Hero (Champion → Paragon → Vandalier)

Ash Lambert’s unique class - a powerful hybrid warrior who, through the Trials of Toroah, can become the ultimate Vandalier.

Rating: 8/10 (Hero/Champion/Paragon)

Rating: 10/10 (Vandalier)

Table of contents

  1. Overview
  2. Class Progression
    1. Advancement Levels
  3. Available Characters
  4. Statistics
    1. Stat Distribution (Hero/Champion/Paragon)
  5. Why Hero is 8/10 (Standard Path)
    1. The Hybrid Advantage
    2. Better Than Knight
    3. Strategic Flexibility
  6. Why Vandalier is 10/10 (Ultimate Path)
    1. The Ultimate Transformation
    2. Spell Arsenal Breakdown
    3. Ultimate Equipment
  7. Strategic Analysis
    1. The Level Paradox
    2. The Game Over Risk
  8. Spell Usage Guide
    1. Hero Spells (Available Throughout)
    2. As Hero/Champion/Paragon
    3. As Vandalier
  9. Equipment Recommendations
    1. Weapon Progression (Pre-Vandalier)
    2. Ultimate Equipment (Vandalier Only)
    3. Armor Progression (Pre-Vandalier)
  10. Leveling Strategy
    1. Pre-Trial Strategy (Chapters 1-5)
    2. Trial Completion (Chapter 5-6)
    3. Post-Vandalier Strategy (Chapter 6)
  11. The Trials of Toroah
    1. Requirements for Vandalier
    2. Trial Difficulty Scaling
  12. Combat Strategy
    1. As Hero/Champion/Paragon
    2. As Vandalier
  13. Boss Battle Strategy
    1. Pre-Vandalier (Hero/Champion/Paragon)
    2. Post-Vandalier
  14. Common Mistakes
    1. Mistake #1: Overleveling Ash Before Trials
    2. Mistake #2: Skipping Trials
    3. Mistake #3: Exposing Ash to Danger
    4. Mistake #4: Not Using Life Orb Effect (Vandalier)
  15. Advanced Tactics
    1. The “Vandalier Rush” Strategy
    2. Plasma Wave Spam
    3. Supreme Healing + Tank
  16. Comparison: Hero vs Other Classes
  17. FAQ Authors’ Consensus
    1. Jeff Chan (Atom Edge)
    2. Syonyx
  18. Final Verdict
  19. Next Steps

Overview

“Ash’s class is one of strongest in game. Ordinarily more powerful version of Knight class with motley assortment of spells at disposal.” - Jeff Chan

The Hero class is Ash Lambert’s unique class path - available only to the protagonist. Rated 8/10 for the standard progression, Hero becomes 10/10 as Vandalier - tying with Mage as the strongest classes in the entire game.


Class Progression

Level 5-9         Level 10-19       Level 20+         Special
════════════════════════════════════════════════════════════════
Hero ─────────> Champion ─────> Paragon ─────> Vandalier
                                                (requires all 6
                                                 Trials complete)

Advancement Levels

Level Class Key Improvements
5-9 Hero Balanced stats, Faerie Light healing, Ice Storm attack
10-19 Champion Stronger stats, Rolling Fire AOE, Faerie Star healing
20+ Paragon Peak standard stats, Delta Mirage attack
Special Vandalier EVERY SPELL IN GAME, ultimate equipment, 10/10 power

CRITICAL: Vandalier requires completing all six Trials of Toroah. Missing even one Trial means Ash cannot become Vandalier!


Available Characters

Character Starting Level Class
Ash Lambert 5 Hero (unique, protagonist)

Hero class is exclusive to Ash. No other character can become a Hero.


Statistics

Stat Distribution (Hero/Champion/Paragon)

Stat Rating Notes
ATK High “Matches any normal character’s attacks hit for hit”
DEF High Strong defensive stats
AGL Average Moderate evasion
MAG DEF Average Normal magic resistance
MOVE Average Standard movement (3-4 tiles)

Special Ability: Access to both physical attacks AND magic spells

Hybrid Nature: “More powerful version of Knight class” + spell arsenal


Why Hero is 8/10 (Standard Path)

The Hybrid Advantage

Dual Capability:

  • Physical Combat: Matches Knight-class damage output
  • Magic Spells: Attack and healing magic available
  • Anti-Armor: Magic effective against high-DEF enemies
  • Self-Sufficient: Can heal himself mid-battle

Versatile Toolkit:

  • vs Groups: Rolling Fire (2/1 AOE), Delta Mirage
  • vs Single Target: Sword attacks, Ice Storm
  • vs High-DEF: Spells bypass physical armor
  • Emergency Healing: Faerie Light, Faerie Star

“Spells provide means to deal with Armor class characters, multi-enemy attacks, and healing.” - Jeff Chan

Better Than Knight

Hero vs Knight Comparison:

Aspect Hero (8/10) Knight (6/10)
Physical Attack High (equal) High
Physical Defense High (equal) High
Magic Access YES (spells available) NO (physical only)
AOE Damage Rolling Fire, Delta Mirage None
Self-Healing Faerie Light, Faerie Star None
Anti-Armor Magic bypasses DEF Struggles vs high-DEF

Verdict: Hero does everything Knight does PLUS magic. Clear upgrade.

Strategic Flexibility

Ash Can Fill Multiple Roles:

  1. Front-line fighter (like Knight)
  2. Mid-range hybrid (physical + magic)
  3. Emergency healer (Faerie Light/Star)
  4. AOE damage (Rolling Fire)
  5. Anti-armor specialist (magic vs golems)

No Other Class Has This Flexibility:

  • Knights: Physical only
  • Mages: Magic only
  • Priests: Support only
  • Hero: Physical AND magic

Why Vandalier is 10/10 (Ultimate Path)

The Ultimate Transformation

“If Ash taken through six Trials of Toroah, becomes far and wide most powerful character in game.” - Jeff Chan

Vandalier Capabilities:

  • Access to EVERY spell in the game
  • ALL Hero spells
  • ALL Mage spells (Phase Shift, Salamander!)
  • ALL Priest spells (Supreme Healing!)
  • ALL Monk spells
  • ALL Enemy-exclusive spells (Plasma Wave!)
  • Ultimate equipment (Vandal Heart, Vandal Armor, Vandal Helm)
  • Rating: 10/10 - Strongest character in game

Spell Arsenal Breakdown

From Mage Class:

  • Phase Shift (12 MP, 0/7 field) - AOE devastation
  • Salamander (14 MP, 0/10 field) - Ultimate fire AOE
  • Roman Fire (6 MP, 5/2) - Fire attack
  • Dark Star, Avalanche, etc.

From Priest Class:

  • Supreme Healing (30 MP, inf/inf) - Full party heal
  • Mystic Shield, Bless Weapon (buffs)
  • Resurrection (revive allies)

From Monk Class:

  • Thunder Flash, Stone Shower
  • Healing Wave, Perfect Guard

Enemy-Exclusive Spells:

  • Plasma Wave (15 MP, inf/inf) - Damages EVERY enemy on battlefield!
  • Dark Hurricane, Rainbow Storm
  • Explosion, Dark Fire

Item Effects (0 MP Cost!):

  • Life Orb effect - Restore all HP/MP for FREE!
  • Fire Gem, Aura Gem, Wyrmfang effects

Plasma Wave is the most powerful spell in the game. Hits every single enemy on the battlefield for massive damage. Only Vandalier can cast it!

Ultimate Equipment

Vandal Heart (Sword):

  • 40 ATK - Highest attack in game
  • Obtained end of Act 5
  • Far stronger than any other weapon

Vandal Armor & Vandal Helm:

  • Exclusive to Vandalier class
  • Highest defensive stats
  • Complete set makes Ash nearly invincible

Combined Power:

  • Strongest weapon ✓
  • Strongest armor ✓
  • Every spell in game ✓
  • Can cast enemy-exclusive spells ✓
  • Result: Most powerful character in game

Strategic Analysis

The Level Paradox

CRITICAL GAME MECHANIC: Trials of Toroah enemy levels scale based on Ash’s level. Higher Ash level = harder Trials!

The Problem:

  • You want Ash strong for regular battles
  • But Trials become harder if Ash is high level
  • Trial enemies scale: Ash Lv.25 = enemies Lv.23-27
  • Trial enemies at Ash Lv.15 = enemies Lv.13-17
  • 10-level difference makes Trials drastically easier

The Meta Strategy:

  1. Keep Ash as lowest-level character (Lv.15-20)
  2. Let other characters (Eleni, Zohar, Huxley) carry battles
  3. Complete all 6 Trials while Ash is low-level (easier)
  4. Advance to Vandalier
  5. Ash explodes in power, can now power-level safely
  6. Vandalier Ash dominates remaining game

Why This Works:

  • Trials at low level = manageable challenge
  • Trials at high level = nearly impossible
  • After becoming Vandalier, level doesn’t matter (already strongest)
  • Better to struggle temporarily than fail Trials permanently

“Many people use Ash as little as possible to make Trials easier. As result, Ash falls behind rest of party and sees very little use.” - Jeff Chan

The Game Over Risk

Unique Weakness:

  • If Ash falls in battle, it’s instant Game Over
  • Doesn’t matter if other 11 characters alive
  • Ash dies = game ends
  • Must restart battle from beginning

Strategic Implications:

  1. Protect Ash at all costs - Position safely
  2. Never overextend - Don’t take unnecessary risks
  3. Emergency healing priority - Heal Ash first
  4. Better to retreat - Than risk Game Over

Mitigation:

  • Position Ash in mid/back (not front line)
  • Keep Priests nearby for emergency healing
  • Use Ash’s own Faerie Light/Star for self-heal
  • Don’t put Ash in range of enemy Mages

Spell Usage Guide

Hero Spells (Available Throughout)

Spell Type R/F Cost Priority Notes
Faerie Light Heal 0/0 2 MP MEDIUM Self-heal only, emergency use
Ice Storm Attack 1/0 4 MP MEDIUM Single target magic damage
Rolling Fire Attack 2/1 8 MP HIGH AOE fire damage (3x3 area)
Faerie Star Heal 2/0 5 MP MEDIUM Heal nearby ally
Delta Mirage Attack 1/0 10 MP MEDIUM Strong single-target magic

As Hero/Champion/Paragon

Standard Combat Rotation:

  1. Rolling Fire on enemy clusters (3+ enemies)
  2. Sword attacks on single tough enemies
  3. Ice Storm vs armored enemies (magic bypasses DEF)
  4. Faerie Light emergency self-heal
  5. Delta Mirage vs bosses (high damage)

When to Use Each:

  • Rolling Fire: 3+ enemies grouped together
  • Ice Storm: Single armored enemy (golem)
  • Delta Mirage: Boss or elite enemy
  • Faerie Light: Ash below 50% HP, no priest nearby
  • Faerie Star: Ally near death, no priest nearby

As Vandalier

Priority Spell Usage:

1. Plasma Wave (15 MP) - THE GAME-CHANGER

  • Damages every enemy on battlefield
  • 50-80 damage to all enemies simultaneously
  • Use when 5+ enemies alive
  • Most cost-effective spell in game
  • Example: 8 enemies × 60 damage = 480 total damage for 15 MP!

2. Phase Shift (12 MP) - AREA DEVASTATION

  • 0/7 field (huge area)
  • 60-100 damage to 4-6 enemies
  • Use when enemies clustered

3. Salamander (14 MP) - ULTIMATE AOE

  • 0/10 field (massive area)
  • Fire elemental
  • Especially vs golems and armored

4. Supreme Healing (30 MP) - PARTY SAVER

  • Infinite range/field
  • Heals entire party to full
  • Emergency use only (expensive)

5. Life Orb Effect (0 MP!) - FREE FULL RESTORE

  • Restores ALL HP and MP
  • COSTS ZERO MP
  • Use every battle for free full restore!

As Vandalier, open every battle with Life Orb effect (0 MP for full HP/MP restore), then spam Plasma Wave to damage all enemies. Game-breaking strategy!


Equipment Recommendations

Weapon Progression (Pre-Vandalier)

Chapter Weapon ATK Cost/Source
Ch. 1 Short Sword Start Starting equipment
Ch. 1 Long Sword +4 120G
Ch. 2 Iron Sword +10 500G
Ch. 3-5 Great Sword +18 2,000G
Ch. 5-6 Mastersword +26 7,400G
Ch. 6.1 Caliburn +28 Gift (defeat Kane)

Ultimate Equipment (Vandalier Only)

Equipment ATK/DEF Source
Vandal Heart +40 ATK End of Act 5 (automatic)
Vandal Helm Highest DEF Vandalier exclusive
Vandal Armor Highest DEF Vandalier exclusive

Vandal Heart (40 ATK) is 12 points stronger than next-best sword. Massive damage increase!

Armor Progression (Pre-Vandalier)

Chapter Armor DEF Cost/Source
Ch. 1 Padded Leather +7 110G
Ch. 2 Chain Mail +17 450G
Ch. 3-5 Scale Mail +26 1,800G
Ch. 5-6 Kevlar +39 6,660G

Leveling Strategy

Pre-Trial Strategy (Chapters 1-5)

Goal: Keep Ash LOW LEVEL (15-20) until all Trials complete!

How to Keep Ash Low:

  1. Use Ash minimally in battles
  2. Let Eleni, Zohar, Diego do damage
  3. Position Ash safely in back (out of combat)
  4. Give kills to other characters, not Ash
  5. Ash participates but doesn’t kill (no exp from kills)

Benefits:

  • Trials significantly easier (enemy levels lower)
  • Higher success rate on Trials
  • Other characters power up (carry battles)
  • Less risk of Ash dying (back-line position safer)

Trial Completion (Chapter 5-6)

Complete in Order:

  1. Nova Trial (Ch. 3 onwards, hill assault)
  2. Earth Trial (Ch. 3 onwards, all-archer battle)
  3. Mana Trial (Ch. 4 onwards, mimic maze)
  4. Chaos Trial (Ch. 4 onwards, golem+puzzle)
  5. Logos Trial (Ch. 5 onwards, endurance climb)
  6. Heaven Trial (Ch. 6 only, final boss rush)

See Trials of Toroah section for detailed strategies for each trial.

Post-Vandalier Strategy (Chapter 6)

After Becoming Vandalier:

  1. Now you can power-level Ash safely
  2. Vandalier is so strong, level barely matters
  3. Plasma Wave + Life Orb = unstoppable
  4. Ash can solo entire battles
  5. Let Ash get all kills now (accelerate leveling)

Vandalier Power Level:

  • Can cast Plasma Wave every turn (damages all enemies)
  • Life Orb restores HP/MP for free
  • Supreme Healing keeps party alive
  • Phase Shift eliminates clusters
  • Essentially unkillable

The Trials of Toroah

Requirements for Vandalier

Must Complete ALL 6 Trials:

  1. ✓ Nova Trial → Nova Prism
  2. ✓ Earth Trial → Earth Prism
  3. ✓ Mana Trial → Mana Prism
  4. ✓ Chaos Trial → Chaos Prism
  5. ✓ Logos Trial → Logos Prism
  6. ✓ Heaven Trial → Heaven Prism

Process:

  1. Acquire Key (hidden in specific battles)
  2. Equip Key on Ash
  3. Visit any Dojo
  4. Select “Enter Trial”
  5. Complete trial (unique battle)
  6. Receive Prism
  7. Repeat for all 6 Trials
  8. Visit Dojo → Advance to Vandalier

Missing even ONE Prism means Ash cannot become Vandalier! All 6 are mandatory.

Trial Difficulty Scaling

Enemy Level Formula:

  • Trial enemies = Ash’s Level ± 2 levels
  • If Ash Lv.20 → Enemies Lv.18-22
  • If Ash Lv.30 → Enemies Lv.28-32

Difficulty Comparison:

Ash Level Enemy Level Difficulty
Lv. 15 Lv. 13-17 Manageable
Lv. 20 Lv. 18-22 Moderate
Lv. 25 Lv. 23-27 Challenging
Lv. 30 Lv. 28-32 Extremely Hard

Recommendation:

  • Complete Trials when Ash is Lv.15-20
  • Dramatically easier than at Lv.25-30
  • Heaven Trial (final) at Lv.18-20 is optimal

Combat Strategy

As Hero/Champion/Paragon

Standard Battle Role:

  1. Mid-range positioning (not front, not back)
  2. Use Rolling Fire on clusters (3+ enemies)
  3. Sword attacks on singles
  4. Ice Storm vs armored enemies
  5. Stay protected (Game Over if Ash dies!)

Typical Turn:

  • Turn 1: Rolling Fire on enemy cluster (8 MP)
  • Turn 2: Sword attack on weakened enemy
  • Turn 3: Ice Storm on armored enemy (4 MP)
  • Turn 4: Rolling Fire again if MP available
  • Turn 5+: Conserve MP, use sword attacks

Priority:

  • Ash’s survival > Ash’s damage output
  • Better to play safe than risk Game Over
  • Let Mages (Eleni/Zohar) handle heavy damage
  • Ash provides utility and backup damage

As Vandalier

Overpowered Battle Strategy:

  1. Start of battle: Life Orb effect (free full HP/MP restore)
  2. Round 1: Plasma Wave (damages ALL enemies, 15 MP)
  3. Round 2: Plasma Wave again (all enemies critically wounded)
  4. Round 3: Phase Shift to finish clusters
  5. Round 4: Salamander if needed
  6. Round 5+: Spam Plasma Wave until victory

Why This Is Broken:

  • Plasma Wave hits every enemy for 50-80 damage
  • 8 enemies × 60 damage = 480 total damage per cast
  • Most efficient spell in game
  • Life Orb restores MP for free
  • Can cast Plasma Wave 6-10 times per battle
  • Enemies never get to act (dead too quickly)

Vandalier Ash can solo most battles. Other characters barely needed.


Boss Battle Strategy

Pre-Vandalier (Hero/Champion/Paragon)

Boss Battle Role:

  1. Survival first - Don’t die (Game Over!)
  2. Steady damage - Sword attacks + spells
  3. Self-sustain - Faerie Light/Star if needed
  4. Support role - Let Mages do heavy damage

Typical Ash Turns vs Boss:

  • Physical Attack: 40-60 damage per hit
  • Delta Mirage: 50-80 magic damage (10 MP)
  • Rolling Fire: 40-60 to boss + adds (8 MP)
  • Ash contributes but isn’t the star

Post-Vandalier

Boss Battle Domination:

  1. Life Orb effect (free full restore)
  2. Plasma Wave (boss + all adds take 50-80 damage)
  3. Phase Shift (finish adds)
  4. Salamander (more AOE if needed)
  5. Supreme Healing (heal party if hurt)
  6. Repeat Plasma Wave until boss dead

Boss + Adds Scenario:

  • Boss (500 HP) + 6 Adds (80 HP each)
  • Turn 1 Plasma Wave: Boss takes 60, all 6 adds take 60
  • Turn 2 Plasma Wave: Boss takes 60 (now 380 HP), adds die
  • Turn 3-8: Phase Shift, Salamander, finish boss
  • Boss defeated in ~5 rounds

Plasma Wave’s ability to damage boss AND all supporting enemies simultaneously makes multi-enemy boss fights trivial.


Common Mistakes

Mistake #1: Overleveling Ash Before Trials

WRONG!

Common Error:

  • Using Ash heavily in all battles
  • “He’s the protagonist, he should be strongest!”
  • Ash reaches Lv.25-30 before attempting Trials
  • Trials become extremely difficult
  • May fail Trials, cannot become Vandalier

Why It Fails:

  • Trial enemies scale to Ash’s level
  • Lv.30 Ash → Lv.28-32 enemies
  • Enemies have boss-tier stats at high level
  • Near-impossible to complete
  • Missing Vandalier = missing strongest class

Solution:

  • Keep Ash Lv.15-20 until Trials done
  • Use other characters as main damage dealers
  • Complete Trials while Ash low-level (easier)
  • THEN power-level Ash after Vandalier

Mistake #2: Skipping Trials

WRONG!

Temptation:

  • “Trials are hard, I’ll skip them”
  • “8/10 Hero is good enough”
  • Not collecting all 6 Keys
  • Completing game without Vandalier

Why It’s Terrible:

  • Vandalier is 10/10 (Hero is 8/10)
  • Vandalier makes final battles dramatically easier
  • Plasma Wave is most powerful spell in game
  • Missing ultimate equipment (Vandal Heart)
  • You’re playing on hard mode by choice

Solution:

  • Complete ALL 6 Trials (mandatory for optimal play)
  • See Trials section for detailed strategies
  • Worth the effort - Vandalier is game-changing

Mistake #3: Exposing Ash to Danger

RISKY!

Common Pattern:

  • Positioning Ash on front line
  • “He’s strong, he can tank”
  • Aggressive advancing
  • Taking unnecessary risks

Why It’s Dangerous:

  • Ash dies = Game Over
  • Doesn’t matter if winning battle
  • One mistake = restart from beginning
  • Enemies focus-fire protagonist

Solution:

  • Mid/back-line positioning
  • Let Knights tank front line
  • Ash supports from 2-4 tiles back
  • Better to be cautious than Game Over

Mistake #4: Not Using Life Orb Effect (Vandalier)

INEFFICIENT!

Common Error:

  • Not realizing Life Orb effect costs 0 MP
  • Using it only in emergencies
  • Not spamming it every battle
  • Running out of MP unnecessarily

Why It’s Bad:

  • Life Orb restores ALL HP and MP
  • COSTS ZERO MP
  • Can use it every single turn
  • Free unlimited MP = spam Plasma Wave forever

Solution:

  • Use Life Orb effect every battle start
  • Free full HP/MP restore (0 cost)
  • Then spam expensive spells (Plasma Wave 15 MP, Supreme Healing 30 MP)
  • Run out of MP? Use Life Orb again (still free!)
  • Infinite MP effectively

Advanced Tactics

The “Vandalier Rush” Strategy

Goal: Get Vandalier as early as possible

Steps:

  1. Chapter 1-2: Keep Ash Lv.10-15 (minimal use)
  2. Chapter 3: Complete Nova + Earth Trials
  3. Chapter 4: Complete Mana + Chaos Trials
  4. Chapter 5: Complete Logos Trial
  5. Chapter 6 early: Complete Heaven Trial
  6. Immediately become Vandalier
  7. Vandalier Ash steamrolls rest of game

Benefits:

  • Vandalier for maximum amount of game
  • Final battles become trivial
  • Can power-level Ash safely post-Vandalier
  • Enjoy being OP for longer

Plasma Wave Spam

Battle Opening:

  1. Life Orb (free full MP)
  2. Plasma Wave (15 MP, all enemies take ~60 damage)
  3. Plasma Wave again (15 MP, all enemies take ~60 damage)
  4. Most enemies dead (took 120 damage)
  5. Phase Shift to finish survivors
  6. Battle over in 3-4 rounds

MP Math:

  • Start: 100 MP (after Life Orb)
  • Plasma Wave: -15 MP (85 remaining)
  • Plasma Wave: -15 MP (70 remaining)
  • Phase Shift: -12 MP (58 remaining)
  • Still have 58 MP for more spells!

Supreme Healing + Tank

Vandalier Ash as Unkillable Tank:

  1. Position Ash on front line (now safe)
  2. Ash takes damage from enemies
  3. Cast Supreme Healing (30 MP, full party heal)
  4. Ash back to full HP
  5. Cast Plasma Wave (damage all enemies)
  6. Repeat

Result:

  • Ash tanks entire enemy army
  • Heals himself and party every 2-3 turns
  • Damages all enemies simultaneously
  • Effectively immortal

Comparison: Hero vs Other Classes

Hero (8/10) vs Knight (6/10):

  • Hero superior: Magic access, AOE damage, self-healing
  • Knight advantage: Slightly more consistent (no MP dependency)
  • Verdict: Hero clearly better (magic makes huge difference)

Hero (8/10) vs Archer (8/10):

  • Hero advantage: Higher defense, can front-line
  • Archer advantage: Safer range, no counterattack
  • Verdict: Equal rating, different roles (both very valuable)

Hero (8/10) vs Priest (9/10):

  • Priest superior: Essential healing, party survival
  • Hero advantage: Offensive damage, versatile
  • Verdict: Different roles, both needed

Vandalier (10/10) vs Mage (10/10):

  • Both rated 10/10: Highest possible rating
  • Vandalier advantage: Has EVERYTHING (all spells + physical)
  • Mage advantage: Available earlier, two mages possible
  • Verdict: Vandalier slightly better (complete toolkit), but Mages available sooner and in pairs

FAQ Authors’ Consensus

Jeff Chan (Atom Edge)

Rating: 8/10 (standard), 10/10 (Vandalier) Quote: “Ordinarily more powerful version of Knight class with motley assortment of spells” Vandalier: “Far and wide most powerful character in game” Downfall: “Many people use Ash as little as possible to make Trials easier”

Syonyx

Focus: Unique protagonist class Strengths: Versatile spell selection, strong physical Ultimate: Vandalier access to all spells Recommendation: Complete all Trials


Final Verdict

MANDATORY CHARACTER (PROTAGONIST)

Hero/Champion/Paragon (8/10):

  • Solid hybrid class
  • Versatile and reliable
  • Better than Knight class
  • Hampered by level-management meta

Vandalier (10/10):

  • Strongest character in game
  • Access to every spell
  • Plasma Wave + Life Orb = broken
  • Ultimate equipment
  • Worth the effort to unlock

Strategy Summary: Keep Ash low-level (15-20) until all Trials complete. Then advance to Vandalier and dominate the game!


Next Steps


“Through trials, the hero becomes legend.”

Hero - The Protagonist’s Path to Ultimate Power


Copyright © Konami Co., Ltd. | Guide compiled from FAQs by Jeff Chan, Lancel0t, Shotgunnova, Syonyx, Richard Uyeyama, and Wolverine Inc.