Hero Academy Mechanics Guide

 

Introduction

In preparation for Hero Academy coming out on PC, I’m collecting and filling out the mechanics guides I used to post on the forum. If you’re 100% brand new to HA, you don’t need to read this first, just use the in-game tutorial and play a few turns to get a sense of what’s going on. But as you start playing, you’ll encounter units/mechanics/races that you haven’t seen before, and sometimes you just want to check what they do without having to use trial and error in the middle of a game. Even experienced players sometimes need to remember how some unit’s special attack works if a critical turn depends on it. The in-game tooltips are useful, but I wanted to provide something more detailed and comprehensive, and in one easy-to-reference location.

Without Further Ado:
General Mechanics
Council
Dark Elves
Dwarves
The Tribe
Team Fortress
The Shaolin
Appendix

General Mechanics

Basic:

  • 5 AP per turn (3 AP on first turn of the game in competitive play).
  • 1 AP can be used to: deploy a unit to deploy square, move a unit, attack a unit/crystal (NB: not limited to once per turn), heal or revive a unit, use a unit special ability, equip a unit with an upgrade, use a one-time item, or throw a tile from your hand back into the bag to draw a random one.
  • A unit that reaches 0 HP is knocked out, but can be revived by an ally. It vanishes from the board permanently if any player moves a unit onto it (“stomps” it) or destroys it with certain spells (see below), or if its owner takes a full turn without reviving it.
  • A player loses upon having all of his crystals destroyed, or by having all of the units in his deck stomped or knocked out (the game will end even if he has an item left that can revive a KO’d unit).
  • Tiles are drawn in random order throughout the game, except that your starting hand always has at least 3 units.

Map features:

  • Crystal. Have varying amount of HP depending on map.
  • Deploy square. Enemy units cannot move onto it, even to stomp. An enemy unit adjacent to a deploy square can attack a corpse that’s on the square (which destroys it), without moving onto it. A Necromancer, Witch, or Inferno can also destroy a KO’d unit on a deploy square.
  • Attack square (red sword). A unit on the square has +100 attack power, applied before all %-based bonuses.
  • Defense square (blue shield). A unit on the square has +20% physical resist.
  • Magic Defense square (dark blue helm). A unit on the square has +20% magical resist.
  • Assault square (purple gem). While a friendly unit or Bamboo is standing on this square, all attacks against enemy crystals do an extra 300 damage. Multiple assault bonuses stack. The bonus is reduced accordingly if the crystal takes AoE or chain damage. The bonus damage has no type and is not affected by any resist.
  • Teleport square (light blue dot). A unit on the square can use 1 AP to teleport to the other teleport square, if it is open.
  • Speed square (light blue boots). A unit on this square has +2 move.
  • Barbed Crystal. Can use 1 AP to deal 300 P to an enemy within range 3. Only usable once per turn.
  • Train. When a unit moves (or is knocked or Ninja-swaps or Bamboo appears) onto a train switch, the train deals 400 P to every unit on the track and knocks them backwards one square. Friendly units will not be damaged below 100 HP. A unit that is knocked out by the train is immediately destroyed.

Advanced:

  • Range is counted orthogonally only, not diagonally (e.g. a unit one square diagonally from another is at range 2). In this guide I use “adjacent”, “range 1″, and “melee” interchangeably. “At range” means not in melee. “AoE range” (area of effect) is anything adjacent or immediately diagonal to the target (i.e. a 3×3 square centered on the target). A “knight’s move” refers to a chess knight (range 3 not in a straight line).
  • Each unit has an attack power, and a damage type (physical or magical). Ordinary attacks hit for damage equal to the unit’s attack power, but some multiply by certain percentage or add other bonuses.  The attack power is what’s shown in the unit’s info window.
  • Each target also has a physical and magical resist, which reduce incoming damage of the appropriate type by a fixed percentage (see Appendix for details). The only things that affect a crystal’s resists are Paladin auras and the Annihilator debuff.
  • Ranged attacks (but not ranged friendly actions) require line of sight to the target. Enemy units/crystals block line of sight, but not friendly ones. An attack to an immediately diagonal square can’t be blocked, but an attack to a square a knight’s move away can be blocked in either intervening square.
  • A unit that can act on a corpse (healer reviving a friendly corpse, or Necromancer/Witch/Wraith/Shadow destroying an enemy one) can’t choose to move and stomp the corpse instead–clicking on the corpse causes you to act on it.  However, if the unit does not have line of sight to the enemy corpse, it will move and stomp instead.
  • Knockbacks only occur if the target square is open, otherwise the unit simply doesn’t move. If a unit is KO’d by the knockback, it still moves. A unit can’t be knocked onto an enemy start tile, unless it’s also KO’d (in which case an enemy spawning there will stomp it).
  • A unit can wind up on an enemy deploy square if it’s KO’d onto it and then revived, or if it’s a Wraith that spawned from a corpse on that square. It will block the enemy from deploying units there so long as it remains.
  • A corpse on its own deploy square will be stomped automatically if a friendly unit deploys there.
  • All damage/healing is rounded to the nearest 5 (with 2.5 rounding down).
  • Units cannot target themselves with heals or other buffs.
  • Every race starts with 28 total tiles, except for Team Fortress who has 24. Team Fortress has 18 units (effectively 20 due to two respawns), the Tribe has 14, and other races have 13.
  • When you throw tiles back into the bag, you draw from what’s left in the bag (as long as there are enough). So you won’t get back the ones you’re putting in, but you might get other copies of the same thing.

Knight (3):
1000 HP
20% P resist
200 attack (P), range 1
Attack knocks target back one square.
Move 2

Archer (3):
800 HP
300 attack (P), range 3
50% damage in melee, 100% damage at range.
Move 2

Wizard (3):
800 HP
10% M resist
200 attack (M), range 2
Attack can chain twice if each target is in AoE range of the previous (see Appendix for details). Main target takes 100% damage, first jump does 75%, second jump 56%.
Move 2

Cleric (3):
800 HP
200 attack (M), range 2
Heals for 300% attack, revives for 200% attack, range 2
Move 2

Ninja (1):
800 HP
200 attack (P), range 2.
200% damage in melee, 100% damage at range.
Can use 1 AP to swap places with any friendly unit.
Move 3

Upgrades:
Sword (3): +50% attack
Armor (3): +20% physical resist, +10% HP
Helm (3): +20% magical resist, +10% HP

Consumables:
Scroll (2): Targets one friendly. Unit has 300% attack power for one attack/heal.
Inferno (2): Targets a 3×3 area. KO’d enemies are destroyed, and other enemies take 350 M.
Potion (2): Targets one friendly. Heals for 1000. In addition, can revive a KO’d unit for 100.

Racial Passive: None

Void Monk (3):
800 HP
20% P resist, 20% M resist
200 attack (P), range 1
100% damage to target, splashes for 66% damage to any enemies adjacent (not diagonal) to target.
Move 3

Impaler (3):
800 HP
300 attack (P), range 2
If target is at range 2 in a straight line, pulled one square towards Impaler.
Move 2

Necromancer (3):
800 HP
200 attack (M), range 3
Can use 1 AP to turn any KO’d unit into a Phantom at range 3, including on an enemy start tile.
Move 2

Priestess (3):
800 HP
200 attack (M), range 2
Heals for 200% attack, revives for 50% attack, range 3
An unit damaged by the Priestess has 50% attack power for its next attack/heal (doesn’t affect Barbed Crystals).
Move 2

Wraith (1):
800 HP
250 attack (M), range 1.
Can use 1 AP to consume a KO’d unit at range 1. Increases current and max HP by 100 and attack power by 50 (bonus can only be obtained 3 times per game although you can continue to consume).
Can deploy onto any KO’d unit (stomping it) instead of a deploy tile, unless the KO’d unit is on an enemy deploy tile.
Move 3

Phantom:
100 HP
100 attack (M), range 1
Does not leave a corpse when killed.
If spawned on an enemy deploy tile, will be automatically destroyed if an enemy deploys there.
Move 3

Upgrades:
Sword (3): +50% attack
Soulstone (3): Passive life leech increased to 66% (see below), +10% HP (bonus applied to base HP only)
Helm (3): +20% magical resist, +10% HP (bonus applied to base HP only)

Consumables:
Scroll (2): Targets one friendly. Unit has 300% attack power for one attack/heal.
Soul Harvest (2): Targets a 3×3 area. Enemies take 100 M. All friendly units in play gain D/(N+3) current and max HP (reviving KO’d units in the process), where D is the total damage dealt to non-Crystal/Bamboo units by the spell, and N is the number of friendly units in play.
Mana Vial (2): Targets one friendly. Heals for 1000 and increases max HP by 50.

Racial passive:
Units are healed for 33% of any damage they deal to enemy units (not crystals).

Paladin (3):
900 HP
10% P, 10% M resist
200 attack (P), range 1
Heals for 200% attack, revives for 50% attack, range 2
Self-heals for 50% of any healing done, not including overheal.
All friendly units/crystals in AoE range of Paladin gain 5% attack power, physical resist, and magical resist. Stacks from multiple Paladins.
Move 2

Grenadier (3):
800 HP
200 attack (M), range 3. Ignores LOS.
At range, 100% to target, AoE for 50%.
In melee, 50% damage, no AoE.
Move 2

Gunner (3):
800 HP
300 attack (P), range 2.
In melee, 100% damage, no splash.
At range, cone attack deals 66% damage to main target and up to two nearby targets (see Appendix).
Move 2

Engineer (3):
800 HP
200 attack (P), range 1.
Can shield a friendly target in range 3, canceling next damaging attack against that unit/crystal and any associated debuffs (Jarate can still be applied through it). Expires when it prevents any damage, when Engineer is knocked down, or when Engineer shields a different target.
Gets twice the increased benefit from special tiles as other Dwarves (see below). 140 attack, 28% resist, or 420 assault damage. 6 move when standing on speed tile.
Move 2

Annihilator (1):
650 HP
300 attack (M), range 3. 100% to target, AoE for 20%.
Target (unit/crystal/Bamboo) gets -50% P resist on the next physical attack that hits it.
AoE targets are knocked one square directly away from main target.
Move 2

Upgrades:
Sword (3): +50% attack
Armor (3): +20% physical resist, +10% HP
Helm (3): +20% magical resist, +10% HP

Consumables:
Scroll (2): Targets one friendly. Unit has 300% attack power for one attack/heal.
Dwarven Brew (2): Targets one friendly. Heals for 1000 and adds 50% M and P resist lasting for one hit. Stacks with other resist bonuses. If target is also shielded, buff remains when shield is broken.
Pulverizer (2): Targets one enemy unit or crystal. Target takes 600 P. If target is a crystal, AoE for 33%, including any added damage from Assault tiles (the 200 P AoE is reduced by the target’s physical resist, but added splash from Assault tile damage is not). Splash occurs even if crystal was shielded. If target is a unit, its Armor, Soulstone, or Spike Armor (but not Helm) is destroyed.

Racial Passive:
+20% benefit to special tiles. Attack gives +120, Defense/Magic Defense gives +24%, Assault gives +360. Speed gives +3 move.

Warrior (3):
800 HP
20% P resist
200 attack (P), range 1
Infinite damage (auto-KO) if target is at or below 50% HP (25% crystal).
Move 2

Axe Thrower (3):
800 HP
200 attack (P), range 2
+200 damage after multiplicative bonuses, but before resistance, if target is above 50% HP (25% crystal).
Move 2

Witch (3):
800 HP
200 attack (M), range 3
Can use 1 AP to explode any KO’d unit in range 3, doing 50% damage (M) AoE around target. Range 3. Damage is increased proportionally by any HP upgrades the target has over its starting HP.
Move 2

Shaman (3):
800 HP
10% M resist
200 attack (M), range 2
Heals for 200% attack, revives for 50% attack, range 2
Heal/revival can chain twice if each target is in range 2 of the previous (see Appendix for details). First jump is 50% effective, second is 25% effective.
Can target full-HP units as long as at least one jump is to a damaged unit. Will never chain to caster.
Move 2

Chieftain (2):
1000 HP
200 attack (P). 2 attacks, Whirlwind (range 1) and Charge (range 4)
Whirlwind: Target takes 100%, AoE around Chieftain for 66%. Enemies 2 squares away from Chieftain (orthogonally, diagonally, or a knight’s move away) are pulled in by one square (see Appendix) . Pulled units take no damage, but are now in AoE range for next Whirlwind.
Charge: targets enemy unit or crystal, directly left or right only within range 4 and subject to LOS. Chieftain moves to square immediately in front of target (must be free), and deals 100% damage to target. No Whirlwind AoE or pull.
Move 2

Upgrades:
Sword (3): +50% attack
Spike Armor (4): +10% HP, deals 33% of any damage taken (as the same damage type) back to the attacking unit or crystal. Reflected damage cannot take attacker below 100 HP. Reflected damage will consume one-hit buffs like Engineer shields and Beer. Reflected damage is applied simultaneously with Dark Elves’ Life Leech (often resulting in no net effect).

Consumables:
Haunch of Meat (4): Targets one friendly. Heals for 700 and gives 275% attack power for one attack/heal.
Typhoon (3): Targets a column. All enemy units/corpses get knocked 2 spaces away from the targeted column. Units in the targeted column are knocked back towards the enemy start, unless they’re in the back row, in which case they get knocked forward (so you cannot “split” enemies in the two back rows). Crystals and friendly units block movement.

Racial Passive:
When a friendly unit is stomped/destroyed by an enemy, all friendly units in play that are not KO’d gain Bloodlust (+50% attack power). Whenever any unit with the buff attacks or heals, the buff fades from all units.
Does not stack. Does not activate when a friendly corpse expires at the end of your turn.

Spy (2):
650 HP
200 attack (P), range 1
If attacking a unit from behind, 400% damage.
Cannot be targeted for attack by a unit at range (except as a corpse), except a Pyro. Can be targeted by a unit in melee, by a Pyro, by a spell/item, or by enemy attacks that target corpses. Takes AoE damage normally if something else is the target.
Move 2

Scout (2):
650 HP
100 attack (P), range 1
When hit, jumps one square away from attacker (diagonal if attacker is knight’s move away). When the attacker has its own push/pull effect, the Scout behaves like any other unit. When hit by Chieftain, the Scout jumps back and is then pulled, usually winding up where he started.
No AP cost to deploy (and can be deployed at 0 AP).
Move 4

Soldier (2):
800 HP
300 attack (M), range 3
At range, knocks back target away from Soldier (diagonal if target is knight’s move away).
Move 2

Sniper (2):
650 HP
100 attack (P), horizontally with unlimited range, or any direction in melee range
Kneels at end of turn, giving +250 damage (before resistance) to first shot of subsequent turn, unless Sniper takes damage or moves before shooting.
50% damage against crystals (applies to Assault bonus, but not to kneeling bonus).
Move 2

Medic (2):
800 HP
10% M resist
200 attack (M), range 2
Heals for 200% attack, revives for 50% attack, range 2
Self-heals for 50% of any healing done, not including overheal.
Link to full-health ally in range 2 to increase their attack by 50%. Link lasts until target and Medic are more than 3 apart, Medic links/heals/attacks a different target, Medic takes damage, or target is KO’d (it does not break if target takes damage or Medic heals target).
Two medics can link the same target, resulting in 225% normal damage.
Move 2

Engineer (2):
800 HP
200 attack (P), range 2
Can permanently upgrade an ally’s attack power by 30%, range 2.
Move 2

Heavy (2):
1100 HP
100 attack (P), range 3
At range, cone attack deals 100% damage to main target and up to three nearby targets (see Appendix).
In melee, 200% damage, no splash.
If consecutive actions in one turn are spent attacking, +50 attack power each shot, not modified by Engineer/Medic bonuses.
Move 2

Pyro (2):
800 HP
300 attack (M), range 2
If target in melee range, also hits square behind for 100%.
Move 2

Demoman (2):
800 HP
200 attack (M), range 3, ignores LOS
At range, 100% to target, AoE for 50%.
In melee, 100% to target, no AoE.
125% damage against crystal, if crystal is main target (including Assault bonus).
Move 2

Upgrades:
None

Consumables:
Jarate (2): Targets one enemy unit. -175% to both resists for one attack.
Sandvich (2): Targets one friendly unit. 500 heal, +2 move for unit’s next move (buff no longer falls off if the unit is moved by any effect).
Respawn (2): Targets one KO’d friendly unit. Unit is returned to hand (ugprades are reset). No AP cost (and can be used at 0 AP).

Racial Passive:
1 AP refunded when an enemy unit is stomped or destroyed by a TF2 unit (but can’t move with 0 AP left). Doesn’t trigger from a train kill.

Shaolin_SplashScreen

Monk (3):SH-RaceStats_Monk-hd
1000 HP
200 attack (P), range 1
If target is unit, maximum HP reduced by 25% (computed from target unit’s base HP before upgrades). Does not stack. Expires if Monk attacks a different target, but not if Monk or target is KO’d. Due to a potential bug, debuff does not apply if Monk KO’s an un-debuffed target, but his previous debuff is still canceled.
Move 3

Windblade (3):SH-RaceStats_Swordwoman-hd
800 HP
200 attack (P), range 2
Attack jumps to up to 2 targets in AoE range of main target (see Appendix for details).  One jump does 50% damage and the other 25%.
Move 2

Poisoner (3):SH-RaceStats_Poisoner-hd
650 HP
200 attack (M), range 3
If target is unit, gets -50% to both resists for one incoming attack.
Move 2

Taoist (3):SH-RaceStats_Taoist-hd
800 HP
200 attack (M), range 2
Heals for 200% attack, revives for 50% attack, range 2
Heal clears any debuffs from allies.
Attack clears any buffs from enemies. Against Dwarf Shield, breaks shield but does no damage and gives no combo point. Against Beer, clears Beer before doing damage. Cannot remove Soul Harvest or Wraith HP upgrades, but does remove Mana Vial.
Move 2

Shadow (1):SH-RaceStats_Shadow-hd
1000 HP
20% M resist
100 attack (M), range 3.
Can revive any corpse (friendly or enemy) with 100 HP, range 3, not on enemy deploy tile (also, cannot melee-stomp an enemy on a deploy tile).
Actually destroys the corpse and creates a new friendly unit of the same type, so buffs/debuffs/upgrades are not carried over (and a new Monk can debuff a second target without canceling the first).
Move 3

Revived Units:
Revived units keep the racial properties of their old race. In the case of Tribe, the Tribe unit alone will Bloodlust if any friendly is stomped/destroyed. In the case of TF2, you get 1 AP only if the TF2 unit stomps an enemy. Revived Shaolin units can combo with other units on your team, but units of other races don’t generate or use combo points.
You can give Shaolin equipment to units that couldn’t normally wear it. Tribe/TF2 units will not have art for Armor/Helm upgrades (opponents watch out for this). Dark Elf units with Armor will use the Soulstone art. TF2 units with Swords will use the Engineer upgrade art.
A Revived TF2 Engineer can give the 30% buff to Shaolin units, which stacks multiplicatively with Sword upgrades.

Upgrades:
Sword (3): +50% attack
Armor (3): +20% physical resist, +10% HP
Helm (3): +20% magical resist, +10% HP

Consumables:
Combo Potion (2): Targets one friendly. 1000 Heal, and unit’s next attack adds one extra combo point to the target (added before the attack).  Against Dwarf Shield, attack does no damage but adds 1 combo point. If unit has already hit the target that turn, it still gets +200 damage and +1 combo point.
Combo effect does nothing on non-Shaolin units.
Dragon (2): Targets any square. Deals 600 M to target square, and and 450, 335, and 255 M to the three squares in front of it (towards Shaolin side).  Only damages enemy units/crystals or Bamboo.
Bamboo (2): Places a Bamboo on one empty square or corpse (stomping it, not allowed on enemy deploy tile).  Bamboo has 1200 HP, 0 resists, and can be attacked by players of either team (only blocks LOS for enemies).  Bamboo are not units for purposes of buff/debuff eligibility, Tribe damage bonuses, and preventing the end of the game, but they can activate Assault tiles.
Due to a current bug, a Taoist attacking a friendly Bamboo will remove any combo points before attacking.

Racial Passive:
When a Shaolin unit attacks a target, if it has not previously attacked that target that turn:
1) The attack does bonus damage if there are any combo points already on the target (combo points clear every turn). 1CP: 200, 2CP: 400, 3CP: 800, 4CP: 1600, 5CP: 3200.*
2) One combo point is added to the target.
The bonus damage is not affected by the attacker’s attack power, but it is affected by the target’s resist (it has the same type as the underlying attack).
If target is knocked down, no combo point is added, but this is of no importance.
Dwarf Shield prevents application of CP, except the 1 bonus CP from a Combo Potion.

*An attack with 6 CP is theoretically possible, but very unlikely in a real game (there isn’t even a graphic for a target with 6 CP on it). It does enough damage to destroy anything in the game.

Appendix

Gunner/Heavy Splash: A Gunner/Heavy on “o” shooting a target at “x” will splash to targets at “1″ first. It will splash to a target at “2″ only if there’s nothing at “1″ in front of it, and similarly for a target at “3″.

Range 2 (Gunner or Heavy)

2×2
1_1
_o_

__2
_x1
21o

Range 3 (Heavy only):

3×3
2_2
?_?  <–  Unclear what causes these to be only sometimes hit.
_o_

2__
1×1
__2
o1_   <–  It appears that this 1 is only hit if the 2 behind it is full.

(Note that the Heavy can hit 4 targets in this arrangement)

Wizard/Shaman/Windblade Chains

Wizard:

  1. The two jumps are computed sequentially–i.e. the first jump is determined without reference to what second jumps are possible. So the game checks all targets in AoE range of the main target, picks one using the priority sequence below, and then picks a third target in range of that one.
  2. In practice, this means that sometimes the first jump will go into a “dead end,” even though two jumps might have been possible along a different path.
  3. Shorter jumps are always preferred. Remember that adjacent jumps are shorter than diagonal ones.
  4. Amongst equal range jumps, the “straightest” is preferred (i.e. a jump in the same direction as the initial shot is favored over a 90-degree turn). Note: even if the first jump and initial shot were at different angles, the second jump is compared to the initial shot.
  5. Amongst equal-angled turns, a target further north will be favored.
  6. If all factors above are equal, a target further east will be favored*.

*NOTE: this is an asymmetry between the two players. The first player’s Wizard, shooting north or south, is more likely to have his shot turn toward the enemy backfield. The first player’s Shaman is slightly more likely to chain heal all way to a unit on the front line.

Shaman:

  1. As with the Wizard, the two jumps are computed sequentially (with range 2 instead of AoE range).
  2. The Shaman will always favor KO’d units over partial-HP units over full-HP units. It does not differentiate among different levels of partial HP. The Shaman will never chain to himself.
  3. Among targets with the same HP status, apply Wizard rules 3-6.
  4. If the Shaman’s chosen path consists only of full-HP units, the cast is not allowed. In particular, if the first jump would be to “dead end” full-HP unit, the cast is disallowed even if a different path would allow a heal or revive on the second jump.

Windblade:

Unlike for Wizard and Shaman, Windblade chains are both made from the main target.

  1. Compute first jump as though it were a Wizard. This target takes 50% damage.
  2. For second jump, repeat, ignoring first jump target (i.e. choose the target that would be second-higher priority under the Wizard rules). This target takes 25% damage.

Chieftain Whirlwind: When a Chieftain at “o” attacks:

12221
2xyx2
2yoy2
2xyx2
12221

Melee target takes 100% damage.
Other x and y take 66% damage.
1 pulled to x if x is free.
2 pulled to y if y is free (priority to whichever target is further west*, or further south).

*NOTE: this is another asymmetry between the players.

Order of Operations for Damage:

A) What is unit’s attack power?

  1. Base unit attack power (from above list).
  2. If standing on Attack tile, +100. If Wraith, +50 for each consume buff.
  3. All multiplicative modifiers, in any order (Sword, Scroll, Meat, Priestess debuff, Paladin aura, Medic buff, Engineer upgrade).
  4. If Heavy, +50 for each repeat-fire buff.

B) Damage done by attack

  1. Start with attack power (which can also be found in the unit’s tooltip window).
  2. If heal or revive, apply healer’s heal or revive coefficient and end. Otherwise continue:
  3. Range modifiers: Melee: 50% for Archer/Grenadier, 200% for Ninja/Heavy, 400% for Spy. Ranged: 67% for Gunner.
  4. Assault Tile bonus if target is crystal or Pulverizer AoE from crystal.
  5. All other multiplicative modifiers in any order: AoE/Chain reduction (Wizard, Void Monk, Grenadier, Annihilator, Pulverizer, Chieftain, Demoman, Windblade), Sniper crystal penalty, Demoman crystal bonus.
  6. Axe Thrower +200 or Sniper +250 bonus, or Shaolin combo bonus damage.
  7. Physical or magical resist of target (does not apply to Assault Tile damage).
  8. If Monk attack would leave target at more than max HP (due to Monk debuff), increase damage to leave unit at max HP.

35 thoughts on “Hero Academy Mechanics Guide

  1. Pingback: Detailed Hero Academy Mechanics Guide | Robot Entertainment Fans

  2. Pingback: Hero Academy Guidebook - GameThought » GameThought

  3. Please update with new sniper change(+200 attack on kneel) as well as other updates.
    Thank you!
    Otherwise exceedingly well done.

  4. I think the Witch corpse explode damage either has a wierd bug or it does more damage when exploding a friendly unit, more precisely 55% AoE instead of 50%.

    I’ve suffered twice witches with haunch of meat that explode friendly corpses for more than they’re supposed to. Specifically, last time a barebones Witch ate a haunch of meat, exploded a fallen corpse of another friendly witch and dealt 300 AoE damage instead of the 275 it should have (200 base damage + 175% from meat = 550).

  5. Yeah I’ve noticed it too, going back even before the last patch. I didn’t figure out the pattern though–I don’t think it always happens when exploding a friendly. Do you happen to remember if the exploded target had Spike Armor on?

    • Yes! In fact, the 2 times i suffered the “increased” damage the exploded targets had Spiked Armor on, i’m almost 100% sure of it.

      I had just assumed exploding friendly targets dealt 55% AoE damage instead of the usual 50%, but now that you say it, it might be a bug related to targets wearing Spiked Armor.

      But now my question is, could this be an intended “feature”? I mean, it would make sense that the spike armor works as sharpnel, thus increasing the AoE damage from exploding the corpse wearing it.

    • We have an official response to this in the official forums: http://www.robotentertainment.com/forum/topic/Witch-corpse-explosion-damage-bug

      It turns out it’s a feature, not a bug, quoting:
      “… any health upgrades the exploding unit has will be added into the calculation. [...]
      This is calculated by dividing the bonus health by the base health which is then used as a multiplier of the final damage to calculate the additional damage. [...]
      For a more simple answer, each piece of armor on a baseline 800 HP unit will deal an extra 10% damage on the corpse explosion.”

  6. Thanks, an impressive guide. I missed an explanation for the different damage caused by Dwarf Grenadier depending on the direction of the ranged attack, as shown by the last Meet the Dwarves Challenge, where attacking from the front causes +15 damage when compared to attacking from “below”. Are there general rules in place giving a little bit more damage if attacking from the front (excluding the Spy, of course)?

  7. One thing I’ve been wondering, What’s the damage type of Shaolin combos? magical, physical or same as the attacker? Could change the ending numbers against heroes with different resistances

    • Ah, that’s interesting. It’s not really a corpse; normal units can’t crush it except by deploying. Might be unintended.

  8. Turns out the Heavy at range 3 can also hit a unit that is directly above you’re X position in the third diagram. This was just reproduced in my current game, the heavy was above the target and do the right. Two spaces above X and one space to the right of it, for a total range of three to O. The secondary victim was one square beneath X putting the secondary target at range 4 to O (three spaces down, one space right). You may want to update your diagram with this information as this might have just cost me the match vs. TF as he was able to KO two guys at once due to the range-four hit on my second guy.

  9. Wonderful guide, thank you for your hard work, diligence, and attention to detail in this.

    One minor addition to the Soul Harvest description: You’ve got “where D is the total damage dealt to non-Crystals by the spell” and I’ve noticed that the Shaolin’s bamboo does not yield any +HP to the dark elves. So you may want to include bamboo in the description, (non-crystal/bamboo) or rephrase it to state “damage dealt to any active character” or something.

    (pretty nit-picky, I realize, but I thought I’d throw it out there anyway).

    ~Fritz

  10. Shaolin dragon *can* damage crystals. Just lost a game because I had relied on the info above that the dragon can “only damage units and bambo.” Great guide overall.

    • Interesting. Don’t know if I missed that before or if it was changed sometime. Sorry about your game!

      e: Ah, I just looked and it said “enemies and bamboo”, which meant enemy units or crystals. Will clarify slightly.

  11. I’m not sure why, but I just played a match where an unupgraded grenadier lobbed a grenade at my scout, and only did 50 AOE damage to my nearby spy. That doesn’t match up with the value that he is supposed to do (50%), so I just wanted to ask if this was a glitch related to the spy or if it’s related to the scout.

    X X X
    X Sp X
    X X Sc

    grenadier targeted scout at a distance.

    • Interesting; I think it’s a bug related to the Scout. If he gets knocked so that he’s 2 spaces away from the splash target afterwards, it seems he only does 50%.

  12. I happened across an amusing edge case. A Shadow stolen Tribe unit will Bloodrage when the Shaolin’s Bamboo is destroyed.

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Current day month ye@r *