Hi guys, Today we will show you the Ludus Tier List where you will find the Best Heroes and Ability Boost Tier List. In this, you can play with 4 types of cards uncommon, Rare, Epic, and Legendary cards.
Ludus, also known as LUDUS—Merge Arena PvP, is a Tower Defense game. We all know that legendary cards are very powerful in tower defense games. That’s why we have created two Tier lists: one for Legendary Cards and one for Epic/Rare/Uncommon Cards. You will also find the Combat Boosts Ability Tier List.
Ludus Tier List for Legendary Cards (2025)

Ludus Tier List for Epic/Rare/Uncommon Cards

Combat Boosts Ability Tier List
Duckwing (DPS) – Upon taking melee dmg, Duckwing has a chance to explode, dealing 200%/150%/100% dmg to nearby enemies, then retreat to another location. Duckwing’s ability Stuns enemies in its AoE for 3/2/1 s.
Gunslinger (DPS) – The Gunslinger’s ability has a 33% chance to restore him 500/375/250 energy. Gunslinger’s ability Shocks enemies for 3s, reducing outgoing dmg by 60%/45%/30% and slowing them down.
Monkey King (DPS) – Once per battle, after suffering a lethal blow, the Monkey King survives, deals 100%/75%/50% dmg to nearby enemies, and teleports to the back row with 40/30%/20% HP. Monkey King’s ability Shocks enemies in a small adjacent area for 3 s, reducing their outgoing dmg by 60%/45%/30% and slowing them down.
Angel (Support) – Angel’s ability has a 25% chance to restore allies 400/300/20 energy over 5 s. Angel’s attacks have a 20% chance to apply Weakness, increasing the enemy’s incoming dmg by 20%/15%/10% for 3 s.
Huntress (DPS) – 80%/60%/40% to the Huntress’ attack speed. Huntress’ attacks have a 20%/15%/10% chance to apply Weakness for 3 s, increasing incoming dmg by 20%.
Axe Thrower (DPS) – Axe Thrower’s attacks have a 50%/38/25% chance to deal 100% more dmg and apply Incurable Wound, blocking healing for 3 s. Axe Thrower’s attacks have a 50%/38/25% chance to deal 50% dmg to a random enemy near the target.
Bastion (Tank) – The Bastion periodically applies Regeneration to self for 3 s, restoring 31%/23%/16% HP.
Upon taking dmg, the Bastion has a 33% chance to retaliate with 22,5%/16,9%/11,3% of his base dmg.
Crusader (Tank) – Once per battle, the Crusader rises from the dead with 40%/30%/20% of max HP.
Crusader’s Shield attacks apply Weakness, increasing the target’s incoming dmg by 30%/20%/10%/ for 5 s.
Evil Eye (DPS) – Evil Eye’s attacks have a 40%/30%/20% chance to apply Fear 2 s. Upon each ability kill, the Evil Eye deals 200%/150%/100% extra dmg to nearby enemies and applies Fear for 2 s.
Paladin (Tank/ Support) – Calling down the hammer, the Paladin also deals 50%/38%/25% dmg to enemies in its AoE. Calling down the hammer, the Paladin also grants all allies in its AoE a Shield, equal to 30%/20%/10% of their HP. Lasts for 5 s.
Snoozamander (DPS) – The Snoozamander starts combat with 600/450/300 energy. Upon taking dmg, Snoozamander has a 20%/15%/10% chance to put his attacker to sleep for 3 s.
Kitsune (Support) – Kitsune’s ability sets the enemies on fire for 3 s, dealing 100%/75%/50% dmg. Kitsune’s ability applies Regeneration to allies in the area, restoring them 20%/15%/10% of her max HP over 3 s.
Draco (DPS) – Draco’s attacks have a chance to set the area around the target on fire, dealing 100%/75%/50% dmg over 3 s to enemies in the area. Draco can fly away from the enemy, setting the area on fire and dealing 200%/150%/100% dmg over 3 s to enemies in the area.
Mummy Warrior (Tank) – Upon death, its Sand Hounds explode, dealing 120%/90%/60% damage to nearby enemies. Each Sand Hounds’ attack also heals their summoner for 50%/35%/20% of their dmg.
Plague Doctor (DPS) – Upon death, Plague Doctor Poisons nearby enemies for 5 s, dealing 400%/300%/200% dmg. Plague Doctor’s attacks have a 40%/30%/20% chance to Poison the target for 3 s, dealing 200% dmg.
Succubus (Support) – Succubus’s ability applies Regeneration on self for 5 s, restoring 30%/24%/15% of target’s max HP and dealing the same amount of dmg. The Succubus starts with 600/450/300 energy.
Tech Golem (Tank) – Upon death, the Tech Golem explodes, dealing 300%/225%/150% dmg to nearby enemies, pushing them back, and Stunning them for 1 s. All allied Tech Golems start with a Shield equal to 50%/38%/25% of max HP.
Treant (Tank) – Treant’s ability applies Regeneration to allies caught in the roots, restoring them 20%/15%/10% of his max HP over 3 s. Treant’s ability applies Weakness, increasing the enemy’s incoming dmg by 30%/20%/10% for 3 s.
Druid (Support) – Every once in a while, upon taking dmg, the Druid applies Regeneration on self, restoring 200%/150%/100% HP over 3 s. Druid’s ability has a 80%/60%/40% chance to summon a Minor Treant.
Tips About Cards and Might
How to increase Might?
Might increases automatically, you just need to improve the level of any of your cards.
For example, if you upgrade an Uncommon card from level 3 to level 4, your Might will increase by 2%. If you upgrade a Rare card from level 3 to level 4, your Might will increase by 3%.
How much Might will I gain by upgrading a card to level 15?
For Uncommon rarity cards, upgrading a card from level 1 to level 15 will add 40% to your Might.
For Rare rarity cards, upgrading a card from level 3 to level 15 will add 60% to your Might.
For Epic rarity cards, upgrading a card from level 5 to level 15 will add 80% to your Might.
For Legendary rarity cards, upgrading a card from level 7 to level 15 will add up to 102% to your Might.
So, by upgrading all 5 Uncommon cards to level 15, your Might becomes 200%, which means that all cards have become three times stronger
Which cards should I prioritize upgrading?
You should prioritize upgrading the cards you play with, as their base stats also increase along with Might. To choose which cards from your collection to upgrade, pay attention to the cost of upgrading them in gold.
In the early stages, when cards are below level 10, it is more efficient to upgrade cards from Uncommon to Legendary, as you can maximize Might with less gold.
When your cards reach level 10, it will be more efficient to upgrade cards from Legendary to Uncommon.