How Hero Town's core combat works
Combat in Hero Town runs on blocks. During a battle each hero builds up blocks over time (they fill as your heroes act/attack). When a hero has enough blocks, you spend them to fire that hero's Block Skill, a big burst of damage or support on top of their normal attacks.
For each hero you choose whether their Block Skill fires at a 1-, 2-, or 3-chain (1, 2, or 3 blocks). This is the hero's Block Skill Chain setting, and it is a direct trade-off:
Skill values scale with the chain you set. On the Block Skills page (and each hero's page) a value like [78/120/160]% means 78% at 1-chain, 120% at 2-chain, 160% at 3-chain.
Many heroes' passives also key off chains, for example "when another party member uses a 3-chain..." or "after using a block skill 3 times...", so your chain choices shape the whole party's rhythm. Browse them on the Block Skills page.
Heroes deploy from Tents. Each Tent holds a party of up to 3 heroes, and you can run up to 4 Tents, for a maximum of 12 heroes in the field at once.
More blocks means more skill casts. You can speed up block generation with:
No. Every Block Skill and passive only affects its caster's own Tent, the party of up to 3 heroes it deploys with. That holds even for the support skills that sound broader: the summoned healing wards, totems, and structures that heal nearby allies or allies within range are flagged party only in the skill data, and the direct heals and buffs target your own party. Wording like party members, the party, and when another party member uses a chain all stays inside that one Tent, so nothing a hero does will heal, buff, or feed blocks to a different Tent.
Some block skills hit all enemies at once, for example lowering every enemy's DEF, but that lands on the enemy team, not on your other Tents.
The one place an all heroes buff shows up is Training (Chocola), and those bonuses apply only inside the training fights, not in normal stages.