Other than featured heroes and families (which get stat boosts) they work the same way as regular Raids.
Each day, you’ll be able to attack up to a specific number of attacks, which is increasing round bt round.
Round 1: max. 4 per day
Round 2: max. 6 per day
Round 3: max. 8 per day
Round 3: max 10 per day
Deprecated information for 1st Hero League only
In the first Hero League in Rould 1 you could use 10 attacks per day, and later just 6 in Round 2-4.
The flags using the same flags as Raids.
NOTE: Kills in Hero League count toward your Wanted: Heroes Raid Chest and Path of Valor and Giants challenges.
One notable difference to Regular Raids — you can’t reroll.
Compared to Raid Tournaments here you can use all of your flags during the round regardsless of you have won or lost all of your attacks.
Matchmaking
It is working similary to normal Raids or Raid Tournaments.
Scoring
Click for details on Scoring
You get points based for you attacks on
Whether you won or not.
200 Points if you Win.
100 Points if you Lost or Flee.
How many enemies are defeated in the battle
20 Points per defeated enemies. (100 Points in total)
How well you have matched the shields during the battle
4- shield Match: 2 points / each. Maximum is 40 points.
5- shield Match: 4 points / each. Maximum is 40 points.
Highest Combo: 3 points / highest combo length. Maximum is 40 points.
If you won within 10 turns, then you get 300 points.
Deprecated information for 1st Hero League only
Fleeing a battle before it is over will result in 0 points
At the end of the fight you can see a dialog about the score you gained with these details:
Victory Bonus
Enemy Heroes Defeated
Battle Bonus
Time Bonus
Score Gained (total of all above)
You are now getting the same loot as Raid battles at the end of League Fights.
Deprecated information for 1st Hero League only
No loot is given at the end of the fights.
Defense Team Grade
Click for How Defense Team Grade Works
Each opponent features a Difficulty Bonus that is calculated by comparing the performance of their Defense Team to your performance in previous attacks.
At the end of each round, players receive Defense Points based on their Defense Team’s performance.
During the whole League there are a specific number Feature families, which are receiving attack, defense and health stat boost based on their rarity:
40% for Legendary Heroes
60% for Epic Heroes
100% for Rare heroes.
The Featured Family heroes are also getting a Special Event Passive:
Extra 25% chance to resist all status ailment, mana reductions and buff dispells.
Deprecated information for 1st Hero League only
During the whole League there are 3 Feature families, which are receiving 30% attack, defense and health stat boost.
These featured families are changing from League to League.
There are Featured Classes in each Round, which are receiving 10% attack, defense and health stat boost.
These featured classes are changing in each Round
Rewards
Rewards are given at the end of each Round for the eliminated players.
At the end of the final round all remaining players are getting their participation rewards, and the top 10k players are getting an extra ranking loot too.
Click for Rewards in Beta phase
Randomized Round Loot
Loot Tier
Tokens
Coin
Class Emblems
Ascension Materials
Battle Items
Crafting Items
Food Bundle
Participated: Round One (Bottom 25%)
1 Draw: EHT: 1% ETT: 3% Summon Token: 96%
1 Draw: x3*: 20% x2: 30% x1: 50%
1 Draw: x5: 100%
1 Draw: 3*: 1% 2*: 50% 1*: 49%
2 Draws: 4*: 2% 3*: 4% 2*: 35% 1*: 59%
2 Draws: 4*: 2% 3*: 4% 2*: 35% 1*: 59%
1 Draw: Tiny Food Bundle: 10%
Participated: Round Two (Next bottom 25%)
1 Draw: EHT: 3% ETT: 5% Summon Token: 92%
1 Draw: x5*: 10% x3: 20% x2: 70%
1 Draw: x10: 100%
2 Draws: 3*: 20% 2*: 40% 1*: 40%
2 Draws: 4*: 4% 3*: 6% 2*: 35% 1*: 55%
2 Draws: 4*: 4% 3*: 6% 2*: 35% 1*: 55%
1 Draw: Tiny Food Bundle: 20%
Participated: Round Three (Next bottom 25%)
1 Draw: EHT: 4% ETT: 8% Summon Token: 88%
1 Draw: x10: 40% x5: 60%
1 Draw: x20: 100%
2 Draws: 3*: 25% 2*: 40% 1*: 35%
2 Draws: 4*: 4% 3*: 8% 2*: 35% 1*: 53%
2 Draws: 4*: 4% 3*: 8% 2*: 35% 1*: 53%
1 Draw: Tiny Food Bundle: 30%
Participated: Last Round (All remaining players)
1 Draw: EHT: 5% ETT: 9% Summon Token: 86%
1 Draw: x30: 5% x20: 20% x10: 25% x5: 50%
1 Draw: x30: 100%
3 Draws: 3*: 45% 2*: 55%
4 Draws: 4*: 6% 3*: 8% 2*: 35% 1*: 51%
3 Draws: 4*: 6% 3*: 8% 2*: 35% 1*: 51%
1 Draw: Large Food Bundle: 10% Medium Bundle: 25% Small Food Bundle: 65%/small>
Fixed Ranking Loot
It seems the top 10000 players will receive a fixed loot based on their ranking.
@PlayForFun maybe in the op table for the full log, you could add link to each Hero League thread?
Actually it’s there on the “1”, not very visible.
Maybe do this instead?
These are the first times we see score for tile matching in raids and winning quickly.
1 It would be nice if we had a turn counter in raids. I often want to know when that tiebreaker is going to kick in. Now I want to know what turn I’m on because I may play differently so I can win by turn 10 rather than turn 11. I wonder if this will even change team composition to more mono hoping for quick wins rather than trying to win slogs.
2 If you don’t win in 10 turns, you’re now incentivized to extend the battle as long as possible (assuming you’ll still win) so you can make additional 4 and 5 shield matches. There is no counter for these either.
These bonuses aren’t as importantly as simply winning, but once I know I’ll win (say I have 5 left and the enemy has one), I’ll prioritize matching. Will I keep track of 4 and 5 shield matches along the way so I know what’s optimal? Will I track turns?
I’m guessing it’s not worth it up front and I should just win.
I wonder if we’ll see rotation in families. The featured classes repeat with Paladin and Ranger expected to see duplicates.
My cup dropping strategy may no longer be effective. I won’t be able to make up as much ground with normal attacks. I also know I’ll be less likely to fill my chests as easily. I have 50some raid flasks and those may go more quickly.
More attacks means less likely someone doesn’t get attacked. But RNG means it will happen.
Rewards will be a common complaint. They’re random across categories. You don’t get them until the league is over for you. I don’t see LB mats listed. Some will look solely at the top 10K rewards and say they aren’t good without also incorporating the rewards from the last round (others will properly account for this and still not like the rewards).
Does this mean after round 1 75% of people are left and then after round 2 50%? Or is it 25% of each person who is left so after round 2 we actually have 56% of people left? Are zeroes rounded up in that 25%?
This will catch some off guard.
Overall you lose some rewards for regular raiding. With no reroll it can make filling a chest harder.
At the end First Round all inactive players will be disqualified from the Hero League.
Equal amount of the remaining players are kicked out at the end of each Round.
Regarding the 4 and 5 tile match to increase the score: can people just exploit this by keeping one hero alive and then doing it (if you know you can’t win within 10 moves for the 300 bonus score)? Similar to what I am guessing most of us do in raids for the POG and POV challenges when we need 3x Diamonds and Shields?
Thanks for your answer.
Can players with online status be attacked or not (like in regular raids)? I think they can be attacked as there is no reroll. That means you change costume eg. for war attack and someone just attack your League Defense Team (which has no locked hero with bad costume version). Oh, that will be really Costume Chaos
Please don’t lose against my defense team, even if I put up a meta team of Kenjiro, Fletcher, Aife, Tudan and Sigrunn and it gets hard, because Aife!
Honstely i was just wondering about, what the indicator for “well-matched tiles” will be.
Cause actually you cant count it for raids imho.
The tilemovement is different for 4-1, mono and 3-2. Your tile-movement can be good for one but bad for an other style.
Regarding the cascade in example: not every cascade is a good cascade. I have had quitted for more than a year but helped out friends on higher allies and faced the new “meta”. Honestly often a cascade means a loss or a really hard damage unless you only get your colors.
For events and quests cascades are great but not that often on raids.
Dragons and diamonds also doesnt always mean a good tile movement.
Furthermore i agree with those that mentioned, you can just keep on going matching and matching when the enemy has only 1 hero left to increase your score…
Last but not least, i am not sure, if winning during 10 turns means you are a good tile-mover. You could either be super lucky, or just be a whale and having all great heroes, which still doesnt guarantee a win though.
In example i have a really good but also really passive team, it takes longer for the kill but its more likely a win than a fail, but still it would end up in a bad result because it took longer. Also if you do not have that much fast or very fast heroes, it gets really tricky with having only 10 moves…