KOJP

Hero Battle Online Game

A Hero, a Mage and a Healer fight ten monster packs and a final dragon in classic turn based battle

Ten fights plus a final boss

Check the turn bar at the top to see who moves next, and match your spells to the weakness dots under each enemy's name. When a boss charges up, a big attack follows on its next turn, so Defend or Shield. Win a fight and pick one of three rewards while the party levels up.

Controls

Tap the command box: Attack, Skills, Items, Defend
Tap an enemy directly: attack it
Arrows or WASD move · Enter or Space confirm · Esc or Backspace back
Number keys 1 to 4 pick instantly · reward screen uses Left, Right and Enter

What kind of game is Hero Battle?

A three member party of Hero, Mage and Healer travels from the meadow through a cave and a castle to the throne room, beating ten packs of monsters and a final dragon in turn based battle. The side view battlefield sits above a blue bordered command window, and on each character's turn you pick Attack, Skills, Items or Defend.

The enemies are small round monsters such as slimes, mushrooms, bats, flowers, golems, ghosts, crabs and wisps, with a Golem King as the boss of battle five and the Dragon in battle eleven. Every fight has a different mix, and between fights you choose one reward while the whole party levels up. Beat the dragon without being wiped out for a full clear; your score counts battles cleared, HP left and time taken.

How is turn order decided?

Every character and monster fills a gauge at its own speed, and whoever fills it first acts next. The turn bar in the top left shows the next seven actors in order, so you can see whether the enemy or your healer moves first before you commit.

A fast bat may move twice in one round, while a slow golem waits a long time for its turn. Pick the Wind Boots reward and you will see your party shift forward in the turn bar right away.

What skills does each class have?

The Hero soaks hits, the Mage deals big elemental damage and the Healer keeps everyone alive, the classic party split. Skills cost MP, which comes back from ethers, from the Defend command (restores 3) and from resting between fights.

ClassSkillMPEffect
HeroSmite81.9 times a normal hit on one enemy
Taunt6Draws all single target attacks for 2 turns and cuts damage taken by 25%
MageFire6Fire damage to one enemy
Ice8Ice damage to all enemies
Bolt9Lightning damage to one enemy, 40% chance to paralyze
HealerHeal5Restores 35% of max HP plus magic to one ally and cures poison
Shield6Halves the next two hits on one ally
Revive12Raises a fallen ally at half HP

Items are shared by the party. A Potion restores 70 HP, an Ether 30 MP and a Bomb deals 48 fire damage to every enemy. Defend halves damage taken until your next turn and gives back 3 MP.

How do I see weaknesses and resistances?

Under each enemy's name, its weak element and its resisted element are always shown as colored dots. Hitting the weakness does 1.6 times damage with a yellow WEAK pop up; hitting a resistance does half with a grey resist tag.

MonsterWeakResistsNotes
Slime · MushroomFireIceMushrooms spread poison spores
BatBoltIceFast, and its screech puts you to sleep
FlowerIceFireSleep pollen hits the whole party
Golem · CrabBoltFire · IceTough; Crush and a paralyzing Pinch hurt
GhostFirePhysicalSwords only do half damage
WispIceFireThrows sparks often
Golem King (battle 5)BoltFireCharges up, then Quake
Dragon (final)IceFireCharges up, then Flame Breath

What should I do when the boss charges up?

When a boss is charging up, its next action is a big attack on the whole party at 2.2 times power. Anyone who gets a turn before it should Defend, and the Healer should Shield the ally with the lowest HP; with both, the damage drops to a quarter.

The Golem King cycles Crush, attack, charge, Quake, and the Dragon cycles Claw, Bite, charge, Flame Breath, Claw. Because the patterns are fixed, from the second loop on you can cast Shield one turn before the charge and keep MP in reserve. The Hero's Taunt only pulls single target attacks, so it does not stop the big one.

What status effects are there?

Which rewards should I pick between fights?

After every win you choose one of three reward cards, the party levels up automatically and everyone regains 30% HP and 35% MP. Fallen allies come back at 30% HP before the next fight.

  1. Early on, take Sharpened Sword and Arcane Staff. ATK and MAG +4 clear cave golems a turn sooner.
  2. From the cave, take Life Fruit and Sturdy Armor. You need max HP and defense to survive the Golem King's Quake and the Dragon's breath.
  3. Mana Crystal and Ethers are for the Mage. When the Mage runs dry, your damage output halves.
  4. Save Bombs for battle 8 onward, but watch the mix: ghosts and wisps resist fire.
  5. On Hard, do not hoard potions. Letting an enemy turn arrive while someone sits under 30% HP is the most common wipe.

How do scoring, difficulty and the daily run work?

Score is 1,000 per battle cleared, 50 per monster beaten, and on a full clear up to 2,000 for remaining HP, a speed bonus (3,000 minus 4 per second) and a difficulty bonus. Easy gives enemies 80% HP and attack with more starting items; Hard gives them 118% with fewer items.

The Daily Run uses the same enemy order and reward cards for everyone on the same date at Normal difficulty, so scores are directly comparable. Best scores are saved per difficulty in this browser.

Controls

All graphics and sounds are drawn and synthesized in code, and records stay in this browser only; nothing is sent to a server. The speaker button in the top right mutes sound effects.

Frequently asked questions

Is Hero Battle free?

Yes. You can play it on this page for free with no sign up, on a computer, phone or tablet. Hold a phone upright and the battlefield sits above a large command window.

How many battles are there?

Eleven in all: ten monster packs and the final boss. The Golem King is the boss of battle five and the Dragon of battle eleven, and the background moves from meadow to cave, castle and throne room.

How do I know an enemy's weakness?

Its weak and resisted elements are always shown as colored dots under its name. Weakness hits do 1.6 times damage and resisted hits do half. Slimes, mushrooms and ghosts are weak to Fire, bats, golems and crabs to Bolt, flowers, wisps and the Dragon to Ice.

What do I do when the boss charges up?

Its next action is a big attack on the whole party. Characters who get a turn should Defend, and the Healer should cast Shield. Defend plus Shield cuts the damage to a quarter.

Can I bring back a fallen ally?

Yes. The Healer's Revive (12 MP) raises them at half HP, and anyone still down when you win a fight returns at 30% HP before the next one. If all three fall, the run ends.

What if I run out of MP?

Use an Ether (30 MP) or pick Defend, which gives back 3 MP each time. Every win restores 35% MP, and the Mana Crystal reward raises max MP.

What is the Daily Run?

A Normal difficulty run whose enemy order and reward cards are the same for everyone on the same date, so scores can be compared fairly.

How is the score calculated?

1,000 per battle cleared and 50 per monster beaten, plus on a full clear up to 2,000 for remaining HP, a speed bonus and a difficulty bonus. Best scores are saved per difficulty in this browser.