Diyesy
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Post by Diyesy on Jul 18, 2015 13:11:11 GMT
I was wondering if anyone would suggest a good guild deck. Currently I'm using a hero deck with Patriach as my hero. Current deck: ×Hero - Patriach lvl3:Human might 6, Iceshell 7 ×Creatures - Titania lvl 10 - Arcane master lvl 10 - Sword master X2 lvl 10 - Paladin lvl 10 - Colossus lvl 10 - Oracle lvl 10 (evolved) - Oracle lvl 15 (not melded) - Techno Chief lvl 10 - Royal knight lvl 10 The heroes that I have are; - 4* Royal Guard lvl 1:Human life 1, Deathcloud 5, Dusk shield 1 - 3* Balrog lvl 2:Mortii Might 9, Undying 7 - Bowmaster lvl 2:Faen life 6,Agile 7 - Tauro Brute lvl 3:Neander might 6, spiky bits 7 - Patriach lvl 3:Human might 6, Iceshell 7 Creatures; 5*: - Moon Guard - Spider Queen ×2 lvl 10 - Balthazar lvl 10 - Titania lvl 10 - Bloodletter X2 lvl 10 - Gorgon X2 lvl 10 - Undying wiĺl lvl 10 - Spirit Siren lvl 10 - Pit Dragon lvl 10 - Thalassa lvl 10 4*: - Arcane master lvl 10 - Sword master X2 lvl 10 - Paladin lvl 10 - Juggernaut - Colossus X2 (1X lvl 10) - Techno Chief X3 (1X lvl 10) - Oracle X2 (1X lvl 15/1X lvl 10) - Griff knight - Flame Brave X2 lvl 10 - Pegasus Lord X3 (1X lvl 10) - Treat Elder lvl 10 - Centaur Chief X3 (1X lvl 10) - Pale Dragon X3 - Light Brave X3 - Faen master X2 - Ophiuchus lvl 10 - Nean Raptor lvl 10 - Mammoth X2 (1X lvl 10) - Neamazon - Neander Giant lvl 10 - Queen Team lvl 10 - Cave Dragon lvl 10 - Harbinger lvl 10 - Pitlord lvl 10 - Pit priest I have 3* creatures but this is long enough Any help would be greatly appreciated
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Post by tanisomsford on Jul 21, 2015 3:42:18 GMT
You have a good collection of cards so far. You will learn a ton through experimenting, but the godly guild decks are using wight to exploit his death curse(minimum lv 4 req). In the maps the enemy doesn't clear the status hits unless you damage his hero, so the strategy is fairly simple(not necessarily easy though):
-Have one less card on the board than him at all times so you never attack his hero. -bless the s#&% out of your wight to keep him alive. -armor/immune/stoneskin the s#%& out of your creatures to stay alive the whole battle.
That's your endgame deck. Example may be 4x Oracles with FA or Immunity 7+. 2x naga mistress with delay3 or defense. Cave dragon with bless or Defense. 2-3x sentry angels/frost ragers bless/immunity.
Place the cards so they maximise positions defensively, let the wight proceed to curse em. 600 damage turns into 20,000 damage after 8-10 rounds, then you kills 2-3 cards and do 300k-500k damage
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Post by tanisomsford on Jul 21, 2015 3:57:51 GMT
Oops. Just re-read your post and your question is good for guild maps NOW with your current stuff.
I get a ton of damage with fire magic personally. Flame masters, flame brave, phoenix, kirin, all have high level pyre. But to really get higher damage, you NEED to keep the hero alive. That is key. If your hero can last the 100 rounds (theoretically), then your creatures will at least do 50,000 damage in A battle if they live, and that's doing 1000 damage per turn only. If you use lockdowns and have fewer crits on board than them, your creatures will live longer. Longer life = higher damage. Have 2-3 frost raters/sentry angels with block7(8 for frost rager), they will become immune to attacks and will completely SHUTDOWN fafnirs and mimirs trees. Oracles or some bless cards are essential. Then add a few big damage magic cards to help. With patriarch skill you will help your crits. Get at least 20 oracles starting now, and build the most defensive human deck. If you use lockdowns, than get rid of stabthrough, you cannot damage the hero.
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Post by tanisomsford on Jul 21, 2015 4:07:34 GMT
Try blood letters with swordmasters, oracles, and your paladin(ambush rune free 2k damage). And the centaur chiefs will do over 1000 attack per turn, more for neanders.
That's a good start.
Another one for you is the flame braves, oracles, centaur chiefs, and fill the rest with treant guides and sword masters. Use bowamaster or patriarch, they will be about on par.
And also, you can meld 5 or so frost ragers with stabthrough+runes and do 10k damage per turn using oracles and treant guides to keep everyone alive.
3 decks that should nab you average 10-30k damage battles. Hope that helps bro.
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Post by sonbalin on Jul 21, 2015 4:22:58 GMT
Try blood letters with swordmasters, oracles, and your paladin(ambush rune free 2k damage). And the centaur chiefs will do over 1000 attack per turn, more for neanders. That's a good start. Another one for you is the flame braves, oracles, centaur chiefs, and fill the rest with treant guides and sword masters. Use bowamaster or patriarch, they will be about on par. And also, you can meld 5 or so frost ragers with stabthrough+runes and do 10k damage per turn using oracles and treant guides to keep everyone alive.3 decks that should nab you average 10-30k damage battles. Hope that helps bro. Why would you do the bolded/underlined part?
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Post by tanisomsford on Jul 21, 2015 5:08:58 GMT
Try blood letters with swordmasters, oracles, and your paladin(ambush rune free 2k damage). And the centaur chiefs will do over 1000 attack per turn, more for neanders. That's a good start. Another one for you is the flame braves, oracles, centaur chiefs, and fill the rest with treant guides and sword masters. Use bowamaster or patriarch, they will be about on par. And also, you can meld 5 or so frost ragers with stabthrough+runes and do 10k damage per turn using oracles and treant guides to keep everyone alive.3 decks that should nab you average 10-30k damage battles. Hope that helps bro. Why would you do the bolded/underlined part? For money. That's all
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Post by tanisomsford on Jul 21, 2015 5:19:34 GMT
Try blood letters with swordmasters, oracles, and your paladin(ambush rune free 2k damage). And the centaur chiefs will do over 1000 attack per turn, more for neanders. That's a good start. Another one for you is the flame braves, oracles, centaur chiefs, and fill the rest with treant guides and sword masters. Use bowamaster or patriarch, they will be about on par. And also, you can meld 5 or so frost ragers with stabthrough+runes and do 10k damage per turn using oracles and treant guides to keep everyone alive.3 decks that should nab you average 10-30k damage battles. Hope that helps bro. Why would you do the bolded/underlined part? Actually, I had always thought hero damage counted for battle damage, but maybe that was a collossally incorrect assumption. Amni mistaken Son?
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Post by sonbalin on Jul 21, 2015 5:20:52 GMT
I thought that may have been the reason, wasn't sure though... So damage to the Hero counts for gold too, I wasn't aware - Makes sense though.
Cheers!
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Post by sonbalin on Jul 21, 2015 5:21:57 GMT
Why would you do the bolded/underlined part? Actually, I had always thought hero damage counted for battle damage, but maybe that was a collossally incorrect assumption. Amni mistaken Son? Honestly I'm not sure, I was thinking you were clearing it up for me haha.
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Post by sonbalin on Jul 21, 2015 5:28:57 GMT
Ok I just went and ran a (bad) Curse deck through a Guild Map out of curiosity, Hero damage does not count for gold OR the damage total on the summary screen. I did about 15k damage to the enemy hero but the summary stated 720 (not a typo) damage done - so 2 Dark Witch hits - and 1440 gold.
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Post by tanisomsford on Jul 21, 2015 16:39:56 GMT
damn! Oh well I suppose. Would've been a nice option for noons to get goodap damage too.
C'est LA vie...
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Diyesy
Stormkalar
Posts: 30
Level: 90
Guild: Celestial Alliance
LINE ID: diyesy
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917
0
Nov 14, 2016 14:13:16 GMT
1
Diyesy
30
Jul 18, 2015 12:42:34 GMT
July 2015
diyesy
90
Celestial Alliance
diyesy
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Post by Diyesy on Jul 22, 2015 19:49:33 GMT
Hey, Thanks for all the input it's been helpful :)couple of additions and changes since last time. I'm I now have a Paw master lvl 2. Not sure if it's useful or not for guilds. I'm thinking of running it with Full alert, spiky bits and Neander might. But I'm not sure. My current guild deck is; Patriach lvl 3 Iceshell 7 human might 6 Oracle X2 swordmaster X2 Titania Colossus Arcane master Paladin Technochief Griff knight Again any help would be amazing!
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Post by SoaponaRope [BK] on Jul 22, 2015 21:21:58 GMT
Allowing for Hero Damage to count towards damage dealt would be an interesting change though - it would let lower level players get some extra damage in and might allow high level players to farm gold easier without ripping up the guild maps.
Too bad it doesn't look like it counts =\
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Post by SoaponaRope [BK] on Jul 22, 2015 21:27:57 GMT
Hey, Thanks for all the input it's been helpful :)couple of additions and changes since last time. I'm I now have a Paw master lvl 2. Not sure if it's useful or not for guilds. I'm thinking of running it with Full alert, spiky bits and Neander might. But I'm not sure. My current guild deck is; Patriach lvl 3 Iceshell 7 human might 6 Oracle X2 swordmaster X2 Titania Colossus Arcane master Paladin Technochief Griff knight Again any help would be amazing! Your human deck right looks like it will probably work better than Neander, unless you've got some good Neander creatures ready to go. A lot of time for guild stuff, the +HP Talents are going to be better than +ATK just because they'll stick around a lot longer. Just some food for thought. As for your Guild deck, either Human or Neander, I'd honestly just say keep doing your best in the rest of the game. Your Guild deck is looking better, but I think you just need more access to more different types of cards, and you don't have enough tanks, mass heals or blesses to really "work" yet, with only 2 Oracles you're inevitably going to die to the enemy hero. Getting 100k dmg in guild maps for the money is extremely useful, but many guilds are going to benefit a whole lot just by you playing and generating contribution so they can keep opening maps.
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Post by All3x on Aug 24, 2015 15:12:42 GMT
Besides all the suggestions for defence, in terms of atack, i prefer to use Phoenix instead of paladin/titania/Techno Cheif (creatures like that), because it deal higher damage over time, and the self heal with the rune, is a major help for him to stay alive.
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