How to play guide of Has-Been Heroes

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Stamina[edit | edit source]

The key to getting far in this game is understanding how stamina works. Every hero and enemy in the game have a vertical green bar next to their red health bar. This green bar is their stamina. Most units have 0-10, but some can go up to 20, 25, and even 50! The higher count stamina are usually either bosses or have really low health, but how does it work?

Stamina protects health from melee damage. When attacking, every unit has a number of strikes they will do represented directly underneath the stamina bar by x1, x2, x3, etc. Each strike will bring the defender's stamina down by 1, until it reaches 0. There are two possibilities after this:

  • If the hero has more strikes remaining, it will keep attacking, hitting the defender's health directly. This may sound good, but when this happens, the enemy takes 10% less damage, is knocked back only a little bit and its stamina is fully recovered. This can and should be avoided if possible as there is a better way at dealing with enemies.
  • If the hero strikes an enemy so that they have no more strikes and the enemy's stamina is at 0, the enemy is stunned. Upon a stun, a small yellow bar appears next to the enemy's health and starts to decrease in size. This is how long the enemy is stunned for and the amount of time that it is vulnerable to melee attacks! If a hero is able to attack a stunned enemy, the enemy will take full damage, fly back to the end of its lane, and its stamina recovers but it permanently loses 1 stamina.

Once an enemy's stamina is at 0, they no longer can be stunned but can be attacked freely with worry of stamina blocking the way. However, this also means that they will not fly back to the end of the lane, but will only get knocked back a little bit.

On the flip side, when a hero is attacked, the same thing happens. Depending on the enemy's hit count, the hero's stamina will be depleted. A hero does not passively regain stamina lost. The only ways to regain lost stamina are from particular camps and a few spells and items. Remember, a run is lost as soon as any of the heroes die, so keep the enemy stamina low and your stamina high!

Combo Damage[edit | edit source]

The combo damage is extra damage added in addition to the main damage from an attack. Combo damage is higher if you have a longer total combo of hits on that enemy.

Here's a list of the combo damage. Combo damage is a specific percentage from the main damage, meaning that heavy hitters will always do more combo damage than the lightweights.

2 hits - 10% combo damage

5 hits - 20%

10 hits - 30%

20 hits - 40%

40 hits - 50%

Let's say that rogue always hits 50 damage and warrior 100. Rogue hits three times, 50HP -> 50HP+5HP -> 50HP+5HP. After this the warrior hits three times and it's still the same combo, 100HP+10HP - > 100HP+20HP -> 100HP+20HP. So on the warrior's fifth and sixth hit the combo damage is 20% instead of the starting 10%.

Hitting an enemy (even their stamina) as well as the 'hits' caused by both burn and poison will continue to increase the combo counter. Spell damage adds hits as well and does benefit from increased combo damage. The combo will reset after a period of time without being hit.

Critical Hits[edit | edit source]

A basic attack has a chance to convert to a critical hit. The probability of a critical hit is determined by the critical hit chance in percent.

A critical hit can damages the enemy HP through stamina, i.e. the enemy loses stamina and health simultaneously. Additionally a critical hit does 100% (need confirmation) additional damage.

Understanding Spell Cooldowns[edit | edit source]

A common misunderstanding is interpreting 'Spell Recharge Rate' as cooldown reduction. In fact, a +25% faster spell recharge rate is very different from a 25% shorter spell cooldown.

A spell that normally recharges in 30 seconds progresses at a rate of 1 second per second toward that cooldown. Gaining +50% faster spell recharge means that instead of progressing at 1 second per second, it progresses at 1.5 seconds per second. This means that after 20 seconds realtime, the spell will have come off of the 30 second cooldown.

The formula for calculating spell cooldown is

(Base cooldown)/(100 + sum of recharge rates) * 100

Below is a table for easy reference:

Base cooldown +10% 25% 35% 50% 75% 100% 125% 150%
10 9.1 8 7.4 6.7 5.7 5 4.4 4
15 13.6 12 11.1 10 8.6 7.5 6.7 6
20 18.2 16 14.8 13.3 11.4 10 8.9 8
25 22.7 20 18.5 16.7 14.3 12.5 11.1 10
30 27.3 24 22.2 20 17.1 15 13.3 12
35 31.8 28 25.9 23.3 20 17.5 15.6 14
40 36.4 32 29.6 26.7 22.9 20 17.8 16
45 40.9 36 33.3 30 25.7 22.5 20 18
50 45.5 40 37 33.3 28.6 25 22.2 20
60 54.5 48 44.4 40 34.3 30 26.7 24
90 81.8 72 66.7 60 51.4 45 40 36

Alternatively, to see the equivalent 'cooldown reduction', calculate

100 - (100/(100 + sum of recharge rates) * 100)

Sum of Recharge Modifiers 5% 15% 25% 35% 50% 65% 80% 100% 150%
Equivalent Cooldown Reuction 4.8% 13% 20% 26% 33% 39% 44% 50% 60%

Spell Mechanics[edit | edit source]

Info detailing spell mechanics and interactions can be found Here!

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