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Armello Hero Tier List — Every Base Hero Ranked

Armello Hero Tier List — Every Base Hero Ranked

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Rank heroes by what sits outside the sixteen-point budget, because the budget itself is equal for everyone. Sana is the best base hero despite a Fight of 2, because Priestess swaps in her Spirit of 5 against anything corrupted — and the King is always corrupted. Mercurio and Amber convert their off-budget Gold into cards, which decides fights through the burn phase. Thane is the cleanest fighter and the worst at the passive Prestige win that actually ends most games.

Summary

Every hero in Armello spends exactly sixteen points across Fight, Body, Wits and Spirit. That makes the stat line a distribution question rather than a power question, and it means no hero is simply stronger than another on paper. What is not in the sixteen is where the differences live: starting Gold, day or night affinity, and the hero ability. Amber starts with eight Gold and Sana with three, and neither paid for it.

Who This Is For: Armello players choosing a hero Intermediate

Key Points

Key Points

1

Every hero distributes exactly sixteen points across Fight, Body, Wits and Spirit.

2

Starting Gold and day-or-night affinity are outside that budget and are not equalised.

3

Sana has Fight 2, but Priestess uses her Spirit 5 against corrupted enemies — including the King.

4

Amber starts with 8 Gold, Sana and Brun and River with 3.

5

Cards win fights via the burn phase, so Gold and Wits convert into combat power indirectly.

Most Armello hero guides compare stat lines. That comparison cannot produce a winner, and the game says so directly.

Every hero distributes exactly sixteen points across Fight, Body, Wits and Spirit. All twenty-four of them. A Fight of 5 is always paid for with a weakness somewhere else, by design.

So the ranking has to come from what is not in the sixteen: starting Gold, day or night affinity, and the hero ability. None of those three are balanced against each other.

The base eight

Hero Clan Fight Body Wits Spirit Affinity Gold Ability
**Sana** Bear 2 6 3 **5** Day 3 Priestess — uses Spirit instead of Fight against corrupted foes
**Mercurio** Rat 4 5 **5** 2 Night 6 Scoundrel — steal 1 Gold from the owner when you capture a settlement
**Amber** Rabbit 3 5 4 4 Day **8** Tomb Raider — higher chance of rewards when exploring dungeons
**Thane** Wolf **5** 5 3 3 Night 4 Sword Master — burned Sword cards pierce defences, no limit
**Zosha** Rat **5** 4 4 3 Night 6 Shadow — gains Stealth at night on any tile except the palace
**River** Wolf 4 5 4 3 Night 3 Huntress — deals 1 damage before initiating a battle
**Brun** Bear 4 **6** 3 3 Day 3 Scarcaster — +1 Fight until end of next turn whenever he casts a spell
**Barnaby** Rabbit 4 **6** 4 2 Day 6 Tinkerer — replaced equipment returns to hand instead of being lost

Note the two columns that break the symmetry. Gold runs from 3 to 8 with no stat cost, and affinity is a coin flip you do not get to make.

The rankings

S
Sana Fight 2 reads as the worst in the roster and is not. Priestess substitutes her Spirit of 5 whenever she fights something corrupted, and the King is always corrupted — so against the one target that ends games she hits as hard as Thane. Spirit 5 is also the best Spirit Stone engine in the base roster. Her weakness is genuine but narrow — ordinary heroes and King's Guards, where Fight 2 is exactly as bad as it looks.
A
Mercurio Wits 5 is the highest in the base game, which matters twice — Wits sets your dice when Evading, and it drives the Trickery cards this game is full of. Scoundrel turns settlement capture into income, and 6 starting Gold compounds it. Money becomes cards and cards win the burn phase. Amber 8 starting Gold is the largest off-budget advantage anyone gets, and Tomb Raider keeps the income coming from dungeons. Her stat line is deliberately unremarkable at 3/5/4/4, which is exactly the point. She buys her way into whichever plan the table leaves open. Thane The cleanest fighter. Fight 5, Body 5, and Sword Master makes every burned Sword card pierce defences with no cap on how many. The catch is structural rather than statistical — attacking the King strips almost all your Prestige, so the hero built to reach the King is worst at the ending that most games actually produce.
B
Zosha Fight 5 with Stealth at night on every tile but the palace, which makes her the best ambusher in the game — and ambushed heroes cannot burn cards at all. Body 4 is the lowest here, so she wins the fights she starts and loses the ones she does not. Brun Body 6 and Fight 4 with Scarcaster adding +1 Fight per spell cast. Nothing exceptional and nothing fragile, which makes him the best first hero. Gold 3 is a real handicap in a game where cards decide combat. River Huntress removing 1 Health before the battle even starts is a genuinely strong opener, effectively a free hit every fight she picks. Everything else about her is average by design, and Gold 3 hurts for the same reason it hurts Brun.
C
Barnaby Body 6 and Tinkerer recovering replaced equipment rather than burning it, which is real value over a long game. Spirit 2 is the joint-lowest in the roster, closing off Spirit Stone play almost entirely, and equipment churn is a slower engine than Mercurio's or Amber's money.

Why Gold outranks Fight

Combat in Armello is decided in the burn phase, where each card you burn locks one die to a chosen symbol, with no limit on how many you burn. Fight only sets how many dice you have; cards set what they show.

That makes the chain simple and it runs through the off-budget column.

Resource Converts into Which converts into
Gold and Wits Cards in hand Locked dice in the burn phase
Locked dice Won fights Prestige, since slaying a hero grants 1 Prestige
Prestige Two of the four victory conditions The game

A hero with 4 Fight and five cards beats a hero with 5 Fight and none. This is why Amber's 8 Gold and Mercurio's Wits 5 rank above Thane's Fight 5, even though the stat sheet says otherwise.

Affinity is not a preference, it is half your dice. Sun symbols miss at night and Moon symbols miss in the day, and your affinity also grants a bonus die in your own hours. A nocturnal hero picking a daytime fight is playing with a meaningfully smaller pool. Wait for your own hours whenever the board lets you.

Picking by plan, not by power

If you intend to Take Because
Win on Prestige by hovering **Amber** or **Mercurio** Both fund a full hand, which wins defensive fights without approaching the King
Actually kill the King **Sana** Priestess turns her Spirit 5 on him; the rest of the roster brings their real Fight
Collect four Spirit Stones **Sana** or **Amber** Spirit 5 and Spirit 4 are the two best in the base roster
Control the board by ambush **Zosha** Night Stealth strips the opponent's burn phase entirely
Learn the game **Brun** Body 6 and a plan that never depends on reading the table

Common mistakes

  • Ranking by Fight. Everyone spends sixteen points; Fight is bought with a weakness.
  • Dismissing Sana. Her Fight 2 does not apply to the King, who is always corrupted.
  • Ignoring Gold. It is off-budget, it becomes cards, and cards decide the burn phase.
  • Fighting out of hours. Half your symbols are conditional on the clock.
  • Playing Thane at the King while leading Prestige. He is the best at the most expensive route.

Why attacking the King is priced so heavily is in the victory conditions guide, and the burn phase these rankings depend on is in the combat guide. New players should start with the beginner guide, and the honest review covers how the roster holds up across many games.

FAQ

FAQ

Sana, for a reason that looks like a weakness. Her Fight is 2, the lowest in the base roster, but her Priestess ability uses her Spirit of 5 instead of Fight whenever she fights a corrupted creature — and the King is always corrupted. Against the target that ends the game she effectively has 5 Fight, the same as Thane, while also holding the best Spirit in the game for Spirit Stone play.
Not on the stat line. Every hero in the game distributes exactly sixteen points across Fight, Body, Wits and Spirit, so a high Fight is always paid for somewhere else. The genuine inequalities are outside that budget: starting Gold ranges from 3 to 8, affinity fixes whether you are strong by day or night, and hero abilities are not priced against each other at all.
More than it looks, because Gold buys cards and cards win fights. Combat is decided in the burn phase, where each card burned locks one die, so a hero who can keep a full hand converts money into certainty. Amber starting on 8 Gold against Sana's 3 is a real head start that costs neither of them a stat point.
It sets which half of the game you are strong in. Sun symbols hit during the day and miss at night; Moon symbols do the reverse, and affinity also grants a bonus die in your own hours. Thane, River, Mercurio and Zosha are nocturnal; Sana, Brun, Amber and Barnaby are diurnal. Picking fights in your own hours is free power.
As a fighter, yes — Fight 5, Body 5 and Sword Master letting burned Sword cards pierce defences with no limit on how many. What he is bad at is the Prestige ending, because winning fights against the King costs Prestige and his whole kit points at the King. He is the best at the route that pays worst.
Brun. Fight 4 and Body 6 make him hard to remove, Scarcaster gives +1 Fight every time he casts a spell, and none of his plan depends on reading the table correctly. He does nothing exceptional, which is exactly what you want while you are still learning what the other three players are doing.

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