Tametomo: The Greatbow Saboteur Who Never Misses
Overview
Tametomo is a 5-star Nature (Green) hero from the Ninja Tower event, originally making a surprise debut in the Black Friday Summon. As a Ninja, he utilizes the unique Charge mana speed mechanic, allowing players to fire him at x1, x2, or x3 mana charges for varying effects. He is a specialized "Hit-3" sniper who deals massive damage to targets with high health, making him an excellent opener in battles. Unlike many of his peers, his gimmick is reliability: his special skill never misses, making him a hard counter to Dodge and Blind strategies.

Hero Art & Visuals
Tametomo sports the classic "mysterious warrior" look, featuring a wide-brimmed hat that obscures his eyes and a massive, traditional asymmetrical bow (yumi). The green color palette clearly signals his element, and his stance suggests he's about to ruin someone's day from a very long distance. Itβs a grounded, serious design compared to some of the more fantastical cartoonish heroesβhe looks like he means business, and his business is turning your heroes into pin cushions.
General Info
Tametomo "Greatbow Saboteur"
- Rarity





- Element
Nature - Class
Ranger - Mana SpeedCharge
- Skill Types
- SourceTower - Ninjas
- Family
Ninja Family - Aether Power
Attack Up - Release DateJul 26, 2023
- AvailabilityCoach:Jul 26, 2025HA10:Jul 26, 2025
Hero Stats
Base Stats (No Emblems)
| Level | Attack | Defense | Health | πͺPower |
|---|---|---|---|---|
4/80 | 1046 | 885 | 1909 | 1006 |
4/85lb1 | 1127 | 954 | 2057 | 1074 |
4/90lb2 | 1290 | 1092 | 2354 | 1211 |
Stat Analysis: When Tametomo was released, his attack stat of 1046 was impressive. However, in the current landscape where new heroes regularly debut with 1300+ base attack and power levels exceeding 1260, Tametomo shows his age. His defense (885) and health (1909) are now considered average to low for a 5-star legendary. While his Limit Break 2 stats (1290 Attack) bring him back to a competitive level, he requires significant investment to match the raw output of modern "god-tier" heroes. He is no longer a stat monster, but a glass cannon that needs protection.
Special Skill: Splintering Shot

Splintering Shot
- Special Skill has a different effect when charged with 100%/200%/300% mana:
- x1 Mana Charge:
- - This Special Skill never misses its targets.
- - Deals 250% damage to the target.
- - If the target has more than 50% health remaining, deals 450% damage instead.
- - Deals an additional 250% damage to the nearby enemies.
- x2 Mana Charge:
- - This Special Skill never misses its targets.
- - Deals 350% damage to the target.
- - If the target has more than 50% health remaining, deals 550% damage instead.
- - Deals an additional 350% damage to the nearby enemies.
- x3 Mana Charge:
- - This Special Skill never misses its targets.
- - Deals 400% damage to the target.
- - If the target has more than 50% health remaining, deals 700% damage instead.
- - Deals an additional 400% damage to the nearby enemies.
Skill Analysis: Tametomoβs Splintering Shot is built around the "Executioner" concept, but in reverse: he deals more damage to healthy targets.
- The "Never Miss" Clause: This is arguably his most valuable asset. Against the annoying Dodge meta (looking at you, Rogues and Costume Kadilen) or Blind effects, Tametomo guarantees his damage lands. This consistency is rare and valuable.
- The High-HP Punisher: He deals significantly more damage (e.g., 450% vs 250% at x1 charge) if the target has >50% HP. This dictates his playstyle: Fire him first. He is an opener, designed to break the tank or a key threat before they take damage from tile play.
- Charge Flexibility:
- x1 Charge: Very Fast speed (5 tiles). Excellent for finishing off a weakened enemy or softening up a full-health target with a surprisingly hard hit (450% is sniper-level damage at Very Fast speed).
- x2 Charge: The sweet spot. Offers a devastating hit to the target and solid splash damage to neighbors.
- x3 Charge: A "nuke button" that is rarely seen in fast-paced PvP but can devastate in Rush wars or PvE.
By the Numbers
Let's break down the damage potential (using base stats for simplicity):
- Mana Speed:
- x1 Charge: 5 Tiles (Matches Very Fast).
- x2 Charge: 10 Tiles (Matches Average).
- x3 Charge: 15 Tiles (Matches Very Slow).
- Note: With a level 29 Magic/Styx troop or level 23 Mana troop + 4% talent node (unlikely as he is a Ranger, not Druid/Sorcerer), you can shave a tile off. Getting him to 9 tiles for x2 charge requires significant mana boost (12%).
- Damage Potential (x1 Charge):
- Target > 50% HP: 450% Damage.
- Rough Estimate vs ~1000 Def: ~1000-1100 damage.
- This is incredible efficiency for just 5 tiles.
- Damage Potential (x2 Charge):
- Target > 50% HP: 550% to Target + 350% to Neighbors.
- This is a team-wrecking move if fired early.
Family Bonus, Passives, Aether Power & Unique Abilities
The Ninja family is notorious for its survival mechanics, which helps compensate for Tametomo's aging bulk.
Family Bonus

Tower - Ninjas
- Bonus for 1/2/3 Unique Heroes:
- 5%/10%/15% chance to dodge normal attacks and Special Skills
- 5%/10%/15% chance to counterattack with 60%/90%/120% of the damage received.
Analysis: The chance to Dodge (incoming damage and ailments) or Counterattack is excellent. Even a small 5-10% chance can turn the tide of battle, causing an enemy sniper to miss completely or take damage themselves. It adds a layer of RNG protection that Tametomo desperately needs.
Passives
Tametomo belongs to an older generation of Ninjas that did not come with innate passive skills (like the start-of-battle mana boost found in newer Ninjas). This is a significant disadvantage compared to modern heroes who often have 2-3 strong passives.
Aether Power

Attack Up
At the start of each battle, this Hero gets 20% attack for 6 turns
Analysis: Attack Up is the perfect Aether Power for him. For the first 6 turns, his attack gets a massive boost (usually +20%). Since you want to fire him early (while enemies are >50% HP), this synergizes perfectly with his playstyle. It helps bridge the stat gap with newer heroes during the crucial opening turns.
Legacy & Modern Relevance
- Historical Context: Upon release, Tametomo was a breath of fresh airβa Ninja who hit hard immediately. He was often compared to a "Green Kageburado" but better because he hit three targets.
- Power Creep Analysis: The game has moved towards heroes who do everything (Damage + Heal + Dispel + Buff). Tametomo just deals damage. While his damage coefficients are high, the lack of utility (no dispel, no ailment cleanse) makes him one-dimensional.
- Modern Viability:
- Competitive PvP: Still viable on Offense. His ability to bypass Dodge and delete a threat at x1 charge is useful.
- Defense: He has fallen off. The AI is notoriously bad at managing Ninja charges (often firing at x1 when x2 would be better, or holding for x3 and dying). His stats make him an easy target for modern snipers.
- Verdict: A premier offensive sniper for players who lack the absolute latest OP heroes. He is a tool for precision strikes, not a defensive anchor.
Costume & Costume Bonus
Tametomo currently does not have a costume.
Emblem Path Analysis
Tametomo is a Ranger, which grants him the Pierce talent (bypass defensive buffs). This is amazing for a sniper.
The Glass Cannon (Recommended)
- Path: Attack > Defense > Health
- Pros: Maximizes his damage multipliers. Since he gets a massive bonus (up to 700%!), every point of Attack stat is multiplied significantly.
- Cons: He remains fragile.
- Why: You bring Tametomo to kill things, not to survive for 10 turns. If he doesn't kill his target, he has failed.
The Survivalist
- Path: Defense > Health > Attack
- Pros: Keeps him alive longer to reach x2 charge.
- Cons: Wastes his high damage potential.
- Why: Not recommended. Even with defense path, he won't survive sustained fire from modern 1300+ attack heroes.
Final Recommendation
Go full Attack. His role is to deliver a decisive blow early in the match. The Ranger talent (Pierce) combined with high attack allows him to ignore defense buffs and crush targets.
Strengths
- Never Misses: Hard counter to Dodge heroes (C. Kadilen, Bastet) and Blind (Drake Fong, Joon).
- Flexible Speed: Can act as a finisher (x1), a team dampener (x2), or a nuker (x3).
- High Burst Damage: The bonus damage vs >50% HP targets makes him one of the best "openers" in the game.
- Ranger Class: Pierce chance adds to his reliability against defensive buffs.
Weaknesses
- Stat Creep: Base stats are significantly lower than current top-tier heroes.
- One-Dimensional: Offers pure damage with no utility (no dispel, cleanse, or status ailments).
- Conditional Damage: If the target is below 50% HP, his damage drops significantly (e.g., 450% -> 250%).
- AI Control: Poor performance on defense due to unpredictable AI charge usage.
- No Passives: Lacks the modern bells and whistles (mana start, ailment immunity) of newer heroes.
Best Game Modes
- War Attack: Excellent for picking off tanks or dodging flanks.
- Titans: High attack stat (if LB2) + Never Miss (ignoring blind) + high tile damage makes him solid for Blue Titans.
- Buff Booster Tournaments: His high damage helps end fights quickly before buffs snowball.
- Farming: x1 Charge is great for clearing waves quickly.
Advanced Strategy & Team Compositions
The key to using Tametomo is timing. You want him to fire before your other tile damage brings the enemy below 50% HP, OR use him to finish off a low HP enemy with his x1 charge (250% is usually enough for a finisher).
Sample Team Ideas
- The Green Strike Team:
- Evelyn/Almur (EDD) + Tametomo + Silvaria (Def Down)
- Strategy: Fire Elemental Defense Down first, then regular Defense Down, then unleash Tametomo. At x1 charge with these debuffs, he can one-shot almost any hero in the game from full health.
- The Ninja Squad:
- Mica + Tametomo + Cobalt
- Strategy: Leverage the Ninja family dodge bonus to survive while charging mana.
Counters & Anti-Synergies
- Counters:
- Taunt Heroes (Ludwig, Krampus): Force him to hit a high-defense target, potentially wasting his "high HP" bonus if the taunter is already damaged.
- Mana Controllers: Preventing him from charging makes him a sitting duck.
- Anti-Synergy:
- Minion/DoT Teams: If your team relies on whittling enemies down slowly (bleed/poison), enemies might constantly be sitting at 40-49% HP, putting them in Tametomo's "weak damage" range.
Advice for New Players
If you pull Tametomo early, rejoice! He is a fantastic carry hero. He hits hard, is fast, and solves many annoying problems like Dodge. Prioritize leveling him and give him Ranger emblems. He will be your main sniper for a long time.
Advice for Veterans
Tametomo is a "luxury" offensive tool. He isn't a must-have for defense anymore. However, in War, having a green hero who guarantees a hit on a C. Kadilen wing is invaluable. He is worth the mats if you lack modern green snipers, but think twice before giving him Alpha Aethers unless you really need that specific anti-dodge utility.
Community Corner: Hot Takes & History
- The "Accidental" Release: Players noted that Tametomo appeared in the Black Friday portal before ever being featured in a Ninja Tower event, leading to confusion and amusement. "So SG accidentally released a hero that has yet to be released in his own portal?" was a common sentiment.
- The Damage: Users were consistently impressed by his output. "Absolutely ridiculous amounts of damage. Itβs great to see a hero with one purpose and one purpose only."
- The Reliability: "Tametomo is the OG never miss a hit hero. He is still valid in the game for sure if you get him!"
Final Thoughts
Tametomo is like a samurai sword in a gunfight: perhaps a bit old-fashioned compared to the laser blasters of today, but undeniably sharp and deadly in the right hands. He doesn't do tricks, he doesn't dance, he just hitsβand he hits hard. While his stats have aged, his ability to ignore Dodge ensures he will always have a niche as a specialized hunter.
Verdict: A lethal, reliable sniper who demands aggressive play. Keep him off defense, but let him lead the charge on offense.
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