Welcome to our guide for Dragon Eclipse, where we will be discussing the Tamers and their rankings in terms of viability during gameplay. Whether you’re a beginner or a seasoned player, this article will provide you with a comprehensive understanding of each Tamer’s strengths and weaknesses. So let’s dive in and discover the top picks for a successful run in Dragon Eclipse.
Disclaimer
Welcome to my Tamer guide & Tier List for Dragon Eclipse!
Just a quick disclaimer before jumping into the guide, this was written as of the September 13th 2024 update. Any information in this guide is subject to change at any time in the future and may not always match the current build of the game.
The Tier List rankings are of my own personal opinion, and it’s totally okay to have a conflicting opinion. This guide is to help share new ideas and get you started as a new player getting into the game.
Every Tamer has the ability to clear the game on the highest difficulty. Some just have a more challenging time getting to that point than others. Hopefully the feedback in this guide can help the Devs as well on the current state of the Mystling Tamers. I’ve played through the game quite a few times now on every difficulty, and have experimented with every tamer and many team comps, so I feel qualified to talk about the subject.
I’ll go over each Tamer individually, explaining how they work, what Mystlings do and don’t synergize well with them, and how I feel about them overall.
Remember to keep an open mind, and let’s get into it!
Arcana DeFault
Arcana DeFault is the default starting tamer you begin the game with.
Her ability allows you to select 1 free card at the end of every battle. This allows you to build a large deck, or select powerful cards without worrying about spending too many Mystberries on cards.
This is actually quite powerful! Mystberry economy is one of the single most important factors in your runs success. Saving up Mystberries for Blessings to get your Mystlings to evolve sooner is the biggest strength that Arcana has.
While it’s true you can select a card for free every single battle, and create a large powerful deck as one play style, sometimes it’s best to not select a card at all and keep your deck small and consistent. Not drawing the cards you need in a turn can lead to taking lots of unnecessary damage. With how difficult healing can be to come by, that’s something you have to keep in mind when building a deck and Mystling team for Arcana.
If you want as many cards as you can get, be sure to grab a few cards that let you draw more often!
Suggested Mystlings
Arcana can perform well with just about any Mystling team, due to her focus on cards. But these few can really shine when paired with her.
Prowler
Prowler loves drawing cards, perfect for cycling through large decks!
Iceling
Drawing lots of cards? Iceling deals more damage for every card you have in your hand!
Luminesca
Lumi can provide valuable healing and shields to the team if you don’t quite draw what you’re looking for.
Glarexus
Glarexus can sit in the back line and provide some healing with his signature card, and rotate in when needed.
Overall Notes
Arcana is a great starting character, that shouldn’t be overlooked when you have more Tamers unlocked. However, due to her rather simple ability being focused on cards, it can feel rather RNG based when playing as her. If you don’t see the cards you are looking for, she offers nothing else to the team. I often find myself not selecting any cards at the end of the battle, just to keep my deck consistent, or just forgetting that I have a free card choice available.
I would rank her as just Okay in B tier. Not the best, but also definitely not the worst.
Maya Bloomberry
Maya’s ability allows her to start each run with 20 Mystberries, while the other Tamers start with 0! Not too bad of a head start for sure. As previously stated, Mystberry economy is the most important factor in a winning run. Starting with 20 berries allows Maya to start grabbing valuable blessings and cards as soon as the first battle ends.
She can let you focus on getting a single Mystling evolved as soon as possible, or maybe splurge on good cards when they show up.
Although be warned, once those 20 berries are spent, Maya has no other bonuses to the team. Her greatest strength is a strong early game to start snowballing into the late game.
Suggested Mystlings
Maya doesn’t have too much to offer many Mystlings, but here’s a few that can pair well with her starting bonus.
Prowler
Prowler has a passive that earns you an extra Mystberry after each battle per every 10 Mystberries you have. So right away with having 20 starting berries, Prowler can start giving you a bonus 2 berries after the first battle.
Eftus
If you want to focus on a team that farms a lot of Mystberries, Eftus is your guy! Every enemy Eftus gets the final blow on will get you an extra berry to keep the berry train rolling.
Overall Notes
Maya does one thing, and she does it well. 20 starting Mystberries is huge when compared to the 0 every other Tamer gets. A really strong early game can set you up for a really strong finish. It’s very tempting to spend as much as you can as soon as you can, which can lead to her biggest criticism. Once you spend those 20 berries, that’s pretty much it. She has nothing to help aid your team in combat. I would love to see her have a more Mystberry focus ability attached to her current one. Maybe one that offers a bonus for the more Mystberries you have, or a discount in the shop.
But for now she’s just Okay at the bottom of B tier. A pretty simple and straight forward Tamer that isn’t exciting to use.
Randy the Reckless
Randy’s ability will start each of you runs by evolving 1 random Mystling on your team, at the cost of cutting their max HP in half, and restricting that Mystling from receiving healing.
“Yikes… Half health and no healing? That sounds pretty rough. No thanks!”
Hold on! This is actually an incredible passive ability that you’ll want to take another look at! Randy is the best example of Risk vs Reward done right in this game. Once you get more familiar with combat and avoiding damage altogether, the reward is very much worth the risk.
It all comes down to Mystling and Blessing synergies for Randy. Having a member of the team fully evolved and ready to go from the start, allows you to deal more damage, and focus your berries on evolving the rest of the team.
Suggested Mystlings
This is where our Hagrid inspired friend shines! These Mystlings work magic on Randy’s team.
Drosithia
Normally Drosithia does nothing for 9 whole battles. But if Randy evolves Drosithia right away, you get an incredibly powerful dragon capable of letting your team attack 3 times for 1 energy! And it has 10 attack damage right away, more than all of the other Mystlings! Easily the best pick for a damage dealer for Randy’s team hands down. Just be sure to keep Drosithia healthy, because you won’t be able to heal it this way.
Golomo
Just because you can’t heal, doesn’t mean you can’t revive. And reviving is what Golomo does best! If you pair Golomo up with Fale you can revive in battle twice for free. If you select an extra revive for Golomo and Fale when it evolves, that’s up to 4 free revives per battle! Slap on some blessings that activate when you revive, and you can go crazy just letting Golomo take hits all day long.
Fale
Fale is great for keeping your unhealable Mystling in the game. And on top of that, doesn’t even mind getting Randy’s starting evolution either. You’ll have 1 HP to start, but having access to Fale’s upgrades makes him so much better. If you get a max HP consumable before you start your run, just slap it on Fale and he’ll have a little extra HP to maneuver with.
Frogmar
Frogmar can be really tanky, or hit really hard when upgraded. With his passive to recieve additional shields, it’s a lot easier to keep him from taking chip damage during the run.
Additional Mystling Notes
Prowler and Gaiadon cannot evolve or receive Randy’s upgrade. This can help you start a run with a Mystling upgrade you want by turning the odds from 33% to 50%. I do not recommend using both at the same time for the 100% guarantee on the third Mystling evolving though. It makes for a rough team composition. Lear is an honorable mention here, he can sort of make the early upgrade work. Just know Lear will only ever receive 1 max HP on activation while under Randy’s early upgrade.
Overall Notes
Randy is a really fun Tamer to use. I wish more elements to the game had such a good risk vs reward element to them. With the right team comp and blessings, he can help you demolish just about any difficulty, if you know what you are doing. I recommend giving him a try on lower difficulties and working your way up slowly to get a feel for how differently his teams play.
I would say Randy is Great at the top of A tier.
Philip Phillips
His ability allows your Mystlings to activate their abilities twice in the combat phase, at the cost of receiving 50% less gold. I cannot stress enough how incredibly powerful this is.
Philip is not over powered per se, his reduced gold intake is definitely a big enough hindrance that prevents him from reaching that point.
His consistency in combat is what makes him so valuable, relying on a good Mystling team that wants to activate as much as they can. I recommend holding off on spending any gold with Philip until later in your run. Purchasing less often for more powerful items and upgrades will be the key to victory.
I often find myself choosing Philip as my go to Tamer for high difficulty runs using some combination of the following Mystlings.
Suggested Mystlings
There are many Mystlings that can benefit from activating more often, but here are some of the strongest candidates.
Fale
Fale is single-handedly the reason why Philip’s ability is as strong as it is. Fale may even be a rare must pick for Philip. Fale will activate the other Mystlings on the team when activated, and now he activates twice. This means your other back row Mystling will activate 4 times per turn, and your lead Mystling will activate twice too! You can stack some serious buffs, debuffs, etc. this way.
Bolb
Bolb is great, he doesn’t block, but prefers to heal himself on activation instead. More activations means more healing for Bolb, letting him soak up as much damage as possible.
Golomo
Stacking Golomo’s vulnerable debuff onto enemies is incredibly strong. I’d say vulnerable stacks are way stronger than strength stacks on your Mystlings because they stick around and add so much extra damage. Building up stacks of vulnerable more often will increase your damage output significantly.
Lear
Lear will stick to the back in the early game to build up max HP with his activation, then take the lead later on. Being on a team with Fale and Philip makes him more viable earlier on.
Gaiadon
I have reservations about the current state of Gaiadon. He sucks He’s really only usable in a very specific team combo. You want to try and activate him 5 times every turn to get the most out of him, and with Fale and Philip, that’s at least 4 right there. With more activation cards in deck he can be an ok lead at best.
Mystling Notes
I want to point out a few things to keep in mind when team building with Philip. Emberling hits his team mates when he activates, so activating twice hits your team twice. This can be good or bad, but usually bad. Luminesca can only activate once before stunning themselves, so it doesn’t benefit from more activations. Other than those exceptions, all the other Mystlings do just fine with Philip.
Overall Notes
Philip has my vote for the current best Tamer in the game. He lets your team do more of what they want to do, and that feels really good. Just be sure to keep an eye on your teams HP. The reduced gold income means you really cannot be using your gold for healing at all. You’ll end up trying to play catch up for the rest of the run and maybe scrape by.
Easily a Strong choice in S tier.
Barbara Prime
Barbara’s passive will double your Mystlings damage for the first turn of battle. However, you’ll drain 1 Mystberry for every turn passed in battle.
This on paper seems like a fun idea. Hit really hard on the first turn, and finish battles really quickly. However, this is rarely what ends up happening.
Battles in Dragon Eclipse tend to go on for quite a few turns at least. Especially if you’re trying to make sure your team stays healthy. Even if Barbara’s passive doubled your damage for the entire battle, it would still take a while to finish combats. Enemies are rather tenacious and bulky, leaving you bleeding Mystberries constantly.
Mystberries are the most important resource, outside of health. And you will find yourself struggling through the early game of your run to hold onto what little berries you have. There aren’t any Mystlings that can take advantage of the double first turn damage to great effect, due to low attacking stats.
Fear not, it’s not all doom and gloom! Barbara trades a really weak early game for a much stronger late game. It’s really gonna come down to good team building, cards, blessings, and item usage.
Suggested Mystlings
Barbara is all about aggression, so your team choice should also reflect that. Here’s a few good monsters I recommend using with her.
Eftus
Eftus is a great attacker for Barbara. On activation he gets to swing for some damage, which is also doubled. And every time he last hits and enemy, you get a free Mystberry! Very helpful to make sure you have some berries by the end of combat.
Emberling
Emberling has a great passive that lets him choose which enemy he wants when attacking. Along with his signature card that lets him attack for 300% damage, he can hit priority targets really hard on turn one.
Frogmar
Frogmar when paired with Fale, Iceling, or both, can stack a lot of strength and hit pretty hard. Also, when evolving, Frogmar can select a passive to deal triple damage on the first turn, which also gets doubled for 6 times the damage on turn one!
Pinequeak
Pinequeak can really dish out a lot of aggressive damage, especially once evolved. He can dish out damage and not worry as much about taking it, true to the aggro lifestyle! Just be sure to bring a healer like Luminesca. Reviving takes berries, and those are extremely valuable as Barbara.
Overall Notes
Barbara could use a rework in my honest opinion. One turn of double damage isn’t worth the stressful early game and one turn of double damage. She has a great end game, your run just may end before you get there though.
I think she should reward the player for turn one victories, rather than punish slow play. Maybe offer bonus Mystberries for finishing a combat in one turn? Maybe 2 extra berries for slaying an enemy in one hit? Life steal for the lead Mystling? Please, anything but the current berry drain we have now.
I like the idea of an aggressive risk Tamer, it’s just a shame Barbara doesn’t quite offer enough to the play style. As the current design philosophy for the enemies stands, turn one victories is just not a viable strategy.
Barbara is waiting for a rework at the bottom of my list in C tier.
Deckard Cardwell
Deckard’s passive limits his team size to just 2 Mystlings, but increases the amount of Energy every turn from 3 to 4.
More energy per turn is always welcome! This allows for more smaller cost card use per turn, or helps make more expensive cards more usable. The downside of having only two Mystlings isn’t even that bad of a trade off. The cozier team size helps change up the play style for the run, and offers a chance for some different team building.
This allows Deckard to be more flexible with teams and builds. Do you build a team that likes higher cost cards? Or focus on Mystlings that don’t mind swapping spots often?
You can get really offensive or defensive when building a team for Deckard, and there really is no wrong answer.
Suggested Mystlings
I’ll start this section off with a team combo I really enjoy with Deckard, followed by a few good singles.
Luminesca & Emberling
Lumi and Emberling were introduced to the game together in the same update, and they also perform well with each other on a team. Lumi has a great signature card that can use enemy attacks against them and can stack dodge after taking hits. You can activate Emberling to hit Lumi, which will cause Lumi to gain a dodge stack to prevent bigger damage. And having more Energy can help stay aggressive and defensive at the same time. Overall, a great combo I suggest trying out.
Iceling
Iceling’s signature card, Snowball, is a really powerful stun (When bosses aren’t immune). The only problem with it is it’s 3 energy cost. Any other Tamer would have to wait for a single enemy remaining to take advantage of the steep cost. However, Deckard can use Snowball and another 1 cost card in the same turn. Making Snowball feel less like a brick to draw.
Frogmar
Frogmar can pair well with Iceling, or do just fine on his own really. As long as he has some support from a team mate to help him deal damage, Frogmar loves the extra options Deckard offers. Offense or Defense, Frogmar can do both!
Eftus
Eftus also really like having more aggressive or defensive options! More attacks per turn can help secure more final blows, and keeps your berry stack high.
Fale
I’d say this is perhaps the weakest suggestion on this list, but that doesn’t mean it isn’t a good choice! Fale has an expensive signature card that becomes slightly more useable with Deckard. Fale really wants to help as many other team mates as he can when activating, so the small team size is actually an issue for Fale here. But pair him up with Frogmar, and you’ve got a decent battle buddy.
Overall Notes
Deckard turns team building on its head in a good way. It can offer a nice change of pace from other Tamers and their play styles. What he lacks in team activations, he certainly makes up for in card activations. An overall fun tamer to play around as.
Deckard sits comfortably as Great in the A tier.
Tier List
And here’s my list in it’s current state!
Thank you for reading!
Remember the tier list is only based on my personal opinion, and is only meant to serve as a rough guide to how I feel each tamer feels to play as. It’s by no means a comprehensive guide, but should help give you a rough idea of where to start if you feel like you’re struggling to wrap your head around a certain Tamer.
Again, every Tamer is viable enough to win on each of the difficulties, and are subject to change at any time after this guide is posted! I’ll try my best to update the guide in the future with any major changes or updates to Tamers occur.
Feel free to share any fun team synergies you’ve come across while playing the game!
And that wraps up our share on Dragon Eclipse: Tamer Guide & Tier List. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Lockheart, who deserves all the credit. Happy gaming!