⚖ Hero Balance Discussion: Glenda

This thread is for discussing whether Glenda is well-balanced, or whether you think he needs a buff or nerf.

This thread is NOT for general discussion of Strategy or Summons related to Glenda. For that, please see: Glenda – 5* Ice/ Blue - November 2020 HOTM (Hero of the Month) -- Initial Release

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:bar_chart: Poll

  • I think Glenda is reasonably well-balanced overall
  • I think Glenda is excessively weak, and needs a buff (increase of their strength)
  • I think Glenda is excessively strong, and needs a nerf (decrease of their strength)
  • I’m not sure yet

0 voters

:speaking_head: Discussion

  • If you think Glenda is well-balanced, too strong, or too weak — why?

  • Are there specific, concrete suggestions you’d make to the game designers to alter Glenda? Or are there specific reasons you think they should remain unchanged?

Purpose of this thread:

To provide an aggregate place for the topic here on the forum; thus preventing there being like a million threads popping up. And to provide an actual set of impartial votes rather than a #ideas-feature-requests which has no real voting.

In short, to neaten the forum and to give players and outlet for their thoughts on her balance without bogging down the rest of the forum or the other Glenda thread.


Thread closed & will open 48 hours after Glenda has been released in live game.

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This topic was automatically opened after 45 hours.

Not too OP, not too useless, I think reasonably balanced utility/secondary damage hero.

Folks with wide bench of heroes may find her not worth chasing much, but for those still working on their legendary stack she’s not too bad. Blue offers many snipers and if you happen to have two, she will turn them to monsters. Add Frida/Arthur somewhere and you have potential to guarantee wipe out of 3 heroes from the enemy team at average speed.

I think overall interesting addition to the game. Well balanced hero.


I think she is best accompanied with Frida and Athena as they hit the target and nearby. Include in the mix Ariel and you have 4 heroes filling their mana at the same time. I wish she was fast like Drake Fong though as they both have the same skill damage multiplier of +270%, but her cleanse and debuff to skill defense may have offset the average speed of mana. I really cant quite figure it out yet whether it is better to have her skill fire first before Frida and Athena or do the traditional way of firing Frida then Athena and then Glenda. I already have Vela and Lepus in my monoblue and Ariel (supported by mana troop level 25) fill their mana at the same time almost always, while Frida and Athena are lagging behind by a tile or 2. Now I have to get my 3 other blue mana troops to at least level 23. This will take me forever.

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This is a good summary. If you have access to everyone you can come up with a better team. But for everyone else she can find a place. She’s a solid B.

Any legendary with a cleanse is pretty good in my book. The damage and buff are bonuses!


The fact that she is fairly well balanced leaves her in limbo. Not good enough to cut the line for scopes and not bad enough to expect a buff down the line.

Her base stats are decent. Nice attack stat, Def and HP are fairly average for a 5*, during battle you’ll keep an eye on her.

For damage dealing 270% damage off of a decent attack stat will be ok BUT she is average mana, Drake Fong is very similar (slightly lower base attack) but at fast mana.

Secondary effects: Her damage boost to nearby heroes dictates the team composition, she MUST have two damage dealers next to her. As stated in another thread, AoE hitters get the biggest percentage boost from her +40% to damage dealt. Now, she is average mana so choosing her neighbors becomes tricky. Fast and maybe hold? Average and hope all charge simultaneously? In blue you have Frida/Arthur/Athena at average mana hit three but what about AoE in other colors, mismatch reduces the synergies.

Percentage Boost:

An AoE doing 120% damage will now do 160% damage, an increase of 33%.
A sniper doing 400% damage will now do 440%, an increase of 10%.

Cleanse is always welcome and valuable. The faster the better but they at least brought it back to whole team.
Comparison: Drake Fong blinds three which is also fantastic.

Agree with @Suicide_Bunny :
For players still in need of ANY 5* Glenda will be very useful.
For players with a deep bench and many options from which to choose Glenda just doesn’t stand out.

Personally I would be willing to lose a little damage in exchange for fast mana. Say 245% to three or maybe even keep 270% but make it splash. Fast mana means her effect should be in place when her neighbors charge (much greater odds of it anyhow) and the fast cleanse was proven to be immense by Zimkitha.

If Fast mana is off the table, the damage would need to be greater to get her closer to the front of the line. Adjusting HER damage is the most easily controlled variable, adjusting the damage boost she gives may be destabilizing (think Killhare with +60% or Finley).

Close comparison: The Hatter is Average mana, 400% splash (so 200% to both nearby) total of 800% damage whilst Glenda’s total is 810% off a slightly higher attack stat. Hatter steals enemy buffs and reallocates among allies.

I do want to find a way to make her shine, she joined my team. I want her to participate actively but don’t yet see who she relegates to the bench.


Glenda needs a buff to be on par with the other legend heroes.

Making her mana speed from average to fast, and reducing her damage from 270% to 210%-220% would make this hero more balanced in the game.

Also, her percentage boost powers would synergize better with other heroes this way.