Hero skills: upgrade priorities for all UR heroes

Based on the video guide by v1ne1c · watch on YouTube (52:32)

Where should your skill books go after the first upgrades? This guide follows v1ne1c's priorities for all 15 UR heroes. These are the author's recommendations for combat teams; the right investment depends on a hero's role and allies. For team selection, see days 1-7, days 8-31, and days 32-99.

Start with a foundation

First bring the four upgradable skills of each damage dealer to level 15, and those of tanks and supports to level 10. Then take the important skills to 30 in the order below. These are starting points, not final targets.

Tank and support basic attacks can stay at 10 while books go elsewhere. Even for damage dealers, an area attack or a passive that boosts several skills can be more valuable than a single-target basic attack.

At 8 stars, Tenacity unlocks: ATK, HP and DEF +20%, skill cooldown speed +10%. The author prioritizes this for damage dealers. Harper also benefits because his buff should land before allies' ultimates. This means hero stars, not the level raised with EXP.

Below, arrows show investment order after the foundation. Unless specified otherwise, finish each priority at 30 before moving on.

Warriors: Marlena and Zoya

Marlena

Marlena: ultimate → active → passive → basic attack.

Peerless Blade sends three blade whirlwinds at random enemies; Crimson Bloom deals area damage. Both help reach enemy damage dealers while the basic attack is occupied with one front-row target. The passive then raises Energy DMG across her attacks, so it comes before the basic attack.

Marlena: Peerless Blade

Zoya

Zoya: ultimate and active first, alternating 20/20 → 25/25 → 30/30. The author also accepts taking the ultimate straight to 30, then the active to 30.

Mountain God Wrath makes enemies in the whirlwind take 20% more Energy DMG, helping Marlena too. That 20% does not grow with skill level, so it is not a reason by itself to delay the ultimate.

After those two skills, raise the basic attack and passive in five-level steps. Give the basic attack a slight lead: the passive adds Crit Rate, not Crit DMG.

Warriors: tanks and Harper

Arthur

Arthur: active and ultimate to 30, alternating → passive to 30. Leave the basic attack at 10.

Rock Solid provides a personal shield; Earthshattering reduces Physical DMG taken by nearby allies. The passive protects tank heroes only. Invest for front-row survival rather than shield-strike damage.

Daskal

Daskal: ultimate → passive → active, with the basic attack last.

Bloodshed Defense shields the whole team. Shield strength scales with each recipient's maximum DEF and absorbs half the incoming damage while active. The passive adds a shield when a damage dealer falls below 50% HP. The author improves these team shields before Daskal's self-healing and recommends 10 stars in a Warrior team.

Daskal: Bloodshed Defense

Harper

Harper: ultimate → passive → active; the basic attack can stay at 10.

War Flute Sound boosts allies of every faction, while the passive boosts Warriors only. Harper therefore also fits mixed teams, including Demon King fights, but consider the lineup before investing in his passive. His defensive active protects one ally, so the author puts attack buffs first.

Rangers: Red Lady and Cynthia

The author prefers Red Lady as the main PvP damage dealer before awakening: she targets enemies with the highest ATK and can stun them. After awakening, he prefers Cynthia. This is his lineup recommendation, rather than a guaranteed result in every matchup.

Red Lady

Red Lady: ultimate → active → passive → basic attack.

Crimson Rose combines damage against enemy damage dealers with a stun chance. Bloodthirsty Slaughter hits one target hard and increases the damage it takes. Raise the passive ATK buff after these two skills.

Cynthia

Cynthia: ultimate → active → passive → basic attack.

Moonfall Dance deals area damage with increased Crit Rate. Follow it with the active's three blades, then the passive Crit Rate bonus. Detailed awakening combinations are outside this video's scope.

Rangers: tanks and Bell

Louis

Louis: ultimate → passive → active; keep the basic attack at 10.

Start with personal survival. Cross Whip heals Louis and reduces incoming damage; the passive further reduces damage and lets him survive a lethal hit. Improve the active's Energy DMG protection for two allies afterward. Immortality duration depends on hero development: six seconds is not the unconditional base effect.

Shadow

Shadow needs a staged approach:

  1. Shadow Strike to 20 for enemy DEF reduction.
  2. Ultimate and passive to 20 so he survives long enough to apply it repeatedly.
  3. Active to 30, then ultimate and passive to 30.
  4. Keep the basic attack at 10.

His value here is helping the other damage dealers through DEF reduction. A stronger debuff is of little use if he dies immediately.

Shadow: Shadow Strike

Bell

Bell: ultimate → passive → active; keep the basic attack at 10.

Inspiration boosts the two allies with the highest ATK, regardless of faction. Her passive boosts Rangers only. Healing scales with Bell's own ATK, so a weak weapon limits its value. The author improves damage buffs first, then develops her weapon and healing.

Warlocks: Ulfrid and Billy

For Warlocks, the author changes the usual approach: invest in Ulfrid first so the team survives long enough for its damage dealers to work.

Ulfrid

Ulfrid: active → passive → ultimate; keep the basic attack at 10.

Lunar Howl reflects incoming damage back to the attacker. Longer survival means more value from reflection. Improve personal damage reduction next, then team protection from the ultimate. Defensive equipment matters alongside skill books.

In the demonstrated battle, the enemy damage dealer facing Ulfrid loses HP rapidly to reflection. Account for this when arranging your formation: placing your strongest damage dealer opposite him can be costly.

Ulfrid: Lunar Howl

Billy

Billy: active → passive → ultimate → basic attack.

Fate's Thread reduces Energy DMG taken by the two allies with the highest ATK. The passive then helps Billy stay alive. The ultimate provides a chance of stun immunity; its coverage and effects depend on stars. An undeveloped Billy does not grant unconditional, permanent immunity to the entire team.

Warlocks: Joker, Annie and Nicole

Joker

Joker: ultimate to 30 → basic attack and active in steps of 20/20 → 25/25 → 30/30 → passive to 30.

Joker is an exception to leaving basic attacks until later. He deals Physical DMG, and his basic attack targets the enemy with the lowest HP. His ultimate also finishes weakened enemies. After that, the author develops the basic attack alongside the active, leaving small Crit Rate gains until last. He rates Joker more highly in a developed Warlock team than early on without support.

Annie

Annie: ultimate and active to 30 → passive to 30 → basic attack.

Both main skills combine direct damage with Burning. Improve both, then raise Energy DMG through the passive. Check the actual gain from each level: not every part of a skill description scales with skill level.

Annie needs a longer battle to deliver damage over time. Without support, team survival and further development, the author does not expect the immediate impact of Marlena or Red Lady.

Nicole

Nicole: active to 30 → passive to about 20 → ultimate to 30 → finish passive to 30 → basic attack.

Despite the ultimate's strong Physical DMG and bonus against Burning targets, healing comes first. Heartwarming Flame heals the two allies with the lowest HP, giving Ulfrid, Annie and Joker time to use their mechanics. Add some passive ATK, develop the ultimate, then finish the passive.

Nicole's passive increases Warlock ATK. Her contribution combines healing, buffs and damage; treating her only as a third damage dealer misses the reason for this upgrade order.

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