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RadicalX

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  1. I can show you a game between Hirooo and Aragorn if you're interested. Aragorn loses in 2 minutes with treespirits AND primal defender in his deck x) -> Phasetower has a higher stat/cost efficency compared to Treespirits and also better stats than most T2 units -> Treespirt (green) doesn't apply the poison against buildings; the purple affinity actually doesn't just avoid buffs, but also debuffs, which is absolutely awful against the teleport ability -> Phasetower outranges Treespirits (repositioning takes alot of time for them and they are probably nearly dead before they get to shoot once)
  2. That hirooo quote though ... The deck you are talking about is primarely built around Shadow Insect (which is required to make the card effective). The combined Abilities of Fallen Skyelf & Shadow Insect create enough burst damage to oneshot L units like Virtuosu and also motivated Shadow Insects can apply a good amount of pressure at multiple bases. You can play cards like Cultist Master to make sure enough corpses are around, so your Shadow Insect is capable of using its ability multiple times. Super fun to play and really rewards good micro (probably one of the hardest T3's to play). The biggest downside is just the fact, that abilities in Battleforge aren't very responsive and this makes the deck even harder to play, which was the biggest problem when the deck got played (and it sucks hard against a Timeless one T3). Slighty underrated card for 2v2s, definetly worth a slot to support S units in T1 & T2 skirmishes with a proper deck combination. For 1v1's pretty bad, in T1 and T2 (Darkelf Assassins + Wintertide doesn't work very well, because it forces you to keep your units together, which still leaves you vulnerable to curse of oink. I would just prefer having another Darkelf Assassin squad and split my units in a circle around the enemies power well / monument. Investing a slot into wintertide in Shadow Frost is just a waste.
  3. As I already stated (and some people already gave an answer in this thread) Thugs are good in mid fights with alot of dazed units and also decent at choke points, but unless you play a very T1 realiant deck (aka pure Fire) it's not necessary to include them, because you can win every single matchup without them and use the deckslot to create a much more powerful and versitile T2 or T3. They don't really shift any matchup massively into Fire's favour and are useless against Frost & Nature T1. They are strong without any question, but great micro management can make them unnecessary. Pretty much, because they have great synergy with the entire pure Frost deck, which is built around War Eagles. Your win condition with pure Frost most likely revolves around getting air control and Defenders offer great support due to their L damage, which makes them very strong against Skyfire Drakes (the low dps doesn't really matter in this case, because Skyfiredrake has a pretty low hp pool). By establishing a great basic defence Defenders also transition very well into offense, because they are very durable with an insane hp pool (A single Defender squad with Ice Shield in its defensive stance has more effective hp than a Juggernaut). By splitting your units against spells like Curse of Oink (which most likely gets used against War Eagles) there is no way left to deal with the Defenders. They will be able to threaten Skyfiredrakes consistently and also stay in a position to attack the enemies power well to prevent repairs during CC periods. Overall a great card which does alot of work for pure Frost Playing against pure Frost just doesn't end up well without aggressors. A strong Frost player will definitely abuse the low dps stonekin units by spamming War Eagles with Shield support, which allows him to overload protects or at least get valuable trades since the stonekin player is forced to play multiple spells (cc / building protects) to keep his power wells alive. Stormsinger & Spirithunters are definitely not strong enough to deal with War Eagles on their own. In addition to that Aggressors scale pretty well into the early T3 stage, which allows the stonekin player to extend his T2 without getting destroyed by strong T3 L units. Mauler would do the job against ground units, but Stonekin also needs an at least decent anti air unit. I'll answer this question here. While Defenders were useful to assist the Stonekin defence it's definitely not enough to keep the deck save from the pure Frost matchup, especially in late T2 stages. Defenders have one weakness, which is their low dps and that leaves them as an unreliable L counter. MaranV pretty much got away with this, because no strong pure Frost players were active in late 2013. Especially some pure Frost decks, that revolved around permashielding (Ice Age) would destroy the low dps stonekin defence. It was good for sure, but it just felt a little bit unreliable, because being able to set the combo up costs 180 power at the start (Embalmer + Ability + Phoenix) and alot of time. Playing the Embalmers Shrine too early would show your strategy way too early, because peole can just react properly and avoid taking well clusters and playing it late leaves you at a position, where it just empowers your late T2 which is not that great for most decks. Pure Shadow wants to get Harvester at that stage, Shadow Frost wants to be T3, Bandits is most likely dead, because it's Bandits (the combo would be viable here though ^^) and Shadow Nature can use it, but most likely wants to finish games in the early T2 stage, even though I would assume that Shadow Nature is still the best deck to make use of this combo. In 2v2 the efficency definitely gets higher though and makes the combo viable for sure! I don't know what happend exactly in the match, but an offensive Aura of Corruption + Cannon towers is just super expensive and if you were in the lead it should be an easy task to finish off Shadow Frost with pure Nature in T2, because this matchup is even favourable for nature if you are even in T2. I mean even a Burrower spam should do the job with a big advantage. Using Cannon Towers in the AoC of your opponent is definitely the more efficient and definitely a threat, but high ranked players usually were able to play around this and just didn't even use Aura of Corruption in most of their skirmishes. Honestly if Shadow Frost had a way to deal with cliffdancers Aura would not even useful in this deck, because the deck is more than solid enough to defend everything without it. Highest dps double Frostsplash siege unit with insane speed. A great addition in alot of Frost splash decks to create more pressure (which is usually needed in 2v2 matches). Lost Launcher is straight up better than cannon tower (higher dps for the same amount of power)
  4. The left one is up to date, the right one shows the values from 2009. Okay, great! Skjal used to be a PvP map, but isn't part of the game anymore because it was poorly designed.
  5. The wiki looks good! The major mistakes that should be changed though: http://skylords-reborn.wikia.com/wiki/Power -> Each power well grants 1 per per 2 seconds; wells supply a maximum amount of power ranging from 300, 600, 900, 1200 and 1500; the last value in the power table is not correct http://skylords-reborn.wikia.com/wiki/Monuments_%26_Orbs -> If you destroy an orb before it's complete only 75 power get refunded, not the entire amount http://skylords-reborn.wikia.com/wiki/Player_vs_Player_(PvP) -> Skjal isn't part of the PvP map pool (http://skylords-reborn.wikia.com/wiki/Economy -> Boosters used to cost 250 bfp, later on 499)
  6. happened to me in Introduction aswell Edit: Even without getting any rewards the game seems to count as a win though. The matches still get included into the speedrun lists.
  7. NAME: No upgrades received if 1 player crashes at the end of the game SEVERITY: 3 LOCATION: Post-Game screen (screen with upgrades, statistics and gold after winning a match) REPRODUCIBILITY: 2/2 DESCRIPTION: After playing some PvE maps with @Ladadoos we had 2 games, where he ended up crashing, while I got into the post game screen without receiving any upgrades, xp or gold for winning. ADDITIONAL INFO: Selected reward distribution mode was "Assigned" and it's definitely not the bug, where you just had to switch between loot and statistics to see the upgrades. SCREENSHOT:
  8. Wait a second, is this a possibility? Hawk & Link mentioned on their stream yesterday that it's not possible to publish the game on Steam.
  9. The good old Nox Trooper. I guess I don't go in depth about why it is must have for PvP, since everyone knows about the cards strength (essential to deal with Frost & Nature, because they can deal with your Forsaken easily, who are usually the superior M Counter because of their Frenzy ability). So I'll just name some random facts about the nox trooper (You'll probably know the most ones, but maybe some of them are interesting) 1. Nox Trooper overload is undodgeable. If he targets a unit once, you can move this unit as far away as you, the overload shot will hit. Some Nox Overload values: 1 normal hit + overload -> Scavenger dies; 3 normal hits + overload -> Dreadcharger dies; to kill a nature M unit you need to bring it down to 365 hp to kill it (dryad damage reduction) to kill a nature M unit you need to bring it down to 566 hp to kill it (guaranteed oneshot vs shaman & dryad) 2. Getting a little bit more in depth about the nox trooper overload: If you play double Shadow T1 and stack Motivates (keep in mind you need one U2 & one U3 Motivate for that to work) your the Nox Trooper Ability will get up to crazy amounts of damage. 3 Overloads are enough to blow up a power well, 4 are already enough to blow up a full hp orb (!), the motivate stack is the only reason why double Shadow T1 was actually a viable strategy in 2v2. And if you bring the M bonus damage into play you can oneshot any T1 M unit with that Nox overload (even an Ice Guardian with a fully charged shield). 3. Its precision on the attacks can sometimes be a little bit annoying. While the damage can't get bodyblocked (like Frostmage for an instance) the missing splash damage makes it much harder to kill any squad based units. This is especially annoying against Windweavers & Master Archers in T1, because you need 5 extra shots to kill the unit ultimately (especially dangerous against nature, that can just save the 1hp S units & heal them up). Even the overload doesn't finish off unit squads. In addtion to that they are really bad in a late game scenario because if you have like 15 Nox Troopers and shot a 1 unit, the unit gets overkilled, while units with splash damage apply any additional damage onto other units around them. This is why Treespirits demolish a Nox spam & in the ultra late T1 even a Frost Mage spam would beat a Nox spam even though Nox is far superior on paper (unless you micro like a korean and always get the perfect focus fire done). 4. Fun fact: small buffs can have massive implications: If Nox Trooper gets just 1 hp more it would seriously buff the unit. There are many units who have attacks that deal something like 50, 75 or 150 dmg per hit. Skyfire for an instance does exactly 450 damage with 2 shots. If Nox Troopers had 451 hp the unit could take an extra shot and deal 50 (75/77/116) addtional damage (the amount of damage depends on the unittype you are fighting and if motivate is applied or not) before dying which can turn around a fight. Also microing would be a little bit easier. 5. Nox Trooper has one of the worst stat/cost efficiency out of all shadow units (Nightguard & Snapjaws are worse), but they are still such an important unit in every shadow T1. Just a short display of how valuable ranged M/M units are.
  10. Just released another PvP T1 guide for Frost! I hope you like it :)

     

  11. How to play Frost T1 a PvP Guide by RadicalX - General talk - Hey everyone, apparently I didn't plan on releasing this guide so early, but since I have this finished guide lying around for such a long time I'll just post it now. This time I will talk about Frost T1. I'll try to do pretty much the same I did with my shadow guide: I'll try to provide some basic informations for new players combined with some deeper analysis of matchups and tips for more experienced players too. The stuff I wrote refers only to 1v1, because 2v2 is different in many ways (I said the same stuff in the other guide). General question: Why should I play Frost T1? Let's start with an essential question here. Why would somebody consider playing Frost T1? Because Frost T1 isn't as reliable as Shadow or Fire T1, since Frost has got 2 major weaknesses: 1. no access to a T1 swift unit 2. Frost does very poorly in open fights without a near power well Those two weaknesses combined make Frost very inconsistent in a way, because the difficulty of your game depends primary on the map you are playing on and not the opponents deck-color like in other matchups. Alot of people consider Frost T1 as too risky and that is a big reason why next to no high ranked players used it (only nature T1 was actually even less common). But lets take a look at the upsides of Frost T1. First of all Frost Units are the strongest T1 units in the game in terms of combat stats. Their cost efficency is amazing and they have such an incredible amount of hp which makes aoe damage useless unless your opponent is already T2. Frost may be weak if you can't get a close well situation, but when you manage to take a favourable power well you can smash your opponent from that point on. Frost T1 is unbeatable in a close well fight as long as your opponents doesn't build turrets or is T2 and even then it's possible to win due to the incredible stat efficency of Ice Guardians next to buildings. In addition to that Frost T1 offers a very strong late T1. There is pretty much no colour that stands a chance against you at the late-T1 stage (not even nature as some people may think). Your units already have got an incredible amount of health and homesoil adds another scaling effect in terms of damage which lets you outscale your opponent easily. I guess you can describe Frost T1 like this: "High risk, high reward" - the Deck - This list is going to be short like the one for my Shadow Guide. It just gives a slight overview about the cards to show what was essential/viable/trash. Group 1 - The "must have" Units (You would suffer alot if you decide to play without them): Master Archers Frost Mage Ice Guardian Ice Barrier Home soil Glacier Shell Group 2 - Very strong additional cards, which provide safety for some matchups: Lightblade (purple) Frost Bite (purple) Ice Shield tower Glyph of Frost Group 3 - Cards that are only useful for higher Tier combinations: Frost Bite (red) Frost Sorceress Group 4 - Cards that are only useful in a single certain scenario (usually not viable): Imperials Lightblade (red) Wardens Sigil (both affinities) Northern Keep (blue) Glaciation (blue) Wintertide (both affinities) Group 5 - Trash Northern Keep (red) Northguards Glaciation (red) Construction Hut Defense Tower Some of you may noticed the surprising fact, that I included Wintertide in group 4 despite the fact that the card used to be pretty popular. I want to talk about it a little bit more in detail, because alot of players rated it pretty highly even tho it was a very unnecessary card and pretty much a wasted deckslot. And this is the reason for it: The only unit, that has any kind of synergy with Wintertide are the Master Archers. The other M Units, don't get anything from the knockback immunity and even if you can give your units insane amount of effective hp for a good amount of time, it wont make a difference due to its self-root. Wintertide + Masterarcher spam is not useful against any deck and there is always a better option for Frost T1. -> Master Archer spam + Wintertide loses against Dreadcharger spam if the shadow-player stops every movement command so he doesn't kill his own units with the reflect damage through stomp and it is not really hard to execute that. Motivate makes it even worse in this matchup. -> Master Archer spam + Wintertide is useless against nature, because you wont have enough burst to kill units effectively. Hurricane will at least do a single knockback before you can react unless you are a master at predicting the enemies actions and even tho it seems like hurricane does no damage at all it can deal up to 500 damage in total against a massive unit spam (10 damage that gets applied 5 times against up to 10 units). That is at least a respective amount for 50 power. -> If you try Master Archer spam against Frostmagespam you are going to have a bad time. A very bad time. Frostmages will just demolish you, because it's an S-counter and has a constant knockback. This means you have 0 damage without the use of wintertide and still less damage when you decide to use it and this is just bad. -> In the matchup against Fire Scavenger is just a better version of Dreadcharger, because there is no stomp-effect, which makes it even more reliable (Therefore the blue affinity of Wintertide would be actually better in this matchup). Apart from Firesworn there is no real knockback (Sunderer doesn't count) that makes Wintertide useful in any way. You may think Wintertide helps you to scale better into the late T1 stages since you get a higher efficency the more units you affect with a buff, but honestly ... you already outscale every deck in the late T1 stage due to homesoil, which is the superior buff in every perspective. Wintertide just doesn't have any kind of synergy that makes it worth a slot for a 1v1 deck. I consider Wintertide a 2v2-only card and this is why I would recommend to take this card out of your Frost deck. - The maps - I want to mention the maps right away, because they are super important as a Frost player. I want to give you a little overview about the strength of Frost T1 on each map, because in case your opponent plays shadow or fire as his T1 (which happens probably around 80% of the time) he will try to prevent you from getting map control and close wells. Against nature things are much different, but I'll talk about that a little bit later. Haladur: It alawys felt a little bit weird to play on this map. The middle of the map was pretty much perfect for you, because the power wells were pretty close to each other and it was not possible to get zoned from the first power well. Sounds great at the first look, but there was a massive downside. The main base was super far away from the middle position. This allows swift unit spam for the shadow/fire player and this is pretty nasty to deal with. Your opponent attacks your power well in the middle, but if you try to play units to defend he can just run down to your main base and leave your slow units on the other part of the map. You have to spend your power very carefully on this map, otherwise you'll end up with a massive amount of bound power, that does litereally nothing for you. Uro: This Map is your worst enemy. If your opponent starts immediatly with his swift unit he can block every spot on the map. You are pretty much forced into a dazed fight, which isn't favourable for you at all. Many Frost-players tried to start with 2 units immediatly and sent them to different positions to aquire at least some sort of mapcontrol, but that only works as long as your enemy doesn't pay attention. If you are in a tournament and your opponent picks this map you should consider playing something apart from Frost T1. Lajesh (standard version): You had a wellcluster next to your main base which is easy to defend. But on the other hand it's very hard to apply pressure due to the walls. Your T3 spot could get blocked pretty fast, but if your opponent takes the position himself it opened up opportunities for you to launch a strong attack. Lajesh (without walls): If both player agree to play without walls this map got just so much more interesting. When the power rises you can take an aggressive power well and force your opponent into a close well situation. Even though you had to spend 100 power into the power well you will come out on top. But take care of mortar & phasetower! Yrmia: I loved playing Frost T1 on Yrmia. The well distance is very short and the map in general is very small, which helps you alot to defend yourself against early aggression. If you get yourself into a safe position you will be able to launch super powerful attacks in no time. In my opinion this is the best map you can get as a Frost T1 player. Simai: A very passive map. It is very easy to defend yourself against aggression and you can take alot of power wells on your side of the map without losing to much map control. On the other hand it was very difficult to attack your enemy if he decides to stay on his side of the map. Pretty much an antifun map, but pretty favourable because it allows you to scale. Elyon: This map causes alot of problems, because it's small and mid centered. Since you wont be able to win dazed fights against fire or shadow you would lose the control about the mid position which means you would lose the entire map control. You have next to no available power wells & no T3 spot which causes serious issues. At least your T2 spot was very save, so it's not as bad as Uro. Whazai: It always felt a little bit weird to play on this map. You have no control about the middle of the map in the early stage of the game and your opponent has the pressure advantage. That said, Whazai isn't that bad for you. The map is small and that increases the power of your Ice Guardians (you can spawn dazed IG's with active shield over the cliff at your starting wells). If your opponent gets a little bit too greedy and takes a power well in the middle you can punish him for that. By way of conclusion I want to remark that Phasetower is broken on Whazai. Generated maps (small): The small maps were very threatening, because they are super mid-centered. The player who controls the mid position (usually 1 orb + 4 wells) controls the entire game, sometimes you could even deny T3 spots. In most cases you had at least a save well spot with a T2 orb, but you lost so much map control and you had to fight really well if you try to reclaim it. Generated maps (big): These maps are just bad designed. You need 2 entire minutes to walk up to the enemy. At least the maps were favourable for you, because no early aggression means you can take safe wells and scale into a T3 which should be not too bad for you since Frost T1 allows you to play a timeless one T3 regardless of your T2 colour. Still not the most enjoyable type of maps ... Frost may be very map dependend which makes the T1 a little bit unreliable for your casual ladder games, but just imagine how strong it can get in tournaments. There were a good amount of players, who used to play only pure fire. In a best of 5 you would get at least 2 free wins by picking a good map for Frost T1, because Pure Frost naturally beats Fire in T2. Mastering frost T1 can help you alot in these situations and can make yourself a way more threatening player even for opponents with superior micromanagement and decisionmaking when they aren't flexible in their deck choice. - Matchups - Frost vs Shadow Time to take a look at the specific matchups. I'll just start again with a short look at the core cards in this matchup: Frost: 1. Master Archers 2. Ice Guardian 3. Ice Barrier 4. Homesoil Shadow: 1. Dreadcharger 2. Nox Trooper 3. Motivate Core Strategy: There are 3 possible scenarios that can happen in this matchup and I'll descirbe all of them. First scenario: You don't get a powerwell If your opponent get's the opportunity to deny you a powerwell and forces you to go into a dazed fight you will just lose. Master archer spam is the best thing you can do here, but you need at least 10-11 units with homesoil to stand a chance, because the Dreadcharger just demolishes Master Archers due to its bonus damage against S units. Ice guardians on an open field won't help you, because they have no iceshield and that leaves them as super squishy units. Lighblade costs too much & even a well placed Glyph of Frost won't save you, because there is just not enough dps early into the game to make good use of it. The shadow player motivates the focussed Dreadcharger and destroys you when he gets out of the cc. This is why you want to avoid this situation at every cost! Even if you have to give up alot of mapcontrol, getting a power well is the first very important step to keep yourself in the game. Second scenario: You get a powerwell and your opponent attacks you immediatly. This is the most common situation in high ranked. The shadow player has a 100 power advantage and alot of strong players will attack immediatly at this point because this is a very micro intensive fight. The Shadow player tries to pick off your units immediatly, because your units are more cost efficient and if he waits to long or doesn't get his picks you outscale him, defend the well with glacier shell and get a massive advantage. This is why you have to micro your units as well as possible to survive up to the point where you can fight back. The units you need to play are Master Archers and Ice-Guardians. How much of each kind is decided by the units your opponent plays. If he plays many Dreadchargers, Ice Guardians are your way to go, Master Archers perform better against Nox Troopers on the other hand. Be careful with the use of spells at that point.Only use Glacier shell if your well drops really low. Otherwise your enemy can just switch his focus back onto your units immediatly and you wasted 50 power which could be invested into another unit. Only use Frost bite if you are 100% sure to finish off the unit & don't use home soil on just 2-3 units. It's better to get more units into the battle and micro them to build up a huge army. If you defend this attack successfully, the game is nearly won. Third scenario: You get a powerwell and your opponent takes one too Unless you are a really high ranked player this will be the most common scenario. And luckily this one favours you. If both players just take a well you are pretty much save due to the high cost efficiency of your units around your power wells. Just don't let your units die for free and wait a little bit up to a point where alot of power is in the game. Because at that point you can take another power well without any risk. Your opponent lost his momentum and can't attack you at a high power level even with his advantage due to the strong stats of your Frost units. This often results in a situation where your opponent decides to take a power well himself. And this is how you can take advantage of this: Try to take your wells in a way to close the gap between yourself and your opponent. If you reach a point where you just have to build 2-3 Ice barriers for your Ice Guardians so they can walk up to the enemies well without losing their shield to crush your opponent. Your unit composition should consist of 2-3 Ice Guardians + Master Archer spam. The Ice Guardians are a big threat to the Dreadcharger and Master Archers naturally outscale a nox trooper spam espcially since Nox Trooper needs so many extra hits to take down an entire Master Archer squad. The last missing piece is the homesoil that gives you the needed boost to wipe out the entire shadow army. In smaller skirmishes it's important to use Frostbite to pick off units and prevent yourself from getting outmicroed by swiftunits. Tips & cards to watch out for: Starting unit: Always start with Master Archers and don't get baited into the Lightblade start. Yes, the card allows you to skirmish well due to the taunt ability if both players take a well, but if the shadow player attacks immediatly, the card is useless, because it gets demolished by nox troopers while binding more power than other units, that would be more useful in combat. This will make a rush much easier for your opponent. Phasetower: This card can stop your aggression entirely, so try to figure out if your opponent plays it or not. Phasetower is strong enough to allow Shadow fighting in close well positions, therefore even at a mid/late T1 stage it can be risky going too aggressive against it, especially when the Shadow-player can make good use of terrain to protect the turrets from your Ice Guardians. But as long as you make sure to avoid being overaggressive there is not too much to worry about, because your units are strong enough to deal with Phastowers when the port ability gets used. Motivate: Not every Shadow player uses it, because Nature & Frost were sort of underplayed! If your opponent doesn't use it you will reach your power spike earlier to punish your opponent harder. So always be aware if your opponent uses motivate in the first skirmishes or not. Replays: - coming soon - Frost vs Nature Core cards: Frost: 1. Frostmage 2. Ice Barrier 3. Home Soil Nature: 1. Swiftclaw 2. Surge of Light 3. Dryad Core Strategy: This matchup is pretty easy to describe. Spam Frostmages ... and win. Honestly, that's pretty much everything about this matchup. Frost mages negate Windweavers & Spearmen entirely, outdamage Shamans & Dryads by a wide margin and outrange Swiftclaws, who are the only real threat to you. In the early game Swiftclaws do a massive amount of damage to M units and therefore you need to keep Distance from your opponent up to the point where you get enough Mages to oneshot the Swiftclaws in one attackrotation (you need around 8 Frostmages with homesoil support to do so -> 930 damage per rotation, which is enough to kill a swiftclaw even with the dryad damagereduction). The most dangerous thing for you is an early T2 from your opponent. Therefore you always have to be in a good position, where you can threaten a T2 rush while being in a safe distance to be not caught out by an early swiftclaw spam. The most popular decks with nature T1 were pure nature & stonekin (nobody played shadow nature or fire nature with nature T1). Executing a rush against pure Nature is pretty easy, because it lacks an M/M counter in T2 and as long as you split up your Frostmages against Curse of Oink there is nothing that can stop you (kiting Deep One with Frostbite is an easy task). Against Stonekin it gets a little bit more difficult, dependend on the cards you are playing against. Stonetempest for example can perma cc 3-4 mages, but Lightblade hard counters him, so try to play one if you see your opponent switching into T2. Razorshard got nerfed, which makes it easier to outmicro them, Stormsinger doesn't have enough dps to stop you and the other cards are also S units, so as long as your micro is on point you can rush against stonekin aswell even with alle the cc & building protects. Tips and cards to watch out for: Treespirit: The honorable nature players wont use him, but you will still encounter this card due its ridiculous strength. But the good thing for you is the fact, that your Frostmagespam can't get caught out by treespirit, because you can build up Ice Barriers pretty fast to block their entire damage. It's a little bit more difficult to build them in an offensive position, but if you manage to do so it isn't a big deal to win a fight against them. Primal Defender: Never underistimate the influence turrets can have on the game in this particular matchup. While bound power is usually a really bad thing, Primal defender can create a huge zoning are & on some maps (Haladur for an instance) your main base is super far away which allows to to stop any type of aggression. Your opponent can switch into T2 safely, which allows him to stay in the game. Primal Defender & Mark of the Keeper map have a big influence on this matchup, so keep that in mind. You probably won't play against Mark of the Keeper, because it's useless against Shadow (outranged by Phasetower), but people definitely used Primal Defender! But if your opponent doesn't use any buildings be confident try to finish your games in T1! Pure Nature does pretty well against frost splashes in T2 and you really want to avoid that unfavourable gamestage. Tip: Keep your Frostmages at one spot in T1 and don't split them up! You want all of them shooting at the same time at the same target (The damage can be bodyblocked by other units otherwise & having delays between the attacks allows your opponent to time more efficient heals betweeen the attacks) Replays: -coming soon- Frost vs Fire Core cards: Frost: 1. Ice Guardian 2. Master Archers 3. Lightblade 4. Ice Barrier 5. Home Soil Fire: 1. Scavenger 2. Sunstriders 3. Mortar Core strategy: To play against Fire T1 you need to follow one golden rule, that will bring you alot of success: Don't get Greedy! It sounds a little bit silly, but it's really important to handle a pure Fire player and I will explain this in detail now. Like in every other matchup you will be in an defensive position right from the start. If you survive the first attacks against fire you will gain a massive advantage and be able to apply alot of pressure or force your opponent into an early T2. So let's take a look at the different type of attacks a fire player may launch at you and how to defend them properly. How to defend a scavenger rush? I mentioned this scenario already a little bit earlier. It is a really dangerous strategy to play against when the distance between your power wells is really high. So I will choose Haladur to explain how to play in this situation, this map is a prime example due to the high distance between the main base & the middle. What's my starting unit? You have 2 viable starting units: Master Archers & Lightblade. Theses units will be needed in the defense. Lightblade allows you to make easy picks & is super tanky against the Scavengers. But I personally prefer to use master archers as my starting unit, because they are more reliable in the other scenarios against fire and if you see your opponent goes for the scavenger spam anyway you can still play the lightblade (pretty much as a surpise spawn to get a free taunt). - Do I even take a power well in the middle? - Yes, definitely. You stand no chance winning a dazed fight and you have to get access to at least 1 spot in the middle. Take the closest well next to your base (don't worry to much about map control, if your opponent takes the aggressive well on Haladur he puts himself into a close well situation which forces him to either bind power into a defensive mortar or he will just straight up lose the game from that point on). - My opponent started spamming scavenger, what shall I do? - Don't panic! You got less power, but way more efficient units, try to taunt one scavenger with your Lightblade! If your opponent runs away you got a very efficient trade, if he tries to attack, play maybe one additional Ice Guardian. Don't play more than 3 units immediatly! And DON'T use homesoil. If your opponent goes for the powerwell and it drops to 66% health start playing more units, only use glacier shell if it drops below 600hp! Your power management is the most important thing here. While it's usually good to play at your power limit it is important to keep some energy in you backpocket, so you will be able to react when the scavengers start moving down to your main base. Don't get too greedy and spend all your power at one spot, your other base will be left entirely helpless. Keep this in mind: If you play your defense perfectly you can ALWAYS defend a Scavenger spam, so stay calm! Second possible scenario: While the scavengerspam is just one possible scenario there is also one big threat, that is really dangerous to you, when you decide to take an overaggressive powerwell. I'm talking about the mortarrush. The threat of an offensive mortar is really big and forces you to make bad trades, which allows the fire player to snowball. Scavengers will rip Masterarchers apart while Sunstriders are a big threat to Ice Guardians. I finally found a great replay to showcase why this is the most dangerous thing you can encounter in this matchup: How to play this scenario properly: Sometimes you need to give up map control as a Frost T1 player due to bad map conditions. Even though you put yourself at a small disadvantage by taking a defensive power well, beeing too greedy may cost you the game against a top tier player and this just isn't worth the risk. Third possible scenario: You can also be lucky and get into a close well position, where your opponent has next to no chance of winning. But be careful at some positions. If the position is protected by terrain your opponent may try to build up a mortar, which can be really annoying to deal with. It's usually wise to have a well distance around 70-80m, which allows you to spam Ice-Guardians & Master Archers (their stats are faaaaar superior to Scavenger & Sunstrider) from a save distance. In later T1 stages you don't even have to worry about that. It is possible to beat out Fire even with a Mortar, your units have a great health pool and don't die immediatly, and with homesoil you can destroy the Mortar in about 3 seconds. Afterwards feel free to kill every unit around you. Tips & cards to watch out for Wrecker: This card is also used from time to time in a rush due to high dps & the rallying ability. But your Ice Guardian are stronger in theory, so keep in mind that you can take a well against a wrecker spam, but if you lose 1 or 2 units in addition for that things may snowball really damn fast. Firesworn: I didn't mention the card at all so far, but the S knockback can be a problem for your Master archers, so don't rely too much on them! Mine: Some people may try to protect their offensive mortar turrets with some sneaky mines for zone control. It's usually not worth it, because it's easily dodgeable (for the majority of people atleast) but always try to think about it so you don't get caught off guard! Replays: -> another mortar rush by Obesity vs freemka - coming soon- Frost vs Frost Core cards: 1. Ice Guardian 2.Frost Mage 3. Homesoil 4. Ice Barrier This matchup is pretty simple in terms of explanation, but pretty difficult when it comes to execution. First of all I recommend starting with frost mage (I know it's pretty uncommon, but that is pretty much because there were next to no experienced frost players around the high ranked ladder, since everyone played shadow & fire due to the high reliabilty). Master Archers don't have any particular use (there are no unitsquads to finish off and also no S units in general) and they get permacc'd by Frost mage. Lightblade isn't too bad, but it's just really useful against careless opponents who let their units get to close to their opponent before the true fight starts. Otherwise the Lightblade is just too expensive (with the taunt ability nearly as expensive as 2 Iceguardians, who have far superior combat stats). Apart from that there are 2 types of possible fights. 1. Ice Guardians vs Ice Guardians This occurs on small maps with close well positions. The winner of this matchup is going to be the player who has better micro management. So make sure to always keep track on your Ice Shields and move your units properly. In addition to that it's important to play at your absolute power limit, otherwise you will ultimately lose out due to lower dps. Try to have homesoil constantly active in combat (An Ice Guardian spam usually involves more than enough units to make it worth is), but don't get baited into using it too early at the start of the fight, otherwise your opponent may be able to retreat without losing any units and that would be a pretty huge loss for you. 2. Magespam This is why starting with Frostmage is so damn important and valuable. On maps without proper wellpositions to fight at, the Frostmagespam outscales Ice Guardians pretty fast. The amount of mages you need is higher than against nature so don't even think about attacking too early, but after 10+ Frostmages you will be able to oneshot Ice Guardians with a single attack rotation (75*10*1,55= 1163 single target burst damage). If you face a magespam with your magespam make sure to get off the first damage rotation. That's enough to win fight, because at some point your opponents counterattack won't deal enough burst damage to kill mages and your additonal splash damage also adds up over time. So make sure to get a clean & fast damage rotation at the start. Tips & cards to watch out for: Glyph of Frost: Just make sure to respect its threat and you should be able to dodge it. But if you walk into it with your entire army, it can be pretty dangerous, because the enemies dps is really high in such a big spam and getting hit by a good Frost-Glyph can possibly cost you the game. Also be careful when playing a magespam, because you will have all of them pretty close to each other since you need to do this for better focusfire. This may lead to a full 7 unit freeze, which is pretty dangerous. So just dodge it & take the free 50 power advantage. T2 timings: Dependend on your T2 colour you should chose your T2 timing wisely. As a pure Frost player you can negate even a big disadvantage by just going T2, if there is at least some void power in your pool. War Eagles demolishe entire M unit armies. Replays: -coming soon- Frost T1 vs T2 This section will be added for Frost T1 specificly, because it's one Frosts biggest advantages over every other T1. It has enough power to even beat some T2's in a close well situation and I'm not talking about just defending with an extra well, I'm talking about straight up aggression. Here are the decks Frost beats in a T1 vs T2 scenario. 1. Pure Nature: I mentioned this already, Magespam can't be stopped by a pure Nature player. Ghost Spears & Spirit Hunter are useless against the S knockback, Deep one will end up getting kited with Frost bite, and pure Nature doesn't have any other swift units. You don't need a close well to do this, but Ice Guardians will also do the job pretty well combined with the additional mages. Careful: Dependend on your opponents deck you may have to play a lightblade to counter a potential Spikeroot. This is especially important against people who used Tresspirit, because it's often an indicator for root decks. 2. Stonekin: Pretty similar scenario. The Frost Mages will do a great job against stonekin and Ice Guardians are almost impossible to kill (Stonekin lacks high dps units, which leaves the deck with no option to kill any units, while beeing forced to spend more and more power for cc and building protects). Having a Lightblade as a hard counter for Stonetempest can be valuable too (even though Stonetempest isn't too popular anymore). Just make sure to split your units as well as possible against cc and aoe knockups (razorshard). 3. Pure Fire: If the pure Fire player goes T2 early into the game you can punish him by taking a close well. Your Ice Guardians have a great hp pool to survive initial Enforcer charges. Pure Fire has no cc and therefore has to rely on a combination out of units & wildfire to defend attacks properly. On a low power level you can just play either units or spells and that lets the efficency decrease by alot. In later game stages you shouldn't rush Pur Fire players because their defense gets much stronger and you don't want to allow the fire player to scale into the late game (Especially when you are playing pure Frost, T2 is such a great opportunity for you to win the game). 4. Fire Nature: This also works really well, because Lavafield doesn't do enough damage to deal with the hp pool of Ice Guardians. Try to split your Master Archers against Hurricane and focus single Skyfire drakes with Frost bite. The lack of cheap & spammable T2 units will allow you to apply alot of pressure in the close well situation. 5. Bandits: Well Bandits has no cc, the aoe spells don't do enough damage and this makes it alot easier for you. But Bandits has spammable high dps units (Nightcrawler & Darkelf assassins), who can punish you really hard if you micro poorly, so try to kite nightcrawlers with Frost bite and play a Frostmage to deal with the Darkelf assassins. 6. Fire Frost: The success against Fire Frost was really dependend on the situation. Most of the time you should look for a close well against a wellcluster to reduce the efficency of Glacier Shell. Otherwise Coldsnap & Building protects may stall the game up to a point with enough room for Skyfiredrakes and Scythe Fiends. Fire Frost has pretty expensive units though, which means you got a big advantage in the early fights. The other decks had some cards that were to strong to allow a favourable close well situation unless you've got a tremendous lead. -> Shadow Nature has the cheapest cc and the cheapest high dps units -> Pure Frost has War Eagle (The Ability is too damn powerful) -> pure Shadow has Shadow Mages -> Shadow Frost has Lyrish Nasty, cheap high dps units & building protects Overall playing pure Frost was always a great experience for me and I hope we see at least some Frost T1 players in the game, when everyone is able to play again. So I hope you like the guide and I hope it will be useful for some of you in the future. I'll update it with replays, when I found some good ones, currently there are sadly no impressive Frost matches on youtube. If you are interested in more content about playing T1 check out my Shadow T1 guide aswell! I guess that's about it, thanks for reading and have a nice day! Best regards, RadicalX
  12. @Kispilka89 These values are definitely way too low. I mean a booster costs 250 bfp. Let's assume you would always play 3 hours a day (which isn't even possible for most people), after an entire week you would still be unable to obtain a single booster (26x4+38x3=218). It would take at least 3 months of constant playing (if not longer) to get a semi-viable PvP deck (at that time a good amount of people would've stopped playing the game already due to the low reward, because they don't want to grind PvE maps for ages). Also the market would be pretty much dead at the beginning because nobody would get any cards, which sort of leaves everyone in a place where you can't progress properly. Investing Money isn't possible anymore and without the trading aspect playing the game would feel even worse than in the old version, where we had a pay2win game unless you were experienced & made really smart trades at the market. I think I said this multiple times on the forums already: Repeatable quests, that are related to winning games with no cap are an easy & efficient solution (people get rewarded for playing alot; people get rewarded for playing well; multiaccounting to abuse the system isn't an option) -> Only condition: the actual values should feel rewarding, but not overwhelming, so PvE & PvP players have fun playing the game.
  13. @PlainVenom As long as we get a good reward system multiaccounting won't be a problem! It used to be even a good thing for the quality of PvP (You can find the arguments in the following discussion). If we are talking about repeatable quests (Lord Nullpointer also stated in the thread, that he would prefer such a system) there is no way to abuse this in a big way and therefore we don't have to worry about multiaccounting at all.
  14. The main reason is homesoil. It transitions really damn well into the T2 (even T3) stage and empowers your defense and offense by alot. But due to the high slot requirements (Ice Barrier is also needed to use it properly) there is no way to include it into the fire T1 version without making it instable in some scenarios. Frost T1 on the other hand allows you to cut Gladiatrix, because she's necessary in the Fire T1 version to: -> counter L Units -> counter buffed XL units aka. Harvester (there is no disenchant in this deck & freeze can be dodged by nether warp, so Gladi is essential to get rid of the Harvester) Other decks like pure Fire or Fire Nature require her to deal with air units too, but this isn't necessary in Fire Frost due to Stormsinger & Shield Drake. In the Frost T1 version Lightblade offers reliable cc against Harvester & does well against L Units too. Even though it's useless against air units Fire Frost doesn't benefit from that advantage Gladiatrix would offer in this situation. Therefore it's possible to exclude her and get access to homesoil. This also one reason why we chose the 2nd Fire orb in T3, so you can play Giant Slayer + homesoil (1550dmg charges are pretty good) and Fire Frost has no special cards who synergize well with timeless one anyway. The Frost T1 version is pretty much a trade of (empowered T2 vs reliable T1) which makes it worth beeing mentioned. That said I would still prefer playing the Fire T1 deck, due to its higher consistency.
  15. Short update: Added new decks for Stonekin, Fire Frost & Bandits since a different T1 choice was also possible with these decks.
  16. My goal is to study much much more now to ensure that I've got more than enough time to play Battleforge when we are able to play again Jokes aside, I abandoned the traditions and didn't make any serious resolutions, because I feel like I don't need change anything in my life currently. Sure, there is always room for improvement (You can gather more knowledge, strengthen your physical abilities or just straight up improve yourself as a person), but 2016 was a great year for me personally with many great moments and therefore I don't feel like it's necessary to change alot for now. That said I hope everyone can reach his own goals and enjoy 2017! Happy New Year
  17. Merry Christmas everyone! I hope you have some nice days (whether you celebrate or not) and enjoy your time! :)

     

  18. Shadow Nature being played at the highest possible level in PvP was such a beauty to watch, therefore my vote will go for it for sure. But if you talk about the real factions and not actual decks I would chose Shadow Frost because the lost souls units look pretty cool!
  19. The delay was even higher! 5 seconds were just to much to hit any type of unit with this cc. You usually can't create cc chains. After using cc onto a unit it will get immunity against the same type of cc and also be less vulnerable against other types of cc (the duration will get shorter and shorter up to a point where an oink for example just lasts for 2 seconds) Exceptions to this rule and how to create a cc chain properly: -> Ensnaring roots is not affected by the cc protection mechanism and will always last 15 seconds (It is still affected by cc immunity so you can't root twice in a row!). It still gives hostile units the anti-cc buff though. -> Rogan Kayle's ability is not affected by the anti-cc buff and doesn't give it to hostile units either! So: Oink first (lasts 15 seconds as long as you don't attack the unit over the last 12 seconds of the cc duration) -> Use Ensnaring Roots afterwards, it will apply the cc for 15 seconds -> use Rogan Kayle to reset the cc immunity -> Oink -> Root -> Kayle -> Oink -> Root -> Kayle and so on This was heavily used in defence against Harvester. You could create an effective cc chain of 60 seconds which is alot of time to deal with that big boy! But you can't implement Creeping Paralysis into this chain, because the only way to hit it reliably is to use it after Ensnaring Roots and that would result in a heavily reduced duration.
  20. Wasted deckslot for PvP, because every decent player should be capable of dodging such a slow spell. Would be the strongest cc-card besides Timeless One though, if the cast time gets removed.
  21. Ouch ... that sounds painful
  22. When you missed the bus because you were posting in the forums without watching at the clock ...
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