Post by Hitmus✪NFS on Feb 9, 2015 12:22:49 GMT
Melding Guide - reference dh.forum.igg.com/topic?fcid=2&ctid=1126 by Angelspawns
Awesome Creatures(apprentices) for Melding:
**WARNING** I advice Melding when you own atleast 3 duplicates. Chances are against you otherwise and you'll end up disappointed with nothing to show for.
Human [Name - Skill - Reasoning]
4*Colossus. - Frost Armor - Main Tank, snowballs quickly into damager. Lots of HP together with Immunity & Frost Armor gives her all the time she needs to self-buff into a deadly killer.
4*Techno-Chief. - Battleblow - Main damager. It works well with Sweeping Blow, doing almost 2000k the first time it's in play.
4*Swordmaster. - Battleblow - Main damager + Tank. Same reasoning as Techno-Chief.
4*Oracle. - Delay / Frostbite / Cloudburst, or Frost Armor - Main support, Main Support + Tank. Gives +300MHP to Humans, 150HP Mass Heals, 500HP Hero Heals. As support she's placed furthest right. Fits her role perfectly to disable more threats from distance. She also gains 1715HP/400ATK at Lvl15, so Frost Armor will instantly turn her into a stalling tank with Mass Heal.
Mortii [Name - Skill - Reasoning]
Faen [Name - Skill - Reasoning]
3*Frost Rager. - Block - Main tank. At Lvl7 from LazyGuard it blocks 175 Physical DMG. Together with her Frost Armor only 5 physical DMG gets through.
4*Horned Beast. - Repetative skills - Survival expert. 70% Magic evasion / 50% physical + 125HP (mass) Heal. This creature is like a blank canvas: she'll dodge, heal up, and ensure whatever skill you give her is repeated several times over before she leaves your field. Recycle, Retreat, Frostbite, Godswill... depending on strategy. You can trust it is in evasive hands.
Neander [Name - Skill - Reasoning]
Best Skills to Meld, and where to get them:
These are catagorized by strategy Brute force, Lockdown, Tank and Buff, Hero Takedown. Determine your creatures purpose first to find your best options and where to get it. The creatures sellected have the Highest SkillLvl, aviability and/or expendability. Meaning you won't regret taking it off them to enhance your Apprentice.
Strategy: "Brute force" for hard hitting creatures.
1.) Battleblow = 50% chance to increase ATK by [X] when attacking. (3, 4, and 5*s)
- [Lvl8=160%] 3*Alert Guard, - Mazes, LuckySpin, AltarCoins, AltarGems, 8-12 reward.
- [Lvl7=140%] 3*Dark Assassin, - Exploration in 3rd Map.
Hit for 1500~2000ATK on almost anything. Battleblow works best with Sweeping Blow that also hits adjacent creatures.
Strategy: "Lockdown" for stopping enemy creatures.
1.) Delay = 50% chance of making [X] creatures skip their next turn/action. (4 and 5*s)
- [Lvl2=2Creatures] 4*Master Guide, - Daily Login.
- [Lvl3=3Creatures] 5*Nidhogg, - Mazes, LuckySpin, AltarGems, AltarCoupons, GuildMap. Only Meld if you absolutely won't use him in a Neander Deck.
Delay and Frostbite both stop a creature(s) from acting on their turn. Perfect for stalling and preventing damage.
2.) Frostbite = Deal [X] Magic DMG to 3 random creatures. Has 35% chance to inflict freeze, so they skip their next turn/action. (4 and 5*s)
- [Lvl3=60Magic] 3*Frost Caller, - Exploration 6-10.
- [Lvl3=60Magic] 4*Icy Mage, - Exploration in 7th Map.
- [Lvl5=100Magic] 2*Demona, - Mazes, LuckySpin, AltarCoins, AltarCoupons.
Delay and Frostbite are both skills that stop a creature(s) from acting. You'll have to chose between the 2 options: 2x50% chance, or 3x35% chance + Magic DMG.
3.) Cloudburst = Deal [X] Magic DMG to 3 creatures. 45% chance to inflict Paralysis, preventing the enemy creature from physical attacking next turn. (4 and 5*s)
- [Lvl2=50Magic] 3*Voltic Priest, - Exploration in 3rd Map.
- [Lvl6=150Magic] 3*Flame Mage, - Mazes, LuckySpin, AltarCoins, AltarGems.
Cloudburst is the weaker effect of freezing, preventing physical attacks from happening. As traid-off it has 10% more chance to inflict it.
Strategy: "Tank and Buff" for reducing damage and healing.
1.) Frost Armor = Caps the amount of DMG a physical attack can deal at [X]. (4 and 5*s)
- [Lvl3=180Dmg] 3*Frost Rager, - Exploration in 3rd Map.
- [Lvl7=140Dmg] 4*Ursa Major, - Mazes, ?-? reward.
Frost Armor is the best skill for tanking physical damage. Put it together with a healing ability for almost eternal life, or with counterskills to trigger them while taking little physical damage yourself.
2.) Block = Reduce DMG taken from physical ATK by [X]. (3, 4 and 5*s)
- [Lvl7=175] 3*Lazy Guard, - Mazes, LuckySpin, AltarCoins, AltarGems, AltarCoupons.
Block is recommendable on creatures already equipped with Frost Armor. After the damage gets capped, Block negates the physical damage that gets through even further. If the Block Skill comes first it will not work.
3.) Mass Heal = Restores [X] HP to all your Creatures. (4 and 5*s)
- [Lvl6=150] 4* Oracle, - Exploration in 6th Map.
This works well on support you place on the right side out of harm, while tanks take the damage with Dodge or Frost Armor.
4.) Bless = Your Hero gains [X] Health.
- [Lvl10=500] 4* Oracle, - Exploration in 6th Map.
Particulairy useful in Guild Maps, where your Hero's health gets drained each turn.
5.) Elven Salve = Increases the max HP of your other Faen Creatures by [X].
- [Lvl7=350] 3*Centaur Guide, - Mazes, LuckySpin, AltarCoins, AltarGems.
A one time trigger for your creatures. The one time [350 max HP + 350 Heal] raise happens on creatures inflicted with Rip aswell.
6.) Sprite Link = Increases the ATK of your other Faen Creatures by [X].
- [Lvl7=175] 4*Dream Guide, - Exploration in 6th Map.
- [Lvl7=175] 4*Faen Mesmer, - Mazes, LuckySpin, AltarCoupons, AltarGems.
7.) Sage Advice = Increases the max HP of your other Human Creatures by [X].
- [Lvl6=300] 4* Devotee, - Mazes, LuckySpin, AltarCoins, AltarCoupons, AltarGems.
- [Lvl7=350] 4* Oracle, - Exploration in 6th Map.
See Elven Salve.
8.) Earth Totem = Increases the max HP of your other Neander Creatures by [X].
- [Lvl6=300] 3*Troll Guard & Hippo Raider, - Mazes, LuckySpin, AltarCoins, AltarCoupons, AltarGems.
- [Lvl7=350] 4*Tauros Elder, - Exploration in 8th Map.
See Elven Salve.
9.) Unholy Pact = Increases the max HP of your other Mortii Creatures by [X].
- [Lvl5=250] 3*Dark Witch & Blightghast, - Mazes, LuckySpin, AltarCoins, AltarCoupons, AltarGems.
- [Lvl7=350] 4*Pit Lord, - Mazes, LuckySpin, AltarCoupons, AltarGems.
See Elven Salve.
Strategy: "Hero Takedown" to go directly for the Hero.
1.) Discord = Random enemy has [X] chance of attacking the enemy Hero next round. (3, 4 and 5*s)
- [Lvl5=55%] 4*Faen Mesmer, - Mazes, LuckySpin, AltarGems, AltarCoupons.
- [Lvl8=70%] 4*Eye of Jonara, - Exploration in 9th Map.
Discord will disable 1 enemy that turn + inflict its ATK to the enemy Hero. If your creature already has curse and little attack of itself, you may chose this over stabthrough.
2.) Curse = Deal [X] and [X]% times enemy Hero's MaxHP as Direct DMG. (3, 4 and 5*s)
- [Lvl5=250 and 1.0%MHP] 3*Frost Caller, - Exploration 6-10.
Combine it with a creature that has survival skills(dodge, frost armor, rebirth, to prolongue it's time on the field. The more turns it's in the more DMG it gets through.
3.) Godswill = Reduce enemy Hero's HP by [X] for each enemy creature in play. (4 and 5*s)
- [Lvl7=140] 4*Bloody Lord, - Token Mall.
It's potentially the highest inflicting Hero DMG skill. 5 enemies translates into 700Dmg. It's most optimal when staying on the field as long as possible without killing enemy units. Current units with this Skill already have a good additional Skillset to compliment it. I do not advice destroying any of them. If you must, then Bloody Lord is recollectable with Tokens.
4.) Stabthrough = Deal [X] of the DMG dealt to enemy creature to the enemy Hero. (3, 4 and 5*s)
- [Lvl6=90%] 2*Shadowstalker, -Maze, LuckySpin, AltarCoins.
- [Lvl7=105%] 4*Ursa Major, - Mazes, ?-? reward.
5.) Retreat
Awesome Creatures(apprentices) for Melding:
**WARNING** I advice Melding when you own atleast 3 duplicates. Chances are against you otherwise and you'll end up disappointed with nothing to show for.
Human [Name - Skill - Reasoning]
4*Colossus. - Frost Armor - Main Tank, snowballs quickly into damager. Lots of HP together with Immunity & Frost Armor gives her all the time she needs to self-buff into a deadly killer.
4*Techno-Chief. - Battleblow - Main damager. It works well with Sweeping Blow, doing almost 2000k the first time it's in play.
4*Swordmaster. - Battleblow - Main damager + Tank. Same reasoning as Techno-Chief.
4*Oracle. - Delay / Frostbite / Cloudburst, or Frost Armor - Main support, Main Support + Tank. Gives +300MHP to Humans, 150HP Mass Heals, 500HP Hero Heals. As support she's placed furthest right. Fits her role perfectly to disable more threats from distance. She also gains 1715HP/400ATK at Lvl15, so Frost Armor will instantly turn her into a stalling tank with Mass Heal.
Mortii [Name - Skill - Reasoning]
Faen [Name - Skill - Reasoning]
3*Frost Rager. - Block - Main tank. At Lvl7 from LazyGuard it blocks 175 Physical DMG. Together with her Frost Armor only 5 physical DMG gets through.
4*Horned Beast. - Repetative skills - Survival expert. 70% Magic evasion / 50% physical + 125HP (mass) Heal. This creature is like a blank canvas: she'll dodge, heal up, and ensure whatever skill you give her is repeated several times over before she leaves your field. Recycle, Retreat, Frostbite, Godswill... depending on strategy. You can trust it is in evasive hands.
Neander [Name - Skill - Reasoning]
Best Skills to Meld, and where to get them:
These are catagorized by strategy Brute force, Lockdown, Tank and Buff, Hero Takedown. Determine your creatures purpose first to find your best options and where to get it. The creatures sellected have the Highest SkillLvl, aviability and/or expendability. Meaning you won't regret taking it off them to enhance your Apprentice.
Strategy: "Brute force" for hard hitting creatures.
1.) Battleblow = 50% chance to increase ATK by [X] when attacking. (3, 4, and 5*s)
- [Lvl8=160%] 3*Alert Guard, - Mazes, LuckySpin, AltarCoins, AltarGems, 8-12 reward.
- [Lvl7=140%] 3*Dark Assassin, - Exploration in 3rd Map.
Hit for 1500~2000ATK on almost anything. Battleblow works best with Sweeping Blow that also hits adjacent creatures.
Strategy: "Lockdown" for stopping enemy creatures.
1.) Delay = 50% chance of making [X] creatures skip their next turn/action. (4 and 5*s)
- [Lvl2=2Creatures] 4*Master Guide, - Daily Login.
- [Lvl3=3Creatures] 5*Nidhogg, - Mazes, LuckySpin, AltarGems, AltarCoupons, GuildMap. Only Meld if you absolutely won't use him in a Neander Deck.
Delay and Frostbite both stop a creature(s) from acting on their turn. Perfect for stalling and preventing damage.
2.) Frostbite = Deal [X] Magic DMG to 3 random creatures. Has 35% chance to inflict freeze, so they skip their next turn/action. (4 and 5*s)
- [Lvl3=60Magic] 3*Frost Caller, - Exploration 6-10.
- [Lvl3=60Magic] 4*Icy Mage, - Exploration in 7th Map.
- [Lvl5=100Magic] 2*Demona, - Mazes, LuckySpin, AltarCoins, AltarCoupons.
Delay and Frostbite are both skills that stop a creature(s) from acting. You'll have to chose between the 2 options: 2x50% chance, or 3x35% chance + Magic DMG.
3.) Cloudburst = Deal [X] Magic DMG to 3 creatures. 45% chance to inflict Paralysis, preventing the enemy creature from physical attacking next turn. (4 and 5*s)
- [Lvl2=50Magic] 3*Voltic Priest, - Exploration in 3rd Map.
- [Lvl6=150Magic] 3*Flame Mage, - Mazes, LuckySpin, AltarCoins, AltarGems.
Cloudburst is the weaker effect of freezing, preventing physical attacks from happening. As traid-off it has 10% more chance to inflict it.
Strategy: "Tank and Buff" for reducing damage and healing.
1.) Frost Armor = Caps the amount of DMG a physical attack can deal at [X]. (4 and 5*s)
- [Lvl3=180Dmg] 3*Frost Rager, - Exploration in 3rd Map.
- [Lvl7=140Dmg] 4*Ursa Major, - Mazes, ?-? reward.
Frost Armor is the best skill for tanking physical damage. Put it together with a healing ability for almost eternal life, or with counterskills to trigger them while taking little physical damage yourself.
2.) Block = Reduce DMG taken from physical ATK by [X]. (3, 4 and 5*s)
- [Lvl7=175] 3*Lazy Guard, - Mazes, LuckySpin, AltarCoins, AltarGems, AltarCoupons.
Block is recommendable on creatures already equipped with Frost Armor. After the damage gets capped, Block negates the physical damage that gets through even further. If the Block Skill comes first it will not work.
3.) Mass Heal = Restores [X] HP to all your Creatures. (4 and 5*s)
- [Lvl6=150] 4* Oracle, - Exploration in 6th Map.
This works well on support you place on the right side out of harm, while tanks take the damage with Dodge or Frost Armor.
4.) Bless = Your Hero gains [X] Health.
- [Lvl10=500] 4* Oracle, - Exploration in 6th Map.
Particulairy useful in Guild Maps, where your Hero's health gets drained each turn.
5.) Elven Salve = Increases the max HP of your other Faen Creatures by [X].
- [Lvl7=350] 3*Centaur Guide, - Mazes, LuckySpin, AltarCoins, AltarGems.
A one time trigger for your creatures. The one time [350 max HP + 350 Heal] raise happens on creatures inflicted with Rip aswell.
6.) Sprite Link = Increases the ATK of your other Faen Creatures by [X].
- [Lvl7=175] 4*Dream Guide, - Exploration in 6th Map.
- [Lvl7=175] 4*Faen Mesmer, - Mazes, LuckySpin, AltarCoupons, AltarGems.
7.) Sage Advice = Increases the max HP of your other Human Creatures by [X].
- [Lvl6=300] 4* Devotee, - Mazes, LuckySpin, AltarCoins, AltarCoupons, AltarGems.
- [Lvl7=350] 4* Oracle, - Exploration in 6th Map.
See Elven Salve.
8.) Earth Totem = Increases the max HP of your other Neander Creatures by [X].
- [Lvl6=300] 3*Troll Guard & Hippo Raider, - Mazes, LuckySpin, AltarCoins, AltarCoupons, AltarGems.
- [Lvl7=350] 4*Tauros Elder, - Exploration in 8th Map.
See Elven Salve.
9.) Unholy Pact = Increases the max HP of your other Mortii Creatures by [X].
- [Lvl5=250] 3*Dark Witch & Blightghast, - Mazes, LuckySpin, AltarCoins, AltarCoupons, AltarGems.
- [Lvl7=350] 4*Pit Lord, - Mazes, LuckySpin, AltarCoupons, AltarGems.
See Elven Salve.
Strategy: "Hero Takedown" to go directly for the Hero.
1.) Discord = Random enemy has [X] chance of attacking the enemy Hero next round. (3, 4 and 5*s)
- [Lvl5=55%] 4*Faen Mesmer, - Mazes, LuckySpin, AltarGems, AltarCoupons.
- [Lvl8=70%] 4*Eye of Jonara, - Exploration in 9th Map.
Discord will disable 1 enemy that turn + inflict its ATK to the enemy Hero. If your creature already has curse and little attack of itself, you may chose this over stabthrough.
2.) Curse = Deal [X] and [X]% times enemy Hero's MaxHP as Direct DMG. (3, 4 and 5*s)
- [Lvl5=250 and 1.0%MHP] 3*Frost Caller, - Exploration 6-10.
Combine it with a creature that has survival skills(dodge, frost armor, rebirth, to prolongue it's time on the field. The more turns it's in the more DMG it gets through.
3.) Godswill = Reduce enemy Hero's HP by [X] for each enemy creature in play. (4 and 5*s)
- [Lvl7=140] 4*Bloody Lord, - Token Mall.
It's potentially the highest inflicting Hero DMG skill. 5 enemies translates into 700Dmg. It's most optimal when staying on the field as long as possible without killing enemy units. Current units with this Skill already have a good additional Skillset to compliment it. I do not advice destroying any of them. If you must, then Bloody Lord is recollectable with Tokens.
4.) Stabthrough = Deal [X] of the DMG dealt to enemy creature to the enemy Hero. (3, 4 and 5*s)
- [Lvl6=90%] 2*Shadowstalker, -Maze, LuckySpin, AltarCoins.
- [Lvl7=105%] 4*Ursa Major, - Mazes, ?-? reward.
5.) Retreat