- Crush Defense — +25% allied troops' damage dealt
- Unyielding Spirit — +25% allied troops' HP
- Earth Shaking Hammer — up to 20% chance to stun on attack
Heroes 101
Heroes lead your troops and give the buffs that make your army strong. These four rules explain how all heroes work — read them before the full Codex.
A hero buffs its own troop type, and its EE text names its best job.
Two kinds of skills
Every hero has two separate sets of skills, and each set only works in its own place:
Role = troop type
Each hero is a Shieldbearer, Bomber, or Shooter, and gives a big ATK/DEF boost to its matching troop type. A Shooter hero powers up your Shooters, and so on.
Their EE also names their best PvP job: "while defending", "during rally", or "during solo attacks" — you'll see this on every card in the Codex.
Rarity sets the skill set
A hero's rarity decides how many skills they have — and whether they help in fights at all.
The three ways to fight players
You attack one player's base by yourself and fight all the troops defending it. You bring one hero of each type.
A leader starts a group attack, and other players send troops to join it for one big combined attack.
The troops in your base automatically fight anyone who attacks or rallies your base.
My Roster — Your Best Lineups
Most picks in this guide assume you own every hero — you probably don’t. Select the heroes you actually have, and the guide will find your strongest lineup for each mode, show what you’re missing, and suggest the next hero to build.
Which heroes do you own?
Click a hero to select or unselect it. Saved on this device only — nothing is sent anywhere.
Hero Codex — The Full Roster
Every hero in the game, grouped by generation. Generation 1 (the heroes from launch) has SSR, SR and R heroes; Generations 2–7 are all SSR. R heroes only help your economy, not fights. Newer generations have a bigger troop bonus (an ATK/DEF boost shared by every hero in that generation) and higher base stats. War skills are what matter in PvP; the faint PvE line lists Arrest skills just for reference. The three King of Fighters guest heroes are not in this list — .
All 46 heroes. Filter by type and role, or tick what you own in My Roster.
- DMG Increase — +25% damage taken by enemy troops
- Troop Lethality — +25% allied Lethality
- Stun Rate — up to 20% chance to stun on attack
- Troop HP — up to +25% allied HP
- Research Speed — faster base research
- Troops ATK — up to +25% allied ATK
- Troop DEF — up to +25% allied Defense
- Stun Rate — chance to stun on attack
- Troops HP — up to +25% allied HP
- Troop Lethality — up to +25% allied Lethality
- Training Speed — faster troop training
- Troops DEF — up to +25% allied Defense
- Troops ATK — up to +25% allied ATK
- Construction Speed — faster building
- Build Cost — reduced construction resources
- Troops ATK — up to +25% (top skill)
- Troops DMG — up to +50% damage
- Troops DMG — up to +25% (top skill)
- Troops Lethality — up to +25%
- Troops ATK / Lethality — +14% / +12%
- Enemy HP — −20% enemy HP
- Troops DEF — up to +25% Defense
- Enemy ATK — reduces enemy ATK
- Troops HP — up to +25% HP
- DMG Taken — reduces damage taken
- Allied DEF / HP — +14% / +12%
- Enemy Lethality — −20%
- DMG Taken — −20% allied damage taken
- Healing Speed — faster recovery
- Enemy DMG — −20% enemy damage (top skill)
- Other skills — not confirmed yet
- Troops Lethality — up to +25%
- Gathering Speed — faster resource gathering
- Beast Slayer — +30% DMG vs Wild Monsters & Cage
- Enemy DEF — −20% enemy Defense
- March Speed — faster marches to enemies on the map
- Injury Conversion — turns heavy wounds into light wounds
- Stamina — reduced stamina cost
- March Speed — faster marches
- Gene Activity — chance each round to revive lost soldiers
- Impact Barrier — +25% allied Defense
- Crushing Blow — −20% enemy HP
- Photon Shield — −20% enemy Lethality
- Clever Tuning — if the enemy’s starting Troops Power is equal or higher: +30% allied DEF; if not: −20% enemy DEF
- Magnetic Shock — +25% allied ATK
- Adaptive Transformation — if the enemy is stronger: +allied HP; if not: +allied Lethality
- Structural Analysis — up to 20% chance to stun on attack
- Kinetic Offset — −20% enemy damage
- Stealth Cloak — −20% enemy ATK
- Mind's Eye — +25% allied ATK
- Banshee's Lament — more allied damage, and even more against weaker enemies
- Mountain Cleaver — +25% allied Lethality
- Ironclad Protection — +25% allied Defense
- Vital Surge — less damage taken; lightly wounded troops recover after battle
- Curse — −20% enemy Defense
- Evacuation — each round, a chance to take no damage at all
- Erosion — when attacking, all troops have a 50% chance to deal more damage
- Darkness Blade — when attacking, 50% chance the enemy takes +50% damage
- Mecha Upgrade — +100% Shieldbearer damage
- Phantom Steps — +25% allied Defense
- Rust Erosion — −20% enemy HP
- Rage Strike — +25% allied ATK
- Steel Rend — +25% troops' HP; also lowers enemy DEF when the enemy is weakened
- Cycle Protection — every 4th round, take up to 80% less damage that round
- Mecha Upgrade — +100% Shieldbearer damage
- Behemoth's Wrath — Shieldbearers hit back with Tactical DMG equal to 30% ATK when hit
- Weakness Detection — up to 25% chance for all troops to land a critical hit (double damage, basic attacks only)
- Agile Stance — chance for troops to dodge basic attacks
- Combo Strikes — every 2 attacks, Bombers get a bonus attack
- Precision Strike — +25% all troops' damage
- Cannon Barrage — every round, Bombers deal Tactical DMG equal to 50% ATK
- Artillery Support — +Bomber ATK and DEF
- Charged Barrage — rounds 3, 6, 9…: Shooters deal Tactical DMG equal to 110% ATK
- Fear Aura — chance to cut enemy damage by 40%
- Infernal Surge — more troop ATK and Lethality
- Monster Intimidation — on even rounds, all troops take 50% less basic-attack damage
- Self-Sacrificing Battle — every 3rd round, Shieldbearers skip their attack so Shooters and Bombers attack again at 150%
- Death Aura — Shieldbearers take 15% less damage; Bombers deal +25% damage
- Stealth Assault — each Bomber attack makes the target take +50% Tactical DMG for 1 round
- Intel Support — +25% allied HP
- Strategic Chain — 25% chance each round: Bombers hit every enemy troop with Tactical DMG equal to 100% ATK
- Iron Body — Shieldbearers and Shooters take less damage
- Command Shooting — when Tactical DMG hits, a 30% chance for Shooters to make one extra basic attack (25% ATK)
- Judgment of Justice — rounds 3, 6, 9…: Shooters deal Tactical DMG equal to 125% ATK, +15% for each time the enemy army is bigger than yours (up to +75%)
- Sweet Smile — lowers enemy DEF, and enemy HP by 15%
- Continuous Destruction — when your Shieldbearers or Bombers attack, Shooters get a chance to attack again
- Firepower Barrage — every 4th attack, Shooters hit all enemies
- Natural Hymn — Shieldbearers take 60% less Tactical DMG on odd rounds and 40% less basic-attack damage on even rounds
- Iron Protection — each round, 83% chance to protect one troop type so it takes 75% less damage
- Forest Echo — +75% allied troops' Tactical DMG
- Calamity Inferno — every 3 rounds, Bombers deal 150% ATK as Tactical DMG
- Battle Fervor — +25% Bomber damage
- Battle Hardened — +25% all allied troops' damage
- Charged Launch — +25% allied basic-attack damage
- Double Lash — Bombers get a 50% chance to attack an extra time
- Combat Simulation — if the game's pre-battle simulation says you win, +75% Bomber ATK for the real fight
- Sprint Signal — +25% allied troops' ATK
- Position Block — lowers enemy Shieldbearer & Bomber Lethality
- Corner Overtake — every 4 rounds, +43% allied damage for 2 rounds

- Colossal Behemoth — +30% allied Shieldbearer HP
- Dreadful Regeneration — at the end of each round, some of the Shieldbearers lost that round come back; the more basic attacks your side landed, the more come back
- Corrosive Blessing — while any Shieldbearer is alive, all your troops take 20% less damage; when your Bombers or Shooters drop to 5% of their starting number, they can't be hurt for one round

- Funk Wave — +25% basic-attack damage for all allied troops (the same bonus as Worrell’s Charged Launch)
- Shine Time — every even round: +40% allied ATK for the round, and Bombers fire one extra basic attack
- Sonic Shockwave — every 5th round: Bombers fire an attack that stuns its target for a round

- Flaw Detection — +25% damage enemy troops take from Shooters
- Smoke Cover — every 4th round: +50% DEF to all allied troops for 2 rounds
- Lethal Flywheel — allied Shooter basic attacks have a 33% chance to deal Tactical DMG equal to 30% ATK to every enemy

- Future Computation — +25% damage dealt by Shooters, and +10% more again against Wild Monsters
- Skilled Shot — every 3rd round: Shooters fire one extra basic attack
- Spacetime Fold — rounds 4, 8, 12…: Shooters deal Tactical DMG equal to 120% ATK
No heroes match those filters.
KOF Sync Heroes
Three King of Fighters guest heroes are separate from the 46 regular heroes. Just owning one gives your whole army a permanent bonus — no setup needed. You can also sync one to a hero you already own to make that hero much stronger. KOF heroes never fight on their own.
Owning a KOF hero gives your army a bonus the moment you have it — you never have to sync it. Syncing is a separate, optional boost for one same-type hero.
How they work
Owning one boosts your whole army — no syncing needed. The moment a KOF hero is in your collection, its bonus is active for your entire army, whether or not you ever sync it. It grows with the hero’s stars, up to +15%. A 4-star Terry, for example, gives +12% army Attack just for owning him.
Syncing is separate, and optional. If you want more, pick one of your own heroes of the same troop type as the “host” and sync the KOF hero to it. You still use the host hero — its own war skills still work. Sync Terry to one of your Bombers and you are still using that Bomber’s skills, just much stronger.
Syncing boosts that host’s stats. Fully upgraded, syncing raises the host’s battle stats by up to +115% — about double the power, on top of what the host already had.

Omega Rugal
Own him and your whole army gets up to +15% HP — active whether or not you ever sync him.

Terry Bogard
Own him and your whole army gets up to +15% Attack — active whether or not you ever sync him.

Mai Shiranui
Own her and your whole army gets up to +15% Lethality — active whether or not you ever sync her.

















