GUIDE 04

Hero Comparison & shard strategy

The hero system has one rule that catches almost everyone out — only one passive is ever active.

Last updated: 8 August 2026

1. The rule that matters most

You can own and promote every hero, but only the currently selected hero's passive affects your stats. And each hero boosts exactly one stat.

Common mistake — spreading shards evenly across heroes. Only one hero's contribution ever reaches your character sheet; the rest stays locked away. Pour your shards into one main.

Unlocking a hero costs 10 shards, and each promotion costs another 10. Shards come from summon tickets and dungeon rewards.

2. Passive values for all six heroes

A hero shows as Lv 1 the moment you unlock it, and each rank-up adds one level. The bonus works out to base + per-level × (Lv − 1), so the Lv 1 value is the base.

HeroBoostsLv 1Per levelLv 5Lv 10
HeroMax HP0%+3%12%27%
WarriorAttack8%+4%24%44%
KnightDefense10%+5%30%55%
RogueCrit Chance5%+2%13%23%
MageXP10%+5%30%55%
DwarfGold Gain10%+5%30%55%
Scroll Dungeon hero tab showing six heroes, shard progress and the selected Dwarf passive
The Hero tab. Only the highlighted hero's passive applies — here the Dwarf at Lv 5 gives Gold +30%. Progress bars show shards toward the next rank.

Note that only the Hero starts at 0. It's your starting character, but at Lv 1 it grants no passive at all. At the other end, Knight, Mage, and Dwarf share the best scaling: 10% at Lv 1 plus 5% per level.

3. Which hero should you main?

Dwarf — the default best pick

Gold Gain +10% applies to every gold source: combat, stage clears, idle rewards, and sales. In Scroll Dungeon gold is the only currency for skill upgrades, and skill upgrades are also what unlock new cards. More gold therefore multiplies into every progression path at once.

Because Energy caps you at four runs a day, you can't earn more by playing more — only by earning more per run. That's exactly what the Dwarf does.

Mage — to break the level 11 wall

Epic and higher gear only drops from account level 11. Until then high-rarity farming is closed off, so reaching level 11 quickly is effectively a content unlock. Levelling costs current level × 30 XP, so +10% XP is very noticeable early and mid-game.

Once you clear level 11, switching to the Dwarf is usually correct.

Knight — if bosses keep killing you

Defense +10% is the strongest defensive base of the six. But defense only reduces incoming damage; it doesn't shorten your run. If your problem is failing to burn the boss down in time, the Knight won't fix it. Dying to boss hits calls for the Knight; running out of time calls for the Warrior.

Warrior and Rogue — once your crit build exists

The Warrior (Attack +8%) is fine but starts low. The Rogue (Crit Chance +5%) is weak alone and only pays off alongside the Hero-tier Crit DMG and Legendary-tier Deathblow cards. Before those cards open, both are low priority.

4. Increasing shard income

SourceDetails
Summon ticketsSummon on the Heroes tab. Premium summons have a 10-pull pity, guaranteeing a result within ten
Dungeon rewardsSome dungeons pay out tickets directly
Stage clearsFirst clear of a region boss grants tickets
Shard Gain card+10% per level — Hero tier

Ticket payouts scale as 1 + region index ÷ 2, so deeper dungeons give more. If you're seriously farming shards, run the deepest dungeon you can clear rather than repeating early ones.

Summary — pick one main (usually the Dwarf) and funnel every shard into it. Lv 5 is +30% gold; Lv 10 is +55%. That beats spreading a rank each across six heroes by a wide margin.