Ming overview
Neither his damage nor durability stands out, but he can fill a required class slot when no better option appears. One B-rank path gives enough active damage to carry early Act 1. Another can move to reserve and support a stronger Vanguard such as Rip or Rowan.
How to use Ming
Game plan
- Buy him only when the team needs an early Vanguard or tank.
- Use him to progress the Rift Seal.
- Transfer his defensive items to a stronger tank and sell him quickly.
Items
- Give him max-health and defense items that can later transfer to the replacement tank.
Positioning Use him on the frontline only as long as he remains the team's best available tank.
Source limits The guide offers no durable Act 2 plan for him.
Ming 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 active-ability route can serve as early Act 1 damage. The backup route is useful behind another Vanguard such as Rip or Rowan.
The Searing
Game data onlyChannel flames to deal 100 (+25 Max Health +100 Magic) damage, inflict 7 Burn per Rush triggered this game, and Stun all surrounding enemies for 3 seconds.
The Tempered
Game data onlyFor Rush (15), Vanguards gain 20 (+30 Rank)% Max HP. Backup.
The Enlightened
Discussed in sourceIncrease the duration of Rush abilities by 0 (+2 Rank) seconds. For Rush (1), Ming is immune to damage.
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.
VanguardBase class15 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.


