Post by hugey on Oct 10, 2015 10:47:11 GMT
Since there is no Grimoire section (yet), and I guess plenty people will have issues with certain Grimoire battles, we might as well make a little how-to thread.
Also because not knowing what to do might cost people some extra energy and we all value our energy
Let's just stick to 5* challenges. People who want to play 1-4* just have to do less of the same
Grand Cleric - Kill the hero (bullseye deck)
Challenge: defeat the enemy Hero in 60 rounds
Hero Skill: Rout 10
Deals 100 Direct DMG to all enemy creatures
The description of this skill seems to be off, because it's 100 Direct DMG per skill level. This means that at level 10 she'll deal 1000 Direct DMG to all of your creatures.
Talent 1: Outburst (every turn)
Increases your Creatures' ATK. The lower their Hero's Health, the higher the increase in ATK. (this is a 1 turn buff like all hero ATK buffs)
While it sounds like this could get out of hand quickly, the buff is only somewhere around 1-400, although this number could be a bit higher (with 50959 HP left, it was +332).
Talent 2: Faith Heal 10 (every turn)
Restores 1500 of your Hero's Health
Basically does what it says
Talent 3: Judge (after round 60)
Prepare to be judged!
I assume this means you lose, since the challenge is to kill the hero in 60 turns
Alright so that was the hero, now on to the creatures.:
All of them are Royal Seers and have the same skills, just half are Faen and half are Human.
Skill 1: Bullseye
We all know this one: you'll get hit
Skill 2: Mend
Heals all creatures for 100% HP
And that's what it does
Skill 3: Absolve 10
Heals the hero for 2000 + 100 for each creature you have in play
Basically means that with a full board, they'll heal the hero for 3000 each
Skill 4: Serenity
Grants protection from DMG and effects from all skills
To make it simple: blocks everything that isn't physical DMG
Little side note: even though you won't use Titania, she'll only attack the creatures that have both the same name and are of the same faction.
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Alright so with that info, you can think of a deck.
That deck has to:
1) outdamage the enemy's hero healing, which is 31.500 HP (1500 from faith heal and 30.000 from the creatures) per round with a full board.
2) outdamage it by enough to kill the enemy hero before round 61
3) be able to survive both her hero skill (1000 DMG) and an attack from the creature across (501-900 DMG)
Let's start with the creatures:
You need to kill the hero and you can't kill the creatures, so the DMG has to come from either Curse, Godswill or Stabthrough.
Both Curse and Godswill are basically Mortii skills and they aren't very known for their healing ability, so I went with Stabthrough. To get the most out of Stabthrough, meld it onto creatures that have Sweeping Blow.
To not make this even longer than it is, go for Human creatures like Swordmaster (4*), Techno-Chief (4*) and Border Patrol (3*).
I know some people are thinking: wow noob, Graboid vs Humans = GG. And sure, you can do that. But there's A) no need for Ravage and B) You'd need to put in something that boosts their HP, because their base 1454 HP isn't enough.
So, back to why I went for Humans:
You need a lot of health and you need a lot of healing. Since the enemy creatures don't use magic and can hit you through Frost Armor, all you have to do is make sure your creatures can survive so your Stabthrough creatures can deal damage.
Long story short: pick 2-3 Human creatures with Sweeping Blow and Stabthrough, pick as many Oracles as you have (they buff max HP + they heal = double yay) and fill the rest up with Human creatures that buff max HP so every creature benefits from the max HP buffs.
This was the deck I used:
5 Oracles healing for 258 HP/round each (150 +108 from hero rune) and +350 max HP each
2 Swordmasters and 1 Border Ranger with Stabthrough to deal the damage
1 Royal Dragon and 1 Paragon to buff the max HP (300 and 500)
Basically the Stabthrough creatures have their max HP buffed by 2550 (the others for the same minus their own buff) so they all can fairly easily survive 1900 DMG (hero skill + max ATK), and the oracles heal for 1290 each turn, so by the time the enemy hero's Rage Meter is full again, all creatures are back to full HP too. So as you can see when you look at that deck, the base damage isn't all that great and not nearly enough to beat the enemy hero that has so much health and so much hero healing. So we have to find something to fix that.
Hero: Zora Marauder
Why Zora Marauder? Since Serenity blocks everything that isn't physical DMG, heroes like Wight are useless: Cripple won't work, his hero skill won't work and the idea is to not get your creatures killed, so undying isn't very useful either. Instead go for a hero that buffs your team. I picked Zora Marauder: mine is level 6 so 40% of the DMG my creatures take is converted to ATK. This means that they get at least 200 ATK/round (40% of 500 dmg), although that number rises pretty quickly as the enemy hero's HP goes down, and +400 ATK each time the enemy hero uses her hero skill. To me he feels like the most viable hero (also because of the turn limit). If possible, put a high level Heal Amplify rune on him, because healing is kind of important.
If you're still wondering if Zora Marauder would actually work, my creatures got a lot of +ATK and the enemy hero was killed in 27 turns. So I think that, if necessary, you could go with 2 stabthrough creatures instead of 3
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Grand Cleric - Kill the creatures (Pyre+Thor's rage deck)
Challenge: defeat the enemy Creatures in 60 rounds
Hero Skill: Rout 10
Deals 100 Direct DMG to all enemy creatures
The description of this skill seems to be off, because it's 100 Direct DMG per skill level. This means that at level 10 she'll deal 1000 Direct DMG to all of your creatures.
Talent 1: Mantra (every turn)
Restore 100% HP to your hero, dispel control and damage over time effects from all your creatures
Same skill as all guild map heroes have. It only triggers if you harm the enemy hero
Talent 2: Invigorate 2 (every turn)
Increases your Creatures' HP and max HP by 2
Basically does what it says
Talent 3: Judge (after round 60)
Prepare to be judged!
I assume this means you lose, since the challenge is to kill the hero in 60 turns
Alright so that was the hero, now on to the creatures.:
All of them are Royal Seers, but not all of them have the same skills
Skill 1 (Human): Pyre 5
Deals 150 - 250 Magic DMG to all enemy Creatures
I assume everyone knows this skill
Skill 1 (Faen): Thor's Rage 5
Deals 125 Magic DMG to all enemy Creatures. Has 35% chance to inflict Paralysis, preventing a basic attack on their next turn.
I assume everyone knows this skill too
Skill 2: Cure 6
Heals all creatures for 6 HP. Negative status effects do not prevent activation
They actually only heal themselves for 6 HP each round
Skill 4: Stabilize
Negates Afflict, Miasma, Divine Wrath, Instakill, Retreat, Disposal, Clone, Reanimate, and Dominion
I'm not sure why Miasma is in that list, but I assume they meant Bane and Consecrate. Basically all of the above don't work
Skill 3: Defy
Only sustains up to 1 damage when hit.
So regardless of how much dmg your skills do, they'll only take 1 damage
-------------------------------------------------------------------------------------------------------
Thanks to entropy☆NFS for coming up with a strategy that doesn't require you to have expensive creatures. Unless Defiler's skill stops working, I won't write up an alternate strategy
Key creatures:
- Mythril Drone
- Queen Temptress
+ Creature with Rip
If you don't have drone, just be sure to use enough healer and lockdown (Naga Mistress is the best I used her as well to fill up my line)
Hero:
- 2* Hero Defiler - when skill activates it reduces health and max health of enemy creatures.
Place queen temptress at the end, to keep stealing rage, and you are good to go. Plague is the same mechanics as this hero's skill but it doeesnt work.
Filler cards could be anything which hit a lot of targets. I would suggest as many Nagas as you have, Flame Brave as blaze counts as well, and for example Pit Minion has (Tempest)
Also because not knowing what to do might cost people some extra energy and we all value our energy
Let's just stick to 5* challenges. People who want to play 1-4* just have to do less of the same
Grand Cleric - Kill the hero (bullseye deck)
Challenge: defeat the enemy Hero in 60 rounds
Hero Skill: Rout 10
Deals 100 Direct DMG to all enemy creatures
The description of this skill seems to be off, because it's 100 Direct DMG per skill level. This means that at level 10 she'll deal 1000 Direct DMG to all of your creatures.
Talent 1: Outburst (every turn)
Increases your Creatures' ATK. The lower their Hero's Health, the higher the increase in ATK. (this is a 1 turn buff like all hero ATK buffs)
While it sounds like this could get out of hand quickly, the buff is only somewhere around 1-400, although this number could be a bit higher (with 50959 HP left, it was +332).
Talent 2: Faith Heal 10 (every turn)
Restores 1500 of your Hero's Health
Basically does what it says
Talent 3: Judge (after round 60)
Prepare to be judged!
I assume this means you lose, since the challenge is to kill the hero in 60 turns
Alright so that was the hero, now on to the creatures.:
All of them are Royal Seers and have the same skills, just half are Faen and half are Human.
Skill 1: Bullseye
We all know this one: you'll get hit
Skill 2: Mend
Heals all creatures for 100% HP
And that's what it does
Skill 3: Absolve 10
Heals the hero for 2000 + 100 for each creature you have in play
Basically means that with a full board, they'll heal the hero for 3000 each
Skill 4: Serenity
Grants protection from DMG and effects from all skills
To make it simple: blocks everything that isn't physical DMG
Little side note: even though you won't use Titania, she'll only attack the creatures that have both the same name and are of the same faction.
-------------------------------------------------------------------------------------------------------
Alright so with that info, you can think of a deck.
That deck has to:
1) outdamage the enemy's hero healing, which is 31.500 HP (1500 from faith heal and 30.000 from the creatures) per round with a full board.
2) outdamage it by enough to kill the enemy hero before round 61
3) be able to survive both her hero skill (1000 DMG) and an attack from the creature across (501-900 DMG)
Let's start with the creatures:
You need to kill the hero and you can't kill the creatures, so the DMG has to come from either Curse, Godswill or Stabthrough.
Both Curse and Godswill are basically Mortii skills and they aren't very known for their healing ability, so I went with Stabthrough. To get the most out of Stabthrough, meld it onto creatures that have Sweeping Blow.
To not make this even longer than it is, go for Human creatures like Swordmaster (4*), Techno-Chief (4*) and Border Patrol (3*).
I know some people are thinking: wow noob, Graboid vs Humans = GG. And sure, you can do that. But there's A) no need for Ravage and B) You'd need to put in something that boosts their HP, because their base 1454 HP isn't enough.
So, back to why I went for Humans:
You need a lot of health and you need a lot of healing. Since the enemy creatures don't use magic and can hit you through Frost Armor, all you have to do is make sure your creatures can survive so your Stabthrough creatures can deal damage.
Long story short: pick 2-3 Human creatures with Sweeping Blow and Stabthrough, pick as many Oracles as you have (they buff max HP + they heal = double yay) and fill the rest up with Human creatures that buff max HP so every creature benefits from the max HP buffs.
This was the deck I used:
5 Oracles healing for 258 HP/round each (150 +108 from hero rune) and +350 max HP each
2 Swordmasters and 1 Border Ranger with Stabthrough to deal the damage
1 Royal Dragon and 1 Paragon to buff the max HP (300 and 500)
Basically the Stabthrough creatures have their max HP buffed by 2550 (the others for the same minus their own buff) so they all can fairly easily survive 1900 DMG (hero skill + max ATK), and the oracles heal for 1290 each turn, so by the time the enemy hero's Rage Meter is full again, all creatures are back to full HP too. So as you can see when you look at that deck, the base damage isn't all that great and not nearly enough to beat the enemy hero that has so much health and so much hero healing. So we have to find something to fix that.
Hero: Zora Marauder
Why Zora Marauder? Since Serenity blocks everything that isn't physical DMG, heroes like Wight are useless: Cripple won't work, his hero skill won't work and the idea is to not get your creatures killed, so undying isn't very useful either. Instead go for a hero that buffs your team. I picked Zora Marauder: mine is level 6 so 40% of the DMG my creatures take is converted to ATK. This means that they get at least 200 ATK/round (40% of 500 dmg), although that number rises pretty quickly as the enemy hero's HP goes down, and +400 ATK each time the enemy hero uses her hero skill. To me he feels like the most viable hero (also because of the turn limit). If possible, put a high level Heal Amplify rune on him, because healing is kind of important.
If you're still wondering if Zora Marauder would actually work, my creatures got a lot of +ATK and the enemy hero was killed in 27 turns. So I think that, if necessary, you could go with 2 stabthrough creatures instead of 3
-------------------------------------------------------------------------------------------------------
Grand Cleric - Kill the creatures (Pyre+Thor's rage deck)
Challenge: defeat the enemy Creatures in 60 rounds
Hero Skill: Rout 10
Deals 100 Direct DMG to all enemy creatures
The description of this skill seems to be off, because it's 100 Direct DMG per skill level. This means that at level 10 she'll deal 1000 Direct DMG to all of your creatures.
Talent 1: Mantra (every turn)
Restore 100% HP to your hero, dispel control and damage over time effects from all your creatures
Same skill as all guild map heroes have. It only triggers if you harm the enemy hero
Talent 2: Invigorate 2 (every turn)
Increases your Creatures' HP and max HP by 2
Basically does what it says
Talent 3: Judge (after round 60)
Prepare to be judged!
I assume this means you lose, since the challenge is to kill the hero in 60 turns
Alright so that was the hero, now on to the creatures.:
All of them are Royal Seers, but not all of them have the same skills
Skill 1 (Human): Pyre 5
Deals 150 - 250 Magic DMG to all enemy Creatures
I assume everyone knows this skill
Skill 1 (Faen): Thor's Rage 5
Deals 125 Magic DMG to all enemy Creatures. Has 35% chance to inflict Paralysis, preventing a basic attack on their next turn.
I assume everyone knows this skill too
Skill 2: Cure 6
Heals all creatures for 6 HP. Negative status effects do not prevent activation
They actually only heal themselves for 6 HP each round
Skill 4: Stabilize
Negates Afflict, Miasma, Divine Wrath, Instakill, Retreat, Disposal, Clone, Reanimate, and Dominion
I'm not sure why Miasma is in that list, but I assume they meant Bane and Consecrate. Basically all of the above don't work
Skill 3: Defy
Only sustains up to 1 damage when hit.
So regardless of how much dmg your skills do, they'll only take 1 damage
-------------------------------------------------------------------------------------------------------
Thanks to entropy☆NFS for coming up with a strategy that doesn't require you to have expensive creatures. Unless Defiler's skill stops working, I won't write up an alternate strategy
I managed to do today's as well.
Key creatures:
- Mythril Drone
- Queen Temptress
+ Creature with Rip
If you don't have drone, just be sure to use enough healer and lockdown (Naga Mistress is the best I used her as well to fill up my line)
Hero:
- 2* Hero Defiler - when skill activates it reduces health and max health of enemy creatures.
Place queen temptress at the end, to keep stealing rage, and you are good to go. Plague is the same mechanics as this hero's skill but it doeesnt work.
Filler cards could be anything which hit a lot of targets. I would suggest as many Nagas as you have, Flame Brave as blaze counts as well, and for example Pit Minion has (Tempest)