Storybook Brawl

Storybook Brawl

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Hero Guide for Every Hero
By heather lin and 1 collaborators
A guide for every playable hero in Storybook Brawl.
   
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This guide will be a rundown for each hero in Storybook Brawl.

This is not a tier list. However, there is a general consensus stating how strong or weak the hero feels and performs in the meta.

While there may be a tip or two an experienced player didn't know, this guide was designed with newer players in mind.

All of the heroes are listed in alphabetical order.

Enjoy! ❤
Beauty

Ability - Your Monsters are Good and have +2/+2.

How to play - The general idea behind Beauty is to buy early monsters to help get you through the early game. The only 2-cost monster at the moment is Labyrinth Minotaur, which will become a 7/3 instead of a 5/1. This will trade favorably turn 1 with almost any other start, ignoring outliers; (Loki turn 1 Shrink Spell, Cursed King turn 1 Forbidden Fruit, etc.)

You can then buy Vain-Pire which will be a 5/6 instead of a 3/4. That will help it to secure more slays and become a good sized unit for 3-cost.

You can either force a late-game monsters comp with Beauty, or just use the advantage the additional +2/+2 gives you to survive the early game and transition comps.

Good cards / combos - Pick up an early Monster Manual along with Vain-Pire and Shadow Assassin to start snowballing.

General Consensus - Beauty is on the weaker side of heroes at the moment. Pick this only if you don't have access to a stronger hero, or you dislike your other options.
Celestial Tiger

Ability - Double the abilities of your level 2 and 3 treasures.

How to play - As Celestial Tiger, you want to get early triples of 2-cost and 3-cost units. You will double the abilities of any treasure you pick. If you pick Dancing Sword, your characters will have +2 Attack instead of only +1, if you pick Ring of Meteors, you will deal the 1 damage two times instead of just one, etc.

Since this ability is not very restrictive, Celestial Tiger can have success with many different comps. You may find luck getting an early Ring of Meteors and going dwarves, having it activate your Greedy and Angry's effects twice at the start of the battle, or you may find an Ancient Sarcophagus and buy a whole bunch of evil units that spawn other evil units to wear down your opponent's units! Being able to adapt and change gameplans is key with Celestial Tiger.

Good cards / combos - Getting a Treasure Map is very powerful! It will make the next treasure you find 4 levels higher than normal instead of 2. This allows you to get a very early level 6 or 7 treasure!

General Consensus - Celestial Tiger is a fine hero, just be prepared to be a bit weaker in the early game than others until you can find some treasures.
Charon

Ability - Give your first character that dies each brawl +2/+1 permanently.

How to play - Charon is all about keeping your front-line units around, and having them buffed when they die. Only your first unit to die each round will receive the buff, so place the unit that you want to be buffed in the first slot, the one in the top left, to give it the best chances.

Early game you usually want to pick a unit that has a chance of sticking around. This means try to forgo taking things like Blind Mouse and Golden Chicken on turn one, as you aren't very likely to keep them around. I suggest picking Black Cat, Polywoggle, Sherwood Sureshot, or Happy Little Tree turn one if you're able. Black Cat is used in both animal comps and evil-scaling comps, but is probably the worst of the four choices. Polywoggle will almost always die on turn one, ignoring outliers; (Skip turn one, someone buying a unit with no attack turn one, etc.) This mean your Polywoggle will be a 3/2 the turn after, making him much more likely to slay. Sherwood Sureshot is ranged, and having a high attack ranged unit early is very valuable. Happy Little Tree gains health at the start of every turn after combat has finished, meaning giving him attack will make him much stronger as the early game goes on.

Try to survive the mid-game using Charon's buffs, and transition into a comp afterwards.

Good cards / combos - Getting early slay or ranged units with Charon and sticking them in your first slot is a good way to help them grow.

General Consensus - Charon is an okay hero. Can be successful, but much harder to play than others.
Evella

Ability - When one of your Animals dies, give your Evil characters +1/+1 this brawl.

How to play - Evella is very good at what she does, and that is a comp comprised of both animals and evil units. Evella can become very strong very fast in the early and mid game. You generally want to buy Black Cat on turn one, get an early Queen of Hearts, and get Bearded Vulture and Sheep in Wolf's Clothing at 4. Following this, you should be extremely strong in the mid game.

Once you have a board consisting of those units, you can look to transition into other things such as a scam comp or stick with the animal comp. (A scam comp comprises things such as Medusa, Cupid, Rotten Appletree, Great Pumpkin King, etc. to "scam" your opponent using cheap tricks in order to beat them. The only reason I suggest this is that it is usually easier to throw together a scam comp than go full animals and look for a late Bearstain and Three Big Pigs.)

Good cards / combos - Black Cat. Since this card is both evil, and an animal, it will buff the spawning cat as well as all other evil units. Sheep in Wolf's Clothing does the same, as does Three Big Pigs. Both Other Hand of Vekna and Ring of Revenge are very good with these units, since they will die and summon more things that will immediately receive the buffs, and can then die to give more buffs.

General Consensus - Evella is very strong. This is a top tier hero at the moment, and for good reason. Pick her over other weaker options.
Fallen Angel

Ability - Your characters have +2 Attack if you have three Evil characters, and +2 Health if you have three Good characters.

How to play - Fallen Angel is fine with mixing and matching comps early on to gain an advantage. You usually want to avoid buying neutral units early, and go for getting both buffs active as soon as possible by buying good and evil characters. Fallen Angel has the potential to give your units a collective +14/+14 in stats.

Fallen Angel is a hero with an ability that is very flexible, so you may find success with a lot of comps. If you still end up having a board with both good and evil units late game, consider picking up Shoulder Faeries, as they gain the attack of your strongest evil unit, and the health of your strongest good unit.

Good cards / combos - Black Cat is good to get an early "three" evil characters. Once Black Cat dies and summons its' other cat, it counts as another evil unit. This means you can start with only two evil characters early on, and still get the buff once you get in combat and Black Cat dies.

General Consensus - Fallen Angel is in a very good spot. May not be the strongest, but is very flexible, and is by no means weak.
Geppetto

Ability - When you summon a character during a brawl, give it +3/+3.

How to play - As Geppetto, buy units that summon other units, and try to support them. Early Black Cats and Princess Peeps supported by a Mad Mim is very strong. Later on, try to pick up Baby Bear.

Keep your units that summon other units around, and pick up treasures such as Eye of Ares, Ring of Revenge, Other Hand of Vekna, and Summoning Portal to support them and out-value your opponent.

Good cards / combos - Bearstain will be very helpful, since he will double (or triple if he is upgraded) the stats of your summoned animals during a brawl. Most units that summon other units are animals.

General Consensus - Geppetto is generally considered quite weak. Evella does what he wants to do, but better. Avoid picking in favor of better heroes, unless you have fun as him.
Grandmother
Ability - You start with 50 health. When you reach level 6, become the Big Bad Wolf. (Your characters have +3/+3.)

How to play - As Grandmother, your main goal is just to get to level 6 as quickly as possible. This doesn't mean to just recklessly try to get XP no matter the cost, but there's a bit more urgency to do so, as you won't receive any benefit from your ability other than the 10 extra health until then.

Since you really have no stipulations, you can build whatever you want. You won't have an ability to help you early only, so try to buy the best available units you're given with the highest stats early to mitigate as much damage as possible.

Other than that, try to be flexible, and go whichever comp the game presents to you.

Good cards / combos - Adventurer, Turkish Delight, Wish Upon a Star, and The End are all good ways to get xp to level to level 6 faster.

General Consensus - There are mixed opinions on Grandmother at the moment. I believe the hero is fine, and you just have to buy best available units early and make something out of your jank comp later on.
Gwen

Ability - You start with Knighthood. (Permanently Upgrade a character.)

How to play - Gwen is a pretty tricky hero to play "correctly." Many people wonder when the right time to use Knighthood is. The answer can vary.

If you get a Happy Little Tree or Wizard's Familiar in your opening shop, it is generally pretty strong to Knighthood either of them on turn 1. Both of these units provide outstanding scaling for 2-cost units, and can be on your board until the very end in a lot of cases.

If you don't get either of those units at the start, when you use Knighthood is up to you. Are you getting a lot of princes and princesses? You may consider using Knighthood on a Prince Arthur to double his buffs and allow him to buff himself. Are you late into the game without having used your Knighthood? You may use to it upgrade a 6-cost unit you just bought to have a power spike.

The problem with using Knighthood on higher cost units is the fact that it denies you getting a treasure of that unit's tier. If you need a tier 6 treasure for your comp to be effective, you don't want to Knighthood a 6-cost unit if you don't have to because you'd rather triple that unit to get said treasure. So, as I said, the answer varies by game.

Good cards / combos - If you want to buy a third copy of a unit to have three in play while you already have two in play and still have Knighthood, you can upgrade one of your units, and then buy and play the third to have three in total. This is especially useful in Bearstain / Baby Bear comps where you want more Baby Bears, and scam comps.

General Consensus - Gwen is generally one of the stronger heroes once you work out when to use her Knighthood.
Hoard Dragon

Ability - When you pick a treasure, your choices are all 1 level higher.

How to play - Hoard Dragon is a very straight forward hero. You would play the game as you normally would, except you get higher tier treasures faster.

The only thing to note with Hoard Dragon is the fact that you can not get tier 2 treasures. This means you won't able able to get Ring of Meteors, which helps dwarf comps, and neither Hermes' Boots nor Bounty Board, which helps slay comps.

Otherwise, you want to get impactful treasures from higher tiers as fast as possible, and help that guide you into which comp you want to play.

Good cards / combos - Treasure Map on Hoard Dragon will make your next treasure 3 tiers higher rather than 2, considering Hoard Dragon's effect.

General Consensus - Hoard Dragon is a very straightforward, but very powerful hero. Does rely on treasure RNG a bit.
Jack's Giant

Ability - Characters in your front row have +2 Health.

How to play - Jack's Giant is a very basic hero. Everything in your front row has +2 health. This will be pretty useful early, as it can help you win battles you otherwise wouldn't have in order to preserve health, but it falls off later in the game.

Try to take advantage of his power early by buying stronger units rather than units who scale to force damage on your opponents. Otherwise, play normally.

Good cards / combos - Cards that require your characters to survive hits, such as Darkwood Creeper and Trojan Donkey, can be used very effectively with Jack's Giant.

General Consensus - Jack's Giant is mediocre.
Krampus

Ability - Your Evil characters have +1/+1.

How to play - Krampus is pretty straightforward. You will have a slight advantage in the early to mid game as long as you buy evil units.

The main evil comps are evil monsters, slay, and scam comps. You can go for one of these three, or you can buy evil units early to survive and transition into a different comp later.

Good cards / combos - Getting Corrupted Heartwood will turn animals and treants you control evil, giving them your +1/+1 buff.

General Consensus - Krampus can be strong early, but is otherwise mediocre, and falls off.
Loki

Ability - Cast a random spell each round. (Instead of being able to buy spells)

How to play - As Loki, you just have to roll with the punches. Gameplay varies greatly based on what spell Loki casts at the start of your turn.

Loki could either Shrink Spell your first shop, allowing you to buy two units instead of one, or keep casting free rolls and Forbidden Fruit all game.

Build the best comp you can with what you're given.

Good cards / combos - Fool's Gold is a great treasure to pick up as Loki considering his shop doesn't sell spells anyway.

General Consensus - Loki can either be very good or very bad, but he's always fun.
Mad Catter

Ability - When you roll, give a random character in the shop Attack and Health equal to your level.

How to play - As Mad Catter, it is generally good to roll early and pick up the buffed units before you have a solid comp. On turn one, use free rolls if you get it to buff a 2-cost unit. On turn two, while you have three gold, spend one to roll and buy whichever unit gets buffed. On turn three, it's usually best to buy two 2-cost units.

Going from there, try to form a cohesive comp, but roll to get buffed units as you see fit. The higher your level, the better the buff that goes on the units.

Good cards / combos - Free Rolls are always good spells to buy, as it's a free way to buff a unit using Mad Catter's ability.

General Consensus - Mad Catter is a bit RNG based, but is above average.
Mask

Ability - When you reach level 3, get two spells that let you pick a new hero.

How to play - Mask is a very interesting hero. You start off as Mask himself, which doesn't have any special ability, but you get two Dream spells. These spells allow you to pick one of four random heroes to transform into, gaining their abilities.

Some of the best early heroes to turn into are: Skip, the Time Skipper, Wonder Waddle, and Celestial Tiger. Turning into these heroes early in the game allow you to play through their strong early game phase, without being committed to being them for the rest of the game.

Some of the best late heroes to turn into are: Morgan le Fay, Xelhua, and Grandmother. Turning into these heroes later in the game allow you to play through their strong late game phase, without having to go through their weak early game phase.

Good cards / combos - Turning into Skip, the Time Skipper allows you to gain a level when you turn into him. Doing this obviously negates his downside, skipping your first turn. Turning into Grandmother allows you to gain 10 health.

General Consensus - Mask is very strong. A bit RNG dependent depending on what heroes you get out of your Dream spells.
Merlin

Ability - When you cast a spell, give a random character +2/+1 permanently.

How to play - As Merlin, you want to buy spells whenever you can to buff your units. Buying a unit and then using Free Rolls on turn one to buff it is a great start. If you get a 1-cost spell on your second turn, you can cast it before buying your second unit to guarantee the buff goes on your only unit already in play.

Be careful! Merlin's ability can activate and go on units you have in your hand.

Good cards / combos - Buying Genie's Wish will activate Merlin's ability twice!
Casting healing potions, lucky coins, potion of heroism, getting Crystal Ball, getting Forking Rod, and/or getting Wand of Weirding will also allow you to activate Merlin's ability multiple times per turn!

General Consensus - Very strong hero. Pick this over others.
Mihri, King Lion

Ability - Your Princes and Princesses have +2/+2 for each Prince and Princess you've Upgraded.

How to play - If you're picking Mihri, the only real option is to force royals (princes and princesses.)

Turn one, hope you get Cinder-Ella. Try to upgrade her through casting spells. Look out for Lonely Prince, Sherwood Sureshot, Brave Princess, Romeo, Juliet, Prince Arthur, Riverwish Mermaid, The Nutcracker, Lancelot, and Hercules. Try to upgrade any princes and princesses you can, however, and keep Prince Arthur out to continue to buff them.

Good cards / combos - Look out for the Queen's Grace spell! As Mihri, you want to be going princes and princesses, so this spell is always a nice buff to help out with the next combat.

General Consensus - Mihri got a bit weaker with the recent Prince Arthur nerfs, but can still perform really well. Still a very viable hero.
Mordred

Ability - The first time one of your characters dies each brawl, summon the highest Attack character from your hand.

How to play - Mordred has a unique power in that he can technically have 8 characters battling for him instead of 7.

Early on, you want to buy as many units as you can to fill out your board in order to gain benefit from Mordred's ability. Buy any Shrink Spells you see early and fill out your board. Then, try to always keep at least one unit in your hand that can be summoned during battle.

Your front line units will usually die first, so try to avoid keeping a support unit in your hand.

Good cards / combos - Mordred's character being played from his hand counts as being summoned, so this works with things like Summoning Portal and Bearstain. Making use of that can be very beneficial.

General Consensus - Mordred is weak to start as. Avoid picking him.
Morgan le Fay

Ability - When you drop below 20 health, and when you drop below 5 health, pick a treasure of your level.

How to play - Morgan le Fay is fairly straightforward. Play how you normally would, just keep an eye on your health total to gauge what tier treasure you'll get. Buying items to restore health in order to prolong getting your first treasure when you drop below 20 health is a good idea if you have the resources to do it.

Good cards / combos - Healing above 20 health and dropping below it again will allow you to get another treasure!

General Consensus - Morgan le Fay is weak to start as, but good to dream in to. Avoid picking.
Mrs. Claus

Ability - Your Good characters have +1/+1.

How to play - Mrs. Claus is pretty straightforward. You will have a slight advantage in the early to mid game as long as you buy good units.

The main good comps are royalty and Good Boy comps. You can go for one of these two, or you can buy good units early to survive and transition into a different comp later.

Good cards / combos - Getting Crown of Atlas will turn animals you control good, giving them your +1/+1 buff.

General Consensus - Mrs. Claus can be strong early, but is otherwise mediocre, and falls off.
Muerte

Ability - Your first Last Breath ability each brawl triggers twice.

How to play - As Muerte, you're going to be inclined to pick any and all Last Breath abilities you see. While not terrible, I would recommend against this, as it's only the first Last Breath that happens each turn that triggers twice. It's better to have one or two really strong effects that you'd like to ensure trigger twice.

Examples of some of these effects are Good Boy, Wretched Mummy, and most summon effects.

Good cards / combos - Going a royalty build with Romeo and Juliet, getting Reduplicator and Mimic on Muerte will fill your board with powerful Juliets the first time a Romeo dies.

General Consensus - Muerte is on the weaker side. Viable in some aspects, but there are certainly better options.
Pan's Shadow

Ability - The first Evil character you buy each round costs 1 less.

How to play - As Pan's Shadow, you generally want to buy most of the evil units you come across in the early game. The first 2-cost evil unit you buy will only cost 1, and you can sell it later for 1 gold. This effectively makes it a worse Golden Chicken, albeit somewhat more useful in combat.

Other than that, Pan's Shadow may be able to squeeze in a clutch buy while rerolling the shop he otherwise couldn't have afforded. Play normal otherwise.

Good cards / combos - Corrupted Heartwood will make animals and treants evil, allowing you to use your ability on them.

General Consensus - Pan's Shadow is bad.
Peter Pants

Ability - You start at level 3 and never grow up! Characters in your shop have +1/+1 for each time you would have leveled.

How to play - Peter Pants is a lot of trial and error at first when you don't know what you're doing. A lot of balance changes with the early game potential of cards usually also affect Peter Pants.

The main idea with Peter Pants is to go mages, get Merlin's Hat and Crystal Ball (HatBall,) and spam targeted spells every turn to continuously buff your units.

Most games your main carry will be Spell Weavers.

Good cards / combos - Getting Treasure Map and upgrading a 2-cost unit will give you a chance to get Forking Rod, which is ideal for Peter Pants to pair with Merlin's Hat and Crystal Ball.

General Consensus - Peter Pants is just above average normally. If he starts snowballing, especially with HatBall, he becomes very good.
Pied Piper

Ability - Your shop sells an extra Animal.

How to play - Pied Piper is pretty straight forward. Every round, your shop will just add an extra animal that you may purchase. While this sounds good in theory, animal comps are not very good right now without extra support from abilities like Evella or Geppetto most of the time.

The main use of your ability, especially early, is to grab Golden Chicken and Blind Mouse to have better economy on higher levels with the first and to upgrade the latter for a tier 4 treasure.

Other than this, play normal.

Good cards / combos - Getting an early Crown of Atlas can be worth keeping, as you can more easily find Good Boy in the late game to transition into a Good Boy comp with all of your good animals.

General Consensus - Pied Piper is bad. Avoid picking over other characters.
Potion Master

Ability - When you cast a spell directly on a character, give it +2/+2 permanently.

How to play - As Potion Master, you want to use as many targeted spells as possible on your units you wish to keep around. Lock for early Magic Research, Sugar and Spice, Witch's Brew, Flourish, and Beauty's Influence if you have the appropriate units.

Going Merlin's Hat, Crystal Ball, and Forking Rod is ideal for Potion Master, however it's pretty hard to obtain all three. Settle for finding at least Crystal Ball or Forking Rod to have a somewhat strong game.

Try not to buff things you know won't be in your end game comp unless you drastically need a power spike.

Good cards / combos - Getting an early Happy Little Tree or Wizard's Familiar can be very good for Potion Master as you can buff them with an additional +2/+2 and scale them better than anyone else can except for maybe Gwen.

General Consensus - Potion Master is good. Not as strong as top tier heroes, but with good luck getting targeted spells, you can create a dangerous board fast.
Pup the Magic Dragon

Ability - Your characters with Support give an additional +2/+1.

How to play - It's very tempting to just buy every support you see with Pup. I would advice against it, and stick to only one or two supports. The +2/+1 maybe be nice, but early supports are inherently weak on their own in combat, other than Heartwood Elder.

Your early game should be somewhat normal, other than buying an extra support or two you otherwise wouldn't have. Position well, try to buy the Cat's Call spell early to protect your supports and your life. Princess Peep is also very good as she will refill the front row with sheep which will get buffed by your supports.

Good cards / combos - Getting Horn of Olympus with Pup will have your supports affect the entire front row, therefor also giving your entire front row Pup's ability for each support.

General Consensus - A little above average, but still mediocre.
Sad Dracula

Ability - Your front row characters have "Slay: +1 Attack permanently."
Your first character has "Slay: +3/+1 permanently."

How to play - Sad Dracula is good on his own, but he does one thing in specific exceptionally well, and that's a slay comp.

You will want to try and get an upgraded 2-cost in the early game to get Bounty Board. If you don't get Bounty Board, Hermes' Boots is a fine substitute for later. You will want to look for units like Shadow Assassin and Grim Soul in the mid game. Look to upgrade 3-costs in hopes of getting Bad Moon or Cloak of the Assassin to further buff your slay units. Later on, look for Harvest Moon so your slay units will attack twice.

Late game you will want Baba Yagas and Jormungands. These units along with your previous board and treasures will be enough to outscale many other popular comps in the meta right now. This is somewhat hard to pull off, be warned.

Good cards / combos - Bounty Board will activate way more often in normal since all of Sad Dracula's front line have a slay ability.
Bounty Board is still good, but not as strong. Hermes' boots will be much stronger, since Sad Dracula's first unit is the only one to recieive a slay buff now.

General Consensus - Sad Dracula is still consistently one of the best heroes in the game.
Sir Galahad

Ability - When you find a treasure, give your characters +2/+1 permanently.

How to play - As Sir Galahad you want to force as many upgrades as you can. You want to spend the entire first part of the game forcing upgrades. Fill out your board first of course so you don't fall behind, but anytime you have an extra gold, and you don't see a copy of a unit you already have, consider rerolling to find it.

Once you get the ball rolling and start getting more and more upgrades of units, consider locking the shop and picking up other units to fill up your hand first. You apply the +2/+1 to all units you currently own, be it on your board or in your hand.

Keep potential upgrades in your hand even when switching comps, as you may be able to pick up that third copy later for another buff.

Good cards / combos - Early Cinder-Ella is good as her quest is easy to get done and counts towards your ability.
The treasure Locked Chest is also good as it will proc your ability once when you get the chest, and once more when it opens.

General Consensus - Sir Galahad is good. You can brute force your way to top 4 most games.
Skip, the Time Skipper

Ability - You start at level 3 and skip your first round.

How to play - As Skip you start at level 3. However, you do not gain any gold for your first round. You do, however, get to see a shop at the same time everyone else gets to see theirs, meaning you have the opportunity to lock it if you want to buy one of the units the next round. So what units should you lock?

Brave Princess - Getting this on turn 2 is one of the only times it can consistently complete its' quest.
Lucky - While the stats may be weak, reducing the cost of units in your next shops by 2 is a huge help considering you started turn 1 with 0 gold and are 1 unit down.
Vain-Pire - The worst of the three, it's still worth it to lock Vain-Pire to guarantee a decent 3-cost unit.

Good cards / combos - Early Fireball is very good for Skip since you start a level higher than everyone else and have access too it earlier. It wipes early boards on its' own.

General Consensus - Skip is generally considered to be on the weaker side at the moment.
Snow Angel

Ability - For every three Good Characters you buy, get a random Good Character.

How to play - Snow Angel is pretty straight forward, except for one thing.

If you are already at two good characters bought and you're going to level up next turn, save your third purchased good character for until after you've leveled up to generate a chance you get a higher tier good character.

Other than that, play normally. You tend to be a worse Mrs. Claus in most cases since you tend to force good units early and barely get rewarded.

Good cards / combos - Crown of Atlas will turn animals good which will give you more good units to buy.

General Consensus - Snow Angel is bad.
The Cursed King

Ability - +1 Gold and take 1 damage each round. (If you have more than 1 health left.)

How to play - The Cursed King has a really powerful effect for autobattlers, which is increased income every turn. It's at the cost of 1 health every round, but it's well worth it.

You have the option to reroll your turn 1 shop if you don't like any of the units in it, or you have the option to used Forbidden Fruit to gain an extra gold and start with two units on turn one for a very strong start.

Other than that, play normally. You have to keep your health in mind.

Good cards / combos - Piggie Bank is a very good tier 2 treasure so you don't end up wasting your awkward amount of gold on turns you wish to lock a shop.

General Consensus - The Cursed King is good.
The Fates

Ability - Your Upgraded characters have +5/+5.

How to play - The Fates is very straight forward, and requires almost no extra thinking. Build the comp you want to, and have a nice passive +5/+5 to any units you so happen to upgrade.

The only comp you can chase at the moment that makes it "easier" to get upgraded units is to get Dwarven Forge as a tier 4 treasure and go Dwarves.

Good cards / combos - If you manage to get Excalibur, all units in your shop will be upgraded which means any unit you buy will have +5/+5 from The Fates.

General Consensus - The Fates is mediocre.
Trophy Hunter

Ability - Your Last Breath abilities are also Slay abilities.

How to play - Trophy Hunter seemed like he didn't belong for a while, but there have been a couple of niche builds surfacing you can pull off to have a lot of fun.

One is to go royals and have a Romeo + Juliet build while buffing the Romeo. When the Romeo slays, he will summon a Juliet as well.

Another build is to go a Good Boy comp and buff the Good Boy with Magic Sword +100 so when he attacks and slays he will give his stats twice.

Another build is just straight up a Wretched Mummy build supported by Baba Yaga.

All of these builds can be followed up with Grim Souls.

Good cards / combos - Comboing Grim Souls with your other slay / last breath characters and having your Grim Soul slay will activate your Last Breath ability ... A LOT!

General Consensus - Trophy Hunter is very niche but CAN be strong. If he doesn't get his shenanigans off he is quite weak.
Wonder Waddle

Ability - You need just two copies to Upgrade level 2 and 3 Animals.

How to play - As Wonder Waddle, you want to pick up as many level 2 and 3 animals as you can in the early game. Being able to upgrade these units with only two copies makes Wonder Waddle not only extremely powerful, but also a very hard hitter. You especially want to pick up Blind Mouse as getting a tier 4 treasure early on can be very strong.

After the early game you can still pick up copies of level 2 and 3 animals if you're searching for a certain treasure for your comp.

Good cards / combos - Getting early upgrades, look to go Shepherd's Sling, Crown of Atlas, Power Orb, etc. to buff up your already strong board. The more things that survive early on, the harder you hit for, causing your opponents to panic.

General Consensus - Wonder Waddle is top tier.
Xelhua

Ability - Your level 4, 5, and 6 characters cost 3 Gold.

How to play - As Xelhua, your main goal is to survive the early game with as much health as possible to be able to put together a scary late game board. Your ability makes level 4, 5, and 6 units only 3 gold. This means you can spend more resources rerolling, and, if lucky enough, buying more high tier characters in the same turn because of the cost reduction.

Buy the strongest available early game units to try and maintain your hp, as you want to go for a strong late game unit board anyway, and don't need to spend resources on scaling units.

Good cards / combos - Staff of the Old Toad makes it to where level 2 and 3 units no longer appear in your shop, making Xelhua's ability insanely good.

General Consensus - Xelhua is bad to start out as. Look to dream into him.
Thank You!
If you have any questions, feel free to ask them!
If you believe anything in the guide is wrong and/or needs to be changed, let me know!

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3 Comments
ElronCoin 24 Jun, 2022 @ 4:27pm 
I can't be the only person that would love to see this updated. You did a great job and I've referred to this many times. Even though out of date, its still helpful.
Ranch 18 Nov, 2021 @ 7:55am 
This is vary gud for a newbie like me. Ty ty <3 Think Beauty might need an update she is diff now.
Heo 8 Oct, 2021 @ 4:30am 
VARY GUD