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Steam
Codex · universal score

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.

DPS ·
Category weights How much each category counts towards the score. 0% leaves it out.

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.

Basic attack %
Ability damage %
Summons %
Buffs & healing %
Defense %
Sabotage %
Enemies to opponent %
Tanking %
Movement speed %
Model assumptions
Enemies per tile How dense the crowd is: enemies within one tile (0.8). Area effects scale with it.
Enemies in the defence zone How many enemies your towers are shooting at once. Control on part of the group is worth that share.
Enemies on the map Targets for map-wide abilities and the cap for any area.
Towers covering the zone Defence DPS = this × median tower DPS.
Enemy lifetime under fire, s Sets the health of an average enemy (for instakills).
Toughest enemy, × How much tougher the toughest enemy on the map is than an average one (for % of max health).
Enemy DPS, % of a tower Damage an enemy deals to blockers and allies.
Enemies attacking a blocker Also how many enemies a blocker holds.
Allies near the hero Targets for buffs and healing.
Ally DPS, % of a tower Base for damage buffs on units and for stunning opponent units.
Physical damage share, % Weighs armor against magic resistance.
Flying enemies, % For abilities that only hit flying enemies.
Useful healing, % Share of healing that is not overhealing.
Kills per second For abilities that trigger on kills.
Opponent units hit For abilities that strike the opponent’s units.
Seconds between hero moves For abilities that trigger when the hero relocates.
Seconds between hero deaths For abilities that trigger on death.
Enemy speed World units per second; turns knockback distance into time.
Enemy attack cooldown, s For damage returned on every enemy hit.
Hero relocation distance World units per move (a tile is 0.8). Together with “Seconds between hero moves” it sets how much speed matters.
# Hero DE/s
Comparison