How we rate champions

Optimal pick is one number from 0 to 100 that answers a simple question: which champion is worth your time — how strong is it, and how hard is it to get? It is built from verified data, not from opinions, and recalculated after every game update.

Usefulness in every kind of content

For every champion we score usefulness separately in Campaign, Dungeons, Demon Lord, Hydra, Chimera, Doom Tower, Faction Wars, Arena, Live Arena, Cursed City and Grim Forest. Each kind of content values its own mechanics: the Demon Lord rewards Decrease ATK, Weaken, Poison and Unkillable; against waves of champions (Doom Tower, Cursed City, Faction Wars, Grim Forest) and in Arena — speed, reliable crowd control, Block Active Skills and cooldown increase; dungeon bosses take heavy damage from enemy MAX HP.

Every skill effect counts with its real numbers from the game: chance with books, duration against cooldown, one target or all enemies. Boss immunities come from the bosses themselves — for example, the Demon Lord ignores stuns and Turn Meter reduction, so those mechanics give nothing there.

Usefulness and availability

Usefulness is the average of the champion's ratings in all kinds of content, and each kind of content is rated by its own bosses: every dungeon boss, every Doom Tower boss, the key bosses of Grim Forest and Cursed City, every Clan Boss difficulty. A champion strong in only one place ranks lower here — and leads the filter of that place. It is pure strength — handy if you already own the champion.

Availability shows how hard the champion is to get — from Easy (rares, login rewards) to Paid or unavailable (collaborations). Optimal pick = Usefulness × a small availability multiplier, so a strong and easy-to-get champion ranks higher than an equally strong one you will probably never pull. The chips above the table — Beginner, Intermediate (this is Optimal pick, the default) and Top player — sort for your account level, each with its own multipliers.

Game stages and the feed advice

We mark where a champion helps: early game, mid game, late game, endgame. Champions useful from the start to the late game, or simply among the best, get Keep — don't feed. Weak, easy-to-get champions with no stage get Can be used as food.

Checked by editors

The numbers are automatic, but our editors can correct a score for a kind of content, a stage or the advice. Such scores are marked with ✔ on the champion page.