Best Sherlock Stone Idle Heroes

Christina Perez
• Tuesday, 08 December, 2020
• 17 min read

The game is quite easy to play and most of the quests you receive are wonderful ones. Now I’m going to explain the bestidleheroes elite heroes list and what you need to know in order to take care of them.

drb sherlock stringbean stone
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B-Tier Characters that aren’t really viable for PVP, but they can perform in Eve. Some of them are also great for PVP, but they will need a certain amount of experience, and they might need some special items to get the most out of them.

Good luck with your leveling and I hope you will continue playing. Firstly, this IdleHeroes Tier List of November 2020 contains all the essential information regarding the bestiaries in the game for you.

Secondly, the tier list will help you build the best possible teams to beat the competition. IdleHeroes is an action battle RPG using monsters utterly FREE within the Play Store for Android and IOS.

Handle more than 200 heroes of different factions and employ them in a battle without equal, using new skills and unleashing your enemies. Furthermore, navigate through battles and dungeons, perform heroic missions, find mysterious towers, and join guilds to fight with your friends against new threats.

In this tier list that we have elaborated, we bring you the best heroes divided by factions. We have taken into account their strength and skill in the battle and the current goal of the game after the last patch to be able to elaborate a guide as complete as possible.

From each of the characters, we will also give you many descriptions of their abilities and their different aspects of the game and their health and statistics with five and six stars. Blood Blade is a hero in IdleHeroes you have to have if you want to succeed in the long term with him.

It fuses with Blood Blade of six stars, but you can not obtain it of any fusion. The other hero you need in your team is Walter, a colossal shadow killer.

Its version of 5 stars counts on 7073 of power, 17658 of life, 4237 of attack, 599 of armor, and 621 of speed. It can be used in IdleHeroes to merge it into a 6-star Walter, but you can not get it from any merger.

Basic Summon Scroll, Friendship Summon, Heroic Summon Scroll, 5-Star Hero Shard, 5-Star Shadow Hero Shard, Prophet Tree, Altar (4000 Soul Stone Shard) Walter of six stars is undoubtedly a NECESSARY acquisition for your IdleHeroes team.

Of the faction of fortress heroes, you have to get hold of Flame Strike without a doubt. Flame Strike is not only one of the most beautiful heroes, but also one of the strongest.

Five-star Flame Strike has 7,138 of power, 24,824 of life, 3644 of attack, 643 of armor, and even 574 of Felicia, turning it into a slow but mighty hero. It has 16850 of power, 83680 of life, 7872 of attack, an armor that increases until 908, and a speed of 777.

Ice blink is undoubtedly a hero in IdleHeroes who fits perfectly into any lineup. Even if you already have one on your team, you have to find the second as soon as possible because two Ice blink’s that take advantage of each other’s Freeze Control will be a nightmare for the enemies.

Basic Summon Scroll, Friendship Summon, Heroic Summon Scroll, 5-Star Hero Shard, 5-Star Fortress Hero Shard, Prophet Tree, Altar (4000 Soul Stone Shard The abyss’ heroes in IdleHeroes are not at all as strong and exciting as those of other factions, but if we had to choose two, these would be Area and Norma.

Five-Star Area has a power of 7033, a life of 28514, an attack of 2807, and armor of 758, and a speed of 609. The six-star Area from IdleHeroes has a power of 17485, a life of 85439, an attack of 7047, an armor of 1180 and a speed of 806.

Basic Summon Scroll, Friendship Summon, Heroic Summon Scroll, 5-Star Hero Shard, 5-Star Abyss Hero Shard, Prophet Tree, Creation circle The six-star standard has 15638 power, 51983 life, 8653 attacks, 894 armor, 756 speed, and can be obtained in the creative circle by merging two 5-star rules with a 5-star Algeria and three heroes of the five-star abyss.

Undoubtedly, the strongest hero of the forest faction in IdleHeroes is Rosa. It is a hero available in five stars with 7120 of power, 22236 of life, 3422 antique, 610 of armor, and 603 of speed.

Grew of six stars has a power of 17114, with a life of 80667 that makes it incurable. You can obtain it in the creative circle by merging two five-star grooves, with a 5-star ENT elder and three forest heroes in IdleHeroes.

Its six-star version has a power of 21643, a life of 78016, an attack of 7703, an armor of 938 and a speed of 806. It can be obtained in the circle of creation merging it with 2 sleepless of five stars.

My name is iti, and I have recently become the first player to reach Defeat on the iOS server. After having done, so I have received countless messages from players in chats I frequent and from strangers on Line and Discord about my successful run.

This inspired me to make an attempt to create a guide on what I have learned about The Vortex from many other players in our community and personally gleaned from my own attempts and failures pushing further into the mode. This guides intention is to cover all facets of The Vortex game mode, from the super basic all the way to advanced strategies and tactics.

If you are an advanced player you can skip “The Basics” part of the guide as you will probably already have a base understanding of how the mode works. I made a strong effort to not put any advanced tactics or more nuanced factoids in there, but who knows you may very well still learn something.

Obviously, while I would like this to be the most comprehensive guide, from a strategic perspective every player is different and has different tools to work with while going into battle. What heroes you have, what artifacts you have, how many Stellar Shards you have; all of these things factor into how far you can progress, and it would be impossible for me to cater this guide to every specific user of it based on their resources available.

The game will also automatically smash all the previous Stages and give you rewards as if you had manually conquered each Planet within them. The entire Vortex consists of 150 Planets total waiting to be conquered.

Energy Burners : Allow you to battle an enemy team inside a Planet. You can also use 5 Energy Burners to change the enemy team composition on a given Planet.

Protection Signets : Every Stage of The Vortex has uniform blanket radiation effects that negatively hamper your attack team within all the battles that take place inside each of the Planets inside the Stage. Protection Signets can be used before attacking a Planet to mitigate the negative effects caused by the radiation.

Radiation negatively affects your team in battle in different ways. Depending on the Stage number you are on will determine the possible negative effects that can occur.

Each individual Planet within a Stage will start with some amount of factions that are protected. You can continue to do this as many times as you wish until all seven factions (shadow, forest, abyss, fortress, light, dark, and void) are protected within that Planet.

Item Type Chance to AcquireStellar Shards30%Gold20%Spirit40%Hero Promotion Stone 7.9%Heroic Summon Scroll.7%Prophet Orb.7%Orange Artifact Fragment.7%When The Vortex closes you also receive rewards based on what Tier and Stage you progressed to. This means that every time The Vortex opens you need to conquer at least one planet otherwise you receive the previous Tier's reward.

TierStageCrystal of TranscendenceStellar ShardsForerunnerVI400010000ForerunnerV400011000ForerunnerIV400012000ForerunnerIII400013000ForerunnerII400014000ForerunnerI400015000PioneerVI800016000PioneerV800017000PioneerIV800018000PioneerIII800019000PioneerII800020000PioneerI800021000ExplorerVI1200022000ExplorerV1200023000ExplorerIV1200024000ExplorerIII1200025000ExplorerII1200026000ExplorerI1200027000ValiantVI1600028000ValiantV1600029000ValiantIV1600030000ValiantIII1600031000ValiantII1600032000ValiantI1600033000DefierVI2000034000DefierV2000035000DefierIV2000036000DefierIII2000037000DefierII2000038000DefierI2000039000Please note that all of these heroes assessments are for battle situations where you are severely outgunned given the power of your current team. Obviously, if you're at a Stage in The Vortex where the teams aren't offering much challenge, yet you can be very flexible with your choices.

For example, I may say raising a certain heroes attack is not important, but that's only in the context of a battle against extremely formidable opponents. Can have minor implications but generally if you're basic attacking you're going to lose.

Nether Touch : End of round passive that targets an enemy hero with a higher attack value. Coffin of Nothingness : Built in passive control immunity.

Soul Explosion : Six's active ability and main source of damage. His primary role is to steal the enemy hero's attack and deal as much damage as possible.

Six's secondary role is to also steal attack from the enemy to reduce damage intake. You can give him an energy artifact in earlier Stages but to really push he needs to have Punisher of Immortal.

Other ways to feed him energy without an energy artifact is by partnering with GNIS, both on her active and on her death, or multiple upgraded Demon Bell artifacts on your other heroes. You can check your other heroes speed and see where they lie and see if wearing the skin is acceptable.

Not worth going over as you shouldn't be upgrading these unless you have enough stellar for your entire team and even then it's debatable as increasing her HP makes her die less easy too which is somewhat counter-intuitive. Eternity of Dragon Soul : On death heals the nearest ally to full and grants them energy and control immunity.

GNIS's primary role is to feed Six energy. GNIS's secondary role is to heal, provide control immunity, and damage reduction.

You generally want GNIS to die during the enemy's first attack phase. V4: Bloodthirsty grants more damage based on enemies lost HP and heals more.

Warpath Roar : Increase Six's CRT damage at the start of battle and increases Six's attack and CRT rate at the end of each round. When allies with Bloodthirsty attack they do additional damage based on their targets missing HP.

Rogan's primary role is to support Six by increasing his damage. Rogan's secondary role is to heal through Bloodthirsty passive.

His personal damage dealt is negligible so just thank him up as much as possible. Rogan getting off his active on round 1 is critical to give Six Bloodthirsty right away.

Queen's Edict : Basic attack reduces enemy CRT rate. Void Queen's HP pool is quite high, so she is a great damage sponge.

Her personal damage dealt is negligible in fights where the enemies are much stronger than your heroes so just thank her up as much as possible. Void Queen getting off her active on round 1 is critical to give the enemy hero's Abyssal Corruption right away.

V4: Chance to add an extra layer of Guardian Shield. This is your counter to healing compositions that include GNIS, Brain, Amen-Ra, and specifically Garuda when you can't avoid her.

Generally you should be avoiding Garuda at all costs because she is the strongest hero in The Vortex to come across. Amen-Ra also counters other healing enemy teams well that include Amen-Ra, Brain, and GNIS.

If you're attacking enemies way out of your league you generally want energy on Amen-Ra to get her active off round one. Ideally nobody dies from the enemy hero's first round of attacks because of the shields, and you keep pummeling the enemy and land your Healing Curse on Garuda round two.

Outburst of Magic : Basic attack that will drain the enemy of its energy×. Darkness Befall : Carrie can fall into the void to dodge attacks.

Removing energy from the enemy team is her primary objective to slow down the battle. Carrie's end of round damage while in Shadow Spirit form is formidable too.

Her energy disruption while she is alive is invaluable, but she can do some decent damage while dead as well. This is why choosing her stone is awkward, because you could honestly go either way with more health or more attack.

Carrie getting her active off round 1 is critical to slow the enemy down. Like Amen-Ra Carrie is also a good Garuda counter whose active deals a ton of damage.

Keeping Garuda away from her active will go a long way to helping your teams survivability. I am convinced there's no real right or wrong way to gear and configure Carrie.

I lean towards survivability, so she can soak up hits and keep removing energy from the enemy team. A lot of powerful heroes that you might expect to do well in The Vortex tend to fall off the map due to The Vortex providing the enemy teams with extra crowd control immunity.

This prevents heroes like Sherlock and Crews from thriving in this mode where they otherwise would. Heroes like Void Xia, Garuda, Russell, Aida, Brain, Aspen, and Penny can still get a lot done if the stakes aren't too high.

Artifacts to max this team would include eight Punishers of Immortals to make two splendid for both Six and sixteen Demon Bells for the other four heroes. Replacing an GNIS with another Six and splendid Punisher of Immortal would be an interesting experiment as well.

For anyone interested in reaching Defeat, I would not recommend trying so until you have eight Punishers of Immortal and eight Demon Bells along with enough Stellar Shards to v4 four heroes. Stellar Shards right now are a luxury only whales can really afford in large amounts at the moment, so it is important to keep that in mind.

If you are a free to play or low spender your goal will be to just put your shards as far as you can into your main attacker and hopefully that will be Six. If you are a whale with enough Stellar Shards to max multiple heroes I am assuming that you have no issues building the perfect team.

Amen-Ra to v3 is a huge boost against countering Garuda, but I would not put it above maxing Six, Void Queen, or Rogan. Each Planet has a set amount of teams it will infinitely rotate through no matter how many times you refresh.

Consider a double Russell composition a treat because that should be an easy win. Russell is a great enemy to encounter as he has low HP and high attack.

This means Six can possibly steal from his high attack value and then easily dispose of him with his low HP. Russell also does nothing turn one generally as he leaps into the air giving your team time to breath.

He doesn't deal a lot of damage giving your team room to breath. Shape shifting your heroes into doves is very RNG heavy, and he's not going to pull that off enough to cause too many issues.

She has huge survivability while also gaining damage reduction with her feathers. They also have a very strong attack power, and they are obnoxious because they drain your Six energy that you worked so hard to cultivate.

Carrie is annoying, but Garuda is flat out unfair and frustrating. When The Vortex opens you start at the beginning with 10 Protection Signets.

The game will then automatically smash you to the first Stage of the furthest Tier you have progressed to. Thusly, the Protection Signets given to you is not a set amount each time The Vortex opens.

The most important thing of note concerning the radiation that affects your team negatively in battle is that the radiation effects that impact your teams attack power only occurs on the first four Stages (VI, V, IV, and III). Crowd control effects are all painful in their own way, but they can be overcome with a good random outcome through persistence.

However, losing your attack power is insurmountable once the enemy team's HP pools get too large, and that radiation effect has to be addressed, or you will never win. It is good to save some Protection Signets for the last two Stages (I and II) as well, just in case you run into a really tough team composition, and you need to cut through the random outcomes and increase your odds of winning by diminishing the chance of the being affected by crowd control effects.

Six's attack power is the most important factor in determining if your team can break through the enemy heroes high HP pools. If the Tier you are on is difficult, you need Six to be at full attack power.

Everything else is just attacking over and over until the desirable random outcomes finally align and your team finally overcomes the enemy team, but Six's attack power needs to be in full swing. Your heroes will go first in order of their speed from highest to lowest and then the enemy team will do the same after.

This allows you to set up exactly how your first turn will play out every time you start a battle which is a major advantage, so use it! You want all of your buff, rebuff, and energy feed heroes to go before your damage dealers go off.

This is pretty easy to accomplish by using speed stones on all of your buff and rebuff heroes such as: Rogan, Void Queen, and GNIS. Remember to remove Six's skin to lower his speed if needed.

With this setup Void Queen's active will make the enemy team take more CRT damage, then Rogan's active can possibly give both Six Bloodthirsty which will increase their damage against enemies with missing HP (second Six will do more damage), then GNIS will feed one Six energy, then both of your Six will go off one at a time doing way more damage than if they were not buffed, fed energy, or if the enemy team was not rebuffed. It's the most pivotal artifact in increasing your Six damage output and progressing further.

Not many players can do this, but eight demon bells split into two radiant and a glittery can feed your entire team to all active on round 1. Extra energy beyond 100 also gives Six's active more skill damage.

Can be a mediocre choice for GNIS in niche situations to save her from getting crowd controlled by radiation going into round two. Snow Heart, Magic Source : Secondary choices to replace Demon Bells if you don't have them.

Pets in The Vortex are strictly used for their passive stat bonuses. Six's CRT rate is already pretty close to 100% with punisher so this will help shore that up.

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