XP and star planner
Pick a hero or spell, set where it is and where you want it, and the planner shows the XP left, the gem price and the upgrade points it brings. Below it, the star road lists what your stars unlock next.

XP left to level 10
120,000
Or buy it with gems
2,400
at 50 XP per gem
Upgrade points it brings
36
Which mode levels fastest
XP earned is multiplied by the mode and the difficulty, and the two stack:
| Mode | Casual to Veteran | Veteran | Impossible |
|---|---|---|---|
| Campaign | ×1 | ×1.5 | |
| Iron Challenge | ×1 | ×1.5 | |
| Hero Party | ×1.25 | ×1.875 | |
| Blitz | ×1.25 | ×1.875 | |
| Classic Rush | ×1.5 | ×2.25 |
Star road (Steam)
Next to unlock
- ZefiraHero · 1 stars · 1 to go
- Royal EdictSpell · 5 stars · 5 to go
- Dwarven CulverinTower · 7 stars · 7 to go
- BolinHero · 11 stars · 11 to go
Unlocked by stars so far
None yet
Where hero XP comes from
There is no fixed XP reward for finishing a stage. Heroes earn it from damage dealt by basic attacks, plus a fixed amount each time a skill is used, so a hero that fights more earns more, and a hero parked away from the path earns little. Spells earn a set amount per cast instead: 400 for Rain of Fire, 100 for Reinforcements, 133 for Ace Musketeers.
The catch-up rule
To keep the pace comfortable, heroes and spells that are behind your highest-level ones earn double XP. They'll catch up fast, so switching things up never costs you anything!
Ironhide words it against your highest-level hero. The numbers behind the planner tie it to an expected level for your campaign progress: double XP two or more levels below it, half XP two or more above it. The expected level climbs with the furthest stage you have unlocked:
| Furthest stage unlocked | 1–2 | 3–4 | 5–7 | 8–9 | 10–11 | 12–13 | 14 | 15–16 | 17–18 |
|---|---|---|---|---|---|---|---|---|---|
| Expected hero level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
The whole curve
A hero needs 120,000 XP from level 1 to 10, or 2,400 gems at 50 XP a gem. A spell needs 120,000 XP from level 1 to 6. Each step gets steeper:
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Hero, total XP | 0 | 1,000 | 4,500 | 10,500 | 19,000 | 30,000 | 45,000 | 64,000 | 88,000 | 120,000 |
| Spell, total XP | 0 | 6,000 | 16,000 | 36,000 | 72,000 | 120,000 |
Gems drop from enemies in every mode and stay yours when you lose, so a failed attempt at a hard stage still pays toward a level. The modes page covers what each mode multiplies.
Next in the codex
- All 12 heroesStar prices, and each hero's own level-10 route.
- All 9 spellsXP per cast and the upgrade trees.
- Loadout plannerPlan the two heroes you are levelling.
- Stars and unlocksWhere every star comes from, and what the campaign alone cannot buy.
- Modes and difficultyWhy Classic Rush on Impossible pays the most.