Hi Fellows,
Data! Numbers! What do they mean?
Season 2 is nearing the end and somewhere between thousands of Dungeon runs and an alarming number of chicken-related incidents, something beautiful happened: you all collectively broke and rebuilt the game in ways we definitely did not predict.
This post is a look back at exactly that. Not just what changed in the game, but how you played it. Who you picked. What you struggled with. What absolutely refused to die when it clearly should have. And, of course, what managed to kill you the most (spoiler: it was not always the bosses).
Some of them are impressive. Some are worrying. A few are honestly just funny.
So grab a snack, maybe a mug of something warm, and settle in. Welcome to the Campfire Checkpoint.
We are not going to over-explain or over-interpret every number. Instead, we will focus on the parts where clear patterns emerge, where player behavior stops being individual and starts becoming collective.
Because at this scale, what matters is not isolated choices. It is repetition. It is what thousands of players independently converge on without coordination.
That is where the real shape of the Season shows itself.
So with that in mind, we will start at the highest level (overall Hero usage).
Rank
Team Comp
Runs
1
Xavian / Aeona / Elarion / Rime
217,865
2
Xavian / Aeona / Elarion / Ardeos
111,845
3
Xavian / Aeona / Elarion / Mara
103,979
4
Xavian / Aeona / Ardeos / Rime
95,140
5
Xavian / Aeona / Mara / Rime
82,029
....
....
....
14
Xavian / Sylvie / Elarion / Rime
33,809
15
Xavian / Vigour / Elarion / Rime
32,397
16
Helena / Aeona / Elarion / Rime
31,198
....
....
....
18
Meiko / Aeona / Elarion / Rime
18,924
This data table is, honestly, not very surprising when you look at the Hero distribution above.
Xavian, Aeona, Elarion, and Rime clearly dominate overall usage, so it naturally follows that they also show up together in a large portion of the most common team compositions.
What is more interesting here is not that these combinations exist, but how consistently they repeat. Rather than a wide spread of experimental teams, we see a fairly stable “core group” that players tend to build around, with only small variations in the remaining slot.
The "fourth position" is where most of the actual variation happens. Swapping between Ardeos, Mara, and Tariq, but the underlying structure of the team remains largely unchanged.
The Heart of Tuzari clearly stands out at the top, followed closely by several other Capstone Dungeons such as Wraithtide Vault and Cithrel's Fall.
In addition, some encounters with fast beam-based mechanics can occasionally become harder to read under less-than-optimal network conditions, which may lead to it not always lining up perfectly with what players think just happened.
Dungeon
Boss
Team Wipes
Heart of Tuzari
Prophet Ez’rath
60,798
Urrak Markets
Drazhul the Fleshbroker and Slavetrader Brull
60,692
Sailor's Abyss
Sinthara
56,150
Cithrel's Fall
Ancient Koros
36,165
Wraithtide Vault
Deathless Katrine
35,542
Wyrmheart
Apostate Veras
33,825
Stormwatch
Warlord Brogg
31,203
Empyrean Sands
Sin-Magir
27,135
....
....
....
Cithrel's Fall
Cithrel
3939
One particularly interesting outlier is Cithrel’s Fall.
Ancient Koros ranks among the deadliest encounters in the entire season with 36,165 total team wipes, while the dungeon’s final boss, Cithrel, sits at only 3,939 wipes, making her the least deadly encounter overall.
That is a surprisingly large gap within the same Dungeon.
There are a few possible explanations. One is that Ancient Koros acts as a strong enough filter that only highly coordinated teams ever make it to the final encounter. Another possibility is that Cithrel herself may simply be undertuned relative to the difficulty spike earlier in the run. Or maybe Cithrel is just really good at... falling?
Either way, the contrast is difficult to ignore, especially considering both encounters exist within the same progression path.
The shark deaths are technically understandable. Sharks are designed in this game to be aggressive, dangerous, and very intentionally made to punish players who decide that “swimming a little closer” is probably fine.
More importantly, every single shark death was completely avoidable.
The chickens, however, are significantly more concerning.
We are still not entirely sure why so many players are dying to them with such consistency, but the numbers suggest this may be a much bigger problem than we initially thought.
One Ransack of Drakheim run lasted over 4 hours and ended with 55 total team wipes.
Somehow, against all odds, the run was still completed.
Fastest Dungeon clear is: 113 seconds.
Yes, seconds.
Before anyone asks: yes, this involved the Shadowlord. No, we are not surprised.
Looking back at all of this together, one thing becomes very clear: players will always optimize faster than developers expect.
Over the course of Season 2, clear patterns emerged. Certain Heroes became foundational, certain compositions became dominant, and certain encounters became infamous enough to carve their own place into the season’s identity.
Some of this was expected. Some of it absolutely was not.
But that’s also what makes these kinds of breakdowns interesting. Beyond the balance discussions, wipe counts, and increasingly concerning chicken statistics, these numbers capture something much bigger: how players collectively shape the game over time.
Every repeated composition, every failed run, every cursed strategy, and every completely avoidable shark death contributes to that picture.
Season 2 may be over soon, but the data it leaves behind is already shaping how we approach the future.
And yes, we are looking at the chickens.
Thanks for reading, you've made it to the end!
- Chief Rebel Team