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Hero Transition Guide

Generation 3

Mia. Logan. Greg. Upgrade with a plan.

A practical transition guide for State 4272. It explains which Generation 3 heroes are worth building, when strong Generation 2 heroes should remain active, and how to avoid wasting universal shards, gems and widget materials.

Main principleGeneration 3 raises the maximum potential, but a low-star new hero does not automatically replace a four- or five-star hero with developed skills, gear and widget.

Best F2P Entry

Mia is the safest first target because she is the Generation 3 Lucky Wheel hero.

Do Not Reset G2

Keep using strong Flint, Alonso, Philly or Molly builds until a new hero is genuinely stronger.

Avoid Three Projects

One planned four-star project is normally more useful than three unfinished two-star heroes.

Plan for G4

Generation 4 normally follows around state day 195–200, so not every G3 hero needs full investment.

01

What Changes When Generation 3 Opens

Generation 3 normally unlocks around state day 120 and introduces one legendary hero for each troop class: Logan for Infantry, Mia for Lancers and Greg for Marksmen. At maximum development, the official wiki lists each Generation 3 hero at 290.23% Expedition Attack and Defense, compared with 240.19% for Generation 2 heroes. That higher ceiling matters, but acquisition route, stars, skills, gear, widget and game mode still decide when a replacement is actually worthwhile.

  • Mia: Lucky Wheel and Daily Deals — usually the most reachable G3 hero for players using gems.
  • Logan: Hall of Heroes and Daily Deals — more difficult to build cheaply than the wheel hero.
  • Greg: King of Icefield, State of Power and Daily Deals — often dependent on ranking, event performance or spending.
  • Replacement test: compare stars, expedition skills, gear, widget and intended game mode — not only the generation label.
Lancer · Combat

Mia

Primary recommendation for most F2P and low spenders

Mia's Expedition kit is intentionally volatile: at skill level 5 she has a 50% chance to increase enemy damage taken, a 50% chance to increase troop damage and a 40% chance to reduce damage taken. Fate Crystal raises the upper limits of her two variable Exploration skills; at widget level 5 it also adds 15% Rally Troop Attack.

Best use: Bear Trap as a rally leader/main march, offensive rallies and the primary Generation 3 Lancer upgrade.
Acquisition: Lucky Wheel, Daily Deals.
Practical target: 4★ when resources allow; use wheel shards first instead of splitting gems and universal shards across every G3 hero.
Rally-join warning: when joining another player's rally, only the first Expedition skill of the first hero can be selected. Mia's joiner effect is chance-based, so follow the alliance's fixed Bear joiner list when one is announced.
Infantry · Combat

Logan

Defensive specialist — valuable when you need a stronger anchor

Logan reduces enemy troop Attack, reduces damage taken and increases troop Health. His level-5 exclusive widget adds 15% Defender Troop Defense, reinforcing his identity as a frontline and garrison specialist rather than a universal offensive priority.

Best use: frontline stability, garrison leadership and defensive PvP.
Acquisition: Hall of Heroes, Daily Deals.
Build him when: Flint is underdeveloped, your Infantry slot is a real weakness or your permanent role requires a dedicated defensive hero.
Skip or delay when: a strong Flint already covers the role and Logan cannot reach a competitive star and skill level.
Marksman · Combat

Greg

Strong damage and control — but usually the expensive optional project

Greg brings area damage, a 2-second stun, increased enemy damage taken, troop Health support and chance-based damage/debuff effects. At widget level 5, State Edict adds a 5-second Exploration silence and 15% Rally Troop Health.

Best use: Arena/Exploration backline, offensive combat and rally-leader support.
Acquisition: King of Icefield, State of Power, Daily Deals.
Build him when: Marksman is your weakest class or you can reach a defined star target without damaging Generation 4 plans.
Skip or delay when: Alonso is already highly developed and Greg would remain below a useful star/skill breakpoint.
02

Stars & Shard Costs — Know the Real Price

Mythic hero ascension becomes dramatically more expensive after 3★. The five star stages cost 10, 40, 115, 300 and 600 shards. That means an already recruited hero needs 465 shards to reach 4★ and 1,065 to reach 5★. A locked hero needs 10 additional shards for recruitment: 475 to reach 4★ or 1,075 to reach 5★.

Swipe table horizontally →
TargetShards for This StageCumulative After RecruitmentCumulative From Locked
Recruit hero1010
1★101020
2★405060
3★115165175
4★300465475
5★6001,0651,075
  • Why 4★ is the practical target: it is the common competitive breakpoint for finishing a hero's normal skill development without paying the enormous 600-shard cost of the final star.
  • Do not start with only an unlock plan: a one- or two-star Generation 3 hero is usually a collection piece, not an automatic main-march replacement.
  • Universal-shard rule: spend general Mythic shards only when they complete a defined target or solve a genuine roster weakness.
03

Should You Continue Generation 2 Heroes?

Yes — when they are already strong and still perform a needed role. Generation is a ceiling, not an automatic replacement order. Test the new hero at comparable level with transferred gear, and separate the decision to keep using an older hero from the decision to keep spending universal shards on that hero.

Swipe table horizontally →
Generation 2 HeroContinue WhenGeneration 3 ReplacementRecommendation
Flint4★ or higher, developed expedition skills, good widget/gear, still reliable in the main march.LoganKeep Flint active until Logan reaches comparable development or a defensive role specifically requires Logan.
AlonsoStrong Arena value, developed crowd control and high stars.GregDo not replace a built Alonso with a low-star Greg. Greg becomes more attractive when he can reach a meaningful star and skill level.
PhillyHer healing or support role is still useful and she is already substantially developed.MiaMia is the main G3 Lancer investment for damage, but Philly may remain a specialist rather than being treated as wasted development.
MollyShe remains easy to star through regular sources and still helps in Exploration, Arena or secondary marches.MiaMove primary Lancer resources toward Mia, but keep Molly usable instead of consuming premium resources trying to replace everything at once.
  • Transfer the test gear: compare heroes using the same equipment wherever possible.
  • Do not keep feeding universal shards to every older hero: continuing to use a hero is different from continuing premium investment.
  • Specialists can survive longer: Arena control, healing, rally-join skills and garrison effects can remain useful after raw stats are surpassed.

F2P

Mia first through Lucky Wheel. Plan several wheel appearances toward 4★, use Mia-specific shards before universal shards and keep strong Generation 2 heroes active. Logan and Greg are optional unless one can realistically reach 4★ without breaking the Generation 4 plan.

Low Spender

Mia to 4★, then fill one real weakness. Choose Logan for a defensive Infantry need or Greg for Marksman/Arena pressure — not both by default.

Medium Spender

Mia plus one specialist. Greg is attractive for Arena and offensive rally leadership; Logan gains value for garrison and defensive responsibilities. Define the star target before buying or converting shards.

Rally / Garrison Leader

Role decides the order. Offensive rally leaders may prioritize Mia and Greg. Garrison leaders may value Logan earlier. Widget investment should follow the permanent role, not col