Last Chance
Heroes of the last day
Three heroes are ready at once; feats unlock the rest — the goal is written under the name. Each has their own attack and Ability; a Skin changes only the look.
Meeg
Keeper of the Last Blade
An all-round melee fighter. The katana cuts a wide arc, and armor forgives the odd touch. Keep the crowd in front of you; the evolution releases lunar blades.
- Starting weapon
- Lunar Katana
- Strength
- Frontal damage and protection
- Weakness
- Has to let enemies close
- Health
- 110
- Speed
- 150
- Armor
- 1
Ability · E · Keeper's Oath
Slashes enemies in front and grants +3 armor for 2.5 seconds; from katana rank 10, a fan of crescents.
Growth
+1 armor every 10 levels, up to +6
Sign · Not This Time
A lethal hit leaves 1 health and 1.5 s of invulnerability; once every 90 s. Separate from the Skull revive.
Story
He remembers the names of everyone he failed to save. Today the list will not grow.
Vilchar
Wanderer of a Thousand Reflections
A defender who shines when surrounded. The staff strikes all around, farther than a plain blade; his health and armor can absorb a mistake. Against a lone boss he needs extra damage. The evolution summons three reflections.
- Starting weapon
- Staff of Reflections
- Strength
- Staff reach and all-around damage
- Weakness
- Slower and weaker against a single target
- Health
- 125
- Speed
- 145
- Armor
- 1
Ability · E · Mirror Ward
Pushes nearby enemies back and takes 35% less damage for 4 seconds; from staff rank 10, the reflections strike too.
Growth
+1% reach and radius of his own staff per level, up to +40%
Sign · Echo
Every 8th attack of any weapon repeats at 50% damage.
Story
Every reflection holds a path he might have taken.
Vyacha
Alchemist of the Silent Garden
A mobile alchemist who fights on the move. The poison cloud follows the hero and slowly wears the crowd down, and a wider pickup radius helps level up. Early on, draw enemies to the edge of the cloud and circle them: poison cannot reach from afar. With no armor, lingering among enemies is dangerous. The evolution spreads the contagion.
- Starting weapon
- Wild Reagent
- Strength
- Poison keeps hurting the whole crowd
- Weakness
- No armor and no instant finishers
- Health
- 100
- Speed
- 158
- Armor
- 0
Ability · E · Silent Garden
Grows a poison garden for 5 seconds that slows ordinary enemies; the garden grows with the reagent.
Growth
+1% poison and field damage per level, up to +60%. Opening: cloud radius +120% at level 1, −30% per level, gone by level 5
Sign · Pollen
Enemies killed inside the cloud give +15% XP.
Story
He learned to grow life. And the things that come for it.
Bima
Engineer of the Impossible
An armored gunner with homing rockets. Reliably hits the priority target from afar; attacks are 10% faster than usual. The early blast is small, so a dense crowd calls for a second weapon. The evolution adds a piercing laser.
- Starting weapon
- Pocket Rocket
- Strength
- Homing shots and fire rate
- Weakness
- Small blast radius early on
- Health
- 105
- Speed
- 148
- Armor
- 1
Ability · E · Emergency Protocol
Mini rockets (4–8 by rank) pick the nearest targets and explode; from rank 10, an orbital beam.
Growth
+0.6% attack speed per level, up to +36%
Sign · Priority Target
Every 5th rocket of the signature weapon flies at an elite or boss nearby.
Story
Any hopeless situation is just a problem nobody has solved yet.
Dri
Spark After Sunset
A fragile fire mage with a 15% bonus to all damage. Exploding fireballs shine against enemies that bunch up. All that power costs her defense: keep your distance. The evolution chains targets together with phoenix fire.
- Starting weapon
- Living Flame
- Strength
- Powerful fire hits
- Weakness
- Low health and no armor
- Health
- 100
- Speed
- 155
- Armor
- 0
Ability · E · Dawn Ember
Releases 8–14 fire sparks all around; the fire jumps between targets like a flame of the same rank.
Growth
+1% damage per level, up to +50%
Sign · Embers
Her fire sets enemies alight: 3 s, 12% of the hit per second; it refreshes and does not stack.
Story
When the last sun went out, she kept an ember in her palm.
Kesha
Tropical Optimist
A nimble fighter with banana boomerangs and a 15% luck bonus. Move so the throw and the return both cut through enemies. A scattered crowd means fewer hits. The evolution turns the boomerangs into exploding coconuts.
- Starting weapon
- Banana Boomerang
- Strength
- Pierces on the throw and on the return
- Weakness
- Has to line enemies up
- Health
- 115
- Speed
- 155
- Armor
- 0
Ability · E · Scheduled Vacation
6–9 boomerangs (coconuts from rank 10); +18% speed and 2 HP/s healing for 4 seconds.
Growth
+1.5% luck per level, no cap
Sign · Lucky Ticket
Every 5th level, one upgrade card is at least Rare.
Story
He insists this is a vacation. Nobody argues anymore.
Lothar
The Quiet Side of the Abyss
A fast but fragile fighter with two green sickles. Once per wave, E unlocks a demon form for 8 seconds: more damage, speed and attack reach. Save the transformation for when you get surrounded.
- Starting weapon
- Green Sickles
- Strength
- Fast sickles and the demon form
- Weakness
- Low health, ability once per wave
- Health
- 95
- Speed
- 170
- Armor
- 0
Ability · E · Demon Form
Once per wave: an abyssal burst, then for 8 seconds +65% damage, +22% movement, +35% attack speed and long-range sickles.
Growth
+0.5% damage per level, doubled in Demon Form (up to +30% / +60%)
Sign · Hunger
Killing an elite or mini-boss in Demon Form extends it by 1 s, up to +4 s per form.
Story
The smallest one in the circle casts the biggest shadow.
Dakimakura
Voice of the Loyal Pack
A summoner who never attacks himself. The wolf lunges at nearby enemies, the dragonfly shoots distant ones; growing the pack adds a bear, an owl and new companions. A solid health pool lets you reposition while the pets pick targets.
- Starting weapon
- Loyal Pack
- Strength
- Pets cover both short and long range
- Weakness
- Attacks depend on where the pets are
- Health
- 120
- Speed
- 148
- Armor
- 0
Ability · E · Call of the Ancient Pack
A pack pulse hits nearby enemies; pack damage +65% for 4 seconds.
Growth
+1% pack damage per level, up to +50%
Sign · New Call
At level 30 a third wolf joins the pack, at level 60 a third dragonfly.
Story
His call is heard even by those who have forgotten human speech.
Vusik
Puppeteer of Iron Strings
A slow puppeteer with the biggest health pool and three points of armor. Two marionettes focus their blows on single enemies; a big crowd calls for care. The evolution adds two more puppets and shocks along the strings.
- Starting weapon
- Iron Strings
- Strength
- 140 health, 3 armor and two marionettes
- Weakness
- The slowest hero, little area damage
- Health
- 140
- Speed
- 137
- Armor
- 3
Ability · E · Don't Cut the Strings
Pulls ordinary enemies in, the strings strike at every marionette; +3 armor and +50% marionette damage for 4 seconds.
Growth
+2 max health per level
Sign · Thread Riposte
When hurt, the marionettes strike the attacker; 1 s cooldown.
Story
There are no skeletons in his closet. Only the ones who agreed to help.
Atrax
The Warlock's Last Toast
A warlock built for a long fight. Flasks leave caustic puddles, and his own elixir restores 6 health every 9 seconds. He lacks quick finishers: lead enemies through the potion trails. The evolution unleashes wide ghostly claws.
- Starting weapon
- Forbidden Elixir
- Strength
- Caustic puddles and regular healing
- Weakness
- Damage is spread out over time
- Health
- 105
- Speed
- 153
- Armor
- 0
Ability · E · Last Toast
Heals 18–30 HP and smashes flasks all around; +18% damage and +1 HP/s for 5 seconds.
Growth
The elixir heals 0.15 more per level
Sign · Overflow
Healing above full health becomes a shield of up to 15% max health; it melts over 10 s.
Story
Nobody knows the recipe. Neither does he, but so far it works.
Sim-Sim
A Trace Between Shadows
The fastest and the most fragile hero. The Shadow Mark deals a heavy blow to a single target; E summons a shadow double for 6 seconds that repeats every Mark strike at 60% damage. Pick up area weapons for the crowd. The evolution hits up to three targets and deals 30% more damage to bosses.
- Starting weapon
- Shadow Mark
- Strength
- A powerful single-target strike and the shadow double
- Weakness
- 90 health, no armor and weak crowd control
- Health
- 90
- Speed
- 175
- Armor
- 0
Ability · E · Shadow Double
A shadow rises beside you for 6 seconds: it repeats every Shadow Mark strike on the same targets at 60% damage (no crits); with Double Midnight Dance the repeat slows.
Growth
+1% damage to elites and bosses per level, up to +60%
Sign · Execute
An ordinary enemy left below 12% health by the Shadow Mark dies at once; elites and bosses are immune.
Story
The shadow lingers for a moment. That is enough.
Igor
Painter of the Last Dawn
A hooded painter with staying power. His brushes smear paint and leave trails that hurt enemies. A big health pool makes up for his modest speed. Paint Spill empowers the brushes and spreads a living fresco underfoot.
- Starting weapon
- Dawn Brushes
- Strength
- Paint trails and a big health pool
- Weakness
- Modest speed, damage takes time
- Health
- 135
- Speed
- 140
- Armor
- 1
Ability · E · Paint Spill
Empowers the brushes for 5 seconds and creates a living fresco; a shield absorbs 3 hits.
Growth
+1% duration and area of paint trails per level, up to +50%
Sign · Palette
Enemies standing on paint take +10% damage from every source.
Story
When the world lost its color, he simply took out his brushes.
Shchuks
Knot of Unbending Will
A sturdy fighter with a thick mustache and a long whip. Keeps enemies in front of him; every third strike releases a shockwave. Thunder Grip pulls ordinary enemies in but does not move bosses. Watch out for attacks from the sides.
- Starting weapon
- Whiskered Storm
- Strength
- Reach, rhythmic shockwaves and control
- Weakness
- Narrow arc and pauses between strikes
- Health
- 125
- Speed
- 150
- Armor
- 2
Ability · E · Thunder Grip
Strikes all around and pulls ordinary enemies in; bosses stay in place.
Growth
+0.5% damage per ordinary enemy within 220; cap 10% +0.4% per level, at most 40%
Story
Any knot can be untied. This one he tied himself.
Simba
The Duel's Last Rose
A duelist in a hat with a rose between his teeth. The rapier lands strong, precise lunges; high speed helps him strike from the flank. Rose of the Winds speeds up attacks and briefly protects him. Low health and armor make getting surrounded dangerous.
- Starting weapon
- Duelist's Rose
- Strength
- Precise lunges and a fan of rapiers
- Weakness
- Low health and no armor
- Health
- 95
- Speed
- 165
- Armor
- 0
Ability · E · Rose of the Winds
A whirl of petals strikes all around; +70% attack speed for 2 seconds, and the first second blocks damage.
Growth
+0.5% own critical chance per level (not from luck), up to +30%
Sign · Parry
Dashing through an enemy attack or projectile makes your next thrust deal double damage.
Story
He holds the rose while both hands are busy with fate.
Last Chance
Choose a hero, gather experience and combine weapons with tomes. Survive the waves, endure the Onslaught and face the World's Overlord.