Hero of Legend
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– Lindly/Devoa
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Lindly or Devoa are the Main story character in Symphony of War.
Story
Hero of Legend is the player character in Symphony of War.
The Hero's story and abilities are the same regardless of form and name. While creating the character, the player has to answer some questions about their personal philosophy that directly impacts the main hero’s development.
The default names for the protagonist are Lindly and
Devoa for the female and the male character respectively. At the start of Chapter 2, the player is able to change the class of the hero.
Stats
Related Technologies
Related Technology that effect the Hero. Or targeted tech, there are a lot of universal effects in Technology.
Tech: | ||
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All Classes: | |
Martial Traditions | Gain Class Points 15% faster. | |
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Spirit Piercing | Magic Attacks penetrate 25% Magic Resistance |
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Mixed Unit Tactic | Gains ![]() |
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Adept Metallurgy | ![]() |
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Advanced Material Science | ![]() |
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Steel Forging | ![]() |
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Obsidian Forging | ![]() |
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Journeyman Leathercraft | ![]() |
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Behemoth Leather Armor | ![]() |
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Battle Detials: ![]() | ||
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Round 2 | ![]() ![]() |
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Extra Attack | ![]() ![]() |
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Battle Details: ![]() | ||
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Round 1 | Player Phase: ![]() ![]()
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Round 2 | Player Phase: ![]() ![]() Allies are Healthy: ![]() ![]() ![]()
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Extra Attack | Allies are Hurt:![]() ![]() Allies are Healthy: ![]() ![]() |
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Other Detials: | ||
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Strategies
The Hero always has a Heavy Infantry, Light Infantry, and Healer variant at their disposal they can freely reclass into, giving them a lot of flexability in what roles they can fullfill.
Amusingly: one of the best traits of the Hero is their durability; both in a relatively high HP stat and (for their Light Infantry or Healer options), quite a solid Armor stat. Given their death results in a game over: leveraging this advantage to maximum effect can be a little difficult, especially on harder difficulties.
Once the Hero gets upgraded to their 2nd stage and tier 3 variant on chapter 17; they're core draw becomes a massive, magic-damage nuke they smite enemies with.
Tactics
The Hero gains Leadership every time an ally captures an objective, so it's often best the Hero's squad focuses on combat actions, or utility aiding the front-lines, rather than seeking out objectives in an effort to maximize leadership gains across the army.
As a Squad leader themselves: the Hero's squad will naturally be a solid wingman to whatever core squad is doing the brunt of the heavy-lifting, though their game-over condition means it's very risky to be the core squad that's doing the heavy-lifting.
How exactly their best used does depend on their reclass options: with Captain enabling a solid off-tank squad that can function well during enemy-phase, Strider enabling a solid kill-squad that aims to kill rival squads in one clash during player-phase, and cleric enabling more of a high-defense, low-offense squad that can act as a bit of a mobile wall.
Once the Hero promotes at chapter 17:
Their large AoE magic damage makes them more specialized in the Player-Phase kill-squad direction regardless of which classline they go down, with:
- Lord offering the magic damage nuke on their 1st volley in player-phase and enemy phase,
- Infiltrator pushing the squad to the light movement type for ambush and having the best offensive lineup with Stealth-Attack + AoE nuke (albeit the magic comes 2nd), and:
- Cleric having the highest magic stat for the most devastating magical nuke.
Still: they also gain the ability to revive fallen allies (1 unit per turn) similar to healers enabling an overworld heal action; and this revive can also be converted into one such heal.
True to being a Jack or Jill of all trades, this is a player-phase action on an otherwise solid Player-Phase squad-leader though, so it's an either-or-decision that pulls the hero in 2 different directions.
Waiting for most other squads to act before removing a key threat from the battlefield, or seeing if they should revive a key fallen unit, does tend to favor moving the Hero's squad latter rather than sooner.
And most chapters alternate between combat and movement sections, were it's good to manipulate troop movement during these segments so the hero winds up adjacent to whatever squad needs the Revive.
Squads
As a durable unit, the Hero's main draw is working well at spreading damage between 3 durable units in the front row.
The Center is the most dangerous position here, mostly because it's rarely missed by any Large Diamond AoE
attacks directed at the squad; along with melee attacks that have to hit the front row like the Zweihander's
Cleave or Knight's
Small Diamond burst.
As such, it's usually best to put the hero on one of the Corners to avoid a game-over scenario if the Hero's squad breaks.
Making use of the Polearm Mastery tech's capacity to apply
Polearm Warrior bonuses to the Hero, like bonus attack vs. melee, defense vs. melee, and immunity to shock: is also a good way to bolster the Hero's durability.
To this end the Spearman and/or
Scout are some of the Hero's best squad-mates for the early stretch of the game.
Example squads were the Hero can leverage these tools to good effect:
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Once the Hero promotes, their high Leadership score will enable a lot more flexibility in squad builds, being one of the best facilitators for experimenting with a wide array of builds and unit types, and best used to explore fun new things.
Still: as an expert in player-phase kill-squad unit, they mesh very well with anything from the Magicians category.
As a key source of Revive, the Hero also pairs well with Valkyries; who contribute to more healing in the field whenever Revive is used; while also pushing squads to cavalry movement (and Canter) to maneuver around squads in need of the help.
Builds 
Traits
Immortal Spirit is a good option to get around Game Over conditions due to bad luck on an otherwise solid setup.
Leader Traits are also a strong option when found, as the Hero is always a squad leader.
Treasure Hunter,
Silver-Tongued,
Garrison, and
Counterattack are useful in every map here.
Traits like Resolve,
Unscathed, and
Warrior's Hubris are also strong picks for keeping the Hero alive.
And Executioner is a reliable way to get another
holy-magic nuke.
Artifacts
Aldor's Tower Shield,
Flame Saber, and
Donari Armor are noteworthy items in the early-game due to their impressive stat-bumps relative to their overall availability and cost.
In this case for the Captain, Strider, and Cleric; though all 3 items are good for any of these classes.
Donari Armor is the only item that really looses steam as the game goes on here as well, with Legendary items largely being necessary for better +Def or +Str bonuses.
Though on those:
The Hero being one of the best player-phase units benefits heavily from artifacts like Temporal Modulator and
Jade Figurine; enabling them to be a player-phase squad in enemy phase, or give them a 2nd player-phase turn 1/3 of the time.
Other setups include focusing on their revive; were Do-It-Yourself Bandage and
Donari Charm treat Revive as a standard healing action; in which case it's a free-action (especially good on cavalry squads as you can keep moving with Canter), and field healing/revive actions is expanded from 3 to 5.
In both cases; Valkyries are excellent teammates, given they contribute to cavalry movement (and give canter), and contribute to more heals for each healing action taken in the field.
Cyrene's Regalia is also a solid option for the end-game; given the final boss predominantly focuses on Dark damage; were 25% resistance is great for a squad that really wants to leverage Starfury's damage bonus against him with every use of
Donar's Blessing.
The 8 Magic with no downsides is also a nice bonus.
(Staryfury is Donar's sword, and the artifact the Hero gets at the end of Chptr 29 that gives them their 3rd and final class promotion)
Affinity
Light is the best affinity for large squad sizes, which is often one of the best assets of the Hero.
Dark is a potent power-boost when it comes to the end-game; as the Hero's Leadership can easily hit 9 units with another ~5 chapters and the last stretch of the tech tree to go; before +10 capacity is added to every squad, and then another +20 for the final chapter.
The Hero also has one of the strongest magic attacks in the game and still puts strength to good use; which also benefits from Dark.
Chapter Availability
Relationships 
Gallery
Characters | ||
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Playable Characters |
Nephilim Characters | Hero of Legend • Diana • Stefan • Beatrix • Dark Knight |
Other Story Characters | Zelos • Jules • Sybil • Barnabas • Abigayle • Narima • Raskuja • Lysander • Jaromir • Edelia • General Ragavi • Kuroda | |
Legends DLC | General Antares • Jebediah • Razehl | |
Other Unique Characters | Nibbler • Azuros • Unique Mercenaries | |
Non-Playable Characters |
Empress Florina • Casamir • Terenor • Duke Lothair • Zanatus |