Jump to content

Donaar

Member
  • Posts

    15
  • Joined

  • Last visited

Reputation Activity

  1. Marvvster liked a post in a topic by Donaar in Frost cards tier list (PvE)   
    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
  2. Metagross31 liked a post in a topic by Donaar in Frost cards tier list (PvE)   
    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
  3. Blashyrkh liked a post in a topic by Donaar in Frost cards tier list (PvE)   
    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
  4. 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. 
  5. Fauhre 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.
  6. Volin liked a post in a topic by Donaar in Frost cards tier list (PvE)   
    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
  7. Donaar liked a post in a topic by RadicalX in Frost cards tier list (PvE)   
    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.




     
     
  8. 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.
  9. Donaar liked a post in a topic by Volin in Frost cards tier list (PvE)   
    If you want to play a certain card just for the sake of playing it: Totally fine, that is the core of any card game. But please don't run around and tell people above.

     
  10. Donaar liked a post in a topic by Ultralord in Battle of Tactics #1: Your actions count - Until 14.08.2022   
    Hello People of the Sky,
    It is time to make your actions count -> literally!
    In this event, you not only have to complete the map fast, you also have to do this with as little actions as possible.
    Update: Winners, Replays, Stream recording and more can be found here:
     
    But what is an action?
    The easy answer is: Every time you click. (Or use the matching shortcut on the keyboard)
    Cast spell                  -> Action Move units               -> Action Open a gate             -> Action Use ability of a unit  -> Action Open a gold chest   -> Action EDIT 08.08.2022: Full list of actions at the end of the post  
    Nice, and how is it determent who did the best?
    With a point system:
    Let's say we have 50 participants in this event.
    Then the one with the fastest time will get 50 Points and the one with the slowest gets 1 Point.
    Same goes for the actions, but because this event is all about the actions, the points are doubled.
    So the one with the lowest action count gets 100 Points and the one with the highest 2 Points.
     
    How can I check if Replay 1 has fewer actions then Replay 2?
    You can upload your replay on this website: https://www.t1421.de
    Or use this application.
     SLR_ReplayParser.exe
    (I tested both, but you might encounter bugs – feel free to contact me about that)
     
    Enough explaining, time for Action:
    Map:                          Encounters with Twilight Difficulty:                   Expert Card restrictions:       None Goal:                          Win the map Start:                          06.08.2022 12:00 CEST Until when:                14.08.2022 23:59 CEST Stream:                      19.08.2022 18:00 CEST via my Twitch (https://www.twitch.tv/ultralord_t1421) Replays:                     PM in the Forum @T1421 or DM via Discord Ultralord#9706 Replay name:             BOT1_[Your Username].pmv
    You can send in multiple replays, the last one which I receive will be used for the event
    (So you can decide if you go for speed or low action count) Prizes:
    1st place:          5 Boosters + 4.000 BFP
    2nd place:         4 Boosters + 2.000 BFP
    3rd place:          3 Boosters + 1.000 BFP
    4th place:           2 Boosters +    230 BFP
    5th -10th place: 1 Booster   +    230 BFP
    11-16th place:                            230 BFP

    Players placed 11th or lower have a chance for a random draw of one of these 8 cards:
    Fire Worm, Core Dredge, Deepcoil Worm, Shadow Worm
    Shrine of War, Shrine of Martyrs, Shrine of Memory, Shrine of Greed


     
    Also, the one with the lowest actions will win a Promo Rogan Kayle.

    And the one with the fastest time, will get a Juggernaut.

    (ofcourse you will receive the real cards, not the ones with the superior artwork as shown above)
    And the one with the most actions will get 4 Juicy Tanks

     
    Also, you can get Boosters on Stream be winning in a quiz.
     
    Big Thank you to:
    The Skylords Team for Sponsoring 20 Boosters
    @Metagross31 & @Minashigo Hiko  who helped me planning the event
    @Kapo             for the Promo Rogan Kayle!
    @Titan             for sending 10.000 BFP!
    @Donaar          for 4x Juice Tank!
    @Tweeto          for the handsome Rogan Kayle Image
    @dreaddy         i used his PHP-Reply-Analyser as a starting point for my code (LINK)
    @fiki574           for the API im using (LINK)
    @Kubik            for some RUST code to get pictures form the BF-Wiki (LINK)-> You will see for what on the Stream
    If you want to sponsor something too -> Feel free to contact me.
    The ranking and replays will be shared in this post after the stream.
    Lastly, some tips about actions and BF:
    It’s no action, if your units are auto attacking If you use waypoints to move a unit, it's only one action A move/attack order for a group of units counts as one action If you spam click on a gold chest to open it, every click is an action
    (so you might want to skip opening chest completely) There are different ways to move your units (Try them out in the forge)
    # Normal move order (Right click)
    # Move-Waypoints (Shift + Right click multiple locations)
    # Attack-Waypoints (Strg/Control + Right click multiple locations)
    # Patrol-Waypoints (Alt + Right click multiple locations) I hope you all have a lot of fun with this event. See you in the Forge.
    Ultralord
    EDIT 08.08.2022: Here is a list of all actions which a replay could track:

     
  11. Donaar liked a post in a topic by Volin in Frost cards tier list (PvE)   
    I can add to this list aswell:

    -











    PS: But joking aside, I played one here and math says it was worth building it (as I had some unused slots anyway) or it did not matter (for the action count). If it not saved me an action, it was worth time wise, as I had a very long T2 phase.
     
  12. Donaar liked a post in a topic by Volin in Frost cards tier list (PvE)   
    There is stong doubt, thats what some of us want to say. You invest energy when needed most and get your "profit" when not needed at all.
    In fact Juice Tanks make things mostly even harder, draining your energy (when you need it) and slowing you down when things are prolly still spicy.
  13. Volin 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. 
  14. Marvvster 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.
  15. Donaar liked a post in a topic by Dutchy in Why does Wheel of Gifts suck...   
    Why does Wheel of Gifts suck... – that's what the title suggests. Now, give me a moment to explain why many in the community share this viewpoint.
    Let's start with the fact that this card has a bit of a bad reputation, and not for the right reasons. In the early days, there was a bug that allowed stacking the same buff multiple times. Combined with the ease of using Lost Spirit Ships, any map became super easy. This was especially true for Random PvE maps. Since the Skylords Reborn team revived the game, this bug is fixed, but the notion that this card is "good" still sticks around, especially among casual or older players.
    Now, let's understand what the card does before jumping to the present.
    Wheel of Gifts is a Tier 3 Shrine with a rare rarity. When you build it, you get to pick one of three global buffs. The first one boosts your and your allies' units, making them deal 20% more damage. The second one lets you and your allies take 20% less damage. The third buff heals every friendly unit, yours and your allies', for 3% of their total health every 4 seconds. If you build three of these buildings, you can have all three buffs active simultaneously.

    On paper, these buffs sound very impressive. This is even further enhanced when considering that the buffs are “free”. You pay 180 power upfront, and you get a global buff. However, this plays perfectly into why it is not as great or efficient as most people think.
    Since this card is mainly used in Random PvE matches, this topic will mainly focus on that area. In Random PvE you have to kill all enemies within a certain time alone, or with a group of two or four players. This time limit is part of the difficulty for the higher-difficulty maps, especially in four-player maps. These maps are also where Wheel of Gifts is commonly found. The idea behind this card is to buff up all friendly units in the game, including those of your teammates. It's a great deal because, for just 180 power, about 20 Tier 4 units can deal 20% more damage. Spending another 180 power makes these units also take 20% less damage. Imagine adding a third building that makes all friendly units heal for a percentage of their total health – it would be even better!
    Spending 540 power on building three Wheel of Gifts might not be the best move in Random PvE. For the same amount of power, you could build two Gemeyes, enough to handle earlier camps. With the strict time limits in Random PvE, investing in Wheel of Gifts can slow down your progress on the map. Here's why building them right after getting Tier 3 or Tier 4 is not a great idea:
    - You use up 540 power on a building that doesn't directly help you clear the map.
    - At this point in the game, there aren't enough friendly units to make the buff worthwhile.
    - Many spells can handle earlier camps by themselves (Maelstrom, Frenetic Assault, Cluster Explosion).
    - Your teammate has to defend and attack on their own for the first few minutes/camps, while you are stacking Wheels.
    - The buffs don't stack with other external buffs, like Unholy Hero.
    - Building Wheel of Gifts right after Tier 3 denies you two power wells and leaves your partner alone to capture the Tier 4 camp.
    On the topic of buffs. Often Wheel of Gifts is played in a single-unit deck, like Batariel or Bloodhorn. Because of the high initial investment, it is just not worth the effort to place them down.  Besides that, single-unit decks can not utilize the buffs from the Wheel of Gifts as they do not stack with other external buffs. (For more information on a Batariel deck, click the link at the bottom.)
    Now, you might be wondering if Wheel of Gifts has a place in Random PvE. It does! In the last rows of a Random PvE map, you often have excess power that's hard to use. This is the perfect time to set up Wheel of Gifts for that extra boost needed to tackle the toughest camps.
    Also, in scenarios without a timer and plenty of power, Wheel of Gifts can be a decent card to buff up your army. 
     
     
  16. Metagross31 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.
  17. RadicalX 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.
  18. Hirooo 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. Hrdina_Imperia 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.
  20. Donaar liked a post in a topic by Dutchy in Frost cards tier list (PvE)   
    How I would probably do it 🤔
    yes, that battleship is in the same tier as Juice Tank only because of Dallarian (❤️) 

  21. Donaar liked a post in a topic by Dallarian in Frost cards tier list (PvE)   
    My confusion is immeasurable.
    Cool video regardless.
  22. Volin liked a post in a topic by Donaar in Nature Cards Tier List   
    Hey guys,
    so, after completing the Force of Nature achievement, I decided to do my own ranking of Nature cards. Rankings are made under a PvE perspective.
    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: Equilibrium G and F would both be in the same A-Tier, so I only ranked one of them. Conversely, there's a huge difference in Mumbo Jumbo's affinities, so you'll see them both.
    Here it is:

    A few comments:
    Shrine of Memory is the major buff Nature has received. I always thought Pure Nature missed a good void return mechanism to be viable in PvE - and now there's one. Alongside Surge of Light and Breeding Grounds, SoM is the card I always included in the decks I used to complete the Force o Nature Quest. Parasite Swarm is the best T2 option Nature has. And by a huge margin. It literally carries runs on both Nightmare Maps, Convoy, Oracle, Behind Enemy Lines and Soultree. Nature T2 Units, beside Parasite Swarm, lack something. Spikeroot and Deep Ones are powerful (the former excels with full Root support), but are both costly melee units which require support to express their full potential. Burrowers are good too, but only on very limited circumnstances (Titans P1 and P2 and Siege of Hope for example). The rest is very underwhelming, especially considering the only ranged unit are Spirit Hunters. When theorycrafting the decks for the runs, I have chosen many times to include T2 units (mainly Deep Ones) but ultimately I have not used them - in lots of maps the super good Nature T1 can carry you all the way up to T3 without problems. Note that i may change my mind on Nature T2 after trying Sunken Temple a lot. Fountain of Rebirth buff really make the card better than Shaman, especially in scenarios with a long T1. Also, it's a global heal. Creeping Paralysis is another card that really benefits from the buffs. It's not good as Oink - which doesn't have a delayed effect and is splashable - but it excels in scanarios where you use the CC to engage enemies in combat. Oink is much more flexible, but less efficient when used in combat since enemies wil get retransformed after being attacked. Razorleaf is a legit B-Tier card. It's the King of the Root and basically the sole reason you want to include the root nexus system in your deck. It excels at defending scenarios with lots of L units coming at you (Insane God, Convoy, Nightmare maps) and has a very long range (useful, for example, in Defending Hope and Behind Enemy Lines). The only problem I see with the root nexus system is that it requires a lot of bound power, which is an issue at the lower tiers. Besides Razorleaf, all the other good root system cards sit in the C-Tier. Living Tower, on the other hand, lies in the D-Tier: I dont really like the card - it really becomes useful with full root system support and can't be used alone as a defensive tower. I don't really like Sylvan Gate as well, I just feel like it's a redundant card (Razorleaf does enough damage on its own) Some argue that can be used to effectively use the root system for offensive purposes, but I feel like that's not needed, especially since Nature T3 already has Swamp Drakes. Nonetheless, I'll try to use the root system offensively in the next days and I may change my mind on the Gate. Forest Elders got a huge upgrade recently and the both gained a Tier since the patch. Breeding Ground is arguably one of the best Nature cards and having a walking one is super good. Forest Elder G also helps dealing more damage (a thing that Nature lacks at T4, especially since the only XL counter is Colossus) and the P affinity is incredibly useful at dealing with mid-sized tier enemies (waves in Nightmare's End and Insane God for example). I still think Nature misses something at T4. Forest Elder, Giant Wyrm and Primeval Watcher are all good cards, but none of them excels at dealing with XL units, which can be an issue in some maps and rpve 9-10. The spells don't help either. Mind Control is ok but super costly and Noxious Cloud simply doesn't do enough damage. Wheel of Gift, ah yeah, that card. Please don't let me start on this one.  
    See you in the Forge,
    Donaar
  23. Metagross31 liked a post in a topic by Donaar in Nature Cards Tier List   
    Hey guys,
    so, after completing the Force of Nature achievement, I decided to do my own ranking of Nature cards. Rankings are made under a PvE perspective.
    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: Equilibrium G and F would both be in the same A-Tier, so I only ranked one of them. Conversely, there's a huge difference in Mumbo Jumbo's affinities, so you'll see them both.
    Here it is:

    A few comments:
    Shrine of Memory is the major buff Nature has received. I always thought Pure Nature missed a good void return mechanism to be viable in PvE - and now there's one. Alongside Surge of Light and Breeding Grounds, SoM is the card I always included in the decks I used to complete the Force o Nature Quest. Parasite Swarm is the best T2 option Nature has. And by a huge margin. It literally carries runs on both Nightmare Maps, Convoy, Oracle, Behind Enemy Lines and Soultree. Nature T2 Units, beside Parasite Swarm, lack something. Spikeroot and Deep Ones are powerful (the former excels with full Root support), but are both costly melee units which require support to express their full potential. Burrowers are good too, but only on very limited circumnstances (Titans P1 and P2 and Siege of Hope for example). The rest is very underwhelming, especially considering the only ranged unit are Spirit Hunters. When theorycrafting the decks for the runs, I have chosen many times to include T2 units (mainly Deep Ones) but ultimately I have not used them - in lots of maps the super good Nature T1 can carry you all the way up to T3 without problems. Note that i may change my mind on Nature T2 after trying Sunken Temple a lot. Fountain of Rebirth buff really make the card better than Shaman, especially in scenarios with a long T1. Also, it's a global heal. Creeping Paralysis is another card that really benefits from the buffs. It's not good as Oink - which doesn't have a delayed effect and is splashable - but it excels in scanarios where you use the CC to engage enemies in combat. Oink is much more flexible, but less efficient when used in combat since enemies wil get retransformed after being attacked. Razorleaf is a legit B-Tier card. It's the King of the Root and basically the sole reason you want to include the root nexus system in your deck. It excels at defending scenarios with lots of L units coming at you (Insane God, Convoy, Nightmare maps) and has a very long range (useful, for example, in Defending Hope and Behind Enemy Lines). The only problem I see with the root nexus system is that it requires a lot of bound power, which is an issue at the lower tiers. Besides Razorleaf, all the other good root system cards sit in the C-Tier. Living Tower, on the other hand, lies in the D-Tier: I dont really like the card - it really becomes useful with full root system support and can't be used alone as a defensive tower. I don't really like Sylvan Gate as well, I just feel like it's a redundant card (Razorleaf does enough damage on its own) Some argue that can be used to effectively use the root system for offensive purposes, but I feel like that's not needed, especially since Nature T3 already has Swamp Drakes. Nonetheless, I'll try to use the root system offensively in the next days and I may change my mind on the Gate. Forest Elders got a huge upgrade recently and the both gained a Tier since the patch. Breeding Ground is arguably one of the best Nature cards and having a walking one is super good. Forest Elder G also helps dealing more damage (a thing that Nature lacks at T4, especially since the only XL counter is Colossus) and the P affinity is incredibly useful at dealing with mid-sized tier enemies (waves in Nightmare's End and Insane God for example). I still think Nature misses something at T4. Forest Elder, Giant Wyrm and Primeval Watcher are all good cards, but none of them excels at dealing with XL units, which can be an issue in some maps and rpve 9-10. The spells don't help either. Mind Control is ok but super costly and Noxious Cloud simply doesn't do enough damage. Wheel of Gift, ah yeah, that card. Please don't let me start on this one.  
    See you in the Forge,
    Donaar
  24. Donaar liked a post in a topic by Dutchy in Guns of Lyr "normal" strategy   
    The picture below indicates which position takes which orbs.
    For the defending positions, you can leave the closest bunch of enemies alive so the engineer doesn't progress until you have a good enough defense (usually after t3). With the help of air units, or spells like mine, minefield, ensnaring roots, freeze, paralyses, etc. it is relatively easy to get to your t3 spot without much trouble. At t3, you have access to enough towers to reliably defend the first waves (Necroblaster, Stronghold, root network, etc.). When you are confident in your defense, you can push to t4. By the time you reach t4, the gates should have opened and you can clear, together with your mate, the final camp to trigger the final wave.
    This is the deck I have for both the inside and outside position. It is by no means optimized, but it does the job


  25. Donaar liked a post in a topic by Trando in All-time fastest speedrun rankings (October 2013-September 2022)   
    New Record for Treasure Fleet 14.47.8

×
×
  • 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