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Do all heroes make it to endgame? The data says yes

You'll hear it in every chat: "not all heroes are gonna make it to endgame" — that some of the roster is a dead end, that investing in the wrong hero wastes your pieces. We checked it against the game's own tables instead of vibes: the level curves in CostumeLevelData and the evolution chains in CostumeEvolutionData. The verdict is the opposite of the claim — every hero in the game ends on the same top-tier stat curve. What rarity buys you is a shorter grind, not a higher ceiling.

24heroes in the data
8rarity stat curves
21heroes with an evolution path to the top curve
840pieces: Azio's whole grind to Exotic

What rarity actually decides

Heroes don't have individual stat sheets — every hero on a rarity tier shares the exact same level curve, so the six-line roster table below is the real, complete picture. The endgame column is each curve's Lv 130 cap:

RarityHeroesUnlock piecesAttack @ lv capHP @ lv capEvolution tops at
NormalMe, Berserker, Cactus, Guardian102,1351,373,176Exotic
FineBarbarian, Daisy, Princess, Ranger307,2785,907,383Exotic
RareJhin, Drake, Magma5014,09812,948,296Exotic
EpicNingNing, Bellen, Katarina7025,017223,871,434Exotic
LegendaryPunisher, Phoenix10031,306527,055,819Exotic
AncientEllyn, Storm10046,8701,177,225,148Exotic
MythicAzio, Blaster, Solarius10091,8253,898,930,653Exotic
ExoticFreyja, Hana, The Skull100202,63883,872,906,452—

So yes — raw numbers differ a lot between tiers if you stop there: a Native Exotic like The Skull sits at 202,638 attack at the cap while a starter like Me has 2,135. That gap is exactly what the "dead end" crowd is looking at. It's also where they stop looking.

Evolution: the equalizer

CostumeEvolutionData sells a bridge from every rarity to the Exotic curve, paid in hero pieces, Evolution Stones and Red Orbs. Your power curve follows your current rarity — evolve a tier and your entire level curve moves up to that tier's numbers, retroactively. And because the chain definition is per-tier, the whole roster's paths fit in one table:

Native rarityStepsTotal cost to endgamePieces / stepEnds at
Normal75,500 pc + 325 stones786Exotic curve
Fine63,390 pc + 320 stones565Exotic curve
Rare52,960 pc + 310 stones592Exotic curve
Epic41,550 pc + 290 stones388Exotic curve
Legendary31,670 pc + 255 stones557Exotic curve
Ancient21,250 pc + 200 stones625Exotic curve
Mythic1840 pc + 120 stones840Exotic curve
Exotic0none needed0Exotic curve
Read that table again slowly: eight rarities, seven routes, one destination. The Exotic trio skips the queue by starting there; Azio pays 840 pieces for one step; Me needs 5,500 pieces over seven steps — but they all end on the 202,638-attack curve. Remember that this progression is saved per hero, not account-wide — evolving one Mythic doesn't lift the others.

Case study: Azio, the 840-piece door

Azio is the textbook argument against the dead-end claim, so he gets the spotlight. Native Mythic, daggers, 100 pieces to unlock, kits out with Leap Combo — a teleport strike that grants an Attack Speed buff whenever the target is debuffed, upgraded twice more through the 1–6★ ladder:

That's the whole grind for a Mythic: one step. Deep link his full sheet — levels, milestones, stars, evolution — on the Heroes & Evolution page.

So where does the claim come from?

Fair question, and the answer is that it's directionally about things the data can't settle:

What the data doesn't support is "some heroes can't reach endgame." Every one of them has a paved road; some roads are just longer.

Verdicts, tier by tier

Plan around the pieces, not the fear. And when you want the exact per-step costs, the 1–6★ ladder or a build to test a hero against the tower walls, that's the Heroes & Evolution page, the Hero Builder and the DPS calculator.

Data from CostumeLevelData / CostumeEvolutionData / StarGradeOptionData / ContentUnlockData (game v26.2.0), extracted from the APK; per-hero numbers live from data/heroes_full.json. "Endgame curve" = the top lv_gid group in the level tables. Kit comparisons and meta calls are ours, not the game's. XP Hero is developed by Supercent — XPHero Fans is unofficial and not affiliated with or endorsed by them.