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Do all heroes make it to endgame? The data says yes

You'll hear it in every chat: "not all heroes are gonna make it to endgame" — that some of the roster is a dead end, that investing in the wrong hero wastes your pieces. We checked it against the game's own tables instead of vibes: the level curves in CostumeLevelData and the evolution chains in CostumeEvolutionData. The verdict is the opposite of the claim — every hero in the game ends on the same top-tier stat curve. What rarity buys you is a shorter grind, not a higher ceiling.

26heroes in the data
8rarity stat curves
22heroes with an evolution path to the top curve
840pieces: Azio's whole grind to Exotic

What rarity actually decides

Heroes don't have individual stat sheets — every hero on a rarity tier shares the exact same level curve, so the six-line roster table below is the real, complete picture. The endgame column is each curve's Lv 130 cap:

RarityHeroesUnlock piecesAttack @ lv capHP @ lv capEvolution tops at
NormalMe, Berserker, Cactus, Guardian102,1351,373,176Exotic
FineBarbarian, Daisy, Princess, Ranger307,2785,907,383Exotic
RareJhin, Drake, Magma5014,09812,948,296Exotic
EpicNingNing, Bellen, Katarina7025,017223,871,434Exotic
LegendaryPunisher, Phoenix10031,306527,055,819Exotic
AncientEllyn, Storm10046,8701,177,225,148Exotic
MythicAzio, Blaster, Solarius, Misty10091,8253,898,930,653Exotic
ExoticFreyja, Hana, The Skull, Vlad100202,63883,872,906,452—

So yes — raw numbers differ a lot between tiers if you stop there: a Native Exotic like Vlad sits at 202,638 attack at the cap while a starter like Me has 2,135. That gap is exactly what the "dead end" crowd is looking at. It's also where they stop looking.

Evolution: the equalizer

CostumeEvolutionData sells a bridge from every rarity to the Exotic curve, paid in hero pieces, Evolution Stones and Red Orbs. Your power curve follows your current rarity — evolve a tier and your entire level curve moves up to that tier's numbers, retroactively. And because the chain definition is per-tier, the whole roster's paths fit in one table:

Native rarityStepsTotal cost to endgamePieces / stepEnds at
Normal75,500 pc + 325 stones786Exotic curve
Fine63,390 pc + 320 stones565Exotic curve
Rare52,960 pc + 310 stones592Exotic curve
Epic41,550 pc + 290 stones388Exotic curve
Legendary31,670 pc + 255 stones557Exotic curve
Ancient21,250 pc + 200 stones625Exotic curve
Mythic1840 pc + 120 stones840Exotic curve
Exotic0none needed0Exotic curve
Read that table again slowly: eight rarities, seven routes, one destination. The Exotic natives skip the queue by starting there (Freyja, The Skull, Hana — and now Vlad in v27, who ships without an evolution row like his rarity peers); Azio pays 840 pieces for one step; Me needs 5,500 pieces over seven steps — but they all end on the 202,638-attack curve. Remember that this progression is saved per hero, not account-wide — evolving one Mythic doesn't lift the others. The new v27 Hero Collection System's account-wide codex bonuses (decoded on the Heroes page) are the first layer that does pay account-wide.

Case study: Azio, the 840-piece door

Azio is the textbook argument against the dead-end claim, so he gets the spotlight. Native Mythic, daggers, 100 pieces to unlock, kits out with Leap Combo — a teleport strike that grants an Attack Speed buff whenever the target is debuffed, upgraded twice more through the 1–6★ ladder:

That's the whole grind for a Mythic: one step. Deep link his full sheet — levels, milestones, stars, evolution — on the Heroes & Evolution page.

So where does the claim come from?

Fair question, and the answer is that it's directionally about things the data can't settle:

What the data doesn't support is "some heroes can't reach endgame." Every one of them has a paved road; some roads are just longer.

Verdicts, tier by tier

Plan around the pieces, not the fear. And when you want the exact per-step costs, the 1–6★ ladder or a build to test a hero against the tower walls, that's the Heroes & Evolution page, the Hero Builder and the DPS calculator.

Data from CostumeLevelData / CostumeEvolutionData / StarGradeOptionData / ContentUnlockData (game v27.0.0), extracted from the APK; per-hero numbers live from data/heroes_full.json. "Endgame curve" = the top lv_gid group in the level tables. Kit comparisons and meta calls are ours, not the game's. XP Hero is developed by Supercent — XPHero Fans is unofficial and not affiliated with or endorsed by them.