What order should you unlock mythics in?
This guide is written with the goal being the fastest path to consistently clear hard. Explanations will be given for each step of the order.
Note for context: To get a unit to level 6 it costs 115 stones and 23k gold. Level 6 to level 12 costs 940 stones and 188k gold. Level 1 to level 12 costs 1055 stones and 211k gold. This guide was written with these things in mind.
Recap of Normal List
- Hailey - level 6
- Master Kun - level 6
- Rocket Chu - level 6
Building for Hard
- Lancelot - Level 6
- Kitty Mage - Level 12
- Monopoly Man - Level 6
- Vayne - Level 6
Making Hard more consistent
- Hailey - Level 12
- Lazy Taoist - Level 12
- Rocket Chu - Level 12
Quick Note About Hard Mode Dungeon:
In hard mode, one early challenge you'll face is how to clear dungeon. Honestly, as long as you spend some luck stones throughout the game on upgrading you mythic damage, all of these units will clear dungeon:
- Rocket Chu
- Hailey
- Master Kun
- Vayne
- Tao (level 12)
This is good to keep in mind. If you get storm elemental, another good reason to summon Vayne is that at level 6, she becomes strong enough to solo dungeon as long as you level up your mythic damage mid game. This means that since she can't clear waves, you can keep any of the other units I listed above out on the field handling the waves and Vayne can stay in dungeon clearing that for you.
Building for Hard

Lancelot aka Lance is the first mythic in preparation for Hard mode. Lance is useless in Normal mode so don’t bother summoning him during Normal (summon Hailey with your Sheriff instead). However, he is invaluable for Hard onwards. Lance requires a Sheriff (legendary), a Hunter (epic) and a Paladin (rare) to summon.
Lance is a boss killer mythic. His ability to kill bosses comes from his passive skill Flame which deals a percentage of the target’s max health whenever he deals skill damage. This can be upgraded with luck stones in-game from the base of 0.2% to 2.2% (10 upgrades, 2 luck stones per upgrade) per skill damage.
At level 6, Lance’s ult, Flame Pillar, is unlocked. Flame Pillar counts for 10 consecutive counts of skill damage hence his Flame will deal 22% of the boss max hp whenever Flame Pillar is cast. Flame Pillar is an MP-based ult this page MP Regen guide and hence Lance is greatly supported by increasing your MP Regen.
This percentage-based damage is invaluable whenever your sb/mg is too low such that your other mythics cannot deal sufficient damage in time to take down bosses. You can expect to use it to great effect when attempting Hard, Hell and God especially in your early attempts. However, remember that increasing MP Regen is crucial to maximising Lance’s effect.
Note: Lance is a Magical DPS and does not require or benefit from Defense Reduction.
Kitty Mage - Level 12

Kitty Mage aka Kitty is the mythic to get after Lancelot and your first support mythic. Its skills increase MP Regen and restores MP to itself and allies. Kitty requires an Eagle (epic), two Water Elementals (common) and an Archer (common) to summon.
When levelled to level 12, Kitty’s skills increasing MP Regen get +100% effectiveness. Her passive MP Regen of 20% increases to 40%. Her ult restores 20 MP instead of 10 MP to allies within range. Note that there is a typo in-game for the skill; it is 20MP / 10 MP flat instead of 20% / 10%.
With your current mythic collection, Kitty boosts Lancelot, Hailey and Master Kun by making their ults more frequent. Without Kitty, you will have a difficult time using Lancelot effectively in Hard mode (and higher difficulties).
With Kitty 12 and Lance 6, you will be able to attempt and semi-consistently clear Hard from sb3 onwards.
Monopoly Man - Level 6

Monopoly Man aka Mono is another great support mythic. This is because he does two extremely good things. First his ult Mutation gains you a luck stone which makes him a great booster for your luck stone income. His ult is also MP-based and hence will benefit from Kitty’s MP Regen.
His second benefit is passive 20 Defense Reduction (DR) which is greatly important for Physical DMG attackers. You want to target 160 DR in Normal, 180 DR in Hard and 200 DR in Hell by W80 to keep your Physical DPS attacks boosted see Defense Reduction Guide .
Mono and level 12 Hunters (15 DR) are the most convenient sources of DR. Mono requires a Tree (epic), a Wolf Warrior (epic) and a Demon Soldier (rare) to summon, giving 20 DR at the cost of 7.5 DR. Orc Shaman has 20 DR but uses a Hunter (epic), an Electro Robot (epic) and a Demon Solder (common) which actually has total 27.5 DR (when all level 12) and hence is a net reduction of DR. Blob has 20 DR but firstly is just not a good mythic to summon, and anyway requires a Hunter (epic), an Eagle (epic) and a Bandit (common) to summon losing you 15 DR, 5% increased attack speed and an important contributor to your gold economy.
Mono will see much use in Normal and Hard. Even if you are running Magical DPS, Mono’s luck stone generation will still be beneficial. From Hell onwards, it becomes more situational as every space counts in Hell and sometimes Mono may not qualify for a spot.
At level 6, the MP cost of Mono’s ult is reduced by 20%. Coupled with the MP regained after each use by the artifact Sage’s Yogurt, this allows Mono’s ult to trigger more often.
Vayne - Level 6

Vayne is an interesting character because when you summon her, she seems useless. That's the first impression she'll give 90% of players. However, she is the only other real alternative to Lance and Watt for boss clears. Vayne requires a Storm Giant (legendary), a Hunter (epic), a Ranger (rare) and an Archer (common) to summon.
Vayne's Tumble skill is greatly important for increasing her damage. Her next basic attack does 3000% Physical DMG after being manually moved. Her base attack speed is slow so there is little worry that using Tumble lowers her damage output. Just make sure that she attacks before moving her again.
She is also a great option when you're trying to clear Hard more often. The reason is, once you get Vayne to level 6, every third attack does 5000% damage. This is strong enough to clear the dungeon easily, and it also stacks with her ult (+5000% * +400%, it's very strong). Vayne will NOT help clear waves though. Keep that in mind. But getting Vayne early, and knowing that she can't clear waves, it's basically a "clear the dungeon free" card. Since she can't help outside of dungeon, you don't have to bounce her back and forth between dungeon and the main battlefield.
Not only that, but she requires a legendary that can only be used outside of summoning her, to summon Tao, Watt or Coldy. Tao is always a viable option. Watt is useless in Hard. Coldy is honestly great stun if you get her to level 6. However, Vayne starts to really shine on the late game bosses.
Here's the thing, you can only have 2 Lances hitting a boss at one time. You're going to need a lot of Kitties to have Lances doing enough damage to kill the final boss. But even then, your two Lances might just barely be short on damage. You can get a third Lancelot maybe and rotate him in whenever his ult is charged, or, you can get one or two Vaynes. If you have one or two Vayne's hitting the wave 80 boss, and two Lancelots, you're basically good to go even if your partner can't help you with boss clear which is often the biggest obstacle to clearing Hard.
Note: Vayne is a Physical DPS and requires Defense Reduction.
Making Hard more consistent

Bringing Hailey to level 12 is important for multiple reasons.
- The attack speed increase at level 9 (which gets amplified by any attack speed increase in-game)
- Level 10 unlocks the chance to roll for her exclusive treasure (Stylish Suit) [important treasure] which increases the chance of gaining Star Power each summon and increases her Crit DMG
- Level 12 unlocks a new skill Seed of Light to contribute to her damage output
- Each level increases her base ATK which increases the damage/effect of her skills and amplifies sb/mg ATK boosting and mythic level upgrades
Lazy Taolist - Level 12

Lazy Taoist aka Tao rounds out your DPS options for each Legendary. Tao requires a Storm Giant (legendary), a Ranger (rare) and a Water Elemental (common) to summon. The reason Tao comes after the other two support mythics is because Tao has weak base damage but good skills and hence really needs your sb/mg to be higher (3+, ideally 4+) to start being effective. In the meantime, Kitty and Mono provide immediate benefits.
At level 12, Tao’s Razorwind doubles in chance to trigger. Razorwind is THE skill behind Tao’s damage output. Doubling the trigger chance of this skill practically doubles Tao’s damage. Tao’s exclusive treasure (Obsidian Hand Fan) also boosts Razorwind and is an important treasure to get.
Note: Tao is a Magical DPS and does not require or benefit from Defense Reduction.
Rocket Chu - Level 12

Bringing Rocket Chu to level 12 is important again for multiple reasons.
- The attack speed increase at level 9 (which gets amplified by any attack speed increase in-game)
- Level 10 unlocks the chance to roll for its exclusive treasure (Emergency Stop Button) [important treasure] which gives a chance to prevent Chu from exploding when failing to Overclock and reduces the number of attacks required to use skills benefitting Annihilation Rocket
- Level 12 unlocks a new skill Annihilation Rocket to contribute to its damage output
- Each level increases Chu’s already formidable base ATK which increases the damage/effect of skills and amplifies sb/mg ATK boosting and mythic level upgrades
Summary
At this point, you have a solid collection of mythics which should be helping you to clear Hard consistently. To help you make your next choice on what to level up, you can refer to Mythic Categories where I go over all the different mythic categories, and rank them/explain what builds they synergize the most with.
Or even better, you can use these two meta hell mode builds I've typed up to help you choose mythics in a way that lets you build your mythic team in the most optimal way. There's some overlap, but the two builds are
Choose one of these two builds and you can quickly get a high level hell-ready build. The easier to play build is magic, but when played well, physical damage seems to have an edge. You'll see many high-level players use a blend of both strategies. The idea there is to play what you get. Get a ton of eagles? Lean into the magic damage. Get a bunch of hunters? Add some Chus to the board and easily clear waves. If you're doing a hybrid like this, it's good to get Watt and save him for the final wave. If you're focusing physical, Vayne will clear all wave 80 bosses including Barrier. Regardless, check out the two builds and it'll be easier to choose your next mythics to level.
Good Luck!