Welcome to /r/CastleClashThis subreddit is for discussion of all things Castle Clash! Title says it all.I am currently debating between Minotaur and Santa for the 5/8 war god. Vlad already has 6/8 war god so he is ruled out. I also rolled a ghoulem with 4/8 tenacity which is not terrible.I currently sweep HBM T and Insane 4-10. I would like to progress in both HBM and the new insane dungeons when they are released.I have enough cards to double evolve Santa and would need to spend 60K shards to double evolve Minotaur. I do not see myself using Minotaur for HBM but definitely will be using him for the insane dungeons. Santa will most likely be used for both HBM and insane dungeons.Here is a screenshot of both current heroes.Any recommendations are welcome:).
There's no wrong choice. What we do in the shadows episodes. Mino with WG deletes dungeons. SB with WG deletes parts of dungeons.
Eventually you'll probably want revite on mino though - that tends to be the trend. And 4/5 revite on mino does have uses in tough dungeons. It has 0 use in arena/lb. 5 revite has uses in all areas.edit: Talking to top-tier players, people who have 8wg and 5vite mino (i'm at 5 vite and sadly only a 4wg spare so far), they say WG on Mino is the priority unless you care about arena. Because of what I mentioned:mino clears dungeons, SB clears parts of dungeons.
Castle Clash vs Stormfall: Age of War is perhaps one of the most marketed mobile MMO strategy game aside from Clash of Clans. The game features an addictively competitive gameplay where players will build and design their own bases, complete with defenses, heroes and their own army. They can also send their armies out to conquer other players. However, the game opted to include some elements of RPG into its gameplay, allowing players to use their armies to battle epic bosses with friends, have intense hero-vs-hero showdowns, or be part of a massive Guild-on-Guild war.
The game even has co-op modes for those who aren't huge fans of PvP as well as adorable pets to collect.Castle Clash is perfectly designed for fans of games like Clash of Clans, and though it may not be as popular as the latter, it is still a pretty good alternative game to play. Do give it a try! Is one of the most successful MMORTS games Plarium has ever developed. In this game, you will need to learn how to manage your empire’s resources and army as you grow slowly into a mighty force that the world will be forced to reckon with. Attack or ally with other players to gain benefits, in the form of pillaged resources or reinforcements, for your empire.
Learn the ways of the Lost Art to improve your buildings as well as to unlock new units, contraptions and even beasts. Coordinate with your allies and guild, and all the other empires will gradually fall at your feet.
So, do you have what it takes to forge your own legacy and make sure that history takes note of your empire? Platforms Categories More Lists.
By time I don't mean sitting around and waiting for buildings to upgrade like Clash of Clans. I mean Time spent in the game improving your account. Castle Clash has created so many game modes it is unreal. This is one of the reasons I enjoy Castle Clash so much because you can play for hours and still have something to do. Thus I like to call this game Clash of Clans 2 because it is the better game;). In order to become and maintain a top account you need to follow all of them.
This includes HBM, Hero Trials, Raiding, Dungeons, quest board, Lost realm, Lost battlefield, Arena, Hero expeditions, Storm Mesa, Wretched Gorge, Torch Battles, Boss fights, and even Building upgrades. You need to put certain times aside throughout your day where you can use up your tries and complete certain in game tasks. Doing these things can quickly make you a top player because not everybody can complete all of these tasks. Nobody can make it to the top of the Castle Clash leaderboards without spending money. Lets be honest, IGG makes us spend loads of money to stay at the top. Rolling for heroes is extremely important because almost all legendary heroes serve their purpose, making all of them necessary. I'll tell you why this is.
Currently every Castle Clash account needs to have a Pumpkin Duke in order for their account to be successful. Because Pumpkin Duke is so overpowered that without him you didn't stand a chance against other players. This is proving to be less and less true because IGG continues to reach more over-powered heroes, which in a way is rebalancing the game. For example many people can solo HBM J with just Vlad Dracula, and in arena Harpy Queen can slow down the enemies Pumpkin Duke so much that you win before the enemies Pumpkin Duke can even Proc!
Castle Clash is releasing all these new heroes so that one hero will not be the downfall of your account. If you think about the most recent heroes released you will find truth in what I am saying. Santa Boom, Vlad Dracula, Harpy Queen, Warlock, Treantaur, and Skull Knight!
All of these heroes are extremely over-powered. This is why you need to roll for heroes because all the new heroes being released by IGG are essential!Talents are just as important for your heroes even though they cost twice the gems. Having great talents can make or break your hero. If you are trying to grow in Player v. Player game modes like arena then revitalize is your talent. 5/5 revitalize is essential on Cupid and Aries in the arena. Being in a top level guild is extremely important in Castle Clash for 4 main reasons: Torch Battles, Boss Fight, High level Mesa, and camaraderie.A high level guild can almost guarantee 800 shards and 10,000 Honor Badges twice a week in Torch Battles.
Top guilds hardly, if not ever, do not get max rewards. Top guilds usually challenge the level 3 boss.
Being able to kill Boss 3 daily can grant up to 14,300 honor badges which is amazing, especially at the early stages of your account. Storm Mesa is vital in your account progression, plus Doing Storm Mesa with your guild is a lot more reliable than with random people.
It will allow you to get your turns out of the way quicker, and at a much higher success rate. All top guilds can easily run Mesa 4 100% of the time. So if you can join a guild that is doing Mesa, then prepare to reap the rewards.
The average mesa 4 chest ranges from 70 - 350 shards per chest! Lastly, I find camaraderie to be the most important. Rising to the top of the game would not be any fun as a lone wolf. Having the camaraderie of a guild of players all trying to reach the same goals is incredible. It makes Castle Clash feel like it is more than just a game, but a group of friends having fun. Not only can you find friendships through the game, but they can also help you reach your goal.
They provide you with tips, base setups, and so much more. An app called Line Chat can really bring a guild together too.
It allows everybody to communicate more easily. If you would like to add me on Line Chat for anything my ID is: Brilliantkiller24If you need a new base setup watch the video below for any base setup from town hall 8 - 15. A lot of people say to keep your might low and let it grow as your heroes progress. However, I believe you should boost your might as soon as possible!
The photos above are my account in the Windows Castle Clash server. That account was only made 50 days ago, and look at those rankings! I did that by raising might right away! Raising your might has so many positive results such as Better daily rewards, more honor badges and merits earned in hero expeditions, more experience books earned from the quest board, and a hero boost in arena!
The only con of boosting your might is the increased difficulty in raiding. However, you won't have to deal with it for long because your heroes will grow so much faster with your higher might! So raise your might so you can reap your rewards! The three main ways to raise might: Fill your heroes altar with legends, level up your legendaries, and INSCRIPTIONS. Castle Clash's Lost Realm is one of the most important game modes in the whole game. Because of second talents.
Anybody can spend all their money to get the best talents in the game, but you can't buy second talents. This is where the dedicated prevail. Keeping track of your lost realm proves its worth. Getting high level secondary talents proves to be a pain in Castle Clash. The low levels are easy, but the high ones are nearly impossible to reach.
You need to obtain 4 level 1 crests to combine to make a level 2 crest. Then, you need 4 level 2 crests to make a level 3 crest, thus meaning you need 16 level 1 crests to make a level 3 crest, and so on. You can see why the lost realm can be such a grind.Some Tips to having a successful Lost Realm:. Level your crystal mines as high as possible. Always have your gold vaults full when doing your lost realm.
Spend gems on the level 2 crests in the merchant. Refresh you Lost Realm at least once or twice a day. Have high level friends on your friends list for Here Be Demons. Check back every 12 hours to use your stamina. For more information on managing or withdrawing consents and how we handle data, visit our Privacy Policy at: Show Details NecessaryHubPages Device IDThis is used to identify particular browsers or devices when the access the service, and is used for security reasons.LoginThis is necessary to sign in to the HubPages Service.Google RecaptchaThis is used to prevent bots and spam.
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'Sniping' is shooting at someone doesn't know you're there - and thus, someone who cannot shoot back. In Castle Clash, most hero-on-hero attacks happen in the range of the target hero, so that the defending hero can either hit back simultaneously or at least move to close the range so as to hit. (Rarely you'll get a situation where a hero is near the edge of his range and is targeted; in this case, he'll retreat to his hero base drawing the enemy within targeting range.) Put generally: a hero's target can always hit back. However, that is not true of procs - many heroes have the ability to do proc damage at range, and defensive enemy heroes in many of CC's subgames will never attack unless their hero base is within a certain range of an attacking hero. So it is possible to snipe them. That's the general idea for sniping: you find something safe to beat on - typically, not a hero - which will generate lots of procs, and you use those procs to remotely kill the enemy heroes.Why Snipe?
Why is sniping useful? It's useful because it allows you to take on heroes (and thus, bases) which you could never beat in any other way.For example, consider the 2nd most overpowered hero in the game: Skull Knight (SK). SK has among the highest hitpoints per level in the game, and his proc - which lasts 10 seconds out of 12 - caps the damage you can do to him. Also his proc boosts his damage to stratospheric levels.
Any competent player will have lifedrain 4+ on his SK, so that even purely alone, he is nearly impossible to kill in a toe to toe fight with any normal hero or group of heroes. He attacks faster, hits ridiculously hard, and heals himself fully in every hit.
If you get anywhere near him, he'll attack and proc, and then it's game over for you. Beating a high level SK toe to toe is very hard. It's also not super easy by sniping, because of SK's monstrous hitpoints. (I didn't yet mention his inherent Revive 8.) But it's often at least possible, and when possible, it's very low risk.
When you're sniping, all you need is enough buildings, walls, and/or troops that are out of his range. So long as you can grind through hitpoints out of his range, you can keep damaging him without his retaliation.
He never procs to cap the damage. He never hits you to stop the damage. And he never hits to heal himself.
Eventually, when you've ground enough hitpoints, he dies without ever attacking even once. So, one answer to 'why snipe' is: to beat those pesky Skull Knights.More generally, sniping is a method to beat heroes that you cannot beat safely, or beat at all, in other ways. Beyond that, another answer to 'why snipe' is to keep the risk of attack low. If you are attacking a base which you don't know you can beat, sniping usually allows you to abort the attack without losing heroes if it doesn't work as you thought.
This allows you to raid without waiting for heroes to revive, or to do expeditions and guild wars battles more safely. (I review the particular twists of each subgame below.). Many heroes have procs that do no damage at all, or whose procs are not long range; obviously they cannot snipe.Of those heroes who proc with a ranged attack, most will target any non-wall enemy thing: heroes, troops, and buildings. These heroes also are not good for sniping, because there are a lot of buildings, and few heroes. These heroes will mostly hit buildings with their procs, which is doubly bad.
It's bad because they are 'wasting' procs on a non-threat; and it's bad because buildings are the source of the hitpoints you're using to snipe with. If you eliminate the available hitpoints that are out of range of enemy heroes, you will move in and come into contact with the enemy heroes before the enemy heroes are dead. One interesting thing that thinking about snipe efficiency implies is that your hero's attack number and attack speed are relatively unimportant. To see this, consider a hypothetical sniper with attack 5000, hitting a building with 70000 HP. Every seven hits, he procs. So, after 14 hits, the building is down and he has procced twice. Each proc has 5000 HP as the base for computing proc damage.
Assume that the proc gets 200% attack against one enemy hero (no actual hero does this). Then he will do 20000 damage remotely. 70000 building HP have been consumed, yielding 20000 HP of sniping.Note that the attacker's attack speed has no effect on this conversion at all, other than how long it takes. If his attack speed is 1000ms, it takes 14 seconds. If his attack speed is 1500ms, it is 21 seconds. Less obvious is that the sniper's attack number also has no effect on the snipe efficiency.
It affects only how long it takes. To see this, consider what happens when we evolve the hero, and get his damage up to 10000. Now he kills the building in 7 hits, and accordingly procs one time only. This proc does 20000 damage: 200% of the 10000. So, 70000 to 20000. The sniper has the exact same efficiency.
What this means is: don't worry too much about evolving your snipers or getting their levels really high. I find evo1 180 is fine, and indeed I did pretty well even with level 160-180 non-evo'ed snipers.
What matters most for sniping is the snipers' skill level. Get those skill levels up! Now let me back off of that somewhat. For one thing, evolving your snipers is good because it allows them to have an artifact, which can be helpful in ways outside of damage production. Also, higher level snipers have more hitpoints, which allows them to deal better with damage from towers, autoproccing enemy heroes, and other sources.Another reason for higher level snipers is that higher attack can actually increase sniper efficiency; this happens when an attack kills a thing and there is overkill. You get energy per blow regardless of damage done, and proc damage is not based on the damage that the triggering blow dealt, but on the sniper's attack stat. Overkill effects are most relevant when you are using a sniper and he wades into a group of troops.
Most kinds of troops he will easily one-shot; his procs still do full damage. Here, you want the highest attack possible for your sniper.(Note that overkill on proc attacks works the other way, lowering efficiency. But since overkilling heroes is not possible without killing them, and killing them is what you're trying to do, it's usually not a problem. Also, there are far fewer hero targets than buildings plus (maybe) troops and walls. So in general, high levels benefits the sniper.). Also, while attack and attack speed are not that important, you do want enough of them so that your primary sniper can go through most of a high-level base in about 2 to 2.5 minutes.
Since you have three minutes per attack, this leaves 30 to 60 seconds for cleanup, which is usually plenty. (Sometimes a nest of highly garrisoned magic towers can take quite a while to break.) If you find that you're running out of time in an average sniping attack, you should work on getting your snipers' levels up. Another problem is that Pixie flies.
Fliers never target walls, so there are a fair number of bases that other heroes can snipe that she can't. This matters when raiding in particular, because you cannot choose which heroes to bring to a raid on a per-base basis.
However, it also matters (albeit less) in any mode, simply because your resources are finite. Experience and hero shards are finite. Every experience point or skillpoint that you spend to develop Pixie can't be given to any other hero. And while you can in theory swap around crests and artifacts on the fly, doing so is a pain in the ass. Thunder God is an often overlooked sniper. I know I stopped using mine for a long time; indeed it is only writing this article that I seriously started using him. The problem is, of course, that his proc is at least somewhat unpredictable; it can hit anything.
Castle Clash Best Hero For War God
But it's not nearly as random as you might think, and its randomness does not always matter. I love my TG now.TG's sniper efficiency can be huge due to the large amount of damage his procs do and their area effect. But even when 6 heroes are present it won't necessarily hit all of them, or even any of them! TG loves to proc on the enemy townhall, and if within range (seems to be about 1/3 of the playfield edge) will usually choose to hit it. So he's often unusable in the sense that he expends way too many of the hitpoints he is consuming to nuke the townhall. However, if you can arrange to drop him and keep him far from the townhall, or else to take down the townhall first (with some other sniper, or sometimes TG himself), then he can be excellent. In my experience, if the townhall is not available he'll often target troops.
But after that, he prefers heroes. He does this often enough to use in any game mode.
In a raid, if he doesn't do what you expect, you can always take the loss. In Expeditions and in Guild Wars, you can keep restarting until he does open up on enemy heroes.
Once he starts hitting them, he tends to keep doing so. From observation, I think that once TG selects a target for his proc, he'll keep hitting it until it dies. Only then does he retarget the proc.
Unlike any other sniper, TG is a melee-ranged attacker. This is both a strength and a weakness. It is bad in the sense that in general TG cannot snipe for as long as other snipers can before being engaged by the enemy, because he has to go closer to any given building. However, it can be a real strength in giving TG a path that a longer-range hero won't take. Often people put buildings along a both sides of wall around their base.
Because TG must be right next to a building to hit it, when he kills it often the next building on the outside will be his next target. By comparison, a ranged hero hitting the same building is much further from it, and to the ranged hero a building on the other side of the wall is closer. The ranged hero will fly over the wall, or run around it, and end up engaging enemy heroes sooner. Apart from his weaknesses, though, Griz is among the better snipers. He does very good damage, and with high skill can affect every defending hero at once (which makes him more predictable).
Also, like TG he is available to buy with shards. He should be the second hero you buy with shards, after TG. Finally, Griz's proc has the useful side-effect of self-healing, albeit a modest amount.
Retrieved March 15, 2013. Monsters vs aliens pc game download. Archived from on March 25, 2013. From the original on 2013-10-22.
You'll still want Lifedrain on him, but his self-healing means he can get away with a bit less of it than other snipers. But the most powerful thing about Aries is that Silence disables not only skills but also many talents. This includes Revive. That is, if you kill a hero with Revive while he is Silent, he doesn't revive. This is generally not that important, because most Revive talents are coming from crests and only revive with 15% or 20% hitpoints. Usually if you can snipe a hero at all, getting another 20% is also doable.
However, Skull Knight has Revive 8 - he revives with 100% hitpoints. Without being Silenced, he's almost always the last enemy hero to go down, and often his sheer hitpoints (along with his unbeatable toe-to-toe abilities) are the reason why a sniping attack fails or has to be aborted without three stars. So, it's a big deal to have a way to kill SK on the cheap. Note that Calamity does not impose Silence (and thus disable Revive) until after the damage associated with that Calamity.
In other words, by himself and using only procs, Aries cannot kill heroes without them reviving. He can only do it if accompanying some other sniper, or in toe-to-toe combat. The way I use him is to put in my primary sniper (Warlock) first. Then I watch the enemy SK and put in Aries when the SK is nearing dead.
It doesn't always work, but when it does, it's awesome. You can often try to kill SK this way repeatedly in Guild Wars or an Expedition, quitting and restarting until you succeed. Talents and CrestsIt is highly helpful for a sniper to have lifedrain. In fact, I'd say it's mandatory. Although it is possible to snipe a few relatively common base designs without healing, most enemy bases have bombs and towers that you need to tank; also there are some defending heroes that can proc defensively.
Even level 2 lifedrain makes a big difference, but I would want at least lifedrain 4 on my primary sniper, and even then there are bases that put out unsustainable damage. I have level 6 lifedrain on my Warlock (evo 1 189), and he still occasionally runs into bases sporting massed high-level and highly garrisoned arrow towers that are simply too hot for him to handle. It's rare, but it happens, particularly in Guild Wars.Excepting lifedrain, other talents are not that important. You definitely do not want Slow Down, Heavy Blow, or Deadly Strike. These crests get extra damage against their possessor's main target, but no extra procs or extra proc damage; that means they decrease your sniper efficiency. You should become familiar with these kinds of bases to the point where you can detect one that is weak.
A weak base will have some flaw in it that allows you to snipe. Most common are 'V' bases where they did not make the walls thick enough at the point; this permits you to beat on a thick wall using one, or sometime two, snipers. Sometimes you'll see 'brackets' bases with too thin walls; here you may get a sniper on either wall beating on it. 'X' bases don't tend to have any obvious and common failure modes beyond low-level heroes and troops. 'Four Corners' is still fairly common.
It has centralized heroes and a surrounding wall with openings on two sides, but the key feature is four clumps of buildings in the corners. This is a moderately effective anti-sniping defense; a single sniper obviously cannot do it alone. But four snipers - or three, and a Cupid or Druid to amp them - often can. This depends on the defending hero levels: if they are non-evo 180 or lower, it will probably work. Above that, maybe or maybe not.
If they have troops and you have at least two of Pixie/Aries/Warlock, it will probably work. Expeditions are similar to raids, with two main exceptions. First, you can use any of your heroes, and you get to use up to 10 of them at a time.
(The actual number depends on your nobility.) Second, if you quit out of an expedition attack before getting any stars, it doesn't count, and you can try again. You do lose any heroes that died for the remainder of that expedition. (This is one reason sniping is very helpful in expeditions. It's probably the mode where sniping is most important for doing well.). In general, you can three-star many bases on an expedition that you could not in a raid, simply because you can 'zero-star quit'. That is, you can quite and restart as many times as needed to get a relatively rare event. For example, having your Warlock hit an enemy SK with each of his first three procs is pretty rare.
(Assuming 6 enemy heroes, it's about 1 in 8.) But if you need it, and you have the time to play, you can keep trying until it happens. Similarly, if you need a sniper to path just so in order to get him to beat a wall, you can keep trying slightly different drop spots until he does.
One trick I have for sniping on expeditions is that I have a level 1 Cupid that I occasionally use. (I call him miniCupid.) The idea is that a level 1 hero does very little damage, and therefore will practically never manage to kill even a single building; so he costs almost nothing in terms of using up building hitpoints. But Cupid's skill effect does not depend on his level. So you can get Cupid-injected energy without losing building hitpoints. I boosted miniCupid's skill to level 2, so that he gives 15 energy and +15% damage when he procs.
Note that his +15% damage does not increase sniper efficiency (just speed), but his +15 energy does boost efficiency. I use miniCupid occasionally when I am facing a base where I try a few times but I find myself falling just short of a safe win using my main sniper(s). Just be careful. You can't place miniCupid in the range of any tower except cannon towers (which can't target flyers). Also, any defensive hero who can auto-proc will kill miniCupid in one shot. Before using a miniCupid, carefully scan the enemy hero lineup to make sure there are no autoproccers. (Heroes that autoproc: Warlock, Dread Drake, Harpy Queen, Phantom King.) Even when there is an enemy autoproc, sometimes you can snipe for a while with your main sniper, then when the enemy autoproccers are all dead, put in miniCupid in a corner.
There is no other hero that in miniHero form will increase sniper efficiency. There are several heroes that might have marginal benefit as miniHeroes. For example, a miniAries could be nice in dealing with enemy Skull Knights and other heroes with Revive. I have not tried that, though; perhaps if you have a lot of extra Arieses you might. One other thing you might try is a highly skilled miniCupid. Upping Cupid's skill won't help, beyond a point, for the heroes with cooldowns.
However, for TG and Griz, who lack cooldowns, any amount of extra energy injection will help. There are also a number of heroes that in miniHero form might be useful to aid toe-to-toe fighting. But since this is a sniper guide, I'll leave that to you. Guild Wars bases range from very hard down to very easy, since you can attack any base in the enemy guilds. But in general you'll want to attack the hard ones, since they give more points.
As such, Guild Wars bases tend to be much harder than expeditions and harder than raids. You'll often run into maxxed out towers with full level 7 garrisons, in a base with full level 200 evo2 heroes including SK, Ghoulem, and Dread Drake. These can be challenging even when they not well designed.As with expeditions, because a zero-star quit doesn't count, you can scout out an enemy base. In fact in a Guild War attack you can scout even further, since you can get all your heroes and troops killed without losing them (so long as you don't get 50%).As with raids, you can afford to go 'all in' in a guild war attack. You may lose the use of heroes for 15 minutes, but that's usually worth it if it gets you three stars.
Welcome to /r/CastleClashThis subreddit is for discussion of all things Castle Clash! First of all I didn't recommend SS on him I recommended WG but said I prefer SS atm because I've only rolled one WG.SS was born with him and is a placeholder but I don't mind it cause it does help him slightly.Hes not my main in lavi 3 but I have tried him out, as of right now my team is Anubis 8wg 200devo, PD 190devo, Walla 160 7fg devo (using until I can put resources into GH 160evo), Cirrina 160evo for them revives and GS 150evo because I recently got her and have 7 SS on her.I have most heroes and I'm open to advice:) I just got Athene and DoK.