Booster Pack Heroes Skill Tree: Early Upgrades
Compare useful early Mastery upgrades for the tower, Squire, ranger and pack opening.
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Mastery upgrades improve your tower, heroes, spells and pack-opening tools. Start by checking which units you can actually draw, then choose upgrades that help with the part of a run where you are struggling.
Early upgrade options
| Upgrade | Mastery cost | Effect in the browser demo |
|---|---|---|
| Tower durability | 1 | Tower health +100% |
| Squire’s first attack node | 10 | Attack 10 → 15 |
| Squire training | 20 | Allows promotion after defeating two monsters |
| Later Squire attack node | 10 | Attack 15 → 20 |
| Ranger’s Eagle Eye | 10 | Range +35%, from 11 → 14.85 |
| Basic Pack opening upgrade | 25 | Reduces opening clicks by one |
| Tavern unlock | 100 | Unlocks the Tavern shop option |
The table lists individual nodes, not an unlock order. Follow the connecting branches and requirements displayed in your tree.
Choosing your next node
Use the table to compare affordable options. If packs take too much attention during battle, consider the pack-opening branch. If you regularly draw Squires, their early attack upgrades are inexpensive ways to improve that part of your army. Tower durability is a low-cost option when the tower’s health is the immediate bottleneck.
There is no established universal best order for the current demo. Your draws, unlocked branches and remaining Mastery affect the choice.
Collect rewards first
Open Collection and claim new-card rewards before spending your last Mastery. A new Squire discovery can pay for its first attack node.
Be careful with older Illusionist builds
The October update reworked Illusionist upgrades toward damage. Earlier strategies focused on Illusionist Mastery farming should not be treated as an automatic route through the current tree.