This page is made by mono_gramm (Sovereign).
- In this page, you will see how much damage deals one moveset without using any other damaging means (Aerial Downslam, Ultimate Mode start-up (Unless TENTH TORCH, because it's partly a move), M1's and Dash), including absolutely everything except for variants.
- If you want to see how much the character deals with surely everything (Including everything except for other damaging means that is listed above), it will be shown here, too.
Tier List
First Place // Mastered Hero Slayer - The moveset is already versatile and powerful, dealing 67% with all 7 moves (And Black Flash passive). However, if including both damage variants of Whirlwind Pierce and move variants - it will be 102%, thus making the character bear the second strongest base moveset.
- Conviction - Because the character's Awakening is not done yet, it deals 95%, exactly the same damage can deal its normal counterpart.
Second Place // Warp Portal - The worst character, as the community says, and can deal the easiest One Shot combo without waiting for cooldowns at all, dealing 62%. If counting in the damage from every single object Matter Absorption can regurgitate, the damage will be 141%, thus making the character the strongest.. and the most deranged in terms of damage.
- Quantum Jump - The worst awakening, even Sovereign can say so. Deals 135% and can dish the easiest One Shot if the enemy lacks Evasive, but the most of the moves can be dodged or blocked.
Third Place // Symbol of Fear - Deals absolutely clear 60% damage with its tricky and versatile moveset, and without counting other damaging means, such clear damage is too much.
- Everything For One - Fearsome and deadliest Awakening with powerful and brutal-looking moves, which deals absolutely clear 179% (If not counting TRUE EVIL, it'll be 79%, obviously.).
Fourth Place // Explosion Hero - This moveset is powerful, but requires for the opponent to lack Evasive, due to moves lacking True combo potential at most. Overall, the damage is as clear as for Symbol of Fear, but deals 51% instead.
- Fury Ignition - Without TENTH TORCH, the moveset deals 89% damage, and with TENTH TORCH - 204%. Formerly, it dealt 280% damage, resulting into whopping 369% damage.
- TENTH TORCH - The moveset is naturally the strongest in Heroes Battlegrounds, if not counting The Strongest. Deals 233%, but if counting the damage from BLITZ KICK without Secondary Use, and BLAST AWAY without a grab damage, it will result into 325% damage. Not counting NUKE's lesser damage (91% instead of 99%), because it's being a One-Time Use.
Fifth Place // Jet Engine - Despite the character not being finished yet, it still deals a whopping 47% damage, and if considering every single variant of Recipro Assault - it will be 77% damage.
- Beyond Speed - Deals the hugest damage (DAMN 0%) in the game ever possible with just standing still. And on top of that, Jet Engine's Awakening and every single move there does True combos regardless everything.
Sixth Place // Green Hero - First character to be released into the game, yet still deals only 44% damage. If counting the variants though, it will deal 60% damage, simply put.
- Maximum Overdrive - A perfect blend of offense and defense, deals devastating damage with all moves in fair trade of being hard to land, dealing a whopping 180% damage, and being able to One Shot with only two moves used maximally.
Seventh Place // Split Ice - Despite the moveset's nature being somewhat clunky and somewhat odd, it still deals mild amount of damage - 39%. By including all variants from Sub Zero - it will turn into monstrous 86% damage.
- Burning Flames - Being as clunky as the base, it still deals a lot - 160% damage, but requires huge aim precision overall. And as Maximum Overdrive, the moveset can One Shot with only two moves used.
Eighth Place // Mastered Green Hero - Both the best and the worst character, being weaker than its normal counterpart and yet being able to One Shot, the moveset deals 37% damage, and 51% if counting the variants.
- THE NINTH - Punishing moveset that can punish yourself upon incorrect and reckless use, being able to oneshot from either three, either four moves, depending on what exactly was been used. Being weaker than normal counterpart even here, it deals only 117%.
Ninth Place // Hero Slayer - Despite its awful damage (33%), it still is capable of One Shotting, if the user slows down everything after Not Done Yet Tech. Counting Curdle Pierce damage without stun and Triple Dagger Throw in the air, the character will deal 51% damage.
- Conviction - It's obviously 95% damage, sharing the same Awakening with its mastery counterpart. If catching into Sanguine Symphony + Scarlet Frenzy combo, your opponent can be theoretically dead (If they was damaged or you did mono_gramm's Ultimate Combo.).
Tenth Place // Azure Flames - Was getting ridiculous nerfs, resulting into being unplayable at all and being unable to deal with teamers anymore, dealing pathetic 31% damage, and besides clearly.
- SPITE - The character's Awakening is only thing that makes them be somewhat alive, because the moveset deals CLEAR 138% damage.
warp punch is an evil combo-extender