🧪 Early information on the February 2024 HOTM -- Gladius [Part of The Beta Beat V63]

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 February 2024 HOTM, Callum Gladius

All Information from Beta is Subject to Change!

Don’t get attached

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

It’s incredibly common that heroes 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 skills to be removed or reworked, or for radical changes to stats to be made.

Callum Gladius Beta Info & Stats (Extremely Likely to Change)

Fancy name: Rentless Tracker

Gender: Male
Power: 915

Attack: 929
Defense: 875
HP: 1577

Element: :snowflake: Ice (Blue)

Class: Ranger
Family: Legends 2024
Aether Power: Attack Up

Innate Ability: Mana on Enemy Defensive Buffs
This character gains 5% mana when any enemy receives a defenseive buff.

Innate Resistance: Resist Special Skill Blocking
This character has innate resistance against status ailments that block Special Skills.

Mana Speed: Fast

Special Skill: Hunter’s Instinct

  • This Special Skill never misses its targets.
  • Deals 480% damage to the target.
  • The target becomes marked for 3 turns. Whenever a marked target dodges, they gain a stack (Max: 10). Each stack increases all damage the target receives by +5%.
  • Element Link gives all Ice allies +10% additional Special Skill damage for 4 turns. This effect cannot be dispelled.

:money_with_wings: Avoiding Overspending & Heartache :broken_heart:

Or: How many summons are needed to get a HOTM?

Special thanks to @Garanwyn for assistance on summoning odds and proofreading for this section.

It’s important to remember that HOTM have very low summoning odds. No amount of summoning will guarantee a HOTM.

On average, in a 10-pull, you have a 12.3% chance of summoning the HOTM.

But that statistic can lead our minds astray in exactly how our odds play out as we continue summoning.

Some useful insights:

  • 73 times out of 100, you’ll get a HOTM by pull 100
  • 95 times out of 100, you’ll get a HOTM by pull 229
  • 99 times out of 100, you’ll get a HOTM by pull 352

Putting that in Perspective

  • 27 out of every 100 people won’t get the HOTM by the 100th pull

  • If 1 Million players each summoned 100 times, 270,000 of those players wouldn’t get the HOTM

  • 5 out of every 100 people won’t get the HOTM by the 229th pull

  • If 1 Million players each summoned 229 times, 50,000 of those players wouldn’t get the HOTM

More Insights & Reading

I highly recommend reading these two threads for more information and context on summoning odds:

If you’ve read them a million times before, you may consider reading them again before deciding on your budget for summoning. A little time spent deciding on how much money you want to risk on summoning goes a long way to avoiding disappointment, frustration, and regret later. :slight_smile:

For a full list of items currently in beta testing, as well as their related threads, please see the master beta-beat thread:


Yet another new one ?

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Do we know if there is a limit to how many times this can activate per turn?


Could you check those figures please - they don’t seem to stack up.

I believe those A/D/H numbers would only give a power of 880.


Interesting special - Russell with an additional dodge-penalty. Silly colour given that there are no red dodgers but I’m liking the variety.


So now they slowly want to get rid of sha on defense - he is the budget version for now & the big counters from events & stuff will follow :sweat_smile:

So sha say hello to liu bei - your green companion from a year or more ago

Guess we will see him being featured on covenant & wo3k soon…

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All 4 numbers are correct. They match with what is seen in Beta.

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They have decided that new hotm will have only a predetermined set of abilities and are mixing them up / partially improving them randomly month after month?

I can see this hero being helpful to those starting out. A wide variety of dodge heroes still show up and this is an answer.

Sniper at fast when the newer snipers do so much more (heal, bigger % damage, steal buffs, etc) this won’t be a priority for the deeper benches. Even with Sha running rampant, is this the hero? :man_shrugging:

I know, it is an HotM but gosh, some of the original hotMs from 2017 remain more useful because of better special skills.


Thanks for checking. The error is down to me - I keyed them as base (1/1) stats not max stats.

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Seems like DODGE is being targeted by new specials ( Xie Zi Jing) hmm after the taunt assault from Neema.

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Tbh, I’d imagine once was the given unless you’re actively reapplying defense up, Special defense up, Elemental defense up, and what have you during that 1 turn. At best, I think the highest it’d get is 25% if ALL of your allies give all allies or even themself +% defense buffs.

Similarly with other passives like this. But I could be wrong. I never thought about these passives like that. If I’m wrong, then yeah, what’s the limit of how many 5% mana gains happen in 1 turn.

This HOTM is fine. Though I think I’m tiring of them repeating that resist passive within a 2/3 month span. Make him immune to water or minion effects or something.

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There are few niche heroes to combat dodge, so I welcome this hero.


This sounds incredibly stupid. I guess i won’t be pulling for Valentine’s heroes



  1. If an enemy applied def up to all, is this 5% or 25% (5*5 enemies)?
  2. Is an “enemy defensive buff” limited to def up, SS def up, or is it like the bypass defensive buff, which includes reflect, riposte?
  3. Would this possibly include dodge, which would fit the “theme” of the hero?

He feels like turgurk, but with extra steps. Granted he shines against Dodgers

Would be much better if he never misses and hit 3 at fast for 280% to 300% damage.

That damage amplification per dodge thing is so marginal IMO. If they want to make it useful, it needs to be at least 10% and maybe 20% per dodge.

It is 25%, so 5% per affected enemy with 5 enemies receiving the buff. I verified this in Beta by attacking one of my teams with him in it.

A couple notes though:

  1. The cap per turn is 25%. Verified this by casting Wilbur and C2.Kiril in the same turn and he only went up by 25%.
  2. Defense Buff is specific to a defense buff (e.g. Defense Up 40%). The mana buff does not occur for the other things I tested, being Taunt and Counter.

Honestly I think he is a good niche hero you bring out for dodge heroes like Bastet, Candace, C.Freya, etc. Niche but nice, much like Laohu for me.


Will this an improvement to 2 Pengi + Glenda team?