SIXFOLD ARENA
Captain’s field notes

Build your first crew.

Common foundations. Useful Epics. A team you can make your own.

These beginner cores demonstrate faction synergies with Common, Rare and Epic champions. They are starting points for the campaign, not rankings or optimized endgame teams. Use the heroes you own; no Legendary is required.

A core, not a shopping list

Each example uses eight champions. Start with the available members and fill missing jobs with similar heroes. Expand toward the 16-character limit as you need reserves and answers to different opponents. You do not need to recruit everyone shown before playing.

Rarity below means recruitment rarity, not a champion’s current promoted stars. Skill descriptions show base effects; promotion can strengthen them. Reference roster: v0.10.13.

Four habits that make a crew work

Cover jobs before rarity

Give your crew protection, reliable damage, healing and a way to apply pressure. Two heroes doing the same job are useful reserves, but should not crowd out every other job.

Budget command energy

You draw three cards at the start and two each turn. An opening full of expensive cards can leave you waiting. Keep affordable options alongside your higher-cost Epics.

Deploy for the moment

Protect ranged attackers and wounded allies. Use deployment heals after allies have taken damage; deploy attack buffs when useful allies are already on the board. New champions do not inherit earlier deployment buffs.

Give each slot a purpose

A smaller crew finds its members sooner, but has fewer distinct replacements. Add reserves deliberately. A champion already on the field cannot be deployed again until they fall.

The faction traits listed here belong to their champions. Some other skills reward multiple faction allies, so read their requirements when expanding a crew. Mixed crews can work too. An enemy anywhere in a lane blocks that lane’s attacks on the captain, so clear it before committing a finisher.

Pressure that keeps burning

Ember Covenant

Scorch: attacks apply 1 burn for two rounds.

Use protected attackers to land repeated hits while Scorch adds pressure. Affordable buffs and healing help the board survive long enough to finish a lane.

Your starter core

Tarin

Common · Strider · 2 energy

Mobile pressure for a lane that is safe to advance into. Twin Dash gives two strikes when this Strider can attack.

Quickstep — On deployment, advance one empty square.

Twin Dash — Strike: attack twice each round.

Vessa

Common · Vanguard · 3 energy

A low-rarity attack buffer. Deploy after useful allies are on the board so Battle Cry has targets.

Battle Cry — On deployment, your allies gain 1 attack for this battle.

Pressure Drive — Strike: gain +1 attack after each strike, without a stacking limit.

Orric

Common · Sentinel · 4 energy

A shielded Sentinel for contesting a lane and protecting allies that need more time.

Bulwark — On deployment, gain 4 shield.

Anchor Taunt — Strike: target cannot change lanes for two rounds.

Junia

Common · Mender · 3 energy

A deployment heal plus ongoing Mender support. Use the initial heal when allies have health to recover.

Mending Hymn — On deployment, restore 4 health to all allies.

Repair Pulse — Turn end: heal the most wounded ally within two tiles.

Damos

Common · Ranger · 4 energy

A ranged shield answer: direct hits ignore the target’s shield. Keep this Ranger protected.

Piercing Shot — Ignore the target’s shield on direct hits.

Rail Pierce — Strike: hit every enemy in your lane within range.

Rennic

Rare · Sentinel · 4 energy

A reserve Sentinel whose turn-start shield helps maintain protection over several rounds.

Aegis — At turn start, gain 1 shield.

Anchor Taunt — Strike: target cannot change lanes for two rounds.

Maelis

Rare · Arcanist · 4 energy

Ranged damage with every-second-attack lane splash. Useful when opponents occupy neighbouring lanes.

Chainlight — Every second attack splashes 2 damage into adjacent enemy lanes.

Aether Blast — Strike: adjacent enemies take half damage.

Nimra

Epic · Arcanist · 4 energy

An Epic ranged control option. Its first attack stuns a target, so timing that first contact matters.

Disruption — The first attack stuns the target for one round.

Aether Blast — Strike: adjacent enemies take half damage.

Play the first few turns

  1. Lead with Orric or Rennic in a contested lane, then support with ranged damage when energy permits.
  2. Use Vessa after you have useful allies deployed. Keep Junia for damage that needs repairing.
  3. Tarin can exploit an opening, but does not bypass surviving enemies in his lane. Use Nimra to interrupt a dangerous target.

Missing a member? Bren can cover a missing Sentinel and restore captain health; Neris can cover a missing healer with repeated triage. Ilyra is a Common ranged alternative while you work toward Maelis or Nimra.

Room to grow: Try a second source of ranged damage or a reserve protector. Keep an affordable attacker so your first hand is not all expensive support.

Optional Legendary swaps

Try one change at a time and keep the jobs your crew still needs.

Rhyss → the Vessa slot

This keeps the Vanguard and deployment-buff job, adding attack and shield to allies on the field. Allow for the higher command cost; an earlier affordable buffer may be easier to play in a tight opening.

Legendary · Vanguard · 3 energy. Champion’s Call — On deployment, allies gain 2 attack and 2 shield.

Seraphine → the Maelis slot

Try this in Maelis’s ranged slot for deployment-wide enemy damage and an allied heal. You give up that slot’s every-second-attack splash: the deployment pulse is not a replacement for every recurring effect. Keep a dedicated healer and a protector.

Legendary · Arcanist · 4 energy. Sovereign Pulse — On deployment, deal 3 damage to every enemy and heal all allies by 3.

Burn pressure still needs living attackers. Do not leave Tarin exposed just to advance quickly.

Back to faction choices ↑
Heal into staying power

Verdant Circle

Renewal: recover 1 health at round end. Overheal: excess healing on any Verdant champion becomes shield, capped at 4 (5 at promotion rank 2, 6 at rank 3).

Pair Renewal with repeat healing so your protectors can keep a lane occupied. Excess healing on Verdant champions becomes capped Overheal shield; ranged allies give that durable front a purpose.

Your starter core

Liora

Common · Vanguard · 3 energy

A low-rarity attack buffer. Deploy after useful allies are on the board so Battle Cry has targets.

Battle Cry — On deployment, your allies gain 1 attack for this battle.

Pressure Drive — Strike: gain +1 attack after each strike, without a stacking limit.

Brannik

Common · Sentinel · 4 energy

A shielded Sentinel for contesting a lane and protecting allies that need more time.

Bulwark — On deployment, gain 4 shield.

Anchor Taunt — Strike: target cannot change lanes for two rounds.

Yune

Common · Mender · 3 energy

A deployment heal plus ongoing Mender support. Use the initial heal when allies have health to recover.

Mending Hymn — On deployment, restore 4 health to all allies.

Repair Pulse — Turn end: heal the most wounded ally within two tiles.

Cadan

Common · Ranger · 4 energy

A ranged shield answer: direct hits ignore the target’s shield. Keep this Ranger protected.

Piercing Shot — Ignore the target’s shield on direct hits.

Rail Pierce — Strike: hit every enemy in your lane within range.

Willa

Common · Mender · 3 energy

Repeated extra triage for the most wounded ally, alongside the Mender class heal.

Field Triage — At turn end, heal the most wounded ally an extra 2 health.

Repair Pulse — Turn end: heal the most wounded ally within two tiles.

Garric

Rare · Sentinel · 4 energy

A reserve Sentinel whose turn-start shield helps maintain protection over several rounds.

Aegis — At turn start, gain 1 shield.

Anchor Taunt — Strike: target cannot change lanes for two rounds.

Elowyn

Rare · Arcanist · 4 energy

Ranged damage with every-second-attack lane splash. Useful when opponents occupy neighbouring lanes.

Chainlight — Every second attack splashes 2 damage into adjacent enemy lanes.

Aether Blast — Strike: adjacent enemies take half damage.

Orlith

Epic · Arcanist · 4 energy

An Epic Arcanist that adds team-wide healing at turn end while retaining ranged attacks.

Radiance — At turn end, restore 1 health to every ally.

Aether Blast — Strike: adjacent enemies take half damage.

Play the first few turns

  1. Brannik or Garric establishes protection; put Cadan or Elowyn where they can contribute from range.
  2. Use Yune for a deployment heal, while Willa offers repeated triage. Look for healing that also fills Overheal shields.
  3. Orlith adds team-wide end-turn healing as an Epic option. Liora buffs an established board rather than a future hand.

Missing a member? Oaken is a Common protection alternative if Garric is missing. Mirelle can take a ranged slot until Elowyn or Orlith is available. You can start without either Epic.

Room to grow: Add damage or a mobile attacker before adding a third dedicated Mender. Watch which lanes actually need another protector.

Optional Legendary swaps

Try one change at a time and keep the jobs your crew still needs.

Veyla → the Liora slot

This keeps the Vanguard and deployment-buff job, adding attack and shield to allies on the field. Allow for the higher command cost; an earlier affordable buffer may be easier to play in a tight opening.

Legendary · Vanguard · 3 energy. Champion’s Call — On deployment, allies gain 2 attack and 2 shield.

Sylvaine → the Elowyn slot

Try this in Elowyn’s ranged slot for deployment-wide enemy damage and an allied heal. You give up that slot’s every-second-attack splash: the deployment pulse is not a replacement for every recurring effect. Keep a dedicated healer and a protector.

Legendary · Arcanist · 4 energy. Sovereign Pulse — On deployment, deal 3 damage to every enemy and heal all allies by 3.

Overheal has a cap. More healing is not always the answer if your crew cannot clear the opposing lane.

Back to faction choices ↑
Control the approach

Tideglass Court

Undertow: first strike on each enemy slows its next move.

Undertow slows an enemy’s next move on the first strike against them. Protected ranged attacks and an optional stun help you manage the approach while a mobile ally threatens an opened lane.

Your starter core

Nilo

Common · Strider · 2 energy

Mobile pressure for a lane that is safe to advance into. Twin Dash gives two strikes when this Strider can attack.

Quickstep — On deployment, advance one empty square.

Twin Dash — Strike: attack twice each round.

Sairi

Common · Vanguard · 3 energy

A low-rarity attack buffer. Deploy after useful allies are on the board so Battle Cry has targets.

Battle Cry — On deployment, your allies gain 1 attack for this battle.

Pressure Drive — Strike: gain +1 attack after each strike, without a stacking limit.

Torrel

Common · Sentinel · 4 energy

A shielded Sentinel for contesting a lane and protecting allies that need more time.

Bulwark — On deployment, gain 4 shield.

Anchor Taunt — Strike: target cannot change lanes for two rounds.

Meira

Common · Mender · 3 energy

A deployment heal plus ongoing Mender support. Use the initial heal when allies have health to recover.

Mending Hymn — On deployment, restore 4 health to all allies.

Repair Pulse — Turn end: heal the most wounded ally within two tiles.

Sevrin

Common · Ranger · 4 energy

A ranged shield answer: direct hits ignore the target’s shield. Keep this Ranger protected.

Piercing Shot — Ignore the target’s shield on direct hits.

Rail Pierce — Strike: hit every enemy in your lane within range.

Korrin

Rare · Sentinel · 4 energy

A reserve Sentinel whose turn-start shield helps maintain protection over several rounds.

Aegis — At turn start, gain 1 shield.

Anchor Taunt — Strike: target cannot change lanes for two rounds.

Iselle

Rare · Arcanist · 4 energy

Ranged damage with every-second-attack lane splash. Useful when opponents occupy neighbouring lanes.

Chainlight — Every second attack splashes 2 damage into adjacent enemy lanes.

Aether Blast — Strike: adjacent enemies take half damage.

Talise

Epic · Arcanist · 4 energy

An Epic ranged control option. Its first attack stuns a target, so timing that first contact matters.

Disruption — The first attack stuns the target for one round.

Aether Blast — Strike: adjacent enemies take half damage.

Play the first few turns

  1. Use Torrel or Korrin to contest a lane while Sevrin or Iselle contributes from range.
  2. Spread useful first hits when you can. Undertow is a first-strike effect on each enemy, not a permanent movement lock.
  3. Use Meira after allies are injured. Talise offers a first-attack stun; send Nilo into a lane only when it is safe to advance.

Missing a member? Rovan can replace a missing protector; Nessa can fill the healing role. Aulie is a Common ranged option if Iselle or Talise has not joined you.

Room to grow: Add reserves for your weakest lane or another damage type. Keep a way to finish a lane once control has bought time.

Optional Legendary swaps

Try one change at a time and keep the jobs your crew still needs.

Vadrin → the Sairi slot

This keeps the Vanguard and deployment-buff job, adding attack and shield to allies on the field. Allow for the higher command cost; an earlier affordable buffer may be easier to play in a tight opening.

Legendary · Vanguard · 3 energy. Champion’s Call — On deployment, allies gain 2 attack and 2 shield.

Nacrella → the Iselle slot

Try this in Iselle’s ranged slot for deployment-wide enemy damage and an allied heal. You give up that slot’s every-second-attack splash: the deployment pulse is not a replacement for every recurring effect. Keep a dedicated healer and a protector.

Legendary · Arcanist · 4 energy. Sovereign Pulse — On deployment, deal 3 damage to every enemy and heal all allies by 3.

Slowing movement does not stop ranged attacks. Protection and target selection still matter.

Back to faction choices ↑
A steady protected front

Ironbound Union

Plating: reduce each incoming direct hit by 1, minimum 1.

Plating reduces incoming direct hits, with a minimum of one damage. Pair it with shields and healing so protected attackers have time to work, while a shield-piercing Ranger answers opposing shields.

Your starter core

Bex

Common · Strider · 2 energy

Mobile pressure for a lane that is safe to advance into. Twin Dash gives two strikes when this Strider can attack.

Quickstep — On deployment, advance one empty square.

Twin Dash — Strike: attack twice each round.

Rikka

Common · Vanguard · 3 energy

A low-rarity attack buffer. Deploy after useful allies are on the board so Battle Cry has targets.

Battle Cry — On deployment, your allies gain 1 attack for this battle.

Pressure Drive — Strike: gain +1 attack after each strike, without a stacking limit.

Gorlan

Common · Sentinel · 4 energy

A shielded Sentinel for contesting a lane and protecting allies that need more time.

Bulwark — On deployment, gain 4 shield.

Anchor Taunt — Strike: target cannot change lanes for two rounds.

Tilda

Common · Mender · 3 energy

A deployment heal plus ongoing Mender support. Use the initial heal when allies have health to recover.

Mending Hymn — On deployment, restore 4 health to all allies.

Repair Pulse — Turn end: heal the most wounded ally within two tiles.

Dexen

Common · Ranger · 4 energy

A ranged shield answer: direct hits ignore the target’s shield. Keep this Ranger protected.

Piercing Shot — Ignore the target’s shield on direct hits.

Rail Pierce — Strike: hit every enemy in your lane within range.

Ulric

Rare · Sentinel · 4 energy

A reserve Sentinel whose turn-start shield helps maintain protection over several rounds.

Aegis — At turn start, gain 1 shield.

Anchor Taunt — Strike: target cannot change lanes for two rounds.

Yadra

Rare · Arcanist · 4 energy

Ranged damage with every-second-attack lane splash. Useful when opponents occupy neighbouring lanes.

Chainlight — Every second attack splashes 2 damage into adjacent enemy lanes.

Aether Blast — Strike: adjacent enemies take half damage.

Keldon

Epic · Sentinel · 4 energy

An Epic protection option with a large deployment shield and captain recovery.

Crown Ward — On deployment, gain 6 shield and heal your captain by 4.

Anchor Taunt — Strike: target cannot change lanes for two rounds.

Play the first few turns

  1. Open a contested lane with Gorlan or Ulric, then add Dexen or Yadra when energy permits.
  2. Use Tilda after damage has landed. Deploy Rikka when her attack buff can strengthen allies already on the board.
  3. Keldon is an Epic protection option with captain recovery. Bex pressures a lane after the opposing units have been cleared.

Missing a member? Holt is a Common protector with captain healing if Ulric or Keldon is missing. Molli can cover Tilda; Anika can cover Yadra as a Common ranged option.

Room to grow: Add another attacker if your protected front survives but makes no progress. A reserve healer is useful if your existing one keeps falling early.

Optional Legendary swaps

Try one change at a time and keep the jobs your crew still needs.

Magnor → the Rikka slot

This keeps the Vanguard and deployment-buff job, adding attack and shield to allies on the field. Allow for the higher command cost; an earlier affordable buffer may be easier to play in a tight opening.

Legendary · Vanguard · 3 energy. Champion’s Call — On deployment, allies gain 2 attack and 2 shield.

Axion → the Yadra slot

Try this in Yadra’s ranged slot for deployment-wide enemy damage and an allied heal. You give up that slot’s every-second-attack splash: the deployment pulse is not a replacement for every recurring effect. Keep a dedicated healer and a protector.

Legendary · Arcanist · 4 energy. Sovereign Pulse — On deployment, deal 3 damage to every enemy and heal all allies by 3.

Plating does not make a unit invulnerable and does not reduce every kind of damage. Avoid treating one protector as an answer to all three lanes.

Back to faction choices ↑
Sustain through direct hits

Veilborne Cabal

Leech: heal 1 health after dealing a direct hit. Soul Rend: all Veilborne direct HP hits mark enemies for two rounds (up to 2 stacks). Veilborne hits against marked enemies gain +1 damage (+2 at promotion rank 3).

Leech rewards direct attacks with healing. Soul Rend marks enemies through direct HP hits, and later Veilborne hits against marked targets deal extra damage. Protect your attackers so they can keep connecting.

Your starter core

Moro

Common · Strider · 2 energy

Mobile pressure for a lane that is safe to advance into. Twin Dash gives two strikes when this Strider can attack.

Quickstep — On deployment, advance one empty square.

Twin Dash — Strike: attack twice each round.

Selyth

Common · Vanguard · 3 energy

A low-rarity attack buffer. Deploy after useful allies are on the board so Battle Cry has targets.

Battle Cry — On deployment, your allies gain 1 attack for this battle.

Pressure Drive — Strike: gain +1 attack after each strike, without a stacking limit.

Varron

Common · Sentinel · 4 energy

A shielded Sentinel for contesting a lane and protecting allies that need more time.

Bulwark — On deployment, gain 4 shield.

Anchor Taunt — Strike: target cannot change lanes for two rounds.

Ivarael

Common · Mender · 3 energy

A deployment heal plus ongoing Mender support. Use the initial heal when allies have health to recover.

Mending Hymn — On deployment, restore 4 health to all allies.

Repair Pulse — Turn end: heal the most wounded ally within two tiles.

Kethan

Common · Ranger · 4 energy

A ranged shield answer: direct hits ignore the target’s shield. Keep this Ranger protected.

Piercing Shot — Ignore the target’s shield on direct hits.

Rail Pierce — Strike: hit every enemy in your lane within range.

Drul

Rare · Sentinel · 4 energy

A reserve Sentinel whose turn-start shield helps maintain protection over several rounds.

Aegis — At turn start, gain 1 shield.

Anchor Taunt — Strike: target cannot change lanes for two rounds.

Ashael

Rare · Arcanist · 4 energy

Ranged damage with every-second-attack lane splash. Useful when opponents occupy neighbouring lanes.

Chainlight — Every second attack splashes 2 damage into adjacent enemy lanes.

Aether Blast — Strike: adjacent enemies take half damage.

Nereth

Epic · Arcanist · 4 energy

An Epic ranged control option. Its first attack stuns a target, so timing that first contact matters.

Disruption — The first attack stuns the target for one round.

Aether Blast — Strike: adjacent enemies take half damage.

Play the first few turns

  1. Varron or Drul contests a lane; Kethan and Ashael contribute damage behind that protection.
  2. Use Selyth to improve allies already deployed, and Ivarael to repair damage that Leech has not covered.
  3. Nereth offers a first-attack stun against a threatening target. Moro can pressure a cleared lane while your main attackers keep connecting.

Missing a member? Dask can fill a protection slot, Moraia can provide repeated healing, and Elyss is a Common ranged alternative to Ashael or Nereth.

Room to grow: Try a second affordable attacker or a reserve protector. Look for direct hits against marked targets instead of relying entirely on splash damage.

Optional Legendary swaps

Try one change at a time and keep the jobs your crew still needs.

Zyreth → the Selyth slot

This keeps the Vanguard and deployment-buff job, adding attack and shield to allies on the field. Allow for the higher command cost; an earlier affordable buffer may be easier to play in a tight opening.

Legendary · Vanguard · 3 energy. Champion’s Call — On deployment, allies gain 2 attack and 2 shield.

Noctyra → the Ashael slot

Try this in Ashael’s ranged slot for deployment-wide enemy damage and an allied heal. You give up that slot’s every-second-attack splash: the deployment pulse is not a replacement for every recurring effect. Keep a dedicated healer and a protector.

Legendary · Arcanist · 4 energy. Sovereign Pulse — On deployment, deal 3 damage to every enemy and heal all allies by 3.

Leech requires direct hits; splash is not a substitute for the direct HP hits that apply Soul Rend. Shields and dangerous enemy bursts can still disrupt your plan.

Back to faction choices ↑
Movement with a purpose

Stormwing Accord

Momentum: gain 1 attack after moving. No stacking limit.

Momentum grants attack after moving and has no stacking limit. Give attackers safe routes to advance rather than racing every hero forward at once; protectors, healing and ranged coverage keep that movement useful.

Your starter core

Ari

Common · Strider · 2 energy

Mobile pressure for a lane that is safe to advance into. Twin Dash gives two strikes when this Strider can attack.

Quickstep — On deployment, advance one empty square.

Twin Dash — Strike: attack twice each round.

Kevara

Common · Vanguard · 3 energy

A low-rarity attack buffer. Deploy after useful allies are on the board so Battle Cry has targets.

Battle Cry — On deployment, your allies gain 1 attack for this battle.

Pressure Drive — Strike: gain +1 attack after each strike, without a stacking limit.

Torvik

Common · Sentinel · 4 energy

A shielded Sentinel for contesting a lane and protecting allies that need more time.

Bulwark — On deployment, gain 4 shield.

Anchor Taunt — Strike: target cannot change lanes for two rounds.

Iska

Common · Mender · 3 energy

A deployment heal plus ongoing Mender support. Use the initial heal when allies have health to recover.

Mending Hymn — On deployment, restore 4 health to all allies.

Repair Pulse — Turn end: heal the most wounded ally within two tiles.

Orren

Common · Ranger · 4 energy

A ranged shield answer: direct hits ignore the target’s shield. Keep this Ranger protected.

Piercing Shot — Ignore the target’s shield on direct hits.

Rail Pierce — Strike: hit every enemy in your lane within range.

Karnel

Rare · Sentinel · 4 energy

A reserve Sentinel whose turn-start shield helps maintain protection over several rounds.

Aegis — At turn start, gain 1 shield.

Anchor Taunt — Strike: target cannot change lanes for two rounds.

Aestra

Rare · Arcanist · 4 energy

Ranged damage with every-second-attack lane splash. Useful when opponents occupy neighbouring lanes.

Chainlight — Every second attack splashes 2 damage into adjacent enemy lanes.

Aether Blast — Strike: adjacent enemies take half damage.

Eirael

Epic · Arcanist · 4 energy

An Epic ranged control option. Its first attack stuns a target, so timing that first contact matters.

Disruption — The first attack stuns the target for one round.

Aether Blast — Strike: adjacent enemies take half damage.

Play the first few turns

  1. Torvik or Karnel contests a lane; Orren or Aestra provides ranged coverage while you assess safe movement.
  2. Deploy Kevara when allies can benefit from the attack buff. Iska repairs damage after the front has been hit.
  3. Ari can exploit a safe opening. Eirael adds a first-attack stun against a threatening target, giving the crew another tool beyond speed.

Missing a member? Rusk covers a missing protector; Saela offers repeated healing. Mavelle is a Common ranged option until Aestra or Eirael is available.

Room to grow: Add a reserve damage dealer or protector for lanes where movement gets blocked. A mixed-faction utility hero can be useful without invalidating your Stormwing core.

Optional Legendary swaps

Try one change at a time and keep the jobs your crew still needs.

Raivex → the Kevara slot

This keeps the Vanguard and deployment-buff job, adding attack and shield to allies on the field. Allow for the higher command cost; an earlier affordable buffer may be easier to play in a tight opening.

Legendary · Vanguard · 3 energy. Champion’s Call — On deployment, allies gain 2 attack and 2 shield.

Auralis → the Aestra slot

Try this in Aestra’s ranged slot for deployment-wide enemy damage and an allied heal. You give up that slot’s every-second-attack splash: the deployment pulse is not a replacement for every recurring effect. Keep a dedicated healer and a protector.

Legendary · Arcanist · 4 energy. Sovereign Pulse — On deployment, deal 3 damage to every enemy and heal all allies by 3.

Momentum needs movement. Blocking your own route or advancing into concentrated enemy damage can waste the benefit.

Back to faction choices ↑

Make one change, then play a few duels

If you lose lanes, look at protection and healing. If enemies survive too long, improve damage or add a shield answer. If your hand sits unused, revisit energy costs. Judge a swap at comparable levels and promotions, not just by its rarity.

Learn how levels and promotions increase stats, then invest in the heroes you enjoy using. Common champions can grow beyond their starting rarity; replacing a trained Common with an untrained Legendary is not automatically an improvement.

Keep a working crew in Crew → Saved teams before experimenting. The in-game guided tutorial also teaches training, promotion and crew selection.

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