Eternal Evolution Tier List

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Are you ready for legendary battles? How about embarking on a journey to uncharted realms? Choose your character from the Eternal Evolution Tier List and showcase your power.

Eternal Evolution is a Role Playing game released by HK Hero Entertainment on November 8, 2022, which has reached millions of downloads. The game receives at least two updates every month, showing how much importance HK Hero Entertainment attaches to the game. The updates introduce new characters as well. Of course, with so many characters available, you may be wondering which ones are more powerful. That’s why we have created the best possible article for you! Keep reading for the Eternal Evolution Tier List.

Eternal Evolution Tier List

A Thrilling Adventure Awaits!Curious to know which characters reign supreme in this vast universe? Look no further! Our comprehensive Eternal Evolution Tier List provides you with valuable insights and rankings, ensuring you make strategic choices to dominate the battlefield. But that’s not all, we’ve gone the extra mile to include all the essential details in our article, leaving no stone unturned. Whether you’re a seasoned player or a newcomer, our guide is designed to equip you with the knowledge and tactics needed to ascend the ranks.So, without further ado, prepare yourself for epic battles and uncharted territories. Enter the fray and carve your legend in the ever-evolving world of Eternal Evolution! Become more powerful than ever before with our Eternal Evolution Tier List article!

T0


T1


T2


T3

Tier List Overview Criteria

  • T0: This is the highest tier in a tier list, reserved for the most powerful or effective options in the game. Characters or strategies in this tier are considered to be essential picks for competitive play and are often banned in tournaments.
  • T1: This tier is just below T0-tier and includes characters or strategies that are still very strong and effective, but not quite as dominant as those in the T0-tier.
  • T2: This tier includes characters or strategies that are considered to be average or balanced in terms of their strength and effectiveness. They may have some strengths and weaknesses, but they are not as dominant as those in the higher tiers.
  • T3: This is the lowest tier in a tier list, reserved for the weakest or least effective options in the game. Characters or strategies in this tier are often considered to be inferior to other options and may be rarely used in competitive play.

It’s important to note that the exact definitions and criteria for each tier can vary depending on the game and the community creating the tier list. Additionally, a character or strategy’s placement in a tier list is not always an accurate reflection of its overall strength or effectiveness, as factors such as player skill and game balance can also play a significant role.

Eternal Evolution Best Characters & Skills

Bailey Hudson

1.Slashes all enemies in a small area twice, dealing 180% ATK damage. During the slashing period, Bailey Hudson is immune to any damage and Debuffs.Passive: After 1 second when there is no enemy in close range, Bailey Hudson will enter the Assassination state, and the enemy cannot find his whereabouts. Assassination lasts until it is removed after one attack.Assassination: Cannot be selected as a skill target by the enemy.
2.Increases damage dealt to 198% ATK.
3.Increases damage dealt to 218% ATK.
EX: In the Assassination state, the damage dealt is increased by 22%.

1.During the battle, Bailey Hudson will not move. Every 15 seconds, Bailey Hudson marks the enemy with the lowest HP. The marked enemy will take 8% more damage. 1 second after casting the mark, Bailey Hudson will blink behind the enemy and attack it. At the beginning of the battle, Bailey Hudson will cast a mark once, and there can only be one marked enemy on the battlefield at the same time, and the mark can stack up to 3 stacks.
2.Marked enemiy will take 9% more damage.
3.Marked enemiy will take 10% more damage.
4.Marked enemiy will take 11% more damage.
EX: Every time Bailey Hudson casts “Track”, ATK increases by 8%, which lasts until the end of the battle, with a maximum increase of 40% ATK.

1.Bailey Hudson hits the target with a fatal blow, causing 360% ATK damage. Each time Bailey Hudson blinks, the CD of this spell will be removed.
2.Increases damage dealt to 390% ATK.
3.Increases damage dealt to 420% ATK.
EX: When killing an enemy, the damage dealt this time has a 10% lifesteal.

1.When Bailey Hudson attacks the same enemy, each attack will increase his crit rate by 5%and crit damage by 10%, up to 15% crit rate and30% crit damage. However, when Bailey Hudson changes his attack target, the increased crit rate and crit damage will be removed, and “Shadowless Slash” will not trigger this effect.^”Track” will refresh immediately when the target marked by “Track” dies or Bailey Hudson enters the “Assassination” state. Every time Bailey Hudson loses 30% HP, he will trigger <#FFE3BC>Hidden once, up to 2 times per battle. Hidden: Bailey Hudson escapes from the combat area, flashes to a safe position on the edge of the battlefield, and gains 15% lifesteal for 5 seconds.
2.The lifesteal obtained by “Hidden” has been increased to 20%.
The lifesteal obtained by “Hidden” has been increased to 25%.
EX: Increased crit rate and crit DMG are reduced by 2 stacks when switching targets.

Crete

Crete jumps to the designated area and slams the ground with his weapon, dealing damage equal to 460% of Defense to all enemies in the designated area.
Damage increased to 500% of Defense.
Damage increased to 540% of Defense.
EX: Enemies hit by this ability will have their Defense reduced by 15% for 12 sec.

Crete charges into the enemy line, dealing damage equal to 350% of Defense to all enemies in its path and knocking them back.
Damage increased to 380% of Defense.
Damage increased to 410% of Defense.
Damage increased to 440% of Defense.
EX: Knockback distance increased by 50%.

Crete smashes his hammer, dealing damage equal to 310% of Defense to all enemies in the area.
Damage increased to 335% of Defense.
Damage increased to 360% of Defense.
EX: Each cast increases Crete’s Defense based on the number of enemies he hits. Each enemy hit increases Crete’s Defense by 2% up to 20%, lasts until the end of the battle.

During battle, Crete receives a stack of 5% bonus Defense for each enemy present on the battlefield for up to 25%, and receives a stack of 3% bonus Damage Reduction for each enemy present on the battlefield for up to 15%, lasts until the end of the battle. When Crete accumulates maximum amount of stacks, he enters “Bull Form”.^Bull Form: When Crete hits 3 enemies with his skills, his Damage increases by 1%, each additional enemy hit adds another 1% Damage increase, for up to 10%, lasts until the end of the battle.
For each enemy present, Crete receives a stack of 6% bonus Defense up to 30% Defense and receives a stack of 4% bonus Damage Reduction up to 20% Damage Reduction .
For each enemy present, Crete receives a stack of 7% bonus Defense up to 35% Defense and receives a stack of 5% bonus Damage Reduction up to 25% Damage Reduction .
EX: In the Bull Form, each additional enemy hit generates 2% Damage increase up to 20% Damage.

Daniel

Daniel summons a Dire Bear to smash down at the target location, inflicting 200% ATK DMG to enemies within 2 m,and stunning them for 3.5 seconds. There can be up to 1 Dire Bear on the battlefield.^Dire Bear: Inherit 100% of Daniel’s ATK and DEF, and HP equal to 2600% of his ATK. Has 35% DMG reduction, 20% DMG bonus, 30% CRIT RATE, and 30% CRIT DMG. The Dire Bear lasts for 7.5s, cannot move, and can only use “EMP” to attack.^EMP: The Dire Bear inflicts 120% ATK as DMG every 0.5s to all enemies within 2m, lasting for 2s. Cooldown: 1s. When enemies in the EMP area are attacked by summons, they receive 50% bonus DMG.
The Dire Bear has 110% of Daniel’s ATK and DEF, and HP equal to 2900% of his ATK.
The Dire Bear has 110% of Daniel’s ATK and DEF, and HP equal to 3200% of his ATK.
EX:Increased the damage and EMP skill radius of the Dire Bear by 1m.

Daniel summons an eagle to join the fight. If an eagle is already on the battlefield, using this skill again will cast “Heat Bomb” immediately.^Eagle: Inherit 90% of Daniel’s ATK and DEF, and HP equal to 400% of his ATK. Has 20% DMG bonus and 30% CRIT RATE. A long-ranged unit with the “Heat Bomb” skill.^Heat Bomb: Inflict DMG equal to 250% of the Eagle’s ATK to the target and all enemies within a surrounding radius of 3m.
The Eagle has 100% of Daniel’s ATK and DEF, and HP equal to 440% of his ATK.
The Eagle has 110% of Daniel’s ATK and DEF, and HP equal to 480% of his ATK.
The Eagle has 120% of Daniel’s ATK and DEF, and HP equal to 520% of his ATK.
EX:Reduce the cooldown of the “Heat Bomb” skill by 2s.

Daniel summons a jaguar to join the fight.^Jaguar: Inherit 100% of Daniel’s ATK and DEF, and HP equal to 1200% of his ATK. Has 30% DMG reduction, 20% basic attack DMG bonus, and 1000 bonus AS. Melee attack unit.^If there is already a Jaguar on the battlefield, casting this skill will cause the Jaguar to explode, inflicting 400% ATK DMG to enemies within range. The user then summons another Jaguar next to them.
The Jaguar has 110% of Daniel’s ATK and DEF, and HP equal to 1300% of his ATK.
The Jaguar has 120% of Daniel’s ATK and DEF, and HP equal to 1400% of his ATK.
EX:When Daniel receives single DMG that exceeds 20% of Max HP, the Jaguar receives the DMG instead.

When there are 4 or more than 4 summons on the battlefield at the same time, Daniel gains an aura:^1. When an enemy on the battlefield uses a displacement skill, reduce CRIT RATE and Treatment Rate by 30% for 5s.^2. Allied summons gain 13% ATK and DEF.^The aura lasts until the end of the battle or Daniel’s death.
CRIT RATE and Treatment Rate reduction is increased to 35%, while the ATK and DEF bonus of summons is increased to 14%.
CRIT RATE and Treatment Rate reduction is increased to 40%, while the ATK and DEF bonus of summons is increased to 15%.
CRIT RATE and Treatment Rate reduction is increased to 45%, while the ATK and DEF bonus of summons is increased to 16%.
EX:Daniel’s summons gain Threefold ATK and DEF bonuses.

Emma

Emma fires violently at the target enemy for 3s. When shooting, Emma will fire at least 6 crossbow arrows, with each arrow inflicting DMG equal to 210% of ATK.
Emma fires an additional normal crossbow arrow for every 200 points of bouns AS, up to a total of 11 arrows.
LV2: DMG is increased to 230%.
LV3: DMG is increased to 250%.
EX: When violent fire end, Emma shoots an additional giant crossbow arrow at the enemy, inflicting DMG equal to 500% of ATK.

Emma plants a bomb on the enemy that explodes after 8s, inflicting 570% ATK DMG.
Each attack from Emma increases bomb DMG by 10%, stacking up to 4 times.
LV2: DMG is increased to 620%.
LV3: DMG is increased to 670%.
LV4: DMG is increased to 720%.
EX: When “Arrow Rain” hits an enemy, bombs are fully stacked and immediately detonated.

Emma activates her weapon for 6s, during which each basic attack inflicts an additional 200% ATK DMG. DMG inflicted by Emma during this time cannot Crit.
LV2: Additional DMG increased to 215%.
LV3: Additional DMG increased to 230%.
EX: During the duration of weapon acticvation, Emma gains 200 points AS.

Emma’s basic attacks and “Arrow Rain” skill have an 16% chance to inflict stun for 0.2s.
When Emma’s ACC reaches 20 points, the duration of stun is increased to 0.3 seconds.
When Emma’s ACC reaches 60 points, the duration of stun is increased to 0.4 seconds.
LV2: Increased the chance of stunning targets by 18%.
LV3: Increased the chance of stunning targets by 20%.
EX: When Emma’s ACCreaches 100 points, her Mini Bombs inclict 15% bouns DMG.

Leo

Active effect: Leo spins his double blades and rushes to the target area, causing 240% ATK DMG to enemies along the way for a total of three times. Leo will not be affected by any control effect during skill use.^Passive effect: All damage caused by Leo cannot be Critical Strikes.
Increase DMG to 270% of ATK.
Increase DMG to 300% of ATK.
EX: This skill has 35% lifesteal effect.

Leo sends out a roar to deter the enemy, causing 310% ATK DMG to nearby enemies, and increasing the damage they take in the next 5 seconds by 10%.
Damage increased to 350% ATK.
Damage increased to 390% ATK.
Damage increased to 430% ATK.
EX: Damage increasing effect enhanced to 15% and duration increased by 3 seconds.

After entering the battlefield, Leo will permanently gain a basic ATK boost of 1.5% of his maximum health.^In battle, the lower the proportion of Leo’s current HP, the higher his ATK. ATK increases by 1% for each 1% reduction in HP with an upper limit of 30% remaining HP.
ATK increases by 1.1% for each 1% reduction in HP.
ATK increases by 1.2% for each 1% reduction in HP.
EX: There is no upper limit to the effect of increasing ATK by reducing HP.

Leo’s damage reduction is increased by 3%, ^When Leo receives lethal DMG, he defies death and all DMG for the next 3 seconds. This effect can only be triggered once per battle.
Damage reduction is increased to 4%.
Damage reduction is increased to 5%.
EX: At the end of damage immunity effect, Leo will recover 15% of their maximum HP at one time.

Luke

1.Luke unleashes the power of the dark crows, summoning the dark crow swarm to charge forward, dealing 286% ATK DMG to the enemies in a large area and inflicting 2 layers of the Crow’s Curse for 8 seconds. ^Crow’s Curse: Every time the enemy has 1 layer of Crow’s Curse, the DEF will be reduced by 10% for 8 seconds, stacking up to 3 layers.
2.The damage is increased to 315% ATK.
3.The damage is increased to 329% ATK.
EX:When the Raven Curse on an enemy reaches 3 stacks, all damage dealt by Luke’s skills is converted to True DMG. Luke’s skill will no longer be able to crit.

1.Launches a ball of energy that explodes upon hitting the target, dealing 140% damage to nearby enemies and granting 1 layer of night curse for 8 seconds.
2.Damage caused is increased to 154% attack power.
3.Damage caused is increased to 168% attack power.
4.Damage caused is increased to 175% attack power.
EX:DMG Dealt by this Skill is increased by 11%

1.A crescent laser that deals 177% damage to enemies in its path and deals 1 layer of night curse for 8 seconds.
2.Damage caused is increased to 195% attack power.
3.Damage caused is increased to 204% attack power.
EX:DMG Dealt by this Skill is increased by 6%

1.If Luke’s Skill hits more than one non-summoned enemy, Luke gains 10 Energy for each additional enemy hit, up to 80 Energy per skill.
2.The energy gained by hitting an enemy is increased to 12. Additional Energy gained by each Skill is increased to 90.
3.The energy gained by hitting an enemy is increased to 14. Additional Energy gained by each Skill is increased to 100.
EX:Recover a bonus of 2 energy per hit.

Nadilus

Summons 2 rounds of Thunders of Destruction to strike the target violently. The 1st round will strike the target 4 times, dealing 88% ATK DMG each; the 2nd round will strike the target 4 times, dealing 75% ATK DMG each.
The damage dealt to the target by the first Destruction Thunder is increased to 97% ATK per strikes.
The damage dealt to the target by the first Destruction Thunder is increased to 107% ATK per strikes.
EX: Nadilus will cast his third Thunder Strike, dealing 200% attack damage. If the first or second Thunder Strike killed the target, then the third Thunder Strike will be casted to the enemy with the lowest HP on the battlefiled.

Nadirius unleashes his rage, increasing his and his teammates’s critical hit rate by 15% for 6 seconds.
Critical hit rate increased to by 16%.
Critical hit rate increased to by 18%.
Critical hit rate increased to by 20%.
EX: If there’s no ally on the same row, or the ally on the same row has been killed, doubles the Crit Rating.

When the ball hits the target, it explodes 6 times in a short period of time, dealing 40% damage for the first time and 10% damage for each next blast.
Damage of first explosion is increased to 44%
Damage of first explosion is increased to 48%
EX: The 6th explosion must be critical damage, and the damage is increased by 25% .

Every time an Energy Skill is cast or CRIT occurs, increase 20% ATK for the caster for 4 sec.
Increase 22% ATK for the caster each time.
Increase 24% ATK for the caster each time.
EX: Increase critical rate by 5% .

Anpu

Active Effect: Anpu summons the scale of justice, inflicting 450% ATK as DMG to all enemies within 8m, and detonating all Soul Guards on the battlefield. Enemies damaged by this skill have a 50% base chance (modified by ACC) to be stunned for 3s. This skill cannot be cast when there are no enemies within range.^Passive Effect: Damage inflicted by Anpu cannot crit.
Damage inflicted is increased to 500% of ATK.
Damage inflicted is increased to 550% of ATK.
EX:When this skill is cast, refresh the cooldown of Soul Guard.

Anpu summons a Soul Guard in front of him (up to a max of 1)^Soul Guard: Summoned with 70% of Anpu’s ATK and DEF, along with HP equal to 1000% of Anpu’s ATK. When attacking, the Soul Guard a 20% base chance (modified by Anpu’s ACC) to inflict Imprisonment on the target, making it unable to move or use displacement skills for 3s.
Soul Guard: Summoned with 80% of Anpu’s ATK and DEF, along with HP equal to 1100% of Anpu’s ATK.
Soul Guard: Summoned with 90% of Anpu’s ATK and DEF, along with HP equal to 1200% of Anpu’s ATK.
Soul Guard: Summoned with 100% of Anpu’s ATK and DEF, along with HP equal to 1300% of Anpu’s ATK.
EX:Increase the max and summoned Soul Guards to 2.

Whenever a unit on the battlefield dies, its soul is collected by Anpu. Each collected soul provides Anpu with 2% ATK, stacking up to 10 times.
Each soul provides Anpu with 3% ATK.
Each soul provides Anpu with 4% ATK.
EX:Each soul also provides Anpu with 1% bonus DMG. The max amount of stacks is increased to 15.

On death, allies and summoned creatures have an 80% chance ( Depending on Anpu’s accuracy) to instantly explode: dealing damage equal to 600% of Anpu’s ATK to all enemies within 2m, also reduces enemy Energy Regeneration by 15% for 5 seconds with a maximum of 5 stacks.This damage is inflicted instantly, cannot be stopped.
Damage inflicted is increased to 650% of ATK.
Damage inflicted is increased to 700% of ATK.
EX:Corpse Explosion does 50% more Damage to enemies with Shield.

Hercules

1.The user links an ally, preventing them from receiving any debuff when the link exists and transferring 70% of the damage they received to Hercules over 8s. When there is no ally on the battlefield, Hercules receives a Shield equal to 300% of ATK and receives immunity to debuffs for 8s.
2.The healing effect of each holy light ray is increased to 2.8% of Serena’s Max HP and 1.0% of the teammate’s Max HP.
3.The healing effect of each holy light ray is increased to 3.0% of Serena’s Max HP and 1.1% of the teammate’s Max HP.

1.The user provides a Shield equal to 1.8% of Max HP to allies for 12 seconds, prioritizing the ally with the lowest HP. Passive: Every time Hercules loses 20% of HP, gains a Shield equal to 4% of Max HP for 6s.
2.The passive Shield is increased to 4.4% of Max HP.
3.The passive Shield is increased to 4.8% of Max HP.
4.The healing effect of each holy light ray is increased to 8.3% of Serena’s Max HP and 3.5% of the teammate’s Max HP.

1.Swings a devastating warhammer and deals 300% damage to enemies in front of him.
2.Increase damage to 330% attack.
3.Increase damage to 360% attack.

1.When the Shield of Energy Core and Projection Barrier disappears, Hercules gains 20% DEF for 6 sec.
2.DEF buff is increased to 22%
3.DEF buff is increased to 24%

Masrani

When Masrani heals an ally, he also provides them with 6% DMG reduction for 4 s. This effect does not stack.
LV.2: DMG Reduction increased to 8%.
LV.3: DMG Reduction increased to 9%.
EX: The DMG Reduction efect lasts for 2s longer.

Masrani heals all allies by 2% of Max HP, and increases theor ATK by 9% for 5s.
LV2: Healing effect increased to 3% of Max HP.
LV3: Healing effect increased to 4% of Max HP.
LV4: Healing effect increased to 5% of Max HP.
EX: ATK bouns is increased by 5% and duration is increased by 3s.

When Masrani enters the battlefield, he shields 2 allies for 3% of his Max HP for 8s. Masrani casts this skill every 12s, prioritizing units in the back now. If there are less than 2 allies in the back row, the skill instead prioritizes the unit with the highest ATK.
LV2: The power of the shield is increased to 4% of Max HP.
LV3: The power of the shield is increased to 5% of Max HP.
EX: When the shield is broken, it applies a debuff to enemies that reduces their ATK by 25% for 3s.

When Masrani heals an ally, he also provides them with 6% DMG reduction for 4s. This effect does not stacks.
LV2: DMG Reduction increased to 8%.
LV3: DMG Reduction increased to 9%.
EX: The DMG Reduction effect lasts for 2s longer.

Oak

Oak uses the power of the earth to strengthen himself, increasing his DMG reduction by 10% for 6s. Oak can only attack enemies with Thump while Earth Power is active. ^Heavy Cleave: Inflicts 100% ATK of DMG to enemies in a small area in front of the user every 2s.
Increase the damage of Heavy Cleave to 120%.
Increase the damage of Heavy Cleave to 140%.
EX: Oak has a 60% chance of knocking down enemies when using Heavy Cleave.

Oak slashes a wave at a random ranged enemy, prioritizing the farthest enemy within skill range, inflicting 150% ATK of DMG to any enemies in the way, with a 30% chance of inflicting knockdown.
Damage inflicted is increased to 170% of ATK.
Damage inflicted is increased to 190% of ATK.
EX: Has a 60% chance of knocking down enemies in the way.

Oak slashes a wave at a random ranged enemy, prioritizing the farthest enemy within skill range, inflicting 150% ATK of DMG to any enemies in the way, with a 30% chance of inflicting knockdown.
Damage inflicted is increased to 170% of ATK.
Damage inflicted is increased to 190% of ATK.
EX: Has a 60% chance of knocking down enemies in the way.

Each time Heavy Armor expires, Oak permanently gains 1% Max HP. This effect stacks up to 4 times, for a maximum of 4% Max HP. When Oak receives lethal damage for the first time, he resists death and becomes immune to all DMG for 2s.
Increase Max HP by 1.1% per stack.
Increase Max HP by 1.2% per stack.
EX: The skill can stack up to 5 times.

Prigor

Prigor fires 5 feather blades in a frontal fan-shaped area, inflicting 300% ATK DMG to all enemies along the way, then remaining on the ground. When multiple feather blades hit the same enemy, the DMG of the subsequent blades is reduced by 50%.
Damage inflicted is increased to 330% of ATK.
Damage inflicted is increased to 360% of ATK.
EX: After the skill is cast, refresh the “Feather Blade Recovery” skill cd.

Prigor fires a feather blade at the nearest enemy, inflicting 65% ATK DMG to all enemies along the way, then remaining on the ground.
Damage inflicted is increased to 70% of ATK.
Damage inflicted is increased to 75% of ATK.
Damage inflicted is increased to 80% of ATK.
EX: The range of this skill is increased by 3m.

Prigor recalls all feather blades on the battlefield to their position, inflicting 100% ATK DMG to all enemies along the way. When multiple feather blades hit the same enemy, the DMG of the subsequent blades is reduced by 50%.
Damage inflicted is increased to 110% of ATK.
Damage inflicted is increased to 120% of ATK.
EX: The next basic attack after using this skill is guaranteed to be a critical hit.

When Prigor inflicts CRIT DMG, their next basic attack inflicts 120% ATK DMG to the nearest 2 enemies. This skill has a CD of 3s.
Increase Multishot DMG to 135% of ATK.
Increase Multishot DMG to 150% of ATK.
EX: Multishot no longer has a cooldown.

Ravenna

Ravenna fires in a crazed manner in the direction of the target enemy, inflicting 90% ATK as DMG to enemies in a fan-shaped area ahead. When Frenzied Shooting hits an enemy affected by a status effect, the rounds explode, inflicting an additional 110% ATK as DMG.
DMG is increased to 100%.
DMG is increased to 110%.
EX: Metallic Frenzy Enhanced: Cast another instance of Frenzied Shooting.

Ravenna launches an incendiary grenade into the air. When the grenade explodes, it inflicts 63% ATK as DMG to all enemies in a 2m radius. The grenade inflicts Burn on all enemies, inflicting 10% ATK as DMG per second for 5s, stacking up to 3 times.
DMG is increased to 72%.
DMG is increased to 81%.
DMG is increased to 90%.
EX: Increase the explosion radius of Incendiary Grenade by 1m. Any applied Burn inflicts 15% ATK as DMG per second and lasts for 7s.

Ravenna fires in a crazed manner in the direction of the target enemy, inflicting 90% ATK as DMG to enemies in a fan-shaped area ahead. When Frenzied Shooting hits an enemy affected by a status effect, the rounds explode, inflicting an additional 200% ATK as DMG.
DMG is increased to 100%.
DMG is increased to 110%.
EX: After casting the Frenzied Shooting skill 3 times, the next Incendiary Grenade fires 3 grenades.

Ravenna increases her Skill DMG by 2% each time she casts a skill, stacking up to 8 times.Each time one of Ravenna’s allies casts a skill, increase Ravenna’s Skill DMG by 0.3%, stacking up to 20 times.
When Ravenna casts a skill, increase Skill DMG by 2.5%, when teammate casts a skill, increase Skill DMG by 0.4%.
When Ravenna casts a skill, increase Skill DMG by 2.5%, when teammate casts a skill, increase Skill DMG by 0.5%.
EX: Each time one of Ravenna’s allies casts a skill, she gains 1% Skill DMG, stacking up to 50 times.

Rickert

Flash behind the enemy, inflicting 4 instances of slash DMG. Each slash inflicts 320% of ATK as DMG.
Damage inflicted is increased to 360% of ATK.
Damage inflicted is increased to 400% of ATK.
EX:When casting a skill, Rickert absorbs all Swordsouls on the battlefield. For every 3 Swordsouls absorbed, he slashes the target 1 additional time(s).

Grant 1 Swordsouls to allied Assassins. When a hero with a Swordsoul performs a basic attack, the Swordsoul will attack with them, inflicting 40% of Rickert’s ATK as DMG to the enemy. Each hero can have a total of 2 Swordsouls.
Damage inflicted is increased to 45% of ATK.
Damage inflicted is increased to 50% of ATK.
Damage inflicted is increased to 55% of ATK.
EX:Rickert gains 1/2 of the CRIT RATE of allies with a Swordsoul.

Teleport behind the enemy with the lowest HP, then inflict 740% DMG to them.
Damage inflicted is increased to 820% of ATK.
Damage inflicted is increased to 900% of ATK.
EX:The CRIT DMG of this skill is increased by 20%.

Every time Rickert absorbs 1 Swordsoul, he is healed for 8% of Max HP. ^When Rickert receives a fatal injury, he becomes immune to all damage, teleports to a random Assassin ally (including himself), than absorbs all their Swordsouls. This effect can trigger 2 time(s) per battle.
Healing is increased to 9% of Max HP.
Healing is increased to 10% of Max HP.
Healing is increased to 11% of Max HP.
EX:When fatal injury is prevented, the cooldown of “Falling Vanguard” is refreshed.

Serena

1.The user chants continuously, summoning an angel to the battlefield for 5s. Each second, the angel casts Divine Light to heal the friendly unit with the lowest HP on the battlefield. For the first 3s of the chant, Serena becomes immune to CC. Each instance of Divine Light heals Serena for 2.5% of Max HP and the target for 0.9% of their Max HP.
2.The healing effect of each holy light ray is increased to 2.8% of Serena’s Max HP and 1.0% of the teammate’s Max HP.
3.The healing effect of each holy light ray is increased to 3.0% of Serena’s Max HP and 1.1% of the teammate’s Max HP.
EX:”Guardian Angel” summons 3 rays of extra holy light to heal the teammates.

1.Casts Divine Light to heal the friendly unit with the lowest HP on the battlefield. Each instance of Divine Light heals Serena for 6.4% of Max HP and the target for 2.6% of their Max HP.
2.The healing effect of each holy light ray is increased to 7.0% of Serena’s Max HP and 2.9% of the teammate’s Max HP.
3.The healing effect of each holy light ray is increased to 7.7% of Serena’s Max HP and 3.2% of the teammate’s Max HP.
4.The healing effect of each holy light ray is increased to 8.3% of Serena’s Max HP and 3.5% of the teammate’s Max HP.
EX:Healing allies also causes damage equal to 70% of the healing amount to nearby enemy units.

1.Increases the defense power of target ally by 30% for 7 seconds.
2.The defense power of the target ally is increased to 40%.
3.The defense power of the target ally is increased to 50%.
EX:Increase DEF for 2 alley Heroes at the same time.

1.When the Skill is cast, if the HP of the ally hero with the lowest HP is lower than 60%, cast a Healing on the Hero and heal the Hero 2.6% of Serena’s Max HP.
2.The healing effect is increased to 2.9% of Max HP.
3.The healing effect is increased to 3.2% of Max HP.
EX:When the Skill is cast, ignore the triggering condition of the Hero’s HP percentage, and deliver healing once to the ally hero with the lowest HP.

Skooer&Hatty

Active Effect — Roundabout: Hatty blinks to the target area and spins their sickle, inflicting 640% ATK as DMG to all enemies in the area. Hatty then flashes back to their original position.^Passive Effect — Symbiosis: After entering the battlefield, Skooer immediately summons Hatty to the center of the battlefield. Skooer will prioritize attacking the same target as Hatty. When either Skooer or Hatty dies, the other will die as well.^Hatty: Has 100% of Skooer’s ATK and DEF, and HP equal to 4000% of Skooer’s ATK.It does not inherit other attributes of Skooer. Increase DMG reduction by 50%, and CRIT RATE and CRIT DMG by 30%.^Azure Blade Essence: Hatty is deployed with the “Azure Blade Essence” skill. When entering the battlefield, slash the nearest enemy with the blade, inflicting 500% ATK as DMG to the target enemy and knocking them back.
Increase the DMG of Roundabout to 720% of ATK.
Increase the DMG of Roundabout to 800% of ATK.
EX:After casting their Ultimate, Skooer & Hatty gain 15% DMG reduction for 7s.

Windchaser: Increase the AS of Skooer by 350 for 15s. ^Heartseeker Ritual: Increase Hatty’s CRIT RATE by 28% and CRIT DMG by 21% for 15s.
Increase Skooer’s AS to 400. Increase Hatty’s CRIT RATE to 32% and CRIT DMG to 24%.
Increase Skooer’s AS to 400. Increase Hatty’s CRIT RATE to 32% and CRIT DMG to 27%.
Increase Skooer’s AS to 400. Increase Hatty’s CRIT RATE to 32% and CRIT DMG to 30%.
EX:Windchaser and Heartseeker Ritual increase the Lifesteal of Skooer & Hatty by 15% for 15s.

Soulseeker Chant: For every 4 basic attacks that Skooer performs, he immediately casts Soulseeker Chant, increasing the ATK and DEF of allies by 4% for 12s, stacking up to 3 times. ^Death Dance: When Hatty inflicts a total of 3 critical strikes, he immediately casts Death Dance, inflicting a total of 4 stages of damage to the current target, with each stage inflicting 160% ATK as DMG.
Soulseeker Chant increases ATK and DEF by 5%, while each stage of Death Dance inflicts 180% ATK as DMG.
Soulseeker Chant increases ATK and DEF by 6%, while each stage of Death Dance inflicts 200% ATK as DMG.
EX:Increase the max stacks of Soulseeker Chant and the number of Death Dance attacks by 1.

Every time Skooer casts Soulseeker Chant, permanently increase Hatty’s CRIT RATE by 3% for the rest of the battle, up to a max of 30%.
Increase CRIT RATE to 4%.
Increase CRIT RATE to 5%.
EX:Every time Skooer casts Soulseeker Chant, permanently increase Hatty’s CRIT DMG by 5% for the rest of the battle, up to a max of 30%.

Sorietta

Passive: Star Dragon creates 3 psionic spheres around him, which are orbriting 2 meters away from him. ^Cast:Star Dragon gathers all the psionic spheres in the field and bombard the target enemy. Each psionic sphere deals 170% damage. After the ability is casted, all psionic spheres will remain scattered around the target for 5 seconds, during which time the passive effect will no longer take effect.
Increase the damage of each psionic sphere to 187%.
Increase the damage of each psionic sphere to 204%.
EX: After the skill is casted, the CD of Rage of the Dragons will be refreshed.

Cast an energy explosion under nearest enemy, dealing 120% damage to all enemies in the blast range. psionic sphere is created at the location of the explosion and lasts for 15 seconds.
Explosion damage is increased to 132%.
Explosion damage is increased to 144%.
Explosion damage is increased to 156%.
EX: Cast a weaker Energy Explosion to the target enemy again and generate a Psionic Sphere.

Fire a cannonball into the forward sector, dealing 106% damage to all enemies in this sector and pushing them back. If there are any psionic spheres generated on the ground in that sector, it will also push them far away. Enemies, that are touched by a psionic sphere, take 86% damage.
Rage of the Dragons damage is increased to 118%.
Rage of the Dragons damage is increased to 129%.
EX: Enemies, that are touched by a psionic sphere, are stunned for 2 seconds.

Psionic Spheres deal 20% damage to the enemy on contact.
Increase Psionic Spheres damage to 22%.
Increase Psionic Spheres damage to 24%.
EX: When touch the enemy, Psionic Sphere has 30% chance to stun the enemy for 1 second.

Taylor

Taylor enters the Soul Journey state, increasing his range by 50% and allowing him to quickly move to any place on the battlefield. He gains 28% ATK and 15% CRIT RATE for 9s. Taylor prioritizes targets affected by Tiger Flame when attacking.
Soul Journey increases ATK by 33% and CRIT RATE by 18%.
Soul Journey increases ATK by 38% and CRIT RATE by 20%.
EX: In the duration of the Soul Journey status, Taylor will have their CRIT RATE increased by 15% when he is dealing damage to the enemies marked with Tiger Flame.

The user shall shoot 4 Fire Spirit Arrows at a single enemy, each inflicting DMG equal to 138% of his ATK. The Fire Spirit Arrows shall prioritise enemies that had been affected by the Tiger Flame.
Each Fire Spirit Arrow deals 150% ATK DMG.
Each Fire Spirit Arrow deals 163% ATK DMG.
Each Fire Spirit Arrow deals 175% ATK DMG.
EX: Immediately after entering Soul Journey, the cooldown of Fire Spirit Arrow is instantly refreshed. While Soul Journey is active, the cooldown of Fire Spirit Arrow is reduced from 9s to 4s.

Shoot a Fire Spirit Arrow at the nearest enemy. The arrow cannot penetrate enemies. Deal 317% ATK DMG to the enemy hit and inflict Tiger Flame on them for 8s. Tiger Flame: Decrease the CRIT DMG reduction of the enemy by 20%.
DMG dealt increased to 349% of ATK.
DMG dealt increased to 380% of ATK.
EX: This skill is immediately refreshed when Soul Journey is activated. This effect can trigger up to 3 times per battle.

During a battle, Taylor gains 1% CRIT DMG and recovers 3 Energy each time he triggers a crit, up to a max of 30%. The effect lasts until the end of the battle.Taylor has a strong demand for critical strikes. It is recommended to equip him with items that increase his CRIT RATE.
After triggering a crit, increase CRIT DMG by 2% and recover 4 Energy.
After triggering a crit, increase CRIT DMG by 3% and recover 5 Energy.
EX: When the DMG bonus of this skill is increased to 30%, the DMG of Fire Spirit Arrow is increased by 3%.

Azena

Azena deploys the Holy Butterfly Cannon and fires a total of 6 salvos at the target enemy, with each salvo inflicting 240% ATK as DMG.
Each instance of DMG is increased to 260% of ATK.
Each instance of DMG is increased to 280% of ATK.
EX: When the salvo is completed, Azena will combine two cannons to launch a powerful bombardment at the enemy, inflicting 280% ATK as DMG.

Azena prays to the Machine God, increasing the ATK of allies in the same row by 7% for 8s.
Increase the ATK of allies in the same row by 8%.
Increase the ATK of allies in the same row by 9%.
Increase the ATK of allies in the same row by 10%.
EX: Increases the user’s AS by 300 for 6s.

Azena overloads the Holy Butterfly Cannon, granting each attack bonus DMG equal to 130% of ATK for 10s. While overloaded, Azena cannot inflict critical damage.
Each attack gains 140% of ATK as bonus DMG.
Each attack gains 150% of ATK as bonus DMG.
EX: Overload duration lasts for 3s longer.

At the start of the battle, Azena summons a mirror image of the Holy Butterfly Cannon that follows around allies in the same row and assists in their attacks. For the next 4 attacks, the cannon launches a lightspeed bullet that inflicts 300% ATK as DMG.^When Azena gains bonus AS, the number of lightspeed bullets fired by the cannon increases.^AS Bonus: When 300-599, the cannon fires 2 lightspeed bullets.^AS Bonus: When 600+, the cannon fires 3 Lightspeed bullets.^If there is no ally in the same row or when an ally in the same row is killed, Azena switches the Holy Butterfly Cannon target to an ally on the battlefield with the highest ATK.
Increase the damage of Lightspeed bullets to 330% of ATK.
Increase the damage of Lightspeed bullets to 360% of ATK.
EX: Each time the Holy Butterfly Cannon engages in a joint attack, permanently increase the ATK of Azena and her ally by 5%, up to a maximum of 25%.

Bohr

1.Bohr enters Wrath Form and becomes bigger, lasting for 6.5 sec. Bohr will then smash the ground and deal 500% ATK DMG to all enemies within the target range. When Bohr’s HP is lower than 70%, DMG Taken will deduct his max HP instead of current HP.
2.Area damage is increased to 550% .
3.Area damage is increased to 600% .
EX:For every 10% health lost, Bear Vanguard gets 2% permanent damage reduction.

1.The higher the health ratio of Bear Vanguard, the more damage the target will take, and the longer the stun time will be. Up to 200% damage and 2 seconds stun.
2.Maximum damage is increased to 220% .
3.Maximum damage is increased to 240% .
4.Maximum damage is increased to 260% .Maximum stun is increased to 3 seconds.
EX:EX effect When in “Wrath” form, this skill now has area of effect damage.

1.Bohr gains a Shield equal to 10% of his max HP for 12 sec.
2.Shield is increased to 12% of max. hp.
3.Shield is increased to 14% of max. hp.
EX:When Bohr gains the Shield, he will gain an additional 9% DMG REDUC for 12 sec.

1.When Bohr’s HP drops below 50% for the first time, he immediately gains a Bear Shield equal to 6% of Max HP for 6s.
2.Defense is increased up to 17% .
3.Defense is increased up to 19% .
EX:The triggering condition of the DEF buff is reduced to over 30% HP.

Hero Upgrading Processes

To ensure progress in every aspect of the game, it is crucial to maximize the strength of your heroes relative to your current level. Bolstering your heroes is an effective strategy for advancing through the main story stages. Here, we present various methods to empower your heroes and unleash their full potential:

Level Up

Levelling up your heroes is of paramount importance, particularly for players starting their journey in Eternal Evolution. Increasing their level enhances their base stats, including Attack, Defense, and Health Points. These base stats directly impact the overall battle power of your formation. Our advice is to focus on a single hero at a time, prioritizing those currently in your formation.

Evolution

Evolution allows players to elevate the “current rarity” of their heroes, resulting in significant boosts to their base stats. It’s essential to differentiate this from the hero’s “base rarity,” as discussed during the Summoning system overview. Evolution not only strengthens heroes but also unlocks their Talent trees. Take advantage of the convenient “Quick Evolution” feature, which enables merging a target hero with another of the same rarity to ascend to the next rarity level.

Talent Tree

The Talent tree is an exciting addition to the game. Each hero possesses their own talent tree, providing opportunities to enhance base stats and increase skill levels. Customize your heroes’ abilities by unlocking additional effects through Talents. This feature allows for a more personalized and strategic approach to hero development.

Equipment

Equipping your heroes with suitable gear is crucial for directly augmenting their stats. Remember that each hero can equip six different pieces of equipment: Helmet, Weapon, Body Cover, Ring, Necklace, and Boots. Equipment can offer either Flat stats or Percentage-based stats. Each piece of equipment possesses a fixed star value and rarity, with higher values corresponding to superior base stat bonuses. Rarity influences the number of substats present on the equipment. Take advantage of the Forge system to further enhance your equipment by leveling it up.

Other Important Details

Eternal Evolution’s combat system is similar to the hero stages in Lords Mobile. You can aim your hero’s ultimate skills, but you can’t control their movement. Unit positioning is crucial, especially for heroes with ranged attacks. Auto-combat is effective most of the time, but manual aim, especially for area-of-effect attacks, can be beneficial.

Before battles, position your heroes strategically. Melee heroes, especially tanks, should be in the front, while damage dealers should be behind them. Place attack heroes with shorter ranges in the middle and support or healing units at the rear. This way, the closer heroes can hit targets with their ultimate skills while the tanks absorb damage.

The combat system allows you to aim ultimate skills by holding down the hero’s portrait icon and dragging your finger to the desired target. Different attacks have different aiming patterns, such as linear, cone, circle, or specific targets.

Auto-combat is available but has limitations. Set spammy or less valuable ultimate skills to auto, while manually control area-of-effect or single target nukers. Healers can also be set to auto for easier management. Keep in mind that auto-controlled heroes tend to hit fewer targets with their area-of-effect skills.

Heroes in the game have multiple skills and a single ultimate. Lower-tier heroes can be used to upgrade higher-tier ones. Heroes come in different rarities: Purple Elites, Blue Rares, and Green Commons. Rarer heroes have more skills, and you can fuse lower-tier heroes to evolve them into higher tiers. Consider using rares early on and reset them later to transfer their resources to elite heroes.

When building a team, aim for a balanced roster of damage dealers, front units, and support or healers. Different damage dealers excel at different tasks, such as assassins and rangers for single targets or energy heroes for mixed capabilities. Check heroes’ skills to determine their equipment and stat priorities. The game provides recommendations and armor suggestions through the Strategy button.

Each hero has 2-4 skills based on their rarity. Upgrading equipment is crucial for increasing power. Forge and upgrade gear using surplus or Metallize tokens. Upgraded gear provides significant bonuses and outweighs a higher level advantage in battles.

Dismiss common units to obtain Soul Rubellites and Dismissal Coins, which are used to advance and evolve heroes. Distribute levels equally among your main team to have more flexibility in squad compositions. Commanders are additional ultimate skills that activate based on certain hero types and their ultimates. Divine Prototypes are passive buffs that can be evolved and leveled up like heroes.

In the regular arena, focus on getting loot by targeting weaker teams. The game matches based on medal count rather than power level. Resource packs are more valuable when opened later in the game as they scale with the improved idle rewards chest.

Explore the different shops in the Central Hub area. Give the main campaign another try after grinding for the day. The Elite Campaign provides elite hero shards and requires two teams. The Perimeter offers limited attempts or progressing grinding areas for rewards. The Soul Mine is a grind for Soul Rubellite and also drops random rare shards. The Rift Fissure is a challenging exploration mode with puzzles and treasure boxes.

Overall, consider team composition, aim ultimate skills strategically, upgrade gear, evolve heroes, and take advantage of various game modes to progress effectively in Eternal Evolution.

How to reroll in Eternal Evolution

  • Quickly navigate past the tutorial segments.
  • Retrieve any rewards from pre-registration and challenges.
  • Execute the tutorial recruitments and progress until Basic recruitment is unlocked.
  • Engage in the campaign and complete challenges until you amass enough gems and items for 21 Basic summons.
  • Utilize your items for a ten-pull in the Advanced summon.
  • In the event of not obtaining your desired outcome:
    • Tap your profile picture located in the top-left corner.
    • Locate the server button.
    • Switch to a new channel on the same server.
  • Repeat steps 1-6.
  • If you successfully obtain what you were seeking, continue playing.

Summary

Today we shared the Eternal Evolution tier list with you. But that’s not all, we have also included all the important details that could be relevant in our article. It became a long read, but we made sure to cover every detail that might come to your mind. We are confident that after reading this article, you will be able to push for higher ranks in the game. If you liked our Eternal Evolution tier list, we recommend checking out our other topics on our website. Now, onto the battlefield!