Jump to content

Marvvster

Member
  • Posts

    16
  • Joined

  • Last visited

Posts posted by Marvvster

  1. On 8/19/2022 at 11:42 AM, Donaar said:

    Hey,
    Glad you like Pure Frost. Here is an overview of my deck and the choices behind the inclusion/exclusion of every card. Keep in mind that the deck is built for rpve 10 and should be able to clear most expert maps.

     

    Master Archers, Frost Mage, Ice Barrier and Home Soil are the bread and butter of Frost T1, both for campaign maps and rpve. Nothing much to explain here I guess. My most used composition for rpve 9 is 4 MA and 2 FM.

    Glyph of Frost and Northern Keep are optional cards for lower difficulties but they are mandatory for rpve 10. Yeah, the following part is basically a summary of what RadicalX has (excellently) analysed in-depth, but I started writing this before his post so I'll keep it. For rpve 10 I usually build 2 Keeps near my base, then push for the spawncamp using 9-10 units and support by Glyph (place Glyph where you would place a Mine if you started fire) and Home Soil. After the spawn is destroyed, I retreat where I built Keeps and kill every enemy unit that follows me. Having x2 Keeps and using their ability continuously makes your units unkillable. I choose to use Keep (R) because i like to deal a bit more damage (since I used Home Soil to destroy the spawncamp) but honestly the affinity doesn't really matter for Keep - other experienced Frost players such as Gam3over use the Blue affinity because they like having a more durable Keep in case enemies attack it.

    Other good T1 options are Lightblade and Imperials in maps where you need a solid T1 tank or where you face lots of L units (Behind Enemy Lines for example). Wintertide is a solid card that has some uses (it counters the Bandit Wizard Towers in maps such as Blight), but I find it too situational to be included in my all-around deck. Construction Hut is the best Frost card by far. I decided to not include it in the deck since in normal games I only build a single Shrine of Martyrs - while it is mathematically worthed, the use is too narrow to justify a deck slot. Frost Bite (P) is another good card - I usually bring it in maps with a bossfight (Sunbridge, Insane God, Oracle, Titans and so on...)

     

    For T2 the most important unit is War Eagle: it is surely one of the best T2 units in the game and carries runs on many expert maps. The only downside of War Eagles is that they can't attack flying enemies - therefore, the best unit to support them is Stormsinger due to her Gravity Surge ability. Here I prefer the Red affinity since 1) i like to deal a bit of damage and 2) i don't really need a fast unit (mainly since War Eagles are slow) - but honestly the affinity is not that important, choose the one you prefer.
    Coldsnap is the bread and butter CC spell for Pure Frost - freeze enemies and focus down spawn camps and other important targets. Coldsnap scales incredibly well to higher tiers as well, thanks to Martyrs void return, Dreadnought passive ability and Shatter Ice.

    Other good options for Frost T2 are:
    -Mountaineers (especially in maps with lots of buildings and no air enemies - Convoy for example).
    -White Rangers to snipe down important targets from distance.
    -Cannon Tower for defensive maps.
    -Skyelf Templar + Ice Barrier to spawntrap enemies on many maps.
    -Area Ice Shield in situations where there is a long T2 phase.

     

    Avatar of Frost is surely the best T3 unit for Frost. It's incredibly durable and with a bit of support (mainly from Ice Age (G)) can singlehandedly clear camps.
    As I already wrote in the other post, Frost Shard is the best Frost spell. Shard is super useful in many situations, especially since it has an immediate effect with damage and CC combined. Here are 3 rpve examples where Frost Shard is super useful: 1) vs Twilight it can insta freeze the Willzapper before it paralyses your units 2) vs Lost Souls it shines in freezing the lost dancers before they Disenchant your shields 3) vs Fire it is mostly used to freeze Volcano.

     

    T4 is the Tier in which Pure Frost really shines. An army of 4-5 Dreadnoughts supported by 2 Winter Witches is incredibly powerful and is enough to tackle every situation, especially with spells support (mainly from Maelstrom and Ice Tornado).
    Here's my usual approach to a camp:
    1) immediately use Frost Shard to the sensible targets, mainly Willzappers, Windhunters and Lost Dancers.
    2) cast Maelstrom in the middle of the camp. Keep in mind that freezes are ultra useful for Pure Frost: they block enemies from attacking, enemies take 50% more dmg since you're using Dreadnoughts and you get void return with Shrine of Martyrs.
    3) cast both Winter Witches ability on the spot where Dreadnoughts are. Afterwards I move WW into the same spot to keep them safe between the shields and Dreadnoughts auras.
    4) at this point Maelstrom has frozen most enemy units and you got back a lot of power through Shrine of Martyrs. That's the moment to spam spells. I always go for Ice Tornado on the spawn camp and Shatter Ice on the frozen units. Ice Age (G) follows next, especially if Dreadnoughts have walked outside the shield area.
    With this approach you should be able to deal with every situation you can face.

    My T4 also includes Ironchad and Coat of Protection but both are optional. Ironchad is simply a support card for Dreadnought - I usually don't use many of them, only 1 or 2 for the very last camp if I got some spare power. Ironchads can be swapped out for any other support/ranged unit you like, a cheaper but solid alternative is Battleship. Battleship's ability is very good to destroy spawn camps from distance - make sure to use that as often as you can.
    Coat on the other hand is used as a backup shield option or to support allies. While I rarely use Coat on easier maps and rpve 9, it can act as a safety net for rpve 10 if Dreadnoughts walk away from Winter Witch shield area. Coat is surely the first card I would swap out from this deck.

    I hope everything is clear, feel free to ask anything otherwise.

    See you in the Forge,
    Donaar

    Your answer is huge, my friend. Ty so much, i'm still having a blast playing pure frost, definitly the most fun ive ever had while playing BF. 

    I think i ll go Battleship over Chads but we ll see. 

    All the best to you Sensei 🙂

    Donaar likes this
  2. 2 hours ago, RadicalX said:

    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 you get more comfortable you can reduce the unit count for faster early game progression.

    Step 2: After obtaining your units, wait for a little bit of power and play one Glyph of Frost to freeze the entire camp while focussing down the spawner right away. This is why you never want to play Frost mages in this particular situation, because their cone damage might be blocked by units in front of the spawn buidling. 

    Step 3: After destroying the Spawner do not keep fighting and immediately retreat until you reached your towers. Leave the units in front of them and activate the Northern Keep ability.

    Step 4: Make sure one of your Northern Keeps is active from now on. 2 towers are enough to maintain 100% uptime. Your units will not take any damage and as long as they are in front of the Northern Keep, the tower does not get targeted. This is also the main reason you use red over blue affinity, because the blue affinity only increases effective hp on the turret. Since it usually isn't in danger of getting destroyed in the first place the damage buff on your Master Archers tends to be more useful overall.   

    Step 5: Keep fighting until the entire camp is cleared. Ideally freeze the incoming T3 wave by leaving 1 unit alive for smoother progression. Also do not forget your mainbase, because there probably will be a wave hitting your T1. 

     

    Further things to consider:
    - To find a good position for your turret placement in the first place you can use Glyph of Frost to scout into the fog of war giving you a rough idea where the enemies are. As it's a trap spell it shows whenver there is an enemy nearby.   

    - Lost Spellbreaker can remove the immunity buff from your units. Therefore, Lost Souls will be your most difficult opponent.

    - Homesoil can be used to increase the damage for additional clearspeed, but does not stack with the Northern Keep (r) damage buff, so don't spam it too much.  

     

    I illustrated the basic engagement in the following pictures against a Fire map (1p lvl 10). I hope this is somewhat helpful.

    rPvE10.png

    rPvE102.png

    rPvE103.png

    rPvE104.png

     

     

    Man what a huge answer! Ty so much. I'm really hyped for going all in frost so every reply is really nice 🙂 have a nice day!

    Metagross31 likes this
  3. On 8/11/2022 at 11:35 AM, Donaar said:

    Hey guys, 

    Frost is my favorite faction and I've played 400+ games in expert cpve maps and in rpve 9 and 10. This is the deck I mainly use for rpve 9 and 10:

    unknown.thumb.png.1fa1950ad8aa87ebcf279d9880653ccb.png

     

    Lets jump in the Tier List. As for the Nature Tier List, I tried to order the cards within each tier so that the best ones are on the left side and the worse ones on the right side. For spacing purposes, I also avoided to rank each individual affinity if there's no substantial ranking difference in them. For example: both Northern Keep would be in the same A-Tier, so I only ranked one of them. Conversely, there's a huge difference in Frost Bite's affinities, so you'll see them both.

    Here it is:

    my-image.thumb.png.847f5079958965939881e8986c41051a.png

     

    A few comments (i am at home a bit bored with nothing to do):
    -first things first, I have to clarify my ranking criteria for S-Tier cards. S-Tier cards satisfy one of the two following conditions: 1) are incredibly good in almost any situation and you always want to include them in your deck if it meets their orb requirements (Examples could be Shrine of War, Regrowth and Frenetic Assault). 2) cards that circumvent rules of the game by warping the gameplay (eg. Decomposer and Amii Monument), bypassing orbs and cooldowns (Enlightenment and Offering) or by simply giving the player more power (Breeding Grounds, Resource Booster and Construction Hut).
    -Northern Keep is surely one of the best towers in the game, probably only second to Necroblaster. Just build 2 of them and you basically have invincible units.
    -While a T1 with Master Archers, Frost Mage, Barrier and Home Soil is more than enough for lower difficulties and rpve 9, Northern Keep and Glyph of Frost are mandatory for even trying rpve 10.
    -Avatar of Frost is the best Frost T3 unit - whoever says that Core Dredge is better clearly has not played enough games with Pure Frost 👀. Use Ice Age G with Avatar and you basically have an invincible unit.
    -Shrine of Martyrs is a B-Tier card and in my opinion is the worst void return building in the game. It's still a very good card and makes Pure Frost viable in the hardest scenarios, but you still have to use power to gain back power.
    -Winter Witch is the best shielding card in the game - it really outshines Coat of Protection. Winter Witch's ability costs way less than Coat and applies more shields - which is a huge thing in situations where Shrine of Martyrs is your only void return option. In those situations you simply don't have enough power to cast Coat + Freezes + any other supporting spell (like Ice Tornado or Ice Age). If you say that Coat > Winter Witch then you must always have played Frost with a Shrine of War support from another player. Coat is only used as a backup shield as it needs Ice Age to be completely viable, WW shield refreshes itself automatically.
    -Frost Shard is the best spell Frost has. Super useful in many situations - here are 3 rpve examples 1) vs Twilight it can insta freeze the Willzapper before it paralyses your units 2) vs Lost Souls it shines in freezing the lost dancers before they Disenchant your shields 3) vs Fire it is mostly used to freeze Volcano.
    -A few words on the fan-favorite Battleship - the card is good and I used extensively in the past since its ability is very good to take down spawn camps from distance (too bad now Ice Tornado serves the same purpose without binding power). Battleship can still be used as a strong support unit instead of Ironclads: make sure to its ability as often as you can. 
    -I feel like the problem with Frost cards is that many of those are too situational and serve a very specific purpose. Cards like Ice Age, Wintertide, all building-support spells, Amii Ritual, Wardens Sigil are good and can be very useful, but only on very narrow situations. Same goes for many lf the units listed in the C and D Tier. I really like cards such as Tremor, Defenders, Lightblade, Imperials and Lyrish Knight, but they get outclassed by more flexible units. 
    -Another problem Frost has is with offensive towers, especially at T2 and T3. Cannon Tower is surely good but can be lackluster in situations where you get attacked by flying units (and teching Gravity Surge is kinda meh for these kinds of scenarios). Stronghold is too weak in this current iteration - even with Skyelfs support (but don't worry, there are plans for buffs). The other offensive towers are just bad.
    -Juice Tank is a meme-Tier card - even if some pros (👀) are trying to promote its use. Never ever build this useless thing, unless you just want to meme around lol.

    Hey man, ty for you post. Since i want start investing in frost (my favorite faction) your post just came in to the right time for me. 

    Could you explain your above posted deck a little bit more?

    Why did you pick Nothern Keep (r) over (b) ? Do you already play it on T1?

    Whats the general gameplan/playstyle and the core combos? Im open for any explanation since im really looking forward to play frost.

     

  4. Hey folks,

    since i have the biggest problems to go from T3 to T4 i started in the SkylordsReborn-Discord a discussion about competitive T3 units wich are able to carry you on every (or most) expert and high rpve maps. My first guess was Satanael since its a really cool looking card and i love shadow (but i hate Ashbone since they re boring af).

    Someone stated out that Aggressor and Magma Hurler are very capable if massed and supported by spells. So i tried to build a deck (see below)

    https://allcards.skylords.eu/cards.html?d=QmFsbFo+MTE5fDQ1MHw1MjF8NTI5fDR8NXw2MXwyMjd8MzU3fDUwMXwxMjJ8Mzk4fDQ1OHwyNzl8MzY3fDQzMXwzNjJ8Mjc3fDYwfDQ5fA==

    What are you thinking about it? Can you recommend any other T3 units wich can carry a whole deck without even needed t4 units?

  5. 2 hours ago, Volin said:

    Any mentioned T4 are viable imo.

    LSS weren't touched since OB as far as I know. At times they where a bit overrated in memories to old wheel stack "strategies". Still not a bad unit, if you stack some and support they are pretty decent.

    Bloodhorn are one of the strongest T4 around - never a bad choice.

    Stacked Death Rays are the strongest damage dealers shadow has, even without their ability. If you support and micro the Leech Guns they get insane strong.

    A single Grim Bahir isn't that strong, but they are quite cheap and it is easy in such a deck to stack a bunch of them quite fast. Double Shadow (Boosters) plus the Breeding Ground support this perfectly and mass Bahirs aren't that bad. Support those further with (energywise) cheap Grimvine or Overlords and you have a pretty decent and big army in no time. The crawlers spawned by the Bahirs got buffed a bit and should not be underestimated. They deal nice extra dmg, can be used for Offering and make this option most tanky.

    Alone the above options are 4 different decks to me. Though build on the same core they may give all a quite unique playing experience and are all worth to be build.

    Other options you ask: Always! If you just change a few cards or one orb of this core deck you will find many other t4 options.

    In 2 Shadow/2 Green for example Primeval Watcher spam is a funny and viable option.

    Void Maw aswell as Necrofury can be options, both got buffs and are nice units these days.

    When one of the Green Orbs can be also Frost or Fire you got many options: Emberstike spam, Banzai Lords, Comstructs and Gemeys are the most obvious.

    All of the mentioned can make a lovley deck and all are worth to make a deck to me.

     

    Ye i like the idea of necrofury as a huge bombardement squad, but they seem to slow for rpve 😞

  6. Ty for all the replies. I already moved forward today with my deck.

    I'm really undecided about the T4-unit of my choice (Shadow/Nature will stay as my main deck focus):

    - With q blue orb i can get LSS but they feel much weaker as i remember (got they nerfed?)

    - 3 shadow orbs death ray: sooooo slow till U3 but even then, are they THAT good? And they need really micromanagement

    - grim bahir: Really love that card visually but am i crippling myself because that card is much weaker as the other options?

    - 1 Red orb: bloodhorn. Would be a ground unit but its really strong. And with SoW id not need the FoF combo wich needs more micromanagement and get me one more card slot.

    Are they other options i dont think about atm?

    With the other options id take grimvine or overlord as t4 ground unit, but i really like grimvime since its a good meatshild and its cheaper.

  7. Hey folks, 

    last time i ve played this game was in open-beta. Shadow-Nature was always my favorite combo, but i cant remember my deck anymore. I have to start over anyway, since the wipe already happened. 

    Do you guys have any recommendations? After all those patches im feeling like im "out of time" :D Im looking for a good allround shadow/nature deck, but i ll playing rPVE 9-10 mostly.

    i want to start T1 as shadow. As far as i remember i started with this teleport tower, forsaken, motivate and this soul gathering tower. Is it still viable? Which cards are autoincludes? My t4 units were mainly Lost Ships. What has changed here? 

    Im really open for any tips. Mainly about the most important autoinclude cards for shadow/nature.

    Ty in advance and have a nice day!  

     

    Deadman and Dallarian like this
  8. Many times, i get the message while trading "the Player canceled the Trade". If i ask the other player, i get the answer "you didn`t put your BFP in the trade window".

     

    Do you have the same experience?

  9. Ty mate. Maybe the discussion in this thread could base on your deck recommendation.

    On the first (noobish) look by myself, i see many spells with less units (only 1 T3 unit?). I'm tending to deepcoil worm as another t3 unit.

    But i'll swap some of the cards on my preference (e.g. i love the Firestalker and i need for my own safety on t1 or t2 a tower for regular defending). I feel (again im a noob, no matter how many hours i played this game in the past) there are to many damaging spells. Wich one is core in your opinion?

    The simple tactical plan would be attack and support with the dmg spells, right?

  10. Ty again! I#ve drawn a Shaman, that's why i was asking.

    I'm tending to fire nature, for a aggressive start and t2 controlling options. So i would go first orb red, second orb green, third orb red and fourth green for abomination.

    I'm working towards the "must-have" cards and trying to balance my deck "around" them. If i go fire first, would you recommend to take ensnaring/hurrican for second orb phase?

     

  11. 11 minutes ago, Treim said:

    Your English is totally fine, don‘t worry.

    Do you look for a PvE/rPvE or PvP deck? It would be helpful to know these things because the game modes have different priorities and therefor require different types of deck compositions and cards

    @Marvvster

    First of all, ty for your reply. I really appreciate it. @Treim

    rPvE = rated PvE? For the beginning a normal PvE deck, so i can play with some friends and just have a good time. It would be awesome, if the deck would be a good PvE deck and maybe at the same time a mediocre pvp deck, so i dont have to gather ressources to build 2 or more decks.

    @DerNewYork

    hey man, ty for your reply! :)

    that's the kind of input i am searching for. Ofc nearly all of the cards are saying nothing to me ^^ i added you as a friend, so maybe we can talk a little bit ingame :)

    wich T1 is stronger, red or green? I'm searching for a aggressive tactic, with controlling tools. I'm suprised not seeing a Shaman in your nature T1 recommandation. Could you explain this?

  12. Hey guys,

    played BF years ago (as we all did) and started the game yesterday again. At this point and first of all ty to the Skylords-Team for this miracle :)

    In the past i played nature/frost mainly, but wanna try something new. Since i started yesterday all i draw yet is the 3 "welcome-back-boosterpacks".

    Maybe you guys have some recommendations, wombo-combos (tactics) or powercreep-units for red/green decks, so i could try to trade a beginning-stock.

    Ty in advance :)

    Ps. sry for poor english, it's not my native language.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use