Hero class: Melee damage dealer.
Sir Kramer is a glass cannon. He is capable of doing good damage and quickly slaying the most annoying enemy units and heroes, but he dies fast, so it’s necessary to use him very accurately.
Use cases: He is designed to counter annoying enemy backline heroes and fat melee dudes. Moreover, he is useful in preventing enemies from casting their spells. For example, he is the simplest way to cancel the Commander’s insta-kill jump. However, he isn’t tanky at all, and since he usually targets the most dangerous enemy characters (when he jumps to the enemy backline he becomes your closest hero to many enemy melee units) he dies fast if not taken care of. Also, he isn’t a frontline hero at all.
Equipment:the DPS-increasing set. It may seem that a tanky set may resolve his fragility, but in practice, this action seriously reduces his DPS and doesn’t make him viably tougher.
Synergies: He is combined well with Aatu and Morana who may protect him when Sir is vulnerable. Hurgoth can decrease the enemy’s tough armor even more, which is a good combo against bosses. Dwoggour can literally carry him on. Without Dwoggour it’s extremely hard to make Kramer live long enough. Norn can take damage destined for Kramer instead of him.Units: not important. He can use any and doesn’t benefit from any unit type at all. Choose according to the rally setup.