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 SDE Hero Tiers: Ranking 2.0 Heroes in Classic Mode 
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Denizen
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Joined: March 15th, 2012, 7:26 am
Posts: 310
Okay, now that we've had SDE 2.0 out for months and we can see that relative strengths and weaknesses of all the Heroes (with the second wave release) it's time to ease our way into ranking the Heroes into tiers. The tiers will be SS, S, A, B, C, D.

And note, just because heroes are ranked this way does not make you wrong for liking and wanting to use them. One of my favorite Pokemon is Murkrow, and that thing is supposedly bottom of the barrel - makes me feel good for using it to beat a Deoxys, though... This is just a ranking of relative power, and if you don't think some Heroes are stronger than others I have six mint SDE 1.0 boxes that I'm willing to sell you for $20. ~_^

The etiquette is as such: If someone disagrees with a Heroe's ranking then quote THAT HERO'S section and try to rebut it reasonably.

The various Hero categories are these:

RANK SS

This Hero is patently broken in some way or another, and should only be taken when you're being extraordinarily cruel. Kind of a 'banlist' of sorts, as the Heroes here are just so strong that the Consul struggles against them. Example: Ninja Cola, who uses Dex for both Offense and Defense, has two defensive abilities, and brutal offensive actions.

RANK S
These Heroes fill multiple roles very well, and are generally the core of any serious, competitive party. Examples: Marie-Claude, who can heal, has wide AOEs and strong single attacks, and is a burly tank as well with Tough and Armor 2R.

RANK A
These heroes can do multiple roles, but suffer from flaws that a canny Consul can exploit. Example: The Ember Mage has multiple strong attacks, a solid ability, and great Potions, but her low Armor can doom her quickly.

RANK B
These Heroes can do one thing really well, but absent equipment don't do anything else. Still, they are very useful, especially in 4-5 Hero parties. Example: Hexcast Sorceress, who is a very strong debuffer, but is ONLY good at debuffs - her armor is average, her Will is only just above average, and she has no AOE.

RANK C
These Heroes are not BAD (okay, fine, they're pretty bad), but many of them are strictly worse than the Heroes listed above and the only reason to take them would be a unique love of that Hero. Example: The Royal Warden who has a terrible Potion, split offenses, and mediocre Actions.

The Heroes are each described as such:

OFFICIAL NAME: Just the name on the card, no custom names so we know who you're talking about.

AFFINITY: Just what Crystal Affinity the model has. A character with Emerald has an edge over one with, say, Ruby when it comes to DEX activities, even if it doesn't impact the game terribly often.

OFFENSE: Just the attributes the hero can make effective attacks with. I mean, while the Hexcast Sorceress can swing with STR, her main offense is obviously WILL. For characters like the Deeproot Scout, note both of the attacking attributes. After the dice I list the average value of the roll, based on the formula below. Finally, if the Offense has a Ranged value I add that; if not then it's Range 1.

DEFENSE: Worth listing too, for obvious reasons. If a Hero doesn't have the standard 5 Hearts, than that is noted here.

ROLE(S): What the Hero brings to the table in terms of party composition. This includes Abilities, Actions, and Potions. The roles I can think of (and I'm not an all-seeing seer so if you can think of one I'll add it) are:

AOE: Can deal damage to more than one square at a time. Wave, Sweep, Cross, Lance... all the abilities.

BLASTER: Capable of high damage rolls against a single target and/or Massive Damage, such as the Riftling Rogue's Backstab. Counter-example (not a blaster!) would be the Hexcast Sorcereress, who without equipment doesn't deal a lot of blasting damage - she's a debuffer.

BUFF: Can enhance a Hero's rolls or give some Ability that is valuable. The Ember Mage's Fire Water, for example, gives +1B and Fire; the Barbarian's Backlash potion is just downright nasty when thrown at the right target.

CONTROLLER: Can dictate enemy and friendly movement with Actions and Potions. Compel, Push, and so on.

DEBUFF: Can impair a Consul monster's rolls or Actions. Obviously the Hexcast Sorceress is queen debuffer.

HEALER: Can create a Heal effect by means other than the Bandage Action. Emergency Potions rank higher than Actions, obviously, but any healing is noted.

TANK: Can take damage, block hallways, and draw aggro. Abilities like Tough, high Armor, and 6 Hearts all lend themselves to Tanking, as does occupying 4 squares instead of 1.

THIEF: Can open chests or has other abilities which enhance a party's chance to get good equipment. Luck, high Dex, 7+ Movement, and anything else I can't think of right now (does the Hero version of the undead Pirate have some Loot-related ability?)


Obviously not all models are equal despite possessing the same Roles; I mean, I'd rate the the Hearthsworn Fighter might rank lower than the Glimmerdusk Ranger when it comes to AOE because his is Dangerous, in melee range only, and hits 3 squares instead of 9.

To help people understand how and why what dice are better, each die is worth its AVERAGE value; that is, the number of stars divided by the number of sides. So, a blue dice has 4 stars/6 sides so it's 2/3ds of a star. Just describe them with B for blue, W for White, R for Red, and G for Green, with the number in front.

BLUE: 2/3s of a Star
WHITE: 1 Star
RED: 1 1/6 of a Star
GREEN: 2 Stars

So if one Hero had 3B ARM, and another had 2R ARM, the 2R is better because 2 1/3 is greater than 2. Logical?

I'll get pictures of the characters in here when I get a chance - or if someone wants to supply me with small scans of the card art (only) I'd post the images next to the relevant Hero. So, starting the list:

_________________
Lootimeter Mode - A Fast, Fun, Fair Mode for Consul versus Heroes!
SDE Hero Tiers: Ranking Heroes in Classic Mode
SDE Boss Tiers: Ranking Bosses/Minibosses in Classic Mode
SDE Spawner Tiers: Ranking Spawn Points in Classic Mode


Last edited by iamfanboy on August 2nd, 2015, 7:40 pm, edited 12 times in total.



July 31st, 2015, 5:26 pm
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Denizen
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Joined: March 15th, 2012, 7:26 am
Posts: 310
HERO RANKS

RANK SS

NINJA COLA
AFFINITY: Emerald
OFFENSE: DEX 2B1R (2.5) Range 6
DEFENSE: DEX 2B1R (2.5) Hearts 4
ROLES: Blaster, Tank, Thief
Koga Cola (as I like to call him, heh) is broken in the most fundamental way: He uses only DEX, can increase his own DEX with his Potion, and carries two of them. With no equipment, he drops one of his two Potion Tokens for Fizzy Beverage (+1R DEX) and uses Super Shuriken (Range6 +1R DEX Hookshot AP2) for 2B3R (4.83!) total, then benefits from 2B2R (3.66) Defense until his next Activation. With that many Red dice, it's statistically improbable for him to not continually be under the effects of his own Potion after downing it, making him a perpetual DEX machine - and when he puts on DEX loot, the problem snowballs. Even with 4 Hearts, he's nearly invincible. Sidestep and Small only aggravates the problem.

PRINCESS MALYA
AFFINITY: Emerald
OFFENSE: STR 3B (2) Range 2 ...allegedly
DEFENSE: DEX 2R (2.33)
ROLE(S): AOE, Buffer, Healer
Malya's problem is similar to Ninja Cola's: both her Defense and best attack Energy Blast (Range8 Burst1 DEX AP2) are linked to DEX. Also, she can use that last AP to Heal 1 within Range 2. Adding to her party value is that she can drop an Aura3 +1B ARM Emergency Potion on her allies. Koga Cola is probably worse because of his overall higher stats and better concentrated damage output (I've seen him solo a Boss!) but Malya is a close contender for better party value.

ROYAL PALADIN
AFFINITY: Citrine/Sapphire
OFFENSE: STR 2R (2.33)
DEFENSE: ARM 2B1R (2.5)
ROLE(S): Blaster, Buff, Healer, Tank
Unlike many models with multiple roles, the Paladin is good at all of them, and functions as a nearly invincible frontline fighter and pivot - so invincible that he's in Rank SS. Smite (+1R STR Fire Knockdown AP2), Iron Halo (Aura3 +1B ARM AP1), and the best Emergency Potion in Elixir (Heal 3), which can take a Hero from near-death to out of threat range in a single toss, even from a Boss. The icing on the shield-shaped cake is Holy, which turns most Glourdoom monsters into mincemeat.

RANK S
BRAVE MODE CANDY
AFFINITY: Citrine
OFFENSE: STR 2R (2.3)
DEFENSE: ARM 3B (2)
ROLE(S): AOE, Blaster, Debuffer, Thief
BMC has a combination of solid offense and two good Actions, Soda Detector (+2R STR AP2) which makes her one of the strongest blasters, and Sugar Dervish (Wave1 STR AP2). On top of that, she automatically has Never-Lost Cola which gives Luck and carries two Potion tokens, which can be used for an automatic Wave 1 Poison debuff or Immune: Status Effects. Lastly, she has Alchemy, which only benefits her with STR +1B equips, but means other Heroes can use +R and +G STR equips more freely.

CELESTIAL HERALD
AFFINITY: Emerald/Ruby
OFFENSE: DEX 3B (2) Range 6
DEFENSE: WILL 2R (2.33)
ROLE(S): AOE, Blaster, Buffer
The Herald has 7 Movement, Fly, and is Knockdown Immune, making it easy to move her around the battlefield. Though her Offense is strictly average, she does have Divine Arrow (Lance8 DEX AP2) which is easy to set up with Fly, and Heart Seeker (Range8 +2B DEX Hookshot AP2). Lastly, her Emergency Potion is a good team Potion that gives Aura3 +1W ARM. While she may have less range and lower stats than the Glimmerdusk Ranger, her higher Defense, Fly, high single-target attack that allows her to hide, and a potion that buffs the rest of her team and not just herself just barely edges out the Ranger.

CODIFIER KISA
AFFINITY: Ruby
OFFENSE: WILL 2R (2.33) Range8
DEFENSE: ARM 3B (2)
ROLE(S): AOE, Buffer, Controller
Codifier Kisa does a LOT of versatile supporting and attacking. Her Cat & Mouse (Range6 WILL v WILL Compel3 AP1) has a long range, Black Cat (Wave1 will Hex AP2) is nasty, and her two Potion tokens can be used to either inflict Wave 2 Slow or given to another Hero. Also, she can be quite resilient with Nine Lives backing her up.

DARK CENTURION
AFFINITY: Citrine
OFFENSE: STR 2B1R (2.5)
DEFENSE: ARM 2R (2.33)
ROLE(S): Blaster, Control
The Dark Centurion's combination of excellent stats, Immune: Knockdown and Fire, his Shield Bash (+1R STR Knockdown AP2), and his ranged Flaming Javelin (Range6 +1B DEX Flaming AP1) make him a great mixed Hero. His Potion is Wave 5 Pull 4, giving him some emergency control as well.

FAE ALCHEMIST
AFFINITY: Ruby
OFFENSE: STR 2B (1.33)/WILL 2R (2.33) Range 6/DEX 3B (2)
DEFENSE: ARM 3B (2)
ROLE(S): AOE, Buffer, Whatever She Pulls
The Fae Alchemist's abilities all go off her 3 Potion Tokens, and she is top-notch because of two of them. Oh, she has Unstable Mixture (Range3 WILL Burst1 Potion1) for an attack, but really it's all about either drawing 2 cards from the Treasure deck, choosing one, and spending her activation acting as though she had it equipped (even if it goes in a slot where she already has Treasure equipped!); or giving any Hero +1G on their next roll. ANY roll. Soda Master Candy's Cola roll, a Riftling Rogue's turn 1 Lockpick roll, any of the STAT vs STAT rolls... she's random, but she's also super-versatile.

HEARTHSWORN FIGHTER
AFFINITY: Citrine/Sapphire
OFFENSE: STR 2B1R (2.5)
DEFENSE: ARM 2R (2.33) Hearts 6
ROLE(S): AOE, Controller, Healer, Tank
The Hearthsworn Fighter has strong basic stats including 6 Hearts (a standard for Dwarves), immunity to Knockdown and Poison, Cleave (Dangerous Sweep1 STR AP1) for AOE, Dwarven Curse (Wave3 STR v WILL Pull3) for controlling, and an Emergency Potion that allows him to move Wounds between two Models. His only downside, really, is that his Special Actions are only situationally useful and difficult to pull off.

KUNOICHI CANDY
AFFINITY: Ruby
OFFENSE: WILL 2R (2.33) Range6
DEFENSE: DEX 2R (2.33)
ROLE(S): AOE, Debuff, Thief
With high stats on both offense and defense, Sidestep, and great Actions, Kunoichi Candy is a top-Rank Hero. Pachi-Pachi-Pachi (Wave1 WILL AP2) is a simple attack, but unlike other Wave 1 WILL users KC has the defense to avoid retaliation; and Distracting Costume (Wave1 Hex AP2) bypasses defense and is the largest area of the Hex debuff available. Her Potion is mediocre, but does help her thieving as going through walls with Fly will ensure a successful Treasure Chest snag.

OUTCAST SUCCUBUS
AFFINITY: Ruby
OFFENSE: WILL 2R (2.33) Range6
DEFENSE: DEX 2R (2.33)
ROLE(S): Blaster, Controller
Her Breathtaking Kiss (Range1 +1R WILL AP2) automatically removes a Wound if it hits, which combined with her defense makes her sturdy against Bosses. Her main role, however, is Compel. Come Hither (Wave2 Compel2 WILL v WILL AP1), combined with her Potion, Alluring Purfume (Range6 Compel6), makes her the best controller available in Super Dungeon Explore - and combined with her stats, puts her among the top Heroes.

SURVIVOR MARIE-CLAUDE
AFFINITY: Sapphire
OFFENSE: STR 3B (2)
DEFENSE: ARM 2R (2.33)
ROLE(S): AOE, Blaster, Healer, Tank
M.C. (as my fiance calls her) has Rolling Pin (Sweep2 STR AP2) AOE and Frying Pan (+1R STR AP2) for attacks, but her real strengths are the combination of Tough and 2R ARM, with her 2 Potion Counters to give out Emergency Heal 1 Remedy to the recipient (good beer!) Her only flaw is a average 3B Attack, but as +ATT equips are the most common she can ramp up quickly.

RANK A
BEARSTRUCK BERSERKER
AFFINITY: Citrine
OFFENSE: STR 2B1R (2.5) Range 2
DEFENSE: ARM 2R (2.33)
ROLE(S): AOE
Boris's Hero incarnation is big and hits hard, and with Berserk and his Potion which essentially grants another Berserk attack he gets a lot of chances to hit things - or gives them to others. His Sweeping Mace (Dangerous Sweep2 STR AP2) is his main AOE and hits 8 squares thanks to his Large base; his solid ARM also keeps him safer than his base size would imply. Sadly, his only other Action inflicts Slow, arguably the worst ailment, and he's also cursed with Move 6 which doesn't help his maneuverability.

CALICO KATE
AFFINITY: Citrine
OFFENSE: STR 2R (2.33)
DEFENSE: ARM 3B (2)
ROLE(S): AOE, Blaster, Thief
Kate's strength is literally her Strength: her Bomb's Away AOE (Dangerous Range6 Burst1 STR Knockdown AP2), Pirate Snatch attack (+1R STR draws loot on a Wound AP2), and Attack Potion AOE (Dangerous +1R STR Wave 1 Potion1) are all focused on STR. Also, with Luck, she can filter for better Treasure, though she'll be Smashing chests rather than trying to Pick them with only DEX 2B.

CLAW-TRIBE BARBARIAN
AFFINITY: Citrine
OFFENSE: STR 2R (2.33)
DEFENSE: ARM 3B (2)
ROLE(S): AOE, Blaster, Buffer
The Barb has okay stats, but her Abilities are what set her apart: Berserk (1 free Attack) and Tough (Heal 1 at Activation) gives her the equivalent of 5 AP per normal round. Her Emergency Potion gives Backlash, one of the top five Abilities, and her Rage Special Action (3AP, can't use Berserk) gives her a minimum of 6 AP for Attacking, raising her total to 7 - and there is equipment that raises her Movement for even more. The only downside to Rage is that she uses 1B for ARM until her next activation; the only exception is if a Potion is thrown on her. Really, the main thing holding her from S-rank is that she can rarely use Rage safely.

CURSED CAPTAIN
AFFINITY: Ruby/Citrine
OFFENSE: STR 3B (2)/WILL 1B1R (1.83)/DEX 1B1R (1.83)
DEFENSE: ARM 3B (2)
ROLE(S): AOE, Blaster, Thief
That STR is deceptive, as the Pirate's main attack is Flintlock (Range6 +1B DEX AP1), with a WILL attack in Kraken (Cross3 +1B WILL AP2), bumping all his Attacking stats to a base value of 2B1R (2.5). This makes the Pirate quite versatile, but the split can leave him vulnerable to Cold, as without his Actions he's got nothin'. He also has Immune: Bane and Poison. His Potion is useful in filtering through Treasure, but make sure to only use it in conjunction with Lucky - Treasure Map does nothing to protect against Boo Booties.

DEEPROOT SCOUT
AFFINITY: Citrine/Emerald
OFFENSE: STR 3B(2)/DEX 3B (2) Range6
DEFENSE: ARM 3B (2)
ROLE(S): AOE, Buffer, Healer, Thief
With straight average stats, the Scout requires his Abilities and Potions to stand out - and boy, does he! Acorn Bomb (Dangerous Range6 Burst1 STR Knockdown AP2), and he can also use 2 AP to Hookshot6 Treasure Chests next to him, but his true value is in two Potion Tokens and two good Potions to use: an Emergency Heal 2, and a +1 AP. He's also free to choose between DEX and STR loot, but Acorn Bomb makes the STR side a safer bet.

DEEPROOT WOLF RIDER
AFFINITY: Citrine/Emerald
OFFENSE: STR 2B1R (2.5)/ DEX 3B (2) Range4
DEFENSE: ARM 3B (2) Hearts 6
ROLE(S): Blaster, Debuffer
The Wolf Rider is the most mobile model available, with Wolf Spirit (+1R STR Pounce AP2), 8 Move, and Surefoot. Her DEX offense is only Range 4, but she also has Harass(Range4 DEX Slow Knockdown AP2). While she may have average defense and a Large base, her 6 Hearts also give her more resilience than some other Large Heroes. Lastly, her Emergency Potion forces the Consul to reroll an offense roll - handier than the Silver Chevalier's, as Bosses will often roll more offense dice than a Hero has defense dice.

EMBER MAGE
AFFINITY: Ruby
OFFENSE: WILL 2R (2.33) Range8
DEFENSE: ARM 3B (2)
ROLE(S): AOE, Blaster, Buffer, Healer
The Ember Mage has a high Will, excellent Range, a relevant Ability in Fire, and two offensive Actions: Magma Strike (Range8 +3B WILL AP2), and Fire Wave (Wave1 WILL AP2). She carries two Potions as well, one of which gives +1B STR Fire, and the other an Emergency potion that does Heal 1 Wave 5. Her only downsides are her average ARM, that her AOE is only close-in which leaves her vulnerable, and the fact that many threatening monsters carry Immunity to Fire.

GLIMMERDUSK RANGER
AFFINITY: Emerald
OFFENSE: DEX 2B1R (2.5) Range8
DEFENSE: ARM 3B (2)
ROLE(S): AOE, Thief
The Ranger is a solid user of DEX loot. Sparkle Burst (Range8 Burst1 DEX AP2) clears groups and she has high Movement, along with Surefoot, to keep her moving towards Treasure Chests. She also has Remedy on tap as a Range6 AP1 Action; very handy against savvy Consuls who enjoy crippling Heroes with ailments.

MISTMOURN SHAMAN
AFFINITY: Sapphire/Ruby
OFFENSE: WILL 3B (2) Range6
DEFENSE: ARM 2R (2.33)
ROLE(S): AOE, Buffer, Controller, Healer, Tank
A mage Tank - and pretty much everything. With a decent base statline, Tough, and Spirit Burn (Range6 Hero gains Backlash and Fire AP2 to buff his party he's a rock; he also has Ancestral Will (Range6 Push2 AP1) for a non-resisted control movement and Outcast Pyro (Range8 Burst1 WILL Fire AP2) for room clearing. The real clincher on his place is his Potion: it costs two tokens, but it gives Regenerate, the best Heal in the game. What holds him back from S-rank is his average Offense and expensive Actions.

NETHER ASSASSIN
AFFINITY: Emerald
OFFENSE: DEX 2R (2.33) Range6
DEFENSE: ARM 3 (2)
ROLE(S): Blaster, Buffer, Thief
While Kaelli is good at status effects with Poison natively and Hex Bolt (+1W DEX Hex AP2), and is a fine thief with Move 7 and Surefoot, what makes her a solid team player is Nether Ash: the Emergency Potion that reduces the Range of any attacks on the model to 1. A lot of Bosses and Minibosses rely on that Range 2 to reach the squishier Heroes, and she can shut that down.

ONE SHOT
AFFINITY: Emerald
OFFENSE: DEX 2R (2.33) Range8
DEFENSE: ARM 3B (2)
ROLE(S): AOE, Blaster, Controller
One Shot does one thing and does it well: sniping. Her Daystar AOE (Lance8 DEX Push3 AP2) gives her a bit of monster control, and Focused Shot (Range8 +3B DEX AP2) is highly damaging, especially if used with her Potion that gives +1B DEX and Knockdown. Simple, effective, and deadly.

PRINCESS EMERALD
AFFINITY: Emerald (No, really?)
OFFENSE: DEX 2B1R (2.5) Range8
DEFENSE: ARM 3 (2)
ROLE(S): Blaster, Debuffer, Healer
What sets Princess Emerald apart from One Shot is that she's a better team player because of her easy infliction of Bane via Scope (Range8 DEXvDEX Bane AP1), her Emergency Heal 2 Potion, and high Offense stat. Stinging Shot (Range8 +1R DEX Ice AP2) also cripples some Minibosses and Bosses, not to mention some 2+ Wound Elites.

QUESTING KNIGHT
AFFINITY: Citrine/Sapphire
OFFENSE: STR 2R (2.33) Range2
DEFENSE: ARM 2B1R (2.5)
ROLE(S): AOE, Blaster, Buffer
The Questing Knight is a mighty handy party member. Mighty Throw (Lance6 +1R STR AP2) is sadly Lance; Massive Sword (+1G STR Massive Damage AP3), making his the strongest Massive Damage, and he has an Emergency Potion which gives +1R ARM. He's simple, but highly effective.

RIFTLING ROGUE
AFFINITY: Emerald
OFFENSE: STR 3B (2)
DEFENSE: DEX 2R (2.33)
ROLE(S): Blaster, Buffer, Thief
With one glance at the card, it's clear to see that the RR is great at running for Treasure and opening it; the Teleport and her 7 Move gives her a total of 17 Squares. She can also Bamph! (Aura2 Stealth AP1) to shield her comrades (and has Stealth natively), and augments her average Attack with Backstab (+1G STR Massive Damage AP3). The only real problem with using her is balancing between DEX loot for Defense and STR for Offense.

SILVER CHEVALIER
AFFINITY: Citrine
OFFENSE: STR 2B1R (2.5) Range2
DEFENSE: ARM 2R (2.33)
ROLE(S): AOE, Blaster
The Silver Chevalier is simple: she hits things and they die. That isn't bad, however. She has high STR and ARM to back up Silver Star (Cross3 STR AP2) and Silver Lance (+1R STR Pounce), and an Emergency potion that allows a defender to reroll all their defense dice once. Also of note is her Range 2 STR, giving her good reach which belies her average Move.

SODA MASTER CANDY
AFFINITY: Ruby
OFFENSE: WILL 2R (2.33) Range6
DEFENSE: ARM 3B (2)
ROLE(S): Buffer, Thief
Candy's first (chronological) incarnation is all about Potions: Carrying 3 tokens, passing one at a time to fellow Heroes via Vending Machine (Range6 AP2), generating more via Cola (during her activation earn 1B Potion tokens), curing ailments via Soothing Soda (Immune: Status Effects), and even giving allies a Sugar Rush for +2 AP. She may not be as versatile as other Rank A Heroes, but she's so unique and so damned good at helping them do their job that she's worthy of inclusion.

STARGUILD SAPPER
AFFINITY: Citrine
OFFENSE: STR 2B1R (2.5) Range2
DEFENSE: ARM 3 (2) Hearts 6
ROLE(S): AOE, Blaster
The Sapper is highly comparable to the Ember Mage. He's more close-up, but also a bit tougher with 6 Hearts and Knockdown Immune; he lacks Fire; Astral Hammer (Cross2 STR Knockdown) is harder to use than Wave; and while POW! (Range2 +1R STR Massive Damage AP2) is slightly weaker than Magma Strike it also does Massive Damage for 2 AP. That's a potential boss murderer with any AP-upping stats. His Potions are where the comparison fails, as Burning Bloom (Dangerous Wave1 STR Fire Potion1) loses to her buffing and healing. It's very marginal, though.

WYRM CLAW EXEMPLAR
AFFINITY: Sapphire
OFFENSE: STR 3B (2)
DEFENSE: ARM 2B1R (2.5)
ROLE(S): AOE, Blaster, Buff, Tank
The Wyrm Claw Exemplar is mostly a tank, with Immune: Knockdown on top of his ARM, and can even buff his team with Hightower (Aura3 +1W ARM Immune: Knockdown). His AOE, Burning Blade (Sweep1 +1R STR Fire AP2) is a compromise between a focused and AOE attack, making it very versatile. His Potion basically traps one doorway and deals a hit to the first monster through it equal to his STR, which is interesting but not super-destructive.

VON WILDING
AFFINITY: Citrine/Emerald
OFFENSE: STR 2R (2.5) Range 2
DEFENSE: ARM 3B (2)
ROLE(S): AOE, Blaster, Controller, Debuffer
Von Wilding can cripple a multi-wound Target with Soul Whip (+1R STR Ice AP2), has a short-range control in Crack the Whip (Range2 Compel2 AP1), and Holy Oil (Dangerous Range3 Burst1 STR Fire Potion1) he can still use his 3 AP, but what makes him truly worthy to a Party is his Holy Water Potion: Automatic Bane on a single target in Range 6, no defense rolls allowed. Potion Master is helpful as well, so he can use his Potions twice. He also has a Shapeshift, Von Wilder, which is... less good.

RANK B
ANGRY BEAR
AFFINITY: Ruby/Citrine
OFFENSE: STR 2B1R (2.5) Range2
DEFENSE: ARM 2R (2.33)
ROLE(S): Blaster, Tank, Debuff
The Angry Bear is mostly better than the Deeproot Druid - but not better than the Bearstruck Berserker. He's Large, has high ARM and STR, is immune to Poison, carries Berserk (which is essentially +1 AP), has Bear Charge (Range1 +1R STR Knockdown AP2) and Bear Hug (Range1 STR Hex Immobile AP2). His downsides are that unless the Druid chooses to go STR/ARM he doesn't share equipment well, and that he has no Potion at all.

HEXCAST SORCERESS
AFFINITY: Ruby
OFFENSE: WILL 2B1R (2.5) Range8
DEFENSE: ARM 3B (2)
ROLE(S): Debuffer
The Hexcast Sorceress has three important symbols on her card: Hex, Bane, and Ice, and using those attacks cost her only 1 AP - this makes her supremely good at debuffing, and a canny Hero can cripple multiple multi-Wound monsters by simply targeting them once with the appropriate debuff and leaving them alive, rendering the Consul unable to use them effectively. However, she can't perform any other role without appropriate equipment.

MISERABLE TOAD
AFFINITY: Emerald
OFFENSE: DEX 3B (2) Range2
DEFENSE: DEX 3B (2)
ROLE(S): Healer, Being Miserable
Though the Toad is a forced Shapeshift, it's not QUITE useless, as it has an average 3B on both offense and defense. What makes the Toad useful sometimes, especially late-game, is that its Sticky Tongue (AP1) attack can get automatic Hearts or Potions; if the Consul is foolish (or desperate) enough to turn a hero with DEX loot into a Toad then it can be a pocket Soda Master all on its own.

NYAN-NYAN
AFFINITY: Emerald
OFFENSE: STR 3B (2)
DEFENSE: DEX 2R (2.33)
ROLE(S): AOE, Blaster, Controller
Nyan-Nyan has a solid Defense with Nine Lives and 2R DEX, as well as a high mobility with 7 Movement and Teeth & Fur (+1R STR Pounce Knockdown AP2). What puts her solidly in Rank B, however, is that both her AOE and Compel are based off her WILL 1B1R, with the only saving grace being that the AOE is an Attack Potion so she can at least give it to a high WILL Hero.

PRINCESS RUBY
AFFINITY: Ruby (Gee, I wonder why?)
OFFENSE: WILL 3B (2) Range6
DEFENSE: DEX 2B1R (2.5)
ROLE(S): Buffer, Healer
Princess Ruby is not very good on her own, and her ranged buffs (AP1 and +1B to STR or WILL) are only marginally helpful. She does have high Defense, though, and with Sidestep can keep alive for a long time. What really keeps her on the table, however, is Maiden's Kiss. Regenerate is the strongest Heal available, and no other model has it as anything but a Potion ability - and they require 2 Potions to use it. Her own Potion is marginal, as it just lets two Heroes swap equipment.

SEBASTIAN CROSS
AFFINITY: Sapphire
OFFENSE: STR 3B (2)
DEFENSE: ARM 2B1R (2.5) Hearts 6
ROLE(S): Blaster, Controller, Tank
With high ARM, 6 Hearts and Immune: Knockdown, he's solid defensively. His average offense is offset by Shattered Sword (+1G STR Massive Damage AP3) and Holy, and his Movement 5 is helped by his Teleport Potion. For controlling, he has Spearhead (Wave3 STRvWILL Push3 AP2) which gives him a wide control range. Overall, he's not bad, but his low Move and somewhat muddled design keeps him from the top ranks.

SISTER OF LIGHT
AFFINITY: Sapphire/Ruby
OFFENSE: STR 2R (2.33)
DEFENSE: ARM 3B (2)
ROLE(S): AOE, Buffer, Healer
The Sister has decent Offense with Judgement (Cross4 STR Hex) and can also Heal in a Cross2 for AP1. Lastly, she can buff WILL-using Heroes with her two Potion Tokens, which give +1B WILL, Remedy, and Holy - but not herself, as she doesn't use WILL and has Holy.


WANDERING MINSTREL
AFFINITY: Citrine/Emerald
OFFENSE: STR 1B1R (1.83)
DEFENSE: DEX 2R (2.33)
ROLE(S): Buffer, Debuffer
Don't let that low STR fool you - the Minstrel has Feint, which lets him pick a Consul defense die to reroll, and his Jaunty Tune (Aura2 +1B STR AP1) buffs himself too. He can also use Lullaby (Wave2 Slow AP1), and his Potion gives a delightful Wave 3 Knockdown - he's great as a supporter, but not as good in smaller groups.

RANK C
DEEPROOT DRUID
AFFINITY: Ruby/Citrine
OFFENSE: STR 3B (2)/WILL 3B (2) Range6
DEFENSE: ARM 1B1R (1.83)
ROLE(S): AOE
The Druid's problems are many: he's split between three Stats, Stranglethorn (Range6 Burst1 WILL Slow AP2) goes off a stat not used by his Shapeshift, and his Potion is terrible. His one shining light is that he can give himself Backlash as a 1 AP Action, but his low ARM makes it hard to use without good equipment.

DEEPROOT TREANT
AFFINITY: Sapphire
OFFENSE: STR 1B1R (1.83) Reach2
DEFENSE: ARM 1W2R (3.33) Hearts 6
ROLE(S): AOE, Controller, Tank
The Deeproot Treant is focused in one direction: Defense, with 6 Hearts and Tough on top of his formidable ARM. Unfortunately, he has no offensive presence without decent Loot; he may have two AOEs in Overgrowth (Wave1 STR AP2) and Deadwood Dynamite (Dangerous Range6 Burst 1 STR Poison Potion1) but as they go off his bad STR stat they're hard for him to use. It's possible to give him +STR Loot in every slot, as he hardly needs to buff his ARM, but the definition of a bad Hero is one that needs loot in order to become good.

ROYAL WARDEN
AFFINITY: Citrine/Sapphire
OFFENSE: STR 3B (2)
DEFENSE: ARM 3B (2)
ROLE(S): Blaster, Controller
The Royal Warden lacks focus; Crossbow (Range6 +1B DEX AP1) barely cracks average stat, with Arrest Warrant (Range6 +1R DEX Pull6 AP2) is barely stronger. Tax Collector (+1R STR AP2) does get Loot even if he fails to kill the monster, but Loot generally isn't hard to get. He has average stats, mediocre abilities, a horrible Potion, and even Tough isn't all that great on him.

THUNDERVALE HUNTRESS
AFFINITY: Citrine
OFFENSE: STR 2B1R (2.5) Range2
DEFENSE: ARM 3B (2)
ROLE(S): AOE, Blaster, Controller
The Thundervale Huntress's main problem isn't her stats or abilities; it's her Large size. In more restricted tiles, it's hard to move her around, and Movement 8, Surefoot, and limited Controller abilities aren't quite enough to get around this. Also, her size makes it easier to target her, which isn't covered by her average ARM. Still, Lightning Charge (+1R STR Push 5 AP2) is strong, Trample (Wave1 STR Knockdown) is a 12-square AOE, and her Distilled Stampede Potion is unique thus far in allowing more Movement among all Heroes - hey, isn't there a Hero that gets one Attack for every square she moves?

TABBYBROOK MAGE
AFFINITY: Ruby
OFFENSE: WILL 3B (2) Range8
DEFENSE: DEX 3B (2)
ROLE(S): AOE, Controller, Healer
The Tabbybrook is... mediocre. Her average defense is aided by Nine Lives, but hindered by the fact that her control (Wave1 Push1 AP1) and healing (Wave2 Heal2 AP2) actions both require her to be close to the front lines. Her AOEs are Attack Potion-based (good!), and she gets two Tokens (good!) inflict either Fire or Ice (good!) but are also Lance (boo!) and don't buff WILL (double boo!) which is hampered by her average offense. She can function well as a supporter for other WILL-based Heroes, especially ones that can benefit from her Potion and wide-range Heals, but by herself she's below average and brings little to the table that other Heroes don't do better.

VON WILDER
AFFINITY: Citrine/Emerald
OFFENSE: STR 2B1R (2.5) Range2
DEFENSE: 1B1R (1.83)
ROLE(S): AOE
What Wilder has instead of Von Wilding is slightly higher STR, Shagfest (Dangerous Sweep1 STR AP1), Tough, Large base, and two-Potion Regenerate. With some equipment, he could make a fine Tank, but doesn't quite make the mark with only Tough, weak ARM, and a Large base.

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Last edited by iamfanboy on August 19th, 2015, 2:53 pm, edited 21 times in total.



July 31st, 2015, 5:27 pm
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Reserved, as these type of forums have post length limits and I want to be able to put all the Heroes in the first few posts. Hopefully 3 posts worth will be enough. XD

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July 31st, 2015, 5:28 pm
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SytFen ranked every single hero here:
https://boardgamegeek.com/geeklist/190158/player-one-press-start-super-dungeon-explore-20-he/page/1
https://boardgamegeek.com/geeklist/190158/player-one-press-start-super-dungeon-explore-20-he/page/2

Might give you some good data to start with.

Also an older thread with hero reviews that could be consolidated here:
http://community.sodapopminiatures.com/viewtopic.php?f=4&t=4156&view=previous

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July 31st, 2015, 9:42 pm
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I'm making some slight changes to how the entries are formatted; mostly adding a section for Affinity, as that can make a difference - for example, Princess Ruby lacks an Emerald affinity, keeping her from using several DEX-based items to their fullest.

RANK A
VON WILDING
AFFINITY: Citrine/Emerald
OFFENSE: STR 2R
DEFENSE: ARM 3B
ROLE(S): AOE, Blaster, Controller, Debuffer
Von Wilding can cripple a boss with Soul Whip (3R Frozen), has a short-range Compel, and Holy Water as a Potion-based AOE so he can still use his 3 AP, but what makes him truly worthy to a Party is his Holy Water Potion: Automatic Bane on a single target, no defense rolls allowed. Potion Master is helpful as well, so he can use his Potions twice. He also has a Shapeshift, Von Wilder.

RANK B
VON WILDER
AFFINITY: Citrine/Emerald
OFFENSE: STR 2B1R
DEFENSE: 1B1R
ROLE(S): AOE, Healer
By the math, Von Wilder has the same stats as Von Wilding. What Wilder has instead is a Sweep 1 AOE, Tough, Large base, and a standard Potion Regenerate. With some equipment, he could make a fine Tank, but doesn't quite make the mark with only Tough and a Large base.

HEXCAST SORCERESS
AFFINITY: Ruby
OFFENSE: WILL 2B1R
DEFENSE: ARM 3B
ROLE(S): Debuffer
The Hexcast Sorceress has three important symbols on her card: Hex, Bane, and Frozen, and using those Actions cost her only 1 AP - this makes her supremely good at debuffing, and a canny Hero can cripple multiple multi-Wound monsters by simply targeting them once with the appropriate debuff and leaving them alive, rendering the Consul unable to use them effectively. However, she can't perform any other role without appropriate equipment.

PRINCESS RUBY
AFFINITY: Ruby
OFFENSE: WILL 3B
DEFENSE: DEX 2B1R
ROLE(S): Buffer, Healer
Princess Ruby is not very good on her own, and her ranged buffs are only marginally helpful. What keeps her on the table, however, is Maiden's Kiss. Regenerate is the strongest Heal available, and no other model has it as anything but a Potion ability - and they require 2 Potions to use it.

MISERABLE TOAD
AFFINITY: Emerald
OFFENSE: DEX 3B
DEFENSE: DEX 3B
ROLE(S): Healer, Being Miserable
Though the Toad is a forced Shapeshift, it's not QUITE useless, as it has an average 3B on both Attack and Dex. What makes the Toad useful sometimes, especially late-game, is that its Sticky Tongue attack can get automatic Hearts or Potions; if the Consul is foolish (or desperate) enough to turn a hero with DEX loot into a Toad then it can be a pocket Soda Master all on its own.

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Last edited by iamfanboy on July 31st, 2015, 10:54 pm, edited 1 time in total.



July 31st, 2015, 9:59 pm
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I agree with pretty much everything he said except Princess Ruby - I love her to death, but absent equipment she only does ONE thing good: Regenerate. And it's good, but it's not enough to put her in the top ranks. B at best, not S.

I think I will change it to match his format more though, with Rank SS being the 'banlist' of Heroes that are just too top-notch, and S being the best without being broken, with A being good enough to keep up - otherwise A rank is gonna get crowded. *editeditedit*

Does tempt me to resurrect my BGG account as well. I was one of the first posters in the original BGG SDE section...

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July 31st, 2015, 10:41 pm
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I'm also going to be adding the number value that each of the Offense/Defense values START at with numbers in Parentheses. Sigh, so much to change, so much to change.

RANK SS

NINJA COLA
AFFINITY:
OFFENSE: DEX 2B1R (2 2/3)
DEFENSE: DEX 2B1R (2 2/3)
ROLES: Blaster, Tank
Koga Cola (as I like to call him, heh) is broken in the most fundamental way: He uses only DEX, can increase his own DEX with his Potion, and carries two of them. With no equipment, he drop a Fizzy Beverage and roll 2B3R (5 1/3!) with a 2AP Attack, then benefit from 2B2R (4) Defense until his next Activation. With that many Red dice, it's statistically improbable for him to not continually be under the effects of his own Potion after downing it, making him a perpetual DEX machine - and when he puts on DEX loot, the problem snowballs. Even with 4 Hearts, he's nearly invincible. Sidestep and Small only aggravates the problem.

ROYAL PALADIN
AFFINITY: Citrine/Sapphire
OFFENSE: STR 2R (2 2/3)
DEFENSE: ARM 2B1R (2 2/3)
ROLE(S): Blaster, Buff, Healer, Tank
Unlike many models with multiple roles, the Paladin is good at all of them, and functions as a nearly invincible frontline fighter and pivot. Smite for strong single-target damage, Iron Halo for a huge-area ARM buff (that makes him even tougher, too!), and the best Emergency Potion in Elixir (Heal 3), which can take a Hero from near-death to out of threat range in a single toss, even from a Boss.

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July 31st, 2015, 11:22 pm
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Okay, post 2 has up to Soda Master Candy done and ranked; that still leaves a fair few Heroes to do but most of them are now up and ready for people to look at.

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August 1st, 2015, 3:31 am
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iamfanboy wrote:

To help people understand how and why what dice are better, each die is worth its AVERAGE value; that is, the number of stars divided by the number of sides. So, a blue dice has 4 stars/6 sides so it's 2/3ds of a star. Just describe them with B for blue, W for White, R for Red, and G for Green, with the number in front.

BLUE: 2/3s of a Star
WHITE: 1 Star
RED: 1 1/6 of a Star
GREEN: 2 Stars

So if one Hero had 3B ARM, and another had 2R ARM, the 2R is better because 2 1/3 is greater than 2. Logical?


I think you're leaving something important out here, in that the red dice have potions and the blue ones have hearts. Someone acting as Healer, without the Healer ability, might be better off with 3B attack than 2R because more health is more likely to pop out when they damage an enemy.


August 1st, 2015, 3:17 pm
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Anajadys wrote:
iamfanboy wrote:

To help people understand how and why what dice are better, each die is worth its AVERAGE value; that is, the number of stars divided by the number of sides. So, a blue dice has 4 stars/6 sides so it's 2/3ds of a star. Just describe them with B for blue, W for White, R for Red, and G for Green, with the number in front.

BLUE: 2/3s of a Star
WHITE: 1 Star
RED: 1 1/6 of a Star
GREEN: 2 Stars

So if one Hero had 3B ARM, and another had 2R ARM, the 2R is better because 2 1/3 is greater than 2. Logical?


I think you're leaving something important out here, in that the red dice have potions and the blue ones have hearts. Someone acting as Healer, without the Healer ability, might be better off with 3B attack than 2R because more health is more likely to pop out when they damage an enemy.

Yes, that's why I also list the number and types of dice, instead of just the raw numbers - but really, that's part of the game which is fairly easy to interpret with a bit of SDE mechanic knowledge. What's harder for people to grasp is the difference between, say, 2R and 3B, or why stastically 1W is inferior to 1R, which is why I also have the average number listed.

I mean, hell, I never really saw that the Hexcast Sorceress had better base WILL than the Ember Mage until I broke it down; it bumped her up a notch in my judgement and she wasn't low in that before. Also looking at the numbers has cemented one thing: ALWAYS Smash the first Chest. Only Koga Cola has a statistical chance of opening a Chest without Loot successfully; the runner-up is the Glimmerdusk Ranger with 3B1R and even that only comes to 2 5/6 average.

Outliers and oddities, like Brave Mode Candy's lack of blue dice to go with her Alchemist ability, will get noted, but knowing both the dice and numbers are beneficial for judging a character.

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August 1st, 2015, 4:19 pm
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Of course, it would help if I hadn't SCREWED UP THE MATH on a healthy number of my numbers. I'm just putting them all base 6 fractions, it'll help me math it. *sigh* Or maybe I should just do decimal points, but that gives rounding problems... fragging six-sided dice.

BLUE = 4/6
WHITE = 6/6
RED = 7/6
GREEN = 12/6

And I'll do it from there. <_<


I've also been updating Post 2 on a lot of Heroes; right now I'm only about 8 Heroes away from done.

EDIT: thankfully, I didn't screw up on any numbers, I just let my brain redo an old calculation wrong and then got all worked up over it. >_< I'm telling you, toddlers + math = WHAT IS GOING ON HERE!!

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August 1st, 2015, 4:37 pm
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'sup iamfanboy! It's always good to see people do analysis, so do keep going with this list.

One thing I would strongly recommend you clarify is exactly what game mode this ranking is meant to apply to. Some Heroes are better and worse in some modes than others. For instance the Royal Warden is actually one of the best Heroes in the current Arena game and the Royal Paladin one of the worst.


August 1st, 2015, 5:12 pm
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Thanks for the advice; I changed the title of the thread to match its focus on Classic Mode.

Okay, I got all the Heroes done for which I currently have cards. I lack the following cards: Dragon Blade, Twilight Knight, Wyrm Claw Templar, so I'd appreciate someone doing a quick write-up in the same format as the above Heroes.

I'm also going to be revising this list somewhat so the Actions of the first Heroes I did match the latest Heroes, but I can't make promises for how long it'll take, though.

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August 1st, 2015, 9:32 pm
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The strength ranking with fractions isn't good.

2-1/3 should be "2.3"
2-2/3 should be "2.7"

Rounding to the nearest 0.1 makes the whole thing a lot more readable at a glance.

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August 16th, 2015, 6:28 am
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GrauGeist wrote:
The strength ranking with fractions isn't good.

2-1/3 should be "2.3"
2-2/3 should be "2.7"

Rounding to the nearest 0.1 makes the whole thing a lot more readable at a glance.

Well, that would also put 1/6 at .2, and 5/6 at .8 - both of which are... imprecise, as 1/6 is lower than .2 and 5/6 is higher than .8.

But if decimalization would be preferred, I can do that, though I'd probably do it to two places instead of one - 2 1/3 would become 2.33, for example. I kinda need to revise a few things anyway. Princess Ruby has officially rocked my world multiple times in the last few days, and I was seriously underestimating her.

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August 18th, 2015, 2:41 pm
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Thanks for going to decimals - it's much easier to read and compare.

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August 18th, 2015, 4:56 pm
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Finally got to this thread.

I agree on quite a few, but i think a few are a little low, like sapper and kunoichi candy, but i'm speaking mostly out of experience, seeing as sapper is the ONLY hero in the game able to do massive damage for 2 ap and kunoichi candy's potion actually has insanely more utility value than i think you're giving credit

again, from experience.


August 19th, 2015, 4:45 am
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I personally have no problem putting Starguild Sapper in Rank A - I don't really agree with the other guy's ranking of him, but I saw his logic in putting the Sapper in B - but Kunoichi Candy's already in Rank S. Also, her potion is okay, but doesn't nearly rank as high priority as other ones; you use it once and don't bother refilling it unless the other Heroes are full up. It's not nearly in the same league as the Rogue's Dimensional Draught or Marie-Claude's Hearty Grog or, well, pretty much every emergency Potion.

Or to put it another way, you don't take Kunoichi Candy because of her potion; you take her because of her high stats, handy actions, and deep chibi cleavage. The potion is something that is just kinda there.

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August 19th, 2015, 2:50 pm
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Just a note, Ninja Cola was nerfed as to make him unable to use his Dex for defence. You may wish to edit the post to reflect this. (He also gained a Dangerous, Burst 1, Ice support potion)

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September 15th, 2016, 9:36 pm
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Clawandbyte wrote:
Just a note, Ninja Cola was nerfed as to make him unable to use his Dex for defence. You may wish to edit the post to reflect this. (He also gained a Dangerous, Burst 1, Ice support potion)


Woah really? When was this? My card still has a shield on DEX.


September 15th, 2016, 10:05 pm
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