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Super Spell Heroes Review

Super Spell Heroes Review

Yet another mobile game, Super Spell Heroes (or SSH) is a 1 on 1, match-3 real-time take on battles with a twist of elements (how exciting!) Bet you haven’t heard of it though and that’s why I’m here. Hopefully, by the end of this review, you’ll have found your newest mobile game addiction.

As a mobile game review, it will be split into 3 parts: general, gameplay and personal thoughts. Without further ado:

General

Developed over a year ago (as of the time of this review) by Sviper GmbH, SSH is a promising game with tons of potential.

The basis is that you are an all-powerful wizard who uses elemental magic and must defeat the forces of evil.

The game is played 1v1, real-time, and it’s based on a match-3 system. That also makes it a real-time strategy game, and it has some collectible card game elements to it.

There are changes to the game usually every month, but some months might have more updates than others.

The monthly basis is the very least. As a new game, from a relatively unknown developer without many resources, the game still does its best.

There is no competitive scene, not in the form of esports at least. You can compete for the most shards (which serve as the game’s ranking system).

With enough support though, everything’s possible and I’m sure that an esports scene is in the plans if the game becomes very popular.

There are a handful of characters in the roster for now, but every character has (besides a unique way to play) a bunch of different builds you can try.

As mentioned, the game is relatively new, and it doesn’t have the proper resources to advertise itself, nor enough features to support a ton of newcomers.

But we stick with the potential, and this game has plenty for anyone willing to support it.

Gameplay

Does the gameplay justify the patience we must give and the support we should offer? I certainly believe it does.

As I said, you control a wizard in battle. There are 10 wizards to choose from, but you’ll start with only one. Each wizard masters 2 of the existing 5 elements. When you unlock them, you get their basic deck along.

Every deck has 9 cards separated into 4 spell tiers:

Super Spell Heroes Review
Notice the spell charge bar below each player’s HP bar. Also, notice the tier spells allowed shown by the small gem to the right of the HP bars.
You can also see the enemy’s board so you can have an idea of what they’re gonna do.
  • Basic spells, marked by a grey gem. There are 3 basic spells in each deck.
  • Advanced spells, marked by a green gem. There are 3 advanced spells in each deck.
  • Elite spells, marked by a light blue gem. There are 2 elite spells in each deck.
  • Ultimate spell, marked by a purple gem. There is only 1 ultimate spell in every game, and it usually serves as the deck’s win condition.

When you play, you will get some random spells and mana dropped. However, at the start of the game, only basic spells may drop.

As you cast more and more spells, you fill up your spell charge bar, and once it’s full, you unlock the next tier of spells.

Mana is the non-spell elemental blocks that drop. In order to cast a spell, you must connect it with two or more mana of the same element.

The more mana you use, the more powerful your spell will be, and the more you fill up your spell charge bar.

This leaves you with a very hard choice though; do you use all of your mana in order to fill up you spell charge bar faster and cast more powerful low-tier spells, or do you play conservatively, saving for that one big juicy ultimate spell? The choice is up to you.

Every character will have a plethora of spells from each category to choose from, and your deck (and character) determines your playstyle.

Some characters share the elemental mastery over 2 elements, but even they have different choices of cards and by extension, different core playstyles.

You don’t even have to worry about wizards having the same set of spells (which will happen often, trust me).

The ones with the same elemental pair usually have very distinct playstyles due to their unique spells. The game even encourages you to play with everyone!

There are 5 elements in this game and roughly, each has a unique playstyle. The game began with 4 elements, and the fifth element of water was added recently.

I can definitely see more elements being released, but now, I’m guessing they’ll focus more on using water along the rest of the elements first… Anyway, the five elements are:

  • Fire, the first of the 2 elements you’ll be acquainted with at the start of the game. Fire tends to be pure damage (or support for more damage later), with many nuke spells.
  • Nature, the second of the 2 elements you’ll be seeing at the start. Nature is defensive by nature (pun intended) with lots of heals and blocks.
  • Light, the spam element. Light typically tries to spam you with repeated spells or by refilling your mana. By spamming, they also reach higher spell tiers faster and quickly overwhelm their opponents.
  • Earth, the hard-hitting element. Generally, earth has a mixture of offensive and defensive spells, and they all revolve around the same concept; high risk/high reward. Typically, when you cast a (very slow) earth spell, you get a weakness token, which reduces the damage you can do for a while. This offsets the fact that earth spells are extremely powerful, both offensively and defensively. Earth is very good at disruption too.
  • Water, the annoying element. Since there is only one character that uses water, I don’t have the full picture, but generally, water wants to… flood the opponents field with water tokens and disrupt their plays. These tokens start to timeout when they reach the bottom of the board, and your purpose is to turn them into ice tokens which stay until your opponent has no more moves left, after which the explode, dealing huge damage.

There are characters of every elemental pair possible, bar anything with water. Water is only combined with earth, for now.

By winning battles, you earn shards (which as aforementioned are the game’s ranking system) and move to new areas. every new area allows you to unlock some new characters and some new spells for each character. You can unlock these things by doing quests which appear as you play the game.

Quests also give you spells you already have. The purpose is to collect enough so you can upgrade the spells you want to use.

As you upgrade spells, your wizard gain experience, after enough he’ll level up, gaining more max HP.

You can boost almost everything in this game by watching ads. You can also pay directly for cosmetics and cards.

There are also clans that mostly serve as ways to gain an extra spell because they don’t offer too much in particular. Personal friends, however, are better, as, with every win, they strengthen the friend bonus chest you get once a week.

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Personal Thoughts

This game is pretty fun to pass the time. The experience is more casual than other, more competitive games, but it takes just as many skills and mechanics. Like most mobile games, your reaction time must be top-notch.

The game surely serves its purpose despite its age and humble beginnings. I believe that with enough support, it can become a big enough game to rival the top ones.

As for the matter of P2W. This game certainly gives you an advantage if you pay, but which game doesn’t. Fortunately, it isn’t as bad as Clash of Clans for example, and you can happily play the game for free without fear of being terribly behind.

Honestly, I’d rate this game as much as Clash Royale, because, even though it’s nowhere near as competitive, it has tons of potential.

General Rating: 7.5

Do you play this game? Have you started it after reading this review? If so, feel free to send me a request on Facebook, Messenger, Viber or Email. Just ask so in the comments.

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