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RadicalX

Beta Tester
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Everything posted by RadicalX

  1. RadicalX

    Battleforge PvP deck overview - by Hirooo & RadicalX 

    Yes, the decks didn't get changed. In some decks splashing is necessary, because you get much better cards in T3 with higher synergy, because decks like Pure Frost for example don't have any strong pure cards. I mean Frost Avatar is okay, but he doesn't really fit into a timeless one T3 and has no use in defence, while Ashebone is well rounded and synergises really well with the Frost support cards. Other decks like pure Shadow have the choice between a Grigori Shield Dom T3 and a voidstorm based deck. You could potentially play both T3's, but since Hirooo is sort of addicted to Grigoris .... no seriously, the Grigori T3 is really reliable, therefore the Frostsplash strengthens your T3 and gives alot of stability! The third category of decks is where splashing further doesn't make sense at all. For example if you play a Frost splash you always want to go Frost in T3 to get access to Timeless One or as a pure Fire player you really want to play that Juggernaut. These cards are so strong, that splashing for certain card synergies doesn't make sense anymore, because it just doesn't make up for the benefits you would get for these strong cards. The last type of decks is the one, that doesn't benefit heavily from splashing (In fact I'm talking about pure Nature). It is possible to add a shadowsplash with Ashebone or a Frostsplash for Shield Dom, but this isn't necessarly better than the classic nature T3. At this point you just want to keep 3 nature orbs, because just in case one of your Nature orbs goes down, you can still fight back with the powerful T2 cards (Deep One / Parasite Swarm). But in case you are left with a Nature and a Shadow orb in T2 you will run at a risk, that you can't fight back when an orb goes down and your opponent wins solely of that, because you can't play any strong units even if you have alot of power.
  2. RadicalX

    Battleforge PvP deck overview - by Hirooo & RadicalX 

    We added some pictures for the decks, I guess it looks much better now!
  3. RadicalX

    Battleforge PvP deck overview - by Hirooo & RadicalX 

    First of all thank you for the feedback so far! It was a pleasure to create this deck overview! Given the fact that Pure Frost has vastly superior air Units Fire Frost is at a disadvantage. Skyelf Templar kills Skyfire Drake in about 10 seconds, while it would take 18 seconds to take down the Skyelf Templar. War Eagles are really hard to deal with since your anti air ground units are at M size and die in a splitsecond. In addition to that pure Frost has access to Area Ice Shield, which provides a really solid scaling into late T2, where Fire Frost just doesn't have the dps to take down all these supported Air Units. The advantage as the Fire Frost player is the fact, that its units are faster and therefore easier to micro which can translate into an early T2 advantage, if the pure Frost player gets a little bit too greedy and attacks too early. This could've given you the impression, that Fire Frost does stand a solid chance against pur Frost (which is actually true for ranked games against unexperienced Frost players), but on a really high level pure Frost has for sure the upper hand. The matchup isn't as bad as the pure Frost vs pure Fire matchup though. I added "matchup discussion" as a tag in the description! I'm glad you are so hyped about Bandits! In fact if you look for a real challenge this deck may be the right one for you. But if you want to get some free elo ... well ... maybe try something else We discussed the Bandits deck heavily, since there are alot of possible options in terms of deck building, since Bandits doesn't have that "optimal deck", that can deal with every specific scenario in the game (like the Shadow Frost deck for example). If you change some cards you may get some advantages in a certain matchup, but as a trade off you lose strength in another one. Therefore it's quite possible, that your matchup differ a little bit from our ranking in case your deck is build around different cards. Adding stuff about possible improvement is great idea! I'll do that at some point. Shadow Frost will teach you how to react properly to attacks and it is indeed really forgiving and therefore honestly the easiest deck to play at the beginning. You will enjoy playing it as a newer player, because you won't get stomped too often and you have an answer for every type of attack. I rated this deck so highly because it's the easiest to play, not necessarly because of the possible improvement, which is the part where Fire Nature comes into discussion. This deck isn't as easy to play as Shadow Frost, because there are no building protects, but it's still really versitile. While Shadow Frost teaches you how to defend properly, Fire Nature also requires proactive decisions that are harder to play, but leave more room for possible improvement. I think it's sort of dependend on the player's current level which deck is the right one to play for the moment. I will add this into the overview as soon as I can! I can add possible decks for Stonekin & Bandits with the other T1, because they were also sort of viable and frequently played. For the other decks there is usually only 1 viable T1 option, because Shadow and Fire are definitly a better choice than Nature and Frost, because their T1 is solid in every possible matchup, while nature does poorly against Shadow and Frost. Frost itself is really mapdependend, because you can't win dazed fights against Fire and Shadow, who can abuse this to deny you mapcontrol and therefore you don't want to play it either as long as you've got a choice. Maybe you can use the overview when you are able to play the game aswell and are interested in PvP, I mean it won't disappear up until then You can just pick up the stuff about the deck you are interested in, there is no need for you to read the entire guide if you aren't interested in the other factions. I thought about changing the deck examples at some point, I would like to make pictures of them and add them to the guide to make it look better! I don't think the bigger T1 translates into any advantages for Bandits, because the core units in a Fire mirror are Scavenger, Sunstriders and Eruption (Eruption usually just due to its presence because it forces the enemy to split his units and leave them in unfavourable positions). As long as you go even into the T2 stage you are at a massive advantage due to the high value of nature cc in the early T2. The matchup against LS is winnable in T2, but it's really hard, because you HAVE to win in T2 or you are going to lose in T3 100%. You are forced to be proactive. Shadow Frost can win off Mountaineer in T2, you can win off well microed Burrower attacks, but if the T2 is even you Shadow Frost wins. With the addition of Stormsinger into the deck it is really difficult to make you Burrower attacks count, especially in the early T2 stage Frostbite + Stormsinger makes it next to impossible to apply pressure without losing your units, which leaves you in an unfavourable position. To avoid any missunderstandings: A difficult matchup usually is something like 45%/55% or 40%/60%, I'm not talking about auto-lose matchups! The example deck I used doesn't include Thugs, because this is the T1 Obesity used to play, who is considered by many players as one of best Fire Nature players if not the best. A Scavenger, Sunstrider, Eruption, Thugs, Mortar deck will actually be at a massive disadvantage against Nature T1 and honestly Firesworn is one of your best L Counter even in T2, you don't want to exclude him at all (the blue affinity can knock back L Units from powerwells and you can root them afterwards, there are still many people around who play lost Reaver and Mauler is just not good enough against that). In addition I'm pretty certain that it's not possible to defend Sunderer against a strong player without Firesworn (at least he has to realize though, that you don't play him). In case you are a new player you should play a bigger T1 anyway, I think I mentioned this at some point! Thugs, Sunderer and Wrecker are always possible additions to make matchups easier. Mauler is really really useful, since Mountaineer got really popular after the Reaver nerfs and the rise of Fire Frost and as you said he's also great against Stonekin and in T3 useful against stuff like Ashebone pyros. Against Frost he's still kinda bad, because War Eagle doesn't like M units Disenchant is really useful, because if we talk about Harvester defence we need the purple disenchant since most pure Shadow players tend to play Life Weaving and Unholy power. Therefore you have to either play purple Gladiatrix or purple disenchant. I honestly like playing the Green Gladitrix, because I really value the high movespeed in case she's used as a Skyfire Drake counter and also its useful in case you want to micro them around. You can exclude Disenchant in theory for 1v1, but I still chose to take it, because it has also good synergy with Brannoc in offense. Look up at the pure Shadow section, I mentioned Sunderer exclusively as one of the best options Bandits has against pure Shadow, but Knight of Chaos and Nighguard are massive counterplay and even if you mess up your Nightguard timing you can delay the Sunderer with nether warp. The strongest T2 vs T1 deck is shadow nature apparently, because it has strong early units, massive amounts of cheap cc and great & reliable aoe clear. Bandits does really well against Fire T1 due to double buffs and also ok against Shadow T1 if Nightguard isn't included, but the T2 vs T1 isn't outstanding and honestly outclassed by a couple of decks. Against Nature you will struggle, because of the cc disadvantage and against Frost T1 you may even get rushed entirly if you don't keep a proper distance. Bandits has no cc, no building protects and no strong units to make up for it (you have above average air control, but that's about it). Regarding the stonekin part: The only aggressive unit stonkin plays is Burrower (+ Homesoil support). Stormsinger, Spirit Hunter, Stoneshards, nature cc, building protects ... these are all great defensive tools, that usually don't translate into offense at all (CC does it to an extend). You can play the deck defensive or ultra defensive with an Aragorn type deck or that stuff MaranV or sika used to play. While Stonetempest was never a huge threat due its low dps and low mobility (wildfire can deal with it for example), Razor Shard used to destroy pure Fire and pure Shadow at some point. But after the nerf you can micro around it and therefore the huge threat was gone. Pure Fire do have the tools to break the stonekin "Ultra defence" and therefore they are rated as the most difficult matchups. Harvester was a big threat to Stonekin, because you may have the cc tools to keep him busy, but you just don't have high dps units that can use this time to take him down. Yes we have considered doing something like this! We are going to try to improve the quality of our deck overview as much as possible!
  4. RadicalX

    How to Build a (PvP) Deck [Guide]

    Overall the nature section looks good! The deck building part & the unit descriptions are accurate and very well done. I just disagree with some stuff in the matchup-check. I know you really like the card, but Firestalker just isn't strong enough to be worth a slot. Burrower deals twice as much damage to buildings for the same amount of power and is the true threat for pure nature. Every nature splash does well against pure nature because they can apply pressure with burrower attacks while having better counters against your own burrower attacks, but i think you mentioned this already. Just a short comparison between Firestalker and burrower: 1 Firestalker needs 70 seconds to destroy a power well 1 Burrower needs around 33 seconds to destroy a power well The range advantage for Firestalker just isn't enough to make it viable. The pure fire matchup wasn't as bad. Pure Nature doesn't have a M/M counter, but ghostspears are apparently amazing against pure fire since there is no chain-cc to stop them. Parasite swarm and ghost spears are really good to stop aggression on a low power level. Just stall to get your SoM running and then start attacking with Deep One spam and there is nothing that can stop you anymore. Fire gets just super annoying on a higher power level due to massive aoe damage support with firedancers in the backline, who destroy your buildings. If the game reaches that point you need your SoM, otherwise you are done. This is why the key against pure fire is a short T1 and an aggressive playstyle if your opponent tries to build up multiple power wells. You don't want to have more than 3 power wells + SoM, otherwise the power level ramps up way to fast and you get destroyed before your SoM + Deep Ones + heal combo starts hitting. Even if nature scales with a big army in T1 you shouldn't wait to long with your attacks and your T2 as long as you aren't 100% sure to end the game in T1. I sill think the matchup favors Fire, but it's not the hardest one. The nature splashes are way harder to deal with. Additional comments: -> Rogan Kayle does not help you against Fire at all. He gets destrooooyed by Enforcers and is nothing but a waste of power in this matchup -> Parasite is not a good card. Not just for the points Hirooo pointed out, but it's also bugged as hell. It didn't stick to new units when the first target died and you could sometimes even dodge the initial hit on the first target which is awful for a 100 power spell Pure Nature was indeed one of the worse matchups for Lost Souls, but not as bad as pure Fire. You have a solid advantage in T2 due to a strong offense, that can crack the shadow frost defense + there is no EP counter that stops them from sucking unlimited power out of your power wells. In addition to that Shadow Frost attacks are really weak against nature, because nature has (like you already mentioned) adequate counters to every unit shadow frost posseses. But here comes the bad part about the matchup. Your T3 might be able to strike back against the Lost Souls T3 due to Mo or Bloodhorn, but it's still inferior. You have no power efficient counter against Grigoris (unless you carried the green dryad in your deck, which was ... lets say uncommon). Timeless one would stop every "Non-stampede" offense and silverwind lancers are super power efficient units (If you try to play parasite swarm to steal them, nasty would just leave you with an super unfavourable trade as long as they already reached your base). It is still super hard to overcome a Shadow Frost T3. But I think the most important part was the T1. Shadow is superior to Nature T1 and surviving against Phasetower spam wihtout massive disadvantages is next to impossible on small maps. A Pure Nature mirror starts and ends in T1 (treespirit trash-games excluded ^-^). You can't stop a T1 push with an instant T2, since you have no AoE spell or Unit that can clear the map. I played for more than 3 years on a high ranked level and I don't remember a single nature mirror, where my opponent and I went both T2. This is why I don't think scaling makes the difference in this one. In theory T2 looks also a little bit weird, since both player can spam burrower without having an efficient counter against them. I don't feel like pure Frost was the easiest matchup for nature. I mean it's easy to deal with pure Frost attacks in T2 due to Parasite swarm, but launching an efficient attack yourself was hard. I saw dekka losing sooo many games against freemka, despite being the better player, because he got just straight up outscaled by freemkas deck. And it's also difficult to crack such a player in T1 since he used his turrets to prevent an early defeat. Usually nature even gets crushed against magespam in T1 (it's nearly as bad as phasetowerspam), but I guess freemka wasn't confident enough to play it. Because a magespam made things even worse, because that blocked your possiblity of preventing T3 spots. Northstar is in addition to that an incredible annoying card, because it protects an entire base for 30 power, especially with timeless one later in the game there is no way to break this defense even with strong basenukes. It is easy to "not lose in T2", but hard to win the game here and this transitions into a T3 stage which is unfavourable for you. The other matchups feel pretty accurate. Good job on your guide, keep it up! Best regards, Radi
  5. RadicalX

    Shadow T1 PvP Guide by RadicalX

    yeah, at that point the scavenger gets killed for 25 power. It's really cost efficient and reliable, because the nox abillity doesn't get interrupted even when the scavenger runs out of the initial cast range. Sadly the Shadow player in this replay plays very poorly and doesn't capitalize on his small advantage. Instead of getting a strong position on the map by taking power wells he wastes his entire army for nothing which costs him the entire game. This kind of play is actually even more efficient on maps with bigger well distances, because nox trooper gets a higher value on these maps since there are less skirmishes, where Forsaken are way more effiicient than Nox Trooper, who gets demolished by Sunstriders. This is why suggest that kind of play on maps like Simai, where Sunderer is the bigger threat and a nox performs better against that. Thank you very much for the effort you made to find this replay
  6. RadicalX

    Say something about the person above you.

    made a wrong assumption
  7. RadicalX

    Shadow T1 PvP Guide by RadicalX

    I'm indeed looking for a scenario, where a shadow player punishes a fire player by killing the scavenger with the nox trooper overload. The Shadow player should take a power well afterwards and defend against an incoming sunderer attack due to bodyblocking with his dreadcharger. I always look for some good replay examples, but sadly it is super hard to find high quality games. It would be amazing if you can help me with that ^^
  8. RadicalX

    Shadow T1 PvP Guide by RadicalX

    Its pretty simple: Repair cost - healed hp 150 - 2000 (1999, since 2000 is impossible) 140 - 1866 130 - 1733 120 - 1600 110 - 1467 100 - 1333 75 - 1000 1 - 13,33 As you can see these two quantaties are in direct propotion. An important thing to notice is the fact, that 100% of the power you spend goes back into your void pool. Many frostsplash-player made the big mistake to repair their power wells with Kobold trick even if they aren't under pressure and at first it looks fine. Kobold Trick heals 1150hp for 50 power and reparing you power well for that amount costs 86 power. But here is the problem: Kobold Trick just gives 45 power back into the void while you get 86 back if you decide to repair it on its own. You should use Kobold Trick only if you are under pressure. If you do otherwise you just waste your charges and your power. This is a very good point. It was possible to dodge the Phasetower shots by moving the attacked unit and it was an important to do that to save low hp units and get power efficient heals (I would've mentioned it if I would write this from the nature player perspective). You can use that strategy to an extend in the game for early fights against single phasetowers because at a low power level there aren't many units to micro around and the attacks are very predictable. but there are some problems with that strategy: 1. This only works if your unit are at max distance. Otherwise your units aren't able to walk far enough, because phasetower has got splash damage and pretty fast attacks. 2. This doesn't work against Phasetower spam. Sad but true, when there are so many phase towers their dps is so overwhelming and will tear your units apart before you can move them around. If you click at your units after the shots go out there is no way to react in time and dodge the attack, because Phasetower sadly shoots faster than stuff like magma hurler or spikeroot. In addition to that there are so many overwhelming high damage attacks, it's impossible to dodge them. 3. Good shadow players often use a single Forsaken squad to finish off low hp squads and won't even waste the phasetower shot for it. This is way more reliable and helps you especially in the early game (pretty much exactly when you need them) where Forsaken don't get immediatly destroyed by windweavers. I remember when I played a ton of sparring games against Hirooo when we used to test if it's possible to rush a power well + phasetower as a nature player I had games where I dodged so many Phasetower hits but still didn't manage to take down the power well. Phasetower just has got overwhelming stats and it's impossible to deal with it as a nature player unless the Phasetower player makes major mistakes. If he makes them you can use your micro to punish him, but a clean execution of Phasetower spamming (which isn't hard to do ... really) just doesn't lose against nature. Saying it is almost useless is just a false statement in every way.
  9. RadicalX

    Shadow T1 PvP Guide by RadicalX

    Okay, the guide is finished: - Added the matchup against Shadow - Fixed some issues with the youtube links I was still to lazy to fix all of my grammar mistakes, but I guess I'll do that at some point. If you are interested I will keep writing some stuff about PvP when we get into the beta-stage. Any kind of feedback is still appreciated. Best regards RadicalX
  10. RadicalX

    Say something about the person above you.

    Seems to like a game called Battleforge
  11. RadicalX

    PvE & PvP Tutors & Apprentices

    Same. Additional conditions: - language: German or English - Your main deck is irrelevant as long as you are able to perform on a decent level - decent attitude (willing to improve / ability to accept criticism ...) But if anyone has a question about PvP, just go ahead and ask me (regardless of your pvp-rank). I'll try to give you the best possible answer. Best wishes, Radi
  12. RadicalX

    Say something about the person above you.

    Seems to be dangerous with his Battleship
  13. RadicalX

    Shadow T1 PvP Guide by RadicalX

    Update: - Added the matchup against nature. - Fixed at least some grammar/spelling mistakes ^^ Coming soon: - Last but not least: The mirror matchup And thank you guys for the positive feedback
  14. RadicalX

    Say something about the person above you.

    Isn't the first one who said this
  15. RadicalX

    Say something about the person above you.

    Is jealous because he can't breath submerged in water ^-^
  16. RadicalX

    Shadow T1 PvP Guide by RadicalX

    I agree with the fact, that thugs can zone multiple units. I didn't want to say it's just a simple "runaway & easy win" situation, thugs are indeed a big threat for shadow. If the fire player heavily relies on them instead of Sunstriders it's considerable to play a second Dreadcharger to deal with the Thugs. I respect that xD
  17. RadicalX

    Say something about the person above you.

    Doesn't have a picture
  18. RadicalX

    Say something about the person above you.

    pretends to be innocent
  19. RadicalX

    Say something about the person above you.

    doesn't acknowledge the fact that alpha tester aren't lucky, but very active & helpful people who deserve their spot (at least most of them).
  20. RadicalX

    Say something about the person above you.

    seems to be jealous because he isn't a promo card
  21. RadicalX

    League of Legends

    IGN: RadicalX Role: Mid, but I play everything atm, because I'm not really motivated to play since I wont be able to reach Master Tier this season anyway. Region: EUW
  22. RadicalX

    Say something about the person above you.

    such a liar
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