Dragomir overview
His C-rank damage is already useful, and Omnivamp sharply improves his output. The preferred route converts that early power into extra shards, helping the whole run develop. Without an additional rank or exceptional relic support, his damage rarely remains competitive through the endgame.
How to use Dragomir
Game plan
- Let him carry and generate income through Act 1.
- Track whether he is still securing kills as Act 2 begins.
- Sell him once he stops contributing meaningful damage or economy.
Items
- Omnivamp provides a major early damage increase.
- Avoid over-investing in items that cannot be transferred when he is sold.
Positioning Field him where he can reliably finish targets and trigger his kill-based value.
Source limits He may remain viable longer with another rank-up or unusually strong supporting relics.
Dragomir upgrades
Rank B cards and A/S pools are current to Demo 0.5.5. The guide itself remains tied to the older video patch; notes appear only when the video covers a choice. The Mage-flavored specialization is the creator's usual choice for early income. A pre-ranked Dragomir with another path is still a strong Act 1 purchase.
The Greedy
Game data onlyDevour generates 2 (+1 Rank) more Shards on kill. On cast, consume 2 Shards to permanently gain 1 (+1 Rank) Omnivamp and 1 (+1 Rank) Crit.
The Sanguine
Game data onlyGain the Mage class and 25 Magic. On cast, gain 0 (+5 Rank) Omnivamp and teleport behind the lowest health enemy according to its facing. On Devour kill, gain 60 Mana and Stealth for 4 seconds.
The Kingpin
Game data onlyGain the Vanguard class and 200 Max HP. For Rush (8), Assassins and Vanguards gain 1 Omnivamp and 1 Crit per Shard generated this game. Backup.
Class modifiers
A and S use the same pool. Each rank adds one modifier. Offers are random; S excludes the modifier already owned. Base pools always apply; a Via pool applies only when that Rank B path is selected.
AssassinBase class15 modifiers
Critical Invigoration
Assassin / Duelist / WarriorOn Crit, heal 50% Crit health and gain 3 Mana.
Rush Overdrive
Assassin / Vanguard / WarriorRush abilities last 3 seconds longer. Backup.
On Crit, inflict 1 (+10% Crit) Poison on the target.
Gain +80% Crit against enemies with Poison.
At start of combat, inflict 30 (+50% Crit) Poison on all enemies.
At start of combat, if this Hero is in the front row they gain 250% Crit Defense.
On Rush trigger, Assassins gain 15 Crit, 15 Attack, and 15 Magic. Backup.
On Crit, permanently gain 1 Attack and 1 Magic.
For Rush (10), gain +100% Crit.
Every other Crit, gain 1 Shard.
On kill, gain 8 Shards.
For Rush (10), Assassins gain 1 Crit per Shard in bank. Backup.
At start of combat, gain Stealth for 5 seconds. On kill, gain Stealth for 5 seconds.
At start of combat, if this Hero is in the back row they gain +100% Crit and Stealth for 5 seconds.
Gain 60 Crit and 20 Omnivamp.
MageVia The Sanguine15 modifiers
At start of combat, if this Hero is in the front row they gain 100% Magic Defense.
At start of combat, if this Hero is alone in the back 2 rows they gain +33% Magic and +50% Crit.
Stall abilities trigger 6 seconds faster. Backup.
On auto attack, deal 100% Magic bonus damage.
On cast, gain 100 Crit.
On cast, inflict 50% Magic Burn on enemies in range.
On cast, gain 1 Magic per 4 Burn on enemies in range.
After Stall (20), inflict 80% Magic Burn on all enemies.
At start of combat, Mages permanently gain 20 Magic. Backup.
On cast, inflict 25% Magic Frost on enemies in range.
On cast, gain 1 Magic per 5 Frost on enemies in range.
After Stall (20), inflict 35% Magic Frost on all enemies.
After Stall (25), permanently gain 40 Magic.
After Stall (15, Stall 30, and Stall 45), gain 100 Mana.
Gain 8 Mana Regen and 40 Starting Mana.
VanguardVia The Kingpin15 modifiers
Rush Overdrive
Assassin / Vanguard / WarriorRush abilities last 3 seconds longer. Backup.
Distraction
Tank / VanguardAfter Stall (10, Stall 20, Stall 30, Stall 40, and Stall 50): Taunt all enemies.
At start of combat, give this Hero and adjacent Heroes 25% Max Health Max HP.
The first time each combat this Hero goes below 50% Max HP, they gain 50% Max Health Shields and deal 50% Max Health damage to adjacent enemies.
Vanguards gain 13 (+10 per rank) HP/S. Backup.
Each second, deal 3% Max Health damage to adjacent enemies.
On Rush trigger, gain 100 Max HP, 12 Attack, and 10 Attack Speed.
For Rush (12), gain +100% Max HP.
On auto attack or when auto attacked, inflict 1 (+1 per 800 Max Health) Burn on the enemy (Max: 7).
Vanguards gain 40 (+50 per rank) Attack. Backup.
At start of combat, inflict 30 (+1 per 50 Max Health) Burn on all enemies.
On auto attack or when auto attacked, if the enemy has Burn gain 1 HP/S.
Whenever a Vanguard auto attacks or is auto attacked, they gain 25 Shields. Backup.
Gain 1000 Max HP and 20 Omnivamp.
At start of combat, give all Heroes in the front 2 rows 66% Max Health Shields.
Single-hero sandbox. Position, upgrades, items, teammates, and relics are left blank.


