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About RadicalX

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  1. grants access to Banzai Lord & Bloodhorn (arguable the best T4 units rn), so you are not reliant on Deathray. While the deck might be not as durable as others this combo is far from the worst when played casually and even the absolute best deck for speedrunning in rPvE. For more casual gameplay you can stack a lot of Banzai Lords, activate the ability early and use Nether Warp right into a camp. With enough birds this will probably burst down more than 50% of the enemies and with Emberstrike + Bloodhealing you have more than enough durability. Use Plague whenever you can afford it. Offerin
  2. The tier list below only includes rPvE performance as my pure Fire knowledge at campaign is fairly limited. For Global Warming I would like to add that I'm referring to the red affinity here. The blue one would rate way lower, but it was the only affinity you could select in this list.
  3. Considering you are interested about various Frost combinations I can already go a little in depth about the Northern Keep opening. The main use of this strategy is to enable smooth early game clears in a very difficult settings like various lvl 10s, but also helps to deal with close base T3 on 1p 9s, where the entire camp would be pulled whenever you want to take your T2. To successfully execute this follow these steps. Step 1: Build up 2 Northern Keeps safely outside of the aggro range and make an army of Master Archers. For beginners I would recommend roughly 11-12 units, once yo
  4. On maps like Dwarfen Riddle you could reach T2 without any card being played out. You just had start with a teammate who left immediately. There was a bug where neutral orb + T2 allowed you to spawn 1 T4 card so you could play a Giant Wyrm right at the start. Hilarious bug, was fixed a very long time ago of course.
  5. Hey Sonaris, Thank you for your feedback. We will keep track on pure Nature's performance in PvP and definitely follow up with number changes if something feels off. We do believe some of these design changes were necessary though as pure Nature was creating a lot of scenarios that were not creating a fun experience on both ends. Nature collapsed to any type of well executed early aggression while energy manipulation -> permahealed Deep Ones felt oppressive to play against at mid game on the other hand. We definitely want to keep a unique design approach for pure Nature with Energy Pa
  6. Just wanted to mention single player rPvE 10 is not up to date. Mocaak did beat the record in January 2022 (11:04.0). Replay was also posted on my youtube channel if you look to confirm this (as 1p rPvE ladder isn't fixed yet).
  7. Greetings! Since the 5-power nerf to shadow mage, we have been watching closely the PvP meta to determine if further balancing is required. Unfortunately, we have decided NOT to reverse the power cost of shadow mage. Instead, we will further double it, to a power cost of 110. This opens up a large rework concept I want to present you today. Eirias was so nice to make a short video showcasing all changes to give you a proper impression about what you can expect here. Here is a short summary: To compensate for this major change, we are adding three new abilities. 1. Teleport
  8. I can only make a guess, but with a Werebeast/Treespirit start you might want to cut Swiftclaw/Spearmen. In T2 Burrower/Deep One also end up being less relevant as you apply siege pressure through Spikeroot. Since root network strategies require to accumulate advantages by slowly building up pressure the 100 energy downtime through building Shrine of Memory also grants less value in this set up. This should open up enough slots to play the full root setup without cutting down T3 which would be another option of opening up the deck slots. Attached a root network deck, that I like to play
  9. Made a few adjustments compared to the tier list I posted on discord.
  10. The 50% vs 85% wr comparisons seem to be rPvE 9 ratios tbh. My source might be different and is based on data from may 2021 (data tracking started at full release iirc), but for rPvE 10 they look like this: 1 player 10: 13% winrate (˜14.000 game sample size) 2 player 10: 9% winrate (˜2.500 game sample size) 4 player 10: 22% winrate (˜4.000 game sample size) Take this with a grain of salt since it does not include a lot of variables (faction preset, restarts, MotM impact etc.).
  11. Some issues mentioned here relate to the circumstance, that pure Fire has the most one dimensional T2 structure out of any PvP factions. The T2 only consists of M ground units +Skyfire Drake leaving an ideal trading pattern for Frost if it manages to get rid of the latter one. On top of that the entire pure Fire anti air arsenal (with the exception of global warming <-> area ice shield interaction) is built around splashable cards. Making these stronger would result in unintended buffs towards splash factions (i.e. Fire Nature), that have better synergistic options (i.e. crowd control).
  12. You can play T1 without Frostmage as long as you play Glyph to punish hit & run unit stacking strategies (Frostmagespam, Firesworns, Shamans etc.) once power level goes up.
  13. @Xanatoss Thanks for your feedback. To add some clarification towards deck building options, we would like to add another section at some point, that specifically focusses on how to adjust the free PvP decks based on individual preferences as well as matchup performance. I will keep that comment in mind, when writing those. Hope this will be helpful for all of you. Also big shoutouts to @Majora, who really supported us at making this guide look so much better compared to our previous wall of text xD
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