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All 6 New Hero Labs Heroes Explained

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All 6 New Hero Labs Heroes Explained

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This guide provides in-depth strategies and tips on mastering Hero Live’s diverse characters, covering each hero’s abilities, playstyle, and optimal tactics for effective gameplay.
🕑 2 Minutes: reading time
⏳ Popularity: HOT

Hey there, fellow gamers! I’m Librarian Husky, and I’m here to guide you through some of the most intriguing heroes in Hero Live. Whether you’re looking for insights on the versatile and tactical Calico, the unstoppable bruiser Faom, or the precision power of Holiday, this guide has everything you need. Each hero has their unique playstyle, and I’ve put together detailed breakdowns of their abilities, strengths, and strategies to help you master the battlefield. So grab a cozy spot, and let’s dive into the world of these exciting characters!

Calico: A Support Style Mage

Calico is a support-style mage who could be the solution to dealing with flankers and elusive enemies we’ve seen so far. She can be played as a flashy assassin, but her abilities are mainly designed to shut down enemy tanks, provide intel about the opposing team, and overall, she’s quite impressive. Her primary fire launches a horizontal burst, while her secondary fire sends out a vertical burst.

Calico’s First Ability: Cat Launch

Calico’s first ability sends a cat forward, picking up any enemy targets along its path. Activating the ability again detonates the cat, knocking the captured enemies into the air, while other nearby enemies are also knocked up and away. It’s a great tool for disrupting the enemy team’s positioning.

Calico’s Second Ability: The Leap

Her second ability has a relatively short range, allowing her to leap to nearby enemy targets like troopers or heroes. Upon leaping, she delivers two strikes that deal damage equivalent to a light melee attack. The target hit, as well as any nearby enemies, will be slowed for a short duration. Calico can perform a follow-up leap on a different target within a few seconds after the initial strike.

Calico’s Third Ability: Anti-Flanker Statue

Calico’s third ability is a potent anti-flanker tool. It allows her to place a kitty statue that tracks enemies within its range for several minutes. These statues continuously damage enemies if they remain close enough. The damage stops only if the enemies move out of the statue’s range, break line of sight, or leave the area entirely.

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Calico’s Abilities: Healing and Ultimate

If the statues are destroyed, the damage from the kitties will reduce healing on the enemy targets while simultaneously healing Calico. Calico’s ultimate turns her invisible for a short time. You will remain invisible as long as you stay outside the detection range, which is visible as a red circle around you. Shooting or using abilities only reveals you briefly before returning you to invisibility. Any damage dealt during the ultimate is slightly amplified—currently by 20%. Striking enemies with melee attacks applies a bullet resistance reduction for a few seconds.

Amplified Damage and Melee Effects

The bullet resistance reduction effect from Calico’s ultimate can stack, allowing you to strike enemies multiple times with melee attacks to apply a greater reduction. Heavy attacks cause significantly more reduction than light attacks. At tier three, hitting an enemy with a heavy melee while your ultimate is active also silences them, adding a strategic advantage in fights. Calico’s versatility makes her a strong pick for ranked play, but let’s move on to the next hero.

Faom: A Bruiser-Style Hero

Next, we have Faom, who looks like another bruiser-style hero—think of Shiv, but a bit less intense. Like Shiv, his primary weapon is a shotgun, but with a faster fire rate and no alternate fire mode. Faom’s first ability sprays water in a cone in front of him. Enemies inside the spray take damage over time as long as they remain in the area. Additionally, while an enemy hero is within the spray, Faom gains bonus weapon damage—around 8% per second, with the effect lasting up to 12 seconds afterward.

Faom’s Mobility and Damage Boosts

Faom’s second ability allows him to launch in the direction you’re aiming, whether it’s horizontally, upward, or downward. This movement damages any nearby enemies when he lands, knocking them up into the air. Faom’s mobility pairs well with his aggressive playstyle, making him a threat on the battlefield. His third ability, Bloodletting, is another reason he draws comparisons to Shiv due to its effectiveness in combat.

Faom’s Defensive Ability: Damage Deferral

Faom’s defensive ability is directly inspired by Shiv’s kit. It absorbs a portion of all incoming damage immediately, but defers part of that damage over time. This deferred damage appears as orange on the health bar. Activating the ability clears the deferred damage and restores some health. However, you can still be knocked out if you fail to recover enough health, potentially dying long after a fight is over.

Faom’s Ultimate: Active and Passive Uses

Faom’s ultimate, like Shiv’s, has two distinct parts. The active use involves throwing a harpoon that latches onto a surface, pulling Faom towards it. During this time, Faom becomes both invisible and invulnerable. He can stay attached to the wall indefinitely until manually canceling the ultimate or if an enemy spots him directly. This allows Faom to position himself for ambushes, diving into the backline when the opportunity arises.

Passive Regeneration Outside Combat

The passive aspect of Faom’s ultimate provides substantial healing when he is out of combat and not visible on the enemy mini-map. At the highest tier, this regeneration is 5% of his maximum health per second. This effect serves as a useful indicator of visibility—if Faom is healing, he is hidden from the enemy mini-map, and if not, he is visible. It adds a strategic element to managing positioning and timing.

Holiday: The Damage Carry

Now, let’s move on to my personal favorite: Holiday. She is a damage carry with the highest per-bullet damage in the game, currently dealing 32 damage per bullet. Unlike other heroes, including Vindicta, her kit is specifically designed to reward high-accuracy gameplay and headshots. The combination of high damage per bullet and precise aim makes her a formidable force on the battlefield.

Holiday’s Abilities: Barrel Roll and More

Holiday’s first ability allows her to roll a barrel in the direction she is aiming. Shooting the barrel will cause it to explode instantly, dealing damage and knocking up any enemies caught in the blast. If the barrel touches an enemy, it will detonate automatically. Punching the barrel after deploying it sends it upward and forward. Barrels can also roll off bounce pads, including those on the map and those in her kit. However, the barrel has a short arm time, meaning it won’t explode if activated on targets too close. At tier three, the arm time is removed, allowing instant detonations at any range.

Holiday’s Second Ability: Bounce Pad

Holiday’s second ability, Bounce Pad, places a jump pad on the ground that she, her teammates, and even enemies can use. Upon landing, Holiday stomps the ground, dealing damage to nearby enemies. The bounce pad grants Holiday increased air control, allowing her to maneuver more easily in the air. While the pad cannot be placed directly beneath her, there’s a technique where placing the pad against a wall can make it appear underneath, allowing for an immediate bounce. This trick is niche but could be useful, though its longevity might be short-lived.

Holiday’s Headshot Boosting Ability

Holiday’s third ability is a standout, significantly increasing headshot damage and applying a fading movement slow to the target. Unlike items like the Head Hunter or headshot booster, this ability ignores damage falloff, enabling powerful headshot damage at any range. This makes her a threat from both close and long distances, allowing for devastating precision attacks across the battlefield.

Holiday’s Ability Cooldown Mechanics

Holiday’s headshot ability is especially powerful in the early to mid-game. It is important to note that this effect only activates when the ability is off cooldown, which is currently around every 20 seconds. However, once the ability reaches tier three, any headshot you land will reduce the cooldown by 2 seconds. This mechanic actively rewards players for consecutive headshots, allowing for more frequent use of this high-damage ability as you continue to land precise shots.

Holiday’s Ultimate: Tying and Dragging Enemies

Holiday’s ultimate allows her to bind one enemy hero and drag them along with her. The bound enemy is completely stunned, while Holiday experiences a slight movement slowdown for the duration. The first use of a bounce pad after activating her ultimate refunds 2 seconds of the ultimate’s duration, making it ideal for pulling an enemy back into your team. While initially limited to dragging one enemy, at tier three, Holiday can pull two enemies simultaneously if they are close enough when she casts her ultimate.

Potential for Future Updates

It wouldn’t be surprising if Holiday becomes the next hero added to the game, despite needing some balance adjustments. Currently, she seems overpowered, but her animations appear complete, her voice lines are finished, and there are even interactions with enemy heroes and the announcer. It’s clear that she’s close to being ready for release, and I am eager to see how she plays in live matches.

Magician: A Playmaker and Yoinker

Next up is Magician, a hero known for being a playmaker and a “yoinker”—a term I like to use for heroes with abilities that manipulate enemy positioning.

Magician’s Playstyle and Abilities

The easiest way to describe this class is as a tricky, dapper gentleman who uses cards as his weapons. For his primary fire, he shoots cards at enemies, currently using a weapon similar to Seven’s. However, it’s likely that in the future, he will throw the cards directly. His first ability sends a slow-moving magic bolt toward the crosshair. This bolt will continue floating in its initial direction until the ability is activated again, at which point it redirects toward the crosshair at a much faster speed. This allows for creative shots, bending the bolt around corners. Like Raf’s first ability, the magic bolt deals area-of-effect damage upon impact and applies a fading slow. At tier three, the magic bolt can be redirected twice instead of just once.

Magician’s Spectral Assistant

Magician’s second ability summons a spectral assistant that mirrors his attacks, throwing cards wherever he does. Initially, the assistant can only mimic the primary fire. However, upon reaching tier three, the assistant also fires a magic bolt whenever the Magician does. Activating the ability again allows Magician to swap places with his spectral assistant, offering strategic repositioning. The assistant can only be placed on solid ground where the Magician himself could stand, so it cannot be positioned midair.

Hexing Enemies and Allies

Magician’s third ability introduces a unique form of crowd control, allowing him to hex nearby heroes and transform them into rabbits. While the hexed targets resemble small creatures rather than traditional rabbits, they move faster but take increased damage. In this state, they cannot shoot, use spells, or perform most actions. The hex can be applied to enemies, allies, or even to Magician himself. Notably, hexing does not interrupt active ultimates or abilities. At tier three, the hex extends to nearby enemies as well, albeit for a shorter duration.

Magician’s Ultimate: Paradoxical Swap

Magician’s ultimate is strikingly similar to Paradox’s ability, even sharing the name “Paradoxical Swap.” Using the ability sends a projectile forward, which, once activated, provides a powerful repositioning tool. This ultimate allows Magician to confuse and disorient his enemies while setting up unexpected attacks.

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Magician’s Ultimate: Paradoxical Swap Mechanics

When Magician’s ultimate hits an enemy, it swaps places between him and his target. During the swap, Magician gains 100% spirit lifesteal, while the enemy takes damage over time. Unlike Paradox, Magician can place a spectral assistant near an enemy and then teleport back to safety, offering a strategic advantage. This flexibility raises questions about why players might prefer Paradox over Magician, given his ability to safely reposition.

Viper: The Fast-Moving Damage Carry

Next, we have Viper, a damage-carry hero who excels when built around mobility and sliding mechanics. Viper’s primary weapon is a high rate-of-fire gun that shoots numerous slow-moving pellets—possibly the slowest in the game—with significant recoil. His playstyle revolves around agility and constant movement, making him a threat in dynamic combat scenarios.

Viper’s First Ability: Boomerang Blade

Viper’s first ability allows him to throw a boomerang-like blade that damages any enemies it contacts on its path. The boomerang then returns, dealing damage again to any enemies it touches on the way back and applying a slow. At tier three, Viper throws two additional boomerangs in a wide cleave area, significantly increasing his damage output and crowd control potential.

Viper’s Second Ability: Venom Injection

Viper’s secondary ability injects his target with venom, which triggers after a brief delay, dealing damage that scales with the enemy’s missing health. While it does minimal damage to targets at full health, it becomes a potent finishing tool against enemies with low health, hitting particularly hard when they are close to death.

Viper’s Mobility Passive

Viper’s third ability is a passive that enhances his slide distance, allowing him to slide up hills and turn more sharply while sliding. This ability adds to Viper’s agility, creating humorous and unpredictable moments during combat. At tier three, it also provides 50% bullet evasion while sliding, making sliding a core aspect of his combat strategy.

Viper’s Ultimate: Petrification

Viper’s ultimate can petrify all units within a targeted area, including allies like minions and heroes, as well as objectives such as statues, walkers, or even the mid-boss. Petrified targets cannot move, attack, or use abilities, but they become immune to damage while petrified. However, if they sustain enough damage during the petrification, the effect can break early, adding a layer of strategy to its use.

Viper’s Petrification Effect and Team Strategy

Once a petrified target takes enough damage, they will be freed from the effect and able to move again. This mechanic allows you and your team to use Viper’s ultimate on the entire enemy team, focus fire on one target to break them free, and then eliminate them quickly. It’s important to note that any petrified targets will have their active abilities canceled, making them vulnerable.

Recker’s Second Ability: Consume and Fire Rate Boost

Recker’s second ability allows him to target an enemy trooper or jungle creep, dealing damage over time as he consumes their essence. If Recker secures a kill with this ability, he receives a fire rate boost for a significant duration. Additionally, defeating an NPC with this ability resets the cooldown of his fourth ability, which fires a blast forward, damaging and slowing any enemies in its path.

Recker’s Ultimate: Shadow Teleport

Recker’s ultimate sends out a shadowy projection of himself that he can control. When the shadow hits a target or is manually canceled, Recker teleports to its location, leaving behind an explosion that slows nearby enemies. The explosion’s damage increases based on the time Recker spent in the air during the ultimate. This ability allows for surprise attacks and strategic repositioning, but its effectiveness depends on precise timing and control.

Recker’s Potential in the Game

Recker’s overall design feels less refined compared to other heroes in the roster. His abilities lack the synergy and power seen in other characters, making it difficult to find a clear role for him in the game. As Hero Live progresses, it’s likely that Recker will undergo changes to improve his balance and gameplay viability. Staying informed on future updates can provide insights into these adjustments.

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