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Volin

Testing Coordinator
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Everything posted by Volin

  1. Hey all, it's been a while since my last Deck so time for another one! Today we continue with a Stonekin variant that actually doesn't leave enough Stonekin to call itself that. However, since the army consists only of Stonekin units, I have always mentally added it here. I can't even say exactly why Gemeyes catch my eye so much and why I like this deck so much - I think it's just "sympathy" that I can't explain further. Theme/Scope: Gemeyes! Getting out as much as possible, getting them as strong as possible Playstyle: Micro <-> Macro Budget: medium expensive Addresses to any kind of player Core Deck: - Key Card is the Purple Gemeye! Ofc both can be taken if you like - supported by the best of - supported by the best of - as we have no straight tanks, we want to have strong CC and strong sustain spells to keep our Army steamrolling Important side note: The Gemeyes show both a flat dp20 of 2750 dmg - this is the flat value of the spit attack leaving out the damage over time (DoT) effect. The real dmg of a purple Gemeye is much higher though you will sadly never have a situation where it can deal its full possible dmg. T1/T2 - either or or (in the shown specific order) It may seem strange, after I have made very free specifications in my decks, that I give here on the one hand 3 clear starting suggestions which appear however also very differently. The reason for a Shadow or Frost start comes from the T1 Spells Motivate or Homesoil - both of which we can scale perfectly into T4 - therefore this recommendation. The reason for the T2 is to further set priorities: Starting with allows for very early setting of Resource Boosters and is therefore a very strong one, as we can possibly get more Gemeyes out. If you decide for a blue start, even if it is for reasons, it also makes sense in T2 and T3 to quickly get to to be able to set boosters faster. Especially on harder maps the double shadow spells help you of course to get to T4, to hold it and to go into further progress. The start variant is definitely inferior to the above mentioned in direct comparison - but I still like to list them, because a Stonekin start is in my opinion much more beginner-friendly and stronger than a blue/shadow start. You want to take it slow, maybe never played shadow before - then this is your start. Please don't start this deck with green - it would be at least one wasted deck slot, more like two. What do we take specifically: For I would never go without my Forsaken as allrounder (superior to Nox Trooper), the Green Soul Splicer and a Motivate. Git up a few Forsaken, build a Soul Splicer before the T2 camp, drag the enemys in the Splicer and FOCUS them one by one. 6 Forsaken should do it with the exeption of hard Lost Souls starts. For T2 the common options would be: Shadow Mages (+your Soul Splicer, Warp, Motivate), a Harvester or the best-in-slot solution Phoenix/Embalmers Shrine For the meta-start would be Frost Mages and Master Archers + Homesoil and Ice Barrier. T2 as imho not much strong options, Phoenix/Embalmers Shrine is prolly the way to go if you want serious strengh, else Stormsingers are not bad and some of the Lost T2 Units are playable too. For the start please check my other stonekin guide: T3/4 - completing to any row of T3/4 spells you want to add are: Stone Shell Green, Frenetic (either or both), Infect and prolly a Warp, fill with dmg and healing as you feel need for them Other stuff to add to the deck: Gemeyes, that's why we are here! Furnace of Flesh + Cultist Master for Void return. Ofc a Breeding Ground that wasn't mentioned before. You maybe want to bring Rifle Cultist+ Offering for more fast Gemeyes, even mandatory if you play with Motivate. Last but not least: If you face lost souls your Gemeyes get disabled (like any ranged unit) from the Lost Dragons - either bring a Yellow Mo for that, or make sure your CC hits those Dragons perfectly (last is more an expert solution) Even if you decided for the inferior start, you have strong spell options at T3 which should always give an easy access to T4 (Thunderstorm/Stoneshell, Heals, Oink - all combined with a rock solid T1/2 army) If you decide for a late green orb, T3 offers you Frenetic/Infect which should be even an easier access to T4. If you are forced to defend T3 for a minute raise a Furnance of Flesh to get Void back faster on the waves that you defeat. Spawn Cultist Masters there as soon as you can - once your Void manipulation is up things get usually easier. How to play T4 stage - "I have only a squishy ranged unit, how the hell do I proceed?" Though it may be obvious for many veterans I want to describe a bit the playstyle as some Beginners may say: "I have only a squishy ranged unit, how the hell do I proceed?". Spam Purple Gemeyes, you can splash in 1-2 Green ones in the Mix for some CC, but you want to have mainly purple ones as they deal the dmg. A super serious Gemeye Deck would perhaps even cut the green Gemeye completly - at least I do. When you engage a camp the first spell is a CC, usually a Frenetic. Stone Shell your at least 4 Gemeyes, Infect the crowd and perhaps add a dmg spell for faster Infect procs. Then you use either Motivate or the Homesoil/Ice Barrier combo for a really nice dmg output. When you have Motivate/Offering/Rifle Cultist use that Combo as often as possible to max your army size. Once you got out 4-6 Gemeyes you should snowball any rpve map. Any struggling situations: This deck is slower in the early match, beware to engange strong dmg bosses like Infester or Urzach before you have at least 4, better 5, gemeyes. (4 is the critical mass for a perfect Stone Shell buff, the fifth gives you even the security that you could loose one and you are still "safe"). Once you hit the 4-5-6 counter this deck gets more and more rolling and no boss or situation should be able to stop you. Willzappers can be taken out from afar. Bosses usually never have a chance against a Stone Shell protected army and so neither any camp has. At this point I usually add replays, which I leave out this time for two reasons: First, I was simply too lazy and thought something "Nobody watches this anyway" (or only the usual suspects who actually know the shit but only enjoy the gameplay). However, I have just seen that the replays were downloaded more often than thought - next time I'll be happy to share some again. The second reason to do without replays was clearly the upcoming update which is just around the corner and would break them anyway. If you have feedback, suggestions, nice replays or storys about this deck, please feel free to post below! As always, all information without guarantee and with strong personal preference. See you in the Battlegrounds! again partly Translated with www.DeepL.com/Translator (free version)
  2. A 4player Lost Souls 10 can only be beaten by a team that works together as team. The mentioned Video is a great advice as the map was even harder then the current map. This is the Vid: I completely support this, with the exception of the Firesworn. The only additional cards that I personally would consider for this map are perhaps Sunstriders on some positions and/or suppression to lower dmg a bit. Sunderer may perhap be a solution on several positions, but I doubt from the first tests. Something like this would work Many cards can ofc be swapped there is no "best and only" way. Purple T2 is very common too, with Phoenix and one Player bringing an Embalmers Shrine. Last but not least I would strongly recommend to use voice chat. Ofc it may be possible with very good players without, but fast and good communication is very important on hard BG10 maps
  3. I can understand both sides very well here at Ascension Map 2. On the one hand, of course, it feels completely wrong that a taunt stops Viridya endlessly, and on the other hand, the map already fails sooooo often that I'm skeptical to change this. For a long time I have often gladly supported Ascension groups, also out of the thought that new players do not have the feeling to play a dead game. On the other hand, I find myself doing this less and less, because I notice in the lobbies that I annoy people with the desire to coordinate us on Map2 - but am annoyed myself that it just constantly fails because then someone is there who does not know the task. Just 1-2 weeks ago again I have not managed 3 attempts in a row because Map2 failed - that makes me then little fun. In conclusion, I would almost say that I think that a further increase in the level of difficulty here is not purposeful. PS: And please, please, don't misunderstand, I know some here think I'm an elitist. Far be it from me to say: "You don't know Map 2, then please leave" - of course you have to take the time to explain the mechanics. Unfortunately, I find that many players simply do not want to develop here Translated with www.DeepL.com/Translator (free version)
  4. You want to add perhaps some reasons for your rejection?
  5. I go with your opening post @Draconnor. but it is not "baerly" better - it is simply far worse then Regrowth. Lifestream binds energy, comes with limitations (must be buildt, must be in range), has a longer cooldown, only reduces but does not heal dmg and has even (a quite small) limit to that. Finally it needs 2 Green which is very popular among casual players but rarely played by more expert players. Thats why we see Regrowth in more then 9 of 10 decks and Lifestream in less then 1 deck out of 10.
  6. I really never had problems with the unit limit, rather reaching it (time, charges, energy). What builds do you think can't be played because of the unit limit?
  7. Get well mate! All good, the main reason to ask was just to plan a bit ahead, as I missed the last stream already. Thank you for letting us know the new date and time.
  8. Hey Hiko, don't want to stress you, but I would like to plan Saturday a bit, as I have to do a hospital visit. Don't want to miss the live stream again. Will it be 19:00 CEST again?
  9. These are facts, not to recognize this would be absurd. Only in the analysis of why the numbers of players are moderate, we do not agree. Lets take your former premade for example: I haven't seen Mo and Ben for a while. Occasionally I still see you and Ky. Now, hand on heart, it's not because of the reward system that Mo and Ben are taking a break right now (or even quit 😞 ), is it? Because it's not all that simple Really I can't see that. With the achievemt system you can build up really nice decks very fast. 4 months of playing are (only daily) rewards of ~60k! Bfp (4*30*150). Hell I could build a few really OP decks with 60k. And if we cut that a bit more down, 2 Weeks give you around 7k of income out of the dailies. Please don't tell me that with 7k a beginner could not make a lot of cool stuff. If we wait a second week we have now 14k (w/o any extra time or achievements) and can build a full meta spell deck- not fully charged but already VERY competitive. With some reserve-bfp and achievements included we are prolly more speaking of 70-80k bfp in your 4 months. If you play some hours on daily basis we are prolly beyond 100k bfp in that time. And yeah 4 months are quite some time, but you get on daily basis enough bfp to buy a new really good card, every f... day you can buy a really good card - that is bad progression? And especially if you emphasize like the TO again and again that he wants to play off-meta, that he wants to play pvp, then the whole thing becomes even more incomprehensible. Then decks are actually built in zero time I really don't get the point. But well, it goes round in circles and I think it's all been said. Btw - greetings to your fellows if you see/hear them! Hope to see you together again
  10. nah, period! (nice style btw) A beginning Vet will progress so fast. I remember that we did some BG9s the first day and BG10 was done 3 days after reset. And the Dec solo map was crazy hard iirc (t3 Orb in tower range, Stonekin). 3 Days to beat one of the hardest BaFo content around - insane slow indeed ... /s Ofc will a new player that is new to the game start slower, make mistakes and will progress slower, but isn't that natural and how things should be? You can start high lvl pvp right away from the start and build almost any strong pve deck within a week(!) or less. The best and most wanted ultrarare cards can be achieved in around one week. Really I can't see that the progress is slow. But I think that has to do much with attitude too. Btw did you guys see the reserve system, it almost looks like you don't, as you act like there was no incentive/rewards at all for playing after completing your dailies. I don't know, but these 100-250 extra bfp per day are welcome to me. And you said to me that you think 6-12 months for a complete(!) collection would be long...I wonder if you know what you are talking comparing this with the old P2W BaFo. Are you aware how many thousand bucks this would have been on the EA servers?
  11. Single decks are build pretty decent, there are a lot of achievements (mentioned above) to have a good start, and finally there are nice 120 decks for pvp aviable, that you can take as a base to customize them. Who seeks a way will find it. And getting pretty everything (!) in 6-12months seems reasonable to me
  12. Reset in december and many have every card , all meta cards 4 time - where could the rewards be bad? I am no big trader or such, just played random stuff How can one be so impatient...
  13. The second questions were answered 🙂 I'm still unsure about those Bonus/Special but I hope on my mates here
  14. Second team meeting, more questions 😄 - Can you narrow down "offensive spells". Heals ok? What is with Infect/Revenge(no direct dmg) ? Where is the line here? - what taking about Orbs/Wells on the other side And we are still a bit confused about the Bonus and Special Rewards 🙂
  15. @Minashigo Hiko one clarification please: What happens if one team only manages the job for the color, they did it for nuts? 🙂 Btw. do you mean three or more teams in a color are needed, or three teams over all colors?
  16. Even though I feel more comfortable on maps where I can stop Moon from yakking (aka BG), I'll be there for the fun again. My plan so far: Participation in 3 different colors with 3 fundamentally different teams. The shadow team is already set. One of these teams I would like to form with someone with whom I have long nothing, or never done anything - which I am looking for here. There are still many familiar faces, with whom one has never done anything together, maybe one of you would like to? But I would like to emphasize, I am also very happy to work with a newcomer. Looking forward to messages to Volin#8101 (Discord prefered), or ingame, or in the forum. I am German, so active at usual Central European times. The only non-negotiable thing for me would be the willingness to voice-communication (in German or English). 🙂 PS: And my Shadow-Mate is still flexible. If you say: "Hey, I'd love to be there with you, but shadow would be my only option" please send me a message anyways. PPS: Prefered colors would be Fire and Frost, but open for everything. PPPS: Guess I got my teams, thanks everybody!
  17. If a unit has 150 HP and you do an eruption on it, the unit can have more than 150 damage dealt to it, the rest of the "overhanging" damage then goes to nowhere. When damage is dealt in a radius, it is always distributed from the inside out. If you repeat the test and apply the eruption only slightly offset, you will always get different results. The fact that units get 100% damage of a skill/spell even though they have less HP and that the rest is then just over it, is by the way a comprehensible and from other games quite known damage calculation for me, depending on the spells/skills mechanics. But even though it's understandable to ME here, of course our devs may agree with you here and consider the overhanging damage a "bug". Btw the result I get mostly with this is: 1 Dead, 3x 150 and 1x 75 -> so I usually "loose" only 75 of the max dmg - This 75 "missing" damage to the max dmg was then allocated to the dead gladiatrix in this case If you want to report bugs joining the Balancing Discord, as @Metagross31 already proposed, would be a good idea to keep track with already known issues and ongoing changes, to refer to the Frost Shard.
  18. Hey all, as the last deck that I showed was more an super-expensive expert deck, let's speak about the most beloved beginner faction this time - Stonekin. Prologue: Even though I don't want to present simple solutions with fixed 20 cards, I have to split the Stonekin topic into 3 parts. There are always nice cards that you can not take because of the limited slots, or other cards that offer other options, but that would be just another deck. Stonekin is a great example. So that the tension is not quite so unbearable, already the outlook for you: 1/3 will be a classic Stonekin deck with (any row), a macro deck, with a small budget and equally popular among beginners as well as suitable for them. 2/3 will be a bit more expensive and a bit more advanced, taking advantage of the -meta. The deck becomes (slightly) faster, significantly stronger, but in the same measure becomes more "vulnerable" and requires significantly more intervention from the player. 3/3 will follow with the next patch as I have some changes in view on the test server. Here we will focus on the freeze mechanics and build a nice strong, but even more micro-intensive deck. A great fun! 1/3 Classical Stonekin Theme/Scope: classic Stonekin deck with (any row), prefering Stonekin-Faction over pure Faction where it makes sense, easy to play Playstyle: Macro Budget: low budget Addresses to beginners Core Deck: (as RPVE Decks mostly happen in T4, every RPVE Deck considering should be done from T4 downwards imo - just to explain my approach) - Our scope sets Grinder as core unit as there are only 3 cards in this orb range. The other 2 cards have no value for us here, as they are about defense, a thing that we don't even consider for a second in Battlegrounds. Always forward, never backward. - The Grinder is an incredibly good tank, but unfortunately does very little damage - we need a Damage Dealer (DD) and here Gemeye offers itself, more on this below - Since we don't have good void manipulation ourselves, we rely more on armies than spells in all tiers. ("more" does not mean only) - We use our nice crowd control (CC) spells that we have through all tiers - We use large area buffs and heals for maximum efficiency with only a few interventions - the 2 dmg Spells that we have speed up killing alot T1: Either or Basically, with any deck, keep the T1/T2/T3 as large as necessary and as small as possible Nature Start - A classic, the most common start, and yet something to talk about, many do a lot "wrong" here - Windweavers (WW), Surge of Light and Ensnaring Roots are usually set and enough for any rpve9. This is the gold standard. - Dryad (B) is a great addition, but to me a waste slot as it is not needed. Shaman is a nice Quality of Life (QoL) addition but usually not needed either. If you want to take one of this two cards don't play too much. Usually build not more then 2 Dryads or 2-3 Shamans. For BG10 I would recommend Dryad (B), even more then a Shaman. If you play Dryad (B) I would recommend beginners to switch them to dmg (not using sleeping) it makes them easier to hold in line with your WW. - Treespirits or Mana Wings are Rare, aren't they an option to Windweavers? Not a bit, WW are the superior nature allrounder. Mana Wings can be a rare solution against Lost Souls (if you play a MOTM where you know you face LS) as some of their strong units can't attack flying. But this is a too rare case to use Mana Wings as allrounder - Melee Units or Amazon are simply no beginner options, please just trust me. Most melee T1 units lead to unintended pulls and Amazon is too weak for BG imo. - Other T1 options that are worth mentioning: Mark of the Keeper as Upgrade for BG10, Hurricane is great against S- Units but usually not worth the short T1 stage (nice BG10 Upgrade), Fountain of Rebirth can be a nice addon in 4player groups, solo not worth the pick (BG10 and such... 🙂 ) In BG9 usually bring out 4-6 Windweavers, root smart and have one Surge of Light ready and T2 should be clear. Against LS play 6-8 WW, one of the rare cases where you want to pull enemys to you a bit out of the camp and clean beasts one by one. Fokus your fire a bit and your troops will do better. Frost Start - the underestimated alternative, a shitload more damage but less sustain - Frost Mages mixed with Masterarches in ratios between 1:1 and 1:2 supported by Homesoil/Ice Barrier can handle any BG9. If you choose to go for blue T1 then there is no way around Homesoil/Ice Barrier, use this combination the whole match until late T4 for your Gemeyes - again melee tanks are no option in the scope of a beginner deck, though this is a valid option for more sustain melees usually do more harm then they give a benefit (aka unintended pulls) - Nice BG10 addons can be: Glyph of Frost, one of the Wintertides, Lightblade (very micro intense), Frost Sorc (very micro intense) Use your Homesoil (eventual Ice Barrier) to clear T2, ~6 Units deal insane dmg with that support, Barrier can be used to heal units too in some cases. T2 either or - the opposite of the T1 choice As we want to make a stonekin Deck, lets go Stonekin with our T2, where we get great options in our faction. As both colors come with some great splash cards at t2 too, we will focus on Stonekin and only go for "mandatory" splash cards, like the omnipresent Oink - never go out without your Oink! 🙂 Again we want to have a most lean T2, so pick at maximum 2 of the following considerable Units: - Razorshard (G) is my hidden champion here on the paper he may look not that great (another S-Counter, you need to use ability, delayed damage), but he performs outstanding against most BG9 enemys, he gives your remaining T1 force a nice basic heal that gives a shitload of sustain - Crystal Fiend (B) moooore sustain though is audio sucks - a really strong option, but beware that your army does not only consists of supporters and healers, a common "mistake" - Stone Tempest a bit fiddly but a good M counter and providing nice CC via his knockback, though in some cases annoying - Aggressor - ok'ish unit as L counter if needed, please consider that he is rather a supporter too then a damage dealer From the Mono color units the following might be worth mentioning: Stormsinger (any) as strong air-counter or Burrower as swift sieger. As most of the above mentioned are pure supporters or more-supporters keep some/all of your T1 force alive. Usually at T2 a Breeding Ground is not worth (building). After getting mix in - depending on the T3 situation - 0-4 of the above Units. All your T1 options are still viable and your army supported even with your T2 spells now should be fine to deal with anything and everything. The following spells are nice at T2: - Oink, as said, never have a deck with a that goes without - if you started Frost you still can consider to take a Surge of Light. Usually T1 spells are not worth a T2 slot, this is an exception - Matter Mastery, expensive but strong and fun, can be used in combination with Homesoil if you started frost - in rare cases: Gravity Surge (B) but Stormsinger would be prolly a better T2 choice for most uses here - and finally the big question "to freeze or not to freeze" -> Coldsnap It is a super strong tool in some rare cases but often used brainless, where it hurts more then it helps. I like to have it with me for seldom super hard T3 camps or to stop a frontline in late match when I am completly on my own. Always have in mind, that freezed enemys only take 50% dmg, which is a very significant penalty. Freeze is very strong against Lost Souls T3 camps, Coldsnap while running in and take out spawner + other buildings to weaken the Lost Vigils. And please be very careful about freezing units for others, decks that have high burst damage or also rely on triggering their infects can be put in quite a hassle by a single freeze. As a rule of thumb, if you want to help your mates, buff or heal them, but unsolicited freezes are rarely welcome. T3 (?) Let's speak about void first. Stonekin has two obvious options here, either Shrine of Memory () or Shrine of Martyrs () that both can be made available at T3, if we stay in the scope of Stonekin and mixed T2. I don't consider Shrine of Martyrs to be usefull in a deck that is not build around freezing, and even then it is doubtful. Shrine of Memory is very weak too, and I think leaving it out at all can be an option, but after hundreds of games with and hundreds without I have the weak feeling that the 2x 100 energy are just about worth the investment. I find it very difficult to make an absolute statement here, but my cautious recommendation goes in the direction of SoMem, hence the choice of headline "" As my Stonekin T1/2 units give usually give a very solid mix I tend not to take any T3 units for the usually quite short T3 stage - spells and my remaining force needs to do the job. If you want to take in a unit, it must be something really beneficial like taking in an XL unit like Deepcoil Worm or Deepfang. There are ofc other nice'ish units, but noting that really adds something that you couldn't do with your T1/T2. You may now say "Hey, it's Stonekin, what about Rageflame/Stone Warrior" and you are right, those give an excellent combo. But still in this deck they would be aliens and not really solve any ugly T4 camp situations for which you would take them in now. I will have a close look on those two in part 3/3 of this "guide". Spellwise T3 brings two mandatory ones for me, for this deck: - Revenge - Stone Shell (G) Easy to use, both stack, and make your already strong force almost invincible. Next "mandatory" pick: Thunderstorm - a perfect allrounder you want to have with you if you play a green splash. If there is a Shrine of War from your mates, use your Thunderstorm all the time either for waves (don't stop for them) or when you fight camps. Thunderstorm is as Curse of Oink - this card can't be wrong in most of your decks. Other spells worth mentioning would be - Equilibrium (G) if you feel need for more heal, here it is. Usually this should not be needed but can be a nice filler if you feel better with it Neither Enlightenment nor Frost Shard would add something at T3, so they are not considerable for me. And now comes the part where opinions differ: Support Buildings - Wheels of Gifts are no option for me in this deck whereby I have to emphasize here "for me" just as much as the "no" option. Wheels bind 540 (405 with construction hut) energy that can't be invested in units. Solo even with taking muuuuch time it is hard to reach even the break even point where the wheels are useful. In groups ofc wheels pay out earlier, but are usually not really worth slowing down one player that strong. The problem is compounded by the nature of the Stonekin faction, as individual units are not as strong here, but they become stronger when combined, having almost 2 units less on the field hurts me a lot there. Another reason for me to do without the wheels is that only one wheel buff is very profitable for ourselves, namely the attack buff. On easy maps, a skilled Stonekin player doesn't even need a single heal, to buff this further with Wheels (partly it wouldn't even stack) would be absurd for me. However, I also know my Battlegrounds so well that many factors are no longer random for me, but well predictable, that it is very difficult for me to fully take a beginner's perspective here. 20% is 20% more - and if you feel better to wait 1-2 min and take that 20%, then do it! - Healing Gardens - a great buff! But still I rarely play them, as I consider most content well doable if all decks around are build well, it's a bit the same as for the wheels. But again, of course, if you feel the 300 energy for 2 HG is worth it, then play them (in a group). I would also prefer the HG over the Wheels. T4 We have 2 Units in our Faction at T4, as both work together well, why not build around them? - Grinder is our tank, usually I would only want to have one slot for it and take one of either affinty. Honestly, the fewest will use the skill. But it's not completely useless, though, so give it a try. I therefore slightly prefer the purple. I think having 2 is recommended, the more the better ofc. Grinders benefit greatly from grouping, I would want to set up 2-3 straight up and have 4-5 towards the end, then they are actually almost immortal, especially if you buff them nicely. - Both Gemeyes are great for me, I like to have them both. Usually I play 1 green, put out all my purples and play Grinders or further purple Gemeyes when the cooldown is off. I would recommend to charge the purple Gemeye for this deck sooner or later. Ofc the green can be cut if you have other preferences. - always leave some energy left for 1-2 spells Ofc other Units can support this mix, though I don't feel a need for it. Primeval Watcher for example could go as supporter, Giant Wyrm as super budget DD. The two spells I recommend the most here are Regrowth and Ice Tornado. The former is mandatory in most unit based decks though I don't often feel the need to use it in a Stonekin Deck. The latter is a great damage spell and should be set in the back of most camps, while you fight the frontline. Also it is a nice support for bosses or just as helper to increase dmg on endless crossing fights. Tornado and Thunderstorm should be used all the time if a Shrine of War of a group member is running. Maelstorm can be an option to get even more sustain, but hey, freezing, we had this topic - be smart when you freeze! There are other cool spells in this color range, but none that I would consider for this deck Any more options throughout the the tiers? - Incredible Mo is important against LS, if you play random maps make sure there is one around or take yourself (Yellow buff to avoid anti-range debuff) - Amii Mon for solo purpose ofc possible - construction hut if you considered any of the Buff Buildings or Amii - Frost Bite (P) does work on bosses, usually not worth the slot to me but hey it needs to be mentioned Bosses you struggle with: - Hellhound can be dangerous, avoid to face him with a too small army alone. Keep your buffs up, take out spawner via Tornado and perhaps focus the boss then - fear very early Urzachs and Infester, keep your Gemeyes out of range but close enough for your Grinders to count for their passive heal Any other dangerous situations for this deck: - early bosses, especially when you are on your shitty SoMem. Know your deck and retreat if needed in time - Ugly T4 situations end in quite a "zerg" - even t3 units do not change much about that - usually not a deck I want to bring to BG10 random maps/groups as it is too slow for the given time frame - Willzappers in early match, reason enough for me to justfy Matter Mastery (that is useless against Lost Souls) Personally tested Deck proposals, as always from Spells over Units to Buildings BG9 allrounder BG10 Solo Replays: BG9_4pl_motm_Stonekin_noheals The very easy current motm, I guess I did not even use a regrowth in that match, perhaps one lazy one in the end. If maps are that easy usually this deck cannot ever be beaten. BG10_1pl_MOTM_Stonekin Current super easy motm tempted me to do it with a stonekin - slow but steady, deck above. I will add a replay of a close and ugly T4 situation (current motm 3/4 comes to my mind) the next days. This is noting you want to have with this deck, but still doable. BG9_4pl_MOTM_Stonekin_close_t4_fight As I have seen many people struggling with this Pos3/4 (I am sitting in 4 here) I was a bit afraid to play it with this deck. A very low rank, Deck lvl 7 sat next to me. He touched every next camp in advance to trigger useless further spawn and brought non-optimal units to the field - a perfect stress-test for our Stonekin deck. And what shall I say, have a look yourself, we are super-clean t4 in ~8min. Far from being fast, but for this map and situation still rock-solid imo. If you have feedback, suggestions, nice replays or storys about this deck, please feel free to post below! As always, all information without guarantee and with strong personal preference. See you in the Battlegrounds! Thanks to https://www.deepl.com/translator for helping me with some partly translations BG9_4pl_motm_Stonekin_noheals.pmv BG10_1pl_MOTM_Stonekin.pmv BG9_4pl_MOTM_Stonekin_close_t4_fight.pmv
  19. Thanks Metagross! The order is Spells (used often), Units (used sometimes) and Buildings used 1-2 times. I would not buy/trade/get the cards from cheap to expensive but priorize them a bit from their importance Please have in mind, that the deck as posted is heavy spell based and relies on the shrine of war. For the beginning add at least 1x T2 unit (perhaps Fire Stalkers, they are cheap and good), 1x T3 (perhaps Magma Hurlers) and 3-4x T4 Units as long as they have no charges. Here the Giant Wyrm could be a very good budget solution. For battleground, for the beginning, fill with random units and spells you have available. Usually you do not use any towers or green "Root Network" things. For your shopping tour I would priorize "Mine" "Shrine of War" and the "Abomination" (blue) and in the second step I would priorize "Thunderstorm" and "Cluster Explosion" (red). Twilight Pestilence gets "important" as soon as Abomination is added. As always, all information without guarantee and with strong personal preference 🙂
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