In the past, trying to acquire and improve great TWD Fighters has been a frustrating process. We made some improvements in the S-class world by presenting progression and collection opportunities for S-class cards, giving progress towards older Fighters in tournaments, and providing new characters through events. 

However, we don’t think the S-Class card collection experience is hitting the mark — it is too long of a grind to acquire content, with very little payoff until the very end. Slowly collecting thousands of cards for months before you can even play with a Fighter is not fun. S-Class fighters also require too much gear and too many trainers for too little gain. 

We’re aiming to fix all of that with the Conquest update, while doubling down on what’s been working. In a mobile RPG, you as a player should feel like you have the ability over time to collect the characters you want – and then choose which ones you level up and put on your best teams.

The Walking Dead Meta is an evolving experience that goes through its ups and downs. We’ve seen first hand how frustrating it can be when the meta is stale and everyone has the same Fighters. We’ve also seen how challenging it can be when a few newer Fighters are massively overpowered, with jack of all trade skills that invalidate the need for thoughtful team construction.

The Conquest Update comes with a reimagining of how we as a development team think about our Fighter designs. New Fighters in the Conquest update will still be designed to be awesome and exciting, but they are also designed with specific combat purposes in mind. We want to avoid situations where a new character is the best at everything, but rather, design each character kit with the intent of accomplishing a specific, niche goal in combat, and not have these Fighters limited to a narrow group of players. Our ultimate design philosophy in the Conquest World is:  “Every character has a purpose”.

Our Solution to both problems: Mythic Fighters! We know you have lots of questions. Our summary video below and the rest of this blog post describe what Mythic Fighters are, and why they are different. However, you can read more about how you’ll acquire Mythic Fighters on Day 1, and how all the progress you’ve made in the S-Class and 6-Star world will be valued and preserved HERE

After taking a long look at the S-Class character meta and systems, we came to the conclusion that the only way we could fix many of the issues we face today is through introducing a new rarity of fighters called Mythic. 

With Mythic Fighters, we plan to address many of the challenges in acquiring Fighters that we see in the game today.  Mythic fighters will have a different release cadence than S-class, will improve in a more accessible way, and will be useful and relevant throughout different game modes for a long time. We want you to take your Mythic Fighters with you throughout your RTS journey.

We also wanted to bring the meta back into a player friendly state, streamline the combat roles that fighters fill, and create a less frustrating and more rewarding Fighter acquisition process. Mythic Fighters will have higher stats than S-class at max level, and a ton of new and exciting abilities.

Mythic Grades

Mythic Fighters utilize a new Grade System that incorporates Ascension into powering up your fighters multiple times. Each Mythic fighter will start at Grade 1 and can be ascended to higher Grades which unlock more powerful abilities and higher level caps – and unlike 5* and 6* fighters, there is no level requirement to Ascend Mythics! At launch, Gold Mythics will be able to reach Grade 5.

  • Grade 1 – 200 Level Cap
  • Grade 2 – 300 Level Cap
  • Grade 3 – 400 Level Cap
  • Grade 4 – 500 Level Cap
  • Grade 5 – 600 Level Cap

Each time you ascend your Mythic fighter to a new Grade, they will be automatically granted a Rush, Signature Move, or Passive improvement, as well as unlock access to a new Mythic Skill Upgrade!

Signature Moves

Signature Moves will replace Legendary Active Skills on Mythic Fighters, and are our solution to many of the problems Active Skills may have in game today.

  • SM’s (Signature Moves) will generate AP regardless of if the skill is cleansing, healing, or doing damage. This means nearly every time they are off cooldown, you will want to use them
  • SM’s are designed to be used much more effectively by the AI whether on defense or during Autoplay
  • SM’s on average have shorter cooldowns and initial cooldowns, so you can use them a lot more frequently
  • SM’s have a ton of new, awesome ways to change combat. Some example SM’s are:
    • “Attack an enemy for 115%. Recover Daze from up to 2 teammates”
    • “Attack an enemy for 200% damage and cause 30% Infection to one other enemy for 2 turns”

Mythic Abilities (Skill Upgrades)

Every Mythic Fighter will have a variety of new Mythic passive abilities that make them more complete and battle ready than ever before.

  • Each fighter will have multiple passives that are unique to that fighter
  • Passives abilities are designed to make the fighter better at their role, whether it be preventing healing or tanking damage for other fighters

New Passive skills and ability improvements will be unlocked upon ascending Mythic fighters to higher Grades.

  • Some skills will be automatically granted as you Ascend your mythic fighters
  • Some skills will be unlocked and will have to be leveled up individually

Role Specific Skills

Each combat role (Damage, Medic, Tank, Support, and the new Control role) is designed to excel at its primary function, and not exceed the bounds of what it was designed to do. Ever thought that the best damage character in the game was actually a support role character? Not anymore! Here are the role specific Fighter Skills:

  • Damage: Basic attack damage increase
  • Medic: Part of healing done is converted to extra bonus HP
  • Tank: Crit Resistance
  • Support: Lower chance to trigger enemy weapon effects, and have enemy weapon effects trigger on them 
  • Control: Chance to pierce through resistances

Comic Character Inspired Designs

We want each fighter to match their personality in the comics, and their combat abilities are designed to reflect that. Our awesome new dossiers will showcase the fighter personalities, with all new unique art and all new unique skill icons.

Silver and Gold Mythic Fighters

There are two types of Mythic Fighters, Silver and Gold. 

Silver Fighters:

Silver Mythics can be ascended up to Grade 4, and will fill powerful niche roles on your various combat teams. These fighters will also prove incredibly valuable in various Trait, Role, and Fighter specific game modes. Don’t underestimate these fighters in combat! 

Silver characters will have slightly less base stats than Gold because they can only reach Grade 4. Silver Mythics can be combined together to make them even more powerful, and then further fused into your Gold Mythics to make those fighters even stronger! All 6* fighters (non S-class) can be ascended into a random Silver Mythic of the same trait. There will be 12 total Silver Mythics on launch day, and we do not currently plan on introducing any more.

Gold Fighters:

Gold Mythics can be ascended up to Grade 5, and will make up the majority of your powerful teams. Gold Fighters will use Silver Mythics as their primary Ascension material, and will need a duplicate copy of the fighter to reach Grade 5. Because Gold Fighters can reach a higher Grade, they can reach higher stats than Silvers, and have access to more skill improvements. There will be over 30 new Gold Mythics on launch day!

A note on Silver and Gold Fighters: Players of all types of engagement and play styles will have access to a healthy mix of both Silver and Gold Mythic Fighters. Gold fighters will not be “premium”, and Silver Fighters will not be “free” – each type of character is necessary to progress.

Staying The Same – Leveling, Gear, and Skill improvements

Mythic fighters will continue to be leveled with trainers and require largely existing gear to bypass milestone tiers. Our intent is that Mythic characters will require less gear and fewer trainers than S-Class per level, and that gear and trainers will be significantly easier to obtain than before through the many other updates we’re making with this release, including World Map grindable drops and new Training Grounds.

Leader Skill Update

We feel that the current Leader Skills on S-class characters limit team creation. For that reason, all Mythic Fighter Leader Skills at launch will be rainbow leaders (affecting all teammates) and have decreased stat gains. Feel free to even experiment without leaders on your team!

For these reasons, all allied S-class leader skills will only affect S-class rarity characters and below. All Mythic Leader skills will affect all fighters.

Duplicate Fighters

We’ve seen that sometimes the best strategy is to stack multiple of the same character on a team – we don’t think that’s very fun, and it limits what we can do with character designs. For this reason, you can only put one of each Mythic Fighter on a team. But don’t worry, extra copies of the fighter you may get can be fused into the original character to make it stronger!

Revive Update

Revived characters will no longer be able to come back to life with full AP. Instead, they will revive with a maximum of 50% AP and be able to take their turn. This change applies to all characters of all rarities.

AP Update

We are completely removing AP gains from all Mythic Leader skills, and to compensate, decreasing all Mythic Adrenaline Rush speeds by 10 AP! This means that Mythic characters will rush on the same turns as S-class, but you no longer need to have an AP leader.

Combat Mod Updates

We want your Combat mods to be just as effective on Mythic Fighters as they are on Legendary fighters. To accomplish this, we will be changing all base stat mods from flat stats to percentage based increases in this update. Don’t worry – you don’t have to do anything, your mods will automatically update for you! Nothing changes in how mod stats are calculated, they will now just be percent gains from your characters base stats. This means that your Mods will grant similar stat gains for current S-class Fighters and give you even more stats for Mythics! 

Bleed/Burn Changes

Similar to Combat Mods, we will be changing Mythic, Crafted Weapon, and Mod Damage Over Time effects to be percent based. Bleed and Burn will still apply flat values that are not changed by damage reduction, but it may be as a % of Attack or sometimes even HP. 

Example: Deal 10% of this character’s attack in bleed damage for 2 turns.

Team Grade Update

Your team grades will no longer be measured in a letter + number format. Team grade will be calculated the exact same way as before, but will now be represented by a flat number. We hope this provides a more granular insight into how strong your teams actually are, and lets you improve your team grades more often.


The day the Conquest Update launches, there will be approximately 45 new Gold and Silver Mythic Fighters available that can all be acquired within the first week of gameplay – with many more on the way. We have developed a careful, player-focused transition plan to make this power jump unlike any previous power expansions RTS has ever seen including 6*, Gen 2, and S-class.

Click Here to go back to the Conquest Update Overview.

Click HERE to continue learn how your current S-Class roster can earn your first Mythic Fighters.