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Timer

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Posts posted by Timer

  1. Just like the others entioned; the transformation is not really worth it

    Quote

    So far things seem clear. Now does the Abomination bind 165 power and also gives full 165 power back, or does it bind full 165 Void power but only returns 90% of it when it dies?

    I was building a real twilight deck for the first time today and thought i would try a few things. Is it smart to use sunken temple and skycatcher in order to transform the temple pests into skycatchers and abominations? How much power do i save this way or is it a complete waste of time since breeding grounds makes the t4 units cost less in the long run?

    The only reason for transformation is just as a breeding grounds alternative with lower initial power cost (90% of the original unit's power flows into the void and the transformed unit e.g. abomination would only bind 165 power instead of 220, would then return 90% of the 165 into void). For your t4 either transform your creepers or just use a breeding ground, sunken temple is not worth it as transforming uses charges.

    Quote

    So far my opinion would be that transforming units has absolutely no advantage in late game. vileblood and minions being the only exception ..minions turning into a weaker and considerable more costly motivate with more to micro, but which hits all twilight units in a certain range and vileblood simply some silly useless effects for t4.

    Beware, when transforming they will stay at the same percentage of health, meaning transforming e.g. your minions (for damage boost) into vileblood will make the unit start out with less health. Instead of transforming just use spells, they are just better (e.g. Lava Field for T2, Thunderstorm for T3).

     

    In conclusion, the transformation is just a lackluster feature from the original devs, its only efficient use is as a breeding grounds substitute (tranformations will most likely be rebalanced in the future)

  2. 16 hours ago, SunWu II. said:

    Hi! Cards i don't find that strong in your deck: spirithunters, twilight creeper and frost crystal. Cards i would always consider in a fire/nature RPVE deck: hurricane, thunderstorm and cluster explosion (red). And because you have shrine of war and therefor the powercost of a spell doesnt really matter you could also consider playing armageddon.

    First of all thanks for the feedback!

     

    I've never really considered hurricane in rpve, although its use as cc could come in handy in non-lost souls maps

    The spirit hunters themselves should be replaced by a better tier 2 unit as lost souls map with their L/L units are quite a force to deal with

    Twilight creepers have always been a lifesaver in all sorts of tier 4 camp struggles, removing them would most propably give me even more problems in the early game

     

    I'll try implementing hurricane and thunderstorm instead of frost crystal and spirit hunters, maybe I'll have an easier time early on (as for cluster explosion, at the time I have no need for damaging spells in the late game, but as soon as I can afford it, I'll propably try using it as most people have recommended it so far)

  3. Back in the day I always wanted to use Twilight, so now with the given opportunity I designed a pretty good deck I use in rpve 9 (rpve 6 is just too easy and not gold efficient anymore)

    (most cards don't cost a lot so it's pretty easy to build)

    image.thumb.png.77754ca5861c44d7476a7a78fa5ea1ed.png

    Tier 1

    - Nomad (green) and Mine pretty much carry up to the tier 3 camp depending on the map

    - Eruption just in case a lot of units survive the Mine

    - Thugs if my base gets attacked while waiting after my Nomads died (S counter)

    Tier 2

    - Vilebloods to rush the spawn buildings

    - Oink, Surge of Light an Ravage just to support them

    - Spirit Hunter in case there are flyers (don't have any Skyfire Drakes yet)

    Tier 3

    - Twilight Creepers (Purple) in mass just demolish bases with their spit attack

    Tier 4 and beyond

    - Abomination and Skycatcher as the core (some Creepers for extra damage vulnerability)

    - Breeding Grounds

    - Shrine of War for void manipulation

    - Healing Gardens + Regrowth in case the units take damage

    - Earthshaker for that pesky Willzapper on Twilight maps

    - Ice Crystal, Revenge and Twilight Pestilence (blue) for damage reduction (both T4 units are blue affinity)

       -> 20% + 25% + 50% = 90% damage reduction (can't go higher than 90%, i think it's additive), the units basically can't die

     

    Bandits

    - just Oink the Windhunters

    Stonekin

    - only the Crystal Fiends early on are annoying, use the Nomads ability and Eruption if necessary

    Twilight

    - annoying but Earthshaker deals with the Willzapper

    - just Oink the Wrathgazers before they swallow your units

    Lost Souls

    - abuse the mines and rush with a lot of units if the tier 2 and 3 camps become difficult

    - maybe use Protector's Seal, although it doesn't help against in the early game

     

    The hardest struggle I've experienced is tier 2 and tier 3 camps being in close proximity or Lost Souls being more difficult to deal with than usual

    Everything after the availability of tier 3 is easy to beat by just spamming the spells and having fast void return (unless the other players leave the match)

     

    I'd like some feedback as this deck isn't perfect, it can be a struggle getting to tier 3

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