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Artifact Green Heroes Ranked – ArtiGaming
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Artifact Green Heroes Ranked

Artifact Green Heroes Ranked

Green seems to be the weakest color in Constructed right now but makes up for that by being the strongest color in the Draft format. Green is the color of ramp, healing, and buffing units in Artifact and, although green heroes are not that strong on their own, you combine them with heroes from a different color and some nice synergies come into play. Green/Red leads to powerful ramp decks while Green/Blacks makes for very strong aggro decks.

There are 12 Green heroes in Artifact and we ranked them according to their power level into 3 tiers:

Tier 1: The best heroes so far, meta defining, that will be auto-included in their archetypes as staple cards.

Tier 2: Good heroes that are going to see competitive play, but in niche decks and which have certain weakness making them situational and not auto-include like those in tier 1.

Tier 3: Situational heroes that are good for beginners, very specific scenarios or for meme decks. Their power level is slightly lower than those which see constant competitive play.

We also have live rankings for the other colors:

Red Heroes Ranked

Blue Heroes Ranked

Black Heroes Ranked

Tier 1: Best Green Heroes in Artifact


Drow Ranger


Drow Ranger              Gust

Drow Ranger is without a doubt the best green hero in Artifact. It’s auto-included in any green deck you built, from the blue/green control combos to more board oriented, red/green decks. Here’s why Drow ranger is such a strong hero:

Drow Ranger is a green hero with 4 Attack, 7 Health and a Continuous Effect called Precision Aura which gives other allies in all lanes +1 attack. The attack value is in line with other gree heroes, 4 attack is nothing out of the ordinary, and the 7 health actually makes Drow Ranger a very squishy hero, but her Continuous Effect is one of the strongest effects in the game, being the only effect that applies to all lanes. This means you can place Drow in a lane that you control where your enemy can’t reach her, and she will continue to buff all 3 lanes.

Her signature card is Gust, a 4 Mana spell that silence enemy heroes this round. Silence is a very strong effect in Artifact, since it means not only that your opponent’s heroes can’t activate their active abilities or items, but also that your opponent can’t play any cards of that color in lane. Since Gust applies to all heroes in a lane, you pretty much lock your opponent from having any sort of play for 1 full turn. At a cost of only 4  mana, Gust is one of the strongest spells in Artifact right now, and you’ll always find a way to use it advantegously.




Lycan is one of the best green heroes in Artifact right now and he’s included in various styles of decks, from aggro decks to the more late game, ramp based ones as well.

Lycan is a green hero with 4 Attack, 10 Health and a continuous effect called Feral Impulse: Lycan’s allied neighbors have +2 attack. The attack and health stats are pretty much in line with the other green heroes, so nothing too exciting there, but his passive ability is extremely strong.

Since melee creeps have 2 Attack and 4 Health, your melee creeps that spawn next to Lycan become 4 Attack and 4 Health minions and allow you to kill your opponent’s creeps in one combat phase. Creep combat is a big part of Artifact and gaining an advantage this way can enable you to snowball that lane. Every extra point of attack after 4 provides you with diminishing returns, so Lycan’s passive allows you to reach that sweet spot of one-shotting enemy creeps with minimal effort.

His signature card is Savage Wolf, a 4 mana creature that starts with 3 Attack and 3 Health but gets modified with +1 Attack and + 2 Health after each combat phase. This allows you to pressure your opponent and demand an immediate answer since the more Savage Wolf stays on board, the stronger it becomes. If your opponent does not have an effective answer immediately, Savage Wolf snowballs and can eventually win you the game.

Lycan is a rare hero where both his hero card and signature card are extremely strong threats and he shines especially in aggro or swarm type of decks, making him a solid tier 1 hero.


Treant Protector



Treant Protector is a green hero with 4 Attack, 10 Health and a continuous effect called Branches of Iron: Treant’s allied neighbors have +2 Armor. He is very similar to Lycan in terms of stats, and even in his passive ability, but in Artifact the +2 attack is a bit more valuable than +2 armor when it comes to creeps combat. There are certain types of decks that value the armor more, so Treant Protector is usually a staple in ramp decks that want to reach late game, especially when you consider his signature card.

The 2 armor also makes your melee creeps take 0 damage from the opponent’s creeps since they have just 2 Attack which gets blocked by Armor, so unless your opponent buffs his units, your creeps get to stall the game by a lot, enabling you to reach your powerful late game.

His signature card, Roseleaf Druid is a 4 mana creature with 2 Attack and 6 Health, which increases your tower’s total mana by 1 as long as it stays on board. Greem is the color of ramp, and Treant Protector is one of the reasons why ramp works very well in green. Between the defensive capabilities offered by his Branches of Iron effect and the ramp potential enabled by his signature card, Treant Protector is a tier 1 pick in green ramp decks.


Tier 2: Good Green Heroes in Artifact





Omniknight is our first tier 2 hero in Artifact, as he is the green hero with the best attack and health stats in the game.

Omniknight has 5 Attack, 12 Health and an active ability called Purification, which heals a unit for 3 on a 2 turn cooldown. As we mentioned, the hero card is extremely well stated, and although green heroes are not generally weak, having such a strong body makes him extra hard to remove in the lane.

His active ability Purification is not that great because you can’t heal a unit more than it’s total health points, so in a lot of cases, you may be only able to heal for 1 or 2 health points or not at all if you don’t have an injured unit that particular turn.

His signature card is a 4 mana spell, Allseeing One’s Favor which modifies a green hero with “Allied neighbors have +2 Regeneration”. Although regeneration works well in green decks, it suffers from the same drawback as Purification, not being able to regenerate more than a unit’s total health points. Still, the green color excels at keeping units alive and Omniknight is a big reason why.





Enchantress is a green hero with 4 Attack, 8 Health and a continuous effect called Nature’s Attendants which grants Enchantress and her allied units +2 regeneration. Green is the color of healing and keeping your units alive to survive longer, and Enchantress follows the same path with her passive ability which is top notch and one of the better ones in the game.

Her hero card is slightly understated, especially in terms of health, making her susceptible to being killed in one combat phase, despite her regeneration effects. 8 Attack is not that unheard of as a source of damage and she can be one-shotted, unlike the 10 health points bodies that heroes like Treant Protector and Omniknight have, which is why she is not at the same level as those tier 1 heroes.

Her signature card is a 5 mana improvement, allies have +1 armor. This is pretty expensive and kind of a weak effect and holds her back from being played in top tier competitive decks. The sweet spot for armor bonuses is +2, as that completely negates the +2 Attack from melee creeps, so just +1 armor feels underwhelming in a lot of cases.




Magnus              Empower

Magnus is a green hero with 4 Attack, 9 Health, and 1 Armor but he has neither an active nor a passive ability. His hero card stats are similar to heroes that have passive/active abilities, so you can see at the first glance that the hero seems weaker. And if you compare his body with other heroes that lack abilities (like Axe, which has 7 Attack, 11 Health, and 2 Armor) you can see that even in terms of pure stats, he is clearly inferior.

Where Magnus shines though, it’s through his exceptional Signature Card, a 4 mana spell called Empower that modifies a unit with +3 Attack and +3 Cleave. So, what makes Empower so strong?

First of all, his signature card states that the unit is modified, meaning the effect is permanent, so you should use it almost exclusively on a hero and not a creep since a hero continuously respawns. Cleave is a very unique mechanic (meaning the unit deals damage to 3 other units at the same time) and quite rare as well, and for only 4 mana you can see that this card is specially designed to make up for the weak hero card.


Dark Seer



Dark Seer is a green hero with 5 Attack, 9 Health and an active ability called Surge that allows you to move another ally to another lane on a 2 turns cooldown. The hero card is pretty decent, perhaps even above average for green heroes, and his Surge ability is extraordinary potent in the hands of a skilled player.

Deploying heroes to the correct lanes is extremely important in Artifact and there are not that many effects that can move or redeploy your heroes. It’s very common in some games to find your important heroes stuck in a dead lane where they can’t do much, and that’s where Dark Seer’s active ability comes into play.

His signature card is Ion Shell, a 4 mana spell that modifies a unit with +3 Retaliate. The card is expensive and the effect underwhelming, which is why Dark Seer did not really find a place in top tier competitive decks right now. His signature card is holding him back, but the more and more people play with him and are able to gain value from his hero card, the less a weak signature card seem to matter. We’re keeping an eye on him to see if we can find a deck where he truly excels.




Viper              Viper Strike

Viper is a bit of a polarizing hero. Some people consider him to have some potential but it didn’t find a good deck to find advantage of him, while others consider it even worse than the basic green hero, Fahrvan the Dreamer. We are actually thinking that Viper is not that bad of a hero, and can find its place in some tier 2 decks.

Viper is a green hero with 4 Attack, 10 Health and a Passive Ability called Corrosive Skin: When a unit deals battle damage to Viper, modify that unit with -1 Attack.  Viper iit’s stated in line with the other Green heroes, with 4 Attack 10 Health, and its passive ability is strong if you manage to place it on before other heroes. Since the effect mentions Modify , the -1 Attack debuff persists even after the enemy hero dies.

Its signature card is Viper Strike, a 3 mana spell that reads: Give a unit “Deal 2 piercing damage to this unit before the action phase: until it dies. The Viper Strike is reminiscent of its Dota 2 ability and in line with Viper’s strength of affecting enemy heroes, but because the damage is so slow (only 2 damage a turn), your opponent has plenty of time to react to it by healing the affected hero with items or spells, so it’s very rare that Viper Strike actually has a big impact.

Tier 3: Situational Green Heroes in Artifact





Now it’s time to take a look at those heroes that don’t really make it to the higher echelons of competitive decks but still have their place in the game as they sometimes have unique effects that can prove useful in niche situations. Such a hero is Chen.

Chen is a green hero with 4 Attack, 9 Health and an active ability called Holy Persuasion, which allows you to take control of an enemy creep on a 4 turns cooldown.  His body is stated in line with the other green heroes, not better nor worse, so it’s up to his active ability to favorably compare with other heroes’ active abilities, and in that regards it comes short. An ability which has a 4 turns cooldown means basically that it will be used only once per game, and since your opponent sees Chen on board and is aware of his active ability, he can play around it by not having a big creep susceptible to Holy Persuasion.

His signature card is a 7 mana spell called Hand of God, which fully heals each ally and gives all allies damage immunity this round. It’s a powerful effect, but it only lasts for one turn, and in one lane, so compared to other very powerful 7 mana spells that have a higher impact on the game, it does not look that impressive. What Chen does currently, other heroes or cards seem to be able to do easier, which is why he is relegated to tier 3 level for now.


Fahrvhan the Dreamer



Fahrvhan the Dreamer is the basic green hero which means that you’ll get it for free once you purchase the game.  He is a green hero with 4 Attack, 11 Health and a continuous effect called Pack leadership which gives his allies +1 Armor.

The hero card has decent stats, but like all basics heroes, his active ability is weak. It’s usually played as a budget replacement in constructed, but it can prove to be quite a useful pick in Draft format.

His signature card is Prowler Vanguard, which is a 4 mana creature with 0 Attack and 8 health that grants his allied neighbors +1 armor. It’s not strong and there are cards that do that effect better, but for a basic hero, he is pretty decent. Fahrvhan is actually the strongest basic hero in the game of all basic heroes, but despite that, he doesn’t make the cut for constructed gameplay.





Abaddon is a green hero with 4 Attack, 9 Health, and an active ability called Borrowed Time which allows you to fully heal Abaddon and give him damage immunity this turn. The active ability may look amazing at the first glance, but since Abaddon has pretty mediocre stats, especially with just 4 Attack, keeping him alive in lane it’s not that important since it does not provide much value compared with the other green heroes.

And this is probably the main reason Abaddon is one of the weaker green heroes because, although you can make it survive and heal constantly, your opponent can simply ignore him and play around him, since he does not represent neither a serious threat nor is he a value generation engine.

His signature card is a 2 mana spell called Apothic Shield, which purges enemy effects from a unit and gives that unit +2 Armor and +2 Retaliate this round. It’s not a bad signature spell, but it’s very situational, having the benefit that can be used both defensively on your units as well as offensively on your opponent’s units to remove buffs. If the hero card would have been a bit better, his signature spell would have probably seen play in the game, but as of now, Abaddon is not a competitive green hero.





Rix is a green hero with 3 Attack, 7 Health and a passive ability called Relentless Rebel which gives him rapid deployment and allows him to get back in the lane immediately the turn after he dies.

Everytime your hero dies, your opponent gets bounty gold, so the rapid deployment on Rix combined with his extremely weak stats makes him feed a lot of gold to your opponent since he can kill him often and easily. If you manage to equip some items on Rix, you can make use of his rapid deployment to get extra value from them, but so far it seems that’s not worth it since your opponent can equip his heroes with better items faster due to the gold generated from killing Rix.

His signature spell is Truth to Power, a 5 mana spell that silences a unit for a round. Silence is a powerful effect in Artifact since you deny your opponent the ability to cast spells with that hero, but at 5 mana is extremely costly and the effect lasts only 1 turn. Your opponent can simply patiently outwait your Truth to Power spell unless you time it absolutely perfectly.


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