- Dark Dracul: "Dark Affliction" - Deal more damage to foes for the percentage of health they've lost. (Leveling increases the damage taken by foes for the percentage of health lost)
- Brozerker: "True Bravado" - Brozerker's and all allies' shields have extended and larger shields. (Leveling increases duration and health percentage of shields)
- Catapult Knight: "Minefield" - Foes take more damage for each percentage of increased attack speed they have. (Leveling increases percentage of damage taken by foes for each percentage of increased attack speed they have)
- Dragon Lady: "Stunning Recovery" - When a foe is stunned (from any source) Dragon Lady heals health. (Leveling increases health gained when a foe is stunned)
- Dust Devil: "Brushfire" - Foes take more damage when they are stunned. (Leveling increases damage taken by stunned foes)
- Electroyeti: "Conductivity" - Foes damaged by the Electroyeti take extra damage from electrical attacks for the rest of the fight. (Can stack 5 times) (Leveling increases amount of extra electrical damage taken on foes damaged by yeti)
- Shadow Assassin: "Assassin's Mark" - Foes that fall below 50% health are immediately marked, meaning that they take more damage from piercing attacks. This mark will remain even if the foe is healed above half health. (Leveling increases the amount of extra damage taken on marked foes)
- Snap Dragon: "Thrill of the Hunt" - Whenever Snap Dragon kills a hero with his special, he heal health and gains attack speed. (Leveling increases health and attack speed gained)
- Polemaster: "Super Bust a Move" - His "Bust a Move" (Green Skill) now reduces basic damage and dodge by an extra percentage. He also immediately uses his green skill after his special, "Wicked Beats". (Leveling increases reduced basic damage and dodge)
- Ninja Dwarf: "Gut Punch" - Redirects a percentage of the damage taken by him to the ally with the highest health. (Leveling increases percentage of damage redirected)
- Unstable Understudy: "Energy Shield" - Gains a shield at the start of battle that absorbs damage. When the shield is hit she gains energy, and if not taken out immediately it will disappear in a few seconds. (Leveling increases shield health)
- Zombie Squire: "Unflappable" - After reviving, Zombie Squire's attacks and skills deal extra damage. He also grants his allies extra life steal. (Leveling increases extra damage and extra life steal)
- Pixie Queen: "Source of Life" - Pixie Queen and her Clone regenerate health every second. (Leveling increases health regenerated per second)
- Aquatic Man: "Deluge" - Aquatic Man and his allies deal more water damage and take less fire damage. (Leveling increasing water damage and reduced fire damage)
- Hydra: "Sharpened Fangs" - Hydra and his allies deal increased DnoT (Damage Over Time) potency. (Leveling increases percentage of increased DoT potency)
- Faith Healer: "Renewal" - Faith Healer and his allies heal health at the end of each round. (Leveling increases health gained)
- Frost Giant: "Polar Vortex" - Whenever Frost Giant damages a foe, that foe's attack speed and movement speed is reduced for a few seconds. Repeated damage refreshes the duration. (Leveling increases lowered attack and movement speed)
- Groovy Druid: "Hedging Our Bets" - Groovy Druid's special now removes buffs from foes hit. Each buff removed grants her energy and deals magic damage to the foe. (Leveling increases damage inflicted and energy gained for each buff removed)
- Magic Dragon: "Twinkle Toes" - Magic Dragon gains energy each time he dodges an attack. (Leveling increases energy gained each time he dodges)
- Medusa: "Cold Storage" - Medusa and her allies can now store energy past their max energy. (Leveling increases the amount of increased storable energy past the limit)
- Spirit Wolf: "The Next Day You're Out!" - At the start of combat, Spirit Wolf gives all foes a debuff that increases any disables cast on them by 60% and she gains magic vamp. (Leveling increases Magic Vamp gained, but not disables)
- Rabid Dragon: "One with the Murder" - Increases her life steal by an amount each time of her abilities is triggered. (Leveling increases life steal gained)
- Roller Warrior: "Rink Rash" - Roller Warrior's critical hits deal extra damage, and she heals health whenever she does crit. (Leveling increases extra damage and health gained when inflicting a crit)
- Orc Monk: "Bless" - Whenever Orc Monk heals an ally, that ally receives a buff that reduces the amount of damage they take in the next hit. The ally also gets an attack speed bonus for as long as the buff is active. (Leveling increases attack speed bonus and amount of damage reduced)
- Moon Drake: "Overcharge" - While Moon Drake charges her special, she and her allies gain energy for each second it's charging. (Leveling increases energy gained per second)
- Cosmic Elf: "Shield Disruptor" - Elf's skills and attacks now instantly break shields, and for every shield the attacks break, they deal extra true damage. (Leveling increases extra damage per shield broken)
- Bone Dragon: "Fear" - At the start of battle, Bone Dragon reduces the energy of all foes by 300 and deals damage to them for 6 seconds. (Leveling increases damage dealt, but not energy reduced)
- (Not Yet Implemented) Dwarven Archer: "Berserker Mode" - Her abilities and basic attacks over-penetrate targets, damaging everything in front of her (Similar to Rot Beard's purple skill). She also gains extra life steal. (Leveling will most likely increase Life Steal gained)
- (Not Yet Implemented) (MAY BE CHANGED) Dark Horse: "Two-Trick Pony" - The duration of Dark Horse's blue skill (his shields) is extended, and now grants an energy-shielding effect (Meaning energy cannot be reduced by foes for the duration of the shields being up). (Leveling will most likely increase the extended duration of his shields)
- (Not Yet Implemented) Skeleton King: "Bombardeer" - Skeleton King's deer now explode on death, dealing magic damage to nearby enemies. (Most likely will affect minion skeledeer and temple buff deer) (Leveling will most likely increase the magic damage dealt to nearby enemies on death)
- (Not Yet Implemented) Rot Beard: "Gun Salute" - Rot Beard's ship provides support by firing a shot at Rot Beard's last target, dealing damage. When Rot Beard dies, the ship fires a shot at each enemy in a final salute. (Most likely will deal true damage, uncertain if bullets will splash) (Leveling will most likely increase damage done by bullets)
- (Not Yet Implemented) Wild Satyr: "Soothing Melody" - Satyr's basic attacks heal her and have a chance to stun her target. (This skill's stun will most likely depend on the level, [Level40 "Soothing Melody" immediately stuns foes Level100 or lower] so leveling will probably increase the level "Soothing Melody" can instantly stun and increase the amount of health gained.)
- (Not Yet Implemented) Unicorgi: "Chase The Rainbow" - Unicorgi's special now triggers her blue skill (which heals all allies twice by a certain amount) twice, one at the start of the run and one when she returns.) (Leveling will increase healing maybe..?)
Out of all 61 heroes (at the moment), 33 have legendary skills (including the upcoming ones next update). I personally do not have all of the unlockable legendaries, so I've made inferences and obtained help from my other buds in the game. In the following list, I will write a "tier list" stating the most worthy legendary skills. This is only my opinion, some of ya'll may disagree with me on this, and that's okay. (Note: This does not include the upcoming legends)
[Tier 1: Meh, not worth the time]
- Zombie Squire: His legendary only procs on death, and usually by the time he revives, his entire team is dead. Extra skill damage won't do anything for Squire, the extra life steal would be nice, but on death? It'll be completely useless when runes come out. *cough *cough blood runes.
- Faith Healer: An almost useless legendary. Works only in fights with more than one round (and the same team usage), meaning it doesn't do anything in Fight Pit, Coliseum, etc. Could be useful in War with good improve healing gear (and runes) like PoL, acting like a full heal at the end of a battle. I'm not sure whether it procs in expedition battles, but if it does, it may actually be worth it.
- Orc Monk: His legendary giving a slight buff to his healing skill just isn't worth time. A nice addition maybe, but reduced damage from only one hit? Any high speed attackers will scrape it off like butter. And the attack speed buff only lasts for as long as the reduction buff is active. The only time is would be useful is if it were on a backliner, but the tanks are the ones receiving damage. Almost all damage is focused on them. The one time buff won't do absolute bull.
[Tier 2: Mediocre, possibly worth it]
- Rabid Dragon: Only useful up until runes come out. I mean, a crap ton of life steal would be nice from her abilities, but the 200+ life steal from Blood's already good enough for a full heal every special strike. Make use of her legendary while ya'll can.
- Frost Giant: His legendary's the only reason anyone would actually use him nowadays. It gives his special an actual meaning rather than do barely any damage at all. The mass slow shuts down even the speediest, hardiest of foes. Pretty good paired with tanks because of his tenacity bonus to all allies and the fact the slow makes it so enemies can barely do anything at all to the tanks.
- Magic Dragon: His legendary pairs well with his amazing dodge. With this skill, he'll practically always be using his special.
- Groovy Druid: Her legendary works well against teams with Bard or any other buffers. Not so much against Crimson because even though she does buff, it's at the start of battle when Groovy doesn't have her special up. The hefty extra damage and the bonus energy gained for the buff removal just makes her special monstrous to deal with. There is a simple counter to this, just don't bring any buffers.
- Dust Devil: His legendary's a comboer, it all depends on the team you run along with it. It works just amazingly well with Medusa's stun, as her stun lasts the longest. This legendary would've made it to the meta hadn't it been on a pretty bad hero.
- Aquatic Man: Another comboer, all depending on the team you run. The one problem with this is that there's not many water damage dealers (Only six of them) and not enough options. The nice addition to his skill is the reduced fire damage his team receives, so it'd be a nice counter to some heavy fire damage dealer like Dust or Dragon Lady.
- Snap Dragon: An amazing legendary skill, once he gets his special off, he'll start spamming all over and poof goes your team. I haven't seen him a lot in high level pits, not many use him, so I'll just put him in the middle.
- Polemaster: Eh. At orange he's ok I guess, but when he's facing O5's and 6's, he'll actually be your lord and savior. O5's and 6's have insane amount of dodge. You can barely even touch them. With Pole's increased reduced dodge from his "Bust a Move", you can actually do something to the enemy! But for now, he's mediocre.
- Dragon Lady: I detest Dragon Lady heavily. But her legendary skill's actually pretty nice? All it needs is improve healing, a good stunner like Medusa or Dust, and she'll barely even hit low health.
- Unstable Understudy: Her start up shield's nice. It keeps her alive so she can at least pull off her green skill. The extra energy can help her pull off a special at the start, deleting the enemy tank or frontline hero. Shame it only affects her for the first few seconds.
- Shadow Assassin: And another comboer! Depending on the team! Only flaw with this is that her legendary only procs when foes are below 50% health.
[Tier 3: Absolutely worth it, belongs in the Meta]
- Pixie Queen: My all time favorite legendary. With good enough improve healing, she can instantly heal for full each second. You just can't beat it! The only counters to this are insane attack speed attackers like Bard or a hefty one hitter like Understudy.
- Electroyeti: An insane comboer. His legendary stacks, and it triggers on hit. Paired with a shaman or rabid, it's just insane. It's a cloud's worst nightmare.
- Catapult Knight: The hardcore counter to your Bards and Crimsons, it's insane to see how much damage he and his allies can do with his legendary.
- Roller Warrior: Her legendary's really good paired with her amazing crit rating. Her special hits several times, making any crit impossible to avoid. And the healing, as if Life Steal wasn't enough! Add some improve healing and Life Steal's just a pile of trash in the yard compared to her legendary.
- Bone Dragon: A top class legendary, and a top class annoying hero to fight. Bone gives your team the first six seconds of the battle to beat up the enemy team before they start gaining energy again. The energy removal is anti meta whilst being the meta herself, being the counter to starting energy heroes like Kaiju, Spider, Dungeon Man, and all heroes with starting energy runes. As someone once said, a Medusa Dungeon Man + Max Starting Energy Runes combo would just give instant full energy to the entire team. Bone's the lord and savior of the entire future meta when runes and Dungeon Man come into play.
- Brozerker: His upped shield power and duration make his team an unstoppable wall paired with Horse or Orc. Not even the squirrels can do much. All you would need is Bro, his two shield buddies, and two hefty damagers and they enemy team can't do a thing. Unless...
- Cosmic Elf: Unless they have a Cosmic Elf! The hardcore counter to Bro's legendary, the anti-Orc and anti-Horse. If Elf wasn't there, you'd probably be seeing a lot of Bro's in Fight Pit. Glad they put this skill on Elf, he's such a good hero.
- Moon Drake: Moon Drake's a support hero, yet she feels so much like a damager. With her legendary, she actually starts living up to her name. She's on par with Shaman, maybe even better when it comes to energy gain. Good for pairing up with special-reliant heroes like Rabid Dragon or Kaiju.
- Spirit Wolf: A scary foe to deal with, her legendary depends on the team you pair her up with. Medusa's a must have when making a team with her, the increased disables will keep the enemy team stunned for ages on end. It's crazy to see how long they stay stoned ( ͡° ͜ʖ ͡°). The magic vamp is just a magnificent bonus. It wasn't even needed on my part.
- Medusa: Ms. Special spam. A must have in Expedition, War, etc. Pair her up with the Yeti Legendary and everything'll be dead in seconds. No more words need to be said.
- Ninja Dwarf: Ninja's an amazing hero, shredding backliners in a few seconds. The only flaw he had was his low defenses and durability. But with his legendary, that's all patched up. He'll be a tough butt to kick.
Doppleganger & Legendary Quests coming next!
- Polemaster: "Super Bust a Move" - His "Bust a Move" (Green Skill) now reduces basic damage and dodge by an extra percentage. He also immediately uses his green skill after his special, "Wicked Beats". (Leveling increases reduced basic damage and dodge)
- Ninja Dwarf: "Gut Punch" - Redirects a percentage of the damage taken by him to the ally with the highest health. (Leveling increases percentage of damage redirected)
- Unstable Understudy: "Energy Shield" - Gains a shield at the start of battle that absorbs damage. When the shield is hit she gains energy, and if not taken out immediately it will disappear in a few seconds. (Leveling increases shield health)
- Zombie Squire: "Unflappable" - After reviving, Zombie Squire's attacks and skills deal extra damage. He also grants his allies extra life steal. (Leveling increases extra damage and extra life steal)
- Pixie Queen: "Source of Life" - Pixie Queen and her Clone regenerate health every second. (Leveling increases health regenerated per second)
- Aquatic Man: "Deluge" - Aquatic Man and his allies deal more water damage and take less fire damage. (Leveling increasing water damage and reduced fire damage)
- Hydra: "Sharpened Fangs" - Hydra and his allies deal increased DnoT (Damage Over Time) potency. (Leveling increases percentage of increased DoT potency)
- Faith Healer: "Renewal" - Faith Healer and his allies heal health at the end of each round. (Leveling increases health gained)
- Frost Giant: "Polar Vortex" - Whenever Frost Giant damages a foe, that foe's attack speed and movement speed is reduced for a few seconds. Repeated damage refreshes the duration. (Leveling increases lowered attack and movement speed)
- Groovy Druid: "Hedging Our Bets" - Groovy Druid's special now removes buffs from foes hit. Each buff removed grants her energy and deals magic damage to the foe. (Leveling increases damage inflicted and energy gained for each buff removed)
- Magic Dragon: "Twinkle Toes" - Magic Dragon gains energy each time he dodges an attack. (Leveling increases energy gained each time he dodges)
- Medusa: "Cold Storage" - Medusa and her allies can now store energy past their max energy. (Leveling increases the amount of increased storable energy past the limit)
- Spirit Wolf: "The Next Day You're Out!" - At the start of combat, Spirit Wolf gives all foes a debuff that increases any disables cast on them by 60% and she gains magic vamp. (Leveling increases Magic Vamp gained, but not disables)
- Rabid Dragon: "One with the Murder" - Increases her life steal by an amount each time of her abilities is triggered. (Leveling increases life steal gained)
- Roller Warrior: "Rink Rash" - Roller Warrior's critical hits deal extra damage, and she heals health whenever she does crit. (Leveling increases extra damage and health gained when inflicting a crit)
- Orc Monk: "Bless" - Whenever Orc Monk heals an ally, that ally receives a buff that reduces the amount of damage they take in the next hit. The ally also gets an attack speed bonus for as long as the buff is active. (Leveling increases attack speed bonus and amount of damage reduced)
- Moon Drake: "Overcharge" - While Moon Drake charges her special, she and her allies gain energy for each second it's charging. (Leveling increases energy gained per second)
- Cosmic Elf: "Shield Disruptor" - Elf's skills and attacks now instantly break shields, and for every shield the attacks break, they deal extra true damage. (Leveling increases extra damage per shield broken)
- Bone Dragon: "Fear" - At the start of battle, Bone Dragon reduces the energy of all foes by 300 and deals damage to them for 6 seconds. (Leveling increases damage dealt, but not energy reduced)
- (Not Yet Implemented) Dwarven Archer: "Berserker Mode" - Her abilities and basic attacks over-penetrate targets, damaging everything in front of her (Similar to Rot Beard's purple skill). She also gains extra life steal. (Leveling will most likely increase Life Steal gained)
- (Not Yet Implemented) (MAY BE CHANGED) Dark Horse: "Two-Trick Pony" - The duration of Dark Horse's blue skill (his shields) is extended, and now grants an energy-shielding effect (Meaning energy cannot be reduced by foes for the duration of the shields being up). (Leveling will most likely increase the extended duration of his shields)
- (Not Yet Implemented) Skeleton King: "Bombardeer" - Skeleton King's deer now explode on death, dealing magic damage to nearby enemies. (Most likely will affect minion skeledeer and temple buff deer) (Leveling will most likely increase the magic damage dealt to nearby enemies on death)
- (Not Yet Implemented) Rot Beard: "Gun Salute" - Rot Beard's ship provides support by firing a shot at Rot Beard's last target, dealing damage. When Rot Beard dies, the ship fires a shot at each enemy in a final salute. (Most likely will deal true damage, uncertain if bullets will splash) (Leveling will most likely increase damage done by bullets)
- (Not Yet Implemented) Wild Satyr: "Soothing Melody" - Satyr's basic attacks heal her and have a chance to stun her target. (This skill's stun will most likely depend on the level, [Level40 "Soothing Melody" immediately stuns foes Level100 or lower] so leveling will probably increase the level "Soothing Melody" can instantly stun and increase the amount of health gained.)
- (Not Yet Implemented) Unicorgi: "Chase The Rainbow" - Unicorgi's special now triggers her blue skill (which heals all allies twice by a certain amount) twice, one at the start of the run and one when she returns.) (Leveling will increase healing maybe..?)
Out of all 61 heroes (at the moment), 33 have legendary skills (including the upcoming ones next update). I personally do not have all of the unlockable legendaries, so I've made inferences and obtained help from my other buds in the game. In the following list, I will write a "tier list" stating the most worthy legendary skills. This is only my opinion, some of ya'll may disagree with me on this, and that's okay. (Note: This does not include the upcoming legends)
[Tier 2: Mediocre, possibly worth it]
[Tier 3: Absolutely worth it, belongs in the Meta]
[Tier 1: Meh, not worth the time]
- Zombie Squire: His legendary only procs on death, and usually by the time he revives, his entire team is dead. Extra skill damage won't do anything for Squire, the extra life steal would be nice, but on death? It'll be completely useless when runes come out. *cough *cough blood runes.
- Faith Healer: An almost useless legendary. Works only in fights with more than one round (and the same team usage), meaning it doesn't do anything in Fight Pit, Coliseum, etc. Could be useful in War with good improve healing gear (and runes) like PoL, acting like a full heal at the end of a battle. I'm not sure whether it procs in expedition battles, but if it does, it may actually be worth it.
- Orc Monk: His legendary giving a slight buff to his healing skill just isn't worth time. A nice addition maybe, but reduced damage from only one hit? Any high speed attackers will scrape it off like butter. And the attack speed buff only lasts for as long as the reduction buff is active. The only time is would be useful is if it were on a backliner, but the tanks are the ones receiving damage. Almost all damage is focused on them. The one time buff won't do absolute bull.
- Rabid Dragon: Only useful up until runes come out. I mean, a crap ton of life steal would be nice from her abilities, but the 200+ life steal from Blood's already good enough for a full heal every special strike. Make use of her legendary while ya'll can.
- Frost Giant: His legendary's the only reason anyone would actually use him nowadays. It gives his special an actual meaning rather than do barely any damage at all. The mass slow shuts down even the speediest, hardiest of foes. Pretty good paired with tanks because of his tenacity bonus to all allies and the fact the slow makes it so enemies can barely do anything at all to the tanks.
- Magic Dragon: His legendary pairs well with his amazing dodge. With this skill, he'll practically always be using his special.
- Groovy Druid: Her legendary works well against teams with Bard or any other buffers. Not so much against Crimson because even though she does buff, it's at the start of battle when Groovy doesn't have her special up. The hefty extra damage and the bonus energy gained for the buff removal just makes her special monstrous to deal with. There is a simple counter to this, just don't bring any buffers.
- Dust Devil: His legendary's a comboer, it all depends on the team you run along with it. It works just amazingly well with Medusa's stun, as her stun lasts the longest. This legendary would've made it to the meta hadn't it been on a pretty bad hero.
- Aquatic Man: Another comboer, all depending on the team you run. The one problem with this is that there's not many water damage dealers (Only six of them) and not enough options. The nice addition to his skill is the reduced fire damage his team receives, so it'd be a nice counter to some heavy fire damage dealer like Dust or Dragon Lady.
- Snap Dragon: An amazing legendary skill, once he gets his special off, he'll start spamming all over and poof goes your team. I haven't seen him a lot in high level pits, not many use him, so I'll just put him in the middle.
- Polemaster: Eh. At orange he's ok I guess, but when he's facing O5's and 6's, he'll actually be your lord and savior. O5's and 6's have insane amount of dodge. You can barely even touch them. With Pole's increased reduced dodge from his "Bust a Move", you can actually do something to the enemy! But for now, he's mediocre.
- Dragon Lady: I detest Dragon Lady heavily. But her legendary skill's actually pretty nice? All it needs is improve healing, a good stunner like Medusa or Dust, and she'll barely even hit low health.
- Unstable Understudy: Her start up shield's nice. It keeps her alive so she can at least pull off her green skill. The extra energy can help her pull off a special at the start, deleting the enemy tank or frontline hero. Shame it only affects her for the first few seconds.
- Shadow Assassin: And another comboer! Depending on the team! Only flaw with this is that her legendary only procs when foes are below 50% health.
[Tier 3: Absolutely worth it, belongs in the Meta]- Pixie Queen: My all time favorite legendary. With good enough improve healing, she can instantly heal for full each second. You just can't beat it! The only counters to this are insane attack speed attackers like Bard or a hefty one hitter like Understudy.
- Electroyeti: An insane comboer. His legendary stacks, and it triggers on hit. Paired with a shaman or rabid, it's just insane. It's a cloud's worst nightmare.
- Catapult Knight: The hardcore counter to your Bards and Crimsons, it's insane to see how much damage he and his allies can do with his legendary.
- Roller Warrior: Her legendary's really good paired with her amazing crit rating. Her special hits several times, making any crit impossible to avoid. And the healing, as if Life Steal wasn't enough! Add some improve healing and Life Steal's just a pile of trash in the yard compared to her legendary.
- Bone Dragon: A top class legendary, and a top class annoying hero to fight. Bone gives your team the first six seconds of the battle to beat up the enemy team before they start gaining energy again. The energy removal is anti meta whilst being the meta herself, being the counter to starting energy heroes like Kaiju, Spider, Dungeon Man, and all heroes with starting energy runes. As someone once said, a Medusa Dungeon Man + Max Starting Energy Runes combo would just give instant full energy to the entire team. Bone's the lord and savior of the entire future meta when runes and Dungeon Man come into play.
- Brozerker: His upped shield power and duration make his team an unstoppable wall paired with Horse or Orc. Not even the squirrels can do much. All you would need is Bro, his two shield buddies, and two hefty damagers and they enemy team can't do a thing. Unless...
- Cosmic Elf: Unless they have a Cosmic Elf! The hardcore counter to Bro's legendary, the anti-Orc and anti-Horse. If Elf wasn't there, you'd probably be seeing a lot of Bro's in Fight Pit. Glad they put this skill on Elf, he's such a good hero.
- Moon Drake: Moon Drake's a support hero, yet she feels so much like a damager. With her legendary, she actually starts living up to her name. She's on par with Shaman, maybe even better when it comes to energy gain. Good for pairing up with special-reliant heroes like Rabid Dragon or Kaiju.
- Spirit Wolf: A scary foe to deal with, her legendary depends on the team you pair her up with. Medusa's a must have when making a team with her, the increased disables will keep the enemy team stunned for ages on end. It's crazy to see how long they stay stoned ( ͡° ͜ʖ ͡°). The magic vamp is just a magnificent bonus. It wasn't even needed on my part.
- Medusa: Ms. Special spam. A must have in Expedition, War, etc. Pair her up with the Yeti Legendary and everything'll be dead in seconds. No more words need to be said.
- Ninja Dwarf: Ninja's an amazing hero, shredding backliners in a few seconds. The only flaw he had was his low defenses and durability. But with his legendary, that's all patched up. He'll be a tough butt to kick.
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