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.
| Class | Skill | MP | Effect |
|---|---|---|---|
| Hero | Smite | 8 | 1.9 times a normal hit on one enemy |
| Taunt | 6 | Draws all single target attacks for 2 turns and cuts damage taken by 25% | |
| Mage | Fire | 6 | Fire damage to one enemy |
| Ice | 8 | Ice damage to all enemies | |
| Bolt | 9 | Lightning damage to one enemy, 40% chance to paralyze | |
| Healer | Heal | 5 | Restores 35% of max HP plus magic to one ally and cures poison |
| Shield | 6 | Halves the next two hits on one ally | |
| Revive | 12 | Raises 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.
| Monster | Weak | Resists | Notes |
|---|---|---|---|
| Slime · Mushroom | Fire | Ice | Mushrooms spread poison spores |
| Bat | Bolt | Ice | Fast, and its screech puts you to sleep |
| Flower | Ice | Fire | Sleep pollen hits the whole party |
| Golem · Crab | Bolt | Fire · Ice | Tough; Crush and a paralyzing Pinch hurt |
| Ghost | Fire | Physical | Swords only do half damage |
| Wisp | Ice | Fire | Throws sparks often |
| Golem King (battle 5) | Bolt | Fire | Charges up, then Quake |
| Dragon (final) | Ice | Fire | Charges 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?
- Poison: 7% of max HP damage at the start of each turn for three turns. Heal cures it.
- Sleep: skips two turns. Taking a hit wakes the target.
- Paralyze: a 50% chance to skip each of the next two turns. The Mage's Bolt can inflict it on enemies (not bosses).
- Shield, Taunt and Defend: small circles next to the party status rows show what is still active.
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.
- Early on, take Sharpened Sword and Arcane Staff. ATK and MAG +4 clear cave golems a turn sooner.
- 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.
- Mana Crystal and Ethers are for the Mage. When the Mage runs dry, your damage output halves.
- Save Bombs for battle 8 onward, but watch the mix: ghosts and wisps resist fire.
- 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
- Phone and mouse: tap a command to choose it, or tap an enemy to attack it directly. While choosing a target, tap an enemy or a party status row to execute, or tap empty battlefield to go back.
- Keyboard: arrows or WASD move the cursor and target, Enter, Space or Z confirm, Esc, Backspace or X go back, number keys 1 to 4 pick instantly. On the reward screen use Left, Right and Enter or 1 to 3.
- Portrait: hold a phone upright and the battlefield sits on top with a large command window and party status below.
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.