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Heroes Guides
Hero, spirit and unit evaluation by team slot: which role each pick fills, which one it replaces, and when a swap is worth the investment.
16 guides across 13 games
Boom Squad Beginner's Guide: Spread Direction Beats Star Level
Boom Squad's fixed spread directions, the 20-power gate on ultimate evolution, and why a level 7 gold unit is not automatically the strongest pick.
Evo Defense Assault Guide: Mech Count, Affix Order and the 5-Mech Threshold
Evo Defense Assault math: one starred carry plus seven chargers, the 2/4/5 mech thresholds, the affix order that adds damage, and the Swordsman pivot.
Fish Kingdoms Lineup Guide: Why Lü Bu Belongs at the Back
Why Lü Bu belongs in Fish Kingdoms' back row, how the four-gift sacrifice lineup works, which spirit fish to socket, and why three units clear faster.
Legend of Elements Divine Skill Build Guide: Core, Actives and True Spirits
How Legend of Elements splits divine skills into core, active and passive layers, where true spirits unlock, and the resource order that keeps a build moving.
Legend of Mushroom Class Change Guide: First, Second and Fourth Class Choices
How the level 30 and 60 class changes work in Legend of Mushroom, what the sword, bow and spell trees do, and why lamp level and rune slots outrank the branch.
Lootborn Warriors Build Guide: Bleed, Frost Hammer and Fire Hammer
Three Lootborn Warriors builds compared: bleed stacks before the payoff, a frost hammer control chain, and a fire hammer crit window, plus the retainer rule.
Nobody's Adventure Chop-Chop Build Guide: Three Lineups and What Each One Costs
How a Nobody's Adventure Chop-Chop build fits three genies, one beast, four divine arts and a bloodline, plus what the combo-crit and dodge lineups cost.
Penguin Clash Beginner's Guide: Ranked Rules and Boss Damage
Penguin Clash ranked, explained: four teams on one map, 80 waves, three boss dungeons, and a draft that rewards the lowest-health team first.
Soul Chapter Beginner's Guide: Martial Souls, Soul Spirits and Slot Order
A first-week route for Soul Chapter: choose a martial soul, fit three soul spirits, order your skill slots and know when the dodge build is the wrong pick.
Stickman Heroes Beginner's Guide: Classes, Elements and Gear Rules
Stickman Heroes' class jobs, the partner element split, and the gear and rune rules that make enhancement free to move and synthesis strict.
Tomorrow Squad Beginner's Guide: Roles, Talents and Summon Builds
A Tomorrow Squad starting plan: pick a hero by map, read the three roles, and turn Dr. J's turrets into a summon build that covers the whole team.
Knock Knock: Room Defense Hero Tier List
A role-based Knock Knock: Room Defense tier list with real hero names, build-if notes, promotion targets, and a five-slot team template that covers every job.
Legend of Elements Tier List: Best Spirits
A role-based Legend of Elements spirit tier list: what each of the twelve documented SSR spirits does, which job it fills, and who to summon first.
Lootborn Warriors Beginner's Guide: Build One Hero, Reroll the Rest
A loot filter for Lootborn Warriors: choose a hero by job, keep drops that fit one build, and stop buying random items before your slots are stable.
Nobody's Adventure Chop-Chop Genies Tier List: Best Lineups
A role-based genie ranking for Nobody's Adventure Chop-Chop: what each buff does, which job it fills, and why a letter tier is not the whole answer.
Zhao Yun and A Dou Beginner's Guide: Merge, Summon, Hold the Line
A first-week route for Zhao Yun and A Dou: bun recruiting, grid placement, same-level merging, hero fragments and when to fire your active skills.