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HyperLeague Heroes News

v3.1 - Fixes & Enhanchments

-Fixed a bug causing certain perks to not immediately activate when starting a battle
-Added a stat calculation breakdown to the fusion screen (button to show appears below the fusion preview character)

v3.0.2 Bug Fixes

- Fixed a bug preventing Brawligator and Ratattack from being recruited
- Fixed a bug causing crashing when leveling up many times from defeating a single enemy

New Playable Heroes

Nurse, Proxy, Empusa, and Death Viper join the HLH roster.



This brings the current playable roster up to 35 heroes. Additional units (Reaper and Cyclops) will be available within the coming weeks.

Nurse Healer / HP: 50 / Attack: 3 / Cooldown: 5

Proxy Support / HP: 140 / Attack: 8 / Cooldown: 4

Empusa Attacker / HP: 200 / Attack: 14 / Cooldown: 4

Death Viper Tank / HP: 900 / Attack: 22 / Cooldown: 10

v3.0: Tiers & Rebirthing

HLH v3.0 is live now, how're you liking it? Yesterday I covered the changes for perks and formations, today I'll go over the updates to tiers and rebirth.



  • Each unit now has 5 tiers with each tier being significantly stronger than the last in base stats, potential growth, and growth speed
  • Lower tiers are easier to obtain, you just have to defeat one of that enemy type, or in less common cases complete some other criteria such as finishing certain challenges
  • Higher tiers have stricter criteria to recruit and cost much more


Let's take a look at three of the same unit type, both at the max level but having different tiers.

Proxy Tier 1 HP: 12.6M / Attack: 720K, Cost: 180K
Criteria: Upgrade base to rank 2

Proxy Tier 3 HP: 124M / Attack: 7.13M, Cost: 18B
Criteria: Upgrade base to rank 10

Proxy Tier 5 HP: 445M / Attack: 25.4M, Cost: 2T
Criteria: Upgrade base to rank 20

As you can see, there are drastic differences in power so it's always best to recruit the highest tier possible.



This brings us to rebirthing, which is much less of an obvious choice than deciding which tier to recruit. When at level 30K you can reset your unit's level back to 1 as well as roll back any stat gains from fusion and stat boosters. However, this temporary setback greatly boosts the growth potential of your unit moving forward.

Rebirth lv. 1 units get their HP and attack boosted by 2, rebirth lv. 2 units get their HP and attack boosted by 3, and so on and so forth. Rebirthing is a big yet temporary nerf that can pay off substantially in the long run. It's recommended if you've made it far in Tower Climb and your squad can gain levels back quickly.

That covers it for tiers and rebirthing, two ways in which you can drastically increase your team's power and lead them to victory and the top of the leaderboards. Next time I'll cover the new units and dungeons added.

Discord: https://discord.com/invite/zmTwEdfFJ4

v3.0 Live Now! Changes Explained Pt. 1

HyperLeague Heroes v3.0 is live now and there are tons of new features and enhancements. The updates will be detailed across several posts. The first feature I'll cover is perks and formations.

Each character now has 3 unique perks, the one that activates depends on where that unit is in the formation.



Example: Singe boosts the crit rate of nearby heroes from the frontlines, gets increased speed from the center, and all adjacent heroes get +50% more exp when Singe is in the back. Remember that you can only have one these perks active at once so you'd have to place Singe where you need him most.

Units can be rearranged on the fly and as much as needed so you can adjust your tactics to the current situation.



Here are some more example perks:

-Vito / back - adjacent units take 30% less ballistic damage
-Nurse / center - allies recover 2x more HP when healed
-Ice Age / front - freeze all enemies for 15 seconds when landing a crit
-Gunslinger / center - standard attacks do 1/2 damage but hit all enemies

You can also right-click to see fighter details such as the unit's perks and which perks they're being affected by.



Units now also have two types - ranged and close quarters. Close quarters units do full damage from the front, 75% from the center, and 50% from the back. Ranged units do 100% damage regardless of where they are in the formation.

At the same time -

Your teammates are targeted according to how close they are to the frontlines. Units in the front are very likely to be targeted, units in the back are unlikely, so it's important to take your unit's bulk into account when choosing your formation while also considering the damage they'll do given whether or not they're ranged or close quarters.

That about covers it for perks and formations, next time I'll cover character tiers.

Discord: https://discord.com/invite/zmTwEdfFJ4