- ▸Knight: Armor → Max HP → Attack Speed. He's a tank — block damage first, hit second.
- ▸Ranger: Crit Chance → Crit Damage → Attack Damage. Built around the 40% base crit chance.
- ▸Sorcerer: Cast Speed → Attack Damage → Crit Damage. AOE multiplies AD scaling.
- ▸Priest (DLC): Cooldown Reduction → Max HP → Attack Speed. Heal uptime is the whole kit.
- ▸Hunter (DLC): Crit Damage → Crit Chance → Attack Damage. Burst single-target.
- ▸Slayer (DLC): Attack Damage → Attack Speed → Crit Damage. Pure DPS multiplier stack.
- ▸Knight — front-line tank
- ▸Ranger — crit machine
How to read these
Each hero has a base stat profile — see /heroes . The priority order below is what to scale via gear, runes and skill points, not what's already strong out of the box. Scaling a stat the hero is already great at gives more raw output than fixing weak ones.
Knight — front-line tank
Base HP 130 (highest), Armor 45 (highest). Stack Armor first to compound the existing block %, then Max HP for absolute survivability, then Attack Speed to multiply his low AD by frequency.
Ranger — crit machine
Base Crit Chance 40% (highest), Crit Damage 1500. Stack Crit Chance until you're close to 100%, then Crit Damage multiplier, then Attack Damage as the multiplied number.
Sorcerer — AOE caster
Spell-based, so Cast Speed directly multiplies output. Stack it first, then Attack Damage (each cast hits multiple targets — AD scales with every hit), then Crit Damage .
Priest, Hunter, Slayer (DLC)
Priest : Cooldown Reduction is the single most valuable stat on him — every CDR % shaves off heal cycle time. Hunter : built around burst single-target crits; stack Crit Damage > Crit Chance > AD. Slayer : pure DPS — AD > Attack Speed > Crit Damage.
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