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Selasa, 10 Maret 2015

Strategy Guide

Strategy
This strategy guide will show you valuable information regarding Castle Clash.

Castle design

Town hall 10
  • Fortresses focus on fortification. They have higher might and provide strong defense.
  • Bases barely build buildings, but battle better than fortresses. They have lower might and provide strong offense.
  • Blends promise strength but deliver weakness. It is best to build one or the other.


The Town Hall is the most significant building in the game.
  • It unlocks other buildings in the shop.
  • It has the highest HP per level.
  • It gives the most completion percentage to an enemy when destroyed in raids.
  • It functions well as a target for enemies to attack while your heroes, troops and towers kill the attackers.
  • It looks cool when your town hall is located in a place that seems purposeful when designing your base.

Vaults are the most valuable buildings in the game. (Pun intended)
  • They store gold and mana acquired from mines, mills, dungeons, raids, Here Be Monsters, and purchases in the shop.
  • They limit the amount of mana you can hold and make gold more manageable when you're trying to save up for the big stuff.
  • They have decent HP per level and function well as interior targets while your heroes, troops and towers kill the attackers.
  • Protecting your vaults is important if you are trying to save mana/gold. You can do this by surrounding them by towers, heroes, or troops.

Towers are the most defensive buildings in the game.
  • They damage enemy attackers.
  • They have strong HP per level and function well as interior targets while your heroes, troops and towers kill the attackers.
  • After level 10 you can specialize them according to your defensive preferences.
    • Arrow Towers provide strong defense dealing high damage, especially to heroes when garrisoned. They are weak against swarms of small troops.
    • Magic Towers provide simple defense dealing moderate damage to multiple targets.
    • Cannon Towers provide specialized* defense, dealing area damage to ground targets. They are ineffective against flying enemies.
  • Cannon Towers provide specialized defense because while they are able to kill swarms of ground units they also create damages to ground heroes, so use all cannons for the benefits of your castle.

The Heroes Altar and the Guild Hall are the most special buildings in the game.
  • Both unlock additional game content, making them very useful and fun to have.
  • Both have High HP per level and functioned well as interior targets while your heroes, troops and towers kill the attackers.


The Arena, Warehouse and Training Center are the most specific buildings in the game.
  • All have a specific function:  unlocks game content and features.
  • All have Low HP per level, because they can't be leveled up for additional HP, and do not function well as interior targets while your heroes, troops and towers kill the attackers.
  • Because of their low HP all function well as exterior targets placed in locations that redirect attacking enemies from attacking other buildings.
  • These buildings are considered low HP because of their inability to increase their HP. They may however have higher HP than some of your buildings if many of your buildings have low levels.


Walls are the most basic buildings in the game.
  • They do not count toward completion percentage so an enemy does not need to target them unless required to do so by the AI when attacking other buildings.
  • Upgrading walls does not increase might
  • They function well as exterior targets, blocking (or slowing down) enemies from attacking other buildings.
  • They function well as walls , redirecting enemies away from the interior of your base or redirecting enemies into traps

Traps are the most expendable buildings in the game.
  • They do not count toward completion percentage so an enemy does not need to target them unless required to do so by the AI when attacking other buildings.
  • They function well as traps, dealing damage to enemies when approached.
  • There are two types of traps, Bomb Traps and Hero Traps.
    • Bomb Traps deals area damage to any enemy that activates it. It does not effect flying units.
    • Hero Traps deals area damage* to any enemy hero that activates it. It does not effect flying units.
  • They are effective for filling the empty spaces in a base, but cost resources for replacement.
  • Hero Traps deals 10% Max HP to any heroes in range, and can be very effective when grouped together.


Below is a section for Additional Tips and Information:
  • An alternative strategy is to NOT build walls or towers. Arrange your buildings so that attackers have to destroy everything to get all of the available resources. Attackers are more likely to defeat you 100%, which will give you a 10-hour shield period during which nobody else will be able to attack (too bad if you have already built towers and walls - you cannot sell, remove, hide, or "level-down" buildings). 
  • A related strategy is to buy as few buildings and upgrades as possible, which results in very low might. This allows quick and frequent raids with heroes only, assuring quick level advancement. The base is developed after the desired hero levels are acquired.
  • NO troops because they waste space in your castle, only heroes. They are better at destroying and protecting you from your enemies.

Heroes

Executioner
Heroes are one of the most powerful and versatile parts of the game. They are also one of the most fun parts of the game.
See the "Shards, Honor Badges, Gems" section for tips on how to acquire heroes.
After buying your third builder, roll as much as possible until you get 5 different legendary heroes. They are far more powerful than ordinary or elite heroes and provide the most beneficial mechanics.


Get a Druid! He is a one man army.
  • He is the most versatile Hero in the game. He works well in any team and performs well in dungeons, raids, Here Be Monsters and the arena.
  • His skill which is Energetic, heals himself and his allies and he increases their ATK.
  • Once you get Druid, you should put him at the top of the list when leveling heroes.

Having too many heroes increases your might without increasing your attacking ability.
  • Don't keep extra elite or ordinary heroes unless they have a purpose (E.g. strong skills or abilities or if you need them for tower garrisons), even then Quality > Quantity.
  • Keep duplicate legendary heroes. These are useful if you want to specialize their talents (E.g. berserk for raids, sprint for arena, revive for boss battles), and make powerful tower garrisons.
  • Duplicate heroes is also useful in Heroes Expeditions.

Some skills and talents work well together.
  • Slash which is Ninja's skill uses the DMG stat when it procs (this is the term used for when a skill activates). War God is a talent that increases the DMG stat. Therfeore, War God works well with Slash.
  • Celebrate which is Pumpkin Duke's skill increases ATK, ATK rate, and Mov SPD of allies for a limited time. Therefore, proc speed talents (E.g. Revitalize, Berserk, Sprint) work well with Celebrate.
Some heroes work well together.
  • Druid and Thunder God works well together because Druid can heal Thunder God and increase his ATK while Thunder God attacks.
  • Druid and Paladin works well together because Druid can heal Paladin while he blocks enemy DMG.
  • Pumpkin Duke and Succubus works well together because Pumpkin Duke increases Succubus's ATK rate making her proc faster.

Don't waste gems rolling for talents on ordinary or elite heroes. Likewise don't waste gems rolling for talents when you do not have at least 3 legendary heroes.
  • Although Quality > Quantity
  • 1 talent roll (300) = 2 hero rolls (150 + 150)
  • If you roll for a talent and miss then you have wasted your gems.
  • If you roll for a hero and miss then you still have a chance of getting an elite with a good ability plus you still have the guarantee of getting a hero that you can consume for skill points.
  • Use the ordinary and elite hero cards from Mesa chests instead of rolling for talents on them and have legendary heroes consume those born without the high level talents.
Don't waste honor badges leveling ordinary heroes beyond level 60.
  • Ordinary Heros < Elite Heroes < Legendary Heroes
  • A level 60 hero with skill level 3 (150 GP) > garrison level 2 (140 GP)
  • Two level 60 heros with skill level 3 (2 x 150 GP) = garrison level 3 (300 GP)
  • Three level 72 heroes each with skill level 9 can give full garrison level 7 in all three categories at the same time, and the ordinary hero's skill will have cost half of the elite's.
Don't waste experience by placing useless heroes in tower garrisons when you don't need them to beat a level of Here Be Monsters, unless you want to build might by leveling all of the heroes.
  • ONLY place heroes you NEED in tower garrisons so that you are able to beat the level you are attempting.
  • Just like raids, the heroes in the tower garrisons will get an equal share of the earned experience. 
Some heroes are meant for specific game modes.
  • Champion for example is great to get stun trains off in boss fights with his awesome ability
  • Succubus and Ninja are both better at arena, serious DPS? You definitely want these on your arena team.
  • Thunder God is good in both the arena and raiding, but is the King of Here Be Monsters. His skill Thunderstorm, each time it procs, stuns and does DMG to multiple enemies. anywhere on the map, provided they are within the skill radius. As his skill level increases, both the number of enemies affected and the skill radius also increase. He's essential if you have druid. Make sure to shard farm for TG, its well worth it.

Arena

Arena building
Arena = Honor Badges (HB)
Even at the lowest ranks the arena gives 50 HB/hour.
Each player gets 1 Battle Chance every 30 minutes, that's 2 Battle Chances/hour given that players can store up to 5 chances.
Victories in the Arena give 40 HB.
Failures give 6 HB.
It is advisable to do arenas after or in between dungeons, raids or here be monsters since all heroes (even those in the process of reviving) are usable in arena fights.


For active players it is better to have a low rank and win easily than it is to have a moderate rank and lose every other battle.
  • Look at the math.
  • 50 + 40 + 40 = 130
    • 50 HB per hour at the lowest rank
    • 40 HB per victory per hour (one per battle chance)
    • 130 HB per hour for an active player with a weak defense and a strong offense
  • 80 + 40 + 6 = 126
    • 80 HB per hour at ranks 3,001 - 10,000
    • 40 HB per victory per hour
    • 6 HB per failure per hour
    • 126 HB per hour for an active player in the top 10,000 who only wins every other battle because he doesn't use this strategy.
It is better for an active player to have a weak defense than to simply have a higher rank.

For less active players this strategy is still recommended until you are able to not only enter a higher HB bracket but also able to survive in a higher HB bracket while you're not battling.


There is no magical defense that is entirely unbeatable.
  • Even with a strong defense, you will still lose battles.
  • No single defense is strong enough to handle every possible offense.
  • Other players will inevitably find the flaws in your defense.
  • This is part of what makes the game so fun for so many players.


Some heroes are better than others in the arena.
  • Succubus can be a decent hero in the arena.
    • Her Skill (Death's Lash) is able to eliminate 15% to 41% (depending on her skill level) of the shrine's HP every time she procs (her skill activates).
  • Ninja and Assassin are also decent in the arena.
    • Ninja and Assassin are basically the same hero at different levels.
      • Both have very high DMG, ATK Rate, and MOV SPD at the cost of having very low HP.
      • Both have skills that deal a high percentage of damage to a single target when activated.
      • Both perform well in the arena when given an open lane.
        • They can sprint to the enemy shrine and deal lots of quick damage before the enemy's defenses even arrive.
        • This strategy works well when your other heroes are used to slow down your enemy's defenses.
        • This strategy can be negated by filling every lane with heroes that are able to block or kill this pair.
  •  Thunder God is powerful in the arena.
    • He has strong DMG, a solid ATK Rate, fast MOV SPD, and decent HP.
    • His skill deals damage to multiple targets (must be within his AOE skill radius) and inflicts coma for 1.5 seconds.
      • Coma is powerful in the arena for those who choose to attack their enemy's heroes directly.
      • Coma prevents a hero's ability to move, attack, or proc for a limited time.
      • Thunder God can effectively give you a 1.5 second advantage over your opponent every time he procs.
      • During this time your heroes should be able to kill at least one of your enemy's heroes giving you a distinct advantage in the arena.
  • Champion is great in the arena.
    • Champion's primary benefit in the arena is his skill, which deals damage to three enemy heroes (must be in front) and puts them in a three second coma from which many never awake.
    • His skill deals damage to multiple targets (max 3, must be in front of him) and inflicts coma for 3 seconds.
      • Coma is powerful in the arena for those who choose to attack their enemy's heroes directly.
      • Coma prevents a hero's ability to move, attack, or proc for a limited time.
      • Champion can effectively give you a 3 second advantage over 3 of your enemy's heroes every time he procs.
      • During this time your heroes should be able to kill at least one of your enemy's heroes giving you a distinct advantage in the arena.
  • Atlanticore is very good in the arena.
    • It has very high HP and a very powerful skill at the cost of having very low DMG, ATK Rate, and MOV SPD.
    • Its Spectacular Scales skill deflects DMG from all sources except buildings for a limited time.
      • This skill can be used to reflect an enemy's attacks back on the attacking enemy.
      • Often this skill is able to kill an attacking enemy with its own damage.
    • Alanticore is the answer to Ninja and Assassin (especially if it has Revitalize 4 or 5 which allows it to proc before most Ninjas or Assassins reflecting their proc damage back to them).
  • Druid is used in the arena because he has strong stats, deals ranged damage, and has a skill called Energetic (heals allies and increases their ATK)
    • Some arena teams are designed around tanks and healers they are able to endure lots of damage while being healed by Druid (and sometimes Angel).
  • Pumpkin Duke is an arena regular because he has strong stats and a skill that increases the ATK, ATK Rate, and MOV SPD of all allies including himself.
    • This makes him a feared enemy when combined with Succubus or Ninja.
  • Spirit Mage is strong in the arena, as it is in other aspects of the game (partially because of the way it is obtained - Buying gems).
    • Spirit Mage's skill deals heavy damage to multiple targets with an unlimited range.
    • Spirit Mage can kill an enemy's heroes, even when while they are in a different lane or behind him attacking your shrine.
    • The only cost to this ability would be when he attacks an enemy but is unable to kill them, giving them more energy to proc faster and deal more damage to you or your shrine.
  • Aries is the defining hero in arena. If you have an Aries with 5/5 Revitalize, that will take you far in Arena. With Sprint crests, Aries 5/5 Revitalize dominates high end Arena. Aries strikes random enemies, reduces their energy and disable their skills.
    • Aries is useful in every battle, especially against opponents with powerful skills.


The best arena teams are typically specialist teams which emphasize one game mechanic over the others.
  • A sprinting team would be a good example of specialization.
    • A sprinting team always has Ninja, and heroes with the sprint talent.
    • The sprint talent increases a hero's MOV SPD, getting him to the enemy base quicker than the enemy heroes can get to yours.
    • It also allows the hero to deal extra damage and proc faster because he begins attacking before the enemy heroes.
  • Other teams are centered on Slow Down or Scatter. These talents affect the enemy heroes making them slower and unable to use their skills.
  • Some teams abuse the Self Destruct and Revive talents.
    • Self Destruct makes the hero explode on death dealing X% DMG to nearby enemies.
    • Revive brings the hero back from the dead once with X% HP restored.
    • Both can be sneaky ways to kill an enemy hero that is strong enough to kill your heroes.
    • Both are ineffective in an open lane because they require your hero to die before they become effective.

If you are a high enough rank to merit using a defensive team it is better to adjust it occasionally (heroes and paths)
  • This way others can't easily remember your defense and use an effective counter strategy to easily beat you whenever they see you in the arena.
  • Also, it is important to note that if you can disable their attacking ability long enough, time outs go to the defender.

Heroes can be placed anywhere in the blue shiny circles.
  • Try attacking and defending using different strategies (eg: alternating heroes that revive in front vs heroes that blow up when they die vs range vs tank).
  • Only the highest level duplicate hero is available for the arena, so keep your arena focused copy at a higher level than the rest.
  • Experiment. Have Fun.

Here Be Monsters

Hbmcave
Here Be Monsters is the most effective game mode for earning shards and experience. The correct base design is important in consistently earning shards as all five waves must be completed before shards are awarded.
  • The right combination of heroes is required for successfully completing Here Be Monsters. The right combination of heroes might change with each increase in HBM level.
  • First: Hero with ability to Heal: You need a healer to keep your heroes alive for all five waves. Druid is the right choice, but there is also Angel for those, who don't have Druid yet.
  • Second: Heroes with skill that target Area of Effect (AoE): The ability to deal damage to all enemies in an area, usually nearest to the hero. This is the best skill for Here Be Monsters as it takes out multiple enemies and keeps your hero alive. Suggested Heroes: Immortep, Serpent Queen, Cyclops Vlad Dracula  and Engineer
  • Third: Heroes that are able to hit Multiple Targets: The ability to deal damage to multiple random enemies in an area. This is similar to AoE but it targets enemies randomly on the map. This can be problematic as it could target enemies that are not attacking your hero. This leaves your hero at the mercy of nearby enemies. It also has preferential priority of targeting troops before heroes. Suggest Heroes: Grizzly Reaper, Thunder God, Spirit Mage and Minotaur Chieftain.
  • Also a hero skill that deal high damage to a single target is an option but not very viable if you do not have the two above. Suggested Heroes: Ninja, Succubus, Snowzilla and Assassin.
  • Two ranged heroes are a must.
For effective base designs specifically used for Here Be Monsters, see Base Designs page.

Shards, Honor Badges, Gems

Resources1
Shards Shard.png can be used to buy high level heroes, or sacrificial slime/ooze for skill experience. Get Shards by attacking dungeon levels with blue towers. Only attack the other levels to gain access to more difficult blue tower dungeons. Clearing all the rooms in a Ordinary Dungeon will open the door to an Expert Dungeon that offers much more HB and Shards. Farming the Here Be Monsters levels gives more shards.
Only use Honor Badges HB.png to upgrade heroes, they are hard to come by when you need 20,000 of them to get past level 80. You may think that 500 badges is worth an ordinary hero (if you even get one instead of a slime), but when you are in full HBC (Honor Badge Crisis) later on, or people often call it HB wall where all your heroes stuck at a level because of lacking HB, you will regret wasting them.
Early on, only use gems Gem.png to generate heroes until you have enough high level heroes. This is still a good strategy even if you don't want to spend any money to buy gems - just use the gems you receive for daily rewards, completing achievements and be patient. Free gems via Tapjoy offers do come in handy, and they do count toward your 30 shard/day bonus and your hero and badge rewards. Do them early, a little at a time, and you may just see a Spirit Mage  in your future. Also, if you plan to roll gems for talents, make sure you have several thousand; it will likely take 10-15 rolls to get something even slightly good.

Guilds

Guild hall 10
Guilds use shards Shard.png as currency Credit.png to buy upgrades, and many guilds require members to donate shards to stay in the guild.
For some players, hero shards are the most valuable resource in the game - since they can be used in high quantities to buy specific legendary heroes. Because of this, combined with the difficulty of completing guild events, one of the strategies for using the guild system effectively is to completely ignore it.
Another (and much better) option is to find a "piggyback guild". A guild that has a single member who is able to beat the boss and allows other members to tag along for the 500, 1k, or 1.5k badges you get just for participating. Follow their rules though, you don't want to get kicked out if you're lucky enough to secure a spot in one of them. You'll be amazed at how even an extra 7,000 badges a week doesn't even come close to satisfying your honor badge needs as you progress through the ranks.
If you are part of a successful guild with an active leader, you may also benefit from the guild purchase of flags. These are relatively new, are purchased with guild credits you've donated, and used just like spells.
Guilds are also a good place to share tips and ideas and if you're lucky, you might find a guild with an active leader who is willing to train you giving specific strategy and tips based on where you're at in the game. Typically these guilds require a steady donation rate in exchange for specialized help and advice.
Talents are passive abilities for Heroes. The higher the level of a Talent is, the stronger are the effects. The level of a Talent can't be increased, instead the player is given the possibility to roll for a new Talent.
Talent Revive
Revive
Talent Heavy Blow
Heavy Blow
Talent Revitalize
Revitalize
Talent Scorch
Scorch
Talent Self Destruct
Self Destruct
Talent Deadly Strike
Deadly Strike
Talent Flame Guard
Flame Guard
Talent Blade Shell
Blade Shell
Talent Scatter
Scatter
Talent Slow Down
Slow Down
Talent Sprint
Sprint
Talent Berserk
Berserk
Talent Stone Skin
Stone Skin
Talent War God
War God
Talent Tenacity
Tenacity
Talent Life Drain
Life Drain
Talent Enlighten
Enlighten
Talent Bulwark
Bulwark


Button change
Change Means to change an existing talents with rolled talent.
Button Re-roll
Re-roll means to receive a randomly generated Talent (this means you can even get the same Talent again or with a higher/lower level) at the cost of 300 Gems Gem.png in the Heroes Altar. The player can either accept the new Talent or forfeit it and keep the old Talent. Both level and type of the Talent are random and don't depend on anything.
Button replace
Replace is to change the existing talent acquired by means of the reserve talent received or a talent acquired from re-rolling talents
  • Every Hero can have any Talent
  • Each hero only benefits from his own Talent. Stat boosts (e.g. from Sprint, Berserk, War God) are not shown in the Hero Window, but they do work.
  • Some of the Talents are less common (Deadly Strike, Berserk, War God) and are generated less often.
  • Crests can provide a second talent for a hero.

Details

Icon/Name Level Effect
Talent Revive
Revive
1/5 Revive with 10% HP restored.
2/5 Revive with 15% HP restored.
3/5 Revive with 20% HP restored.
4/5 Revive with 25% HP restored.
5/5 Revive with 30% HP restored.
Note: Attackers all switch to another target before revival, if there is one.
Talent Heavy Blow
Heavy Blow
1/5 Has a 10% chance to inflict Coma for 1.0 secs on target when attacking.
2/5 Has a 10% chance to inflict Coma for 1.5 secs on target when attacking.
3/5 Has a 10% chance to inflict Coma for 2.0 secs on target when attacking.
4/5 Has a 10% chance to inflict Coma for 2.5 secs on target when attacking.
5/5 Has a 10% chance to inflict Coma for 3.0 secs on target when attacking.
Note: Only affects normal attacks, not skills. Though not stated in the description, heavy blow always inflict 100% base damage as well as coma. [1]
Talent Revitalize
Revitalize
1/5 Gain 20% Energy at the start of battle.
2/5 Gain 40% Energy at the start of battle.
3/5 Gain 60% Energy at the start of battle.
4/5 Gain 80% Energy at the start of battle.
5/5 Gain 100% Energy at the start of battle.(*)
Note: It normally takes 7 attacks to get 100% energy.
Talent Scorch
Scorch
1/5 Has a 5% chance to negate all damage when attacked.
2/5 Has a 6% chance to negate all damage when attacked.
3/5 Has a 7% chance to negate all damage when attacked.
4/5 Has a 8% chance to negate all damage when attacked.
5/5 Has a 9% chance to negate all damage when attacked.
Note: Also immunity for 1 second with 2 seconds cooldown[2]
Talent Self Destruct
Self Destruct
1/5 Deals 100% damage to nearby enemies upon death.
2/5 Deals 175% damage to nearby enemies upon death.
3/5 Deals 250% damage to nearby enemies upon death.
4/5 Deals 325% damage to nearby enemies upon death.
5/5 Deals 400% damage to nearby enemies upon death.
Note: The radius of self destruction is mid-range, can affect succubus but cannot affect druid if the self destruct hero is first engaged with melee troops.
Talent Deadly Strike
Deadly Strike
1/5 Has a 10% chance to deal 3x more damage when attacking.
2/5 Has a 10% chance to deal 4x more damage when attacking.
3/5 Has a 10% chance to deal 5x more damage when attacking.
4/5 Has a 10% chance to deal 6x more damage when attacking.
5/5 Has a 10% chance to deal 7x more damage when attacking.
Note: Only affects normal attacks, not skills. Deadly strike can also be buffed by Druid, Pumpkin Duke or Cupid.
Talent Flame Guard
Flame Guard
1/5 Deflects 8% of damage taken.
2/5 Deflects 11% of damage taken.
3/5 Deflects 14% of damage taken.
4/5 Deflects 17% of damage taken.
5/5 Deflects 20% of damage taken.
Note: Does not damage buildings.
Talent Blade Shell
Blade Shell
1/5 Has a 5% chance to deflect 100% of damage taken.
2/5 Has a 6% chance to deflect 100% of damage taken.
3/5 Has a 7% chance to deflect 100% of damage taken.
4/5 Has a 8% chance to deflect 100% of damage taken.
5/5 Has a 9% chance to deflect 100% of damage taken.
Note: Deflects skill damage too.
The owner still takes 100% damage taken. That means if a Ninja procs on a triggered Blade Shell Angel, both will die.
Talent Scatter
Scatter
1/5 Reduces target's Energy by 5 when attacking.
2/5 Reduces target's Energy by 10 when attacking.
3/5 Reduces target's Energy by 15 when attacking.
4/5 Reduces target's Energy by 20 when attacking.
5/5 Reduces target's Energy by 25 when attacking.
Note: Any attack and skill also increase target's energy by 15.
Talent Slow Down
Slow Down
1/5 Has a 25% chance to reduce enemy SPD by 30% for 5 secs when attacking.
2/5 Has a 25% chance to reduce enemy SPD by 40% for 5 secs when attacking.
3/5 Has a 25% chance to reduce enemy SPD by 50% for 5 secs when attacking.
4/5 Has a 25% chance to reduce enemy SPD by 60% for 5 secs when attacking.
5/5 Has a 25% chance to reduce enemy SPD by 70% for 5 secs when attacking.
Note: Reduces Movement Speed only. Slow down inflicts 100% DMG when procs and also stacks.
Talent Sprint
Sprint
1/5 Increases MOV SPD by 10%.
2/5 Increases MOV SPD by 20%.
3/5 Increases MOV SPD by 30%.
4/5 Increases MOV SPD by 40%.
5/5 Increases MOV SPD by 50%.
Note: Stack with Pumpkin Duke's skill.
Talent Berserk
Berserk
1/5 Increases ATK SPD by 10%.
2/5 Increases ATK SPD by 15%.
3/5 Increases ATK SPD by 20%.
4/5 Increases ATK SPD by 25%.
5/5 Increases ATK SPD by 30%.
Note: Stack with Pumpkin Duke's skill.
Talent Stone Skin
Stone Skin
1/5 Reduces damage taken by 5%.
2/5 Reduces damage taken by 10%.
3/5 Reduces damage taken by 15%.
4/5 Reduces damage taken by 20%.
5/5 Reduces damage taken by 25%.
Note: Stack with Marauder and Paladin's skills.
Talent War God
War God
1/5 Increases ATK by 10%.
2/5 Increases ATK by 15%.
3/5 Increases ATK by 20%.
4/5 Increases ATK by 25%.
5/5 Increases ATK by 30%.
Note: Does not affect healing skills. War God's ATK bonus can stack with other buffs.
Talent Tenacity
Tenacity
1/5 Increases HP by 10%.
2/5 Increases HP by 15%.
3/5 Increases HP by 20%.
4/5 Increases HP by 25%.
5/5 Increases HP by 30%.
Note: Increases amount healed by Life Drain if one talent is by crest set.
Talent Life Drain
Life Drain
1/5 Recover 1% HP each time the Hero makes an attack.
2/5 Recover 2% HP each time the Hero makes an attack.
3/5 Recover 3% HP each time the Hero makes an attack.
4/5 Recover 4% HP each time the Hero makes an attack.
5/5 Recover 5% HP each time the Hero makes an attack.
Note: Only affects normal attacks, not skills.
Talent Enlighten
Enlighten
1/5 Hero earns 20% more EXP from battles.
2/5 Hero earns 40% more EXP from battles.
3/5 Hero earns 60% more EXP from battles.
4/5 Hero earns 80% more EXP from battles.
5/5 Hero earns 100% more EXP from battles.
Note: Only from Raids, Dungeons, and Here be Monsters (including Garrison).
Talent Bulwark
Bulwark
1/5 Increases ATK and Max HP in battle by 4%
2/5 Increases ATK and Max HP in battle by 8%
3/5 Increases ATK and Max HP in battle by 12%
4/5 Increases ATK and Max HP in battle by 16%
5/5 Increases ATK and Max HP in battle by 20%
Note: Does not affect healing skills. Both ATK and HP multipliers can stack with other buffs. Increases amount healed by life drain if both talents apply by say crests.
*: 5/5 revitalize doesn't make the hero proc immediately. It requires the hero to make a complete attack to proc (time based on attack rate) so if a hero has 1000ms attack speed, he needs 1 second to proc. If he dies in less than 1 second (1000ms), his skill will never proc even at 5/5 revitalize.

Might

Each Talent level increases Might by 20.
Level 1/5 2/5 3/5 4/5 5/5
Might 20 40 60 80 100

Math

Increases and reductions multiply together. A 25% increase multiplies the value by 1.25 and a 25% reduction multiplies the value by 0.75. Talents, Skills and Spells that affect the same value are multiplied together.
For example, a hero with War God (15% at 2/5) who is affected by Are's Frenzy (30% at 2/5) and the Druidic Energetic Skill (20% at 2/9) would do 1.15 x 1.3 x 1.2 = 1.8 times or 80% more damage, not 65% more damage. Damage reduction is also multiplied which makes it less effective when combined, for example a Paladin with Stone Skin (25% at 5/5) and Divine Shield (75% at 6/9) will take 0.25 * 0.75 = 0.19 damage which is 81% damage reduction, not 100% damage reduction.
A Cupid, Pumpkin Duke and Druid with 4/9 skill each will increase attack of all heroes by 95% when working together and by 153% when they all have 7/9 skill.
A level 6 Hero Trial wave of 18 Cupids, assuming they all have 7/9 skill at level 130, will increase each other's attack by a total of 42588% if they all use Cupid's Arrow together. And they have nothing on Pumpkin Duke.

Attack Speed

The number listed by the swinging sword in the Hero Altar is the time it takes to make an attack. For most heroes, the attack time is 1000. Slow attackers, like Paladin, have a higher number. Fast attackers, like Ninja, have a lower number. When attack speed is increased, the attack rate is divided by the increase amount.
The Ninja, with a base attack time of 800, is as fast as a regular hero with 25% Berserk, making 5 attacks every 4 seconds.  Attacks are 1.25 times as frequent with 25% Berserk, so the attack time is 1000/1.25 = 800.   

Damage deflection

Damage deflection reduces the damage taken by the defender and inflicts that damage on the attacker. Does not inflict damage on buildings. Affects damage but not other effects of skills and talents such as coma.
Flame Guard is better than Blade Shell on average, but Blade Shell may occasionally stop a death blow or slay a weakened attacker.
Note: Damage deflection will not work under the effect of Atlanticore's proc and Guardian Angel spell.

Damage reduction

In terms of damage reduction, Stone Skin is better than Tenacity at level 5 and equal at level 4. Druid or Angel healing benefits Stone Skin more, while Restoration healing is equally effective for either. Stone Skin may hinder the Grizzly Reaper and Succubus skills.
Stone Skin is better than Scorch on average, especially at higher levels, but Scorch may occasionally stop a death blow. Stone Skin may be better than Flame Guard above level 3, but Flame Guard deflects more damage at lower levels than Stone Skin reduces.
Revive is the most useful form of damage reduction even though it only works once per battle. It forces attackers to choose a new target. If the hero does not die a second time there is no need for revival after the battle. It is still as effective as Tenacity against armies.
The Paladin and Marauder damage reduction skills are multiplied with the effect of damage reduction talents, not added to them. For example, a Paladin with 60% damage reduction skill (3/9 Divine Shield) and 20% damage reduction (4/5 stone skin).
  • He doesn't have 0.6 + 0.2 = 0.8 = 80% damage reduction.
  • In fact, he takes 40% damage from skill and 80% damage from talent, so in combination he takes 0.4 * 0.8 = 0.32 = 32% damage, which means 68% damage reduction, equal to 'Current Health' / 0.32 potential health when the skill active.
  

Recommendations

Here you can find talent suggestions for arena, raids, dungeons, and boss battle.

Raids and Dungeons

Talent Description Explanation
Talent Life Drain
Life Drain
Restores hero's HP by X% each time he makes a normal attack. Saves otherwise non-healing heroes from a death of a thousand cuts by enemy troops.
Talent Berserk
Berserk
Increases ATK SPD by X%. More damage on same time and boost for skills, make heroes more dangerous.
Talent Revive
Revive
Revive with X% HP restored. Always good to have a second chance.

Arena

Talent Description Explanation
Talent Revitalize
Revitalize
Gain X% Energy at the start of battle. There is no better talent for the arena.
Talent Sprint
Sprint
Increases MOV SPD by X%. Most underestimated talent for the arena. With a free lane, easily beats a revitalize team at the same talent level.
Talent Revive
Revive
Revive with X% HP restored. This talent can counter a full revitalize team if you take them head on.

Boss

Talent Description Explanation
Talent Heavy Blow
Heavy Blow
Has a 10% chance to inflict Coma for X sec on target when attacking. A stunned boss can't harm anyone. This is a very good talent that helps you to fight the boss for full 3 minutes.
Talent Revitalize
Revitalize
Gain X% Energy at the start of battle. Very good for the proc and run strategy, or to time the skills of your heroes better.
Talent Deadly Strike
Deadly Strike
Has a 10% chance to deal Xx more damage when attacking. This talent can increase your damage by a very good amount, no matter which strategy you use.
Talent War God
War Dewa 
Increases ATK by X%. More effective than Deadly Strike if the hero's skill does more total damage than his normal attacks, but doesn't boost skill based healing.
Talent Scatter
Scatter
Reduces target's Energy by X when attacking. The boss does most of his damage with his skill, if you can avoid him using his skill, you can even fight for full 3 minutes because his damage output is reduced by a very good amount this way.  Ineffective unless most of the heroes on your team have this talent.
Talent Berserk
Berserk
Increases ATK SPD by X%. Reduces the time between skill use, which is very good for heroes with coma and buff. On the downside this fills the boss energy bar slightly faster, so the boss will be able to use his skill more often.
Talent Revive
Revive
Revive with X% HP restored. This talent lets you take more hits, works like a health buff in the fight.  Boss attacks and fills up the energy bar of your hero, so this can have the same effect as mid level revitalize for the first hero placed.

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Notes

  1. A few facts for heroes
  2. http://us.forum.igg.com/forum.php?mod=viewthread&tid=156539