- 1 Table of contents
- 2 AFK Arena Factions
- 3 Hero Rarities
- 4 Basic Stats
- 4.1 Damage Types
- 4.2 Interrupts
- 4.3 Shields
- 4.4 Insight & Tenacity
- 4.5 Health
- 4.6 Attack
- 4.7 Critical Rating
- 4.8 Crit Amplification
- 4.9 Attack Speed
- 4.10 Normal Attacks
- 4.11 Ultimate Animation
- 4.12 Defense
- 4.13 Health Regeneration
- 4.14 Received Healing
- 4.15 Recovery
- 4.16 Accuracy
- 4.17 Dodge
- 4.18 Magic / Physical Resist
- 4.19 Haste
- 4.20 Life Leech
- 5 Energy Mechanics
- 6 Hero Skills
- 7 Crowd Control
- 8 AFK Arena Hero List
Table of contents
- AFK Arena Factions
- Hero Rarities
- Basic Stats
- Energy Mechanics
- Hero Skills
- Crowd Control
- AFK Arena Hero List
AFK Arena heroes are divided into 7 factions, 5 classes, 3 types, and several roles. There is one exception to this rule: Legendary Tier heroes do not possess a class but have two roles, a primary and a secondary.
Speaking of Legendary Tier, there are two hero tiers in AFK Arena: Ascended and Legendary. Legendary heroes can only reach up to the Legendary Tier when you power them up while for Ascended heroes there are 3 more tiers: Mythic, Mythic+, and Ascended.
AFK Arena Factions
AFK Arena heroes belong to one of the following factions:
There are also offensive factional advantages:
- Lightbearers deal up to 25% more damage to maulers.
- Maulers deal up to 25% more damage to Wilders.
- Wilders deal up to 25% more damage to Graveborns.
- Graveborns deal up to 25% more damage to Lightbearers.
- Celestials and Hypogeans mutually deal up to 25% more damage to each other.
- Dimensionals are similar to a “void” faction that doesn't have a factional advantage or disadvantage.
Note: As I mentioned, the factional advantages are offensive only. If faction A is strong against faction B, it doesn't mean faction A heroes take less damage from faction B.
The portraits of the heroes have frames of different colors based on their rarity:
Plate & Leather heroes deal physical damage, including skills. Physical damage takes an extra calculation of accuracy and evasion.
Cloth heroes deal magical damage, including their auto-attacks. Magic damage isn’t affected by accuracy and evasion.
A small number of heroes have “cause enemies to lose X amount of health,” which ignores defense and damage reduction effects. This damage also ignores shields to deal direct damage. This is similar to “true damage” in other games
A hero will be interrupted when taking large amounts of damage even if the damage source doesn’t have a specific interrupt effect. This threshold is roughly 10% of the hero’s maximum health.
This is not the same as the hero being stunned
Shields will prevent damage and do not allow damage taken effects to trigger. A shield's value is typically determined based on a hero's health, but shield strength is decided by the hero's defense. This means that shields on heroes with high defense will receive less damage.
However, damage reduction and item effects do not affect shields. This translates to a shield value of 500,000 being weaker than a health value of 500,000, i.e., the shield will go down faster.
Note: Shield effects stack.
Insight & Tenacity
When a character is about to fall under control effects, if the defender’s tenacity is greater than the attacker’s insight, the defending hero gains a 2% chance to resist the control effect for each point of difference. If the attacker's insight is higher or equal to the defender's tenacity, the control effect has a 100% chance of application.
Control Resistance Chance = (Tenacity – Insight) * 2%
Determines how much damage a hero can receive. Health is removed based on the attacker's attack rating after considering the defender's defense rating and any damage reduction effects.
Determines how much damage a hero can deal. The actual damage is based on the attacker's attack rating and attack multiplier, along with the defender's defense rating and damage reduction effects.
This is the chance at which a hero triggers a critical hit, dealing double damage. Every 1 point of critical rating is equivalent to 1 critical hit chance, so for instance, a hero with a 71.2 critical rating (like my Ainz) has a 71.2% critical chance.
Crit Amplification is what we call Critical DMG% in other games. When a critical hit occurs, the damage is increased based on the difference between attacker’s crit amplification and defender’s crit resistance.
The formula for Critical damage goes like this.
If (Critical Amplification – Critical Resistance <= 30):
Critical Damage = (Critical Amplification – Critical Resistance) * 0.5
Critical Damage = 15% + (Critical Amplification – Critical Resistance – 30) * 2%
Up to a maximum of 75% extra critical damage.
Given that the base critical damage is 200%, a 75% critical damage increase will increase critical damage to 275%, while a -75% critical damage will increase critical damage to 125%. In the first case the Crit Amplification – Critical damage value is 60 or more, while in the second case it is -60 or less.
Every 1% increases normal attack frequency by 1% (applies 1% to both animation speed as well as CD).
Attack speed applies to normal attacks only (unlike haste).
Final Attack Speed = Base Attack Speed*(100 – Attack Speed)/100
Normal attacks occur once in 1.8s for most heroes.
Ultimate Animations freeze the battle timer and time for all other heroes except for the one casting their ultimate. During the animation time passes at an 1x rate.
Defense affects the amount of physical or magic damage a hero receives
The formula is
Damage (Pre Damage Reduction effects) = (Attack x Attack Multiplier) * (1 – 1/(Attack x Attack Multiplier)) / (5xDef)))
Damage Reduction is applied after the above formula is calculated.
This is in essence healing bonus %. For every 1 point of health regeneration the healing of a character's skills is increased by 1%.
This is received healing bonus %. Every 1 point increases received healing by 1%.
Amount Healed = Base Healing * (1 + Caster’s Health Regeneration + Target's Received Healing)
This is what you would actually call health regeneration.
Accuracy increase the hit rate of heroes that deal physical damage. Magic attacks cannot miss.
Affects the chance of dodging a physical attack. Again, magic attacks cannot be dodged.
Magic / Physical Resist
This stat reduces the amount of damage a hero receives from magic/ physical sources respectively.
Every 1% of resistance gives the hero 1% damage reduction against the declared damage type.
Once again the damage reduction calculated after the Damage formula.
I'm pretty sure everyone knows the importance of haste as it affects:
- Active skill cooldowns.
- Animation speed.
- Attack speed.
- Movement speed.
Note: Haste effects stack.
Every 1 point of life leech gives 1% lifesteal to all active attacks that take out an opponent's health % (DoTs and Shield damage do not lifesteal).
All heroes’ energy is capped at 1000 point This means most heroes acti-vate their ultimate at 1000 energy. There are rare cases like Skreg’s signature which allows him to acti-vate his ultimate earlier.
There are 3 types of energy recovery methods namely active damage, damage taken and on-kill recovery.
This includes damage dealt by normal attacks as well as skills and every hero has their own recovery amount.
Normal attacks recover 70-120 energy and melee heroes recover more energy than ranged heroes.
Heroes also recover energy when taking damage and that's why we place heroes that need to cast a lot of Ultimates (e.g. Saurus) at the frontline. The energy recovered depends on the attacking skills, but it only occurs when the skill takes out actual health. Shields, dodges and immunity effects negate energy recovery as there is not damage dealt.
Kill Energy Recovery
When a hero kills an enemy, they recover a fixed 200 energy.
Every skill has a cooldown applied at the start of a match that determines the order in which heroes activate such skills. Skills activatable at the same time will have priority orders that dictate which gets activated first.
Since most heroes don’t have instantly activated skills (e.g., Lyca's Haste), their position on the field and haste affect their normal attacks, which will, in turn, affect their skill order.
Skill activation is determined by skill animation speed as well as the skill cooldown.
When a skill animation is complete, the game determines the next skill to use from the list of skills that are not on CD, and it picks the one with the highest priority.
There is one exception, though, Ultimate skills, as they get cast instantly when a character reaches the maximum energy threshold (1000 for almost every character, with Skreg's SI being one exception).
Crowd control effects are interesting as some of them rely on damage being dealt to apply themselves. One such example is Soren‘s Frighten which can be avoided with shields.
Crowd Control Effects
- Stun: Stuns the enemy and interrupts spellcasting.
- Move: Causes a position change without an interrupt occurring.
- Freeze: Essentially, this is a stun with higher priority. Explanation below.
- Fear: An interrupt that causes random movement while taking away all other actions.
- Silence: Can interrupt casters and prevents them from casting spells or skills.
Crowd Control Priorities
Freeze > Move > Stun > Fear
While all effects are applied, only the one with the highest priority triggers. For instance, when Eironn freezes a target, his Cyclone won't move until the freeze ends.
AFK Arena Hero List
All usable heroes are listed below.
|Ascended||Estrilda – Knight Of Valor||Strength||Warrior||Burst Damage|
|Ascended||Belinda – Beam Of Hope||Intelligence||Mage||AoE|
|Ascended||Raine – Death's Denier||Agility||Support||Buffer|
|Ascended||Rosaline – The Kind||Intelligence||Support||Buffer|
|Ascended||Lucius – Lightbringer||Strength||Tank||Regen|
|Ascended||Thane – The Exalted||Agility||Ranger||Assassin|
|Ascended||Fawkes – Death's Defeat||Agility||Ranger||Control|
|Ascended||Hendrik – The Defender||Strength||Tank||Tank|
|Ascended||Rowan – The Roamer||Intelligence||Support||Buffer|
|Ascended||Gwyneth – The Fair Maiden||Strength||Ranger||Continuous Damage|
|Ascended||Rigby – The Brewmaster||Strength||Warrior||Tank|
|Ascended||Cecilia – Purger of Sins||Agility||Ranger||Assassin|
|Ascended||Oscar – The True Gentleman||Agility||Ranger||Assassin|
|Ascended||Eluard – Protector of Souls||Intelligence||Mage||AoE|
|Ascended||Peggy – The Precious Pearl||Intelligence||Support||Regen|
|Ascended||Walker – The Lone Ranger||Strength||Warrior||Continuous Damage|
|Ascended||Brutus – The Blood Claw||Strength||Tank||Tank|
|Ascended||Khasos – The Unruly||Strength||Warrior||Continuous Damage|
|Ascended||Vurk – The Devious||Agility||Ranger||AoE|
|Ascended||Numisu – The All Seer||Intelligence||Support||Regen|
|Ascended||Warek – The Untamed||Strength||Warrior||Continuous Damage|
|Ascended||Skreg – The Cunning||Strength||Tank||Tank|
|Ascended||Safiya – Daughter of the Desert||Intelligence||Mage||AoE|
|Ascended||Satrana – Flame Weaver||Intelligence||Mage||Burst Damage|
|Ascended||Antandra – Desert Fury||Agility||Warrior||Tank|
|Ascended||Tidus – Shadowmane||Agility||Ranger||Continuous Damage|
|Ascended||Skriath – The Wise One||Intelligence||Mage||AoE|
|Ascended||Anoki – The Blood Guard||Strength||Warrior||Control|
|Ascended||Drez – The Quicksand Recluse||Agility||Ranger||Burst Damage|
|Ascended||Kren – The Fanatical||Agility||Ranger||Continuous Damage|
|Ascended||Nemora – Nature's Heart||Intelligence||Support||Regen|
|Ascended||Kaz – Hand Of The Wood||Agility||Ranger||Assassin|
|Ascended||Lyca – Keeper Of Glades||Agility||Ranger||Buffer|
|Ascended||Ulmus – Aldermarrow||Strength||Tank||Tank|
|Ascended||Gorvo – The Indomitable||Strength||Tank||Tank|
|Ascended||Eironn – Stormsword||Agility||Ranger||AoE|
|Ascended||Tasi – Dreamhopper||Intelligence||Support||Control|
|Ascended||Seirus – Savior of the Sea||Strength||Warrior||Tank|
|Ascended||Lorsan – Wind Whisperer||Intelligence||Mage||AoE|
|Ascended||Solise – The Floral Wonder||Intelligence||Mage||Control|
|Ascended||Saurus – The Risen Warrior||Strength||Warrior||Continuous Damage|
|Ascended||Pippa – The Muddled Magician||Intelligence||Mage||Continuous Damage|
|Ascended||Respen – The Windchild||Agility||Ranger||Burst Damage|
|Ascended||Raku – The Rascal||Agility||Ranger||Burst Damage|
|Ascended||Grezhul – The Corrupted||Strength||Tank||Tank|
|Ascended||Shemira – The Corpsemaker||Intelligence||Mage||AoE|
|Ascended||Oden – Bitterblight||Intelligence||Mage||AoE|
|Ascended||Isabella – The Taken Soul||Intelligence||Mage||Continuous Damage|
|Ascended||Ferael – Doomwhisper||Agility||Ranger||Continuous Damage|
|Ascended||Thoran – The Fallen King||Strength||Tank||Tank|
|Ascended||Kelthur – Plaguegrip||Agility||Ranger||Assassin|
|Ascended||Nara – Heartcarver||Strength||Warrior||Assassin|
|Ascended||Baden – The Abomination||Agility||Warrior||Continuous Damage|
|Ascended||Izold – The Forgotten Champion||Strength||Warrior||Tank|
|Ascended||Torne – The Wandering Corsair||Strength||Tank||Tank|
|Ascended||Daimon – The Forsaken Child||Strength||Tank||Tank|
|Ascended||Theowyn – The Wailing Widow||Agility||Ranger||Continuous Damage|
|Ascended||Silas – Augmented Death||Intelligence||Support||Buffer|
|Ascended||Desira – The Sinister Siren||Intelligence||Support||Regen|
|Ascended||Arthur – Pendragon||Strength||Tank||Tank|
|Ascended||Nakoruru – Nature's Guardian||Agility||Ranger||Burst|
|Ascended||Ukyo – Wandering Swordsman||Agility||Warrior||Continuous|
|Ascended||Ezio – Auditore da Firenze||Agility||Ranger||Assassin|
|Ascended||Ainz Ooal Gown – Magic Caster||Intelligence||Mage||Burst|
|Ascended||Albedo – The Pure-White Devil||Strength||Tank||Tank|
|Ascended||JOKER – Leader of Few Words||Agility||Ranger||Continuous|
|Ascended||QUEEN – Courageous Tactician||Strength||Warrior||Continuous |