Today, I’m recommending some optimal Rune Combinations for all Chiefs out there. I think all of you have unlocked the Rune feature and have been using it for some time.
This Mini Heroes Magic Throne Rune Guide is packed with valuable information. Don’t forget to take notes!
Types of Runes
Runes are divided into four categories: Energy Runes, ATK Runes, HP Runes, and Effect Runes.
– Energy Rune: ATK Energy Regen, ATK Energy Reduction, Energy Regen, Energy Surplus, Energy Increase, Energy Regen when attacked, Energy Regen upon Defeat, Self-Detonation Energy Reduction.
– ATK Rune: ATK, CRIT, CRIT DMG, Lifesteal, DMG Increase, Physical DMG Boost, Magic DMG Boost, Knockback Effect, Armor PEN.
– Survival Rune: HP, DEF, Block, Anti-CRIT Rate, Melee DMG Reduct, Ranged DMG Reduct, Physical RES, Magic RES
– Effect Rune: Reflect DMG, ATK SPD, Receive Healing, EVA, Anti-Control, MOV SPD, Healing, Knockback Resist, HP Regen, Control RES
Rune Entrance:
Equipping Entrance: Runes within the Heroes section.
② Crafting/Viewing Entrance: Runes in the Backpack section.
Rune Combination
Energy Rune
Front Row: Energy Increase > Energy Regen = Energy Regen when attacked (Highly Recommended)
Back Row: Energy Increase > Energy Surplus > Energy Regen
In fact, except for Defeat and Self-Destruct runes, all the other runes in the Energy category are viable.
In the Arena, the opening 10 seconds are critical. Based on the early game dynamics, you can tell if you’re headed for a win or a loss. An energy boost at the start is key. Energy boost can increase your hero’s energy and the energy boost is often more than 20.
Some players might question why not just use basic attacks to regenerate energy (ATK Energy Regen)? Let’s assume you can execute a basic attack once every second. Even the best rune for energy regeneration from basic attacks might only provide 3.0 energy. That means you’d only gather about 30 energy in the first ten seconds, and that’s in an ideal scenario. It’s often better to choose an energy boost so that you can cast an ultimate faster.
In terms of energy recovery, there are two key points to consider. First, energy recovery is crucial for helping the Support hero to release its first Ultimate skill at the beginning of the match. Second, it’s essential for maintaining control against the opponent’s second ultimate move. In Arena, where ‘Holy Healer’ is a standard choice, if the front line has an energy surplus and the enemy ‘Holy Healer’ launches their first ultimate, it can reduce the ally front line’s energy by 50 per second.
This effectively negates any energy surplus the front line had. As a result, the energy surplus is a better option for the back line, while the front line should focus on recovery and Energy Regen when attacked.
ATK Rune
Front Row and Back Row: Knockback Effect>Armor Pen>ATK=Physical/Magic DMG Boost>DMG Increase
In this bump-style combat game, the primary tactic is to push the enemy against the wall to suppress them. If you can pin the enemy to the wall within the first 10 seconds, you’re pretty much guaranteed a win. That’s why the Knockback Effect is the top priority.
Armor Penetration is key for posing a greater threat to the frontline, ensuring superior performance in evenly matched situations. Besides, the focus on attack types is to enhance area-of-effect (AOE) damage output.
Survival Rune
Front Row and Back Row: DMG Reduction>HP=DEF=Melee DMG Reduct=Ranged DMG Reduct=Physical RES=Magic RES
Currently, in the game, the frontline is all about physical damage (there are no magic-damage frontliners yet). The backline primarily deals physical damage in the early game, with mages rising to deal magical damage later on. Therefore, DMG Reduction is undoubtedly the first choice.
The pursuit of survival-related attributes is to increase the margin for error. It’s worth noting that HP Runes provide a significant boost to support characters, whose skills mainly rely on their own health for healing amounts.
If the enemy has low armor penetration, then DEF Rune will definitely be more practically useful.
Effect Rune
Front Row: Knockback RES>Control RES>HP Regen>MOV SPD
Back Row: Control RES>HP Regen>Anti-Control
In this game where pushing enemies into corners is key, knockback resistance is obviously the top priority.
Control RES reduces the duration our characters are controlled, which can be crucial. For example, if both sides are controlled at the start, a shorter control duration means our side can attack first, gaining the upper hand in cornering the enemy.
HP Regen is like having a mini-healer, increasing the margin for error. Paired with HP Rune, the backline’s survivability is significantly enhanced. This could increase your chance of winning in clutch plays.
Anti-Control is a bit of a gamble, relying on luck. Those who are always lucky can equip it to great effect.
And that wraps up the rune strategy guide for “Mini Heroes: Mars’ Suqad”! With the right rune combinations, you’ll be the MVP!