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Best heroes, kit by kit — what the stats tables can't rank

Stat sheets are done deciding this: in our endgame guide we showed every hero shares the same Exotic stat ceiling, which makes stat-sheet "tier lists" meaningless. What actually separates heroes is the kit — the skill that fires every few seconds. Below: all 24 heroes' kits from the game's own descriptions, one tier table, the synergy recipes, and the exact cost to max any kit you want to commit to.

24heroes, every kit read from the data
4kit archetypes in the roster
1,140pieces: the 2★–6★ skill ladder
1,150–1,240pieces: full 1→6★ climb (by tier)

The rulebook we ranked by

Base stats, milestones and the star ladder are identical within a rarity tier — proven here — so a kit is judged on its architecture, in this order:

One honest limitation

The game's own data ships every kit magnitude as a runtime placeholder — "Deals X damage", "X%" — filled in at runtime by code we can't extract. So nobody, us included, can honestly print a "%-based kit DPS spreadsheet." What follows ranks architecture: what a kit does, to whom, under what conditions — the part the tables do show. When a fight changes your kit's uptime, your window changes; the DPS calculator holds the raw stat numbers per tier.

The roster, kit by kit

Same stat curve per tier, weapons as shown, skill ladder uniform: Lv1 is the unlock itself (10 pc at the bottom tiers, 100 pc at the top ones), Lv2 at 3★ (60 pc), Lv3 at 6★ (600 pc) — the 2★–6★ ladder is a flat 1,140 pieces for everyone, so the full 1→6★ climb runs 1,150–1,240 by tier:

HeroRarityWeaponSkill (Lv1)Tier
BerserkerNormalMorningstarsProtection StrikeU
CactusNormalDaggersThorn StrikeU
GuardianNormalSwordsImmunity StrikeU
MeNormalSwordsPurifying StrikeU
BarbarianFineSwordsDeath SpiralC
DaisyFineMorningstarsGraceful StompC
PrincessFineWandsHealing BombC
RangerFineCrossbowsStun BombC
DrakeRareDaggersDragon's FlurryC
JhinRareGunsBurst BarrageC
MagmaRareMorningstarsTaunt HeadbuttC
BellenEpicCrossbowsHeartpiercerB
KatarinaEpicGunsWeigh Anchor!A
NingNingEpicDaggersShuriken FlurryC
PhoenixLegendaryWandsPillar of FlameB
PunisherLegendaryGunsBootcamp!B
EllynAncientCrossbowsForest ArrowB
StormAncientMorningstarsWide LightningA
AzioMythicDaggersLeap ComboA
BlasterMythicGunsBullet BarrageA
SolariusMythicSwordsDivine PathA
FreyjaExoticWandsIce StormS
HanaExoticSwordsBlack Blade DanceS
The SkullExoticMorningstarsStrike of the DeadS

The tier table

TierHeroKit verdict
S — build aroundFreyjaAoE stun + a team-wide Skill Damage buff that is unconditional at Lv3, plus a cooldown refund on the same skill — one button does four jobs.
HanaA boss-killer engine: Lv3 pulls enemies in and strips their buffs, and both halves of her kit hit harder on a clean board — self-cleanse and buff-strip as damage.
The SkullThe roster's only true sustain kit: taunt on every cast, lifesteal, and Lv3 turns excess healing into a shield that scales his damage.
A — strong with the right teamKatarinaTeam-wide Crit Rate buff (ranged first, all at Lv3) — the best simple output multiplier in the game for crit-built teams.
StormAoE lightning with an embedded stun - control and wave-clear in one cast, no conditions to maintain.
AzioTeleport strike with a conditional Attack Speed buff; infinite uptime if your team keeps debuffs flying. Strongest with a control partner.
BlasterTeam-wide ATK buff (ranged allies first, everyone at Lv3) stapled to a long multi-hit — the 'carry the carry' kit.
SolariusThe anti-buff tool: wipes enemy buffs (and shields at Lv3) every cast, plus a self-cleanse. Value spikes exactly where boss buffs live.
B — good, conditionalBellenPiercing arrow that gains damage per enemy hit — a wave-clear kit that scales with enemy density and rewards careful lane setups.
PunisherTeam-wide Cooldown Reduction at Lv3 — only as strong as the skills on your team; dead weight next to pure auto-attacker comps.
PhoenixBurn DoT — damage that keeps ticking through stuns and boss rotations, favoring long fights over burst windows.
EllynRapid-fire piercing volley with a crit-scaling kicker — the natural partner for any Crit Rate buff, and wide waves pay out doubly per volley.
C — fillersBarbarianSingle-target stun; the starter-tier version of one of the game's most crowded effects.
DaisySelf-cleanse + self-heal: keeps herself alive, ships nothing to the team.
PrincessHeals the lowest-HP ally from damage dealt — welcome in thin comps, but single-target support at start prices.
RangerSingle-target stun on crossbows — identical kit architecture to Jhin and Barbarian, one tier cheaper to raise.
JhinSingle-target stun with no added utility — a slot, not an engine.
DrakeSingle-target stun, same story as Jhin; daggers give him the flashier animation, not a stronger kit.
MagmaAoE taunt with damage reduction — a real tank kit, but taunts trade aggro control for no offensive DPS output upside.
NingNingSingle-target Attack Speed debuff; real vs auto-attackers, invisible vs skill-cycle bosses.
Utility bench — cheap nichesMeTeam cleanse (all allies at Lv2) — a cheap insurance policy in debuff-heavy fights, at the game's minimum unlock price.
BerserkerTeam shields scaled to damage dealt (all allies at Lv2) — an intro version of The Skull's sustain.
CactusHealing-reduction debuff on a starter — a niche answer to healer enemies, which most content doesn't field.
GuardianTeam debuff immunity (all allies at Lv2) — shuts down a whole boss mechanic class for a few seconds.

The three S-tier engines

Synergy recipes

How to spend pieces, if you're picking one

Data from heroes_full.json (CostumeData / SkillData / StarGradeOptionData / locale tables, game v26.2.0), extracted from the APK — names, weapons and skill descriptions quoted live at build time. Tier placements, synergy picks and verdicts are editorial: the game ships kit magnitudes as runtime placeholders, so no extraction can encode them. XP Hero is developed by Supercent — XPHero Fans is unofficial, not affiliated with or endorsed by them, and the tier calls are editorial opinion, not game data.