
Laertes
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Ultralord liked a post in a topic by Laertes in Seven Strategy Showdown - All you need to know
How exciting! I definitely hope to participate at least in some of these. Thank you! ❤️
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Laertes liked a post in a topic by Ultralord in Seven Strategy Showdown - All you need to know
Great greetings, people of the sky,
I´m happy to share with you a new event series that I have prepared over the last months.
THE SEVEN STRATEGY SHOWDOWN or for short SSS
The event is heavily inspired by the Crappy Community Contest by @Kapo
with the scope of a small-scale challenge in which every player can take part in, no matter their skill or collection.
And the PvE-League by @Little_Ducky
with a series of events and rankings, one for each challenge but also for the whole event.
Both of them presented unique challenges and everyone who joined won something!
Old and current SSS:
SSS #1 Link: https://forum.skylords.eu/index.php?/topic/11761-sss-1-the-salesman-problem/
SSS #2 Link: https://forum.skylords.eu/index.php?/topic/11779-sss-2-the-last-fortress/
SSS #3 Link: https://forum.skylords.eu/index.php?/topic/11780-sss-3-wrecking-time/
SSS #4 Link: https://forum.skylords.eu/index.php?/topic/11781-sss-4-guardian-skylord/
SSS #5 Link: https://forum.skylords.eu/index.php?/topic/11782-sss-5-pc-on-fire/
SSS #6 Link: https://forum.skylords.eu/index.php?/topic/11783-sss-6-stand-still/
SSS #7 Link: https://forum.skylords.eu/index.php?/topic/11784-sss-7-egg-ball/
How does it work?
I have prepared seven custom maps, Each with a handcrafted challenge / mechanic.
They may be easy to beat, but hard to master.
Starting on the 02.08.2024 at around 18:30 CET the first map will be available in the community section.
You have 2 Weeks (till the 16.08.2024 at 15:30 CET) to submit your runs.
A few hours afterwards the next challenge will be put online and the cycle starts again.
I will make a new post for every challenge to share the rules and some further details.
And also answer specific questions.
Additionally I will steam some of the top runs of each challenge in my "Friday-BF-Stream" at: https://www.twitch.tv/ultralord_t1421
Planed timetable (depending on Patches the dates / times might change):
How to send in my replay?
There is a new section on my Website, named SSS: https://t1421.de/
You just have to upload the replay and if its valid run -> you're done 😊
(You can find your replays here: Documents=>BattleForge=>replays)
You can see your Time / Points, as well as your ranking.
If you want to upload a better run, feel free to do so. The page will always save your best run.
How dose the Ranking work?
Each map is has its own ranking, normally its by time, but depending on the nature of the challenge it differs.
A ranking of power means, played out cards. This includes Twilight Transformation & Enlighten.
Effects like breeding ground, etc. have no effect on the score.
The use of abilities do not incest the power score.
The over all Ranking works with points. There higher you place in each challenge the more points you get.
What can I win?
All players who join will win something!
The top 50% in each challenge will get a General Booster.
Meanwhile the lower half will get a Mini-Booster.
The Top 3 Players of each map will additionally receive one cool Card.
Place 1:
Place 2:
Place 3:
For the Over all Ranking the top 15 players will receive:
1. Harvester (Promo)
2. Swamp Drake (Promo)
3. Razorleaf (Promo)
4. Viridya (Promo)
5. Lyrish Knight (Promo)
6. Fallen Skyelf (Promo)
7. Rogan Kayle (Promo)
8. Infect
9. Forest Elder [G]
10. Harvester
11. Cluster Explosion [R]
12. Dreadnought
13. Primeval Watcher
14. Firedancer
15. Avatar of Frost
I will try to send out the rewards in the following days after each challenge ends.
Thank you
@Metagross31 For Orga
@bergerb For helping with Map Scripts
@Maze For the a awesome SMJ-API
@Potato_Hoarder For proofreading
The Sponsors
Pagaliau Razorleaf (Promo), Parasite Swarm, Forest Elder [B], Mana Wing, Soulstone, Abyssal Warder [B],
Deepcoil Worm, Grim Bahir [G], Promise of Life [B]
[Anonymes] Viridya (Promo), Lyrish Knight (Promo), Firedancer, Avatar of Frost, Shadow Worm,
Disenchant [G], Spitfire, Mountaineer, Nether Warp [G], Volcano [G], Thunder Wagon [R], Frost Shard,
Overlord, Nether Warp [B], Wrathgazer
Ultralord Harvester (Promo), Swamp Drake (Promo), Fallen Skyelf (Promo), Rogan Kayle (Promo),
Infect, Forest Elder [G], Harvester, Cluster Explosion [R], Dreadnought, Primeval Watcher, Mine, Wheel of Gifts
SLR-Team For all Boosters and Mini-Boosters
While it is not a "Battle of Tactics", I still hope you will have fun over the next 14 weeks,
exploring different strategies and cards and finding the most optimized way to beat the maps.
If you want to support the event with prices like in a random draw, feel free to contact me.
And if you want to host your own event like me, get in contact with @Metagross31 .
He can support you with prices and advices.
If you have any questions, let me know,
Ultralord
FAQ
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Laertes liked a post in a topic by Kubik in DP20 Overhaul
Not so simple, Eruption can do only 12 DMG total to 13 targets having: 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1000 HP each (in order closest to furthest to the eruption center), so the last target will take no damage, because all the damage was wasted on first 12 targets, and I did not even start on targets being figures of a squad that have more than one figure, that gets even more complicated quite quickly.
Sorry for shattering your idea of simplicity, but you picked my favorite anti-example of damage calculation.
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Laertes liked a post in a topic by Cocofang in DP20 Overhaul
Some of you may be aware that the DP20 values that you find on ranged entities are not always reliable. While it is fine that they are rounded, some cards have values that are impossible for these cards to achieve.
It's been a topic for some time and I started compiling all values the other day in order to finally tackle this problem with the goal of updating tooltips, DP20 values and formulas used to calculate those. Let's begin by establishing what works.
Current formulas
Generic
The typical ranged attack in Skylords has an amount of damage it inflicts on the main target as well as an upper limit of damage it simultaneously inflicts in an AoE. And of course a time between attacks.
There are different ways to write this and still come to the same result but it's essentially this.
You take the damage the attack deals to a single target and add the total damage the attack can deal in an AoE. You then average that value out by dividing it by 2. Finally you take the time between attacks and divide it by 20 to get the amount of times the entity can attack within 20 seconds. Divide the previous result through this and you have your DP20.
Alternatively divide 20 by the time between attacks and multiply the previous result by this.
This formula works for the vast majority of ranged entities in the game. Unfortunately It just sometimes uses inaccurate values.
Ranged attacks without AoE and Flamethrowers
Used for any ranged attack that either does not have an AoE component or is purely AoE, in that the fixed damage value is distributed among all affected targets.
In that case "time between attacks" should technically be "Interval between damage application" but same difference.
Squads
Used for ranged Squads. There are no ranged squads with AoE but if there were they would use the generic formula multiplied by the number of entities in the squad.
You calculate the damage value as usual and then multiply it by the number of entities in the Squad. This is also the reason why damage output from a squad drops if individual squad members were killed.
Inconsistent values
Usually the AoE value of a ranged attack is 150% of the single target damage. So for example, an attack that deals 100 damage to the main target would consequently have an upper damage cap of 150 for its AoE.
Pretty straight forward but unfortunately far from consistent. Many entities in the game are off by a few digits, so they range from 148% - 152% on their AoE. Some of them because the single target damage value doesn't have a clean 150% value, which is fine. The recently released Bedrock for example has 633 single target damage on U3, the AoE being rounded from 949.5 to 950. But in many other instances the numbers are simply off. For example, Armored Tower has 110-170 damage but really it should be 110-165.
Another inconsistency is the attack time. After extensive testing there seem to be three internal values that define this. Cast Steps (the wind-up part of the attack animation after which the projectile fires), Resolve Steps (the wind-down part of the attack animation) and Recast Steps (independent balancing lever and cooldown between attacks), all expressed in milliseconds. The actual attack time appears to be:
But take Cannon Tower as an example. It has 200 Cast Steps, 1000 Resolve Steps and 2300 Recast Steps. The highest value being Cast Steps + Recast Steps, which is 2500ms. But the description and DP20 calculation assumes an attack speed of 2000ms, or 2s. Which is of course completely wrong.
Additionally, there is a small random delay added to every attack. This is an important aesthetic choice as it makes ranged battles feel much more frantic and organic. But it obviously affects DP20 and should be included in the calculation. Interestingly, this RNG delay doesn't affect entities that have higher Resolve than Recast Steps. Most airborne entities are in that category.
Abilities
As a general rule of thumb the DP20 calculation ignores abilities like Multishot or effects applied by the attack, like poison or debuffs that increase damage taken. Windweavers are notoriously powerful because their on-paper DP20 is doubled when they get to attack two targets. Same goes for Lost Horror or Rioter's Retreat. Other units like Gemeye P or Spirit Hunters have a powerful DoT attached to their abilities that drastically elevates their damage output.
This makes some entities look worse on paper than they are. Going back to Spirit Hunters, their measly 192 DP20 is actually 792 or 692 depending on the affinity. And that doesn't even consider the ability to attack multiple targets one after another in order to apply the poison to several enemies simultaneously. For Gemeye P the actual DP20 is somewhere around 5250 instead of 3250. But that assumes targets stay within the AoE.
Considering the huge variance it would introduce to DP20 calculations in addition to some affinity-variants getting different base stats they are simply not factored in. Sucks for cards that would get more attractive numbers but it's the most straight forward approach.
Outliers
This is where the real fun is. Ignoring abilities is simple enough but what if crazy variance is built into the attack itself?
For these entities there is no established norm as to how to even approach the calculation. The formula has to somewhat reflect the expected damage output when using the card. But how?
Let's look at all the relevant Outliers that are currently in the game and consider their damage output in various scenarios.
Single Target: Only one target available
Small AoE: Multiple targets available, all in one direction. Meaning while AoE is applied the same amount of turrets are active as if there was only one target.
Split Single Target: Multiple targets available, surrounded. Meaning all turrets are active (where applicable) but no AoE is applied.
Average AoE: Multiple targets available, surrounded. Average AoE overlap (Single Target DMG + AoE DMG) / 2)
Max: Full damage application
Battleship
4 directional turrets, each dealing 100-150 damage every 2 seconds. 2 turrets can attack a single target simultaneously. All turrets can attack if surrounded.
Single Target: 2000
Small AoE: 2500
Split Single Target: 4000
Average AoE: 5000
Max: 6000
Ravenship (Ravenheart summons)
4 directional turrets, each dealing 70-120 damage every 2.5 seconds. 2 turrets can attack a single target simultaneously. All turrets can attack if surrounded.
Single Target: 1120
Small AoE: 1520
Split Single Target: 2240
Average AoE: 3040
Max: 3840
Corsair
6 directional turrets, each dealing 25-38 damage every 2 seconds. 3 turrets can attack a single target simultaneously. Except when the Big Fat Cannon cycles through. At which point all 6 turrets can attack a single target simultaneously. All turrets can attack if surrounded.
Single Target: 1125
Small AoE: 1417
The above values are already wonky because they assume 4.5 turrets firing, as the average between the 3 drive-by turrets and all 6 blasting while Big Fat Cannon cycles.
Split Single Target: 1500
Average AoE: 1890
Max: 2280
Big Fat Cannon (regular formula)
Single Target: 580
Average AoE: 725
Max: 870
Ravenheart
6 directional turrets, each dealing 90-120 damage every 2 seconds. 3 turrets can attack a single target simultaneously. All turrets can attack if surrounded.
Single Target: 2700
Small AoE: 3150
Split Single Target: 5400
Average AoE: 6300
Max: 7200
Spitfire
8 directional turrets, each dealing 75-110 damage every 2 seconds. 2 turrets can attack a single target simultaneously. All turrets can attack if surrounded. Only affects air targets.
Regular ranged attack with an AoE component, dealing 466-700 damage every 5 seconds. Only affects ground targets.
Single Target: 1500
Small AoE: 1850
Split Single Target: 6000
Average AoE: 7400
Max: 8800
Ground Bomb (regular formula)
Single Target: 1864
Average AoE: 2332
Max: 2800
Lost Spirit Ship
8 directional turrets, each dealing 80-100 damage every 2 seconds. 2 turrets can attack a single target simultaneously. All turrets can attack if surrounded.
Single Target: 1600
Small AoE: 1800
Split Single Target: 6400
Average AoE: 7200
Max: 8000
Howling Shrine
4 directional turrets, each dealing 750-1125 damage every 11 seconds. 1 turret, rarely 2, can attack a single target simultaneously, depending on positioning. All turrets can attack if surrounded.
Single Target: 1705
Small AoE: 2131
The above values assume 1.25 turrets firing.
Split Single Target: 5455
Average AoE: 6818
Max: 8182
Primeval Watcher
Chain attack dealing 660 - 330 - 220 - 165 - 132 damage as it affects up to 5 targets. Can only hit each target once per attack.
Single Target: 4400
Second Target: 2200
Third Target: 1467
Fourth Target: 1100
Fifth Target: 880
Max: 10047
Rocket Tower
4 omni-directional shots, each dealing 75 damage every 4 seconds. Cannot attack a single target simultaneously. Can shoot all if 4 or more enemies are in range.
Functionally similar to Multishot.
Single Target: 375
Max: 1500
Stronghold
8 directional turrets, each dealing 164-246 damage every 2 seconds. 3 turret, rarely 4, can attack a single target simultaneously, depending on positioning. All turrets can attack if surrounded.
Single Target: 3553
Small AoE: 4442
The above values assume 3.25 turrets firing.
Split Single Target: 8747
Average AoE: 10933
Max: 13120
Thunder Wagon
1 turret, dealing 350-525 damage every 4 seconds. 1 flamethrower dealing 150 damage every second.
Thunder Bomb (regular formula)
Single Target: 1750
Average AoE: 2188
Max: 2625
Flamethrower (regular formula)
AoE: 3000
What now?
A big problem with some of these outliers it the drastically different damage output depending on how many turrets can shoot at any given time, as they are directional. How do you account for that sort of variance in a static formula? Thunder Wagon is the most straight forward with its current design: Just add up the two AoE values. Rocket Tower could get a nasty low number like 375 DP20 or the rounded average between single target and max, which is 940.
There can be different formulas depending on the setup but ideally several outliers should be covered by one formula.
The questions to solve are:
Once the RNG delay is considered in the DP20 calculation, many ranged entities will end up with a lower DP20 value. This wouldn't affect their functionality at all though. Would that still be something to be concerned about?
Should the relation between single target and AoE be updated across the board to get as close to 150% as possible?
Which formulas could express the DP20 value of the outlier cards most accurately? They are clearly more tailored towards AoE clearing but a needlessly inflated DP20 value would give a false impression about their actual strength.
Do the outliers need expanded tooltips to clear up their mechanics or is the DP20 value enough?
How should the DP20 value be rounded? Single digit? Even 10? Even 100? Different rounding depending on the tier of the card?
Important to keep in mind that this is all just about the visual representation of numbers. The actual mechanical values are untouched (aside from potentially minor changes to achieve the 150% AoE value). But depending on which formulas you use you get a higher or lower number printed on the card. Which is certainly important for the "feel" and first impression.
If you have any ideas or opinions regarding this topic, feel free to share. Especially potential formulas for the outlier cards that can be used going forward would be valuable.
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4esan4o95 liked a post in a topic by Laertes in Corporate Downsizing Guide
Nightmare Shard (with Eirias)
Player 2 stays in t1 and defends, provides some surges. Player 1 pushes to t3 and clears with spitfire.
Deck Player 1: MiFCNEUiRKM
Optional cards: Gladiatrix can be skyfire/sunstrider
Deck Player 2: MgGmRgVZFBL
Replay: Nightmare Shard 5 cards with Eirias.pmv
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Metagross31 liked a post in a topic by Laertes in Corporate Downsizing Guide
Nightmare Shard (with Eirias)
Player 2 stays in t1 and defends, provides some surges. Player 1 pushes to t3 and clears with spitfire.
Deck Player 1: MiFCNEUiRKM
Optional cards: Gladiatrix can be skyfire/sunstrider
Deck Player 2: MgGmRgVZFBL
Replay: Nightmare Shard 5 cards with Eirias.pmv
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Eirias liked a post in a topic by Laertes in Corporate Downsizing Guide
Treasure Fleet
Twilight Curse is used on the Rightmost ship to end the map earlier. The only tricky part of this is killing the first camp, if you dodge the first tower shot, or only lose one unit, you can just attack-move the rest.
Optional Cards: Skyfire Drake can be traded for suppression, a defensive tower, or oink if you prefer.
Deck Code: MkWEUiR_KZF
Replay
Treasure Fleet 5 cards.pmv
Encounters with Twilight
Take your time at start. Get Magma Hurler, Crush game with Magma Hurler/Unity. For the end, let a few skyfires stand in the middle without specific orders and they will keep the spirits clear while the Hurlers kill the boss.
Optional cards: I guess t1 and t2 are optional, whatever you want to use to get to Hurler/Unity. Could also be done with Swamp Drake of course, so I guess the entire deck is optional :).
Deck Code: MaFCN_K7FcT
Replay
Encounters with Twilight 5 cards.pmv
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Laertes liked a post in a topic by sharlajjn in Corporate Downsizing Guide
You should feed couple boosters to LSS, so can heal them later. Need like 2 instances of healing, before map's t4 location and before last wall to boss.
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Laertes liked a post in a topic by zeemona in Corporate Downsizing Guide
Titans (solo))
with nightguards rush to steal 3 deep ones, with lifestealers to defend the orb, as soon you get to tier 3, rush to free the hostages with 2 corsairs and clearing the path of Rogan in the process, in the mean time Jornes path must be blocked, up until the boss it is up to you how to distract the boss, my favorite is to spam banditos to distract him and kill Brannoc with Fire Dragons
Deck: MSULKxSlKRS
2024-06-21_15-33-54_Titans_diff3_s54536_zeemona_time_0_44_09.4_v265.pmv
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Laertes liked a post in a topic by Hrdina_Imperia in Corporate Downsizing Guide
Thanks for this. Yesterday tried to do King of the Giants and came so close. Need better micro with LSS's.
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Metagross31 liked a post in a topic by Laertes in Corporate Downsizing Guide
Nightmare's End (two players, thanks to Redhea)
Player one takes mid. Player two gets free t4. Player one holds waves with mortars while p2 clears. It's a bit sketchy until you get Swamp Drakes.
Player One Deck: MaFgKgICNDL
Player Two Deck: MEU1YEMbamX
Replay:
Nightmare's End 5 cards with Redhea.pmv
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Metagross31 liked a post in a topic by Laertes in Corporate Downsizing Guide
Slavemaster
Take free wells, wait until 2nd Abom. Then take t2, t3, t4. Make army of Banzai. Then clear map and run NPCs directly to where they need to go. No need to defend anything.
Optional: Unity.
Deck: MwSaFcTHaJa
Replay:
Slavemaster 5 cards.pmv
Behind Enemy Lines
Use roots to make the beginning easier. Ideally keep the spawners alive until 20m, then you can clear them. Army of Swamp Drakes to clear map.
Optional: BG. Probably Parasite Swarm would make this a lot easier if you have that.
Deck: MDLpLOMaF
Replay:
Behind Enemy Lines 5 cards.pmv
Convoy (solo)
Take free wells and rush t3 with nomads. Then spitfires to kill power shrine. Then hold t4 long enough to get out a couple of fire dragons. Then drop Volcanos to stop the waves bothering you and finish map once you're ready.
Deck: McTEUKMlKZX
Replay:
Convoy 5 cards.pmv
Ocean:
I definitely would put mine or another t1 card in the empty slot. It's the starting area that's annoying. Once you get Swamp Drakes it's easy.
Deck: MaFcTDLzM
Replay:
Ocean 5 cards.pmv
Oracle
Run nomads past to get to t2, spam gladiatrix. Use oink and micro to build up army of gladiatrix and clear. Take t3, make swamp drakes. Clear map, take t4, make Volcanos. Fail confusing and bugged irrelevant light switch game. Kill witchdoctor.
Deck: MEUiRsPDLZX
Replay:
Oracle 5 cards.pmv
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Metagross31 liked a post in a topic by Laertes in Corporate Downsizing Guide
Mo
Use the Swamp Drakes to kill the Walker, no need to fight with Mo if you're worried he will die. Three towers can hold the bottom.
Deck: MDLcTpLqFzM
Replay:
Mo 5 cards.pmv
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Metagross31 liked a post in a topic by Laertes in Corporate Downsizing Guide
Siege of Hope
Take free wells, use mine-nomad to kill the spawner before the big wave. Then clear out t3 and take all the wells on the map. Defend with Tower and Swamp Drake. Then lure out boss and kill it.
Optional Cards: Magma Hurler can be something else if you want to cut the best unit in the game for some reason.
Deck: MDL7FCNEUpL
Replay
Siege of Hope 5 cards.pmv
Defending Hope
You get to start the map with Swamp Drake so, idk what to say. You can hold the extra wells for a side quest if you want.
Optional Cards: BG, Sunstrider, Unity, Tower of Flames
Replay:
Defending Hope 5 cards.pmv
Soultree
Take wells early and then defend them with mine/body block. On the frozen army, manually target pyromaniac to kill large units first. Make Magma Hurlers and kill everything. If you want this to be very chill, don't help Viridya right away so you have time to build up a few extra units.
Deck: MaFCNkV7FcT
Replay:
Soultree 5 cards.pmv
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Metagross31 liked a post in a topic by Laertes in Corporate Downsizing Guide
Treasure Fleet
Twilight Curse is used on the Rightmost ship to end the map earlier. The only tricky part of this is killing the first camp, if you dodge the first tower shot, or only lose one unit, you can just attack-move the rest.
Optional Cards: Skyfire Drake can be traded for suppression, a defensive tower, or oink if you prefer.
Deck Code: MkWEUiR_KZF
Replay
Treasure Fleet 5 cards.pmv
Encounters with Twilight
Take your time at start. Get Magma Hurler, Crush game with Magma Hurler/Unity. For the end, let a few skyfires stand in the middle without specific orders and they will keep the spirits clear while the Hurlers kill the boss.
Optional cards: I guess t1 and t2 are optional, whatever you want to use to get to Hurler/Unity. Could also be done with Swamp Drake of course, so I guess the entire deck is optional :).
Deck Code: MaFCN_K7FcT
Replay
Encounters with Twilight 5 cards.pmv
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Majora liked a post in a topic by Laertes in Corporate Downsizing Guide
Treasure Fleet
Twilight Curse is used on the Rightmost ship to end the map earlier. The only tricky part of this is killing the first camp, if you dodge the first tower shot, or only lose one unit, you can just attack-move the rest.
Optional Cards: Skyfire Drake can be traded for suppression, a defensive tower, or oink if you prefer.
Deck Code: MkWEUiR_KZF
Replay
Treasure Fleet 5 cards.pmv
Encounters with Twilight
Take your time at start. Get Magma Hurler, Crush game with Magma Hurler/Unity. For the end, let a few skyfires stand in the middle without specific orders and they will keep the spirits clear while the Hurlers kill the boss.
Optional cards: I guess t1 and t2 are optional, whatever you want to use to get to Hurler/Unity. Could also be done with Swamp Drake of course, so I guess the entire deck is optional :).
Deck Code: MaFCN_K7FcT
Replay
Encounters with Twilight 5 cards.pmv
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Hrdina_Imperia liked a post in a topic by Laertes in Corporate Downsizing Guide
Siege of Hope
Take free wells, use mine-nomad to kill the spawner before the big wave. Then clear out t3 and take all the wells on the map. Defend with Tower and Swamp Drake. Then lure out boss and kill it.
Optional Cards: Magma Hurler can be something else if you want to cut the best unit in the game for some reason.
Deck: MDL7FCNEUpL
Replay
Siege of Hope 5 cards.pmv
Defending Hope
You get to start the map with Swamp Drake so, idk what to say. You can hold the extra wells for a side quest if you want.
Optional Cards: BG, Sunstrider, Unity, Tower of Flames
Replay:
Defending Hope 5 cards.pmv
Soultree
Take wells early and then defend them with mine/body block. On the frozen army, manually target pyromaniac to kill large units first. Make Magma Hurlers and kill everything. If you want this to be very chill, don't help Viridya right away so you have time to build up a few extra units.
Deck: MaFCNkV7FcT
Replay:
Soultree 5 cards.pmv
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Hrdina_Imperia liked a post in a topic by Laertes in Corporate Downsizing Guide
Treasure Fleet
Twilight Curse is used on the Rightmost ship to end the map earlier. The only tricky part of this is killing the first camp, if you dodge the first tower shot, or only lose one unit, you can just attack-move the rest.
Optional Cards: Skyfire Drake can be traded for suppression, a defensive tower, or oink if you prefer.
Deck Code: MkWEUiR_KZF
Replay
Treasure Fleet 5 cards.pmv
Encounters with Twilight
Take your time at start. Get Magma Hurler, Crush game with Magma Hurler/Unity. For the end, let a few skyfires stand in the middle without specific orders and they will keep the spirits clear while the Hurlers kill the boss.
Optional cards: I guess t1 and t2 are optional, whatever you want to use to get to Hurler/Unity. Could also be done with Swamp Drake of course, so I guess the entire deck is optional :).
Deck Code: MaFCN_K7FcT
Replay
Encounters with Twilight 5 cards.pmv
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Hrdina_Imperia liked a post in a topic by Laertes in Corporate Downsizing Guide
Nightmare's End (two players, thanks to Redhea)
Player one takes mid. Player two gets free t4. Player one holds waves with mortars while p2 clears. It's a bit sketchy until you get Swamp Drakes.
Player One Deck: MaFgKgICNDL
Player Two Deck: MEU1YEMbamX
Replay:
Nightmare's End 5 cards with Redhea.pmv
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Volin liked a post in a topic by Laertes in Corporate Downsizing Guide
Mo
Use the Swamp Drakes to kill the Walker, no need to fight with Mo if you're worried he will die. Three towers can hold the bottom.
Deck: MDLcTpLqFzM
Replay:
Mo 5 cards.pmv
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Laertes liked a post in a topic by Hi Im Pan in "All-time" Fastest Speedrun Rankings
finally got below 17 mins
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Metagross31 liked a post in a topic by Laertes in Quest & Achievement Suggestions - Megathread
Valkyrie
Complete the Insane God on expert while only damaging Urzach with gladiatrix.
Mono a Mono
Kill Brannoc in Titans on expert using only a single Harvester (no other units damage him)
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Laertes liked a post in a topic by LEBOVIN in Master Archer upgreade I,II and III on which map(s)?
The list is probably not up to date anymore after the big restructuring. Right click on any card in ur inventory and open the upgrade menu, there you find the correct drop location per card on the claim/purchase tab.
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Metagross31 liked a post in a topic by Laertes in How does a beginner get a Shaman?
The way to get cards in this game is to do your two quests every day, play for at least 45m, and buy your discounted booster for 350. Then sell this booster for 420. Don't open boosters yet. Pick a deck or style that you like and buy every card you want for it from the AH until you have a deck/s that can complete everything in the game and easily farm rpve9.
Message me in game (Laertes) or in discord (laertes) and I will give you a shaman to help you get started. Good luck!
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Kapo liked a post in a topic by Laertes in How does a beginner get a Shaman?
The way to get cards in this game is to do your two quests every day, play for at least 45m, and buy your discounted booster for 350. Then sell this booster for 420. Don't open boosters yet. Pick a deck or style that you like and buy every card you want for it from the AH until you have a deck/s that can complete everything in the game and easily farm rpve9.
Message me in game (Laertes) or in discord (laertes) and I will give you a shaman to help you get started. Good luck!