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nukie

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  1. nukie liked a post in a topic by Deadman in Stop messing with the base game   
    This dude joined the forum Tuesday 19th July 2022, you need a forum account to have a game account, thus unless this person played on a different account [examples a friends account, at a friends house] he has been playing for 3 days and thus probably doesn't really know what the game is like nowadays comparing it to the EA days. In my opinion, the game is in a great place with new cards and new balancing and lots of other stuff and the community is still strong, more people could be playing the game but people are busy with life. I'm all about campaigns and new maps and new game modes, so that's really what I'm looking forward to and I know our lovely staff with deliver it just takes time and I got time, unless I die soon, well lets hope that doesn't happen. 😀
  2. nukie liked a post in a topic by Draconnor in Forest Elder - Upcoming Changes   
    Noooo.... i loved shadow affinity Elder for that aura 😞 It was great as "first/only t4 unit" on smaller or faster maps.
    😭
  3. nukie liked a post in a topic by Dutchy in Community Update #29 - November   
    HYPE!
    Awesome "new" map
    Awesome new card preview
    And awesome to have a new Global Moderator! 
  4. Dutchy liked a post in a topic by nukie in Gunners go BOOM   
    Boom Boom Boom Boom.
  5. Metagross31 liked a post in a topic by nukie in Gunners go BOOM   
    Boom Boom Boom Boom.
  6. nukie liked a post in a topic by Hrdina_Imperia in Gunners go BOOM   
    Recently made something similiar, after seeing someone in-game go Mass boom. Great minds think alike, eh? 
  7. nukie liked a post in a topic by Dallarian in Gunners go BOOM   
    Genius and madness are two sides of the same coin.
  8. nukie liked a post in a topic by Dutchy in Gunners go BOOM   
    Disclaimer: This is more a fun deck. Not advised for beginners. Might have difficulty clearing harder rpve 9 maps. 
    Hey Skylords, 
    I've been playing around with some rpve decks and wanted to share one of my favorites:

    T1: Standard T1 fire start with Nomad G, Eruption and Mine. Of course a Shadow start is also viable to get your Resource Booster out earlier
    T2: Bandit Minefield to take the T3 camp easier. 
    T3: At T3, build your Shadow orb as T3 to get early boosters. You can start building your army of Gunners afterwards if you are not the one building the Shrine of War.
    T4: Get your second fire orb and start going ham on the camps with your Gunners + spell support. 
     
    - Why Corsair? Corsair buffs all friendly Bandit units by 60%!!! 
    - How do you keep your Gunners alive? By applying unity on your Gunners they will share 1 life pool. If you cast Blood Healing, the whole group will heal. 
    - Make sure you do not target your own units with Amok as it affects both hostile and friendly entities. 
    - Unity works on 8 units. If you have more than 8 gunners, make sure you use both Unity to cover as many units as possible, without too much overlap. 
     
    Attached you can find a replay with all four players playing a gunners deck in the current MotM. Its a whole lot of fun!
    2022-10-24_14-18-41_RPvEFourPlayers_diff9_s47334_{GM}Dutchy_Volin_kleppie_{GM}Nukie_time_0_14_59.5_v259.pmv

    Thanks to @Volin @Nukie @kleppie for doing this run with me!
  9. nukie liked a post in a topic by WindHunter in Patch #400036 - 3 October 2022   
    Patch #400036
    Welcome to our newest patch. This update contains a follow-up to our larger patch earlier in the month with new achievements and changes to existing achievements. 

    General Changes
    Added notificaton when all gold chests have been opened. Fixed bug where you could start campaign PvE matches with free PvP decks. Solved numerous smaller textual inconsistencies in the UI. Renamed "Delete all" to "Collect all" in the mail window. Added dialog box that mentions the mails will also be deleted, instead. Removed map seeds from the random PvE map pool known to crash the game. This should solve the issue where a random PvE map crashes on start-up. Faction ability icons are no longer displayed as status effects on a unit to conserve space for non-permanent effects. This includes: Life Stealer (Bandits), Elusive (Amii), Adamant Skin (Stonekin units), and Adamant Alloy (Stonekin buildings).
    New & Existing Achievements
    Skylords Reborn released with a base set of achievements, including 3 achievements which reward players for draining their BFP reserves. Unfortunately, since release we have seen that contrary to encouraging more play, these reserve achievements are actually driving players away from the game. Players will grind many hours in a row to finish all three achievements and in the process completely burn themselves out. Given this situation, we have decided to remove all 3 reserve achievements and replace them with general in-game playtime achievements that the player can complete at their own pace. These new achievements will be available to everyone, even those who previously completed the reserve achievements.
    Sadly, our newest achievements were also not free from issues. "A Wrinkle in Time" caused a lot of confusion with its description and has been updated accordingly. Our new RPvE 10 achievement "Abandon Hope..." has proved to be quite popular, even with brand-new players who attempt it without being properly prepared. This has led to frustration among our more veteran players, who the achievement was meant to help by increasing the RPvE 10 player pool. As such, we have locked the achievement beyond PvE Rank 10, to prevent unprepared players from joining lobbies in hopes of easy boosters. Our Pure Fire achievement "Never Thought of Him" has had a very low completion rate and after talking to players we decided to reduce the restrictions. Now, only the player pursuing the achievement is required to use a Pure Fire deck, instead of the entire team. While not mentioned here, see PvE map changes below, we have made changes to Defending Hope to allow the player to activate Rogan with a building and not just a unit. While the fact Rogan required a unit to be activated was intended to be a fun puzzle-like challenge for the "A City Strongly Compact" achievement, we noticed this caused substantial frustration among players, especially those who were also trying to complete "The Long Journey Home" simultaneously.
    [ New Achievements ]
    Thirsty for More  [1/2/3 General Boosters ]
    Spend time in matches. (5/15/30 hours)
    Up and Coming  [1 Mini-booster]
    Complete the 1-player scenario Introduction.
    Gym Rat  [3 General Boosters]
    Win 20 sparring PvP matches.
    Moon's Disciple  [6 General Boosters]
    Win 20 ranked PvP matches. (Locked until Gym Rat has been completed)
    [ Changes to Existing Achievements ]

    All 3 Reserve Achievements (Drink Up, Me Hearties!; Thirsty for More; To the Last Drop)
    - Permanently removed from the game
    A Wrinkle in Time
    - Description changed to clarify it requires Lost Souls cards.
    Abandon Hope All Ye Who Enter Here
    - Achievement is now locked until a player reaches PvE rank 10 (Gold 2)
    Never Thought of Him
    - Only requires the player to use a Pure Fire deck instead of the entire team.
    A Force of Nature
    - Reward description changed to "1x Promo Mana Wing" to clarify it is not a normal Mana Wing being rewarded.
  10. nukie liked a post in a topic by Deadman in Season 1 PVE League - Join us anytime for some fun challenges   
    I might do this, only the rookie league though 
  11. nukie liked a post in a topic by Lans in Season 1 PVE League - Join us anytime for some fun challenges   
    Thanks for the clarification!
     
    Very much loving the PVE attention (only seen PVP league style so far) and seems like a lot of thought/consideration has been put in to cover the different PVE styles. Awesome!
  12. nukie liked a post in a topic by Dallarian in Season 1 PVE League - Join us anytime for some fun challenges   
    It looks exciting and the pro-league sounds like something really interesting!
    Good job everyone on coming up with all of those, this will be amazing experience for all involved!
  13. nukie liked a post in a topic by Ultralord in Season 1 PVE League - Join us anytime for some fun challenges   
    Pro-League: +1 Ultralord

  14. nukie liked a post in a topic by Hrdina_Imperia in Season 1 PVE League - Join us anytime for some fun challenges   
    This looks interesting. Will participate for sure
  15. nukie liked a post in a topic by Kapo in Season 1 PVE League - Join us anytime for some fun challenges   
    I had so much fun in the trail phase - the challenges were really awesome.

    Looking forward to the 1st challenge 🙂

     
  16. nukie liked a post in a topic by Little_Ducky in Season 1 PVE League - Join us anytime for some fun challenges   
    Hello Skyladies and Skylords,
    PVE League is starting soon.

     
    When
    Starts Thursday 15th and ends on Thursday 24th November (10 weeks in total)
     
    What if I start when the season has already started?
    Please feel free to join us at any time during the season, you will still be eligible for end of season, achievement and bonus challenge prizes. Late participants will not be able to make up for missed challenges and won't be able to use the 7 day late submission rule.
     
    What is it?
    Compete against other players of similar abilities and ranks in a series of challenges consisting of campaign, community and rPVE maps. All info about the challenges and rules can be found on our website HERE
     
    Who can participate?
    We have 3 league divisions, to determine which one suits you best each division is summarized here:
    Rookie League - Restricted to newer players with PVE ranks 10 or below 
    Pro League - Open to everyone PVE rank 11 or above, challenges will be at an expert level. It is suited for people who like completing difficult challenges without the pressure of racing against a clock
    Masters League - Open to all however we highly recommend a minimum PVE rank of 13 because it requires speed and an in-depth knowledge of cards & maps. Masters league challenges are designed to be difficult; our objectives are designed to block most traditional speed running strategies so players will be required to think outside the circle.
    League admins reserve the right to reallocate you to a different division if we feel your capabilities and skills does not fit the division you registered for.
     
    What are the prizes?
    There is a Swamp Drake, Fallen Skyelf, Lyrish Knight and Rogan Kayle promo up for grabs for division winners in addition to lots of other prizes. Please refer to the prizes section in the info tab on the website HERE
     
    How do I register?
    Please use the sign-up link on our website HERE
     
    Can I participate if I don't have Discord?
    You can participate even if you don't have a Discord account, you can find all the info & challenges on our website. All replay submissions are also done via the website, so you won't miss out. There is a comments section underneath the challenges, so if you have any questions please feel free to post them there. 
     
    Join our PVE League Discord Server
    Join us for all the fun and frivolity whilst getting to know other participants in your division.  https://discord.gg/kQfnfGheNZ
     
    QUESTIONS?
    If you have any questions about PVE League, please don't hesitate to contact myself Little_Ducky (DaDuck#5103), Dyr (Dyr#6502) or Nukie (nukie#9354). We look forward to meeting you all for Season 1 of League.
     
  17. nukie liked a post in a topic by Donaar in Frost cards tier list (PvE)   
    Here is a comprehensive list of maps and wells where Juicy Tank is actually viable:
    -
     
    Jokes aside, Juice Tank lives in the contradiction of being a card that one wants to build as soon as possible (to maximize long-term return) but only gets value from a certain point - that is whenever the well would run out of power (since production per time increment remains the same).
    Consider a 600 capacity power well - it lasts for 20m. That's the lowest well capacity in the game. If you build JT as soon as the well its built you maximize the long-term power gain. However JT is effectively useless for those 20mins due to the production per time remaining the same. Playing a card that is only a waste of power for such a long time is never worthed in my opinion. 
  18. nukie liked a post in a topic by Donaar in Frost cards tier list (PvE)   
    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:

     
    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:

     
    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.
  19. nukie liked a post in a topic by Dutchy in Frost cards tier list (PvE)   
    All buildings protects get 1 tier higher because of pvp nightmares and Stormsinger G is basically a faction carrier in pvp ^^ 
  20. nukie liked a post in a topic by Dutchy in Batariel Deck Guide - How to make and pilot a Batariel deck!   
    Welcome to this guide on how to construct and pilot the Batariel deck. This guide will go over all the ins and outs of the deck, what to do in certain situations, and general tips and tricks for both beginning and more advanced Batariel players. Let’s open the Gates of Purgatory and jump in.
     
    What does Batariel do?
    Batariel is a Tier 4  card. It is a rare card and got two affinities.
     Its first ability is Gates of Hell.

    ACTIVE: Activate to smash Batariel's giant mace onto the ground, dealing damage to enemies in a 10m radius. The impact will crack open the ground, allowing an enormous cleft to emerge that will erupt fountains of red-hot lava after 5 seconds. Reusable every 30 seconds. Affects ground targets only.

    The second ability is Infused/Tainted Purgatory.
    PASSIVE: Unit enters stages of rage in battle depending on how much damage it has recently dealt. Either it does more AoE damage around himself, or he shreds the enemy’s armor, depending on the affinity. But if there is no damage dealt for 4 seconds, the flames will abate again.

    For this deck we will only be using the fire affinity, and all future references, unless explicitly stated, will refer to the fire affinity Batariel. The fire affinity is used because his passive does more damage, and the shadow affinity reduces the armor of the enemies. Reducing the armor is only relevant if you have other units to do damage as well, in a pure fire deck for example.
    How is the Batariel summoned if you do not have four Fire orbs? Enlightenment. Enlightenment is three orbs, two of which nature, and it allows you to use any card for the next 20 seconds without orb restriction. You do still have to pay the cost, 300 power in this case. 

     
    The Deck
    Let’s start with the Tier 1 options this deck has. When playing a Batariel deck, you have three factions to choose from. Either you start with fire, nature, or shadow. Frost is by all means the worst faction to start with, as a general Batariel deck does not contain a single frost orb.
     
    Fire start
    With fire, most of the time you want to start with 3 Nomads (Nature affinity). An alternative could be Sunderer in some cases where you try to speedrun certain maps, but Nomads are recommended over Sunderer as they heal themselves and can hit air with their ability and are in general more flexible.
    The second card you want is Mine. Mine is an excellent card to take out the enemy units at your t2 camp. In bandits and Twilight maps, often one Mine should be enough. If you are fighting Fire you could use only one Mine, but if you are less experienced or are not as comfortable with a fire start, you can use two mines. When you encounter Lost Souls, you always place one mine and wait with engaging the camp until a second mine is off cooldown. The reason for this is that you may encounter Tier 3 units like Mana Beasts, one mine if often not enough. If there are also units that give shields, then two Mines might not be enough, and you need to place a third one.
    The third card you want to bring is Eruption. This card is excellent in taking out pesky (flying) units or to help out your opponents when they are in trouble. Eruption has one other very important use, which is to take our crucial spawn camps. One eruption does 300 damage for 75 power. All small spawning camps have 1200 health, so four eruptions will take out the camp and will set you back 300 power. This tactic is the mostly used in RPvE difficulty 10, but can also be utilized, and encouraged, in RPvE difficulty 9 when you try to clear the Tier 3 camp. In difficulty 9 and below, one to two Eruptions are often enough as you have your Nomads hitting the camp as well.

    Blaster Cannon an optional card. This card is not necessary in RPvE difficulty 9 and below, but is almost a must-have in difficulty 10. The reason for this is that there can be flying enemy units on your Tier 2 location, which does not happen in difficulty 9 and below. Blaster cannon fire affinity does insane damage versus flying units and because of that it is preferred over the shadow affinity. The shadow affinity also hits air, but traded extra damage against flying units for extra damage to ground units, but that damage is negligible.
    Sunstriders can be a nice addition too as they could replace blaster Cannon, they are inferior, but more versatile.
     
    Shadow start
    Shadow starts are very straight forward. The first card you want to bring are Forsaken. Forsaken do insane damage and have an awesome ability to do even more ridiculous damage at the cost of dying after the ability wears off.
    Nox Trooper is a decent alternative to Forsaken, and is far superior against Crystal Fiend camps, where Forsaken get destroyed. Also, they have a better trapping capability as they shoot each unit in a squad one by one. And base damage output is higher than Forsaken, even when they lose overall to frenzied Forsaken especially when getting rid of the spawner. Dreadcharger also a decent alternative, but very situation.
    Motivate is a card shadow can not go without. This card gives a near-dying unit a new purpose by allowing the same units to do more damage for the next 30 seconds.
    For Soul Splicer, we want to have the Nature affinity. You want to build this shrine outside the enemies range, as it takes some time to construct it. When constructed, it can collect corpses around itself and a select area. These corpses can be used to heal your Forsaken when they are within the range of the Soul Splicer.

    A general tactic when approaching the Tier 2 orb is to construct your Soul Splicer and wait until you have 6-8 Forsaken, depending on how comfortable you are. With the Forsaken you want to lure the enemy towards the Soul Splicer, so it can collect their corpses whenever they die. When fighting the enemy, use motivate on one of your Forsaken to allow the others to do more damage, and to have your first corpses inside the Soul Splicer.
    You want to bring an Embalmer’s Shrine if you bring Shadow Phoenix as your Tier 2 unit. You want to construct two Embalmer’s Shrines before doing anything else.
    If you play a shadow start in RPVE difficulty 10, then it is recommended to bring 9-11 forsaken, Lost Souls can require more, 3-4 squads gets frenzied and immediately attack the spawner. The remaining units clear the units with the help of a Soul Splicer and Motivate.
     
    Nature Start
    Nature t1 is relatively effective, in some cases better than fire, especially in solo. Basic composition is Windweavers + Dryad (Blue affinity) + Ensnaring Roots, for difficulty 10 Hurricane and Mark of the Keeper are very strong as well, and may be essential. Root is preferred over Hurricane is because it also helps vs non-S-units up to Tier 4. The edge that nature has over fire is solely not having to build a fire orb until an orb switch, with access to cultists + furnace and breeding grounds (especially useful with Shadow Phoenix against stronger t3-t4 camps)
    Windweavers is the go-to damage dealer for Nature Tier 1. They are versatile and can shoot multiple enemies at once, which makes them excellent in clearing early camps. 
    Dryad provides the units around her with a damage reduction buff. One Dryad is often enough, but keep in mind that she does not buff herself. Having a damage reduction buff on your units allows you to use less heals. 
    Surge of Light is great. It is super good to heal your low health Windweavers, and  it scales super good into the later stages of the game as you can still use it to heal your Batariel. 
    Ensnaring Roots is a must have. This spell can create distance between the enemy and your Windweavers. This card is also very effective when you need to take out a spawner in difficulty 10. 

    Mark of the keeper is a must have in difficulty 10, but in difficulty 9 or lower it is not needed.
    No Shaman? Yes, Shaman is not used in Batariel decks. Shaman is a unit that rarely attacks, and it binds power. For every Shaman you have, you have one Windweaver less. There are only 20 deck slots, and Shaman should not be in there.
     
    Tier 2 options
    On Tier 2, there are a couple options to choose from. When you start with Fire, you are generally safe to use your Nomads + Mine and use Eruptions on the spawning camp. In difficulty 10, you can bring Gladiatrix (Nature affinity) with Curse of Oink, or you can bring Shadow Phoenix with Embalmer’s Shrine. If you start with Shadow, your best option is to bring Shadow Phoenix. You need three Shadow Phoenix to kill a small spawning camp.

    or

    When you are playing difficulty 10, if you start with fire and want to use Phoenix, you will need to do an additional orb swap for your Batariel. This sets you back some power, but might be required sometimes.
     Less optimal, but alternative options are Bandit Minefield and Lavafield.
     
    Core of a Batariel deck
    The core of a Batariel deck are Life Weaving and Unholy Hero. Life Weaving keeps Batariel alive, and Unholy hero allows the Batariel to do insane amounts of damage.

    Heals are important in every deck, Batariel decks are no exceptions. You should bring at least one heal spell, such as Regrowth. It is recommended to bring a backup heal in case you run out of Regrowth charges or the card is on cooldown. Two options are Surge of Light and Equilibrium (Frost affinity). It is totally fine to bring all three heal spells, as even some veteran players do.

    Very important spells to bring are both Frenetic Assault’s (one is mandatory, the other is quality of life), Infect (mainly quality of life, you can do without) and Disenchant (depending on the enemy faction). Frenetic Assault makes sure the enemies are not attacking your Batariel, but each other, which gives Batariel more survivability. Both Frenetic Assaults are recommended as they have a long cooldown between casts, and you might need more than one in a difficult camp. Infect serves a similar purpose and cleans up remains. After the enemies kill each other with the Frenetic Assault effect, two Nightcrawlers will spawn from each corpse, up to 10 corpses. 20 extra units to soak up damage and to do more incremental damage.

    Batariel needs to have his burning passive ability active as soon as possible. He does this be damaging enemy units or buildings. If Batariel is not able to attack, due to a paralyze effect, the chances are the Batariel will die. To solve this, Disenchant is a must-have when you fight enemies like Bandits and Twilight. Those otherwise annoying Willzappers and Windhunters are now useless when you bring Disenchant. Bandits have one boss that permanently reduces the attack by 50% when it does damage: the Equestrian Twins. This debuff can also be nullified with Disenchant.

    There are two more must have cards in every Batariel deck, which are Curse of Oink and Nether Warp. Curse of Oink was mentioned earlier as well in the Tier 2 section, but it is also an all-star when Batariel is out already. Curse of Oink is an instant CC (crowd control) spell. Whenever Disenchant is on cooldown, or whenever there are scary enemy units, Curse of Oink can keep incoming damage to a minimum. Keep in mind, this has no synergy with Frenetic Assault.

    When entering an enemy camp, you want to position your burning Batariel in a location where it can either hit as many enemies as possible, or where it can take out a spawner. Nether Warp is the solution for this. After you Batariels AoE burning is active, you can warp him further into the camp. Keep in mind, all the enemies will be able to target him, so make sure you have some heals ready and Life Weaving active. Recommended is the Nature affinity Nether Warp because the Frost affinity debuffs your Batariel with a slow effect. Yes, the Nature affinity heals your opponents units too, but that heal is insignificant compared to the damage output of the Batariel.

    When you have your core, there are one, two or three spots left for other cards. Thunderstorm is the one that is most recommended bringing as it is such a versatile damage spell. The second card is Soulshatter, as it can decimate smaller camps on its own, but you need to be careful as the damage also damages friendly units. The third option is Earthshaker. This card can take out crucial enemy buildings. This is optional, as Batariel should not have any problem taking out buildings on its own, but can be a quality of life.
     
     
    Void return
    Because spells are cycled non-stop in this deck, void return is of utmost importance. There are two options available for a Batariel deck. Either Shrine of War, or Cultist Master + Furnace of Flesh.
    Shrine of War is the best void return card in the game for multiplayer maps. You use spells whenever you want to kill enemy units, and whenever enemy units die, the Shrine of War gives back void power. It is the perfect synergy, there is however a big downside. Shrine of War costs 150 power and has no continuous upkeep. You will need two to be able to keep it running constantly. You will need to invest 300 power, which delays your Batariel immensely. Shine of War is recommended in fire starts.
    Shrine of War has been nerfed and now require 2 fire orbs, which forces you to play either the alternative option with Furnace of Flesh and Cultist Masters, or rely on a teammate. 

    The ability of the Cultist Master is free, and it summons three Nightcrawlers that die after 20 seconds. When they die near a Furnace of Flesh, it gives back void power. Similar to Shrine of War, you will need to maintain the upkeep of this. It is recommended to have around three Cultist Masters to give reliable void return. If you have more than four, then consider building a second Furnace of Flesh or to alternate between the activations, but this requires way more micro. This option is preferred in Batariel decks that start with Shadow or in solo RPvE maps. If a teammate has a Shrine of War, you can kill the Cultist Masters and the Furnace of Flesh, as Shrine of War is superior to them.

     
    Fallen Skyelf
    Fallen Skyelf can play a critical role in certain scenarios, vs bosses like Twilight Hulk or Abaddon, which have very high damage output, or Hellhound who will eat all your units if you don’t kill him quick enough. And helps overall vs bosses.

     
    Plague
    Double Shadow starters sometimes gravitate towards triple shadow instead of switching to fire. These decks require more precise play due to the lack of cards like Disenchant or Earthshaker, but end up being significantly faster upon being executed well, given how strong Plague is. The spell speeds up camp clears in general and sometimes even allows very powerful pathing advantages as a spell combo around Plague + Infect (+ Frenetic) sometimes removes T4 camps on its own (ideally this even works against small boss camps i.e. Umbabwe/Bandit Lancer). Sometimes Disenchant cannot be removed upon facing factions like Twilight, but whenever there is an angle to cut the fire orb Plague should be your go-to choice when considering the orb swap with a double Shadow start.

     
    How to kill a camp
    When entering a camp best to attack a unit, preferably flying, because Batariel doesn’t dance around those, like he may sometimes when trying to attack ground entities. Also, because Batariel does more damage per hit with his normal attacks against flying units. If power levels/refund permits, then Batariels ability is a great way to enter, use it on a building cluster or a boss. Best to warp after front buildings are destroyed or nearly destroyed (possibly finished by infect). Infect should also be used when entering the camp to maximize the crawlers spawned, after the buffs with frenetic, not necessary, but can be useful, plays an especially important role vs Lost Souls and Twilight bugfest.
    When playing vs Lost Souls always have at least two Batariels for later camps, keep one in front to tank all the debuffs and for ground presence to cast cc spells against spellbreakers, and teleport second Batariel in the back line, who will take care of the camp. Preferably, use infect to soak up the damage and all the debuffs as well. In case of 2 Lost Bane presence, drag the camp out use spells (with infect) and try to either use Batariels ability on Lost Bane closest to the spawner, and then warp, or if possible just warp in. Can also try to power through after dragging the camp after getting rid of Lost Banes and having crawlers, enemies won’t pose as much threat even if they respawn, just keep eyes on Spellbreakers.
    Against Twilight Infect is crucial, especially against difficulty 10, where Twilight gazers are bugged and reflect huge damage back to Batariel if not careful, crawlers soak up that damage. Best wait to approach them is to use Batariels ability and maybe even port them together in a bunch, then frenetic/oink and use Batariels ability. But be careful as you won’t have nether warp available to get close to the camp.
     
    Bosses
    Against Bosses, either focus them with Skyelf support, if they can be killed within the ability right away, or warp in the backline and deal with a boss after taking out the majority of the camp. Raven ship is very tricky to kill with a Skyelf, she most likely will get focused, must use infect and possible defensive spells on her, or be on a safe side and deal with the boss without, it’s not too dangerous to Batariel, just have to oink gunner when it spawns. Twilight Dragon boss also takes a while to kill, and Skyelf will heal it if used too early, so it’s better to used when more than half hp is depleted. Nyxia debuff can be disenchanted, which means that the Batariel can freely attack her. Hellhound is best if approached with at least two Batariels like all late game LS camps, and infect must be used. Try to get rid of him asap, before your Nightcrawlers die and he starts eating Batariels. Killing him is not a problem, surviving is.
    Due to the Lost Spellbreakers Disenchant, engaging with Frenetic Assault (both work here) or Curse of Oink may save you a lot of trouble. Can be tricky, especially in non-motm maps where you don't know exactly where they're located. Against higher tier Souls camps with Banestones:
    1 Banestone: Try to disable the Lost Spellbreakers as mentioned above, engage with Batariel ability onto the Banestone and port into the camp. Can be hard with Lost Dragons and such where the Batariels ability couldn’t be used, in that case Disenchant (G) works well.
    2 Banestones: From my experience it's best to just wait for the camp wave to spawn into your direction, use Infect on it and engage the camp with the Nightcrawlers before Batariel to distract the Lost Spellbreakers.  Try to get one Banestone down as fast as possible and use Frenetic Assault + Nether Warp into the camp (hoping that Bata burns at this point)
    Fire Bosses: Abaddon, you must avoid his ability at all costs, either send a unit in front to take it, or just dodge/warp in the backline and deal with Abaddon when you have taken care of the camp. Golem should be attacked with ability for the majority of HP, auto-attacking is dangerous.  Magma Fiend boss is the most difficult to deal with as a Batariel deck. Must have at least 2 units, if only playing Batariel in t4, have 1 or 2 extra when approaching it, go in with a single Batariel without any buffs and instantly warp in the back line and cc the camp, infect will help as well, then buff Batariel and take care of the camp. After the majority of the camp is gone, send in other Batariels to tank debuff, and buff the one not being attacked. For all these bosses Skyelf is crucial, may not be mandatory. Keep Fallen Skyelf in a distance from Abaddon, she will die very quickly if she is close.
     
    General tips
    You might be asking, but what about Unholy Power? That increases the damage of Batariel too, right? Simple answer, no. Unholy Power is basically a dead card in your deck, as it does not stack with the burning of Batariel.
    When you fight Lost Souls or Fire, Disenchant is not needed, as these enemies has no way of stopping your Batariel via cc. When you start with Shadow, you can stay and you do not have to switch an orb to fire.
    If you spawn your Batariel at Tier 3, it is recommended not to build the two wells at your Tier 4 orb location. This will set you back 200 power, and will only pay off when you are floating in power anyway.
    Batariel does more damage with an attack than against non-flying:
    XL Ground: 481
    L Flying: 697
    XL Flying: 1045
    This is due to the longer animation when attacking flying units and as the damage per 20 seconds is fixed, attack types with different execution durations deal different damage.
     
    @Volin has a in-depth Twitch Stream about Buffed Batariels, where you can see some gameplay: https://www.twitch.tv/videos/1423615481?t=00h06m39s

    Special thanks to the following people for helping out with this guide!
    @arabikaa @Damo @Donaar @Kapo @Mocaak @RadicalX @Volin
     
  21. nukie liked a post in a topic by Doomdragons in CCC #5 - Prophecy, Prophecy, PROPHECYYY! - UNTIL 28.05.2022   
    "What's it say?!?"
    Kapo you really know how to spice up the Contests by adding a custom map/experience.
    May my wildest dreams unfold! 🤩
     
  22. nukie liked a post in a topic by Kapo in CCC #5 - Prophecy, Prophecy, PROPHECYYY! - UNTIL 28.05.2022   
    Hello Skylords, Skyladies and other Skybeings; and welcome to CCC #5 – the fifth Crappy Community Contest!
     
     
    THE CONTEST HAS ENDED.
    To see the winners, CLICK HERE. If you are just here to grab the booster code, there you go:  PROP-HECY-PROP-HECY
     

         
    What are “Crappy Community Contests”?
    This and future CCC's are meant to be small-scale contests with weird challenges, hopefully luring you away from well-trodden paths. They are small-scale on the organizers side too: there will be no stream, video or event announcing the winners. What's special about these contests is a participation price for the whole community.
         
    What, when, where, how?
    While the last CCC was about prevailing under harsh conditions, this one will be the exact opposite:
     
    Prophecy, Prophecy, PROPHECYYY!

    Mo has been chosen by the gods. All the forces of Nyn want him to become the new King
    of the Fire Tribes - it falls upon you to fulfill the PROPHECY as fast as you can! 

    This challenge is to win the Custom 1-player-map “CCC #5 - PROPHECY!”
    on Expert difficulty as fast as you can.
    This custom map is a copy of the campaign map Oracle, with two “small” changes:
    You will have access to 16 Orbs (4 of each color) right from the start The gods have also granted you 10,000 additional energy As you can see, for this challenge your wildest deck building dreams have come true; you may combine any cards you want! The fastest Skylord will win this challenge, in the unlikely case of a tie, the run that has been submitted earlier gets the higher placement in the ranks. 
    The contest has started with the release of this post – submit your entry through Discord (DM to Kapo#0116) or the Skylords Forum (DM to @Kapo) until 28.05.2022 23:59 CET  (= 7 days time total). You can submit multiple times, but only the fastest will count. Please note that the Top 3 Replays will be posted here in the forums. To reduce my workload, you may rename your file to CCC5_Time_<IGN>.pmv (e.g. CCC5_15.53.9_Kapo.pmv).
    Battleforge automatically saves a replay file of every match you play, the last game is named autosave.pmv.  You can find your replays here: Documents => Battleforge => replays
     
    Community Maps
    How to access the map:
     
     
    Basic Expert Help
     
     
    What's the price pool?
    Since this is not just a Crappy Contest, but a Crappy Community Contest, you may help with your participation to earn a price for the whole Community. If we reach more than 20 participants (unique players, not entries), we will unlock a Mini-Booster code for the entire Skylords Community. If more than 30 participants enter, the code will be upgraded to a Booster instead of a Mini-Booster. So tell your fellow Skylords to try this challenge – it may take some time, but it's an occasion to try something completely new, and it raises our chances to hand out a code for everybody. 
    Of course, the fastest Skylords will get prices too, sponsored by myself, the Community and the Skylords Reborn Team:
    1st place               5 Fire Boosters + Promo Swamp Drake
    2nd place              4 Fire Boosters + Promo Rogan Kayle
    3rd place              3 Fire Boosters + Promo Lyrish Knight
    4th place              2 Fire Boosters + Mo
    5th place              1 Fire Booster + Mo
    6th place              Wheel of Gifts
    7th place              Spitfire
    8th place              Core Dredge (B)
    9th place              Church of Negation
    10th place            Cluster Explosion (P)

    Last place              Juice Tank (x4)
    For participation, there is a random chance to win one of the following cards:
    Random Draws          5x1 Fire Booster, 3x1 General Booster, Forest Elder (G), Dreadnought, Firedancer, Harvester, Amii Monument, Enlightenment
     
    Sponsors

    If one or more mighty Skylord(s) decides to sponsor this event, please contact me. I would be more than happy to beef up or expand the prize pool, add additional random draws, or any other upgrades to the prize pool. 
    The following prices have been sponsored so far:
    Skylords Team        Fire Boosters (x20), Community Booster Code
    @Kapo                Promo Swamp Drake, Promo Rogan Kayle, Promo Lyrish Knight
    @Simplifying        Firedancer, Harvester, Mo (x2), Core Dredge (P), Church of Negation, Cluster Explosion (P), Spitfire
    @Donaar             Dreadnought, Juice Tank (x4)
    Anonymous            Forest Elder (G), Wheel of Gifts
    @wanky              Amii Monument
    @Doomdragons    General Booster (x3)
    @Kemek              Enlightenment
     
    * Simplifying, a player who stopped playing, also donated his complete account. This is the third contest his collection is sponsoring - he expressed how nice the community is, and he wanted to give something back through the CCC.
     
    Special thanks and Conclusion
    My very special thanks goes out to @CrazyCockerell, @Emmaerzeh and @LEBOVIN who all helped me to get this contest idea going - as it turns out, it isn't really easy to rework a campaign map into a custom map without breaking lots of stuff.
    I hope you are having fun with limitless deck possibilities and loads of energy!
    Good luck, give those Bandits a dose of Skylords Wrath they have never seen!
    Kapo
         
    Future Events - get involved!
    If you are interested in helping with these (or better) kinds of events for the community, or want to host one yourself, don't be afraid and simply reach out! Contact our beloved Event Managers @Minashigo Hiko and/or @Metagross31 on the forums or discord. They are happy to assist you with upcoming events and with sponsoring your prize pool!
    If you especially like this small-scale-format, and you have an idea for it, you may also contact me directly to discuss your idea and host your own Crappy Community Contest.
     
  23. nukie liked a post in a topic by Majora in Important Announcements - Upcoming Server Maintainence and Patch Release Date   
    Greetings Skylords!
    We have two important announcements:
    There will be a server downtime for upcoming Saturday (21-05-2022)
    - Downtime will start at 17:00
    - Downtime could take up to 6 hours
    - Forum and website will also be down, keep an eye on our Discord to stay up to date.

    Now for the good news:
    Our new patch will release in the first weekend of June!
    Look forward to the Community Update on the 4th of June, where we will reveal what will be in the next patch.

    We hope you look forward to it!

  24. nukie liked a post in a topic by WolvenX in Important Announcements - Upcoming Server Maintainence and Patch Release Date   
    Awesome!   Can't wait!  😀
    FYI:  did you see my post on the Proof Reader position application page?
    Take a look at it....thought I might be able to contribute to the cause!  Cheers!  
     
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