Post by inorlive on Jan 28, 2017 22:54:05 GMT
UPDATE (Oct 2017)
I wrote this guide several months ago. Looking back I feel most of what I wrote is great advice, however I would be less obsessive about Gauntlet Power. I still do not have a 5* hero from doing Gauntlet, so the main motivation I was given is not really valid. Gauntlet is a great source of Glory Points, which is important for Hero Talents and Runes.
Original Post:
I have been playing Deck Heroes for about 2 months.
I have had help from many players, but recently I found a bunch of article written by Nexx (NED) and reading them motivated me to create a fairly comprehensive post.
I wish I had the advantage of Nexx's writings when I started.
First a few words from me.
Im am F2P (Free to Play), but I did sign up to be a Star and am accumulating gems and enjoying ht benefit of the extra energy you get in "Heaven's Blessing". I also don't mind paying a few $ a month to the developers if I am enjoy the game.
Learn about Gauntlet Power (GP) and keep it low.
The Gauntlet is found in Secret Regions. If you click the ? in the top right corner of The Gauntlet, you will see your GP. This is the strength of the strongest of the 4 decks you have built. I, of course, was always improving my deck when I had the chance. What I didn't realize was that that higher your GP, the harder the Gauntlet is. The Guantlet is a great source for 5* hero shards, so you want to keep GP low so you can finish the Gauntlet (almost) once a day. Many player who have a second account, employ this strategy. This will slow you down in other areas of the game, but overall, I regret having GP near 9000 I wish it were closer to 6000. My hero i currently level 55.
Save your Gems.
The high level players in the game have all told me to save gems, so I am currently saving them. The only exception is that I try the Lucky Flip every day and will take a 2nd flip which costs a few gems. Depending on the board, I will sometimes take a 3rd flip. Other then that, I have not spend any gems. I have used Alchemy, in the Events Section, to increase the number of gems I have. You get an instant 10-20% boost when you use Alchemy. There is also an event called Alice Bonds where you can deposit gems for a period of time and get back 50% more. At the lowest level you give 4000 gems and will ultimately get back 6000 gems over an 8 week period 750 at a time. It takes a while, but if you get to 96,625 gems, you can do every level of Alice Bonds. Hoard your gems until you get to this level.
Energy.
Most things you do cost you energy. You get 2 energy every 10 minutes with a cap of 100 energy. Deciding how and were to spend your energy is an important part of the game. If you collect all your energy, you should get over 528 each day. 2 energy every 10 minutes is 288/day. Heaven's Blessing is 180 each day (120 if you are not a Star). If you manage your friends list you get another 60 energy/day. Then you will sometimes get 10 energy in a maze or find 10 energy in the Bazaar.
Hint: Set alarms on your phone to alert you whenever its time to collect the Heaven's Blessing.
Join a Guild.
I waited a while before I joined a guild because I didnt think I would be able to contribute. I was mistaken, guilds want active players of all levels. Specifically there is a Guild Activity called Guild Maps". The guild can only unlock these maps by spending contributed energy. If you are in a guild and you spend 500 energy/day then you are contributing 500 energy/day to the Guild. This means that you are contributing the same as a much higher level hero. If you look at the Guild Map tab of the Guild section, you will see that Map 1 requires 15,000 contributed energy to open, Map 2 requires 20,000, etc.... There is a lot to understand here, but the skinny for new players is to realize that even as a low player, you are valued by a guild and of course you can get some really good loot from guild activities. More on this later.
Warning: If you leave a guild you need to wait 1 week before you can join another guild, so be selective. If you get kicked from a guild, you only need to wait 2 hours to join a new guild. If you are in a guild that you do not like, you should ask the leader to kick you so you do not have the 1 week cool down.
Hint: You get Guild Credits, a gold triangular currency, for participating in guild events. One of the best uses for Guild Credits is to buy the Materials in the Guild Mall every refresh cycle. The materials are normally the right most items in the Guild Mall. The materials are the same ones you get from doing Chambers 3 & 4 in the Chambers section of Secret Regions.
Friends.
Each day you get to send energy to people on your friends list, and each day you can receive energy from friends. Each transfer is worth 2 energy to the person receiving it. Sending energy doesn't cost the sender any energy. Over the 2 months I have been playing, I have built a list of 30 friends who send me energy every day. I make an effort to send the same 30 friends energy every day, ideally at the start of the day. 30 is the current limit of friends I can have. That number increases as your level increases.
Daily Task.
Doing Daily tasks get you Coupon Shards which you combine to get Coupons. You spend the coupons at the Altar to Draw Creatures. This is a great source for 4* and 5* creatures for beginning players. I tends to save up to 100 coupons and then spend them all at once. Some people suggest that the RNG (Random Number Generator) the games uses is a bit streaky, meaning they spend gold first until they have drawn a 3* creature or essence, then switch over to spending Coupons. I skeptical, but it does seem to help.
* Lucky Flip - every day, the only place I spend a few gems
* Smelt - all day, every day, keep it going, no down time
* Colosseum: Arena - every day, don't worry if you win or loose, 3 tries gets you coupons.
* Colosseum: Raids - A great source if glory points. Hunt for an enemy with lots of glory.
* Colosseum: Tournament - every day, you will loose, but who cares, 3 tries gets you coupons.
* Secret Region: Trails - every day, great source of gold
* Secret Region: Gauntlet - see elsewhere in this post
* Secret Region: Chambers - do Chambers 1 or 2, any faction, every day at least once to get you a coupon
* Secret Region: Mine - Every day for 2nd chests. On 2x ore days, the whole mine. The energy to reward ratio is poor for back half.
* Secret Region: Grimoire - do it every day at level 1, both tries. You get maps to skill essence, which is important.
* Secret Region: Valhalla - I skip it for now, but can be a great source for Border Ranger and Dark Witches which can be used for a "troll deck".
* Altar: Draw Creature - 1 5x gold pull every day (22,500 gold). I save my coupons until i have a bunch and feel lucky
* Altar: Draw Rune - every day Pay 10x using Glory Points
I do each daily task with the exception of Voucher and Mine. On 2x ore days, I also do the Mine.
Now let me share with you some of Nexx's post that I have found very helpful
STARTING DECK HEROES 101 (by Nexx)
Before you start reading the rest, read the post about gauntlet power suppression!
If you are in the low levels yet then this post will help you build up your game faster then I was able to do. And in order to do this I'm gonna try and point you in the right direction. Ofcourse this is based on my own experiance, but if you choose not to follow my tips I hope you will look back in a few months later, look at my notes and think about making a some what similar post with your own experiance. Or copy some of mine and improve were you see stuff that needs to be improved.
SO HERE IT GOES:
GENERAL
1. Read the post about gauntlet power suppression.
I know I've said this at the start of this post, but if I'd known this from the start I would have possibly had a better 5* hero then the Hydra that igg gave to everyone for free.
2. Gems
This is a topic that is heavily debatable but if your just starting the game getting gems is easy, but later on there arent many quests left to get them from. So, dont use your gems in the beginning. Save your gems and do as many alchemy (@events) as you can. Save up for the alice bonds to even further increase your gem-count. And after that only use them for whats important! If you are melding, only use gems for 5* creatures, and only during the double melddays.
I've used them in the beginning for melding frostarmor to my oracles, and that cost me allot of gems. Just suck it up and wait for a double meld day and use gold for your melds instead of gems.
3. MELD
With melding your cards you need to buckle up and be patient. Save up similar cards and wait for a double meldday. You'll need about 6 of the same cards (1 evolved and 5 copies) and hopefully less if your lucky or if the expertise % is higher.
GUILD BATTLES
Guildbattles are a good way to get extra stuff to help improve your hero or deck, And the gems are a nice little bonus for the f2p players.
To start the event you need to make your first deck straight away. The first deck however isnt that interresting and should always consist of a 1* hero and your weakest 3* creature (lvl 10). I preffer a "Manticore" because of his rebirth, bullseye and crowdcontrol abilities waiting to bite some careless plunderer from walking over your first little drop.
That way you open the guildbattle view without sending your best deck out with virtually 0 points.
After you opened the GBview the attacking begins. You can either make a topdeck and go for the pot of gold. This however leaves you in the hands of mercy and with lack of good decks fast.
Or... Make medium size decks and attack as many lowguilds with decent points with your teams. That way your spreading the odds and mostly in your favour.
-- Always try and attack in groups so the guild has enough runners out to scare lower guilds away and to have some higher deck protect against nmy raids.
SKY ARENA
At the start you will get 5 tickets, and the refreshtimer starts imediately. So in 2 hours the tickets are refreshed and you can go in for an other run. So be sure to use your tickets before they are refreshed.
There are a few ways to go about the sky arena, however if you haven't got deep pockets and ships full of gems i suggest watching your power.
Just like gauntlet sky arena takes your own power into account, so either go maximum power if you have imba cards, or stick to a 5 card deck with max 5000 to 6000 power.
This way your not matched against highrollers and can win in heroic mode most of the time.
The higher your deckpower and damage done to the enemy hero, the higher your points gained will be. However you do need to win, so I'd suggest sticking to the 5-6k and if needed dropping some power if opponents are still 2 hard rather then moving to elite.
GAUNTLET
Yeah, you guessed right... read the post about gauntlet suppression.
But if your already past that point the stack up on balrogs, disposal/instakill cards. And lots of 1* heroes to use againts decks that have sacrifice.
And if you ever find youself against an Oceanus, then the fun part begins: bring your own sacrifice-card! Remove his runes before use! Let Oceanus almost kill your 1* hero and maybe use a 3* waist card to raise his rage abit quicker and drop your sac card just before your hero will die.
If your sacrifice-card is about bring an extra waistcard to sacrifice and raise your cards hp.
Gauntlet and gauntlet power suppression (by Nexx)
Gauntlet power can be checked by going into your gauntlet and clicking the question mark at the top left. This is a measure of the strength of opponents you will face in your gauntlet. Gauntlet power can be raised, but can never be decreased.
Because of this, it is vital to suppress your gauntlet power until you have cards strong enough to justify raising it.
Gauntlet power is determined by your level, your hero skill and talent levels, and the power of the strongest deck you have ever built in your 4 main decks. Because of this, your gauntlet power is a few hundred points higher than your strongest deck, and your final opponent at gauntlet level 15 will have power a few hundred points higher than that.
Eg: your deck power is 8500 and you are level 65
Your gauntlet power is 9000
Your final opponent power is 9500
As you can imagine, they might be much, much stronger than you.
Gauntlet power is NOT raised by the decks you build in any events or subsections including tournament, faction war, guild battle, valhalla, and the gauntlet itself. However since sky arena, raids, and arena use one of your 4 main decks, they can raise your gauntlet power.
Your opponents do not have runes, but that means their power is also lowered accordingly. Therefore you will fight opponents with stronger creatures, melds, and levels than you normally would, but they will have no runes. However, at about 10 000 power, you might face opponents like level 90 oceanus with multiple melded revives and recycles.
This will probably be impossible to beat.
To prevent this, do not build a deck with more than 8000 power until you know exactly what you are doing and why. You may have to use 8 or 9 cards in your deck to accomplish this, but it is worth it. You will have problems going as far in trials, explorer's gate, and arena, but all that is nothing compared to the rewards of the gauntlet which include full 4 star heroes, 5 star hero shards, full 5 star creatures, rare 5 star event shards, and a whole lot of useful glory and gauntlet tokens. Also do not level your hero talents and skills more than you really need. If you have cripple 7, do you really NEED cripple 9? Think about it very carefully before you just level everything.
The rewards are amazing. I can now complete gauntlet once a day and have received a full Wight, lots of 5 star hero shards, 2 nidhoggs, dragonlord shards, night's slayer shards, and many more.
Happy gauntlet runs.
Extra pro tip: collect multiple Balrogs with level 1 corpse explosion to blow up gauntlet creatures and prevent them from being revived. This way you can beat even decks with 2 Thalassa and 2 Great Mystics, for example.
Extra pro tip: if you ever find youself against a high power Oceanus, then the fun part begins: bring your own sacrifice-card! Remove his runes before use! Let Oceanus almost kill your 1* hero and maybe use a 3* waist card to raise his rage abit quicker and drop your sac card just before your hero will die.
If your sacrifice-card is about bring an extra waistcard to sacrifice and raise your cards hp.
Grimoire - its not about the runes - (by Nexx)
Grimore will give you a nice source of daily skill essences to upgrade you creatures abilities.
Violence V Grimoire - Kill The Hero
Requirements:
Hero: Zora Marauder (any level)
Creatures: 2-3 more Sweeping Stab creatures, Healers
Meld Stabthrough onto 2-3 of any Sweeping Blow creatures. Fill up the rest of your deck with healers. Unmelded Oracles will suffice, as their
Sage Advice 7 insures that after you've deployed a couple of them, your Oracles will have enough HP to be able to tank their way through this Grimoire. Your Stabthrough creatures will have to either also be of the Human faction or you will need to put runes on them so that their HP exceed ~2100, so ensure that they will not die from a combined round of damage from the enemy Hero's Hero Skill and enemy creatures' skills. The HP requirement is slightly lower if you use a Mythril Drone, but one is not a requirement for this particular Grimoire.
Vitality V Grimoire - Kill the Creatures (200 starting HP)
Requirements:
Hero: Defiler (level 4 or above)
Creatures: Healers
Defiler is a requirement to clear this Grimoire. His Hero Skill is the only skill that is capable of shaving off more than 1 HP at a time from the enemy creatures. His Hero Skill will also fill up roughly 50-70% of the enemy hero's Rage (depending on how many enemy creatures are on the field), so once it gets going, you'll get into a perpetual cycle of of Hero Skill, with one or two rounds in-between; Defiler shaves off the enemy creatures' HP, enemy Hero inflicts 1000 direct Damage to all of your creatures, you have enough Rage to inflict Defiler's Hero Skill upon the enemy creatures again and so on and so on until all enemy creatures are dead. You can clear this using 9 or 10 vanilla Oracles. They don't need to be melded with anything in particular, nor do they even need to be evolved. The videos above include 4 wildly different decks which all guarantee you victory against this Grimoire.
Sorcery V Grimoire - Kill the Creatures (15000 starting HP) - Non-troll Version
Requirements:
Hero: Zora
Creatures: lifesap Michael, drone, angel prime and oracles.
Make sure you put in Michael as your first card. Preferably along with your drone and as much healers as you can.
Hold on to your Angel prime until the Elite Chaser drops (Mortii with 1500 atk instead of 1000). Once you have killed the elite with your Angel Prime just hope your Michael will stay alive long enough to build enough atk to finish them off 1 by 1.
alternative:
Hero: Paw Master
Creatures: 1 Battleblow 8-10 Michael, Angel Prime, Mythril Drone, Healers
Paw Master must be at a high level, possible at 8 or above. Michael needs to be 1st in the play order, with Angel Prime deployed opposite the Iron Body creature. If the Iron Body creature is deployed at the far left by the enemy, then you're screwed. Rune up your creatures so that Michael has the lowest HP out of all of your creatures, so that Paw Master will always target him with his Hero Skill. Place high level Healer Runes on your Healers to help boost Michael's attack.
Or you have the cards:
Requirements:
Hero: Judgment (any level)
Creatures: 4-5 Tauruses, Healers, Mythril Drone
Note: Yes, I know that this setup is not a setup many people can field. It's the only one I've found that can even theoretically beat Sorcery V Grimoire, though
You will need a minimum of 4 Tauruses, but 5 or more make things easier. Note that the Oracles are not a requirement, I merely choose to use them due to a lack of deck cost keeping me from deploying a 10-card deck. Healers are not a requirement for this Grimoire either, but they give you a bigger margin of error. Simply wait 'til Judgment is ready to deploy its Hero Skill before playing 5 creatures at once, ensuring they'll receive enough damage to perpetuate an endless cycle of Earth's Embrace. A Mythril Drone is a must to ensure that your Tauruses will not be perpetually Frozen and thus able to have the damage from their Basic Attacks add up with the damage from their combined Omega Impacts to eventually kill off the enemy creatures. Place at least 3 Tauruses as early as possible in the attack order as possible. For an easier time ensuring this happens, meld Revive or Recycle onto your Mythril Drone (or simply bring along a Reviver) and then play non-Tauruses, non-Drones and non-Revivers from your hand, , allowing them to die from enemy fire, until you have 3 or more Tauruses in your hand. Make sure all of your Tauruses are synched so that they perform Omega Impact on the same turn. To ensure this happens, either deploy your Mythril Drone (preferrably a revive!Drone to expedite things) alongside your first 3-4 Tauruses or wait 'til a turn where all of your deployed Tauruses are Frozen before deploying your Mythril Drone. Time your playing of any remaining Tauruses so they synch up with the already played ones. Makes at least 2 Tauruses when initially deployed are not facing any of the enemy creatures with either Iron Body (basically immune to Basic Damage) or Frost Armor. Dodge is a pain, but can be overcome. If all 3 of them start out right next to each other, it's almost an automatic loss. This setup will require the player to actually go into "overtime", i.e. past the 50 round mark and be Judged every enemy turn, but due to how Judge and Judgment work, your creatures will be able to withstand a few rounds of Judge before they die outright (the damage of Judge goes up for each enemy round past 51).
Heroes (added June 2018)
I would ignore most 1,2, and 3 star heroes except for the following.
Zora, Defiler, Chaos Witch, Gladiator, Balrog
There are some very powerful troll decks you can make with these heroes. I am not going to give away the secret on how to use these powerful heroes, but want to tell you to try to accumulate their shards. Do not spend gems on them, but if you see them in any of the Bazaar shops and can buy them for gold, glory points, or credits do it.
Other Posts by Inorlive.
Inorlive’s Guild to Crafting
Inorlive's Guide to Grimoire
Inorlive's Guide to Platinum Wheel
If you find these posts helpful, please leave a comment below.
If you are looking for a guild, considering joining House Sark. ℌຮ❅
Reach me on LINE: inorlive
I wrote this guide several months ago. Looking back I feel most of what I wrote is great advice, however I would be less obsessive about Gauntlet Power. I still do not have a 5* hero from doing Gauntlet, so the main motivation I was given is not really valid. Gauntlet is a great source of Glory Points, which is important for Hero Talents and Runes.
Original Post:
I have been playing Deck Heroes for about 2 months.
I have had help from many players, but recently I found a bunch of article written by Nexx (NED) and reading them motivated me to create a fairly comprehensive post.
I wish I had the advantage of Nexx's writings when I started.
First a few words from me.
Im am F2P (Free to Play), but I did sign up to be a Star and am accumulating gems and enjoying ht benefit of the extra energy you get in "Heaven's Blessing". I also don't mind paying a few $ a month to the developers if I am enjoy the game.
Learn about Gauntlet Power (GP) and keep it low.
The Gauntlet is found in Secret Regions. If you click the ? in the top right corner of The Gauntlet, you will see your GP. This is the strength of the strongest of the 4 decks you have built. I, of course, was always improving my deck when I had the chance. What I didn't realize was that that higher your GP, the harder the Gauntlet is. The Guantlet is a great source for 5* hero shards, so you want to keep GP low so you can finish the Gauntlet (almost) once a day. Many player who have a second account, employ this strategy. This will slow you down in other areas of the game, but overall, I regret having GP near 9000 I wish it were closer to 6000. My hero i currently level 55.
Save your Gems.
The high level players in the game have all told me to save gems, so I am currently saving them. The only exception is that I try the Lucky Flip every day and will take a 2nd flip which costs a few gems. Depending on the board, I will sometimes take a 3rd flip. Other then that, I have not spend any gems. I have used Alchemy, in the Events Section, to increase the number of gems I have. You get an instant 10-20% boost when you use Alchemy. There is also an event called Alice Bonds where you can deposit gems for a period of time and get back 50% more. At the lowest level you give 4000 gems and will ultimately get back 6000 gems over an 8 week period 750 at a time. It takes a while, but if you get to 96,625 gems, you can do every level of Alice Bonds. Hoard your gems until you get to this level.
Energy.
Most things you do cost you energy. You get 2 energy every 10 minutes with a cap of 100 energy. Deciding how and were to spend your energy is an important part of the game. If you collect all your energy, you should get over 528 each day. 2 energy every 10 minutes is 288/day. Heaven's Blessing is 180 each day (120 if you are not a Star). If you manage your friends list you get another 60 energy/day. Then you will sometimes get 10 energy in a maze or find 10 energy in the Bazaar.
Hint: Set alarms on your phone to alert you whenever its time to collect the Heaven's Blessing.
Join a Guild.
I waited a while before I joined a guild because I didnt think I would be able to contribute. I was mistaken, guilds want active players of all levels. Specifically there is a Guild Activity called Guild Maps". The guild can only unlock these maps by spending contributed energy. If you are in a guild and you spend 500 energy/day then you are contributing 500 energy/day to the Guild. This means that you are contributing the same as a much higher level hero. If you look at the Guild Map tab of the Guild section, you will see that Map 1 requires 15,000 contributed energy to open, Map 2 requires 20,000, etc.... There is a lot to understand here, but the skinny for new players is to realize that even as a low player, you are valued by a guild and of course you can get some really good loot from guild activities. More on this later.
Warning: If you leave a guild you need to wait 1 week before you can join another guild, so be selective. If you get kicked from a guild, you only need to wait 2 hours to join a new guild. If you are in a guild that you do not like, you should ask the leader to kick you so you do not have the 1 week cool down.
Hint: You get Guild Credits, a gold triangular currency, for participating in guild events. One of the best uses for Guild Credits is to buy the Materials in the Guild Mall every refresh cycle. The materials are normally the right most items in the Guild Mall. The materials are the same ones you get from doing Chambers 3 & 4 in the Chambers section of Secret Regions.
Friends.
Each day you get to send energy to people on your friends list, and each day you can receive energy from friends. Each transfer is worth 2 energy to the person receiving it. Sending energy doesn't cost the sender any energy. Over the 2 months I have been playing, I have built a list of 30 friends who send me energy every day. I make an effort to send the same 30 friends energy every day, ideally at the start of the day. 30 is the current limit of friends I can have. That number increases as your level increases.
Daily Task.
Doing Daily tasks get you Coupon Shards which you combine to get Coupons. You spend the coupons at the Altar to Draw Creatures. This is a great source for 4* and 5* creatures for beginning players. I tends to save up to 100 coupons and then spend them all at once. Some people suggest that the RNG (Random Number Generator) the games uses is a bit streaky, meaning they spend gold first until they have drawn a 3* creature or essence, then switch over to spending Coupons. I skeptical, but it does seem to help.
* Lucky Flip - every day, the only place I spend a few gems
* Smelt - all day, every day, keep it going, no down time
* Colosseum: Arena - every day, don't worry if you win or loose, 3 tries gets you coupons.
* Colosseum: Raids - A great source if glory points. Hunt for an enemy with lots of glory.
* Colosseum: Tournament - every day, you will loose, but who cares, 3 tries gets you coupons.
* Secret Region: Trails - every day, great source of gold
* Secret Region: Gauntlet - see elsewhere in this post
* Secret Region: Chambers - do Chambers 1 or 2, any faction, every day at least once to get you a coupon
* Secret Region: Mine - Every day for 2nd chests. On 2x ore days, the whole mine. The energy to reward ratio is poor for back half.
* Secret Region: Grimoire - do it every day at level 1, both tries. You get maps to skill essence, which is important.
* Secret Region: Valhalla - I skip it for now, but can be a great source for Border Ranger and Dark Witches which can be used for a "troll deck".
* Altar: Draw Creature - 1 5x gold pull every day (22,500 gold). I save my coupons until i have a bunch and feel lucky
* Altar: Draw Rune - every day Pay 10x using Glory Points
I do each daily task with the exception of Voucher and Mine. On 2x ore days, I also do the Mine.
Now let me share with you some of Nexx's post that I have found very helpful
STARTING DECK HEROES 101 (by Nexx)
Before you start reading the rest, read the post about gauntlet power suppression!
If you are in the low levels yet then this post will help you build up your game faster then I was able to do. And in order to do this I'm gonna try and point you in the right direction. Ofcourse this is based on my own experiance, but if you choose not to follow my tips I hope you will look back in a few months later, look at my notes and think about making a some what similar post with your own experiance. Or copy some of mine and improve were you see stuff that needs to be improved.
SO HERE IT GOES:
GENERAL
1. Read the post about gauntlet power suppression.
I know I've said this at the start of this post, but if I'd known this from the start I would have possibly had a better 5* hero then the Hydra that igg gave to everyone for free.
2. Gems
This is a topic that is heavily debatable but if your just starting the game getting gems is easy, but later on there arent many quests left to get them from. So, dont use your gems in the beginning. Save your gems and do as many alchemy (@events) as you can. Save up for the alice bonds to even further increase your gem-count. And after that only use them for whats important! If you are melding, only use gems for 5* creatures, and only during the double melddays.
I've used them in the beginning for melding frostarmor to my oracles, and that cost me allot of gems. Just suck it up and wait for a double meld day and use gold for your melds instead of gems.
3. MELD
With melding your cards you need to buckle up and be patient. Save up similar cards and wait for a double meldday. You'll need about 6 of the same cards (1 evolved and 5 copies) and hopefully less if your lucky or if the expertise % is higher.
GUILD BATTLES
Guildbattles are a good way to get extra stuff to help improve your hero or deck, And the gems are a nice little bonus for the f2p players.
To start the event you need to make your first deck straight away. The first deck however isnt that interresting and should always consist of a 1* hero and your weakest 3* creature (lvl 10). I preffer a "Manticore" because of his rebirth, bullseye and crowdcontrol abilities waiting to bite some careless plunderer from walking over your first little drop.
That way you open the guildbattle view without sending your best deck out with virtually 0 points.
After you opened the GBview the attacking begins. You can either make a topdeck and go for the pot of gold. This however leaves you in the hands of mercy and with lack of good decks fast.
Or... Make medium size decks and attack as many lowguilds with decent points with your teams. That way your spreading the odds and mostly in your favour.
-- Always try and attack in groups so the guild has enough runners out to scare lower guilds away and to have some higher deck protect against nmy raids.
SKY ARENA
At the start you will get 5 tickets, and the refreshtimer starts imediately. So in 2 hours the tickets are refreshed and you can go in for an other run. So be sure to use your tickets before they are refreshed.
There are a few ways to go about the sky arena, however if you haven't got deep pockets and ships full of gems i suggest watching your power.
Just like gauntlet sky arena takes your own power into account, so either go maximum power if you have imba cards, or stick to a 5 card deck with max 5000 to 6000 power.
This way your not matched against highrollers and can win in heroic mode most of the time.
The higher your deckpower and damage done to the enemy hero, the higher your points gained will be. However you do need to win, so I'd suggest sticking to the 5-6k and if needed dropping some power if opponents are still 2 hard rather then moving to elite.
GAUNTLET
Yeah, you guessed right... read the post about gauntlet suppression.
But if your already past that point the stack up on balrogs, disposal/instakill cards. And lots of 1* heroes to use againts decks that have sacrifice.
And if you ever find youself against an Oceanus, then the fun part begins: bring your own sacrifice-card! Remove his runes before use! Let Oceanus almost kill your 1* hero and maybe use a 3* waist card to raise his rage abit quicker and drop your sac card just before your hero will die.
If your sacrifice-card is about bring an extra waistcard to sacrifice and raise your cards hp.
Gauntlet and gauntlet power suppression (by Nexx)
Gauntlet power can be checked by going into your gauntlet and clicking the question mark at the top left. This is a measure of the strength of opponents you will face in your gauntlet. Gauntlet power can be raised, but can never be decreased.
Because of this, it is vital to suppress your gauntlet power until you have cards strong enough to justify raising it.
Gauntlet power is determined by your level, your hero skill and talent levels, and the power of the strongest deck you have ever built in your 4 main decks. Because of this, your gauntlet power is a few hundred points higher than your strongest deck, and your final opponent at gauntlet level 15 will have power a few hundred points higher than that.
Eg: your deck power is 8500 and you are level 65
Your gauntlet power is 9000
Your final opponent power is 9500
As you can imagine, they might be much, much stronger than you.
Gauntlet power is NOT raised by the decks you build in any events or subsections including tournament, faction war, guild battle, valhalla, and the gauntlet itself. However since sky arena, raids, and arena use one of your 4 main decks, they can raise your gauntlet power.
Your opponents do not have runes, but that means their power is also lowered accordingly. Therefore you will fight opponents with stronger creatures, melds, and levels than you normally would, but they will have no runes. However, at about 10 000 power, you might face opponents like level 90 oceanus with multiple melded revives and recycles.
This will probably be impossible to beat.
To prevent this, do not build a deck with more than 8000 power until you know exactly what you are doing and why. You may have to use 8 or 9 cards in your deck to accomplish this, but it is worth it. You will have problems going as far in trials, explorer's gate, and arena, but all that is nothing compared to the rewards of the gauntlet which include full 4 star heroes, 5 star hero shards, full 5 star creatures, rare 5 star event shards, and a whole lot of useful glory and gauntlet tokens. Also do not level your hero talents and skills more than you really need. If you have cripple 7, do you really NEED cripple 9? Think about it very carefully before you just level everything.
The rewards are amazing. I can now complete gauntlet once a day and have received a full Wight, lots of 5 star hero shards, 2 nidhoggs, dragonlord shards, night's slayer shards, and many more.
Happy gauntlet runs.
Extra pro tip: collect multiple Balrogs with level 1 corpse explosion to blow up gauntlet creatures and prevent them from being revived. This way you can beat even decks with 2 Thalassa and 2 Great Mystics, for example.
Extra pro tip: if you ever find youself against a high power Oceanus, then the fun part begins: bring your own sacrifice-card! Remove his runes before use! Let Oceanus almost kill your 1* hero and maybe use a 3* waist card to raise his rage abit quicker and drop your sac card just before your hero will die.
If your sacrifice-card is about bring an extra waistcard to sacrifice and raise your cards hp.
Grimoire - its not about the runes - (by Nexx)
Grimore will give you a nice source of daily skill essences to upgrade you creatures abilities.
Violence V Grimoire - Kill The Hero
Requirements:
Hero: Zora Marauder (any level)
Creatures: 2-3 more Sweeping Stab creatures, Healers
Meld Stabthrough onto 2-3 of any Sweeping Blow creatures. Fill up the rest of your deck with healers. Unmelded Oracles will suffice, as their
Sage Advice 7 insures that after you've deployed a couple of them, your Oracles will have enough HP to be able to tank their way through this Grimoire. Your Stabthrough creatures will have to either also be of the Human faction or you will need to put runes on them so that their HP exceed ~2100, so ensure that they will not die from a combined round of damage from the enemy Hero's Hero Skill and enemy creatures' skills. The HP requirement is slightly lower if you use a Mythril Drone, but one is not a requirement for this particular Grimoire.
Vitality V Grimoire - Kill the Creatures (200 starting HP)
Requirements:
Hero: Defiler (level 4 or above)
Creatures: Healers
Defiler is a requirement to clear this Grimoire. His Hero Skill is the only skill that is capable of shaving off more than 1 HP at a time from the enemy creatures. His Hero Skill will also fill up roughly 50-70% of the enemy hero's Rage (depending on how many enemy creatures are on the field), so once it gets going, you'll get into a perpetual cycle of of Hero Skill, with one or two rounds in-between; Defiler shaves off the enemy creatures' HP, enemy Hero inflicts 1000 direct Damage to all of your creatures, you have enough Rage to inflict Defiler's Hero Skill upon the enemy creatures again and so on and so on until all enemy creatures are dead. You can clear this using 9 or 10 vanilla Oracles. They don't need to be melded with anything in particular, nor do they even need to be evolved. The videos above include 4 wildly different decks which all guarantee you victory against this Grimoire.
Sorcery V Grimoire - Kill the Creatures (15000 starting HP) - Non-troll Version
Requirements:
Hero: Zora
Creatures: lifesap Michael, drone, angel prime and oracles.
Make sure you put in Michael as your first card. Preferably along with your drone and as much healers as you can.
Hold on to your Angel prime until the Elite Chaser drops (Mortii with 1500 atk instead of 1000). Once you have killed the elite with your Angel Prime just hope your Michael will stay alive long enough to build enough atk to finish them off 1 by 1.
alternative:
Hero: Paw Master
Creatures: 1 Battleblow 8-10 Michael, Angel Prime, Mythril Drone, Healers
Paw Master must be at a high level, possible at 8 or above. Michael needs to be 1st in the play order, with Angel Prime deployed opposite the Iron Body creature. If the Iron Body creature is deployed at the far left by the enemy, then you're screwed. Rune up your creatures so that Michael has the lowest HP out of all of your creatures, so that Paw Master will always target him with his Hero Skill. Place high level Healer Runes on your Healers to help boost Michael's attack.
Or you have the cards:
Requirements:
Hero: Judgment (any level)
Creatures: 4-5 Tauruses, Healers, Mythril Drone
Note: Yes, I know that this setup is not a setup many people can field. It's the only one I've found that can even theoretically beat Sorcery V Grimoire, though
You will need a minimum of 4 Tauruses, but 5 or more make things easier. Note that the Oracles are not a requirement, I merely choose to use them due to a lack of deck cost keeping me from deploying a 10-card deck. Healers are not a requirement for this Grimoire either, but they give you a bigger margin of error. Simply wait 'til Judgment is ready to deploy its Hero Skill before playing 5 creatures at once, ensuring they'll receive enough damage to perpetuate an endless cycle of Earth's Embrace. A Mythril Drone is a must to ensure that your Tauruses will not be perpetually Frozen and thus able to have the damage from their Basic Attacks add up with the damage from their combined Omega Impacts to eventually kill off the enemy creatures. Place at least 3 Tauruses as early as possible in the attack order as possible. For an easier time ensuring this happens, meld Revive or Recycle onto your Mythril Drone (or simply bring along a Reviver) and then play non-Tauruses, non-Drones and non-Revivers from your hand, , allowing them to die from enemy fire, until you have 3 or more Tauruses in your hand. Make sure all of your Tauruses are synched so that they perform Omega Impact on the same turn. To ensure this happens, either deploy your Mythril Drone (preferrably a revive!Drone to expedite things) alongside your first 3-4 Tauruses or wait 'til a turn where all of your deployed Tauruses are Frozen before deploying your Mythril Drone. Time your playing of any remaining Tauruses so they synch up with the already played ones. Makes at least 2 Tauruses when initially deployed are not facing any of the enemy creatures with either Iron Body (basically immune to Basic Damage) or Frost Armor. Dodge is a pain, but can be overcome. If all 3 of them start out right next to each other, it's almost an automatic loss. This setup will require the player to actually go into "overtime", i.e. past the 50 round mark and be Judged every enemy turn, but due to how Judge and Judgment work, your creatures will be able to withstand a few rounds of Judge before they die outright (the damage of Judge goes up for each enemy round past 51).
Heroes (added June 2018)
I would ignore most 1,2, and 3 star heroes except for the following.
Zora, Defiler, Chaos Witch, Gladiator, Balrog
There are some very powerful troll decks you can make with these heroes. I am not going to give away the secret on how to use these powerful heroes, but want to tell you to try to accumulate their shards. Do not spend gems on them, but if you see them in any of the Bazaar shops and can buy them for gold, glory points, or credits do it.
Other Posts by Inorlive.
Inorlive’s Guild to Crafting
Inorlive's Guide to Grimoire
Inorlive's Guide to Platinum Wheel
If you find these posts helpful, please leave a comment below.
If you are looking for a guild, considering joining House Sark. ℌຮ❅
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