Generation 3 hero guide

Eric Guide: Conquest, Arena, Counters and Best Position

A data-backed Eric guide covering Conquest value, preliminary Arena performance, best position, skills, teammates, counters, and evidence limits.

Intermediate HeroesConquestArenaCounters Updated July 16, 2026

Eric quick verdict

Eric profiles as a control bruiser with a current Conquest tier of A and a preliminary Arena tier of A. The best recorded or projected position is Front right.

EvidenceLimited
Highest trusted winStage 475
Best positionFront right
Conquest tierA
Arena projectionA
RoleControl Bruiser
Evidence status

Limited Conquest evidence, including a trusted win through stage 475.

How Eric works

Eric is a 3-generation mythic Infantry built primarily as a control bruiser. The kit centers on enemy Attack Speed reduction, stun control, area damage, and self Defense.

Conquest skill 1

Eric imperils the ground with an almighty smash of his blessed hammer, dealing Attack * 168% damage to the target ahead while reducing targets’ Attack Speed by 50% for 4s.

Conquest skill 2

Battle blows and armor scars are naught but glory for a paladin. Attacks against Eric have a 16% chance of increasing Defense by 20% for 2 seconds (max 5 stacks).

Conquest skill 3

Eric casts his warhammer into the ground, dealing Attack * 112% damage in a fan-shaped arc with a 30% chance of stunning the targets for 1s.

Gameplay-observed tags

enemy Attack Speed reductionself Defensestacking powerarea damageescort cleavestun controlrandom effectfrontline tendency

Eric in Conquest

The hero has successful evidence through stage 475, which supports later-generation specialist use.

The current composite ranking weighs stage ceiling, trustworthy lower-power performance, role utility, position versatility, raw stats, and generation ceiling. Eric is not ranked from raw win rate alone because heroes enter the dataset at different stages and are tested with different frequency.

The current pattern is useful for testing but still sensitive to lineup and account context.

Eric in Arena

Preliminary Arena projection

The Arena rating is preliminary. It combines Conquest evidence, raw stats, generation age, targeting value, and utility such as enemy Attack Speed reduction, stun control, area damage, and self Defense.

In Arena, Eric should be judged by whether the formation can use enemy Attack Speed reduction, stun control, area damage, and self Defense before the hero is removed or controlled. Newer-generation raw stats matter more in direct PvP, but specialized older heroes can remain useful three or four generations later when their development and utility still justify the slot.

Best position for Eric

The strongest trusted position in the current dataset is Front right. Trusted wins also appear from Front left.

  • Trusted winning positions: Front left and Front right.

The starting target map still applies: front left and back left pressure enemy front left, while front right, back middle, and back right pressure enemy front right. Retargeting then follows the closest valid target.

Eric strengths and limitations

Main strengths

  • Enemy attack speed reduction.
  • Stun control.
  • Area damage.
  • Self defense.
  • Stacking power.
  • Escort cleave.

Main limitations

  • Cleanse and control immunity reduce the value of the control package.
  • Damage vulnerability, repeated pressure, or delayed burst can work around the defensive window.
  • The strongest effect depends on a trigger, stack, mark, or timing condition.
  • Random effects create more battle-to-battle variance.

Who Eric counters—and who counters Eric

Strong or useful into

Howard — Conditional counter Limited evidence. Eric has an observed advantage into Howard. Most often observed with Eric in front left, initially pressuring the enemy front left.
team Attack buff — Utility counter Projected evidence. Brings stun control against team Attack buff.
self Attack — Utility counter Projected evidence. Brings stun control against self Attack.

Threats to watch

Howard — Direct counter Strong evidence. Howard has an observed advantage into Eric. Most often observed with Howard in front right, initially pressuring the enemy front right.
stun control — Utility weakness Projected evidence. When relying on stun control, watch for cleanse, team control immunity, and self control immunity.
area damage — Utility weakness Projected evidence. When relying on area damage, watch for team mitigation, team Defense buff, and team healing.

Named matchup conclusions remain position-dependent. A direct counter should be placed in the lane or slot that creates the observed interaction.

Best teammates for Eric

AlcarObserved partner in trusted Conquest wins.
RosaObserved partner in trusted Conquest wins.
MargotObserved partner in trusted Conquest wins.
AmadeusObserved partner in trusted Conquest wins.

Observed partners show formations that have worked in the raw Conquest data; projected partners are role-complement suggestions and still need direct testing.

Eric data facts

EvidenceLimited
Highest trusted winStage 475
Best positionFront right
Conquest tierA
Arena projectionA
RoleControl Bruiser
  • Trusted winning positions: Front left and Front right.
  • The hero has successful evidence through stage 475, which supports later-generation specialist use.
  • Exact row counts, private powers, ratios, and full recorded lineups are intentionally not published.
  • Evidence labels are refreshed when the guide library is rebuilt from the raw Conquest tab.

Conquest conclusions use the current raw Conquest Lab dataset. Arena conclusions are preliminary projections unless a section explicitly says otherwise. Exact private rows, lineups, powers, and ratios are not published.