Saturday, 26 January 2013

Monster Legions: Walkthrough Guide

Monster Legions: Walkthrough Guide

List of Bosses on Monster Legions
War - Commands a special army of elite troops. Most powerful Horsemen in single combat.
Death - Does not summon units of its own. Gains a copy of your defeated units.
Summons - Bone Golems and an endless army of skeletal warriors.
Pestilence - Poisons your entire army. Regains health over time from its own poison.
Beast - Ultimate Beast. Defeat all four horsemen at least once to fight the Beast!

List of Spells on Monster Legions
Death Pact - Both army instantly loses a single random unit.
Attack - Move 50% faster and deal 15% more melee damage for 5seconds.
Champion - Your General combat abilities are boosted for 5 seconds.
Healing - Your units on the battlefield recover 15% of max health.
Reinforcements - Your army gains 1 Reinforcement Point.
Defend - Take 99% less damage for the next 5 seconds.
EarthQuake - All enemies lose 5% of max HP, 20% for buildings and machines.
Thunderstorm - Fire quenching rain and lightning bolts for 5 seconds.

List of Starting Cards on Monster Legions
Rabbit Rider - Cavalry. Equivalent to an Elite Knight, but heals itself over time.
Horse Lancer - Cavalry. Equivalent to an Elite Knight, but deals double damage versus mounted units.
Snake Cultists - Defensive Infantry. Equivalent to Elite Spearmen, but poisons enemies.
Monkey King - Infantry. Equivalent to an Elite Swordsman, but creates two weaker clones when killed.
Tiger Archers - Ranged Infantry. Equivalent to Elite bowman, but with additional damage.
Dragon Skirmishers - Defensive Infantry. Equivalent to Elite Spearmen, but sets enemies on fire and is immune to flames.
Chicken Archers - Ranged Infantry. Equivalent to Elite Archers, but teleports back when hit by melee.
Bull Axeman - Infantry. Equivalent to Elite Swordsmen, but with additional armor.
Rat Champions - Infantry. Equivalent to Elite Swordsmen, but with a small chance to dodge attacks.
Goat Bowmen - Ranged Infantry. Equivalent to Elite Archers, but heals allies for 1% of max HP.
Horse Lancer - Cavalry. Equivalent to an Elite Knight, but deals double damage versus mounted units.
Dog Raider - Cavalry. Equivalent to Elite Knight, but deals double damage to building and siege weapons.
Pig Warrior - Defensive Infantry. Equivalent to Elite Spearman, but deals double damage to monsters.

List of Collectible Cards on Monster Legions
Melee
Recruit Swordsmen - Infantry. Excellent damage, but can be picked off at a distance by archers.
Veteran Swordsmen - Infantry. Excellent damage, but can be picked off at a distance by archers.
Elite Swordsmen - Infantry. Excellent damage, but can be picked off at a distance by archers.
Blade Berserker - Infantry. Regains some health for each hit, and 25% of maximum health for every kill.
Recruit Spearmen - Defensive Infantry. Deal bonus damage to mounted units such as cavalry.
Veteran Spearmen - Defensive Infantry. Deal bonus damage to mounted units such as cavalry.
Elite Spearmen - Defensive Infantry. Deal bonus damage to mounted units such as cavalry.
Recruit Riders - Light cavalry. Can reach the front very quickly. Deals bonus damage to other cavalry units.
Armored Brute - Heavy Infantry. High health and armor, but moves and attacks slowly.
Veteran Knight - Heavy Cavalry. Can reach the front very quickly. High health and decent damage.
Elite Knight - Heavy Cavalry. Can reach the front very quickly. High health and decent damage.
Ultimate Knight - Heavy Cavalry. Can Reach the front very quickly. Very high health, armor, and damage.
Recruit Ninjas - Assasin. Has a chance of critical strikes and dodging. 50% arrow dodge. Immune to poison.
Veteran Ninjas - Assasin. Has a chance of critical strikes and dodging. 50% arrow dodge. Immune to poison.
Elite Ninjas - Assasin. Has a chance of critical strikes and dodging. 50% arrow dodge. Immune to poison.
Silent Assassin - Assassin. High chance of critical strikes and dodging. 75% arrow dodge. Immune to poison.
Bull Rider - Monster. Charges into battle. Weak versus spears.
Charging Minotaur - Monster. Very high health and movements speed, making it an excellent offensive tank.
Giant Spider - Monster. Attacks very rapidly, allowing it to decimate groups of weaker units.
Dragon Rider - Monster. Slow and powerful. Deals a lot of damage with each bite.
Venomous Scorpion - Monster. Poisons enemies when it strikes, dealing additional damage over time
Daemon Balrog - Monster. Regains HP from Flames. Spreads flames when it hits and when it is hit.
Ancient Treant - Monster. Attack Slowly, but deals a lot of damage per hit vulnerable to fire.
Shadow Vampire - Monster. Able to fly short distances. Regains some health from each attack.
Giant Sandworm - Monster. Able to hit every unit within range when it dives. Best versus large groups.
Bone Golem - Monster. Very high armor and health, but does not deal much damage.
Armored Dragon - Not as much damage as normal Dragons, but has additional health and armor.
Stone Golem - Machine. Very high armor and health, but does not deal much damage.
Battle Puppet - Poisons anything it hits, and fires darts when struck. Spawns a puppeteer if killed.
Archangel Guardian - Archangel. Has a powerful Golden Sword that produces a shockwave when it strikes
Wolf Pack - Animal. Summons three Wolves, each costing only 1 Reinforcement to respawn when killed.
Polearm Slayer - Defensive Infantry. Deals triple damage to mounted units and Monsters.
Healer Monks - Monk. Periodically heals an ally for 5% max HP and cures poisons. Small chance to dodge.

Ranged
Recruit Archers - Ranged Infantry. Good damage at a distance, but easily killed at close range.
Veteran Archers - Ranged Infantry. Good damage at a distance, but easily killed at close range.
Elite Archers - Ranged Infantry. Good damage at a distance, but easily killed at close range.
Flame Archers - Ranged Infantry. Sets fire to anything it hits. Be careful: Flames damage all units in range.
Longbow Archer - Ranged Infantry. Vastly improved firing rate and range. Teleports back when to hit.
Siege Tower - Seige Machine. Slow moving but touch. Rains down arrows on nearby enemies.
Siege Ballista - Siege Machine. Moves very slowly. Fires a high damage projectile that punches through armor.
Fire Monk - Throws fireballs that explode into flames when it strikes. Immune to fire.
Spitting Spider - Monster. Spits spider goo at the enemy: low damage but high attack rate.
Death Monk - Turns defeated friendly unit into Skeletal Warriors to fight for you.


Recommended Build on Monster Legions
Starting Build: x2 Recruit Spearmen, Goat Bowmen, x2 Recruit Archers, x3 Recruit Swordsmen and x2 Recruit Riders

There's a reason why I chose goat Bowman in my starting build because he regularly heals all your units for 1% of their health. A lot of healing is done over time as it accumulates bit by bit especially when you're starting to have 2 to 3 hundred HP units. He also deals out sizable 4 damage per second. He is overpowered, particularly compared with other options you presented with to start out. If you don't, Rabbit Riders and Monkey King are good alternatives too.

After winning first few rounds, you will get cards that are higher level or if you're lucky you get veteran spearmen or veteran swordsmen. Remember to replace recruit riders with these better cards. Then you may find yourself winning and losing occasionally... Don't worry! Losing is okay in Monster Legions. This is just part of the process/gameplay. Meanwhile, you will be collecting better cards.

If you win 4 battles consecutively, you are now qualified to try and defeat one of the four horsemen. I would recommend trying to fight Pestilence. However, there is some random factor to win this boss; you only have a higher chance of winning this boss, only when you pull out your goat Bowman early. Your goat Bowman is good at healing you from the poison over time.

2nd Stage Build: x2 Venture Spearmen, Goat Bowmen, x2 Veteran or Flame Archers, x3 Veteran Swordsmen, Armored Brute and Venture Knight

Once you successfully defeat Pestilence, you can now replace all your recruit to veteran respectively. You can retry the stage until you get the cards you need. To clear the stages here... Basically, I like to have archers that are on defense because they are highly overpowered even with their little damage. As the hero just keeps respawning as soon as it dies, you never get a chance even to hit an archer. Having 2 archers and hugging your castle is almost guaranteed a win. Armored Brute is a beefy tank which definitely will help you taking damage.

Now try fighting Death. When fighting this boss, remember to summon your weakest units like the lowest health first. When you hit the 1-minute 15-second mark, summon all your strongest monsters. Do not forget to select the spells without must hesitation; you will get around 5 to 7 spells in every round... The more spells you click, the better your chances of you winning.

3th & 4th Stage Build: Experiment your build.

Things get interesting and experimental here. Basically after defeating death, you collect cards that are level 6 and higher. You can start experimenting your build from here; replace your cards with monsters, dragons or even machines in your deck. Afterward, defeat the remaining bosses and lastly the beast. Congratulations!

Multiplayer Build: Giant Sandworm, Daemon Balrog, Healer Monks, x2 Longbow Archer, Polearm Slayer, Blade Berserker, Archangel Guardian, Ultimate Knight and Shadow Vampire

You are now more than ready to battle in multiplayer mode, however winning in multiplayer mode isn't as easy as you think it would be. These are the best army created by other players but clearing them will entitle you with good cards. My build above is certainly not the best build in Monster Legions, but I won quite a decent number of people with it. Hey don't laugh, I am proud of it alright! ^^

Overpowered Build #1: x5 Wolf Pack, x3 Death Monk, x2 Longbow Archer

Units like the death monk and Longbow archers can kill advancing units quickly without being in any real danger because the general respawns with no reinforcement point loss immediately and wolf packs come in three with 1 point. The death monks especially are dangerous as they can spawn dozens of skeletons that serve as a protective wall. Currently, no one unit can get behind an enemy's front line, so I can safely say this build is very OP.

Overpowered Build: x4 Longbow Archer, x2 Fire Monk, x4 Stone Golem

This army comprised with mostly ranged units. I fought with a guy with this build twice with a different build and to my surprise, the combination he designed worked well. Superbly well. Stone Golems have the highest armor among all the other units which make him an excellent tanker. Longbow Archers and Fire Monks have the ability to take out units relatively quickly in any situation. I think it's worth trying this build.

Fun Build #1: x10 Archangel Guardian
Fun Build #2: x10 Blade Berserker
Fun Build #3: x10 Polearm Slayer


I've spent hundreds of thousands now, trying to max out one of a kind deck. These fun builds are purely for my curiosity only.

Tuesday, 15 January 2013

Steppin' Stones: Walkthrough Guide

Steppin' Stones: Walkthrough Guide

Walkthrough Guide on Steppin' Stones
The solutions are in sequences, just follow the number in bold and those that in Red are the ending point.
Level 1
1 Down > 2 Right

[_][_][1][_]
[_][_][1][_]
[_][_][1][_]
[2][2][1][2]

Level 2
1 Right > 2 Right

[2][1][2][1][1][1]

Level 3
1 Up > 2 Right > 3 Up > 4 Right

[_][_][4][3][4][4]
[2][1][2][2][_][_]
[_][1][_][3][_][_]

Level 4
1 Left > 2 Down > 3 Right > 4 Down > 5 Down

[_][2][_][_][4]
[_][1][1][_][4]
[_][2][_][_][4]
[3][2][3][3][3]
[_][_][_][_][4]
[_][_][_][_][5]
[_][_][_][_][4]
[_][_][_][_][5]

Level 5
1 Down > 2 Right > 3 Down > 4 Left > 5 Down

[_][_][1][3][_]
[_][2][1][2][_]
[5][_][_][3][_]
[4][4][4][3][4]
[5][_][_][_][_]

Level 6
1 Up > 2 Down > 3 Left > 4 Up > 5 Down > 6 Left

[_][_][_][2][5][_]
[6][4][1][2][5][6]
[_][3][1][2][3][_]
[_][4][1][_][_][_]

Level 7
1 Down > 2 Down > 3 Right > 4 Right > 5 Right > 6 Down

[_][2][1][6]
[3][2][1][3]
[4][4][1][4]
[5][5][5][5]
[_][_][_][6]
[_][_][_][6]
[_][_][_][6]

Level 8
1 Down > 2 Right > 3 Up > 4 Right > 5 Down > 6 Right

[_][1][_][_][5][_]
[4][1][3][4][4][_]
[2][1][2][_][5][_]
[_][1][3][_][5][_]
[_][1][_][_][5][_]
[6][1][6][6][5][6]


Level 9
1 Down > 2 Left > 3 Up > 4 Right > 5 Up > 6 Up > 7 Right

[_][_][7][5][6][7][7][_][_]
[4][3][4][4][4][_][_][_][_]
[_][3][_][5][6][_][_][_][_]
[_][3][_][_][6][_][_][1][_]
[_][2][2][2][2][2][2][1][2]
[_][3][_][_][6][_][_][_][_]

Level 10
1 Up > 2 Left > 3 Left > 4 Right > 5 Down > 6 Left > 7 Down

[_][_][5][_][_][_][_][_]
[_][_][2][2][2][2][1][2]
[_][_][5][_][_][_][1][_]
[_][_][3][3][_][_][_][_]
[_][_][5][_][7][_][_][_]
[4][4][4][4][4][_][_][_]
[6][6][5][6][6][_][_][_]
[_][_][_][_][7][_][_][_]

Level 11
1 Up > 2 Left > 3 Right > 4 Down > 5 Right > 6 Down > 7 Left > 8 Down

[_][4][_][_][_][_]
[_][2][2][1][2][2]
[_][4][_][1][6][_]
[3][3][3][3][3][_]
[_][4][8][_][6][_]
[_][4][7][7][6][7]
[5][4][5][_][_][_]
[_][_][8][_][_][_]
[_][_][8][_][_][_]

Level 12
1 Right > 2 Down > 3 Right > 4 Down > 5 Down > 6 Right

[_][_][_][4][_][5][_]
[_][1][2][1][1][1][_]
[3][3][2][3][_][5][_]
[_][_][_][4][_][5][_]
[_][_][6][4][6][5][6]

Level 13
1 Down > 2 Right > 3 Up > 4 Right > 5 Down > 6 Right > 7 Down

[_][_][_][5][_][_][_][_]
[_][4][3][4][_][_][_][_]
[_][_][3][5][_][1][_][7]
[2][2][2][2][2][1][2][2]
[6][6][3][5][6][6][6][6]
[_][_][3][_][_][_][_][7]

Level 14
1 Up > 2 Right > 3 Right > 4 Right > 5 Up > 6 Up > 7 Right

[_][_][7][5][6][7][7]
[_][_][_][5][6][_][_]
[_][4][1][4][4][_][_]
[2][2][1][2][2][_][_]
[_][_][1][5][6][_][_]
[3][3][1][3][3][_][_]
[_][_][1][_][6][_][_]

Level 15
1 Down > 2 Right > 3 Up > 4 Down > 5 Left > 6 Up > 7 Up > 8 Right

[8][6][8][3][7][8]
[_][6][_][3][7][_]
[_][6][_][3][7][_]
[_][6][_][1][4][_]
[2][2][2][1][2][_]
[_][5][5][3][4][5]
[_][6][_][3][7][_]

Level 16
1 Right > 2 Left > 3 Up > 4 Up > 5 Left > 6 Up

[7][7][3][6][4][7]
[_][_][3][6][4][_]
[_][_][3][5][4][5]
[_][_][2][2][2][2]
[_][1][3][1][1][_]
[_][_][_][6][4][_]

Saturday, 12 January 2013

From The Black Walkthrough Guide

From The Black: Walkthrough Guide

List of Enemies on From The Black
Swarmer
Blue - Flies slowly toward you.
Red - Flies toward you and fires at a slow rate.
Green - Remains in place then "dashes" to your location before firing a burst.
Orange - It has the fastest movement speed, actively chases your ship.

Zoner
Purple - Flies either vertically or horizontally while occasionally firing a spread. Fires more often when close to your ship.
Yellow - Flies around, then fires in a spiral when it stops.
Sniper - Does not move, fires a dense two-shot spread from any range.

Other
Disc - Flies slowly around the map.

List of Upgrades on From The Black
Strike Gun
Damage: Increases the damage of your main gun.
Cost: 10 / 20 / 30 / 40 / 50
Speed: Increases the firing rate of your main gun.
Cost: 10 / 20 / 30 / 40 / 50
Spread: Increases the number of bullets fired by your main gun.
Cost: 100 / 200 / 300

Spreader
Damage - Increases the damage of your spreader bullet.
Cost: 10 / 20 / 30 / 40 / 50
Speed - Increases the firing rate of your spreader bullet.
Cost: 10 / 20 / 30 / 40 / 50
Spread - Increases the number of bullets fired by your spreader bullet.
Cost: 100 / 200

Missiles
Damage - Increases the damage of your missiles.
Cost: 10 / 20 / 30 / 40 / 50
Speed - Increases the firing rate of your missiles.
Cost: 10 / 20 / 30 / 40 / 50
Sharpnel - Increases the amount of sharpnel on missile contact.
Cost: 100 / 200 / 300

Ship Upgrades
Health - Increases the amount of hits your ship can take.
Cost: 10 / 20 / 30 / 40 / 50 / 60 / 70 / 80 / 90 / 100
Speed - Increases the speed of your ship.
Cost: 10 / 20 / 30 / 40 / 50 / 60 / 70 / 80 / 90 / 100
Magnet - Attracts nearby metals to your ship.
Cost: 10 / 20 / 30 / 40 / 50 / 60 / 70 / 80 / 90 / 100


Walkthrough Guide on From The Black
For the upgrades, I would highly recommend you to max all spreader and ship upgrades first. Once you maxed those, you can safely max out missile and strike gun in any order. Why? The spreader is the only weapon with high attacking speed and decent damage. This is a must weapon in typical space bullet hell shooter. Then ship upgrades are for survivability... The longer you survive, the more metals you gather. Story+ & Story++ are quite difficult, the only way to beat the game is to avoid getting hit. Try to stay near an Energy Shield Powerup; it will protect you from any incoming damage. Always try to dodge any incoming projectiles. If dodging is too hard, stay at a corner then move to another corner slow and steadily.

Wednesday, 9 January 2013

Enola: Prelude: Walkthrough Guide

Enola: Prelude: Walkthrough Guide

List of Special Attack on Enola: Prelude
Dragon Attack - A basic magic attack that deals moderate damage to a single target.
Rage - A heavy physical attack that deals good damage to a single target.
Hell Thorn - This magic attack causes thorny roots to entwine all enemies, dealing moderate damage to multiple targets. 50% chance of poisoning.
Powerslice - A strong magic attack that deals good damage to a single target. 50% chance of shattering armor, effective when combined with other attacks.
Ice Storm - A strong magic attack that deals great damage to all enemies.
Ramei - A powerful magic attack that deals huge damage to a single target. 50% chance of causing slow.
Landslide - Deals great damage to multiple targets.
Pheonix Strike - A super effective magic attack that deals massive damage to all enemies. The most powerful attack and 50% chance of shattering armor.

List of White Magic on Enola: Prelude
Heal - Standard healing spell, restores 1000 HP.
Restore Mana - This regenerative magic spell will restore your Mana by 5000 MP.
Cure Poison - This soothing spell will cure you of poison.
Regen - Slowly heals you over time.
Large Heal - Strong healing spell, restores 5000 HP.
Frenzy - Sends you into a frenzy, boosting strength and allowing you to deal greater damage.
Fix equipment - Fixes any shattered weapon or shattered armor ailments.
Esuana - This miracle spells cures poison, and fixes any shattered weapon or armor.

List of Ailments on Enola: Prelude
Poison - Poison slowly hurts you over time. Use cure poison to remove it.
Note: Some Weapons are resistant to poison. Equip to avoid getting poisoned.
Shattered Armor - Shattered Armor reduces your defense against attacks. Use fix equipment to restore your armor.
Note: Some weapons are resistant to shattered armor.
Shattered Weapon - Shattered weapon reduces the damage you damage you deal with attacks. Use fix equipment to restore your weapon.
Note: Some weapons are resistant to shattered weapon.
Regen - Regen slowly heals you over time. Use it to plan ahead and get the upper hand.
Frenzy - Frenzy boosts your strength and allows you to deal higher damage with all attacks.
Slow - Slow reduces the speed of the victims timer, allowing them to attack less frequently.
Note: Some weapons are resistant to slow.

List of Weapons on Enola: Prelude
Heavy Steel Weapon - Damage: 1.2, Speed: 0.46
Dragon Slayer - Damage: 1.05, Speed: 0.6
Twister Steel - Damage: 1.3, Speed: 0.5
Light Copper Sword - Damage: 0.65, Speed: 1.05
Heavy Coppr Sword - Damage: 1.5, Speed: 0.5
Heavy Gold Sword - Damage: 1.6, Speed: 0.51
Goliath Sword - Damage: 1.6, Speed: 0.51
Tombstone - Damage: 2, Speed: 0.47
Crystal Mace - Damage: 1.58, Speed: 0.55
Epholux - Damage: 1.62, Speed: 0.55
Enchanted Blade - Damage: 1.7, Speed: 0.6
Grave Digger - Damage: 1.82, Speed: 0.55
Golden Scimitar - Damage: 1.8, Speed: 0.65
Dream Slayer - Damage: 2.1, Speed: 0.55
Cursed Blade - Damage: 2.4, Speed: 0.47
Pariah Wing - Damage: 2.5, Speed: 0.6
Nightmare Sword - Damage: 2.8, Speed: 0.55


Walkthrough Guide on Enola: Prelude
This game is extremely easy just by using the fastest sword, light copper sword. You can gather the materials easily in the beginning. Since it has nearly double the speed of everything else, allows you to spam spells and kill everything much faster than any amount of base damage could accommodate. And you have the extra turns to use Mana Regen at will without remotely crimping your style. Go into a defensive stance and use Hellthornuntil all your enemies are poisoned. Just use healing on yourself when your HP gets low and attack with Hellthornor any other magic attack. Use Mana Regen when your Mana is little. Once you hit the final boss, the best spell combination is Ramei and Hellthorn. Slow and Poison is the easiest way to the final boss. Or, you can try using frenzy and rage. This two spells combined are killer spells to any single targeted enemy.

Friday, 4 January 2013

Band of Heroes: Walkthrough Guide

Band of Heroes: Walkthrough Guide

List of Characters on Band of Heroes
Josh (Rogue)
Ablities
Grand Slash - Josh performs a wide sword slash. Causes 300% damage to all enemies in front of him.
Lucky Strike - Every hero in the band gains 10% to cause 2x damage when hitting an enemy.
Upgrades
Sword Mastery - + 20 / 40 / 60 / 80 / 100 % to Grand Slash area and damage.
Treasure Seeker - Enemies + 10 / 20 / 30 / 40 / 50 % gold when eliminated.
Throwing Mastery - Knives throwing rate is increased by + 10 / 20 / 30 / 40 / 50 %.
Gold Magnet - Gold Magnet area is increased by 40 / 80 / 120 / 160 / 200 %.
Lucky Star - + 5 / 10 / 15 / 20 / 25 % to Lucky Strike.
Dodge Mastery - Josh gains 3 / 6 / 9 / 12 /15 % chance to avoid any damage from any source.

Erica (Arbalester)
Ablities
Hail Of Arrows - Erica shoots arrows at enemy causing 200%. The arrow go right through the enemies.
Disciple - +300% to fire rate of every hero in the band.
Upgrades
Spilitting Arrows - Erica's arrow gains + 5 / 10 / 15 / 20 / 25 % chance to split into two arrows after hitting an enemy.
Elite Guard - Erica's Hp and damage increases by 10 / 20 / 30 / 40 / 50 %
First Aid - + 5 / 10 / 15 / 20 / 25 % chance that the enemy will drop the healing potion when eliminated.
Battle Fury - Erica fills up the super power meter by 0.5 / 1.0 / 1.5 / 2.0 / 2.5 % each time she gets damaged.
Piercing Arrows - Erica's arrows gain 10 / 20 / 30 / 40 / 50 % chance to go right through an enemy.
Drill - + 3 / 6 / 9 / 12 / 15 % to Discipline.

Selene (Dark Cleric)
Abilities
Healing Wave - Every hero in the band restores 15% of HP.
Brotherhood Of Pain - When any hero in the band gets damaged, every other hero in the band gets 25% damage instead of that hero.
Upgrades
Demon Skin - Selena's HP is increased by 10 / 20 / 30 / 40 / 50 %.
Bloodlust - Every enemy killed fills up 1 / 2 / 3 / 4 / 5 % of the super power bar.
Resurrection - If any hero in the band dies, he or she will revive with full HP after 100 / 80 / 60 / 40 / 20 seconds.
Anesthesia - The damage from any source is reduced by 2 / 4 / 6 / 8 / 10 %.
Regeneration - Every hero in the band restores 0.5 / 1.0 / 1.5 / 2.0 / 2.5 % of max HP every second.
Dark Side - When super power is activated, Selena's fire rate rises by 100% for 3 / 4 / 5 / 6 / 7 seconds.

Glenn (Air Wizard)
Abilities
Ice Vortex - Protecting vortex appears around the band for 5 seconds. It stops the hostile projectiles and damages the enemies in range.
Wind Armor - There is 25% chance to reduce any damage by 355%.
Upgrades
TailWind - Glenn's Razor Waves speed is increased by 20 / 40 / 60 / 80 / 100 %.
Storm Armor - Wind Armor's chance to reduce the damage is increased by 5 / 10 / 15 / 20 / 25 %.
Haste - All the heroes in the band move 10 / 20 / 30 / 40 / 50 % faster.
Turbulence - Razor Waves slow down the enemies by 10 / 20 / 30 / 40 / 50 %.
Tornado - Ice Vortex time is increased by 1 / 2 / 3 / 4 / 5 seconds.
Air Mastery - Glenn's fire rate is increased bt 10 / 20 / 30 / 40 / 50 %.

Ray (Engineer)
Abilites
Flamethrower - Launches a wide beam of flame forward causing 400 damage to each enemy affected.
Too Young To Die - If any source causes lethal damage to Ray, his Hp reduces to 1 instead, and the rest of the damage is distributed among the rest of the band evenly.
Upgrades
Loot Magnet - Bonus and Gold Magnet area is increased by 40 / 80 / 120 / 160 / 200 %.
Loot Expert - The chance to get weapon bonus is improved by 2 / 4 / 6 / 8 / 10%.
Napalm Bomb - When the bomb hits an enemy, the enemy starts to burn. The fire burns for 3 / 4 / 5 / 6 / 7 seconds causing 50% damage each second.
Overdrive - Flamethrower's beam thickness and damage are increased by 20 / 40 / 60 / 80 / 100 %.
Healing Drone - Grants a healing drone who restores 2 / 3 / 4 / 5 / 6 % of max Ray's Hp for 5 seconds.
Attack Drone - Grants a battle drone who attacks the nearest enemy each 0.5 seconds causing 25% damage.


Recommended Build on Band of Heroes
Build Erica(Leader), Josh and Selene
Personally, I love this build. Putting Erica as team leader while Josh and Selene as teammates. Selene's Resurrection is very useful, and Erica's abilities are way too unbalanced. The synergy with Josh's Throwing Mastery is perfect. You can see Josh doing all the screen damage, especially with its wide attack style.

Build Ray(Leader), Glenn and Selene
This build is a beast. After maxing all Ray's upgrade, his abilities to take down the boss is incredibly effective. It's crazy when you see how wide the width of the beam is. They're no monsters that can stand in his way.

Build Ray(Leader), Erica and Selene
As for Ray, he will be able to upgrade your party members shooting abilities with a high rate of upgrade drops during battle. The flamethrower charges very quickly, and you can use it and Erica on the annoying necromancers and the boss. Selene keeps everyone alive as usual.