🧪 Early Information on Ninja Tower Heroes (Epic & Legendary) [Part of The Beta Beat V32]

NOTE: Please do not, under any circumstances, share IMAGES OR VIDEOS from Beta in this or any public Forum thread. Violations can cause players to lose their Beta accounts, or threads to be closed down.

This thread is to provide early insights and discussion on the new Ninja Tower Event Heroes.

Ninja Tower may NOT be included in the final v32 game release, but is continuing Beta testing during the v32 cycle. Final release is expected in late 2020.


Don’t get too attached

Details from Beta, especially brand-new Beta content, don’t tend to be very reliable for actual release.

It’s incredibly common that features are changed during Beta testing, or sometimes even after testing but before release. That is, after all, the purpose of Beta testing.

So I wouldn’t get too attached to any of this — it’s not unheard of for entire portions of features to be removed or reworked, or for radical changes to functionality to be made.


Note on Charge Speeds.

You’ll notice that all the new heroes do not have a traditional mana speed listed (e.g. Fast, slow average). Instead they have the phrase “Charge” listed.

Preliminary testing shows that it takes a smidge under 5 tiles (maybe 4.9…?) to fill the mana bar of the Heroes (no mana troop used).

A very unique feature to all these heroes is that the more times you have over-clocked the mana bar, the stronger the effects of the special skill becomes.

What I mean by this is that each hero has 3 “tiers” to their special skill.

  • If you cast with 100% mana, you get the first tier. OR
  • You can wait & keep accumulating MORE mana… Then if you cast when the bar is filled 2x times (i.e. 200% mana), you get the second tier of effects; OR
  • You can wait longer again… If you then cast when the mana bar has been filled 3x times (i.e. 300% mana), you get the third and final tier of effects.

Hording more mana doesn’t give any new effect beyond the third tier.

The exact wording on the hero cards is:

  • Special Skill has different effect if charged with 100% / 200% / 300% mana.

Tiles to Charge Mana

TLDR: No mana troop will drop the tile requirements for the first charge but may be achievable for sequential charges.
it LOOKS to be about 4.8-4.9 tiles to charge each time.

Click to view specifics of "tiles required" to charge 1x, 2x and 3x mana with various troops

Credit to @Rfm and @Epigenetic and some of the other Beta testers for finalising these numbers.

Troop x1 x2 x3
Crit 5 10 15
Mana 5 5 10 14
Mana 11 5 9 14
Mana 17 5 9 14
Mana 23 5 9 14
Mana 29 5 9 13

Legendary Ninja Heroes

  • Jade - Female - Nature/ Green
  • Cobalt - Male - Ice/ Blue
  • Onyx - Male - Dark/ Purple
  • Mica - Male - Holy/ Yellow
  • Garnet - Female - Fire/ Red

See below for mostly useless beta information on each hero.

Jade -- Click for Beta Information (extremely likely to change)

Jade Beta Info & Stats (extremely likely to change)

Rarity: Legendary/5*
Power: 789
Attack: 692 716
Defense: 801 819
HP: 1415

Class: Monk
Family: Ninja
Element: Nature :leaves: (Green)

Mana Speed: CHARGE

Special Skill: Shared Visage

  • 1x Mana Charge
    • Reduces the mana of all enemies by 10%
    • The caster gets +25% chance of dodging special attacks that do damage for 3 turns
  • 2x Mana Charge
    • Reduces the mana of all enemies by 15%
    • The caster and nearby allies get 50% chance of dodging special attacks that do damage for 4 turns
  • 3x Mana Charge
    • Reduces the mana of all enemies by 25%
    • All allies get +75% chance of dodging special attacks that do damage for 5 tuns.

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Cobalt -- Click for Beta Information (extremely likely to change)

Cobalt Beta Info & Stats (extremely likely to change)

Rarity: Legendary/5*
Power: 789
Attack: 788 813
Defense: 685
HP: 1406

Class: Wizard
Family: Ninja
Element: Ice :snowflake: (Blue)

Mana Speed: CHARGE

Special Skill: Katana Rain

  • 1x Mana Charge
    • Deals 270% damage to the target
    • The attack has a 50% chance to bypass defensive buffs. This includes counterattacks.
  • 2x Mana Charge
    • Deals 320% damage to the target and nearby enemies
    • The attack has a 75% chance to bypass defensive buffs. This includes counterattacks.
  • 3x Mana Charge
    • Deals 370% damage to all enemies
    • The attack has a 100% chance to bypass defensive buffs. This includes counterattacks.

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Onyx -- Click for Beta Information (extremely likely to change)

Onyx Beta Info & Stats (extremely likely to change)

Rarity: Legendary/5*
Power: 789
Attack: 778 803
Defense: 706
HP: 1392

Class: Ranger
Family: Ninja
Element: Dark :new_moon: (Purple)

Mana Speed: CHARGE

Special Skill: Crippling Claws

  • 1x Mana Charge
    • Deals 250% damage to the target.
    • The target is immune to new buffs for 3 turns
    • Dispels buffs from the target
  • 2x Mana Charge
    • Deals 300% damage to the target and nearby enemies.
    • The target and nearby enemies are immune to new buffs for 4 turns.
    • Dispels buffs from the target and nearby enemies
  • 3x Mana Charge
    • Deals 350% damage to all enemies
    • All enemies are immune to new buffs for 5 turns
    • Dispels buffs from all enemies.

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Mica -- Click for Beta Information (extremely likely to change)

Mica Beta Info & Stats (extremely likely to change)

Rarity: Legendary/5*
Power: 789
Attack: 716
Defense: 801 821
HP: 1355 1380

Class: Paladin
Family: Ninja
Element: Holy :sun_with_face: (Yellow)

Mana Speed: CHARGE

Special Skill: Connect Ki

  • 1x Mana Charge
    • All allies share received damage with each other for 2 turns
    • All allies get +20% defense for 2 turns
    • All allies get +15% mana generation for 2 turns
  • 2x Mana Charge
    • All allies share received damage with each other for 4 turns
    • All allies get +40% defense for 4 turns
    • All allies get +26% mana generation for 4 turns
  • 3x Mana Charge
    • All allies share received damage with each other for 5 turns
    • All allies get +73% defense for 5 turns
    • All allies get +33% mana generation for 5 turns

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Garnet -- Click for Beta Information (extremely likely to change)

Garnet Beta Info & Stats (extremely likely to change)

Rarity: Legendary/5*
Power: 789
Attack: 731
Defense: 733 751
HP: 1456 1481

Class: Sorcerer
Family: Ninja
Element: Fire :fire: (Red)

Mana Speed: CHARGE

Special Skill: Awaken Ki

  • 1x Mana Charge
    • Boosts health of all allies by 220 180. If health exceeds max HP it is added as temporary HP. Max temporary HP is 100% of max HP. Boosted health counters max HP reduction.
    • All allies are immune to new status ailments for 3 2 turns. This effect can’t be dispelled.
  • 2x Mana Charge
    • Boosts health of all allies by 400. If health exceeds max HP it is added as temporary HP. Max temporary HP is 100% of max HP. Boosted health counters max HP reduction.
    • All allies are immune to new status ailments for 4 3 turns. This effect can’t be dispelled.
  • 3x Mana Charge
    • Boosts health of all allies by 720. If health exceeds max HP it is added as temporary HP. Max temporary HP is 100% of max HP. Boosted health counters max HP reduction.
    • All allies are immune to new status ailments for 5 4 turns. This effect can’t be dispelled.

Epic Ninja Heroes

  • Ametrine - Female - Dark/ Purple
  • Sapphire - Female - Ice/ Blue
  • Shale - Male - Fire/ Red

There are no yellow or green 4 heroes at this point*

See below for mostly useless beta information on each hero.

Ametrine -- Click for Beta Information (extremely likely to change)

Ametrine Beta Info & Stats (extremely likely to change)

Rarity: Epic/4*
Power: 661
Attack: 692 716
Defense: 561
HP: 1268

Class: Barbarian
Family: Ninja
Element: Dark :new_moon: (Purple)

Mana Speed: CHARGE

Special Skill: Blur of Steel

  • 1x Mana Charge
    • Dispels buffs from the target
    • Deals 220% damage to the target
    • Dispels buffs from the target
  • 2x Mana Charge
    • Dispels buffs from the target and nearby enemies.
    • Deals 255% damage to the target and nearby enemies
    • Dispels buffs from the target and nearby enemies.
  • 3x Mana Charge
    • Dispels buffs from all enemies.
    • Deals 300% damage to all enemies
    • Dispels buffs from all enemies.

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Sapphire -- Click for Beta Information (extremely likely to change)

Sapphire Beta Info & Stats (extremely likely to change)

Rarity: Epic/4*
Power: 661
Attack: 701 726
Defense: 541
HP: 1285

Class: Rogue
Family: Ninja
Element: Ice :snowflake: (Blue)

Mana Speed: CHARGE

Special Skill: From Shadows

  • 1x Mana Charge
    • Deals 225% damage to the target
    • This attack has a 35% chance to bypass defensive buffs. This includes counterattacks.
  • 2x Mana Charge
    • Deals 250% damage to the target and nearby enemies
    • This attack has a 60% chance to bypass defensive buffs. This includes counterattacks.
  • 3x Mana Charge
    • Deals 290% damage to all enemies
    • This attack has a 85% chance to bypass defensive buffs. This includes counterattacks.

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Shale -- Click for Beta Information (extremely likely to change)

Shale Beta Info & Stats (extremely likely to change)

Rarity: Epic/4*
Power: 661
Attack: 603
Defense: 605 626
HP: 1402

Class: Wizard
Family: Ninja
Element: Fire :fire: (Red)

Mana Speed: CHARGE

Special Skill: Channel Ki

  • 1x Mana Charge
    • The caster regenerates 243 411 HP over 3 turns.
    • Dispels status ailments from the caster.
  • 2x Mana Charge
    • The caster and nearby allies regenerate 459 549 HP over 3 turns.
    • Dispels status ailments from the caster and nearby allies.
  • 3x Mana Charge
    • All allies regenerate 609 714 HP over 3 turns.
    • Dispels status ailments from all allies.

Family Bonus

Ninja Heroes have a family bonus for unique heroes of the same family.

Ninja Family
Bonus for 2 / 3 Heroes:

  • 5% / 15% chance to dodge normal attacks and Special Skills
  • 5% / 15% chance to counterattack with 105% / 115% of the damage recieved

The two effects have individual sequential procecing. So one may not trigger while the other might.


:question: How will the defence AI handle the multi-charging of mana?

Beta V32 Build 1:

  • Exactly like it does now… They will cast the special skill the instant they can.
  • Means that, unless the AI hero is silenced by you OR you have a crazy huge cascade, the AI is probably never going to go past the first charge

Update – 22 September.
Return to beta of these heroes has a note regarding the Ninja Heroes in PvP and Map stages etc… (ai controlled):

“When encountered as enemies (in both map stages and PvP modes), Ninja heroes will sometimes wait before using their special skills, allowing them to use their 2nd and 3rd charge levels.”


For a full list of items currently in beta testing, as well as their related threads, please see:

for Specific information on the New Ninja Summon Portal please see:

17 Likes

Garnet is better Grazul) Even on 1st charge she is better)

17 Likes

Agreed. Garnet is the stand-out wayyy OP hero of the batch. The others appear mostly OP but when you consider that they have to take 16.5 tiles to charge them to get max effect they back off a little in the “op-ness”


One funny one is that they say “has a 100% CHANCE to bypass defensive buffs” on Cobolt’s card

I mean is it really a chance at that point…? :stuck_out_tongue:

7 Likes

Garnet seems to be OP , i hope they not release such hero. Its a complete downstep for Grazul.

Do you know how this new mana generation will behave on defense?

And finally we will have a red with cleanse

Exactly how it reads… except that the AI will fire the special skill first chance they get. So unless you have a crazy big cascade OR you apply a “silence” to the enemy hero, the AI isn’t going to get past a single charge.

3 Likes

Jade is a really interesting hero to me, she got my attention first. She’s like a mix of Guin + Margaret. She gets great defensive stats, mana reduction, and a dodge mechanic which is cool. For offense I really like her.

However I’m a bit less optimistic on how she’d perform on defense… theoretically great skill and stats, but the AI seems to be pretty dumb about how to use Charge speed correctly and they happy-click the first chance they get :stuck_out_tongue:

1 Like

Doing some additional testing on their mana speeds:

No mana troop – 5 tiles to charge (pushes it a teensie bit over a full charge)

Level 1 Mana Troop (5% mana boost) – still 5 tiles to charge.

Level 5 mana troop (7% mana boost) – still 5 tiles to charge.

Level 11 Mana troop (9% mana boost) – still 5 tiles to charge.

Level 17 Mana troop (11% mana boost) – still 5 tiles to charge.

Level 23 Mana troop (13% mana boost) – still 5 tiles to charge.

Level 29 Mana troop (15% mana boost) – still 5 tiles to charge.

8 Likes

So these heroes are essentially faster than “Very Fast” to charge Mana fully?

1 Like

Seeing the central ‘CHARGE’ mechanic of these heroes, I can’t imagine using any of them on defense except Garnet, as I expect the specials will get fired once they have first bar ready.

Garnet looks kinda OP though. 220% HP boost with status immunity for 3 turns at speed faster than Very Fast? I expect to be brought in line with others, ie. one charge - heals herself -> two charges - heals-3 -> 3 charges - heals all. After what HotM we are getting and how Vela was nerfed, I just can’t see her released as she is (though she will be much rarer).

3 Likes

Garnet will be great support.

Shale… is 3 mana charge required before he match C.Rigard?

1 Like

I really doubt it will be released like that. Jade as a tank would be broken I think. A very fast mana cutter with 800 def and 1400 hp without emblems? You better have red tiles right in center from the start or you‘ll never ever fire.

5 Likes

nerf them all or kill the game :rofl:

4 Likes

On offense we can strategically choose whether to wait the mana to charge more or cast the specials immediately.

But how about on defense? How AI determined whether they need to cast the specials immediately or to wait?

1 Like

Answered earlier on this thread.

AI still casts the second they are able to.

3 Likes

Ah i see, didn’t notice that, maybe u should write this thing on the first post as it will become obvious question about how AI will act on defense

Interesting this new mechanic with the mana, even though it means none of these heroes is usable in defense.
Some of those skills also seems quite ninjesque, fitting for ninja heroes. I would have loved to see something crazier (Basilisk-like) or completely different from what we already have in the game, though. Mica and Garnet the most interesting legendary.

The only thing that bothers me: I get and could appreciate that everyone is named after a gem (at least i think, i’ve never heard some of those names), but they are ninjas. Shouldn’t their names be at least japanese?

1 Like

Is it possible only the new ninja troops boost their Mana speed? Or is it always 5 tiles to charge but slight more and more 2nd charge Mana each time?

2 Likes

You can check the main Beta V32 thead for info on the Troop. Short answer; no.

Have now updated that thread to include the full stat progression of the new “Ninja” troops.

1 Like

This is the highest mana boost in the game so far, right?

This could possibly unlock new combination possibilities under right scenarios.

For example, very slow heroes like Alfrike require only level 1 mana troop along with this kind of boost to get their mana charged with 10 tiles (that’s average speed!) That’d be a devastating combination.

Similar thing with slow heroes like Heimdall…

If Mica is released as is, we might need to take out those mana troop calculation charts and update them.

Given this, I feel Mica would make a great flank.

Now, I get that plenty of media productions rob traditional mythos’ all the time for flavour. Season three’s Odinistic mythology comes immediately to mind.

But now we’re robbing Steven Universe. :rofl:

3 Likes

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