Showing posts with label Game Guide. Show all posts
Showing posts with label Game Guide. Show all posts

Wednesday, April 30, 2025

Got some tips and tricks on playing HVR to share? Get rewarded if you do!



MAY THE QUACK BE WITH YOU!

It's another new month for more events in HVR! From May, we are giving out ADDITIONAL STRANGE FICTION CARDS for Sentinel editorials and game guides, including tips and tricks on playing HVR. Advice on any aspect of gameplay, including introductory information for new players are most welcome. Depending on the length and quality of your submissions, up to 5 bonus Strange Fiction cards will be awarded in ADDITION to the usual Sentinel bonus rewards.

For example, you write an exceptional guide for new players introducing them to the game. This earns you 7 Strange Fiction cards (platinum reward) plus another 5 cards (as it's a game guide), given out at the end of the month in addition to the Sentinel rewards from Daniel Andrade for published submissions.

Of course, the usual editorial bonus for reviews, commentaries, game guides, gear talk, fan-fiction, and origin stories applies.

Post your entries to the Sentinel page as per usual.

REWARDS:

PLATINUM: 7 Strange Fiction cards (only reserved for EXCEPTIONAL submissions)

GOLD: 5 Strange Fiction cards

SILVER: 3 to 4 Strange Fiction cards

BRONZE: 1 to 2 Strange Fiction cards

These rewards go out after the end of each month and are IN ADDITION to the usual Sentinel rewards from Daniel Andrade for published entries.


Here are the categories/prompts:

Category One:
REVIEWS/COMMENTARIES of ad hoc and regular events, including fan-fiction role play, etc.

Category Two:
GAME GUIDES, GEAR TALK, and other editorials about game mechanics.

Category OPEN:
What is your origin story? How did you end up in the Heroes Rising universe?
(And any other Fan-Fiction.)

REMINDER:

Post your submissions to the Sentinel page as usual for Categories One and Two. To enter the OPEN CATEGORY post your entries to the Fan-Fiction forum with the following in the title: "MAY CONTEST" and the title of your entry. Please also add a link to your entry in the Sentinel page so that we can monitor all entries.

Yours Quackily,
SQ
Continue the Story

Monday, February 5, 2024

The Definitive Guide To Building A Monster Toon On A Budget; The Final Volume

Presented by:
The Hanzo Ninja Clan School Of Anything Goes Martial Arts


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While this series and all my articles have always been intended to help all players, the primary focus has always been to help the free and budget player find ways to grind out a toon that could be competitive with the pay to win players. Well, you can take every article I have ever written and throw it out. They no longer have any value. Every time I write an article that shows play to win players how to move their toon forward, the development team here nerfs it and takes it away from you. So there's really no point in writing them. Trying to give you any kind of advantage merely causes me to lose it. So I won't be writing any more. If you have questions or need advice from me, most of you are more than welcome to ask directly.

As far as SC toons go, the increase in tokens for Krampus raids and the removal of sc from all but hero raids has firmly taken the advantage building an sc toon had, out of the hands of free and budget players and put only in the hands of the big money players and those who got in early enough that their sc build is either already finished or damn near. I'm sorry if you ruined your toon to pursue building an sc toon, just to now discover it will take years or lots of money to complete now. I know many who did. I wish I could change that for you, but the league led by a pay to win player and filled with toons that already finished their sc builds, successfully campaigned to take the affordable sc build out of your hands, and keep you from catching them. I'm just as disgusted as those of you that ruined your toons. GL with the rebuild, and for those players that aren't pay to win or didn't have an sc build near completion before this drastic change, I hope you can enjoy the parts of the game that aren't pvp and pay to win.
Continue the Story

Wednesday, September 27, 2023

The Definitive Guide To Building A Monster Toon On A Budget; Volume 1

The Hanzo Ninja Clan School Of Anything Goes Martial Arts Presents:

The Definitive Guide To Building A Monster Toon On A Budget; Volume 1

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Some of you already know the techniques I'm about to explain, either through me, or 2nd hand through those I've told in the past. These techniques are what allowed me to become a top toon in just a few months, and becoming a top 3 toon in under a year. There will be some folks that are going to be upset with me for sharing this info, but I feel like enough folks know already, that it isn't a huge secret anymore. Furthermore, if the average level of play improves across the board for all players, it will force top toons to improve and create more good competition for everyone. The weaker toons will become stronger and have a fighting chance, and the stronger toons will have to fight harder for their wins. While this may seem bad for a few players, myself included, I feel it will be good for the overall game as a whole. Seeing Hard Left Hook's performance thus far in the 1st Draft Wars is what convinced me this knowledge is good for the community and the game, as a whole. Sorry, Frank.

1st and foremost, you want to build a strong base deck for your powers. This chapter of the series delves into that, while future chapters will delve into raiding, gear, and skill point allocation. But those chapters will simply help you make the most of what is learned in this Volume.



The biggest trick in the game currently is Super Charges (from hence forth reffered to as sc). Depending on where you get them, they can cost as much as 80 MP each, with the store being the highest purchase cost. They can also be found at a discount in the Black Market in patrols, or won for free in raids and climb events. I'll go into how to quickly and even cheaply collect sc in a future volume. For now, just understand that sc are THE MOST IMPORTANT part of powering up on a budget.

SC add 1 point to a cards stats relevant to the type of sc used. Each different card you have has a limit of 150 sc per stat. So each card can add 150 att sc, 150 def sc, and 150 move sc. That's 450 sc per card to fill them. The beauty of sc is that the sc bonus to your power card will go to every card you have that is a duplicate. So if you have 4000 of a card and an sc hits it, you just went up 4000 points on that stat BEFORE tiering, sp and gear bonuses. Each sc goes to a random card when used. So there's no telling which card it will go to. But by limiting the number of cards it can land on by limiting your number of different cards and maximizing the total number of cards you want them to land on, you can create a lot of control as to where the sc do land.

Now let's go into that concept some. Your chance of sc landing on a card are 1 in however many cards you have. So if you have 5000 cards your odds of hitting any one specific card are 1 in 5000. But if you have duplicates, those odds are multiplied by the number of copies. If you have 3000 of card A, 1500 of card B, and 500 of card C, you have a 60% chance for card A to get the sc, 30% chance for B, and 10% for card C. If the sc hits A, you gain 3000 pre bonus, pre tier addition to your stats. But if it lands on B, you only get 1500. If it lands on C, you only get 500. If it lands on a card you have one of, you only get 1 measly point. So limiting the amount of different cards the sc can land on can make the difference of spending as much as 80 mp to gain 1 point vs gaining a few thousand.

Now, the trick to making this happen is choosing 3 cards, and 3 cards only, to build your toon with. 1 att card, 1 def card, and 1 move card. You want all other cards to be duplicates of these 3 cards. By doing this, you guarantee to make the most of your sc. You can add other cards later, AFTER you fully sc these 3 cards. This insures you get thousands of points for your sc instead of just a few. Please note, you will still have to keep 3 of each card you want to use for Atlas.



Now the question becomes which cards to choose. That answer will be dependent on you and your resources like time and money. There are a couple basic guidelines to which 3 cards you should pick, though. 1st, it has to be a card that you can EASILY get an unlimited number of. So you don't want cards that are hard or slow to get, or cards that are limited to a finite number. Let's go into the pros and cons of each to determine which is right for you.

Bux cards are the cheapest, fastest way to power up this type of build. It's not my preferred choice for a number of reasons, but it isn't entirely a bad one. It's just that, with this information now out, it's the bottom rung technique. Bux cards just don't start off as strong as their Crystal and MP counterparts. Furthermore, they require a deficit. So you have to find a way to maintain that deficit and that takes earning bux. Depending on which bux cards you use, that deficit can quickly become too much to handle normally, forcing you to play at a much weaker rate than you would want to run during tournament. Luckily, there's an Atlas Perk, War Profiteer, that allows you to erase your deficit during wars. That Perk is MONSTEROUS for Bux toons. So if you go this route, be sure to get 2 stars on that Perk. The biggest pro to this choice is Bux cards are quick and easy to acquire. The biggest con is the deficit. But again, during wars, that deficit can be negated with a Perk. This option is best suited to free and budget players with little time.

Crystal cards are the next option, and my preferred one. Store bought Crystal cards are limited, and cost Crystal to acquire. This is a very bad choice. Crystal cards won in Fight Club (fc) are slow to come by, and not worth the time it takes to acquire. These cards are best sold to tier others. Crystal cards from raids are as abundant as you are able to do raids. They also don't cost any crystals to acquire, which you'll need for tiering. Furthermore, many raids also drop sc, speeding up your sc acquisition for free. This is what my deck is primarily made of. I suggest it for any player with enough time to raid regularly. Once your deck is full, you can slow your raiding down to 1 raid per level.

Mp cards cost a lot. At my level, there's nothing cheap about trying to fill my deck with over 15000 cards. Furthermore, store bought cards and most Shuffle cards are limited in number. Once they sell out, you can no longer take advantage of already placed sc on future growth. Once this happens, it will take another 450 sc to build up a new card. Unless you're super rich, this kind of process is probably outside most of your guys reach. If you do decide to buy MP cards, and realize you will be collecting another 450 sc each time you start the process over, be sure to buy as many as you can at 1 time. For the purpose of pure power, Challenge cards and AMP Den cards are a solid choice. The 1% Shuffle cards that are unlimited are still going to be expensive to acquire in large numbers and then tier. MP cards won through competition and game play come far too slow to make them viable choices. Raid MP cards are a viable option, but do still cost MP to tier. I advise to go after the ones that are more common. This path is best suited for those with a large budget in line with the likes of Avenger, Super Rakly, and Skelanimal.

Another option, 1st brought up by Daryl Danforth /Zombie Ex-Girlfriend, is to use Bux cards for 1 stat, Crystal for another, and MP for the last. This will certainly ease your resource gathering efforts, but leave your toon somewhat unbalanced in their stats. With Move being the most important base stat, it's probably best you used your strongest card (MP) for that.

Once your 3 cards are fully sc'ed, with 450 sc each, you can either stop trying to acquire sc and put those MP towards things like gear and consumables, or you can pick out other cards that you can start scing, which will make a stronger card later, but are harder to get. Use these to supplement the power of your base deck. They could be your Atlas cards, for example. They could be the new patrol cards, Serpents Strike, Eagle Eyes, and/or Wings of Night. They could be the 1% Shuffle cards. They could be the AMP Den cards. Just be sure you buy the max possible if you go this route, since they are only available for 1 month. All of these choices are good to SUPPLEMENT your base deck with. If you plan on going this route once finished with your base deck, and you already have your expansion cards in your deck before selling off all your cards, consider keeping them. It will slow your the rate of your sc growth on your base deck, but be more beneficial in the long run. Do factor in tiering as well. In many cases, a fully tiered, fully sc'ed Crystal or Bux card is stronger than a fully sc'ed MP card that isn't tiered.

Once you are satisfied with your deck, you can now start using those valuable MP you were spending on sc to gather gear. Obviously, the Shuffle is your best bet for great gear. Be sure to sell any cards you get from the Shuffle, that you aren't using in your deck. Then use the MP from selling those to spin the Shuffle some more. Rinse and repeat. Your acquisition of good gear will now come much faster. The cards you sell will cost too much and take too long to be as strong as your base deck cards anyway, and will only hinder your growth progress.

This is THE most valuable information on solid toon building in the game. This is the information that starts free and budget toons on their path to beating the big budget players. Here's the catch 22 though. They all know it too now. Still, it's one helluva game balancer to level the playing field.

In our next volume, we will be going into raiding and how to get the most out of it. Good luck heroes and villains. I hope I've made your path to power that much easier to accomplish and your goals that much closer within your reach.
Continue the Story

Saturday, September 23, 2023

The Hanzo Ninja Clan Presents: Crystal Acquisition

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For those who really follow the HNC teachings, you already know the value of raiding and crystal cards. About 80% to 90% of my cards are crystal cards from raids, and my toon Neo is a top 3 toon. When I have time, I raid like a madman, though, to be honest, lately, life has not provided me that time. I'm still about 550 cards shy of a full deck. But raiding, and following my guidelines, should get you a lot of power.

Before my leaguemate Mike "The World Serpent Jormurgandr" Gibbon passed, he asked me how I was able to collect enough crystals to tier so many cards so fast. Some of the answers were obvious. Do Fight Club. Do patrols and missions. Do your dailies. Etc. But there's 2 factors a lot of folks seem to miss.

For 1 thing, the crystal multiplier cons are invaluable to a free/budget player using my systems. I know they cost MP or bux, but they are well worth it, and combined, multiply crystals by 3x. That can be huge if you plan out a crystal run, where you do as many as 3 full Fight Clubs at 1 time, collect your dailies, and run the right patrols. Even some bosses give crystals.

But here's one everyone seems to ignore. I admit, even I often pass it up due to the tediousness of it compared to other methods. Fortunately, you don't have to choose between methods. You can do them all. And this particular method can net you quite a bit of crystals on top of your other methods.

What is this method so many seem to ignore? Their friends list. If you go to your friends list, you can click on them, collect their crystals, hit the back button, and collect from the next. Now, in order to do this, you will need to enter the game from the main link. If you entered using a raid link or something similar, hitting the back button will take you back to the page where you clicked the link. So be sure to enter from the main login page when you use this method.

Now, you might be asking just how lucrative is it? Well, I only have 430 actual toon friends in my friend list. The rest of my team is made up of hired henchmen. That's the equivalent of only a level 430 toon, despite my toon closing on lvl 1100. So it's not like I have a ton more toon friends in my list than most of you. Many of you actually have more. But after using all my crystals to tier cards, I was down to 3. I went to my friends list, and in about 45 minutes, I collected another 2745. That's a huge chunk of tiering. I get between 5k and 6k for doing 3 Fight Clubs. So this is pretty big, if you want to take the time.

1 way to insure a good haul is to create as many dummy accounts as you can. These are like cash cows, but for crystals. These dummy accounts can ONLY have one friend, no matter their level, and that single friend is YOU. This allows you to accumulate crystals on them that NO ONE ELSE can collect. This maximizes your yield when you do collect from your friend list, as well as gives you quick access to high crystal volume friends for when you only have a little time to collect. Just scroll to where they are at and start collecting.

Good luck, heroes and villains. For those of you who follow me close, you know how valuable those crystals have become. Use every method you can to acquire them until your deck is fully crystal tiered.
Continue the Story

Wednesday, July 26, 2023

Newbie Survival Guide: Atlas Crisis Part One - Building A Hero Deck

Night Terror
ID: 35973



I haven't done one of these in a while, but I thought it might be helpful for Newbies to make a deck and play in the atlas crisis. I think some people are avoiding the atlas because it may seem complicated, but if you follow along step-by-step, I will show you how to make a simple deck or three and then play them in the game.



Ok, let’s make a deck of cards to use in the atlas. First, let’s click on the "My Hero" tab and go over to the "Hero Deck" sub tab. This will take you to the deck building screen. You need to understand that the decks must be 45 cards strong. If you have less or more than 45, your deck is automatically illegal.

To make sure we have at least 45 cards, and some brand new players do not, find the large red button that says "autofill". This is a useful tool to even see if you have the required number of cards. If you do not, it will pop up a warning saying to go buy more cards.

If you do not have enough, you will need to head over to your 'My Hero" tab and click on the "Train" sub tab. This will show you all of your cards and if you have enough money to buy more. Hopefully you will have learned how to work this section previously and I am not going to get into it in this article, it will require an article all on its own. You may have to buy some more cards, even if it means going into the negatives for the few minutes or hours you play your deck, then selling them back. You should have 21 of each card type to make a good solid 3 decks.



HERE IS THE KICKER: you cannot use more than 3 types of any one card in a deck. So, you only get 3 Shadow Clone, 3 Lightening Fast, 3 Titanium Skin, etc. Not only do you need 21 of each status type, but you need 7 different named sets of cards to make that 21. Gets confusing, right?

If you are only worried about making one deck and using it all the time no matter what crisis type it is, you can get away with only 45 cards, and then you only need 15 types of cards. Still a lot of card types, but better than 21.

"But Ralph, I dont have access to that many types of cards at my level!!!"

Yeah, I know, and that is why you have to grind a bit to get new cards. You can purchase 3 types of MP cards at level 5. Buy 3 of each and tier them if you can. You can join a KOTM and hope that you get high enough to earn some power cards. KOTMs are pretty liberal with handing out power cards so joining them and just participating usually gets you at least a card.

You can do the Tug of Wars to participate and get a free power card. Try for the Fight Club and earn crystal and MP just for joining as well as get a power card for getting a medal. Sometimes it is good to look for a fight club that is about to end and join it, and maybe there are few enough people in that last room you get to sneak in and grab a bronze or better. Almost all of the events we do in Heroes Rising give you power cards. Participate and you might get lucky enough to win some. Buying the bundles in the "Morphons" tab will give you bonus MP cards as well so those are great for beginners.

Ok, lets assume you have 63 cards and are able to make 3 decks. Hop back over to the "Hero Deck" sub tab. and lets make our first deck. The attack deck is the easiest one to make and you can do that by hitting the autofill button we used earlier. This will make you an attack heavy deck and fill in your other two types of cards up to 12.

Each deck MUST have 12 Attack, 12 Defense, and 12 Movement cards. You can then fill in the remaining 9 cards wherever you feel like it, which we want to put into attack in this case. If the autofill did its job, we should have 21 attack cards, 12 defense cards, and 12 movement. You can see those numbers over on the left side in white. You should also see down below the buttons you have cards now filling your deck.

Lets rename this deck by clicking on the small red button labeled "Rename Deck" on the left side. I recommend using "Attack" as we want to distinguish between an attack deck and a defense or movement deck.

GREAT JOB! You have made your first deck of cards, but we are not done yet. There will be 3 types of Atlas events and you need to be prepared for all 3 types. Next to the rename button is a "Create New Deck" red button. Click that and label it "Defense".

Now we are going to make a top-heavy deck that focuses on blue defense cards instead of red attack cards. You can use the autofill again and then adjust, or you can build it from scratch. In this case, I am going to build it from scratch so you can follow along and then do the same thing for a movement deck. You can use these same basic principles when editing a deck as well. So, without hitting the autofill (and if you have already, you can click on "Clear Deck" lets head down under the autofill to the new section called "Available Power Cards".

You can sort by highest stat (which we will be using a lot), switch between your tiered cards, and just look at specific types of cards with the check boxes. You can also enter a power name in the text box to the right, but I dont know the names of most of the cards myself to know what I am looking for, but if you do, you can use that to find it quickly.

If you have tiered any of your cards beyond level 1, you will want to use those first, as they tend to have the higher stat you want, again, we are looking for high defense stats right now. If you click on level 5, it will show you all the cards you have leveled up that high. If there are no cards here, then you havent gotten any at tier 5 yet.

Choose the cards that have the highest defense stat by clicking "add to deck”. If you have more than 3 of these cards, you will only be able to click it 3 times, and then you cannot add any more of that card. This is why I had you get only 3 of each type of card up above.

Click as many as you can in level 5, then move down to level 4 and do the same, level 3, 2, and finally level 1. Now go up and check on our progress. Sometimes we click too many of one type of card and not enough of another. Head back up to the section that shows how many of each type of card you have in your deck, and check if the words above the "Clear Deck" button says you are legal or not. If it is green, and says you have 45 cards, you are good! If it says you have an illegal deck, we need to find out why.

Above the words that tell you if it is legal or not is a sentence that says, "Your deck is comprised of X cards". If it says you have 45 cards thats good, but you can still have an illegal deck with 45 cards. Now go over to the section on the far left that tells us how many of each card type we have.

Remember, we need at least 12 of each card type. If you have 10 movement, that would make it illegal. It means you will have to take off cards from one area to add 2 to the movement cards. So lets assume you have 14 attack cards, 21 defense cards, and 10 movement cards. You need to find 2 attack cards that have the lowest possible defense stat on them. Remember, we are building a defense deck, so we want higher defense stats, even on our attack cards. The easiest one to remove for me tends to be that annoying (super) laser eyes attack card. It has 8 attack points, but only 1 of defense or movement at tier 1. I tend to remove that one first if I see it in my deck. You can remove it by going to the cards officially in your deck and click on "Remove From Deck". It will disappear and go back to the bottom section.

Now you can go down and find 2 more movement cards to replace the 2 attack cards you took out. Of course, you need to find 2 movement cards that you haven’t used 3 times in the deck up above. If you did get all your cards like we talked about up above, you should have 2 left over to use.

Go back up and check, and your deck should be legal now!!!

You can now create a movement deck using the same method we did to make the defense deck. Label it movement and you will have 3 decks ready to go depending on what type of crisis gets thrown at us.

Next week in part two, we will go over actually using your deck in an atlas crisis and how to best benefit your deck during play.
Continue the Story

Saturday, July 15, 2023

The Hanzo Ninja Clan Presents: Take Me To Your Dealer

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The Black Market has some interesting changes, as of late. In the past, it was a rare shot at getting one, and even when you did, there was no guarantee that the 1 ware it offered would appeal to you. But now things have changed to give players more opportunity and chance to acquire the Black Market items they seek the most.

For 1 thing, BM wares have increased from 1 option to 3. With 3 options, you're more often than not going to get at least something you like. Furthermore, you don't have to choose, either. You can buy 1 of the choices, 2, all, or none.

Remember though, that BM wares sell for MP. So this new change is very much in favor of pay players. Still, MP now flow in this game for the dedicated play to win player. So these wares certainly aren't out of reach for the free/budget players. But if you want a shot at the BM wares for no cost, there is a new, but difficult, option to do so.

If you want to be a little more bold, or you just don't want to fork over the MP, you can opt to fight the Dealer. The Dealer is a demonic, or ghostly apparition that brings you the BM wares offers. By opting to fight (assault and attempt to rob the Black Market merchant, because you're a hero......... wait..... wha????) you go into the duels screen against the Dealer. If you win, some or all of the BM wares are awarded to you, potentially along with MP.

Not a bad gig. But don't take it lightly. The Dealer's core is both unknown prefight and changes between fights. And this NPC is TOUGH, and it gets a LOT tougher each time you beat it. All the top players agree that he's a challenge they lose to far more than they beat.

For the free/budget player that rarely spends on the BM, it's still worth a shot. Worst case scenario, you haven't lost anything. Best case scenario, you get some good stuff the big budget players pay for, and some MP you steal from a Dealer......... And who knows at this point? It's possible losing to the Dealer makes future tries easier?



For the bigger budget players, I feel that this NPC is far too tough to gamble with. It's best to go ahead and just spend the MP for what you want. On the off chance there's just nothing that you just got to have, then go ahead and roll the dice on a fight against the Dealer. He's definitely one of the tougher NPC in the game to test your mettle against.

Remember to use your patrol cons to increase your odds of running into the Dealer further. Maybe we can even convince Justin to let our Oracle buildings and Seeing Eye cons give us a glimpse of what these Dealers are working with. One can hope.

Good luck heroes and villains.
Continue the Story

Wednesday, July 12, 2023

The Hanzo Ninja Clan Presents: Power Patrolling

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Some new changes to patrols have players buzzing! For the high rollers, the Black Market now gives you 3 items to choose from. And you don't have to choose! Buy 1, 2, 3, or none! For the free and budget player that can't liberally afford to spend MP on the Black Market, there's now the option of fighting the Dealer to win some or all of the offered items, along with some MP! Be forewarned, this guy isn't a walk in the park and results have varied greatly, even for the same player. Being new, it's still anyone's guess if there's a rhyme or reason to defeating this new NPC, the Dealer, but theories are being tested. It does seem that he gets more difficult the more times you beat him.



Also, 3 new power cards have hit the streets and made doing patrols more worthwhile than ever! These cards have a low resell value of only 2 MP, but compare to some of the best cards in the Shuffle! 1% Shuffle power cards that are comparable generally sell or tier for around 50 MP, give or take, giving them a value of around 150 MP. To fully tier, they will cost around 200 MP. By comparison, these new patrol power cards only cost 10 MP to tier each lvl, 40 MP to fully tier. That's a HUGE comparable savings!



So let's say you rolled the Shuffle from a won Shuffle free spin and got an Agent Nova card, and at the same time pulled one of the new patrol cards. It will cost 40 MP to tier the Agent Nova card each level, for a total of 160 MP. But if you sold the Agent Nova card for 40 MP, it funds tiering the patrol card to lvl 5, and has 4 more stat points than a tier 5 Agent Nova that would cost you an additional 160 MP. Furthermore, being patrol prize cards, they are not limited in the number you can acquire.



Good luck in your hunting, heroes.
Continue the Story

Wednesday, March 8, 2023

The Hanzo Ninja Clan Presents: Raid Raiders!!!!

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Raiding has made a huge impact for those players willing to break away from traditional toon building "rules". Unfortunately, I see so many players ingrained in the old way of building, where you either had to patiently wait for an eternity to develop a strong toon, sacrificing play time, enjoyment, and overall power as other players level past you, or spend a large amount of money to allow you the freedom to level without outgrowing your power base. Raiding has given us the ability to level almost with impunity and actually grow our toons as we do. No more are we required to level into empty levels which then need to be filled with powers. Raiding has allowed us to gain powers as we level.

Now, to be fair, Raids are far better for players as they increase their levels than they are early on for developing toons. This is because experience points are given for each hit, rather than the amount of damage done. Since lower level toons tend to be weaker, their hits tend to do less damage. So they are going to be gaining more experience for the same amount of damage as a toon that does more damage per hit, because the other toon is using fewer hits for the same amount of damage. Because of this, lower level and weaker toons will have a lower reward per experience ratio than stronger hitters. But as your toon gets stronger and learns how to do more damage, your rewards per level increase will increase dramatically.

Before we get into how to do more damage or get more rewards, let's take a minute to look at Raid Etiquette.

In order to be successful at raids, it's important to find a like minded group of players to mob up raids with. These players don't have to be part of your team or league. They can be anyone your group of raiders feels is right for the group.

Aside from just hitters, you also want players who can hunt down summon items and AMA parts for raid tokens. In my own group, all of us fit this category. Try to do your part in collecting tokens and summon items. Many players use multiple utility alts for this purpose.

Once you have a good group together, you'll discover not everyone is adding summon material for every raid. That's ok. As long as they all are always trying, it will even out over time. Some days you will hunt all day long and get back minimal returns. Other days, summon material will seem to be behind every corner. That means some days your friends will carry you, and some days you will have to carry them.

BUT........ when this happens, pay careful attention to who has added summon material to the raid. Learn what their damage requirements are and let them get what they need before claiming any for yourself. That doesn't mean wait till they are done. It simply means that if each of the 3 players that added summon material want 200k damage a piece, make sure there is enough left over when you are done to allow them to get that damage in, and a little more for an overages cushion. How much damage you can do should be agreed upon beforehand with your raid team. You should also consider what your own needs are from the raids, and discuss this with any potential raid partners. This will be critical on how much damage you need to do, and how much damage you need to do is critical in determining how many toons can be in a raid and everyone effectively get everything they want. Some players are looking for gear. Some are trying to fill their decks with every card they can. Some are hunting specific cards. How much damage they need to do plays a huge factor on building raid teams. Generally speaking, the gear is by far the 1st thing most players really hunt for. But most of the gear require huge damage at low return rates. But, even though the cost is high, the premium gear from raids very much hold their own against uber gear from the Nova Shuffle. And for players that already have their fill of such gear, the MP resell value can put some decent MP in your toon's pocket. The power cards and cons are also of great value. In order to get your best chances at getting ALL the drops, I recommend doing 1/3rd of the total damage required to kill the raid. But if you are only looking for specific pieces, you'll need to do a little math. Look at the piece you want 1st off. What is the damage requirement to obtain a chance at it? The Windswept power gives a 2% chance per 6000 damage done. That means for the 1st 6000 damage I do, I get a 2% chance to win that card. But thanks to progressive rewards, those odds increase each time the reward threshold is met. So when I get to 12000 damage, I now have made a 2% roll and a 4% roll. If this is the card I am hunting for, I want to do damage in damage increments of 6000, because 6000 is the damage requirement for a roll to get it. IDEALLY, you want to get to a 50% roll. That's not going to be easy. For Windswept, that would be 25 x 6000 for 150,000 damage. But if you want all 5 that are available, you will have to do that 5 times, for a total 750,000 for the absolute guarantee. But I have found that 11x for 5% drops, 26x for 2% drops seems to do the trick. After deciding what kind of rewards you're hunting and which raids are best to get them from, start tallying up your damage requirements per raid with your raid team. You don't want a team that needs more than the raids provide. So limiting participants is important. Only have enough members on your raid team so that they can all get what they are looking for. After an agreed upon time limit or after all members have gotten their desired damage in, go ahead and share with others.

While it might seem like a good idea to make these raids public by inviting everyone on your friends list, consider instead leveraging these raids to other raid teams, in return for the ones they are finished mining. Your team is your 1st raid wave. Your raid trade partners are your 2nd wave. And vice versa. If you still need more hitters after 2 different raid teams have taken their swings, go ahead and release the raid to the rest of your friends list, or list it on the player's page, or finish it off with utility alts.

The biggest problem with being a successful raider are the massive energy requirements. You only have a maximum of 48 hours to do all the damage in a raid as you can get in. Daily energy gifts only give 480 energy. You're probably going to have to start looking at upping your energy stat skill points. Mine has 100 sp in energy. That gives me 110 energy. Combined with my HQ bonus, I get 120 energy. Using the 5 point energy refill option, now becomes worth using. Furthermore, the mp cards and gear I get from raids, that I don't want, can be sold for the MP I buy refills for. Between the gear and the large numbers of power cards, using raids to build a strong competitive toon is extremely possible. My main toon is almost entirely built off raid and bux cards. The amount of power cards one can acquire is relative to the amount of work one is willing to put in towards it. The gear is absolutely great.

Raiding certainly isn't for everyone, especially those who wish to polesit in the lower levels. But if you plan on taking your toon to over level 500 cheaply, Raids certainly are a great way to compete cheaply.
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Tuesday, February 21, 2023

The Hanzo Ninja Clan Presents: Raiders Of The Lost Arx!

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Image by Daryl Danforth

Raids are now a well known and well used mainstay in Heroes Rising. Unfortunately, it takes a lot of energy to be a raid toon successfully. In the past, putting Skill Points (SP) into your Energy stat beyond what was generally needed was generally frowned upon for competitive toons. Some players squeezed every point they could into fight stats, spending none on their Energy Bank. Most took their Energy Banks up to 30 (20 SP) so that they could complete an entire Fight Club. A few pioneers like John Dellorusso went a step further and upped their Energy Banks to 50 fairly early on, to give them a leveling advantage. Energy Alts were the primary exception, but aren't really designed for competition.

Things have changed though. Back then, we were pushing levels of 200, 300, and 400 for ages. Leveling was very slow and stagnated. Players had to really hoard every SP and carefully decide where each should go. But as we start to quickly reach level 900 and look beyond to level 1000, SP are becoming less and less as crucial a resource. Don't get me wrong. They are still extremely important. But as more become available, small numbers spent experimenting in other areas become less of a liability. Early on, everyone put their SP in Move. As time went on and diminishing returns started to cost heavier and heavier tolls, adding SP to Att and Def started to make sense. Later still, adding large quantities of points to life started to see a strong benefit. Yet, at one time, 99% of players would tell you to build a strictly Move SP allotment.

Now, with raids becoming a bigger and bigger part of HR, trying to find the energy to do Patrols, Fight Club, Missions, and successfully Raid might seem impossible. It most certainly can be. Something is going to have to give. Either you're going to give up FC, and miss out on more MP and Crystals, or you're going to miss out on Patrols that provide power cards, MP, Crystals, Bux, AMA, Summoning Items, etc., or you're going to miss out doing maximum damage for what you want from the raids, making the process more difficult and costly to you in the long run. Energy Gifts only provide 420 energy a day. That's pretty much only going to dent a raid. You can buy items from the store that provide more energy or speeds up energy production, but those cost resources too. Resources that might not be easy to come by. Sure, you can spend 5 MP and refill your Energy Bank, but at 30 energy a pop only, this can get expensive very fast.

Perhaps putting points into your Energy Bank isn't such a bad idea anymore. I have a toon with just slightly over 2 hours worth of an Energy Bank. Because of my HQ, my Fight Bank also takes 2 hours to completely fill. I only have to get in game every 2 hours to be sure I don't lose any resources that I can use to improve my toon. When I feel like it, making huge leveling feats becomes less a task than it once was. When I go to sleep or leave the game for extended hours, I lose far fewer resources from my Energy Bank and Fight Bank filling. When I level, I get a nice surge of energy and fights to help me in my in game efforts. And IF I decide I want to spend 5 MP to buy energy, 2 hours worth, 120, is 4 times as much of a bargain as what I was getting at 30 energy.

Adding SP to your Energy Bank will make raiding a much easier and much more rewarding task, that only minimally, if at all, invades your ability to do other tasks. You'll get more damage in, winning you more cards and gear, building your power and damage, increasing your rewards even more, etc, etc, on and on in a snowballing cycle. I think there's a bear wandering the lists that could tell you a little more about how that cycle works. My best toon has 100 SP in Energy plus a lvl 5 Cafeteria. That's a mere 50 levels worth of SP. That might sound like a lot, but as we start closing in on a lvl 1000 lvl cap, is it really?

WARNING!!!! I DO NOT advise this strategy for players that wish to pole-sit at 1 level or feel their toon must be so finely tuned as to not be able to afford leeway for versatility.
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Wednesday, February 15, 2023

The Hanzo Ninja Clan Presents: Turning Climb Events Into A Victory Even If You Lose!

Climb events are currently an absolutely great way to power up your toon. Prize cards are equal to much of what you can win from the Nova Shuffle. Currently, participation and division breaks make competition pretty light, allowing most players in most divisions the ability to win prizes even if all they do is sign up. This is less so in the lower divisions, but more so in the higher divisions. Honestly, it's hard to go wrong entering Climb events at all.

If, by chance and effort, you manage to win two of these events within the last 4 tries, you are given the opportunity to go into a "secret mode" where your toon can go under the mountain to face unknown shadowy villains for potentially great prizes. Be forewarned, these villains are tough and don't always give the prizes you want. Further compounding their difficulty is the fact you have no idea what you are facing till you've faced it, or unless you use a candle. Candles can be found doing Patrols, or in the Items Store. They give you the ability to at least see the cores of these villains so you can set up your gear with at least a little intel. Don't worry. You can leave this screen to change gear and head back without losing your place. You will face 3 sets of opponents, with each set consisting of two opponents you get to choose from. All of them are VERY hard and I can't tell you how best to beat any of them because they are all always different. (At least, I currently believe so. Others may have better information than I do for this part.)

If you beat these 3 opponents, you then face a shadow version of yourself. These pesky shadow clones are popping up everywhere. I blame Mayor Justice for this outrage! Fortunately, unlike the previous opponents, there's a trick to fighting this one. He is a clone of your toon. So he will be wearing the same gear, but is sometimes slightly stronger. The best way to defeat him is to strip off all your gear and use cons and HQ bonuses to beat him, since he only copies your gear and powers, and not your bonuses.

But that's all IF you can find your way under the Mountain, AND decide you want to go. Why might you decide to go? Well, there's potentially 4 cards and 4 cons you could get. But you don't know what they will be until after you get to them, and there's no guarantee you'll win any of them. Lose just 1 match and your journey ends. If it's the 1st one, you're just out of luck when it comes to prizes.

Meanwhile, if you don't make it to Under The Mountain, or choose not to go, you have a shot at 3 different prize packages in the Climb event. Each comes with 1 power card and 1 con. You know what these are before you ever enter, simply by looking at the prize tab. And with current participation levels and division splits, you're sure to win something. If you don't like what you see and want to take a chance going Under The Mountain, and that option is available to you, then sure, go for it. But remember you're taking a chance vs taking a sure thing.

Now, prize packages are randomly rolled for by the game for each place and each division. It's very possible for lower place prizes to be more rare, useful, and/or valuable than the prizes above them. This is where losing can actually help you win. Before you just up and decide you want to go for Gold, take a look at the prizes for your division. Is 1st really something you can use? Or is Silver better? Is Gold out of your reach but not so much with Silver? That's great too! But what if Bronze prizes work better for you than Silver? It's quite possible you might improve your situation more by taking a lower spot than a higher one.

Let's take a look at what I mean.



In this image, the two cards aren't overly different in power. Yes, the 1st place card is a little better, but let's look at the cons, Destructive Soulgem vs. Turtle Shell. Destructive Soulgem is the most rare of it's type of con, found in "Through The Fire And Flames" patrol found in Ardeal, BUT........ it does drop as a patrol reward. Turtle Shell, on the other hand, is a far more rare drop. Usually it is given as a special drop for special limited time missions like the "Ticket To Orbit" patrols that only come out for the Birthday Anniversary. You can get it to drop in Patrols too, though, but only in the Black Market, and at a cost of anywhere from 15 to 40 MP. Furthermore, unless my build uses a lot of 3x damage, +8 might not serve me so well. But 10% Def serves any build. By losing here and taking Silver, I set myself up for a bigger win down the line by adding a better con to my supply reserves.





Now let's look at another example. Quad Damage gives the user +10 3x Damage. It really isn't that uncommon and can be found in the "Game Over" patrol in Purgatory Penitentiary. Again, if your build setup doesn't utilize 3x Damage, this con will only be mildly helpful to you. But Silver gives a Scarab of Protection. This may only be a plus 1% to your Defense, but this con is usable for any build. This con can also be found doing the "Shifting Circumstances" patrol in Purgatory Penitentiary and has about the same rarity as Quad Damage. Now the Bronze prize package in this group is Philter of Flamestrike, providing +100 Att/Strike (good for Duels and Brawls events) and +5 Elemental Damage. This con CANNOT be found doing Patrols. You are going to have to win it if you want one. That might be something you want to consider. In my opinion, the fact that I can easily obtain the other cons elsewhere but only win this one, makes Bronze start to look really nice.

Now, it's important also to consider how many of a particular con you have in your inventory. The Philter of Flamestrike only allows 1 use per day, whereas the Quad Damage allows 5 uses. If I have 5 Philter of Flamestrikes and only 2 Quad Damage, I might consider the Quad Damage of more importance right now.

Another factor to think about is Super Charges. If the Bronze prize card is one you already own, and you have a bunch of Super Charges on the copies you own, but have no Super Charges, or much fewer on any copies you might have of 1st and Silver place cards, it's probably a better choice to go after that Bronze card.

Now, "losing to win" isn't always going to be your best option, but sometimes it is. Keep a vigil eye out for opportunities when going for less will gain you more. They do pop up more often than one might think or expect. And the beauty is fewer folks want Bronze than want Silver, and fewer want Silver than Gold. Sometimes it's worth letting them have it and make a win/win scenario.
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Monday, February 13, 2023

The Hanzo Ninja Clan Presents: Energy Alts Revisited

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Bubba Wayne had just gotten the alert from Nova on his BADGE Comwatch. He was to meet up with Clark Kant on a mission to stop meteors from hitting the planet. He wasn't sure what he could do. He didn't have super powers like laser vision or nigh invulnerability like Clark. He didn't have super strength. He didn't have any nifty gadgets or vehicles like his rich cousin from Gotham. He couldn't even fly, so he wasn't at all sure how he was supposed to get into space to deflect these meteors. Still, Nova sent out the call and it was his job to answer. He was sure they would know what to do with him, or else quickly realize their mistake.

He looked back over his shoulder at his secret hideout. It was modeled after his more famous cousin's. He had a hidden cave fully equipped with computers and satellite monitoring systems, along with a whole host of other awesome stuff like a gym. But that was his rich cousin. Bubba just had a cave. His secret HQ was a literal hole in the ground. He didn't even have a posh butler trained by the British government to be a super spy. He just had 3 yellow goofballs in blue overalls that liked eating bananas. One of them only had one eye. He found them starving in the woods and gave them some dry banana chips he had with him. They've been with him ever since. The three of them waved excitedly at their boss as he left them to face certain doom trying to save the world from meteors. He hoped they would be ok without him. It's not like they could do much damage. It was just a cave, afterall...........

To Be Continued..............

We interrupt your regularly scheduled program to bring urgent news about...........

ENERGY ALTS!!!!

Back in the Christmas Special Double Feature from a couple years back, I discussed the building of an Energy Alt. This is a utility alt whose purpose is to collect resources like MPs and Crystals to help build a league HQ for free. With the new addition of player summoned Raids, it's time to revisit this particular type of utility alt. This particular alt was discussed in Part 2, found here.

Now, an Energy Alt has all or nearly all their Skill Points (30) in their Energy, extending their Energy Bank as far as possible. The real value in Energy Alts comes in their ability to refill MASSIVE quantities of energy for a mere 5 MP. For most competition toons, that have around 30 SP in their Energy Bank, using MP Energy Refills is an economically bad idea the vast majority of the time. But for an Energy Alt, it can be huge!

I have one alt that has a nearly 1400 point Energy Bank. Simply doing 1 point missions in New Amsterdam will net me more MP than it costs to refill my Energy Bank for 5 MP. The only thing that limits me from leveling him nonstop indefinitely is my time and choice. But no matter what pace I choose to level that toon at, I always end up with a surplus in MP despite using MP Energy Refills.

Now, the main purpose for an Energy Alt is to gather resources for your main toon and your league, without sacrificing them from your competition toons, and to do so without spending any real world money. While not the only place to distribute farmed resources, the league HQ is the primary place one would distribute their mined Bux, Crystal, and MP. T

When it comes to most free or budget players, running an Upkeep deficit is crucial to competing with the bigger spenders. Energy Alts can be built to quickly level up to the minimum required level for the highest career. After that, they can simply collect Bux to pass off to your mains when your main toons are in need. Energy Alts make great Cash Cows!

Because Energy Alts can be built up quickly in levels, they not only make great Cash Cows, they make great Experience Cows too! When I need to level another toon fast, I can strip my high level Energy Alts of gear and either sell my cards or donate them to the HQ Sentinel, then hit them. Imagine a level 1 brand new toon with 5 powers and 1 ring gaining experience from beating a level 650+ toon. One hit would level him several times. Get a cache of these toons between you and your friends and add massive amounts of levels to new toons in no time. This is a great way to level up new Energy Alts that have a Red Cape consumable on, to quickly gather MP for HQ building.

There is a new aspect to the game since last we discussed Energy Alts; Raids. Raids give you the lowest return per energy spent when it comes to Experience Points. But what it does do is gives you cards and gear that you can then pass off to your league's HQ Sentinel. Doing so allows your leaguemates to keep their powers and gear as long as you have the donor Energy Alt on the team. It also provides another avenue for gaining MP and Crystals, by selling the cards and gear, that can be used to build your HQ.

Now that raids are here, it's even possible to turn an Energy Alt into a decent toon using just raid cards and mostly raid gear, supplemented with better when the opportunity arises. It won't be a great toon, but it potentially won't be a bad one either.

Energy Alts are also good for farming Raids Summon Items and Tokens. And the rewards they get for summoning them can buy you Red Capes from the Raid Punch Store.

If one of your raids needs to be finished fast, Energy Alts could be the cure you're looking for in a pinch.

Lastly, Energy Alts can collect gear, power cards, and cons for you and your friends. How so? Well, once Halloween rolls around, you can put those items in your Trick or Treat Bowl and let your friends and leaguemates know to jump in line real quick. And if several of you each have a few alts with goodies, the lot of you can really rack up.

I hope the original, combined with the update, serves to help you, especially the free and budget players. Energy Alts were designed for your needs and restrictions. Using them effectively can go a long way towards helping your main toons compete with the big dogs. From building up top notch HQs, to beefing up Sentinels, to passing gear and rare cons off to your leaguemates during Halloween, building one, or a few, and getting your leaguemates to do the same, can really give you an edge that costs others lots of money, for free.

We Now Return You To Your Regularly Scheduled Program.

Bubba was almost home. He would like to say he was glad, but that wasn't really the case. BADGE had assigned him to monitor incoming meteors from their satellite HQ, helping direct other, more capable heroes, to where the meteors were headed for Earth. They had the nicest facilities he had ever seen. Training rooms, a cafeteria, an infirmary, you name it, they had it! They even had indoor plumbing and air conditioning! Bubba had basalt walls and bat guano. No, he certainly wasn't looking forward to going home.

As he got closer, he could hear the unmistakable sounds of cheering and construction going on. Lots of cheering and lots of construction! The voices sounded like his little yellow buddies, but there were so many of them. As he got closer, he found his three little friends, once helpless and saved only by a bag of banana chips, had multiplied into a veritable army of little yellow workers all building something around the mouth of the cave. It was a giant metal door with a basalt veneer that looked just like the rock wall and hid the entrance perfectly!

Upon his arrival, his 3 little buddies cheered, followed shortly by the rest of their friends cheering as well at Bubba's return.

"BOSS!!!! YEAH!!!! BOSS IS BACK!!!!"

As the rest continued working, the three originals then led him on a tour of all the new improvements they made while he was gone. There was a cafeteria, a training room, an infirmary, and a host of other additions. Not only that, the group had been hard at work building underground tunnels to other HQs they had built all across the country, with an express Rakly Industries patented Magnarailgun Train system to get them instantly from one to the other in no time. Bubba couldn't believe his eyes! This was everything he could have ever dreamed for. Eat your heart out Bruce! He just had one question.

"This is great, guys! I can't believe what you've accomplished while I was gone!" he said.

"YAY!" they screamed. "WOOHOO!" "It's been a long trip though." he continued. "Where's the bathroom at?"

"Bathroom?" they said as they looked at each other in confusion, "Uh...... heh........" before arguing over who's fault it was that there was no bathroom...........

The End.
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Monday, February 6, 2023

The Hanzo Ninja Clan Presents: Power Leveling




So, you're thinking about packing on some levels. Maybe you want to gain a level advantage over an opponent during League Wars. Maybe you want to push to the next gear slot. Whatever your reason is, you've decided it's your time to roll. You've seen other players fly up the levels in very short order, but perhaps aren't quite sure how.

First off, power leveling isn't commonly recommended. It puts a lot of levels on that need to be filled with powers and possibly more gear. In a lot of events, overall power is pushed to the side in favor of power for one's level. So before you decide you want to power level, make sure it's not a bad idea first. Most successful power levelers are fairly big budget toons. They are able to offset the quick addition of empty levels by buying power and gear cards to fill them. Others may have a back stock of cards that allow them to keep their decks and gear filled even before they add those new levels. Whatever you do, make sure you are able to fill those new power and gear card openings as quickly as possible, or else suffer being weak for your level until you do. For every level you gain, you will also have to add fifteen cards to your deck; 5 Att, 5 Def, and 5 Move cards. A dedicated power leveler can pack on 40 levels in a day fairly easily. That's 600 powers they will need to acquire just for that one day's worth of power leveling. And that's just for one day. Multiply that by one week and we are looking at adding 4200 powers to fill your deck. Then there's tiering........... So, all in all, is it worth it? For the average player in the average scenarios, the answer is probably no. But in certain niche instances, like post sign up pre League Wars, or to a player that has the want and means to build a toon fast, or someone building a utility alt, it can be a very handy tool. But how do those guys manage those insane leveling feats?

First, you need to identify where and how you can get experience as efficiently as possible. For example, raiding gives you an experience return ratio of 1 exp point per energy spent. Meanwhile, most Missions do 2, 3, or 4 exp points per energy spent. When it comes to fights, the higher level toons you can beat will provide more experience than lower level toons IF you can beat them. Furthermore, fighting someone in a regular duel usually provides a lot more experience than fighting them in a King of the Mountain/Climb event. So picking where you farm exp points is important.

Now, analyze where you can gain experience from not immediately obvious sources. You gain experience from doing your Daily Login and Daily Missions. You gain experience from Boss fights, found on both the Missions and Patrol pages. You want to have these ready and save these for when you start your experience run sessions.

Next, you want to figure out how to multiply the exp points you do gain. One way is by building an HQ and build up the Training Grounds building. This can increase your exp point gain by as much as 13%. Combined with other methods, this can end up packing on exp points fairly quickly.

Cons are another big focus. There are many, many cons one can use when power leveling to increase their exp point gain. Some, like the 3 versions of Liquid Learning, can be found in the store regularly. Other cons, like the Cogitator, Weighted Clothing and others pop up from time to time in the store as well. So keep a vigilant eye out there. Who knows what goodies might appear there from day to day. Experience cons can also be found doing patrols, both as a reward and in the Black Market. Some patrols, like Detroit, are more prone to give exp cons.

One special experience con you should consider are holiday cons. These come in the form of Christmas or Birthday cards, Easter eggs, and the like, and are mined by searching various pages in the game during special events. No two of these cons are the same. And because you can stack any cons that aren't the exact same con, you can stack ALL of these for a super fast, short but sweet, power leveling session. Combined with your other experience cons collected, you can hit the stratosphere in no time.

Other cons that help and should be looked into for stackability, are those that give more energy and fights, or increase the rate at which you acquire them. More fights means more experience. Same with more energy. Be forewarned, these cons are best used at the tail end of a power leveling session. This is because you will be leveling so fast, your fights and energy will refresh too quickly to make using these cons worth it, right off. But as your experience gain begins to dramatically slow, and you are now waiting on energy and fights to get to the next level, go ahead and start using these cons too. Just avoid using them when you're going to be filling up your resource banks to full using other means. Another potentially useful game mechanic is purchasing energy refills. These cost 5 mp each time and there is a limit based on your level. Luckily, you're power leveling, so that limit is constantly increasing. Now, for most people this is an expensive and wasteful use of MP. But for a handful of players out there with large energy banks, it can make a huge difference. Now, I probably wouldn't use energy refills to power level if my energy bank only goes up to 30, like most toons. But I do have some toons that have a considerably larger energy bank. One of my competition toons has 125 energy per fill up. 5 MP for 125 energy might not be a bad cost in some people's minds. Even better than that, I have a couple utility toons with well over a thousand energy. At 5 MP per refill, that becomes a really good bargain. To be honest, my largest energy bank, at 1374 energy, can level non stop using mp energy refills, while simply doing nothing but 1 energy Missions, and paying for those refills off the 1 mp Mission rewards that occasionally pop up. That certainly makes using mp energy refills worth it.

Ok, so now you know how to get the most experience per action. Now it's time to pick a date and time. Naturally, you want to pick them based on your schedule. But certain dates and times are better than others. Let's take a look.

At the start of a new game day, the Duels lists reset. If you save your duels that net you the most experience till the end of the day, and then switch on your cons, you can hit those valuable opponents once before the day ends, and again right after the day starts, doubling your access to large, quick quantities of Duels gained experience in the time your cons are active. Most of the top players that power level use this method. Another time to consider is just before noon game time. Consumables usage refreshes at noon. So you can save your cons till shortly before noon, pop your cons shortly before noon, and then burn through those gifts and consumables that provide energy and fights to gain experience. Then, once noon hits, you can immediately do it again with a whole new set of gifts and cons. Both methods allow you to pack as much experience gain into one set of stacked exp cons as possible.

Next, you might want to consider the day. While, again, that's entirely up to your schedule availability, there is now a new semi monthly event that definitely gives you better opportunity than other days. That event is called Item Explosion and allows you to use 10x the gifts and cons in a day as you normally would. That allows you a lot more fights and energy to gain experience points with.

Different experience cons provide different periods of effect. Pay close attention to this. How many cons and which ones you have running will determine how quickly you level per action. If it only takes 5 fights hitting the top toons to gain a level, you lose 9 fights and all your energy when you level. That's missed opportunity. You really want to spend all your energy and fights from leveling up before you level up again. 1st use up your energy. Next use your fights, but pay special close attention to how close or far away you are from leveling, and pick your fight opponents to level you up just as you use your last fight. If you go under by a little bit, that's ok. It's actually better than wasting resources. Just recalculate that into your head for the future and use one of the gifts or cons that add fights or energy to top off to the next level.

Take advantage of your Red Cape cons too. If you don't have any, they can be gotten in the Black Market, or more easily from the Punch Card store found on the Raids page. Without really trying too hard, I was averaging 40 levels a day when power leveling until I got within 100 levels of the level cap. With a red cape, that equates to 1200 mp each power level session. Yes, please!

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Thursday, January 12, 2023

The Hanzo Ninja Clan Presents: Where In The Hellish Loincloth Is It????

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Well, last month we were given a special hidden NPC Boss character to fight in the form of The Shadow Krampus. This was a neat surprise for those who have achieved level 700 or higher. Unfortunately, you can only defeat him once, and therefore can only ever acquire the epic ring he awards once too. Keep that in mind and don't ever sell it, trade it, or give it away if you should ever get it. But that's not the only secret that Heroes Rising holds for players. Here and there, littered through the game are special pieces of gear that drop only ever rarely. Some even moreso than others. For most of these, it will be a piece of gear easily recognizable from others by the picture. But there are a few pieces that are actually upgraded or variant versions of other drops. They are usually simply a "Silver" or "Gold" version of a much more common drop. Most of the "Gold" and "Silver" gear variants aren't that impressive, but there's one that most certainly is. The question is, where do you find it?



I have a large number of toons. Most are utility alts that I pay little to no attention to competitively. But because they do large numbers of certain actions in game, to farm specific resources, they sometimes unwittingly unlock a special case scenario. One of my utility alt toons somehow managed to gain a very rare and very useful piece of gear I didn't know existed. Unfortunately, I don't know when or where I acquired it. I simply saw in my inventory that I had 2 different Hellish Loincloths. The one I only had one of was called "Gold Hellish Loincloth" and had nicely improved stats over the more common variant.

Instead of a 3% Life bonus, it gave 5%. That's a 66% increase. For any toon that has a large Life build, that isn't too shabby either. My highest level toon has a Base Life of 3,100. At 3% that comes out 93 extra Life. But at 5%, that comes out to 155 extra Life. Not too shabby.

Instead of the regular 20 Stun Resist, it gives 30. 20 is already huge for Stun Resist. The Gold version adds 50% more! Now, as everyone has heard me say before, I can't stress enough how important Stun Resist is in a build. If you don't have it, anyone with a large amount of Stun will eat your lunch. In the past, Stun Resist was very limited in where you could get it, most commonly found and utilized in head gear. However, there are some other valuable head gear pieces out there you might want to utilize. By adding Stun Resist in a leg slot or two, you open up your head slot for something potentially better for your build overall. This factor right here makes this piece of gear of high value to anyone.

Lastly, it gives 19 Physical Resist vs the regular version's 15 Physical Resist. It's only 4 more points but that's still over a 25% increase.

This piece of gear is very much worth finding. Unfortunately, therein lies the issue. Where do we find it? Do you know? I don't. If you do, please reach out and let me know. I have been hunting it for some time now with no luck. The normal version is a common drop when fighting either the Patrol or Mission Boss versions of Skelanimal. But where it lists what awards are possible, it never shows this piece of gear. It's possible there is even a Silver version I just don't know about, though it wouldn't be as nice as the Gold one. I have fought both these versions of Skelanimal at every level and still no Gold Hellish Loincloths have dropped. If you know the secret, please reach out to me or write an article detailing it yourself. You'll get MP, and I think many a budget player would be served.
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Monday, December 19, 2022

Player PoV: Don't Take It Personally




25104

Often I see players get upset they were attacked by a teammate or leaguemate. Sometimes even over people hitting them that aren't connected to them in any way. First off, this is a fighting game. Fighting each other is part of what we do here. It isn't personal. It's just game play. Fighting helps toons gain experience, which in turn helps make the toon stronger. You want your toon to get stronger. Likewise, you want your friends and teammates toons to get stronger too. Avoiding each other doesn't serve this purpose. It only penalizes you. Instead of hitting that toon, you have to hit one that gives fewer experience points. Now that's fine if you aren't trying to level, but if that's the case, you probably shouldn't be attacking anyone above level one anyway. If you are leveling though, and you avoid all your friends and teammates, before long you're missing out on hundreds or even thousands of experience points a day. I estimate that if I avoided all my teammates and friends everyday, I would probably lose out on a good 10k in experience points a day. That's a lot. Now, lower level players will miss out on less. I'm level 750+. But I think you get the point. Furthermore, losing a fight when someone attacks you, outside of events and tournaments, in no way harms you or your ability to grow and succeed in the game. The only thing it does is changes the vs score between your toon and that toon. That's it. That's nothing. Certainly not something to get upset about. In the top levels of play, friends and teammates attack each other all the time. They do this for experience as well as to test gear setups, and just generally hone their skills and knowledge. In fact, if I am testing a LWs suit and studying the fight feed to look for where it needs tweaking, it might be a better idea to attack a friend so my tournament opponents can't analyze my suit before I use it on them. If none of this still makes little or no sense to you, let's put it into a real world perspective. When sport fighters train for big matches or tournaments, they practice and spar with their teammates and gym trainers, their friends, guys they know, a LOT, before they ever step into the ring with their intended opponent. Those guys are friends and they're really hitting each other. Why? To get better for when it really matters. The same holds true for police and soldiers. They train against each other....... a LOT........ BEFORE they go fight the bad guys. If they didn't, the bad guys might wipe the floor with them. If you're not training with your friends and teammates, you're not properly preparing yourself to fight those that are.
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Sunday, December 11, 2022

Game Guide: MORE .... FRIENDS

BY: Todd Goode id# 12205



"Friends .... How many of us have them? ... Friends ...Ones you can depend on ... Friends ..."

Oh, hi. Ya'll caught me jammin. Since ya'll caught me jammin out about friends, let's talk about them for a moment.

Let me snag this line from a song from say back in the day when I was still a youngin. 'Friends' came out in 1990 by Whodini, and the first verse goes a little like this. Sing it if ya know it. "Friends .... How many of us have them? ... Friends ...Ones you can depend on ... Friends ..."

How many of us have them and how many 'MORE' of them do we need in the game. The answer is, as many as we can get and 'MORE'. The 'MORE' friends' the better. How do you get them?



Well, it's pretty easy for the most part. All you have to do is send an in-game friend request, better known as 'Send Teammate Request' button on the players profile page.



Why do you need em? "Friends"? Well, they make you stronger. For every teammate "friend" you have, you will be able to use 5 of their strongest attack power cards, 5 of their strongest defensive power cards and 5 of their strongest Movement cards.

Your team size cannot be higher that your level. So, if you are a level 649 player for example, you can use 3245 attack power cards, 3245 defense power cards and 3245 movement power cards. All from your "Friends". That's a big chunk of power you don't have to pay for. Only your "Friends" strongest cards will be automatically selected to be used with your decks. It's good to know this kinda stuff.

So basically, you want all the "Friends" you can get. Also, you can have more "Friends" than you need per level. They'll have to wait in the wings so to speak and be added to your power decks as you level up. They'll be there when you need them. "Friends ... How many of us have them? ... Friends ...Ones you can depend on ... Friends ..."

Be honest, if you know the song, you were singing along while reading it. No shame in ya game, It's a killer song. Now, how are you gonna get them?

This is what you need to be doing. Go to the battle tab and click it. Jump to the highest-level toon and start teammate/friend requesting there. Click on the first player's name in the list and go to their profile page and click the "send teammate request" button. Next click the battle tab and click on the next name you see. Wash, Rinse, Repeat.

No lie though, its gonna take pretty much a whole day to friend request every player in the game, maybe more but if you work your way down to level 80-90 and click that "Send teammate request" button, you will get more friends than you need for a while.



Now, it's important that realize this, especially if you are new player. Some battle lists have "MORE" than one page. From the highest-level player down to level 80-90, there may only be one page of names but from level 1 to 80ish each level will have multiple pages to friend request. So, after you finish page 1 of level 1, you need to click the "MORE" button to see the next page of level ones and so. You will find more friends than you thought possible.

So, work on friend requesting them all and everybody. You will help yourself and also those around you and enjoy the strength increase for those who do not have many friends yet.
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Saturday, December 3, 2022

Robert Steele's Hero’s and Villains not to F-With when trying to level fast: #1 - 25


1) §レαgα†h⊕☈ ][.. If you don't know you haven't been paying attention.

2) THE BIG SNAKE , SPARKLE FART? ALL HE DOES IS WIN AND APPARENTLY FART!!!!

3) THE Avenger What a douche naming himself after a league.

4) Hanzo the Pirate King in disguise. He will transform your wins into losses.

5) BSC I think he could be ranked in the BCS. He could take Georgia. The state that is.

6) Stink Fist . I thought it was two in the pink and one in the stink. You do not want to shake his hand after he beats you down.

7) Magnificent Punlurk He premieres on this list . What do you mean it’s the first list of its kind, Everyone is premiering.

8) ? Oyban Hanzo If it says Hanzo beware it could be a cake walk or you are jumping into a blender.

9) Damon rounds out the top 10. You would have a Hell of a time trying to beat him.

10) Skelly Animal. It looks like his retirement was a bit premature. A ongoing problem?

11) Hot Wings Is he retired or did a click if you’re not a robot sign pop up and end his career?

12) Heretic He’s too pretty to hit.

13) Martial Law He could not take all the Chaos and has brought his talents to WMD!

14) Super Rakly You should take a pregnant pause before hitting him.

15) The Island/Mayor He will bring the full strength of the Law on you… Oh wait the Marshal’s with WMD now.

16) Shadow Walker If you see him run, not walk or he will tell you he’s your father.

17) IboShin Gu The Ninja not named Hanzo or is he? Tricky Ninjas .

18) Dr. Silver Strange. How the Fallen have mighty. He’s too nice to hit.

19) The Gentle man. He’s not so Gentle.

20) Whips She whips it good.

21) Chainz You have to have ballz to hit him.

22) Zen I hit him now and Zen but usually regret it

23) Chromatic Death. He has more lives than a cat. Much love brudder.

24 The Wizard. Class guy .Beware the cat curse.

25) Star Crawler Rounds out the top 25 He stands tall.

Avenger ID# 14779
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Tuesday, November 8, 2022

Gear Talk With Fuma Hanzo

Toon ID: 10950

What a month it's been already for gear, and we're only 2 days in!!!!

Let's recap. If we include last month, a few new Shuffle pieces have entered the arena, as well as a new Sidekick given in raids and as a special award for Trick or Treat Hosts that gave generously. Let's take a look at those 1st, starting with the new SK.

Pumpkin Lord



I'll be honest. Competitively, it isn't an uber piece of gear. It's ok but certainly not a must have. Only a few players got it from the raids. Most that did acquire it got it as a reward for treat gifting during the Trick or Treat event. Let's be real. Most of those guys have better Sidekicks, or at least can afford them. Now, despite not being a Sidekick I would use during serious competitive play, I still had to have it because I'm probably HR's biggest Halloween fan, and it's a pumpkin. One of my Halloween personas is a Jack-o-lantern Lich. But for those who are short on Sidekicks, it's not a bad one either. It's better than most of the SKs one gets from the 50 day login, with Orcus possibly being the one exception. It is also superior to most of the other Sidekicks acquired through AMA or Raids, with Fides and Crimson edging him out only because of their Poison effects. The only other 2 SKs that I can say are better would be E.B. and Werewolf, both of which could be argued to the contrary. Which brings us to our next piece.

Werewolf



I have to say this is definitely one of the best Sidekicks to hit the game. And it is easily accessible to everyone. With a hefty amount of Plus damage, and a healthy dose of Stun and Block Redux, this SK is the gift that keeps on giving. I wouldn't be opposed to filling every SK slot with just multiples of this guy.

OB-1



Another SK to hit the game last month was OB-1. This guy will find more value in limited deck events like Duels, thanks to his +1000 Att. But even outside of short deck events, this SK packs a punch with 20 damage, and keeps your toon healthy longer with his Regeneration abilities. This SK will serve lower levels better than higher level players, but is still great in any toon's arsenal, especially in multiples.

Tribal Goblin 



One last SK to hit the arena this past month was Tribal Goblin. With only 5 stun really going for him, he won't be that useful in unlimited deck fights. However, his 3500 Def will help out very low level toons and provide hard to come by Def stats to any toon for limited deck events. Honestly, unless you just don't have anything else to go for, or are building specifically for Duels, I would avoid this 50 Day reward in favor of others. If you need a SK, take a look at Orcus. In my opinion, Orcus is the best SK from the 50 Day Login rewards.

Grimdark Walkers



These boots are found in the Shuffle. I will do a separate article on the Shuffle, but for now wanted to draw special attention to this piece of gear. With a drop rate of 0.5%, this will not be a common piece, nor will it be easy to get. But if you can, I suggest you do. This is truly an epic piece of gear. It is one of two pieces of gear that should have everyone excited, with the other being the new Raid core we'll be discussing a little later. It provides 4 stats, 2 of which are in phenomenal quantities. With 18% Move and 12 Poison, that alone is enough for me to want it on my toon. But on top of that, it also has Block Steal and a little bit of Life. Honestly, if this were a LWs prize, I would be tripping the Mayor in front of Grizzly Bears to get it.

Frozen Gauntlets



Found alongside Jack's Icy Gaze, the Frozen Gauntlets are found in the Abominable Yetti Raid. These arms offer Move Redux. That means every time that effect goes off, it gets easier to hit your opponent next time. With a healthy dose of Plus Damage and Aura Damage, this arm is always hitting hard, even when it isn't hitting.

Bone Claws



Found in the Skelanimal Raid, these are great for the free or budget player, and even some niche builds. It certainly isn't a bad piece. It gives a nice bit of Plus Damage and 2x Damage, as well as adds % Def, which scales up as your stats do. So this piece is good at any level.

Bone Bound Chest



We don't get a lot of choices when it comes to cores, so we usually take what we can get. But this is no mere filler piece. Found in the Skelanimal Raid, this is, without a doubt in my mind, THE best core in the game. It breaks away from traditional resistance, only resisting Physical, and only for 20, but holy cow are its other stats are sick. At 18% Block Steal, this can quickly turn a fight around by flipping the script on your opponent when it comes to stats. Furthermore, the 12 Poison is HUGE. Coupled with the Grimdark Walkers mentioned earlier, and now you're running 1 in 4 odds of poisoning your opponent, each hit. And once they're poisoned, unless they have the proper counter measures, they have 10 steps to figure out how to beat you or they're dead. Even alcoholics get 12 steps.

AMA Scrapyard



Another big addition this past month was the switching out of AMA gear with a fresh new set. I have to say, I'm really impressed with this batch of AMA options. Aside from gear and a new card, Raid Tokens can also be found there. Now, before we move on, AMA gear will rarely make it into a pay player's arsenal. So my value for them diminishes greatly from other sources of gear. Still, there are some nice pieces in there, and for some of you, they may be your best options. That said, you might find more value in these than I do. Let's take a look, shall we? Just remember, I am measuring all gear against all other gear. So MP gear will usually always get a better critique, while "free" gear will ofen get a worse one.

Lives Counter

Poison has long been considered OP, especially against toons that put a lot of skill points and gear into Life. For a long time, there has been little in the way of countermeasures. The Lives Counter fills this role on a budget by providing an MP free option to resist Poison. It is further made valuable for high life toons, those most prone to have poison used against them, by adding 4% Life, a stat that only continues to improve as a toon's base Life stat improves.

Obsidian Ring

The Obsidian Ring brings a new option to Stun Resist. Previously only found in 3 head gear, 1 crystal core, and 1 Mission/Patrol leg, having one in the very versatile position of a ring slot brings more versatility to your builds. The resist is only 8, but you have 10 ring slots to work with at current max limits. Add in the +4 Regeneration and this isn't a bad ring to fill out one's Stun Resist needs. This ring also plays well in limited deck events thanks to the 1000 Def it provides.

Keradon

This Sidekick is 1 of 3 in the AMA store right now. It does provide constant residual damage in the form of 7 Tech Aura. To be completely honest, this is a budget player's SK. I would get it only because I had extra AMA and needed to fill a Sidekick slot. The 2X Dam is nice, but imo, if one wishes to include X Damage, they should focus on 3X. 2X Damage should only play a part as extra insurance that some kind of damage multiplier will go off if the 3X fails. It still might make for good use among lower level players that can more easily accumulate useful quantities of 2X damage than they can 3X, but imo I would go after the 50 Day Login Orcus before I went after this one.

Red Ant

The only thing that maes me turn my eye to this SK at all is that it is Mental, and as far as today goes, the Mental SKs are few and far between. The initiative is negligible. It does decent damage, but unless you just need a Mental SK, there are plenty of better options.

Shocklite

While I am a fan of 3X Damage, at a mere 2% proc rate, it doesn't do much to move the likelihood of your 3X going off. Even if you put 5 of them on, that's still only 10%. That's a lot of space for 10% 3X Damage. It does add an additional, but minor Plus Damage of 6, but even that doesn't help make this much better.

Chainmail Kilt

For a non MP piece of gear, this really isn't that bad. It does have some good use, just not in lieu of other options. The combined Initiative and Disrupt Aura do give it value, despite the Move modifier being fairly low. Being a blanket Aura resist, it has broad value, usable against more opponents than specific Aura type resists. I think this piece can find use in any player's arsenal.

Coil Helm



For a "free" gear, this one certainly is nice. It packs a solid amount of Plus Damage for a "free" piece. Add in some decent Def Redux and this piece is really effective for the cost. Alot of MP monsters will pass this one up, but if you're not one of those, I suggest adding this to your arsenal. Not a premier piece, but definitely has value in niche uses.

Silver Hook

ARRRRRRR!!!! You know a former Pirate King is going to love anything to do with Pirates. But even if it was the Wristwatch of Mr. Magoo, I'd still like this arm. This arm provides a healthy dose of Def Redux AND a healthy dose of 3X Damage. That alone has me looking at Justin and crew with the thought they had me and my build style in mind when they created it. Add in a little Plus Damage and this gear is over the top. I can definitely see it being a staple in many player's builds, mine included.

Steal Greaves

This piece is missing a staple in legs, Movement. But what it's lacking, it makes up for in a very high Def modifier, and phenomenal Mental resist for a "free" piece. I won't say I would put it in regular use, but against specific opponents, that high a Mental resist could come in handy in a leg slot. I will likely add a few of them to my arsenal, just in case an opponent with heavy Mental Damage gets a little too hard to beat. I do think this one should be in everyone's arsenal if they can afford it, but only as an option and only after they have acquired those gear pieces they will be using regularly. This is a niche piece, but a good one.

Well, I hope this Gear Talk has been useful to you. I will discuss the Shuffle further next week. Till then, keep grinding!
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Saturday, November 5, 2022

Player PoV: Joan of Arc

ID: 35981

(November): Category One: REVIEWS/COMMENTARIES And Category Two: GAME GUIDES, GEAR TALK

(Review)


I love heroes rising. I like you can write your backstory and description of your character on your profile. It adds a lot to RPG aspect of the game. The ability customizes your avatar is really cool. The avatar customize could be improved by making some customization gender neutral. I wanted spear for a weapon but had settle for bow since was what was available for female characters. It would be cool if they added more weapons and other features for avatar customizations. I love how this game takes what was good about superhero city adds a bunch of new features to the game. The special events like raid and tug of war nice feature. I wish the special events they would occur more often though or have a special event on weekends just a thought. There is a major issue with the events division pairings. I’ve seen divisions that I was way to powerful and divisions where I fighting level low level beginners which totally unfair and next thing, I know I’m facing characters that are 10 more levels ahead of me. I hope there is way make more fair pairing system that makes since and still progressively gets harder.

(Gear/Guide)

When battles all boils down can you outlast your opponent. I find what works best is having a high movement stat. I’ve lost track of how many battles I’ve lost track because I couldn’t even get one hit in. Don’t wrong the other stats are important to defense is needed high enough so toon isn’t like a glass vase and shatters in one hit. A good enough attack needed so you make dent in your opponent and having damage modifiers from your gear helps. Its good try sticks to your core as much as possible to get damage bonus. With the exception of equipment that helps modify your health and block and movement as well as double damage and other modifiers. Life is important it works hand and hand with defense. The life amount can make a big difference in winning. So remember hit like a freight train with attack and absorb that damage like sponge with defense and most importantly dance to song Can’t touch this with movement.
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Thursday, November 3, 2022

RAIDS!!!! Free Play Just Got Way Better!!!!




Player ID: 25104

Well, October is over. But before we move on, I'd like to take a moment to reflect on last month. There was a writing contest, a costume contest, a take a picture with a box on your head contest, a raid, a lws, and even trick or treating. Some folks gave out some really big treats for trick or treat. I got about 8 pieces of gear I can really use on my newest toon, just from trick or treat. Just from the contests and giveaways, I managed to acquire about $100 worth of MP. And honestly, I probably spent less than 2 hours total acquiring them. That's pretty big, especially for free and budget players. I'm neither, and that's still big to me. So there are all kinds of options for players of all categories to gain the means to grow, not just stronger, but competitive as well. Which brings me to the newest method, RAIDS!!!!

While we have had world raids for awhile now, the much begged for player summoned raids have just now hit Heroes Rising. These raids go fast, in their current incarnation. The 1st 3 were finished within hours, despite the 2 day timer. Once more players start rolling in, this will only compound itself. I feel there's one of 2 options here for players to get enough damage in to see good rewards. Either Justin will have to increase the life of Raid Bosses, or else players will have to start limiting who they share raids with. I'm hoping for the former. Still, these raids are still in the beta test format, so who knows what changes are to come? We can be sure of one thing though. Justin will soon be on the boards asking us for our opinions and suggestions.

Now, early mumbling seems to revolve around players not getting as good or as many drops as they would like. Let's take things into perspective though. These aren't World Raids. Unlike World Raids, that come every 3 months or so, these raids can be summoned whenever and as often as we have materials for. As soon as they launched, we had 3 going and done within hours. So if you didn't get that raid drop you wanted, keep raiding. It'll come in time. In the mean time, the cards are great. Most are crystal cards, so tiering them up costs no MP. And they're GOOD crystal cards! The MP cards are also pretty top notch for prize cards. I have a feeling a lot of players will be able to go a long way with their toons if they combine and work at Raids and FC.

I'll be honest, I felt like I was playing SHC again when the Mayor summoned that 2nd Raid. Ever since Justin took over, things have been getting better. Instead of feeling like a fool's prison, it's starting to feel like home. I expect Raids will make a lot of people happy and hopefully be a trumpet call to those who have already left and those who never came, to finally return home too. I earnestly look forward to what else Justin brings to the table. I do have a little bit of an inside scoop, and I can assure you that Raids are just the beginning. It's about to get wild up in here! I hope I see the rest of you here with me once all the dust settles.

Also, a big shoutout to Justin! Thanks Justin! You're the REAL MVP!!!!
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Player's PoV: ST Michael




ID: 14267

(November): Category One: REVIEWS/COMMENTARIES

And Category Two: GAME GUIDES, GEAR TALK (Review)

As a formal player of Superhero City, I grown to enjoy this game a lot. Has a lot similar mechanics which made it easy to learn and pick up on. At the same time the game brings unique twist to such the different types of gear that have different resistance to the game. This unique element adds and adds strategy to the game and more incentive to have more than one gear set to fight against different players or NPCs. The game always has an event or fight club to join which is nice. However, I believe the game would benefit with added Raids maybe as everyday thing not just an event. Cause most players battle on the events, clubs and maybe do few missions and get off. By adding raids as everyday thing I believe it would help strengthen the player community. It would add extra since of teamwork other than league wars and tug of wars. Which would add one big strength the game already has. People want to feel connected and want to be entertained at the same time and role play, I believe by adding more raids and events would be good idea. Fanfiction is great idea one suggestion having them put certain elements in stories is a wonderful idea like the duck. It would be more fun especially on months with holidays like they could have it where they put a Turkey in fanfiction for November. It would be funny to see how people would put in the story.

(Gear and guide)

One first starting this game most people make a mistake. The mistake leveling up to fast. This game isn’t game isn’t about grinding and leveling up to get stronger. In order to get stronger, you need level slowly and work to get powers and do events to win MP and powers. Buy remember sell your old ones to replace them with better ones that fit your play style. When coming working on your characters stats, there are 3 things you need to keep in mind you need to be able to take a hit and dodge a hit and lastly you need be able to hit hard. The important is be able last through battle you last longer by having higher defense and higher movement help make that happen. I personally believe that movement is more important. If they can’t get hit in, they it makes a lot harder for your opponent to win a fight against you. Your second thing that helps your defense. Are you able to take a hit and not loss and a huge chunk of health. Lastly is your health. It goes without saying you should have high enough health that way you can out last your opponent. I’ve fought opponents where lost or won and the survivor only had 10 health left. That small bit of health bonus from gear and stats helps so keep these things in mind when looking at gear and getting powers. Remember test your gear out see what works and how close the matches are and what needs improved. This advice can be applied to free players and people have money invested in the game. Lastly ask for ideas what you should do we have close community that helps one another. I hope this helps good luck my fellow heroes. P.S. Fanfiction comings soon
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