Field manual · Age 4 of 7
Hero Era: every unit, price and counter
26 champions, no armies. 26 units, from 300 to 300 gold.
The Hero Era is a stand-alone ruleset: lock it in and both sides play it for the whole match. There are no armies here — a hand-built counter web of 26 champions, each with a kit of its own: blinks, rewinds, charms, walls and executes.
Every champion costs the same muster, each is unique on the field, and a fallen champion pays double bounty and takes longer to muster again. Every pick has a predator; the game is choosing who to send into whom.
The Hero Era is a specialty age: it is picked on the setup screen and both sides play it for the whole battle. Spells cast in this age deal 1.3× their base damage. The fliers of this roster are Pheonexia, Sprocket, Astrion — troops without a ranged attack cannot touch them.
How to fight in the Hero Era
- Read the card before you muster. Each description names what the champion beats and what beats it.
- A champion's ultimate unlocks with upgrade levels, so one well-levelled champion is worth more than three fresh ones.
- Deaths are expensive twice: the bounty goes to your opponent and your remuster clock grows. Pull a losing fight back with Heal or Frost instead of feeding it.
Hero Era units at a glance
Every Hero Era unit
In card order, with the description the game shows when you hold the card. Stats are for a level-0 unit; each upgrade level adds 12% HP and damage to future spawns.
Aldric
Line infantry300 gold
The Oathblade: a spinning wall of oathsworn steel. Every third swing is Judgment — the full blade for everyone adjacent — and he regenerates once he has gone four seconds unhit. Level 6 unlocks the King's Verdict: an execute that grows with the victim's missing health and makes a lethal second life stay dead. Poison and fire hold his wounds open; the sky ignores him entirely.
- 620 HP
- 34 damage every 0.9 s
- Range 34
- Speed 60
- Melee · Regenerates
Torvold
Giant300 gold
The Walking Mountain: granite made ambulatory, behind a 200-point stone shell that regrows after eight unhit seconds. Hurls a Seismic Shard at ranged prey, slowing its victim and lending their speed to his advance, then wades for the thickest clump and swings boulders for fists. Level 6 unlocks Unstoppable Force — an unstoppable charge into the densest knot of enemies, stunning everything it lands on. Percent-health damage and executes are the picks that move mountains.
- 800 HP
- 40 damage every 1.6 s
- Range 42
- Speed 40
- Melee
Brakk
Giant300 gold
The Deathless Brute: every kill feeds the Bone Furnace — permanent max health, all match. Level 6 unlocks Death March: killed, he stands back up for six berserk seconds, attack speed doubled, health draining to nothing. The enemy pushes past a dead tank and the axe comes up behind them. Kiting beats both of his lives.
- 900 HP
- 40 damage every 1.3 s
- Range 42
- Speed 48
- Melee
Charles
Ranged, anti-air300 gold
The Boomerang Brawler: a human boomerang thrower whose rage bar fills as he fights — and transforms him into Mega Charlie, a boulder-fisted melee giant, for fifteen seconds before he returns to human form, exhausted. Level 6 unlocks MEGA CHARLIE!: the transformation becomes a leap onto the thickest clump, landing as a stunning slam. Defeat Charles before the bar fills, or keep your distance from the giant.
- 300 HP
- 16 damage every 0.8 s
- Range 240
- Speed 80
- Ranged
Oozo
Cavalry300 gold
The Splitting Ooze: a blue slime puppy who lashes enemies with a stretchy tongue and pounces past the frontline onto the backline. Killed, he divides into four little slime pups — and if any survives eight seconds, they reform into Oozo at half health, once; the rebuilt body stays down when it falls. Level 6 unlocks the Big Bounce: a stunning splash for everything around him. AOE that kills all four pieces at once is the real answer.
- 700 HP
- 30 damage every 1.2 s
- Range 36
- Speed 58
- Melee
Rhona
Cavalry300 gold
The Wrecking Kick: huge metallic boots carry her in flying kicks past the frontline to the carries behind it, protected by a recharging blast shield. Level 6 unlocks The Warrant: she locks the enemy's biggest hitter, arrives boot-first, and reads them their rights. Blinks, charms and rewinds are how a backline survives the warrant.
- 520 HP
- 36 damage every 1 s
- Range 34
- Speed 70
- Melee
Eira
Ranged, anti-air300 gold
The Emberbow: a scarlet archer whose blazing arrows slow enemies as she keeps her distance and picks flying targets from the sky. Level 6 unlocks Inferno Arrow, a lane-length fire arrow that stuns the first champion it finds. Wind walls and close-range pressure can interrupt her barrage.
- 240 HP
- 26 damage every 0.8 s
- Range 340
- Speed 58
- Ranged
Wrangler
Ranged, anti-air300 gold
The Longsight: a cowboy sniper who plants his boots and fires one heavy round, then works the bolt before firing again. He seeds snap traps up the lane. A trapped (or otherwise rooted) target eats a 2.5x Headshot. Level 6 unlocks Ace in the Hole: one round, any wounded champion, the whole lane long. Chill and fourth-shot rhythm disrupt his firing line; splash and siege bombard the nest.
- 220 HP
- 60 damage every 2.2 s
- Range 400
- Speed 58
- Ranged
Flit
Ranged, anti-air300 gold
The Untouchable: carries a boombox that fires blue sound waves, then uses Blink Step to escape nearby attackers every six seconds. Level 6 unlocks Sonic Barrage: a huge blue sound wave across the entire lane, hitting flying enemies too. Sustained pressure can corner him at the field edge.
- 230 HP
- 27 damage every 0.9 s
- Range 330
- Speed 66
- Ranged
Bedlam
Ranged, anti-air300 gold
The Mad Gunner: she sports a golden afro and reads the field with Gunswap — three or more enemies clumped eat a splash rocket, loners eat minigun rounds — and every kill is a Kill Thrill: faster everything for four seconds. Level 6 unlocks the Doomsday Rocket, aimed at the most broken champion on the field. Rockets arc: the sky is entirely safe from her. So is anything behind a wind wall.
- 230 HP
- 20 damage every 0.7 s
- Range 340
- Speed 62
- Ranged · Cannot hit fliers
Endo
Ranged, anti-air300 gold
The Showman. Whisper fires three shotgun blasts, then an iceball that deals double damage plus a cut of the target's missing health and chills for two seconds. Each blast spreads its damage across five pellets. A four-second theatrical reload follows. His shoulder petals count the loaded shots; blue marks the iceball. Level 6 unlocks Curtain Call: three lane-piercing blasts, then a double-damage iceball. Survive the finale, then punish the reload.
- 210 HP
- 38 damage every 1.1 s
- Range 350
- Speed 56
- Ranged
Kismet
Ranged, anti-air300 gold
Hush and Fang: a spirit archer and her little pet wolf. Fang joins her on every muster, follows her, and bites nearby enemies. Either partner can claim her marked champion for a permanent damage stack. Fang has his own health and leaves when Hush falls. Level 6 unlocks Fate's Reprieve: a circle under a falling ally where neither side can die.
- 250 HP
- 24 damage every 0.75 s
- Range 300
- Speed 68
- Ranged
Prisma
Caster300 gold
The Lightweaver: her bolt is a Light Snare — the first thing it strikes is rooted mid-stride, and no ordinary shield stops it. Wind Wall catches the travelling snare, but Level 6 unlocks Prism Lance: an instant beam the length of the lane that no wall can stop. A diver on her face between casts is the whole counterplay.
- 210 HP
- 78 damage every 1.8 s
- Range 360
- Speed 50
- Ranged
Vipa
Caster300 gold
The Serpent Charmer: a mage with one long snake tail. Her orb pierces the enemy line, and every nine seconds her Charm makes the nearest enemy walk toward her with its weapon lowered. Level 6 unlocks Foxfire Waltz: three darting foxfire casts and a hop out of reach. Shoot her from farther than a kiss can travel.
- 230 HP
- 52 damage every 1.4 s
- Range 320
- Speed 64
- Ranged
Pheonexia
Air interceptor300 gold
The Fire Phoenix: a great bird of flame whose travelling fire breath ignores shields and reaches flying enemies, but breaks on Wind Wall. Killed, she falls as a fire rebirth egg: protect it for six seconds and she returns at half health. Level 6 unlocks Fire Tornado: a five-second stationary vortex of flame over the thickest enemy clump, unaffected by Wind Wall.
- 260 HP
- 63 damage every 1.6 s
- Range 330
- Speed 52
- Flying · Ranged
Sprocket
Siege300 gold
The Bomber Pilot: Sprocket flies a propeller plane over the battlefield, dropping explosive bombs on ground enemies and dealing triple damage to castle walls. Ground melee cannot reach him, but anti-air weapons can. Level 6 unlocks The Big One: an oversized bomb dropped onto an enemy cluster.
- 220 HP
- 48 damage every 1.5 s
- Range 385
- Speed 55
- Flying · Ranged · Cannot hit fliers
Samrye
Line infantry300 gold
The Starblade: Samrye advances while throwing stars at ground enemies within 260 range, then fights with his katana up close. After the first five seconds, Sweeping Step can dash onto and cut a retreating ground shooter. Level 6 unlocks Skyfall Slash: a damaging, stunning tornado down the lane, followed by a high leap and a downward katana strike on landing. Interrupting the leap cancels the follow-up strike.
- 500 HP
- 30 damage every 0.75 s
- Range 36
- Speed 78
- Melee
Enzo
Line infantry300 gold
The Comet Sabre: a goggled fighter in a baseball cap, black cloak and green shorts, wielding a pink sabre. He falls like a comet onto a random nearby ground enemy, then fights in melee; every third hit on one target bursts harder. Level 6 unlocks Meteor Crash: below 30% health, he crashes down with a larger, stronger blast.
- 350 HP
- 28 damage every 0.85 s
- Range 34
- Speed 82
- Melee
Malachar
Duelist300 gold
The Usurper: Malachar wields twin lightning hammers and heals for 5% of the damage he deals. He hunts the costliest enemy and possesses any champion he slays, fighting in their form. Level 6 unlocks Regicide: a dash and thunderous hammer strike onto a wounded champion. Burst or deny his healing before he earns a body.
- 460 HP
- 33 damage every 0.9 s
- Range 38
- Speed 75
- Melee
Howler
Line infantry300 gold
The Blood-Scent: a hulking bear with heavy claws and a glowing chem tank. Howler sprints 50% faster toward prey below half health, and attacks on wounded prey restore 2.5x as much health while he is below one-quarter. Level 6 unlocks Savage Pin: a crushing pounce that stuns wounded prey, deals damage and heals Howler. Full-health discipline gives the hunt nothing to smell.
- 550 HP
- 34 damage every 1 s
- Range 36
- Speed 74
- Melee
Gravelord
Duelist300 gold
The Iron Shade: a short, stocky revenant with red eyes and dark armor, wielding an oversized mace. Three swings light Gravefire — 6 damage plus 0.8% max HP each second to everything beside him, with an 8% pursuit surge while he keeps swinging. Level 6 unlocks the Barrow Realm: he drags the nearest enemy champion into a private duel beside a red tear and seizes 5% of their might until it closes. Their healer cannot follow.
- 620 HP
- 42 damage every 1.2 s
- Range 40
- Speed 55
- Melee
Ferrick
Line infantry300 gold
The Shackled Dead: a zombie prisoner in ragged striped clothes. Every twelve seconds, Ferrick throws his chains to grab, stun and drag the nearest enemy shooter into reach. Nearby enemy deaths feed his shackles with souls, granting permanent damage and health. Level 6 unlocks Soul Cage: a spectral prison that damages and slows clustered enemies.
- 460 HP
- 26 damage every 1.1 s
- Range 40
- Speed 58
- Melee
Seren
Support300 gold
The Starmender: the era's healer — a constant stream of starlight into the most wounded ally in reach. Healing is regeneration, so fire and poison on the PATIENT shut it off: the counter was already in the rules. Level 6 unlocks Wish: every ally on the field, healed at once. Kill her first. Everyone knows. She knows.
- 200 HP
- 10 damage every 1.5 s
- Range 300
- Speed 55
- Ranged
Nettle
Ranged, anti-air300 gold
The Underfoot: a tiny furry scout who throws green poison bombs. Each lob bursts on impact, splashing nearby enemies with venom that stops regeneration, sustain and raises. His first bomb and every fourth throw after it also blind, making basic attacks miss. He is fragile but returns in a flat eight seconds forever. Level 6 unlocks Poisoned Apples: hidden fruit traps left where he stands, bursting with poison and slowing nearby enemies when triggered.
- 180 HP
- 12 damage every 0.7 s
- Range 260
- Speed 85
- Ranged
Mourne
Line infantry300 gold
The Bonekeeper: a green ogre in a flowing cape, commanding three flying skeleton birds from the moment he arrives. His Flock Command marks and slows prey, sending his birds to swoop and peck it. Nearby unburned corpses add birds to his flock. Every third fist strike hits harder and heals him unless fire or poison holds the wound open; a bird attacking the same enemy adds a 5% max-HP hit. Level 6 calls the Sorrow, a great skeletal raven. The flock crumbles when its ogre falls.
- 380 HP
- 32 damage every 1.1 s
- Range 38
- Speed 55
- Melee
Astrion
Air superiority300 gold
The Star Dragon: a powerful celestial dragon with broad wings, four clawed legs, golden horns and a long scaled tail. He hovers beyond the battle line and fixes his Starfire Breath on one victim; the ray grows stronger while the channel holds. Three orbiting stars scorch nearby enemies on the ground or in the sky. Every kill adds a permanent Starember stack. Level 6 unlocks Falling Star, blasting a ground cluster and dragging survivors inward; at twelve stacks, it finishes enemies left below 15% health.
- 250 HP
- 48 damage every 1.4 s
- Range 400
- Speed 42
- Flying · Ranged
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