Hero Wars – Asgard Strategy
This strategy is outdated, it will need to be updated to match our current level of play. 
A strategy by Kokoth from School of the Wolf. If you find it useful, feel free to use it for your guild as well. It is tailored for our guild though.
Motivation:
Considering that we want to achieve as much there without pushing for too much p2w and players improving 25 of their heroes to a really powerful state, we're trying to set up some strategy that lets players to maximize their individual damage output, lets the less powerful teams do some damage output rather than straight out dying, and lets us (as a guild) kill the highest level boss we can.
TL;DR: Just read motivation and try to figure out the best implementation yourself. Just think about how your actions affect others.
Minion level increase motivation:
The higher the minion battles level is, the more rewards there are for beating them. It means more ascension resources, more Valor Emblem and higher Morale. When the difficulty is too boring for almost everyone, it means we could be earning more rewards.
It also allows us to start with a higher level boss, which is only an advantage if we can defeat boss of a higher level because of that.
Minion battle strategy and tactics:
- If you can, do most of your attacks on Thursday or Wednesday. There can be some failures. It is best if you can react to them with maximum possible output for yourself, and you can do that better if you use all 9 attacks on the same day. Don't forget to attack on Thursday then, though.
- Make 2-3 useable hero parties. If you can "water down" your main team to make three decent teams that can handle the difficulty, do it
- Recover from failures as well as you can. If you can't complete some battle, you only gain morale and valor emblems. It is often better to give up on even trying some other battle and gain full rewards for the one where you were unable to get it at first.
- You can just give up on the easiest battle against one party. The rewards are underwhelming.
- If you cannot make three decent teams, only pick one of the battles against three parties, and use two attacks there. Ignore the other one.
- If you must take preferences on what nodes you take, you should prefer mini-bosses except Merida and camps with 3 defender teams.
Mini-bosses
Rah-Ozu: Has protective spheres that can be a bit of an issue to break down. Taking these down gives you a damage boost. You can however assassinate him with heroes like Yasmine, ignoring the spheres.
Naos: Hits your backline with powerful attack. If you can, make sure to have someone healthy enough there, with good healing. If you can't, just hope that you can kill him before he gets to your forward-most hero. He doesn't deal damage to front hero often, so it takes some time for Yasmine to have an option to go all-out.
Merida: She deals nasty damage to front line and causes nightmares. Better have strong front line against her, Yasmine won't survive that. Nightmares can really ruin your day, they can turn multiple of your heroes useless. Make sure you have some good damage dealer in the back and perhaps a pet that can deal damage as well. Feel free to ignore this boss if the difficulty seems high on other bosses already, there is a lot of randomness involved.
Boss strategy motivation:
We want to optimize personal damage output of everyone. We want everyone to have reasonable personal rewards, not at someone else's expense.
We want players to maximize their damage output by sending their weaker teams first as boss increases level and difficulty when defeated.
Boss battle strategy:
- Do an assessment of your teams first before you start attacking, and plan five teams. Divide them to powerful and weaker. If you think your heroes can handle level 115 boss, don't send them against level 95 Osh. Thus:
- Weaker teams should go first on Friday. Don't start from your best teams – just write down your setups to prevent some hero being misplaced.
- Powerful teams should be kept for the highest level they can survive, and the very strongest teams should be used against level 125.
This strategy is meant to prevent weaker teams being quickly wiped out by a higher level Osh and dealing no damage. This improves individual rewards for damage dealt, and it should also improve our damage output as a guild. If you come too late for your time window, it's your loss. However, if you smash level 95 Osh with your best, it is seen as a selfish and cowardly approach, and very distasteful.
The schedule is as following:
This is an outline rather than some exact maths. This cannot be scheduled exactly for everyone without someone spending hours on preparing this every week. And then someone doesn't read and whoever did the schedule gets depressed and super angry at the same time. So just, please, try to think about the others before you send your super strong team in the first time window, and think if their weak heroes are worse than your best.
| Time window | Hero levels estimate | Description |
|---|---|---|
| Friday 5 AM UTC - 9 PM UTC | < 95 | If you can't make five powerful teams, don't miss out this 16 hours opportunity. |
| Friday 9 PM UTC - Saturday 1 PM UTC | 95-110 | Time for some stronger teams, again a 16 hours window. |
| Friday 1 PM UTC - Saturday 9 PM UTC | 110+ | Time for some heavy hitters to start hitting level 115 Osh. |
| Saturday 9 PM UTC and later | 120+ | Unlimited. If your heroes are absolute monsters, feel free to leave them for this time. |
Boss battle tactics:
- As pointed out by some YouTubers, Albus, the little white drake, is very efficient against Osh and bosses in general.
- I tried it with level 70 and no items, and he outdamaged my level 80 violet Cain (there is no much use for dodge against Osh).
- At level 100 Blue +2, he deals more than 500k damage per battle even with no other source of pure damage.
- In rare cases, Merlin or Fenris can be better. Generally though, if you don't have much idea, just use Albus.
- A pet can be used in multiple battles and deal damage repeatedly, so an Albus dealing 600k per battle means 3M damage.
- Have a decent tank and a healer for each team.
- The magic damage hitting your front hero is pretty big, and tanks also have splash damage, hitting multiple spheres at once.
- Some healing may be needed for the incoming magic damage from starfall or other sources. And if your pet is Albus, he doesn't heal.
- If you have absolutely no healer hero, but your heroes have good damage output on their own, use Oliver.
- Single target damage is very useful.
- It kills Osh much faster, because multiple target damage is balanced with 5 enemies on mind.
- Multiple target damage can be also useful.
- It helps clear the orbs. Thus, it is a supportive role for the main single target damage dealer.
- It helps clear the nightmares if orbs weren't cleared properly and nightmares already spawned.
- Nightmares spawn from the front hero to the back, thus it is better to have multiple target damage in the back line.