Generation
Newer heroes have higher base expedition stats, but they are not automatic low-star upgrades.
A practical hero-development hub for State 4272 and Intercontinental [INT]. Use these guides to decide which heroes deserve shards, skills, widgets and gear — and which upgrades should wait.
Newer heroes have higher base expedition stats, but they are not automatic low-star upgrades.
Infantry, Lancer and Marksman heroes solve different frontline, support and damage problems.
Arena, Exploration, Bear Trap, rallies and garrison defense reward different skills.
Wheel heroes, event heroes and Hall of Heroes heroes have very different acquisition costs.

Mia, Logan and Greg priorities, Generation 2 carry-over decisions and launch-week resource planning.
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How stars, skills, widgets, gear and acquisition sources change the real value of a hero.
PlannedGem targets, milestone discipline and choosing a reachable stopping point before the wheel opens.
PlannedFrontline placement, control, healing, burst damage and lineup testing without wasting materials.
PlannedDo not begin with “Who is newest?” Begin with “What job is missing, and can I develop the replacement far enough to perform it?” Use the same sequence every time a generation opens.
Core early heroes. Some remain useful through easy shard access, rally-join skills or specialist roles.
Flint, Philly and Alonso establish stronger class specialists and can remain valuable into Generation 3.
Logan, Mia and Greg. The first active transition guide is available now.
ActiveDo not empty every resource in G3 without considering the next generation and its easier acquisition routes.
A hero can be excellent in one mode and optional in another. Every recommendation in this section should identify the game mode and whether the player is leading a rally, joining one or defending.
Durability, enemy attack reduction, troop health and damage reduction matter more than flashy exploration damage.
Damage amplification, lethality, attack and rally-specific widget effects become more important for leaders.
Damage-focused expedition skills and reliable access to stars usually matter more than Arena control.
Positioning, crowd control, healing and the timing of active skills can change a matchup completely.
Premium hero resources become expensive quickly. Concentrated development usually creates more useful combat power than spreading materials across every newly unlocked hero.

Mia, Logan and Greg priorities, plus decisions for Flint, Alonso, Philly and Molly.
ActiveGem budgeting, milestone stopping points and generation-specific wheel planning.
NextFrontline, backline, control, healing and matchup testing.
Planned
Enhancement, mastery, gear transfer and material priorities.
Planned
Leader, joiner and garrison responsibilities with mode-specific hero selection.
Planned
When to invest, when to carry an older hero and when to save for the next generation.
Planned