As of last night, I have played every Hero in the game at least twice (I think; once for absolutely sure, but if there's a hero I failed to play a second time I can't think of it), and so I have a pretty good grasp of their playstyles, though I may have missed a few nuances. I thought it would be interesting to sit down and try to figure out, of all 18 heroes, which ones do I like the most and the least. It's a difficult analysis for me to perform, which is probably why I'm doing it; nearly every character has some things I like and some things I don't, so I'll play them all with relatively little prejudice, but overall, I've got some overall preferences, and will attempt to narrow them down to an exact numerical ranking.
Top Third
* Nightmist. I was inclined to give her the top spot after my first time playing her, but I got in another game before I made up my mind. That game confirmed that it's not as total a preference as I might have thought…I rather like the element of resource management and tricky redirection that she relies upon, but sometimes the awkwardness and fiddlyness can get to me. Having to constantly check the spell-power of cards in order to determine what she'll do is something of a nuisance, and the fact that she can't do virtually anything when out of cards or low on HP is a serious problem; I can see a lot of potential for her to be frustrating. Also in both of my games with her, I got the Amulet of the Elder Gods on turn 1, and I can see that she's probably a lot harder to have a satisfying game with if you fail to obtain that. Still, overall, I have come to regard her as having the most mechanical depth, the most enjoyable diversity of options, and the coolest overall flavor. She's not somebody I'll always be in the mood for, but I feel like it's going to be a very long time before I've fully plumbed the depths of what she's capable of (not least because I don't own her, and thus can't play endless solitaire games with her as I can with Scholar, Chrono and Zero), and thus I won't be growing contemptuously familiar with her anytime soon.
* Scholar. I love the character concept (in part because he reminds me of my best friend, an amiable old hippie who agrees that The Scholar is pretty much himself in game form), and the mechanical complexity he offers is highly satisfying to me. I'm currently estimating him at #2 on my list because of how underwhelming he can be in the early game, with only 1 or 2 cards out and possibly no use for his Power, and because there's often a bit of awkwardness with getting him set up. He seems to be the most "quadratic" of all characters, with his power level starting out at a very shallow curve and then abruptly spiking into the stratosphere, and I approve of that less than I do with a steady diagonal buildup. It can also be a problem when he's at full health and unable to regain more, which prevents him from triggering Mortal Form to Energy to deal out damage. Still, he does a lot of things I really enjoy (drawing cards, healing, resisting damage, hitting multiple targets, and chaining combos), and the bottom line is I have a lot of fun with him, at least when things aren't going horribly wrong - I've got him ranked below Nightmist at least in part because, with her, you sort of expect that things will go horribly wrong and are mentally prepared for it, whereas with scholar, you kind of actively something screwing you up just when you've finally got all the pieces put together.
* Tachyon. Was my first favorite from about the third game I played, and has largely retained that status. I'm just beginning to get a little bored with her simplicity, but her ability to play multiple cards and sometimes to get insanely large effects out of them remain highly satisfying to me. Playing her feels like a game of pinball - you have to think a little but not too hard, and you get a lot of very quick rewards for your effort, but the appeal eventually wears thin. I have a spectacularly poor win record with her (she's won only 3 out of 7 games where I was present, and in one of those she was more useful dead than alive, while in another she had been completely neutered by the end; the games where I actually play her myself almost always seem to be against the hardest villains, and her low HP means she's usually one of the first to die), but I almost always enjoy myself when playing with her.
* Chrono-Ranger. Earlier in my time on this forum, someone heard me talking about my preferences in other heroes and suggested that I'd probably enjoy Chrono-Ranger; I can now verify that this person was right. While my top five characters are practically a tie, I've kind of pushed CR toward the bottom because of his linearity, which is both a strength and a weakness, but overall tends to negatively affect his panache. (This may change with time, as he's less likely to be completely screwed out of a game than many characters, and thus is less likely to have his rating go down when I'm in a bad mood.) Nearly always tossing off 1 damage in addition to everything else he does is a good way to stay engaged in the game, but often there are a shortage of useful options for such attacks, and the repetitiveness is a downside as much as the reliability is an upside. He offers a diversity of options with his equipment and Bounties, which is good; the base experience is very satisfying, and he has a lot of potential to skyrocket in power if things go right, while he's less sensitive than most heroes to them going wrong. Overall, a very well-rounded, strong and enjoyable hero, but the flavor isn't ideal for me and he's a bit simpler than other highly-involved heroes, so I don't feel that he quite takes the top spot.
* Absolute Zero. I've debated ranking AZ above Tachyon before, but for now have decided against it, since he has more potential to go awry and be left stuck without good options. Even so, I love the combo-centricity of the character, as well as his disgruntled and sarcastic attitude, and the way his effectiveness varies wildly in different Environments. He has a lot of cards which can end up being duds depending on the situation, and that can be frustrating, but overall I find him very engaging most of the time.
* Expatriette. I'm not into guns at all, and so from a flavor perspective, Expat is an absolute bletch to me. But mechanically, I find her very satisfying. The Ammo cards are often useless, and getting a Gun into play is often much harder than it should be, but when she works, she really works, and I find the array of options she offers very enticing. She's kind of my own personal dark horse, the character I didn't expect to like, yet somehow do.
Middle Third
* Omnitron-X. This character has the potential to end up in the top third instead, but he's got an awkwardness and repetitiveness that I feel keeps him from cracking that for now. Too many of his cards are Components that blow up when he's walloped, too many of his options involve discarding or destroying his own cards, the Plating mechanic is somewhat annoying, and I often fail to find good targets for Bio-Engineering Beam. Interestingly, I have never used Reset in either of the games I've played with him, but it's not likely to improve his ranking when I do, as I consider extraneous shuffling to be a nuisance, and not entirely beneficial anyway. The extreme narrowness of Defensive Blast, offset by its ridiculous potency when it works, is a sore spot to me; I don't tend to like characters that are too swingy, with too much potential to take over the game or to fall flat. Note that Omnitron is very high in my rankings in spite of all these failings; the Timeshift power alone is pure awesomeness, and he gets to play still more extra cards with Slip Through Time and Electro-Deployment Unit, so he's front-loaded with a lot of things I love…he just also has a lot of ways to screw up, and as a result ends up being a highly conditional fave.
* Tempest. Extremely powerful, but simple enough to make a good starting pick, Tempest is just an all-around solid character, and that's pretty much all I have to say about him.
* Visionary. She was an early favorite of mine, and I still love her playstyle…but the extent to which she utterly takes over and neuters several matches have left me reluctant to play her again. Were she more completely about Wrest the Mind, Twist the Ether, and Mental Divergence, she'd be an absolute, no-qualifications favorite of mine, but as it stands, her Enlighten power means that she spends a lot of time churning through her deck, and sooner or later comes upon Precognition and Suggestion, cards which are too powerful not to play, but result in an otherwise-challenging match turning into a cakewalk. It's rather sad, and it's happened to me too many times, so my original fondness for Visi has been severely tarnished. (And I have absolutely zero intention of ever playing Dark Visionary, a version which gives up her awesome Enlighten Power in order to become even more thoroughly the part of her that I don't like.) She also leads to some frustration when I spend too much time drawing her more underwhelming cards, such as Mass Levitation, Mind Spike, Precognitive Vision, or even Foresight (which is better than Enlightening herself, but lacks the ability to help other characters, and overall tends not to seem like the best use of my card play for the turn).
* Unity. Flavor-wise, I absolutely love her; she's one of my very favorite characters on a strictly conceptual level. But I'm forced to rank her as low as this because she has TWO of the three things (the third is being flat-out boring, which fortunately doesn't apply to her) which I see as being able to ruin a character: being powerful enough to utterly steam roll a game, and the potential to be completely useless and frustratingly unable to turn things around. It's very possible for Uni to get a bad draw or be screwed by villain/enviro cards, and be left with two or three Golems in hand and no way of playing them; conversely, if she draws no Golems at all, but just a bunch of Volatile Parts and Powered Shockwaves, she's not getting anywhere either, and can't even cannibalize her allies' Equipment to fix the problem. (Also, the game is supposed to be co-op, but bot-fix is the kind of power that lets an antisocial player screw his buddies over and sabotage the entire group's chances of winning, just because the player is the kind of person who wants to dominate the game rather than sharing in a collective victory. Between that risk and the general fact that she's complicated and potentially frustrating, I strongly believe nobody should ever be offered the chance to play Unity until they've played the game several times with more standard characters.)
* Ra. I don't think I'm exagerrating when I say that Ra is the single simplest, most newbie-friendly character in the game, and as a result, he inevitably becomes a little boring once you've played as often as I have. But he's very good at what he does, has a surprisingly wide array of ways to do it, and the bottom line is that I love Egyptian stuff, so in spite of his almost insulting straightforwardness, Ra still manages to rank fairly high among my preferences, even though I always try to find other characters I'd rather play before resorting to him.
* Haka. The very first character I played, he's never really excited me, but I consider him very solid. His immense HP simply means he stays in the game longer than most, and that alone is an advantage; he also has a built-in damage power, which is something I usually wish I had when playing the more involved heroes. He draws a ton of extra cards, although I usually find myself playing his Hakas just for card draw because I don't want to discard anything. It annoys me how powerful the Taiaha is; once that shows up, there's no reason not to use it, but it seems to outshine so many other options that I can't help but feel saddened. Savage Mana is an absolute spoiler in certain otherwise-difficult matches, and it varies whether I feel that this is a good thing or a bad thing. Finally, he has a lot of cards that are only useful in certain Environments, and I seem to be extremely good at drawing them when not in such environments. I consider him a good fallback character, but one I've resorted to too often, and thus I try to find reasons not to play him again, so as not to intensify my feeling of meh-ness.
Lower Third
* Mr. Fixer. I wanna like this guy, I really do. But the bottom line is, he seems to be really weak, and I've yet to have a single game where he was able to get both a Style and a Tool in play so he could really go to town. Usually I draw multiples of one or the other of those things, leaving me with few cards I can actually play, and his little 1-damage plinks are hardly worth bothering to do. If I recall my rankings correctly, he's the only character who I've played three times and not scored a single victory with. I find his intricacy conceptually interesting and keep wanting to give him another chance, but I have yet to even start really enjoying myself with him - even when he's almost beginning to work, he's really not that much fun to me, and the bottom line is that fun is what it's all about.
* Wraith. The very first character I played, she's almost as simple as Ra but has a little more depth, although I don't enjoy her as much on a flavor level. The effectiveness of Micro-Targeting Computer plus one of her throwing weapons leaves me with little desire to explore the other options she possesses, which is a real pity. I think the most fun I've ever seen someone have with her was when a Ruins of Atlantis card forced her to play an inconveniently-timed Inventory Barrage and throw away all her stuff for a non-lethal blow to the villain (who was Gloomweaver, so we weren't even supposed to be attacking him anyway, as we were waiting for his third Relic to come out so we could kill that and win). She has the potential to be fun, but is unlikely to fully utilize it, and so I tend to leave her on the bench these days.
* Bunker. I started to develop a bit of a fondness for Bunker's mechanical complexity early on, but it faded fast; he's neither a simple character nor an intricate one, but in an unhappy medium where he takes effort to figure out but is quickly solved and left without further depth. Once you get that it's all about Recharging until you draw the other two Modes, then Upgrading to get down two guns and going Turret for the rest of the game while you fire them, you quickly realize that the entire rest of his deck is irrelevant and you'll never do anything interesting thereafter. Add that to my lack of personal fondness for the military theme, and I've got very few reasons to like Bunker, though I will occasionally give him another chance to try and impress me.
* Fanatic. I'm strongly un-fond of her Christian-ness, and while she has a lot of fun cards (I do wish anyone else got something like Final Dive or Embolden), she also has a lot of ways to completely take over the game (I've seen so many villains finished off by Wrathful Retribution or utterly gimped by End of Days; it's long ago stopped being funny). I like to say that if your idea of "strategy" is to pray for a miracle, Fanatic is your character, and she's very definitely not mine, but I not only don't tend to want to play her, I often would rather she wasn't being played at all, because of how much potential she has to eclipse the contributions of the other heroes.
* Argent Adept. I saved this character for last to try, because I wasn't interested in his musician-ness and because he was rumored to be fiendishly complicated. Turns out, he was even MORE complicated than the rumors held, and I don't feel that the complexity pays off with a deserved reward, as is true for Nightmist or Scholar or Zero. He has a lot of different effects among his music Ongoings, but many of them strike me as relatively weak (healing is nice, but it's only 1 point at a time; card-control is only worthwhile if you'll survive long enough to draw and play the resulting cards, which is less likely since the Adept hasn't done anything to stop the villains while he was setting up your cards, and destroying Ongoing or Environment cards is theoretically a life-saver, but very often there aren't any out which are worth bothering with). And above all, I find it a nuisance to have to track which ongoings are Melodys, Rhythms or Harmonies (the cardnames don't tend to help much, at least not unless you're a music geek), and which instrument will play which half of which of those card types; it's a lot of hoops to jump through, and only a few of the effects seem to have enough of a payoff to justify that. Overall, while I'm due to play him a bunch more times and may eventually decide he's somewhat more enjoyable, I currently feel very justified in calling him one of my least favorites - too much effort for too little result, and an unappealing flavor on top of it.
* Legacy. I wish I could like this guy, since conceptually he appeals to me - as something of a USA Patriot myself, I want to be able to cheer for a character that combines some of the best aspects of Superman and Captain America. But the fact of the matter is, Legacy's Galvanize power makes him a glorified cheerleader, his deck has an extremely high proportion of situationally-useless cards (Danger Sense, Next Evolution, Lead from the Front, Surge of Strength, Heroic Interception, and even Bolster Allies if the heroes won't survive long enough to play the cards they drew…all of these can fail to be relevant under fairly regular circumstances). When he's at his absolute best, he can entirely render the hero team invincible (to the best of my knowledge this is only possible in one Environment, but still), which is not necessarily a good thing, since the game is less fun when it entirely ceases to be a challenge. It's nice to have Legacy in your game, but I don't want to be the one who's stuck having to play him; his simplicity and "buddy-buddyness" makes him a great choice for new players, and I of course have long since stopped being one of those, so now I am quite confident in saying that Legacy is the character I least wish to play ever again.

