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.
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.
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.
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).
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
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
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
Threats to watch
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
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
- 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.