Choosing heroes gets easier when you stop asking which portrait is best and start asking what the team needs to do. Clearing an Exploration stage, leading a troop march and joining someone else's rally are different jobs. A good early roster covers those jobs without requiring you to upgrade everyone at once.
This guide focuses on the systems and early heroes rather than a fixed tier list. Later hero generations arrive as a state develops, and a new hero's usefulness depends on the stars, skills and equipment you can actually give them. A fully developed screenshot from an older state is not a shopping list for your account.
Exploration and Expedition are different skill sets
Exploration is the hero-focused combat format with a formation of up to five heroes. Positioning matters because you can watch who takes damage, who survives and which attacks reach their targets. Open a hero's Exploration skills when deciding how that hero contributes to this kind of fight.
Expedition is the troop-leading format, using up to three heroes. Check Expedition skills and the troop bonuses shown on the hero rather than assuming an impressive Exploration attack will apply. The two skill sets describe different effects. Spending manuals on the wrong side of a hero's page will not fix the problem you intended to solve.
Check the formation and skill tabs for the mode you are entering before choosing your team. Keep separate setups for hero battles and troop marches so that one convenient preset does not become your default for every activity.
Class, rarity and role are separate questions
Infantry, Lancer and Marksman identify hero classes. A normal three-hero Expedition lineup uses one hero from each class. You cannot simply fill every position with whichever three portraits have your highest power totals. Check the class icon before planning a replacement.
Rarity is another label. Sergey and Jessie are both Epic heroes, but Sergey is Infantry and Jessie is a Lancer. Gina and Jasser are Marksmen, yet their Expedition skills support quite different activities. Those distinctions explain why a single ranked list can be misleading even before later generations enter the picture.
Start each selection with a role: frontline survival in Exploration, damage in a troop march, hunting convenience, or a useful rally contribution. Then compare candidates who can fill that role. A lower-rarity hero with a developed, relevant skill can still have a job after you recruit a more prestigious combat hero.
What each upgrade actually changes
Hero XP increases levels. Shards advance stars. Skills have their own upgrade requirements, while equipment is another part of the hero's build. These systems interact, but improving one is not the same as improving them all.
Before spending, open the exact upgrade preview and finish this sentence: this will help me because it improves this specific part of my team. If you cannot name the benefit, leave the material alone until you can. A power increase is easy to see; whether it helps your current activity needs a closer look.
- Use XP with a leveling plan rather than following every available upgrade notification.
- Check the next star step before converting general shards into hero-specific progress.
- Read the skill effect and its current level, not only the hero's level or rarity.
- Compare equipment when judging two heroes; otherwise you may be comparing their gear more than their abilities.
Use the Drill Camp to manage levels
Once unlocked, the Drill Camp lets additional heroes share the level of the lowest-level hero among your five highest-level instructors. Level those five with that relationship in mind: one instructor left far behind also holds back the heroes using the camp.
This is level sharing, not a copy of the instructors' entire build. A camp hero still needs their own stars, skills and equipment. Remember that distinction when a newly slotted hero looks ready by level but performs poorly in battle.
Avoid constantly moving heroes in and out without a reason. Slots have a reassignment cooldown, so plan around the heroes you regularly need. Use the camp's reset controls carefully if changing your leveling group, and read the confirmation before applying a reset. You should know which hero will replace the one you are moving.
Early heroes with useful, specific jobs
Sergey is an accessible Infantry option to examine when your early frontline struggles. His kit includes defensive effects, including reduced damage taken. Start by watching whether keeping him alive gives the rest of your Exploration team time to act. A tank that disappears immediately may need attention before your back row needs another damage upgrade.
Jessie's Stand of Arms increases troop damage, making her important to understand for rally joining. Her defensive skill is a separate effect; do not assume every skill on her page is contributed when she joins another player's rally. Keep an eye on the level of the actual skill the activity uses.
Gina's Expedition kit includes reduced stamina cost and increased wilderness march speed. That gives her a practical hunting role even if another Marksman is stronger for a particular fight. Convenience and resource efficiency are real uses, but they do not turn a hunting skill into a Bear Hunt damage bonus.
Jasser offers both a troop-damage skill and a research-speed skill. Read each separately. His value to your account can come from more than his place in a combat team, which is a good reminder to inspect utility effects before dismissing a hero you rarely deploy.
Build a team you can sustain
Pick a small core for the battles you regularly play, then identify any specialist your alliance needs. Check how you obtain each hero's shards before committing general shards. A promising recruit you cannot meaningfully develop may be a project for later rather than an immediate replacement.
For Exploration, use a durable front line as a starting point and protect heroes that need time to deal damage. Watch a failed attempt. Did one side collapse first? Did your damage dealer survive but run out of time? Change one position or one hero, then compare. Changing every slot at once makes it harder to learn what helped.
For Expedition, compare the three class slots separately. When joining a rally, follow the leader's requested first hero: the first Expedition skill of that hero is the relevant contribution considered for a joiner bonus. Leading a rally uses a different set of contributions, so keep separate plans for the two roles.
Before investing in the next generation
Ask what the newcomer would replace and what development you can afford. Compare current usable builds, not a maxed future version against your present hero. Keep established utility heroes available even after replacing them in your main fighting formation.
A useful roster is one you understand. Keep track of your main Exploration team, your Expedition lineup and your rally-joining options. With those three jobs clear, you can make upgrades deliberately and explain why a hero deserves the materials, instead of spending them simply because a new portrait arrived.
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