Hero efficiency rating
Every ability of every hero is converted into one unit — damage-equivalent per second — with its cooldown taken into account, then summed into a score out of 100.
How the score works
- Basic attack counts as is: average hit × targets ÷ cooldown, plus what hangs on it (burning, splash).
- Ability damage: average hit × targets × hits ÷ cooldown.
- Defense — control and weakening of the enemies you fight on your side (stun, slow, fear, knockback, vulnerability, weaker hits). It is converted into the extra time enemies spend under your towers’ fire × the defence’s DPS. The defence fires at a constant rate, so delaying part of the group is worth its share of the group, not N times more.
- Summons count their damage over their lifetime plus the time a blocker holds an enemy.
- Buffs and healing count the extra damage allies deal and the health they keep.
- Sabotage hits the opponent’s side: weaker opponent towers, stunned or damaged opponent units.
- Enemies to opponent counts the health of enemies sent to their path — their defence has to deal that damage.
- Tanking counts how long a blocking hero holds enemies, including shields and self-healing.
- Movement speed: the time a hero saves on each relocation compared with the slowest hero, spent fighting instead.
The yardstick is the median basic-attack DPS of a max-tier tower at the chosen card level: towers grow with card level just like heroes, so the scale does not drift. Everything else is an assumption you can change below. Numbers in game units are the ones the site shows (×10 the raw data).
This is a model, not a game measurement. Several mechanics have no numbers in the game data (how many projectiles, how long a breath lasts) — those spots carry a note. Change the assumptions if you see it differently.
Drag a slider or type your own number into the field — it can go beyond the slider’s range. Your coefficients are remembered in this browser and also used by the hero compass.