Whiteout Survival: Greg Guide [2026]
Greg is the Generation 3 Legendary Marksman who turns rallies into punishment engines. His kit isn't flashy — no screen-filling AoE, no resurrection gimmicks — but the math is brutal: a class-leading Marksman attack bonus, a turn-based damage amplifier that stacks onto the whole rally's output, and a silence that shuts down an enemy squad's skill rotation the moment the gate opens. If your roster leans Marksman and you're moving out of your Gen 2 core, Greg is the hero you plan your widget and shard economy around.
This guide covers every skill level, his exclusive gear, star-gating rules, proc-rate math, rally composition, counter-play, and where Greg actually earns his slot.
Quick Reference
| Attribute | Value |
|---|---|
| Generation | 3 |
| Rarity | Legendary (Mythic tier ascension) |
| Class | Marksman |
| Subclass | Combat |
| Exploration skills | 3 (Righteous Wind, Poetic Justice, Fair Judgment) |
| Expedition skills | 3 (Sword of Justice, Deterrence of Law, Law and Order) |
| Exclusive gear | State Edict (unlocks Courtroom Order + Trumpet of Justice) |
| Unlock window | ~Day 120 of your state's lifespan |
| Max hero level | 80 (requires Furnace Level 26) |
| Max Marksman buff | 290.23% Attack / 290.23% Defence (expedition) |
| Shards to fully max | 600 (cumulative, 0★ to 5★) |
| Skill Manuals to fully max | 990 (165 per skill × 6 skills) |
| Widgets for full State Edict | 275 (Level 1 through Level 10) |
When You Can Get Him
Greg unlocks when your state enters Generation 3, which lands somewhere around day 120 of server age (give or take a couple of weeks depending on server). He is not available on Gen 1 or Gen 2 states — no exceptions, no workarounds.
Once Gen 3 opens, Greg enters the standard acquisition pool:
- Hero Rally events (cycled, not permanent)
- Daily Deals (gem or pack purchases)
- King of Icefield ranking rewards
- State vs State (SVS) event rewards
Expect to need 10 Hero Shards for the initial unlock, with cumulative totals climbing quickly from there — 40 shards for 2★, 115 for 3★, 300 for 4★, and 600 for 5★. Those totals are cumulative, so fully maxing Greg from scratch is a 600-shard commitment spread across months.
Later in your server's lifespan — likely once Gen 5 content opens — Greg shards begin appearing in Hero's Mission, Hall of Heroes, and Intel Missions, following the standard pattern of Intel rewarding shards for heroes two generations behind the current one. If you miss him during his Gen 3 prime window, the catch-up path exists; it just takes time.
The Expedition Kit (Rally Play)
This is where Greg lives. Expedition skills only fire in rally and SVS combat — they do nothing in bear hunts, exploration stages, or any PvE node outside the world-map expedition system. If you're evaluating Greg for rally power, only this section matters.
Marksman Expedition Bonus
Greg provides +290.23% Attack and +290.23% Defence to Marksman troops at maximum investment. This is the Generation 3 Marksman template bonus — every Gen 3 Marksman hero hits this ceiling — and it's roughly a 50% uplift over the Gen 2 class template. Deploying Greg into a Marksman-heavy rally is the single largest lever you have on Marksman output until Gen 4 arrives.
Expedition Skill Table
| Skill | L1 | L2 | L3 | L4 | L5 | Effect |
|---|---|---|---|---|---|---|
| Sword of Justice | 8% | 16% | 24% | 32% | 40% | 20% chance each turn: all troops deal +X% damage for 3 turns |
| Deterrence of Law | 10% | 20% | 30% | 40% | 50% | 20% chance each turn: reduce enemy damage by X% for 2 turns |
| Law and Order | 5% | 10% | 15% | 20% | 25% | All rally troops gain +X% Health (permanent for the battle) |
A note on confidence: the Level-5 values (40% / 50% / 25%) are well-documented across community sources. The intermediate per-level progression is reported by a smaller set of sources, and the linear pattern matches standard Whiteout Survival skill-scaling conventions but hasn't been UI-verified end-to-end. Treat the table as reliable enough to plan around, but don't be shocked if a future patch shifts an intermediate tier.
How the Expedition Kit Actually Plays
Greg is a damage amplifier, not a damage dealer, in expedition. His entire turn-based toolkit revolves around two probability rolls per turn:
- Sword of Justice has a 20% trigger chance each turn to apply a party-wide +40% damage buff for 3 turns. When it procs, every hero on the rally benefits — not just Marksman troops, not just Greg. This is why he pairs with high-ceiling damage dealers: you're not buffing Greg, you're buffing the whole stack.
- Deterrence of Law has a separate 20% trigger each turn to cut enemy damage by 50% for 2 turns. At maximum level, this is effectively a universal mitigation layer.
The two procs roll independently. In a long rally, you'll see multiple windows where both are active simultaneously — those windows are where rallies that "shouldn't" have won actually win.
Law and Order is the quiet MVP. It's a flat +25% Health to every troop in the rally, applied at the start of combat and unconditional. No trigger, no chance, no duration — it just sits there adding a quarter of a health bar to everyone. For a rally leader hero, this is an outstanding baseline.
Trumpet of Justice (State Edict, Gear Level 5)
On top of Law and Order's +25%, Trumpet of Justice adds +15% Rally Troop Health once Greg's exclusive gear hits level 5. The wording here matters: this is a rally-specific buff, meaning Greg has to be leading or joining a rally for it to apply.
Stacking Law and Order (+25%) with Trumpet of Justice (+15%) gives Greg's rallies an effective troop-health uplift on the order of +40%, before any other hero's contributions. This is the core reason he sees disproportionate play as a rally anchor even at modest skill levels — the defensive floor is exceptional.
Proc Math — What 20% Actually Means
The 20% trigger rate on Sword of Justice and Deterrence of Law is per-turn, rolled independently each turn. Working expected values:
| Rally length | Expected Sword procs | Expected Deterrence procs |
|---|---|---|
| 5 turns | 1.0 | 1.0 |
| 8 turns | 1.6 | 1.6 |
| 10 turns | 2.0 | 2.0 |
| 15 turns | 3.0 | 3.0 |
A typical rally lasts long enough for each skill to fire once or twice on average. Short, decisive engagements (under 5 turns) may see no procs at all — Greg's burst output alone carries those fights, while Law and Order and Trumpet of Justice do the defensive work.
Two practical consequences:
- Greg scales into longer engagements. The harder the target, the more turns the fight lasts, the more procs you see. He's better at fortresses than at undefended flags.
- Variance matters. On any individual rally you might see zero procs or four. Judge Greg's performance over a sample of rallies, not one disappointing fight.
Pairing Greg with another proc-based hero generally outperforms stacking two Greg-equivalents, because independent proc sources increase the chance that something is always active. Overlapping procs on the same effect tend to be wasted.
The Exploration Kit (Solo Play)
Exploration skills fire in single-hero PvE content: exploration stages, bear hunts, and other non-rally combat. They do not apply in expedition or SVS. Players who lump "exploration" and "expedition" together routinely over- or under-invest in skills; keep them mentally separated.
Greg's exploration kit is a competent burst-and-debuff package that makes him a viable stage clearer, though not a top-tier one compared to dedicated exploration specialists.
Max Exploration Stats
At maximum level, stars, and fully upgraded gear including State Edict:
- Attack: 4,045
- Defence: 3,330
- Health: 24,974
Exploration Skill Table
| Skill | L1 | L2 | L3 | L4 | L5 | Effect |
|---|---|---|---|---|---|---|
| Righteous Wind | 160% | 176% | 192% | 208% | 224% | Area damage = Attack × X%; stun 2s |
| Poetic Justice (Punishment) | 220% | 240% | 260% | 280% | 300% | Single-target damage = Attack × X% |
| Poetic Justice (Commendation) | 50% | 50% | 50% | 50% | 50% | Heals an ally for Attack × 50% (flat) |
| Fair Judgment | 10% | 15% | 20% | 25% | 30% | Enemy takes +X% damage for 3 seconds |
How the Exploration Kit Actually Plays
Righteous Wind is Greg's trash-clear tool. A 224% Attack hit across an area, paired with a 2-second stun, deletes weak adds and creates a breather for the rest of your party.
Poetic Justice is the kit's oddity. The skill branches into two outcomes — Punishment (heavy single-target damage) or Commendation (a modest ally heal for 50% Attack) — and no community source has pinned down what actually triggers the switch. The values are clear; the trigger condition is not. Plan for Poetic Justice to contribute its damage outcome most of the time based on observed behaviour, but treat the heal as bonus rather than a dependable sustain tool. If you need reliable healing in your exploration squad, bring a dedicated healer.
Fair Judgment is the real reason Greg can hold down an exploration slot despite not being a specialist. At Level 5, any enemy he tags takes +30% damage for 3 seconds — a universal damage amp that any nearby ally (including the rest of your squad's burst) benefits from. Paired with a high-burst ally, the 3-second window is usually enough to land a finisher.
Courtroom Order (State Edict, Gear Level 1)
Courtroom Order unlocks immediately when you craft State Edict to level 1, making it the first payoff from exclusive gear investment. It does two things:
- Silences enemies for 5 seconds (skills already mid-cast continue; future casts are blocked)
- Deals Attack × 300% damage at the same time
Five seconds is a long silence by Whiteout Survival standards, and it's the longest window in Greg's kit. Against stage bosses or enemy heroes that rely on skill combos, Courtroom Order is the button that ends the fight.
State Edict — The Exclusive Gear
State Edict isn't optional if you're building Greg seriously. The gear does three things:
- Adds exploration stats (Attack +764, Defence +630, Health +4,725 at max).
- Adds expedition stats (Lethality +70%, Health +70% at max).
- Unlocks Courtroom Order (Level 1) and Trumpet of Justice (Level 5).
Widget Cost Per Level
| Gear Level | Widgets | Cumulative | What it unlocks |
|---|---|---|---|
| 1 | 5 | 5 | Courtroom Order (silence + 300% Attack nuke) |
| 2 | 10 | 15 | Stats only |
| 3 | 15 | 30 | Stats only |
| 4 | 20 | 50 | Stats only |
| 5 | 25 | 75 | Trumpet of Justice (+15% Rally Troop Health) |
| 6 | 30 | 105 | Stats only |
| 7 | 35 | 140 | Stats only |
| 8 | 40 | 180 | Stats only |
| 9 | 45 | 225 | Stats only |
| 10 | 50 | 275 | Maximum stats |
Widget ROI Breakpoints
Three clear phases govern widget investment:
- Levels 1–5 (75 widgets) — both special skills unlocked. This is the mandatory zone. Getting here is always the right call for a Greg you intend to use.
- Levels 5–7 (65 widgets) — flat stat gains with no new skills. Reasonable if you're already investing heavily in Greg, but no longer mandatory.
- Levels 8–10 (135 widgets) — 49% of total widget cost for pure end-game stat scaling and no skill unlocks. This is the opportunity-cost zone. Those 135 widgets could instead take a second Mythic hero's exclusive gear from zero to Level 5, unlocking two more special skills on a different hero.
The correct call depends on your widget supply and roster breadth. If Greg is your only serious Mythic, push to Level 10. If you're rotating widgets across multiple heroes, stop at 5 and reinvest elsewhere until the other gear catches up.
Upgrade Priority
Star-Tier Unlock Roadmap
Star level isn't just a stat boost — it unlocks skill slots and raises the Level 5 cap. Here's what each tier actually buys you:
| Star | Cumulative shards | What it unlocks | Skill cap at this tier |
|---|---|---|---|
| 0★ | 10 | Hero acquired; Exploration Skill 1 | Level 1 skills only |
| 1★ | 40 | Exploration Skill 2; Expedition Skills 1 and 2 | Skills can reach Level 2–3 |
| 2★ | 115 | Exploration Skill 3; Expedition Skill 3 (full kit open) | Skills can reach Level 3–4 |
| 3★ | 300 | No new skill slots; stat gains | Skills approaching Level 4 |
| 4★ | ~450 | Level 5 cap unlocked on all skills | Any skill can reach Level 5 |
| 5★ | 600 | Final stat tier; no further skill-cap changes | Already Level 5 capable |
(Cumulative totals reflect the shard investment to reach each tier. The exact 4★ total falls between the documented 3★ milestone of 300 and 5★ milestone of 600; treat 4★ as the inflection point where skill maxing becomes possible.)
The practical takeaway: 2★ opens the full kit, 4★ unlocks the skill ceiling. Everything between is stat scaling without mechanical change. Players who understand this invest shards to hit those thresholds, then funnel resources into skills and gear until Greg has a complete mechanical kit, and only push to 5★ when lateral roster investment is complete.
Recommended Investment Order
- Star up to 2★ first to open every skill slot.
- Max Law and Order (Expedition 3) as your first Level 5 skill once you hit 4★ — the +25% rally-wide Health is the single best return on Skill Manuals in Greg's kit.
- Craft State Edict to Level 1 as early as widget supply allows — Courtroom Order at gear L1 is a disproportionate power spike for 5 widgets.
- Push Sword of Justice and Deterrence of Law to L5 in parallel. Both rely on the same 20% trigger rate, and having both at maximum means every proc is meaningful.
- Push State Edict to Level 5 for Trumpet of Justice. This is the second major breakpoint.
- Exploration skills (Righteous Wind, Poetic Justice, Fair Judgment) come last unless you're specifically building Greg for stage content. His expedition value outstrips his exploration value by a significant margin.
- State Edict Levels 6–10 are stat-only investments. Fine to defer until other heroes' gear has caught up.
A well-skilled 4★ Greg will out-perform a poorly-skilled 5★ Greg in almost every context. Skill levels and gear breakpoints beat raw star count for Greg specifically, because so much of his value is locked behind specific skill tiers rather than stat scaling.
Skill Manual Economy
Each skill costs the following Mythic Skill Manuals to max:
| Level | Manuals | Cumulative |
|---|---|---|
| 1 | 0 | 0 |
| 2 | 10 | 10 |
| 3 | 30 | 40 |
| 4 | 50 | 90 |
| 5 | 75 | 165 |
Maxing a single skill costs 165 Mythic Skill Manuals. Maxing all six costs 990. Exploration and Expedition skills consume separate manual types — you cannot freely convert between the two pools. This is another argument for prioritising Greg's expedition kit, which is where his best skills live.
A common trap: players stockpile Exploration Mythic manuals while their expedition skills sit underlevelled, or vice versa. Check both pools before planning a push. If one pool is dry, shift investment to a skill that uses the other pool rather than waiting.
Cost to Complete Greg's Expedition Kit
- All 3 expedition skills to Level 5: 495 Expedition Mythic Skill Manuals
- Star requirement: 4★ (~450 cumulative shards)
- Gear requirement: State Edict Level 5 (75 widgets)
This is the "mechanically complete rally Greg" package. Hero level, gear levels, and exploration skills can be optimised on top of this core.
Hero Level and Furnace Gating
Hero level scales separately from stars and skills, but contributes significantly to raw stats. Greg caps at Hero Level 80, which requires Furnace Level 26 to unlock. Intermediate caps gate at lower Furnace levels — if your Furnace is behind, your Greg will plateau at a lower Hero Level regardless of how much Hero EXP you have banked.
The practical impact: if your Furnace is still climbing toward Level 26, Greg's damage output will feel soft compared to his potential even with maxed skills. This isn't Greg being weak — it's the Furnace bottleneck. Don't over-invest in Hero EXP items on Greg until your Furnace is nearing his level cap.
Gear Recommendations
Marksman hero gear (Goggles, Gloves, Belt, Boots) comes in Rare → Epic → Legendary tiers, with Legendary unlocking around Day 40 / Generation 2.
Concrete per-slot level targets (e.g., "Legendary Goggles Level 40, Epic Gloves Level 60") circulate in the community but reflect personal optimisation heuristics rather than verified mechanical breakpoints. The principled approach:
- Prioritise Legendary over Epic on the slots that benefit from hero-level scaling.
- State Edict beats any other single slot for returns on investment — its skill unlocks are unmatched.
- Don't over-level gear you'll replace when the next rarity tier opens.
If you want a safe heuristic: State Edict first (to at least Level 5), then balance the four standard slots to a similar level tier before pushing any single slot to max.
How to Play Greg
As a Rally Leader (Primary Role)
This is Greg's best use. Lead the rally, fill the remaining slots with Marksman-heavy troops and supporting heroes that benefit from his damage amp. The Law and Order + Trumpet of Justice Health stack means your rally survives longer than the defender's math suggests, giving Sword of Justice and Deterrence of Law more turns to roll their procs.
As a Rally Joiner
Greg's rally-scoped skills still apply when he's joining someone else's rally — Law and Order and Trumpet of Justice both buff the full rally regardless of whether he's leading. If you're not the rally captain, he's still a strong join, particularly if the captain is bringing a different troop-type buff that stacks with Greg's.
In Solo Expedition
Limited value. Greg's expedition kit is designed around rally mechanics; solo expedition deployments leave Trumpet of Justice and Law and Order's rally-scaling strength underused. Use him for Marksman expedition content only when a rally isn't the format.
In Exploration Content
Competent but not specialised. Fair Judgment's +30% vulnerability debuff makes him a legitimate support for burst-focused exploration squads, and Courtroom Order's 5-second silence handles stage bosses cleanly. Not your first pick if you have a dedicated exploration specialist, but not a liability either.
Rally Composition Principles
Greg's best rallies follow a clear structural logic rather than a named-hero checklist. Three principles drive composition:
1. Lean Marksman
Greg's +290.23% Attack and Defence bonus applies exclusively to Marksman troops. Rallies that are 70%+ Marksman capture the full value of that bonus; mixed-troop rallies dilute it. If you're running Greg, bring Marksman to the gate unless you have a specific reason not to.
2. Stack Independent Proc Sources
Sword of Justice and Deterrence of Law both roll independent 20% chances each turn. Pairing Greg with other proc-based damage or debuff heroes multiplies the chances that something is always active. The goal isn't to synergise on a specific mechanic — it's to ensure that in any given turn, at least one proc window is open.
3. Protect the Burst Window
Greg's Courtroom Order silence creates a 5-second window where enemy skill rotations are disabled. A well-composed rally builds around that window: heavy-hitter allies cast their burst skills in the same opening moments, using the silence to ensure the enemy can't counter-respond. Greg himself contributes Attack × 300% to the opener, but the rally's peak burst comes from what else you bring into that window.
Slot Balance
A rally with Greg typically looks like: Greg (rally leader, Marksman amp + silence), a primary damage hero (Marksman preferred, ideally with its own burst skill), and a defensive or debuff hero that extends rally survival into the turn count where Greg's procs become statistically meaningful. Running Greg alongside two all-out glass-cannon heroes tends to underperform — the rally dies before Sword of Justice has fired twice.
Defending Against a Greg Rally
Most hero guides omit this entirely, but understanding what Greg does to you when you're the defender is half the value of knowing the hero.
What Greg Brings to the Gate
Against your garrison, a Greg-led rally arrives with:
- +290.23% Marksman Attack/Defence on the incoming troops
- +40% effective rally Health (Law and Order + Trumpet of Justice stacked)
- A 5-second silence on the opening (Courtroom Order)
- Random 20%-per-turn damage amplification (Sword of Justice)
- Random 20%-per-turn damage reduction on your counterattack (Deterrence of Law)
Practical Defensive Responses
- Don't depend on skill-first heroes in your garrison. Courtroom Order's 5-second silence will eat their opening rotation. Heroes whose value comes from passive stats or durable buffs hold up better against Greg's first-move silence than skill-reliant heroes do.
- Favour a troop-type counter to Marksman. Greg's class bonus only applies to Marksman; if your garrison counter-class has a meaningful damage advantage, you blunt the +290.23% before it becomes a problem.
- Win on the long-turn variance. If you can survive the opening burst, you force the rally into more turns — and more turns means procs become the dominant factor, yours as well as his. Garrisons that can absorb the first two turns of any Greg rally have more opportunities for their own proc math to matter.
- Rally-bust before the timer expires. If a Greg rally is forming, the easiest defence is denying it the rally bonus entirely — a counter-attack or chain-rally before the fight starts prevents the full Marksman stack from landing with hero support.
What Doesn't Work
- Purely defensive, slow garrisons — they lose to the proc math over long fights.
- Mixed-troop garrisons with no troop-type advantage — no leverage on his Marksman bonus.
- Skill-stacking heroes that assume a clean opener — Courtroom Order neutralises the first skill window.
Timing and Lifecycle
Greg is strongest in the Gen 3 and early Gen 4 content windows. Within your state's lifecycle:
- Gen 3 active: Greg is the premier Marksman option alongside Philly. Full roster investment is justified — shards, widgets, skill manuals, gear.
- Gen 4 opens: Gen 4 Marksman heroes start landing with higher class bonuses than Gen 3. Greg's absolute power doesn't drop, but his relative value in the roster decreases. He remains a strong rally-join and second-rally anchor.
- Gen 5+: Greg shards begin appearing in catch-up sources (Intel, Hero's Mission, Hall of Heroes). He's now a "complete legacy hero" — cheap to finish if you neglected him earlier, but unlikely to hold a main rally slot against current-gen Marksman.
The investment curve to be aware of: players who unlock Greg at the start of Gen 3 and push him aggressively get the most lifecycle value out of him. Players who unlock him late in Gen 3 and begin serious investment as Gen 4 approaches are often better served diverting widgets and manuals to newer heroes — Greg's catch-up track will bring him back cheaply later.
The exception is utility-slot value. Even in late Gen 4+, Greg's Courtroom Order silence and his Law and Order + Trumpet of Justice Health stack are kit features that don't age out. A fully built Greg remains valuable as a rally-join or secondary rally leader long past his power-ceiling prime.
Common Mistakes
Mechanical Mistakes
- Confusing Exploration and Expedition skills. They fire in entirely different content types. Maxing Righteous Wind does nothing for your rallies. Maxing Law and Order does nothing for your bear hunt.
- Using the wrong skill manual type. Exploration and Expedition skills draw from separate manual pools. Stockpiling one type while trying to level a skill that uses the other is a common resource trap.
- Assuming "rally" applies to solo deployments. Trumpet of Justice and Law and Order both reference rally troops explicitly. Solo expedition deployments do not trigger these buffs.
Investment Mistakes
- Star-pushing past 4★ before maxing skills. Shard-investment from 4★ to 5★ is pure stat gain with no skill-cap changes. Those shards could unlock another Mythic hero's initial kit instead.
- Over-investing in State Edict Levels 8–10 early. Both special skills are unlocked by Level 5. Levels 6–10 are 200 widgets of pure stat gain — reasonable late-game investment, but a poor use of early-game widget scarcity.
- Ignoring the Furnace Level cap. If your Furnace is below Level 26, Greg will plateau below Hero Level 80 regardless of banked EXP. Dumping EXP books on Greg before your Furnace catches up is wasted resources.
- Building Greg for exploration. His exploration kit is competent but unexceptional. Every hour of skill-manual farming on Righteous Wind or Poetic Justice is an hour not spent on his expedition skills, where his value concentrates.
Deployment Mistakes
- Running Greg in mixed-troop rallies. The +290.23% bonus only applies to Marksman. Infantry-heavy or Lancer-heavy rallies with Greg in the lead slot waste the single biggest number on his sheet.
- Using Greg for short fights. 20% proc rates mean 5-turn engagements see an expected 1 proc of each skill. Short fights are carried by his Marksman buff and Courtroom Order, not by the proc kit — which is fine, but it means Greg is weakest in content where rallies end quickly.
- Expecting Poetic Justice healing. The damage outcome is the reliable one. Treat any heal as a pleasant surprise rather than a plan element.
Total Build Cost Summary
For a fully optimised Greg — 5★, all skills at Level 5, State Edict Level 10 — the complete resource commitment:
| Resource | Total |
|---|---|
| Hero Shards | 600 (cumulative 0★ → 5★) |
| Mythic Exploration Skill Manuals | 495 (3 skills × 165) |
| Mythic Expedition Skill Manuals | 495 (3 skills × 165) |
| Exclusive Gear Widgets | 275 (State Edict L1 → L10) |
| Standard Marksman gear | 4 slots (Goggles, Gloves, Belt, Boots) at Legendary tier |
| Hero EXP | Enough for Level 80 (requires Furnace 26) |
For the mechanically complete rally Greg (4★, expedition skills at Level 5, State Edict Level 5):
| Resource | Total |
|---|---|
| Hero Shards | ~450 (cumulative 0★ → 4★) |
| Mythic Expedition Skill Manuals | 495 |
| Exclusive Gear Widgets | 75 (State Edict L1 → L5) |
The gap between these two totals — roughly 150 shards, 495 exploration manuals, 200 widgets — represents the "completionist tax." Skipping it costs almost nothing in rally performance. Paying it buys you solo-exploration capability and the final stat polish.
Bottom Line
Greg is the Gen 3 Marksman rally anchor. His expedition kit is where his value concentrates, his exclusive gear is mandatory for the build, and his skill-over-star investment curve rewards patient, targeted upgrades over raw star-pushing. A 4★ Greg with a maxed expedition skill sheet and State Edict Level 5 is a functionally complete rally hero — everything beyond that is polish. If you're running a Marksman-forward state and stepping out of Gen 2, he earns his spot on the team and holds it deep into Gen 4.