Hero adalah pasukan terkuat yang memiliki skill spesial. Hero jauh lebih kuat jika dibandingkan dengan pasukan biasa. Yah bisa dibilang mereka adalah panglimanya.
Saat ini jumlah maksimal hero yang dapat diturunkan ke medan perang adalah 6 hero sekaligus diwaktu yang bersamaan, Ini berlaku disemua ajang (Arena, Dungeon, Raids, HBM, Heroes Trial, Dan Expedition).
Walaupun jumlahnya hanya sedikit, tapi kemampuan hero tidak dapat diragukan lagi karena dengan 6 Hero pun sudah mampu menumpas ratusan pasukan biasa.
Hero dibagi menjadi 4 class:
- Legendary Heroes : Paladin, Champion, Succubus, Druid, Ninja, Thunder God, Atlanticore, Grizzly Reaper, Immortep, Spirit Mage, Minotaur Chieftain, Pumpkin Duke, Snowzilla, Cupid dan Moltanica.
- Elite Heroes : Executioner, Assasin, Warewolf, Cyclops, Shaman, Pain-Da, Serpent Queen, Ice Demon dan Triton.
- Ordinary Heroes : Angel, Marrauder, Hill Giant, Engineer, Frost Witch, Dryad, Alchemist, dan Marksman.
- Sacrifice : Slime, Cristal Ooze, dan Gelatinous Champion.
Cara Mendapatkan Hero
Kalian bisa mendapatkan hero dengan menghire mereka pada heroes altar.
Ada 3 cara yang bisa kalian gunakan:
- Hire menggunakan gems.
- Hire menggunakan Honor Badges.
- Dan Hire menggunakan Shard.
Hire Menggunakan Gems
Hasil yang didapat dari roll gems adalah random. Jadi kalian tidak akan tau dan tidak dapat memastikan hero yang akan didapat. Dan kemungkinan besar akan mendapatkan hero yang sama dengan yang sudah kalian miliki.
Saat akan menghire hero akan muncul 2 opsi yang bisa kalian pilih.
Opsi pertama 150 gems/roll untuk 1 hero dan opsi kedua 450 gems/roll untuk 3 hero.
Kemungkinan hero yang didapat dari roll gems:
- 65% Elite Hero
- 15% Crystal Ooze
- 10% Gelatinous Champion
- 5% Ordinary Hero
- 5% Legendary Hero
Sangat direkomendasikan buat hire dengan gems, karena jika beruntung kalian bakal dapet hero legend.
Hire Dengan Honor Badges
Hero yang didapat dari cara ini juga random, sama seperti hire dengan gems.
Pertama kali hire hero membutuhkan 500 HB dan akan terus meningkat setiap kali kalian hire dihari yang sama. Dan akan kembali lagi 500 HB setelah refresh server (sekitar jam 12 siang, wib).
Berikut ini honor badges yang dibutuhkan untuk hire hero dihari yang sama:
1x 500 HB, 2x 600 HB, 3x 700 HB dan setiap hire akan meningkat 100 HB sampai hire ke 10.
11x 1500 HB, 12x 2000 HB, 2500 HB, dan setiap hire akan meningkat 500 HB hingga hire ke 20.
21x 6000 HB, 22x 7000 HB, 23x 8000 HB dan setiap hire akan meningkat 1000 HB.
Kemungkinan besar hero yang bakal didapat adalah slime dan ordinary hero. Untuk hero elite kemungkinannya sangat kecil, dan hero legend hampir mustahil untuk didapatkan dari sini.
* Jika ingin mencoba hire dengan honor badges sebaiknya lakukan 2 atau 3 kali saja dalam sehari, dan coba lagi dihari berikutnya. Cara ini bertujuan untuk menghindari pemborosan honor badges.
Here is the list of some base designs. Base designs are primarily build to beat HBM. There are too many variables that have influence on which HBM wave you can beat, therefore are concepts sorted by Town Hall level.
Basics
The rules of attacking troops and heroes are fairly simple. Choose
the nearest target, travel until it is in range, attack until it is
destroyed. For destructive troops, the nearest target is the nearest
tower if there is one. Attackers targeting a regular building, not a
tower, will pause to counter attack then return to the same building.
The first basic principle of base design is ensuring that "choose
the nearest target" is not a hero. Surround heroes by other buildings
that will be targeted. Choose buildings with high HP. Towers are
designed for this, and arrow towers have the highest HP.
The second basic principle of base design is using walls against
ground attackers to make "travel until the target is in range" involve
walking farther distances and through more damage. Flying units ignore
walls and cannot be influenced. These bases all have openings in the
walls, so the defender chooses where the attacker enters. Imagine the
barbican of a castle. The castle wall has an opening, but the opening
is heavily protected.
To prevent ranged attackers from shooting over walls, have at
least 3 squares between the outer wall and any inner building. The inner
squares will often have additional walls, flowers, or be empty.
To prevent walls from being attacked, increase the thickness of
the wall the farther it is from an entrance. The level or damage of the
attacker, the level of the wall, and the total distance to the target
all affects the decision to go through or around a wall. A rough
guideline is to increase the thickness by one for every 6 squares
traveled.
TH level 8-11
Design Concept: Peon Clover
HBM wave: A
Credit: DirtyDistaggio(GodFuzzy)
No towers.
Heroes' levels:20-70
Description: It's a DeathClover modified base,where the vaults
tank for you,and you have no towers due to the low might. It's very good
if you want an account with very low might.
TH level 9
Design Concept: Small Deathbox
HBM wave: A
Credit: White Knight
Tower levels: 5 - 7
Heroes: Levels 20-40
Description: Monsters walk around the walls allowing all heroes
and towers to target them simultaneously. Provides some raid protection
of vaults as well as being good for HBM.
TH level 13
Design Concept: Maze
HBM wave: C
Credit: IGG Forums
Tower levels: 5 - 7
Heroes: Levels 60-100
Description: Monsters walk around in the maze giving your heroes
and towers enough time to take them out before they reach their your
towers.
Design Concept: Modified Deathbox
HBM Wave : D - E
Credit:BKF666
Tower levels:5-7.
Heroes: 60-92.
Description: Tower based design. Monsters target your towers while your heroes take them out.
Towers can be interchanged with mana/gold vaults if your towers are low levels
Two ranged heroes required, preferrably Engineer and Druid at the edges closest to the towers
Note: Monsters break through the walls on the east and wide a lot. Not recommended.
Design Concept: Modified Clover
HBM wave: C
Credit: IGG Forums
Tower levels: 5 - 7
Heroes: Levels 80-100
Description: 4 entrances help spread monsters and reduces the
number that can aggro on your heroes at a given time. Buildings outside
the wall are arranged in such a way that the monsters cannot complete
path around your walls. Monsters make an L shaped/ V shaped path from
one entrance to the next.
Design Concept: Modified Diamond/Maze
HBM wave: B
Credit: Drsabadash
Tower Levels: 2-4 (upgraded)
Heroes: 60-80 (60+ Druid necessary, others can be elite)
Description: Mix between 2 entrance diamond and a Maze layout. 4
corner spawns will be re-directed to top openings, placed in a way where
some of the group will begin the maze as the rest continue around the
base being taken out by towers. Minimum requirements are 20x lvl 9 walls
(inner maze walls) and the rest lvl 8. 3 lvl 4 arrow towers able to
complete wave B, just re-arrange so highest lvl vault is in the gap
where the bottom tower is. Lower part of the base should be 2-3 walls
thick (2 if one layer is lvl 9) to avoid south spawns from just breaking
through bottom of base. Reliably completes wave B 95% of the time. all
lvl 9 walls and lvl 80 heroes should complete HBM-C.
Tower levels: Arrow levels 7-8
Garrisons: Yes
Heroes: TG & Druid lvl 100. Engineer 80, Champ level 90+ and AC (Succubus ) level 80+ or a level 60 Ninja
Description:This setup is tower based, your heroes must be
capable of taking out all the enemies while they focus on the towers. Thunder god , Engineer and Atlanticore
at 4/9 skill. Putting vaults or any other building inside your walls is
counterproductive and will lead to failure. This is because enemies
will target towers until they are destroyed but for other buildings your
heroes can be targetted before the building is destroyed and the
monsters will break through your wall to get to the buildings.. It is
possible to beat D using two cannon towers with this setup. This setup
is vulnerable to raids. Placing two buildings or decorations at the tips
can resolve this. For Here Be Monsters the buildings have to be
removed. Decorations can stay.
Note: Putting a very low HP building at the tip can be a good
strategy as it would be destroyed by wave 3 by Griffins. Its a risky
strategy as non flying ranged heroes and troops( Serpent Queen and
Centaurs) will try breaking through your walls. Its also risky if it
lasts past wave 3 as it can be targetted by the Dino and destroyed
instantly and your heroes will not survive.
TH level 16
Design Concept: Modified Clover
HBM wave: D-F
Credit: oonisk
Tower levels: 5-7
Heroes:
Description: Beginning with Wave D, your base will be swarmed by packs of Griffins.
As they completely fly over walls, you will need to have a base design
that immediately attracts their attention toward buildings, while your
towers and heroes kill them off. If you have been using Cannon Towers, which are great for A through C, you will need to exchange them for Arrow Towers
, as the former are completely useless against flying troops. It is
recommended that you keep at least one Cannon Tower to deal with the
large amount of ground troops that can overwhlem other towers..
This base design is highly effective in drawing troops into the
base and having them circle around the paths towards their target
building, while heroes and towers pick off the invaders. Out of 100+
completed HBM runs, there are only rare instances losing due to a time
out. (This may happen in D, but far less often in E and F.)
TH level 17
Design Concept: Fighting L's
HBM wave: E & F
Credit: BalisticRain
Tower levels: Green and Pink garrisons in arrow towers to take out heroes quickly, Blue and Purple garrison in Cannon tower to maximize damage to ground units.
Heroes: 80-120
Description: Design focuses fire to single units to bring down
enemies as quick as possible. Enemies run around the perimeter through
wave E4 and reaches the center by E5 and die quickly afterwards.
Design Concept: Death Box
HBM wave: H
Tower: No need.
Hero Base: Level 14-15
Heroes: 8 star (150+ is recommended), 5/9 and 6/9, Thunder God, Immortep, Reaper and Druid are a must have.
Description:
From HBM H, the appearance of Ornithopters
make towers much more fragile than ever. Ornithopters can wipe out a
high level tower in one second so placing high HP buildings (Heroes Altar and Guild Hall) in the inside corner instead of towers help avoid enemies changing aggro when a target is taken down.
Don't place the inside corner buildings too far away from Hero Base. That would sometimes make Fairy Dragons get stuck at a building until the timer dies.
The hardest part of HBM H is not the Dino but instead the Fairy
Dragons in the fifth wave. Those Fairy Dragons coming at a number of
approximately 40 units can kill a hero in two seconds. Keeping Immortep
in a safe place is very important because his proc can solve the problem
of massive dragons. Immortep is recommended to be placed next to a Heroes Altar or Guild Hall in the corner, not in the center to avoid Ninja's proc.
TH level 18-19
Design Concept: Modified and enlarged Deathbox
HBM wave: I
Credit: YouTube contributors
Tower Levels: L10 Arrow Towers with garrisons of your choice depending on your needs.
Purple garrisons are not recommended since enemy heroes have such high hit points towers will have little affect on them.
Green garrisons are not recommended since they prioritize targeting to heroes and that will not help you in high levels.
Blue garrisons are probably the best choice since they raise
the hit points of the towers substantially at high levels. Your towers
and other buildings are in your center base for one purpose -
distracting enemy heroes and soaking up damage. High hit points equals
survival.
Heroes: 140-160 depending on lineup. Druid/TG/PD are mandatory and
ranged/AOE with high hit points are recommended in addition to these.
Description: Base design focuses on control of enemy hero
multi-targeting. This includes SM and TG and is accomplished using the
"4 corner" design and placing Guardian troops in all Barracks. This
increases the chance enemy heroes will not target your heroes
dramatically. As in wave H, you must protect your towers from the
Ornithopters and increase their pathing time by placing them closer to
the center of your base. Use your highest hit point buildings on the
outside center of your base. Hero base levels should be 18 plus
depending on your hero level. If using TH 18 the zig-zag entry on each
side of the death box is optional. I recommend bomb placement around
both entrances.
Note: This base has a weakness that the inside corner
buildings are too far from Hero Bases. This results in SM attacking the
corner buildings without anyone killing her, makes SM procs continuously
until the whole base is destroyed.
Design Concept: TH19 Modified Deathbox
HBM wave: Farm I, beat J
Tower: Level 8+, full garrison will be easier to farm both.
Hero Base: Level 17+
Heroes: Level 155+ (9 star is recommended). Ranger heroes must be placed at the corners.
Full garrison: Only needs a f2p team. Druid, Thunder God, Reaper and Immortep are required.
No garrison: Needs strong gem-only heroes like Pumpkin Duke, Cupid, Minotaur, Aries or Vlad Dracula.
Description: HBM I and J must have four corner Army Camps with 20-25 Guardians each.
HBM I and J have Spirit Mage and Thunder God (global procing
heroes). Have Guardians in Army Camps to take Spirit Mage's proc, that
will keep Heroes safe. Thunder God will only proc about once before
reaching the inside buildings and that's not enough to kill all Heroes.
Spirit Mage will most likely to target the inside corner base
so having level 17 Hero Base (max range) and ranger heroes at the corner
will help you kill Spirit Mage before she procs. Note that if Hero Base
is under level 17, it will not have enough range to reach Spirit Mage.
Center heroes will most likely to take Ninja's aggro so it's
highly recommended that a high HP or Revive hero should be placed in the
center.
Design Concept: TH19 Coleoptera
HBM wave: Farm I, J
Tower: Level 9+
Hero Base: Level 17+
Heroes: 9 star, high skill level (6+, 7 is recommended). Need at least cupid or PD to farm easily.
Description: Longer path compared to Death box. Placing Town Hall
outside the walls to avoid enemy Thunder God procing on heroes.
Credit to Nathan Blezek.
Design Concept: TH19 Modified Coleoptera
Same requirements as Original Coleoptera.
Description: Change the south entrance to be zig zag shape. Move the top buildings to be seperate and closer to the Town Hall.
Explanation: Seperate top buildings apart to avoid Thunder God
procing too many times when Town Hall is accidentally destroyed. Moving
them closer to Town Hall to avoid enemies changing their direction when
destroying top buildings (leaving enemy Thunder God alone hitting
buildings while Town Hall is already destroyed).
Recommended Heroes For Free to Play
Here are the lists of possible Heroes which Free to Play players may use on Here Be Monsters.
Druid -
His ability and strength is a mark-up choice in HBM. He acts as a one
man army but very useful since he heals and attacks at the same time
even and during the game play. Probably one of the best Hero to use in
HBM. Druid should be placed at the center, and one ranged hero paired
with a melee hero..
Immortep -
One of the best hero you can come up with. His skills and added talents
can clear up attacking troops from A-J depending upon his levels.
Thunder god -
one of the best AoE and multiple target hero in HBM. He is one of the
key player, the other one is Druid and Immortep. With his multiple
Target attacks he can manage to wipe out troops on every waves.
Paladin -
Because of his high hitpoints that makes him second invincible blocker
of the game. Able to hold attacking troops and monsters.
Pain-da - His procs prove him almost same with Immortep giving an area of attack a best play in HBM.
Cyclops - He has decent damage and with his skill he can take out many enemies at once
Serpent Queen
- Although her skill damage isn't very high, she can be very useful in
the early hbm challenges, where tier1 or tier2 troops attack
Engineer -
out from Ordinary Hero List He is one of the best Heroes proven useful
in Raids and HBM. His capability upon HBM has been proven to be powerful
in regards with multiple target attacks.
Marksman - is more useful than a level 80 Succubus in Here Be Monsters. She is one of the second Ordinary Hero that proven to be in par with Legendary.
The difference between almost completing and completing a Here Be
Monsters letter could be the addition of a mutiple target skill hero.
Experience
Experience is earned by destroying buildings in Raids and Dungeons, or as a reward for successfully defending a wave in the Here Be Monsters challenge. Higher level buildings offer more Experience. Defeating enemy troops or Heroes doesn't give any Experience, as well as participating in Arena battles or Boss fights. Any Experience gained goes to your Heroes, troops do not gain nor take experience.
Every Hero participating in the battle (including heroes in a Garrison during HBM) receives experience.
The amount of experience earned is divided by the amount of
Heroes that were participating*(see below), so that every Hero gets the
same experience, regardless if the Hero already reached max level or
not. If a Hero is already at max level, the experience is taken, but not gained; it is essentially wasted on that particular Hero.
Example:earned: 1000
Amount of Heroes: 5
Hero
Level
distributed
gained
Angel
50
200
200
Marauder
58
200
200
Marksman
55
200
200
Frost Witch
60 (max)
200
0
Executioner
60 (max)
200
0
Total
1000
600
So if you're trying to level your heroes, you should consider leaving
level capped heroes in the Hero Altar, so your other heroes get more
experience.
The first hero placed during a dungeon or raid gets the remainder
of experience. For example, if 5 heroes get 14 xp, each hero gets 2 xp
and the first hero placed get the remaining 4 xp for a total of 6.
It should also be noted that Participating Heroes includes
any Heroes you have garrisoned in towers also enter into the
calculation for the experience split. So the number of Heroes splitting
the experience may may well above 5 (for example, if you have 2 cannon
towers with 3 Heroes in each, the 1000 experience in the example would
be 1000 / 11 or 100 for the first and 90 for the rest).
Hero Exp Books
Hero Exp Books are basically containers for experience. They are used to transfer experience to your Heroes in the Heroes Altar using the Earn EXP button (Tactics Academy). It works similar to consuming heroes.
There are 3 types of books, each contains different amount of experience.
Experience Books are all random and unstable when they come to rewards in Quest Board.
The game can neither specify nor directly point out how many books or
how much you can gain in one quest set completion but there is one sure
which is 90% guaranteed upon it.
Might
Exp books
Quantity
4k-7k
some & few
random
8k-14k
few & added more
random
15k
few , few & 2
2 purple & random
green & blue
16k
few & 3
3 purple & few random blue
with random green as bonus
17k
few & 4
4 purple & few random blue
with random green as bonus
18k
few & 5
5 purple & few random blue
with random green as bonus
19k
few & 6
6 purple & few random blue
with random green as bonus
20k
few & 7
7 purple & few random blue
with random green as bonus
Might - from 21k up and so on might - more on purple books and few blue books plus random green books for bonus PLEASE NOTE:
It is random and unstable amount of books popped out on every different quest sets and is not FIXED as it should be.
Player can hold up to 999 books of each type. When the limit is reached, those books attained after the limit will be lost.
Warehouse
Experience Books can be bought in Warehouse with Merits. They appear in 2 types of items:
Experience Books can also be obtained as reward items through Team Dungeons by opening different Chest Rewards. Each chest gives random amunt of reward items
Only destroying buildings gives experience. The experience received
for 100% success on a dungeon is the sum of all building hit points,
plus 1000, divided by 200. Walls do not give experience. All displayed
numbers are rounded down.
For example, the very first dungeon has 4 buildings with a total
of 13000 HP, and gives 70 XP on 100% success. (13000+1000)/200 = 70. The
next dungeon has a total of 18200 building HP for (18200+1000)/200 = 96
XP on 100% success.
A building that is damaged but not destroyed may give partial
resources but does not give experience. Destroying the first building
gives 1000 extra hp which is 5 extra xp. For example, destroying only
the town hall in the first dungeon gives 39% completion and 27 xp, which
are (4500+1000)/(13000+1000) and (4500+1000)/200 respectively.
Raids
Only random, sword-in-map raids give experience. Raids use the same
experience formula as dungeons. Random raid opponents are chosen based
on might, not total building hit points, so there can be a wide range in
rewarded experience between opponents. When raiding for experience,
look for high level town hall, guild, altar, army camps and towers.
A fully upgraded town would be worth 9505 experience, of which
4500 is from resource buildings. A bare minimum 6 hero town, with no
towers, relic hall or guild, would be worth 2900 experience. A more
typicial 6 hero town, with 4 level 8 arrow towers and level 16 altar and
halls, would be worth 4767 experience. These numbers do not include
the 5 bonus experience for first building destroyed.