique trait of having a long-range dash attack, making him useful at gaining the initiative against other sprinters or chasing down fleeing enemies. Whilst his dash attack does have extra range, it deals less damage than other sprinters and isn’t his most reliable method of getting kills. Bell has an excellent activation time for close ranged cards - cards that knock enemies down, rather than sending them flying, allow him to follow up with his rapid and damaging normal attacks to secure the kill. Bell’s hero skill is very straightforward but doesn’t typically enable any game-changing scenarios - it has a decent charging speed and activates quickly, but it covers a limited range and is unlikely to kill anyone except the weakest heroes or those already close to death. It comes in useful when you are about to take a fatal hit, the enemy is grouped together or they are capturing a portal key, but just don’t expect to get more than one kill in most scenarios.

Only available during collab reruns.


Roxy Migurdia - Gunner

Attack Modifier: x1.35

Defence Modifier: x1.10

Health Modifier: x0.85

Hero Action: Roxy shoots an icicle forward in a fixed path, dealing damage if it hits an enemy. Upon hitting an enemy, terrain or reaching its max distance the icicle will leave behind an area that reduces enemy movement speed

Hero Ability: Roxy deals increased damage against enemies inflicted with any debuff

Hero Skill:  Roxy summons a powerful storm that pushes enemies in the direction that Roxy is facing. The effect is very strong and cannot be outrun, however it only lasts for a brief period and Roxy cannot move whilst it is active

Casting Times (Hit/Recovery): Near:1.4/2.9  Far: 1.5/2.9  AoE:1.2/2.9  Barrage:1.7/3.5

Possible Deck Strategies: A shield and a heal of your preference as standard to maximise your survivability. The global defence debuff is highly recommended as it allows Roxy to almost continuously benefit from her hero ability. The last card can either be another survivability card or an AoE offensive card, with a shield break being recommended.

General Tactics: Roxy is a gunner who largely relies on her normal attacks stacked with her hero ability in order to deal high damage to enemies - use a mixture of her hero action and cards to try and maximise the uptime of her ability. Roxy’s attack range is good but remember that her hero action has slightly more range - use this to try and get the first hit in on any approaching enemies, stagger them and apply a debuff. Roxy’s hero skill takes a long time to charge but is incredibly powerful if used right - at best sprinters can only run on the spot but most heroes will be pushed away a considerable distance. For portal keys, this force can give your team enough time to freely capture the C point. You can also use it to push enemies off of the high ground or into collapsed areas on certain maps or combo it with your team’s hero skills, such as Tesla’s wall. Enemies who are casting their hero skill will not be pushed so be wary of this when trying to time it.

Only available during collab reruns.


Nanigashi - Sprinter

Attack Modifier: x1.35

Defence Modifier: x0.55

Health Modifier: x1.00

Hero Action: Sprint/Dash Attack - Nanigashi’s dash attacks apply a darkness effect that obscures the enemy’s vision

Hero Ability: Reduces the cooldown on all piercing cards. Nanigashi is always considered to have no element - this means he cannot deal nor receive bonus elemental damage

Hero Skill:  Sends out a wave of attacks in multiple directions that deal moderate piercing damage and apply darkness to anyone hit

Casting Times (Hit/Recovery): Near: 1.2/2.7  Far: 1.9/3.5 AoE:1.1/2.7  Barrage:1.0/2.9

Possible Deck Strategies: As Nanigashi does not care for card elements, you can disregard them and bring whatever you want without penalty. A shield and a heal should be brought for survivability and ideally paired with at least one piercing card to capitalise on his hero ability, however any offensive cards will work fine. AoE and barrage cards are his strongest for animation speeds.

General Tactics: Nanigashi is an offensive sprinter who can make use of his reduced piercing card cooldowns to frequently dip into fights and play more aggressively whilst allowing him to sustain decent damage thanks to his health modifier. Additionally, his lack of an elemental status can further improve his survivability thanks to not taking extra damage from standard attacks - this does also hinder your maximum normal/dash attack output. The darkness effect from his dash attacks is largely irrelevant to an enemy as it only obscures a small amount of their screen, however they should still be used due to the high damage multiplier. Nanigashi also has strong normal attacks that feature quick animations and a good damage multiplier, allowing you to effectively fight without cards or dash attacks. His hero skill can pass through terrain and covers a wide and tall area, allowing for it to be used behind cover or to reach enemies on higher ground. It also applies a significantly stronger darkness effect than his dash attack that can effectively disorientate foes.


MegaMan.EXE - Gunner

Attack Modifier: x1.35

Defence Modifier: x0.65

Health Modifier: x0.90

Hero Action: Charges variable sword up to 4 stages, increasing the range and number of hits for each stage. This attack deals damage equivalent to your currently active element.

Hero Ability: Reduces the cooldown of all offensive cards by 15 seconds whenever you get a kill

Hero Skill: MegaMan temporarily receives a fifth long-range card, Zeta Cannon, that can oneshot enemies without a shield

Casting Times (Hit/Recovery): Near:1.0/2.2  Far: 1.5/3.2 AoE:1.2/2.8  Barrage:1.1/3.2

Possible Deck Strategies: A shield and a heal should be brought as standard to improve his survivability. This is effectively paired with two offensive cards, ideally near/AoE, to allow for him to deal bursts of damage to enemies. A shield break is highly recommended.

General Tactics: Megaman is a straightforward gunner that features a simple moveset but is capable of dealing high amounts of damage. His normal attack range is average but his attacks have a good multiplier and fire at a quick pace, resulting in his normal attacks making up a good portion of his overall damage output. His hero action takes time to fully charge but extends beyond his normal range and can be used to harass or interrupt approaching enemies from a safe distance. It also staggers anyone hit without a shield, making it useful for disrupting skills or portal key captures (especially as it can pass through portal keys). Just be wary that you are locked into its animation when attacking. Megaman’s hero skill gives him a powerful instakill ability that acts like a long-range card with extra range. Whilst it does initially lock on like a normal ranged card, the projectile follows a fixed path and does not track the targeted foe - this means it can be easily dodged and is best used against immobilised targets or for area denial.

Only available during collab reruns.

Cu Sith - Attacker

Attack Modifier: x0.90

Defence Modifier: x1.50

Health Modifier: x0.55

Hero Action:

  • Blade Nyark: Rides on top of Nyark with increased speed but reduced mobility. Hitting an enemy deals damage and lifts them in the air. Hitting an enemy with Nyark’s fins deals increased damage
  • Warp Nyark: Teleports onto an enemy in front and attacks them, dealing damage and reducing their defence, attack, movement speed and slowing their animation speeds for a brief duration. Can warp through terrain
  • Shield Nyark: Deploys a shield that reduces incoming frontal damage whilst constantly attacking in front of Cu Sith, dealing frequent damage to everyone within the area. Does not shoot through terrain

Hero Ability: Using Cu Sith’s taunt toggles Nyark between three modes - Blade Nyark, Warp Nyark and Shield Nyark

Hero Skill: Increases Cu Sith’s defence and the damage of all her Nyark modes for a short duration. Fully heals Cu Sith upon use

Casting Times (Hit/Recovery): Near:1.0/2.2  Far: 2.3/4.0 AoE:1.8/4.2  Barrage:1.1/4.5

Possible Deck Strategies: Due to her very low health modifier, you may wish to run three or even four survivability cards. At least one counter is highly recommended to defend against piercing cards and attacks. For offensive cards, only close range cards are recommended due to her poor casting times for other types.

General Tactics: Cu Sith is a hero who is largely dependent on her hero action in order to secure kills and survive. As she is incredibly squishy, you will need to be vigilant at all times and keep track of what cards the enemy has in order to choose your engagements wisely, particularly when facing piercing cards. Blade Nyark is useful for quickly travelling around the map and for harassing enemies provided you aren’t facing any gunners. Warp Nyark is the ideal mode for securing a quick kill against most heroes, but make sure your target is unaware as it can quickly lead to your death if they use a shield or offensive card as you jump. Shield Nyark is good for area denial against low-defence enemies, just remember that you are still susceptible to piercing and stun cards in this form. Cu Sith’s hero skill is quick to charge and makes her impervious against most normal attacks and even some offensive cards, but remember to keep the same precautions when facing piercing cards or other hero skills.


Denji - Attacker

Attack Modifier: x1.50

Defence Modifier: x0.40

Health Modifier: x1.00

Hero Action: Targets enemies within a cone in front of Denji, lunging towards a single enemy in range and dealing damage. If no enemies are in range, Denji will not move.

Hero Ability: Damage dealt by Denji (excluding damage from cards) will heal him for the same amount

Hero Skill: Charges forward over a fixed distance and grabs hold of any enemies hit, finally smashing down and dealing fatal damage at the end. Denji can be steered whilst using his hero skill

Casting Times (Hit/Recovery): Near:1.0/2.2  Far: 2.3/4.0 AoE:1.7/3.4  Barrage:0.9/2.5

Possible Deck Strategies: A shield/counter and a heal are recommended for general survivability, though you can substitute out the heal for another card for a riskier playstyle. For offensive cards, near and barrage should be used due to their casting times. Piercing cards are also highly recommended to take advantage of Denji’s attack stat

General Tactics: Denji is an attacker with very high damage and good survivability when played correctly. His hero action is powerful but can be difficult to land successfully as it can easily miss an enemy walking backwards or sideways, landing you in a disadvantageous position if you miss. Try and use it against enemies who are unable to move or are distracted and avoid the temptation to chase someone down with it. Denji’s normal attacks are strong but are best used against enemies with low defence - remember to use element switching to maximise their damage output. Denji’s hero skill does have the potential to wipe out the enemy team but you need to plan your path accordingly. Though you can turn whilst it is active, do not expect to be able to pull off any sudden changes in direction. Additionally, Denji can get stuck on terrain and portal keys (which is a positive and a negative) whilst he is charging. Remember that enemies with a shield or counter cannot be grabbed and will not be damaged at the end of his hero skill. However, even enemies who have not been grabbed can still be killed provided that they are within range of the smash at the end of the hero skill.

Only available during collab reruns.


Power - Sprinter

Attack Modifier: x1.25

Defence Modifier: x0.80

Health Modifier: x0.95

Hero Action: Sprint/Dash Attack - Power’s dash attacks will attack in a fixed radius even if there are no enemies in range

Hero Ability: When Power has 75% or more health, her attack will be multiplied by 1.3

Hero Skill: Power locks onto an enemy within range and does a jump attack three times. Each attack deals a strong, non-piercing knockdown attack over a large radius. If the original target dies and another enemy is in range, Power will jump to them. Otherwise, she will attack the same area. Power will attack the same spot if no enemies are in range.

Casting Times (Hit/Recovery): Near:1.0/2.4  Far: 2.3/4.0 AoE:1.3/3.2  Barrage:1.7/4.2

Possible Deck Strategies: A shield/counter and a heal are recommended for survivability. A low cooldown heal is useful for trying to keep power above 75% health. Near cards are recommended for offensive cards - at least one lifesteal is also recommended for keeping Power as close to max health as possible

General Tactics: Power is a unique sprinter in that her dash attacks cover a fixed area rather than locking onto a single target, allowing her to potentially hit multiple enemies at once. However, this comes with the downside that you cannot cancel a dash attack unless you run into terrain or use a card/skill, leaving you potentially exposed during the attack animation. It also means that you can potentially miss your target, so predict where your opponent will be and aim it well. Power’s hero ability gives her the highest base attack modifier of all heroes when active which is why you want to try and keep it active at all times in order to maximise her killing potential. Power’s hero skill is usually fatal for any enemies who don’t have a shield as it is difficult to escape the attack area and the knockdown effect means that anyone hit by the first attack will also be hit by the successive attacks. It can be used regardless of the elevation difference to the opponent, so be sure to use it to your advantage on certain maps. Be careful when using it to defend a portal key against multiple enemies - as it locks onto the initial target, a smart opponent can use this to drag you away from your key whilst their team captures it.

Only available during collab reruns.


Amistad - Tank

Attack Modifier: x1.45

Defence Modifier: x1.50

Health Modifier: x0.95

Hero Action: Amistad stands in place with her shield facing forward, healing herself over time. Amistad still takes damage but enemies who hit the shield, regardless of range or if using skills/cards, will have this damage fully reflected. Enemies cannot die from attacking the shield.

Hero Ability: Reduces damage that nearby allies take by 20%. This is increased to 50% for Maria.

Hero Skill: Summons a Pegasus that fully heals Amistad and buffs her attack, defence and movement speed. Nearby allies also receive a movement speed buff. Her hero action turns into a sprint/dash attack - enemies are launched when hit by this dash attack. Amistad is silenced for the duration of the skill.

Casting Times (Hit/Recovery): Near:/  Far: / AoE:/  Barrage:/

Possible Deck Strategies:

General Tactics:

Data Chips & Prime

Data Chips

Data chips are one of the main ways of obtaining new cards. Provided that you have enough free slots, a random data chip is awarded after winning any ranked/arena match. They can also be obtained by completing hero challenges or special missions. Data chips come in a number of different rarities, with each one having a higher chance of dropping rarer cards but requiring more time to open. Opening a data chip also provides you with some XP towards your account level.

Bronze:                               Silver:

30 Minutes                                                                            2 Hours

N/R/SR/UR Cards                                                               N/R/SR/UR Cards

Don’t drop after rank S1

Gold                                  Platinum:

6 Hours                                                                                   12 Hours

R/SR/UR Cards                                                            SR/UR Cards

Black:                                Special:

18 Hours                                  30 Minutes

SR/UR cards                        Various hero themed cards

30% chance for UR card

Black data chips are only available during certain times. They have a chance of dropping after a victory in ranked matches for the first few days of a ranked season, and are given out as rewards for playing 20/40/60 matches during the season. They are also sometimes distributed during login campaigns or special missions

Special chips appear as rewards for ranking in a season or have a chance of dropping when a new batch of permanent cards are added. For seasonal chips, they have a high chance of dropping the unique UR card or other cards belonging to that character’s theme. Chips added for a new card batch will only drop the new cards (all rarities).

Prime Membership

Compass offers a VIP system that provides Prime members with certain non-gameplay benefits. Prime membership costs 360 purchased coins for 28 days, or 120 purchased coins for 3 days. Prime members get access to all 8 deck slots, all 6 data chip slots, a better daily login reward option, additional level-up bonuses and 2000 free BM each month distributed over the course of 4 weeks. You can also get special player icons during collabs.

Hero Challenges

Hero Challenges are a set of 16 missions to be completed for each individual hero. Each set offers the same rewards, but hero tokens are exclusive to that hero only. Rewards are only given when the player clears a straight line of challenges.

When starting off, players can only choose from the top row of challenges and must complete the row to access the rest of the grid. Everything below the first requires you to choose two of your friends as teammates, so follow random people at the end of your PvP games.

If you need stronger teammates for clearing beyond the first row, browse the ranking leaderboards and follow the players at the top.


Guilds

Guilds can be accessed from the social section of the main menu, and then tapping on the shield icon. There you can view what guilds you are in, search for a guild, or create a new guild. Guilds can have a maximum of 100 members and you can join up to 4 guilds in total - they are displayed on your profile.

Creating a Guild


Guild Interface (Owner)


Maps

Crank Street

  • A straightforward map where most battles happen around C
  • Portal key teleports can reach C and B/D from base
  • Use the side paths to harass or surround the enemy
  • Watch out for Tadaomi using his hero skill down the C path
  • Point B/D can easily be taken after a team wipe
  • Capturing a fourth point gives you a strong advantage
  • Has a 2v2 variant - the spawn is move up to point A/E and the side paths are cut off.

Star Park

  • C is where most of the fighting happens
  • Portal teleport cards can reach any point from base
  • Try and have at least one person on your high ground
  • This helps you against enemies with teleports, and gunners can provide some support
  • If everyone is fighting at C, teleport to E/A if you can
  • It takes longer for them to reach this point on foot and can ease the action for your team
  • Tadaomi can reach C with one of his charged attacks
  • Stand against the ledge to avoid gunner attacks
  • Card skills can also hit enemies on the high ground
  • Maria, when on the low ground, can pull enemies that are too close to the edge on the high ground

Taka’s Square

  • Fighting mostly happens in the B/C/D area
  • Teleport cards can reach B/C/D from base
  • Consider capturing B or D rather than C
  • This gives you a strong advantage
  • Capturing points other than C can be difficult after a wipe
  • Watch for Tesla’s wall/Tadaomi’s ult down C
  • Use the containers to break line of sight
  • Traps and cards can hit people on the other side of containers


Great Wall

  • Fighting is usually at C
  • Teleport cards can reach B/C/D from base
  • If you are holding C, staying alive is crucial
  • If you wipe the enemy at C, capturing B/D is advisable
  • Make sure at least one person stays at C to defend
  • Watch for Matoi/Adam knocking you off the high ground
  • Watch for knockback cards hitting you off the high ground
  • Use the pillars at C to try and stop that from happening
  • Watch for a Tadaomi ult down the length of the high ground
  • And from A - E or vice versa
  • Gunners can easily attack those on the low ground
  • Staying near the edge can usually avoid them
  • Lyrica can reach, however, so stick to the C wall
  • Tesla may use his wall to block off the entrance to C, or to split the high ground in half. Keep an eye out.
  • Has a 2v2 variant - the spawns are moved to either end of the wall and points A/E are cut off.

Landscape

  • Fighting happens at B/C/D
  • Teleport cards can reach B/C/D from base
  • Jeanne/Justice players typically teleport to B/D at the start
  • Capture C and have two people deal with them
  • Keep an eye out for enemies using the underpass
  • Have just one player deal with them if necessary
  • Use the underpass if you’re struggling to capture C
  • Try and distract one enemy to make it easier at C
  • Watch for Tadaomi ults down the length of C
  • And Tadaomi/Sol charge attacks

Live Stage of Light and Darkness

  • Fighting mainly happens on the low ground initially
  • Two people duel at C towards the end
  • Teleport cards reach anywhere from base - be prepared to have your first point stolen instantly
  • Capturing the points on the low ground is priority
  • Capturing C at the start is not recommended
  • Everyone has the same idea so watch out for teleporters
  • Capturing A/E gives you a strong advantage if you can hold it
  • Portal zones are very close together - stand in the enemy zones to deny them their hero skill charge
  • Watch out for Matoi and Adam bombarding you from anywhere
  • Keep an eye out on Lyrica in this map as she will almost always be buffed from being in a friendly cap zone
  • Tesla’s wall can split the map in half and make it difficult to attack/defend a zone
  • If both teams are fighting on the high ground, Maria can stick to the low ground and use her hero skill to drag the enemy team off, helping to secure the key (provided that the other doesn’t use their hero skills to block the pull).

Imperial Capital

  • The C point will be on the left or right side depending on your team, left for blue and right for red
  • Two people usually go to the side with the C point
  • You can follow this pattern or have two overwhelm the lone enemy
  • C can be easily lost so it’s better to hold the larger portals
  • Use the middle lane in case of emergency
  • It takes time to walk down it, don’t lose your portal key
  • If you are playing on the solo lane, watch your enemies actions before capturing the portal key. They may have a teleport card and ambush you whilst you are capturing the key.
  • A strategy that may occur is for the entire team to assault the side with 3 portal keys - this can be effective if you have a strong offence to overwhelm the enemy, and a good defence to hold all the keys.
  • If you’re on the solo lane, keep an eye on your enemy before capturing your key. It’s common for them to have a teleport or speed boost and kill you whilst you are capturing the key.

Turtle Island Resort

  • You can reach the C key and the enemy’s second key with a teleport card from base, but you have to go to the very edge for it to work.
  • As a sprinter you may wish to go for D/B instead of C. Sprint off the platform and continue straight up the stairs to the enemy portal. Be aware of other sprinters who may do this.
  • As a gunner, use the height advantage at D/B to chip away at enemies on the C point. If you have enough range you should also be able to target the enemy on the high ground opposite.
  • Don’t stick too close to the edge - enemies on the low ground can reach you with their attack cards if you are careless.
  • Use the cover to break line of sight
  • Don’t fuck up those teleports
  • The ground at B/D has plenty of cover spots to be used if avoiding Maria’s hero skill
  • Has a 2v2 variant - the spawns are moved to the north of B/south of D, and points A/E are cut off

Construction Site

  • Every minute, starting from the beginning of the match, the floor will collapse from B/D to C.
  • It collapses every minute - it takes 10 seconds to collapse, stays gone for 4 seconds and then fully restores in 1 second
  • You can teleport to all points from base except for the enemy’s first point (A/E)
  • Falling down the map will kill you and grant the enemy team an additional level
  • It is possible to teleport to C at the start, capture the key and then quickly retreat to the side cover
  • If you are Dizzy, or the enemy hasn’t expanded point A/E, you can teleport and capture  it during the collapse provided that the team is waiting around point C.
  • Be cautious of Maria and vortex cards dragging you off the map
  • Pick your side of C carefully during the collapse - try not to land on the same side as the entire enemy team if it will only kill you
  • But it can be a good idea when playing as someone like Pororotcho with a charged hero skill

Taiko Festival

  • Can teleport to all portals from base except the enemy’s second point (D/B)
  • By the time a tank has warped to C at the start and captured the point, a sprinter won’t be far behind. Watch out for stuns or any cards that can make you lose the point.
  • Likewise, if you are a sprinter then try and catch them off guard and be wary of any defensive cards they have - if you quickly kill the tank then the C point should be yours
  • Be extra careful when solely defending C - it’s a long journey from base and is easy to lose unless an ally is in the immediate vicinity.
  • Be careful of sprinters that skip point C and go straight for your second point - they can catch and kill you whilst you are in the portal key capture animation
  • If doing this tactic yourself, it is most effective if they have a tank at C and the only other support is their hero at the first point.
  • Fighting in the midgame mostly happens just outside the C lane
  • Lategame, fighting will turn to who can capture point C - be very wary of everyone that has their hero skill ready.
  • Remember that point C itself is a narrow dead end with no escape, any mistakes can be costly

Stohess District

  • This map was only available in matchmaking during the AoT collab - it can currently be played only through custom games
  • You can reach all portal keys from spawn with a teleport card
  • There are two titans that will battle at the C point - occasionally they will leave the arena on either side for a short amount of time
  • Small contact with them will deal 1 damage and stagger you back, whereas heavier hits from them can knock you down and send you flying
  • There are various pieces of debris that can be jumped over by Levi (all) and Novice Hero (smaller debris)

Torii Street

  • Each player will spawn in one of the three spawn points on their side of the map - this is their respawn location for the rest of the match.
  • A teleport card can reach all portal keys from all spawn points
  • You will need to move around within the spawn area to reach some points
  • The C area has a lower elevation than the rest of the map, so be wary of the height difference when using cards and skills.
  • You can also use the height difference to gain some extra distance with lunge-type hero actions, but the surrounding stairs will stop anything excessive
  • If the sprinter doesn’t spawn in the middle, it is common for them to swap out at the start and head for C instead of whoever did (particularly if it’s someone like Luciano or Maria, who will want to charge their hero skill).
  • Always be checking your map - the C point draws a lot of attention and teams may not fully expand their other portal keys. Watch both theirs and your own so that you can go on the offensive or prepare for a quick defence.

Dash! Beautiful Castle

  • B and D are separated from the rest of the map and can only be reliably accessed by the teleporter, the stage is too high for heroes like Levi and Novice Hero to jump.
  • It is possible for them to jump up to the teleporter platform on the high ground, however it is a one-way system
  • You can also get knocked up onto the high ground if an enemy uses a nuke or explosive trap at the right angle - try and face away from that region if you are defending C and using these cards.
  • Each battle on this map can follow a very different pattern - it can often be a 1v1 on the high ground whilst the rest of the team battles for C, or one team may attempt to control A, E and C.
  • Get ready to change your tactics on the fly to respond to the enemy - if you can hold your primary key (A/E), it may be worth supporting an ally to capture both D and B.
  • Alternatively, if the enemy doesn’t fully expand their initial zone then you may wish to apply pressure to them and try and capture it, giving a solid advantage if you can fully expand both A and E.
  • Heroes like Sol, Levi, Saber and Ky can almost reach the teleporter with their hero action from spawn, but not quite. Be prepared to fight as soon as you get close to it.
  • Also watch out for, or become, a portal camper who waits at the high ground portal for enemies to come through.
  • Watch your map to avoid it, and try not to repeatedly do it against a single enemy as they are likely to catch on and use it against you
  • Lunge heroes from the above can also use their hero action to quickly travel from the high ground edge straight back to the bottom teleporter - this can be useful for avoiding immediate danger or confusing your enemy and throwing off their map awareness.
  • With a teleport card from spawn you can reach all points except for the distant high ground point (B/D)

Dohyaa~! Ancient Ruins

  • From spawn you can reach the two portal keys on your side with a teleport card. You can reach C, but you have to be at the very edge and aim it precisely. When you drop down and move to the side you can reach all portal keys.
  • Make sure you are aware of the enemy’s position as much as possible - the distance from C to D/B is longer than you might think thanks to the stairs.
  • Gunners can easily attack anyone around C from the safety of the high ground - try and stick to their wall to avoid being targeted
  • Also try and fight other melee heroes against their side of the wall, allowing your gunners to reach them
  • Gunners watching the high ground can be killed by other gunners or long range attack cards - try and catch them off guard to maximise the amount of damage you can do
  • Heroes with a jump can jump the gap across C - this includes Novice Hero, Levi, Rem, Aiz and Saber

Castle of the Silver Feet

  • You can reach all portal keys from spawn with a teleport card
  • D/B/C are all on a lower elevation to E/A. Excluding some heroes (e.g. Saber, Levi), the only way back to E/A from D/B/C is either dying or going up the stairs in the middle. Always keep this in mind - use it to your advantage if the enemy does not have any heroes with jumping abilities
  • Combat in this stage can vary greatly between matches - sometimes a team fight can kick off right at the start over E/A, sometimes the first fight will be at C. Heroes with lunging abilities (e.g. Sol, Tadaomi) are usually more likely to try and fight at the first portal key. Always watch your enemies positioning right at the start to see if you need to go on the defensive or if they’ve left themselves open to attack.
  • Always keep an eye on the map and try to position yourself (where possible) so that you can quickly respond to an enemy trying to capture your main/secondary portal keys. Losing A/E is much harder to recover from compared to losing C.

Maji KiteL #Noctilucent Special Crime Zone

  • You can reach all portal keys from spawn with a teleport card
  • The general starting strategy is for one player to take E/A and the other two will advance and fight over C, with the player that stayed behind either backing up C if needed or capturing D/B if it is safe
  • The underpass is rarely used, but you do need to keep an eye on it in case any enemies try and sneak through to either capture a portal key or attack you from behind - you can also do the same if the enemy team is too preoccupied at C

Hello :-) irregular World

  • You can reach most portal keys from spawn with a teleport card, but people are only going to target C at the start of the match
  • Each match starts with the platforms between E/C/A available and the platforms at D/B collapsed. After one minute, they will swap round so that the platforms at D/B are available and the ones between E/C/A are collapsed. After two minutes, all platforms will be available.
  • Remember that the platforms disappear instantly, unlike Construction Site. If you aren’t in a safe spot as soon as the minute turns you will fall to your death

Namara Moo Moo Park