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Post by thedarkknight on Dec 18, 2015 3:09:05 GMT
I am level 75 and I have been having a lot of trouble placing higher than like 250 in arena and 7000 in the tournament. I also have been stuck on map 11-4 for almost 2 months.
This is my current deck (F2P)
Wight w/ str 9, cripple 9, undying 8
revenant undying will pit dragon x2 harbinger lvl 15 melded with instakill mimir's tree royal dragon lvl 15 melded with disposal Swordmaster lvl 15 (need one more to meld battleblow, at 100%) phoenix light brave lvl 15 with recycle
I also have the following heroes:
berserker pawmaster devil hunter all 3 star heroes
creatures: spider queen ash beast yggdryad hanuman x2 thalassa anathema balthazar QT valkyrie cave dragons hell knights dullahans ursa flame braves Michael ghostly judges harbingers pit lords 2 graboids HB x 3 oracle x3
Any help would be greatly appreciated. I really like this game but have been stuck for a while and seem to have little to no luck on drawing any better cards from the occasional booster and coupons. I am at a loss for building a deck to complete map 11-4 and would like some insight into maybe making a better tourney/arena deck.
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SoaponaRope [BK]
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Post by SoaponaRope [BK] on Dec 18, 2015 5:04:25 GMT
Welcome to the boards! General Suggestions- You need another Recycle on a good carrier, and having it on Light Brave isn't the best either. Focus on your options for a second Recycle and I really suggest Swordmaster or Horned Beast for your second one. Dullahan is also a very solid option, but still not going to have the staying power that the other 2 have. Having 1 of each is great, but with just Light Brave you're looking at losing your one recycle in a number of ways. That Rebirth isn't always going to kick in when you need it most.
- Try to come up with a general plan and backup plan within a single deck and consider the counters to it. Looking at your main Arena deck, it's really hard to get a grasp on what role a number of those creatures play in the deck.
- Think about some goal cards that are within reach - even if they may seem far off, at least you know you can achieve them and work towards them instead of praying for a lucky draw. Think about melds to/from farmable crits and Unsealable crits. Farming some Venom Tyrants will give you Sac 8 options on a number of creatures. Spider Queen will give access to more I9s. This not only makes your decks stronger but also makes you feel like at least there's hope in the future.
ArenaYour cards aren't amazing but you should be able to sit pretty comfortably in the top 100 of any arena group I've seen. First, make sure you realize the difference between Offense and Defense. When you're attacking for the day, you can pick and choose any deck you want to specifically target your opponent. However, when you're sitting around all day getting attacked, your "Active Deck" will be your defense. It's obviously very important to always leave a good defense deck on instead of your raiding deck or guild deck or anything like that. Establishing a good defense deck will stop the daily bleeding of losing ground that you then have to spend attempts just trying to make up lost ground. When building a defense deck for Arena and for Tournaments, your primary concern is the elimination of exploitable weaknesses. Let's analyze your current deck: Analysis of Weakness to RID (Retreat/Instakill/Disposal) - Very Weak. 1 card with Stoneskin and it's honestly useless other than it's own disposal. Mimir's has I8 which is a great catchall with his 6 timer, but he cannot patch the holes for this alone. Revenant's I6 isn't useless, but the this card has it's own issues. Disposal and Retreat negate a number of retaliation and rebirth moves, from Undying Will, Harbingers' Rebirth, Pheonix's Rebirth and Light Brave's Rebirth. Analysis of Weakness to Hero Killer Decks - Very Weak. Wight's Cripple Talent does help, but you have nothing else to protect against even a run-of-the-mill curse deck. Analysis of Weakness to Lock Down Decks - Weak. Pit Dragon has Unbound, Mimir has I8 and Revenant has I6. With so few cross supports here (literally zero heals), a war of attrition is going to end badly for you. Your deck is spring loaded and banking on Rebirths and Undying, and a good Faen Lockdown deck is going to establish hard dominance easily and be impossible to clear out. Your only strength against this type of deck is having a chance at your Instakills to disrupt them - it's certainly better than nothing. Analysis of Weakness to Spiky Bits - Above Average. Most players wont go after this particular deck with a Spiky Bits or Sharp Armor deck. Harbs have 1t Spell each, LB has 1t spell, and Phoenix has Pyre, but all in all it's not too weak here. Special Note about Revenant - This card is a huge liability unless you have a reason to be Retreating enemy cards. Retreat allows enemy Disposals/Instakills to be reloaded into the deck to do more damage. Of course its nice to have your powerful 5-stars in the deck, but think about what this card is actually accomplishing. If you had a low-concept, brute force deck that wanted to establish board control then this might be smart. If you had a hero killer deck that used the extra ATK to the hero along with board clearing to help you achieve a fast victory with Hero Killer then he's a great option. But with your spring loaded deck, I don't see how he's benefiting you. In reality, if you review all your matches I'd venture to guess he's hurting more than helping. For map 11-4, I will say that map is a beast. Even with the Stabthrough nerfs, a lot of players are still trying to win that fight with Hero-Killer decks. Main trick for this one is to get rid of those boars or keep them from ever spawning. QT can help keep his rage down but you'll need a seriously beefy lineup for that to make sense, cuz she's going to need to sit far right. This really is still the most reliable option, though. Other option is Voodoo Runes (the Creature versions) which reduce Rage when they hit. Another option is Baalrog (or Armageddon or even Overlord). Basically trying to time up those kills and try to eat the creatures out of the Graveyard before the special sister revives go off. This still requires a very good team, but once two of the same sister are evaporated, you'll be able to win quite easily. The last option is a great lockdown deck and this takes a serious tactician to pull off. Basically, you need to start with your Lockdowns and take out some of the key enemies. Once 3 Neanders are in the Graveyard, Sharp Armor will go off and your Tempests and Frostbites and everything else is going to very quickly wipe the board. Here's where you'll need to hold on and hope you had taken enough of the heavy hitters down while you wait 3 more turns (3 applications total) for Sharp Armor to stop working. If one of the Neanders that triggered it is a Kitsune or Kumiho, this will stop his cast as the other sister will pull these out of the Graveyard stopping his activation. This will make the fight longer and harder but might not mean there's no hope. Basically what happens is after you've cleared the board slowly of everything except the sisters, winning with Lockdown is very easy - its just getting to that spot that's so hard. I'm too tired right this moment to try to build some decks for Arena/Tourny/Explorer's Gate, but if nobody's helped by the morning I'll see what I can do. Hopefully the general ideas from here may help you make some progression. Good Luck!
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SoaponaRope [BK]
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Post by SoaponaRope [BK] on Dec 18, 2015 5:15:34 GMT
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#ff3008
Lord of the DH Forum
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ℜ★God
Bow down.
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Post by ℜ★God on Dec 18, 2015 5:29:50 GMT
I recommend Harbinger instead of Light Brave for Recycle. Harbinger, although he has less base health (which can be easily solved with a Vitality Rune V), has more sustain because of his Soul Swap. Also, although he isn't meant to be a damager, my level 10 Soul Swap rune can easily get him to 2k ATK. Since you already have a Rebirth Recycler, I recommend putting your second one on a Horned Beast (having one Recycler with Rebirth, and another with Immunity/Stoneskin is the optimal strategy in my opinion). Horned Beast is pretty tanky, especially if you throw a Vitality rune on him. So greatly consider trying to meld away your Thalassa as soon as possible.
As far as 11-4 goes, I beat that dungeon with a simple Balrog deck. Use QTs to help his ability proc as much as possible so that you can blow up the Kumihos and Kitsunes in the graveyard.
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thedarkknight
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Post by thedarkknight on Dec 18, 2015 14:21:11 GMT
Thanks for the advice. This is some really good insight and it looks like I have a lot of work to do.
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Jun 19, 2015 16:42:31 GMT
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Post by tanisomsford on Dec 18, 2015 18:03:06 GMT
Thanks for the advice. This is some really good insight and it looks like I have a lot of work to do. I know this may sound weird, but I beat this deck with a magic deck. I used four crits that do the heavy start damage to fire off sharp armour. Once he fizzled it, I brought out the recyclers and had my predator tank the interim damage. Once I got my strong magic damage back on the board it was cake. But, as with the other suggestions, you need to pin down The sisters, the boars, or survive sharp armour, or some combination of the three.
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