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Metagross31

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  1. Metagross31 liked a post in a topic by This Is Halloween_2 in Hero Deck Guide - How to make and play a "Hero" deck   
    Welcome to this guide on how to make and play a hero deck. This guide will go over all the ins and outs of the deck, how to play & pilot it, as well as more advanced tips on this deck.

    But 1st :

    What is a "Hero" deck ?
    A hero deck is a special kind of deck based on playing legendary units instead of normal ones. It revolves around 2 main synergies :

    1) Giant shelter : Jorne allows all your other legendary units to take -50% damage while being around him. It is a really powerful ability, halving damage taken and making your sustain 'twice' as effective (1 damage healed require 2 taken to be negated) but is even more powerful with :

    2) Promise of Life B + nasty surprise / dreadcharger.
     + 

    This combo allows you to kill your legendary units under the effect of promise of life. But what for, and why the "weaker" B affinity you might ask ?

    Because this combo allows you to suicide your heroes under the effect, and because there's a delay of 10s before resurrection, you can in the meantime summon a new copy of your hero units, bypassing the 1 unit limit on legendary creatures.

    Furthermore, the resurrected units still send 90% of its power back to the void. This is what we call in BF "unbinding" a unit, which is an extremely powerful effect. Since the power dedicated to the unit is freed & sent back to the void, it is the equivalent of having a unit & gaining power equivalent to 90% of its value.
     
    We now have our basic synergies, an army of doubled legendary units, half unbinded, and under the permanent effect of Jorne's Giant shelter. Note that because you have 2 Jorne, each will benefit from the buff of the other one, while normally Jorne cannot benefit from its effect.

    Now time to make a deck :  is the best orb order for our deck.

    T1 :
    As of writing this guide, Nature start is superior to shadow start in rPvE.
    The heart of any good nature start in rPvE is composed of this combo of cards :
    +++
     
    Windweavers are the main damage dealers of nature at T1. Though their kill speed of spawners is a bit low for their cost, they more than make it with their multishot ability when comes the time to clear the remaining enemies NPC.
    1 Dryad B + surge of light gives your group of windweavers the tankiness they require to do their job.
    You will notice there's no shaman at T1. For less experienced players, you must know that shaman are only good in long T1 phases where their continued healing over times make up for their high binding cost. But in rPvE they are a liability. Each shaman is 1 less winweaver to kill stuff, and more importantly to kill spawners which can respawn infinite number of units unless dealt with.
    Last, the outburst of surge of light is, in this scenario, far superior to the long drawn out benefit of shaman.

    The core idea of nature start in rPvE exp & exp+ is 1 dryad and a pack of 6-7 windweavers.

    Which now bring us to ensnaring roots. Roots is ideal to give time to your pack of windweavers to "rush" and take down the spawner, by rooting enemies in the meantime. Though you can still get shot by ennemies, a number of dangerous melee units can be kept at bay while you focus on the spawner. This card also has applications in different scenario (delaying waves at T2-T3, giving you an escape root at T1, ...).

    I advise ensnaring root over hurricane : hurricane is only useful against S units. In rPvE, the faction against it is the most useful are bandit, twilight, and bandit+stonekin. The thing is, these 3 factions are the easiest to deal with at T1. When facing fire, nature or lost souls, root is better, and since those factions are harder to take down at T1, it means root > hurricane.

    In general I save 6 slots for nature at T1.

    I always save 1 for mana wing :     
    The card is important for 1 reason only : Lost soul. As the hardest enemies, you need to be able to deal with them. And unfortunately LS npc units have access to a bunch of S knockback effects, making your windweavers completely useless, even more when you are trying to focus a spawner.
    Against, them, the "best solution" is a big pack of mana wings supported by 1 or 2 surge of light. You rush the spawners & focus it, then try to leave. Let's be clear, with treefiend and Lost vigil being M counter ranged units, your pack will melt in instant, but it is the "least bad option" we have in nature against such a foe.
    It is also not bad to deal with lost dancers & the explosive ground beetles, as well as the manabeast, during the inevitable counter attack, since those can't reach your air units.

    That leaves us with 1 more slot. This slot is a bit of a flex, you don't have to take it for a T1 card and can try to save it for another tier, but I find it more important there as a good support in many situations.

    For me, the 2 best choices are :

    1) Primal defender. The card offers you an answer to air units, for both the T1 & T2 phase. It is also good to save time when expecting a counter attack after sniping a spawner, and is overall a good T1 tower. It is my favoured option.
    2) Fountain of rebirth. Now that one is far more team dependent. The idea is this : if you have fire allies which play packs of strikers at T1, and are willing to support you with their spells, it is worth it to build fountain to support them, particularly in 4 players set up. Having 3 fire players with their strikers supported by your fountain can help them a lot, and in return, once they have dealt with their camps, you can expect all 3 players to support you with their spells, speeding up the overall clearing process. So in this configuration, it is worth it.

    Players often take mumbo jumbo R in their deck at that slot. I'm not found of it in this deck. We got ways to deal with boss, so the spell is less useful in later tiers.
    At T1, it is worth 300 damage on a spawner, but it can't be stacked, and it is useless against Lost soul since mana wing doesn't grant you ground presence.

    Lastly,  or  must be added to the deck for later. I prefer nasty surprise over dreadcharger, but both work.

    T2 :

    Best option as of now is the good old shadow phoenix + embalmer's shrine combo :
     

    The shrine basically "reduce" the corpse requirement of the phoenix resurrection ability from 2000 down to 625 (technically it is corpses are worth +220%, but the result is the same).
    You need to construct the shrine ASAP at T2. Then summon a pack of 5+ phoenix (depends how tough the camps are), wait until the shrine ability is up, charge the camps, use the ability, and banzaï !!!
    You can probably wreck the whole camp with little support, and even take down the second one (in that case build 2 shrine for permanent effect).
    Nothing more to say really.

    The deck does have this card however :

     
    Power shrine is a strong void return card quite useleful for later, and you can start building it at T2. The alternative (and worst) option is shrine of memory. It isn't as good as power shrine in our deck, but it is a viable replacement.
    If possible, try to build power shrine at T2, so it is up when you need it later.
    T3 :

    Best option as of now is the good old shadow phoenix + embalmer's shrine combo :
     

    But Wait ! You already wrote that for T2, we're T3 now no ?
    Well, turns out the combo is so strong that you can abuse it in T3 also. And if there's another camp next to your T4, you can also use it there too !

    But yes, we also have some T3 cards.


    With access to power shrine, enlightenment allows you to instantly spawn a T4 unit.
    Though I will review them below, the best unit of your roster to summon is Umbabwe in 99% of the time. The shaman of blight is insanely powerful, and as long as your ally provide some frontline, he can take down a camp by himself. His fire tornado will make quick works of XL units and named boss at your T4 orb.

    We also start to add some healing in our deck for later, but it can still be useful at T3, and  is a great card for our deck. Of course,  must also be added for our combo.
    T4 :
    That's where the magic begins. We rely on 4 T4 heroes :



    Now you should have 1 umbabwe at T4. If not start with him.

    Combo is this one : summon your T4 unit, activate power shrine, cast promise of life B, cast nasty surprise, wait ~4 seconds, summon the same T4 unit again. All 3 cast will benefit from power shrine, allowing you to consume your void pool instead of your power pool. And since you refill this void pool with the power of your own sacrified units, you can imagine how beneficial this is.

    We got 3 remaining deck slot :
    1) Regrowth is our main sustain option at T4.
    2) Unholy hero. It is there to combo with 1 of your Umbabwe fire tornado. Both umbabwe fire tornado can do up to 10k dmg. With unholy hero, you are looking at 20k, ideal to deal with a boss. And against building, a fire tornado with Unholy hero will deal 4800 dmg to it. There's a more advanced combo with raven archwalker ability, unholy hero, and 1 of our spell like regrowth or enlightenment, allowing you to deal around 20k damages in a huge area, since unholy hero does increase the damage of our archwalker ability.

    3) This slot is a flex one. I have added creeping paralysis as a crowd control in our deck, notably against units like twiligh evil eyes or Lost dragon. Other cards which can be added include : Incredible Mo, Mind control, green peace, healing garden, revenge, thunderstorm, transcendance, ...

    In term of strategy, you must summon 2 umbabwe & 2 jorne, they are the anchor & damage dealers of the deck. After that, you can start pushing and clearing.
    Ravenheart & raven archwalker can be added later, and will benefit from the fleet support mechanic to move at normal speed (2 raven archwalker, or 2 ravenheart can benefit from each other).
    I personally prefer to add the archwalker 1st, but it is a preference at this point.

    Use your 2 main heals, regrowth and equilibrium, to keep your units alive. It shouldn't be too hard with Jorne passive.
    Umbabwe is your main damage dealer, and can provide needed cc if the situation requires it.
    Jorne ability gives you an easy way to deal with buildings.
    Late boss can be killed quickly : 2 fire tornado + unholy hero + 2 harpoon shots, and you are over 25k in single target damages.

    After all that, let's answer a few remaining questions you might still have :

    Do I need promo card for this deck ? What about promo jorne & promo ravenheart ?

    No you do not need promo cards for the deck. 1st, we don't really have the slot for that. We would have to cut the combo, but the combo is what is interesting because of the unbinding process.
    We also want 2 jorne, for the passive, and 2 umbabwe for his insane dmg. Promo jorne brings nothing to the table there, 2 jorne is enough.
    Ravenheart "could" be interesting because 1 ravenheart limits you to 3 summoned ships. Since the promo is a different card, we could have up to 6 ships.
    2 problems however : 2 jorne + 2 umbabwe + 2 archwalker + 2 ravenheart and 3 ships is already 96 population. We would be limited to 2 additional ships anyway, not 3. Furthermore, ravenheart is often the last unit summoned, by the point you get to summon ravenheart + promo ravenheart, you won't have the time to use the ability twice before the map is over, limiting you to 4 ships.
    Is it worth it to sacrifice part of our combo for +1 raven ship which stats aren't amazing anyway ? By experience, I can tell you no, it isn't.

    So original + promo is out of the question in the deck, for practical reasons (now if you prefer the look of the promo over the original, it's something else).

    Why only these 4 heroes ? Why not Mo or Lord Cyrian ?
    We are limited to 4 charges on promise of life B, and in term of deck slot. The 4 heroes chosen are the strongest we have access to. Jorne & umbabwe are essentials, 2 ravenheart + 3 ships is better than 2 Mo or 2 Cyrian, and raven archwalker range attack is insane, both to snipe buildings with unholy hero, and to use its ability.
    Furthermore, since we have access to power shrine and enlightenment, there's no need for a weaker hero at T3.

    Is this deck any good in expert ? It looks like a sympathetic off-meta deck, but nothing more.
    When I started the deck, it was. But power shrine, umbabwe and the change to the support fleet mechanic in Patch #400050 have made the deck a viable option for expert and expert+.
    I would estimate the power of the deck to be around pure nature forest elder G + primeval watcher with promise of life G combo on the 1st elder.
    The deck is no S tier, but it can hold it's own.
    Power shrine helps your teammates, and getting 2 jorne and 2 umbabwe is slower than single units deck, but as fast as getting 2 batariel with 1 under fire force B + some spare energy for a dying breed and unity cast, or getting your forest elder killed and summoning a bunch of primeval watcher just after.
     
    So starting speed at T4 is good enough, and clearing speed is too. The deck does show some limits when faced with a post T4 camp with a strong boss early on, as well as against some of the strongest late game camps, or when 2 strong post T4 camps are merged. But outside of the hardest configurations, the deck is good. It isn't too slow to push, and clear at a reasonable speed.

    I hope this guide will have helped you discover and appreciate this hidden gem that I call :

    "The Hero Deck"
     
  2. Metagross31 liked a post in a topic by Majora in Global Moderator   
    We are looking for more moderators. If you are interested, apply directly or contact Vultagx for more information 🙂 
  3. Metagross31 liked a post in a topic by Denolven in Rebirth Honour Month   
    To honor the work of love that was put into the wormlings, and the game in general, I hereby declare August the Month of Honour (or Month of Honor, for our fellow Amercan Skylords out there).
    I thank everyone who contributed to this project. I've been working in a voluntary setting for years as well and might have an understanding of what many of you go through. So many improvements and additions. How you managed to do all this, whithout even having access to the source code, is beyond my comprehension. I hope that one day you get that access, even if it's just limited to bugfixing purposes.
    One of the latest additions to the game, the Fire Wormlings, caused alot of headache, yet are a really cool unit. They represent many aspects of voluntary work. And sometimes, no matter how much love you put into something, it can't be fixed.
    For this whole month, August 2025, I will change my ingame profile picture to honour the work that all the volunteers put into this project. And I encourage everyone to do the same. Pick a picture of any of the changes that were made to the original. Pick one that speaks to you. For me it's the wormlings. The cute little buggers deserve a place in the game. Despite the model causing technical problems that would need source code access to fix, I hope that you decide to keep them in the game wherever they don't cause problems, like artwork. In memoriam of the work that went into them.
     
    May the big Skylord grant access to the code one day. Until then, rest in peace, little buggers ❤️
    And to all SR contributors, past and present: Thank You ❤️
  4. Metagross31 liked a post in a topic by Ultralord in Crystal Solid Defence - Until 27.07.2025 23:59   
    Great Stream and Great Replays
    If you missed it -> here is the recording:

    The final Ranking looks like this:


    And here are all replays:
    CrystalEvent.zip 
    I hope you all had fun, and i see you in the next event.
    Ultralord 🎩
  5. Metagross31 liked a post in a topic by Bensist in Community Update - August 2025   
    Oh god, the profile picture was my idea! It means a lot to be heard, really. This is a cool salute for the wormling, so thank you very much! At least this way it won't be forgotten.
  6. Metagross31 liked a post in a topic by MacoWish in Community Update - August 2025   
    Honestly so grateful for all the people making this game happen. Bringing back some of my best childhood memories and continuing it is truly something I am incredibly grateful for. Thank you very much ❤️
  7. Metagross31 liked a post in a topic by Draconnor in Community Update - August 2025   
    Heart of Trouble sounds like map that i tried to make back in 2011 😉 So im quite excited to see it 😉
  8. Metagross31 liked a post in a topic by Bini Inibitor in Community Update - August 2025   
    After countless of iterations, test matches and me most likely causing permanent damage to @R4bitF00t, Heart of Trouble turned out to be a great map.
    And for anyone saying otherwise...

  9. Metagross31 liked a post in a topic by Majora in Community Update - August 2025   
    Greetings Skylords!
    A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

    • A very special milestone

    Before we start this month's update, we'd like to take a moment to reflect on a major milestone:
    As of July 26, 2025, Skylords Reborn has been online longer than the original BattleForge was!
    Considering our team runs entirely on volunteers and has gone through multiple changes in project administrators, designers, and developers over the years, we are incredibly grateful to still be here, working on new content and updates for the dedicated BattleForge community. "By the players, for the players" may be a cliché, but our love for the original IP as fans has kept this project going for so long.
    We are extremely proud of what we’ve accomplished and want to thank everyone who has spent their free time contributing to the project over the years. And of course, a huge thank-you to our dedicated player base, who keep checking in for our new patches, events, and updates. Without you, we wouldn’t be here, approaching our 5th-year anniversary later this year!
    Thank you everyone. We’ll continue doing our best to be worthy successors to BattleForge's legacy.
    Use code 2009-2013-2020-2025 in the in-game store for a mini booster as a little celebration of this milestone! 


    • New Campaign Map - Heart of Trouble

    And on that note, we have a very exciting announcement to share today!
    Back in September last year, we introduced our first new campaign maps to the game: Unexpected Visitors and Into the Jungle. Ever since, we have continued our work on more maps, and today we are ready to talk about a brand-new 1-player campaign map: Heart of Trouble!
     
    Story Introduction

    With the death of Shane Blight, the most serious threat to the fire tribes was extinguished. Yet the former pirate lord left behind him a reconstituted Raven corps terrorizing a stretch of land equal in size to the Lyrish kingdom. In the time since the pirate lord's death, a group of ambitious Raven lieutenants have torn apart the Southern Wastes in an ever escalating civil war as they attempted to become Blight’s successor. With Mo and the best warriors of the fire tribes having traveled north and the Ravens no longer distracted from their hunt for plunder by Blight’s mad quest, the remnants of the fire tribes were left defenseless, leaving the Skylords in a desperate search for some way to end the destruction. Gaeron wondered if perhaps they could put their thumb on the scale and anoint Blight’s successor themselves. 
    Bren Morhold surveyed his surroundings and bit down his rage as he cursed his luck. First, he had lost the last of his walkers in an ambush against Blight’s former lieutenant Boggart, and now he was caught like a rodent in a trap, the noose slowly tightening around his neck as his rival warlord’s troops moved ever closer. Lesser men would have fallen to despair, but the self-proclaimed Ragged King was not a lesser man. His mind worked as untiringly as a kobold clock, weighing troop counts, ammo stocks, and potential terrain maneuvers. If he was to die, he would die a blustering bloodhorn, not some dawdling dryad. 
    As he raged against his impending doom, Morhold felt the unnerving presence of an otherworldly force. He spun around in an attempt to gain sight of it, suddenly stopping when he heard a voice he nearly confused with his own thoughts.
    “Do you wish to live?” Yes. The words did not even need to be spoken. What will it cost me?
     
    About the Map

    The Ragged King is a character who briefly appears in Empire. We always felt his introduction was abrupt and thought he would make for an interesting backstory. In Heart of Trouble, Skylords team up with Bren Morhold, the self-proclaimed Ragged King, in a unique 1-player map that feels like a co-op scenario. You'll need to attack alongside him to defeat various Bandit Warlords, including Boggart, Blight's former lieutenant. This uneasy alliance can be played on Standard, Advanced, and Expert difficulty.
    The map is fully voice-acted in English, with voice actors Dreamlord and Vox delivering excellent performances as Gaeron, Boggart, the Ragged King, and the Loading Screen/Storybook narrations. Thank you so much for your help!
    We would also like to give a special thank-you to our map testers, who ensured the map will be an enjoyable experience for all skill levels.
     
    Release

    And now for the great news! You won't have to wait long to play Heart of Trouble, as it will be included in our next patch, releasing this Sunday, the 3rd of August! Have a look at the following trailer for a first sneak peek at the map.
     

    Design Notes

    Heart of Trouble is now our 3rd official campaign map after Unexpected Visitors and Into the Jungle. While we are proud of what we created in our first two maps, they were both subjected to a chaotic design process as we attempted to understand what went into creating a good campaign map. The fruits of this chaotic laboring can be found pinned in the Map section of the forum. Heart of Trouble, on the other hand, was able to be designed from the ground up with our new design principles in mind. Harnessing these principles and the lessons we learned from Unexpected Visitors and Into the Jungle, we think we were able to make Heart of Trouble our best map yet.
    Heart of Trouble takes place shortly after the conclusion of Raven's End. In the map, the Skylord attempts to save an ambitious Bandit Lord called the Ragged King who is being attacked by his rival warlords. Once the player links up with the Ragged King, the player fights alongside a force of allied Bandits who help the player to progress, kind of like an AI teammate.
    The map combines both attack and defense elements (make sure to bring some T2+ towers) with a stronger focus on offensive conquest. There are two initial warbands to fight. To the north is a strong anti-ground artillery-based Bandit group, while to the south is a strong anti-air flying-based Bandit group. The player can choose which group to attack first, and once one group dies, the other scales up. In this way, the map has an inherent dynamism and replayability as players decides which half of the map to attack first based on which deck they bring.
    Alongside the new Ragged King, players will also face 4 new Bandit enemies, Wasteland Wing, Bloodhorn, Sand Skate, and Bandit Cannoneer; 4 new mini-bosses; and a new final boss named Boggart. Additionally, the new map will release with a new achievement and a seasonal challenge.
    Creating Heart of Trouble has been a labor of love from our map designers Hrdina Imperia and R4bitFOOT as well as our many map testers, card implementers, voice actors, audio editors, artists, and translators. We hope you enjoy playing Heart of Trouble as much as we enjoyed making it!

    • New PvP Map - Taros

    The new patch also includes our first new PvP map! Taros is a 1vs1 map that can be selected in Sparring Matches and will be part of the ranked map pool.

    This map features a unique twist, allowing you to quickly reposition your forces using teleporter circles. We’re excited to see how players take advantage of these mechanics in their matches. This is our first official PvP map, so be sure to give it a try and let us know what you think!
     
    • Seasonal Challenges Batch #3

    August 1st also marks the third month of the Primordial Fire season, and a new batch of additional challenges is now available! This final batch also introduces new Nightmare challenges.
    The following challenges are now active:
    Please note: 4.5 and 4.6 will come online alongside the new content patch. 
     
     10+20 1  4.1 - Win the 4p scenario The Dwarven Riddle on advanced difficulty or higher, with all team members using only Fire cards of Tier 3 or below. Expert difficulty rewards more points.     10+20 1  4.2 - Win the 1p scenario Mo on advanced difficulty or higher, with all team members playing only FIre, Twilight, Bandits or Neutral cards, with your ownly unit card being Brannoc. Expert difficulty rewards more points.     10+5 1  4.3 - Win the 1p featured community map Thirsty Journey Home on advanced difficulty or higher, with you playing only Fire cards and no unit cards. Expert difficulty rewards more points.     10+20 1  4.4 - Win the 2p scenario Nightmare's End and 4p scenario Guns of Lyr on advanced difficulty or higher, with all team members using only cards with Fire orbs (Fire, Twilight, Bandits). Expert difficulty rewards more points.     10+20 1  4.5 - Complete different campaign scenarios or featured community maps on advanced difficulty or higher, with all team members playing only Fire and Neutral cards, and all units being only beast, primordial and artifact units.     10+20 1  4.6 - Win the 1p scenario Heart of Trouble on standard difficulty or higher, with you playing only cards of the Bandits faction, except T1 cards. Higher difficulty rewards more points.
    And the following Nightmare challenges are now active: 
     
     10+40    6.1 - Be among the 100 fastest times on the 1p scenario Ocean on advanced difficulty using only Fire cards at the end of the season. Players who place higher in the rankings will receive more points.     10+40 0+3  6.2 - Win the 1p scenario Encounters with Twilight on expert difficulty in under 24/21/19/17/16/15/14/13 minutes using only Fire cards. Completing the challenge faster awards progressively more points.     15+25 1+2  6.3 - Win a 4p rPvE scenario that is the Infected Map of the Week on Advanced+ (5) difficulty or higher with all players using only Fire cards of Tier 3 or below. Higher difficulties awards progressively more points.
    These are the final challenges for this season. Players will have the entire month of September to complete any remaining challenges before we wrap up this first season.
    After the season concludes, players will be able to use the new Relic resource to purchase any missed seasonal cosmetics rewards, including the Promo Sunderer, through the Relic Shop. Relics can be earned by completing seasonal challenges and by beating the weekly map affected by a map modifier. Please note: Fire Boosters and the new cards will not be purchasable with Relics. These new cards will begin dropping from boosters once the season has ended.
    Our next season will also feature relics that can be used to purchase rewards from Season #1 – Primordial Fire.
     
    • Fire Wormlings Replacement

    Last month, we gave an update on the issues surrounding our new card, Fire Wormlings. If you're out of the loop, you can catch up by reading the July Community Update.
    After two months of extensive testing, we unfortunately came to the conclusion that the card is currently unsalvageable due to issues in the movement logic of the worm model. As a result, we prepared two alternative options and asked the community to vote for their preferred model to replace the Wormlings. 
     
    When announcing the upcoming model swap, we faced frustration from some players who either didn’t understand or didn’t care about the issues the card was causing. Others disagreed with our alternative model choices or insisted that the replacement behave exactly like the original card. We’d like to once again stress that this is a situation we truly tried to avoid. Our team loved Fire Wormlings, and we even put them front and center in our marketing efforts. Doing a full model and artwork swap also costs us considerable time, valuable time that could have been spent on new content, preparing for Season 2, or even taking a well-deserved break after the crunch period from the last patch.
    However, every week that passed meant another week of the season where players couldn’t use the unit. Once testing confirmed that we wouldn’t be able to fix Fire Wormlings using the current model, we knew it was time for drastic measures and a model swap was the best available option. Because of the frustrating experience many players had with the unit over the past two months, we wanted to involve the community in the final decision. While we understand that some players would have preferred more models to choose from, we were limited by technical constraints and a tight timeline. The fact that we were able to create new artwork and a working model in time is a small miracle in itself.
    We wouldn’t be taking these steps if we didn’t believe they were absolutely necessary. And while we’ve done our very best to make the replacement behave as closely as possible to the original Wormlings design, the lack of source code and the unfortunate truth that the unique aspect of the Wormlings was also the source of their issues, meant we couldn’t fully replicate the unit in a different form. 
    We ask players who are frustrated with this situation for a bit more understanding.
    One suggestion was to give players the Fire Wormlings profile picture as a reward. We thought this was a great idea, and everyone who has logged in since the start of the season (June 1st) will receive this cosmetic when the patch is released.
     
    • Introducing: Scorchlings

    The final vote results were quite close, but 53.13% of you voted for the Void Maw model to replace the Fire Wormlings. Our 3D artist, Titan, quickly went to work finalizing the model, while our 2D artist, Elkondo, began creating the artwork. Normally, a new card takes months to prepare, but we really wanted to get the replacement to players as soon as possible. That way, you can still play them for the second half of the season.  Here is the replacement for Fire Wormlings: Scorchlings!


     
    Arson Spit
    Every 2.5 seconds, unit launches spittle at enemies that deal 67 damage to enemies in a 6m radius around its target, up to 100 in total. The affected area around the target will ignite for 8 seconds dealing 12 damage every second to enemy units.
     
    Primal Resonance
    Within a 30m radius of a Primordial unit, Scorchlings will deal 60% more damage. Does not trigger from other Scorchlings.
     
    Swift
    Moves at high speed.
     
    Steadfast
    Cannot be knocked back. 
     
    A unique ability of the Wormlings model was their reduced damage while moving. Unfortunately, this was built into the model itself and could not be replicated for the Scorchlings. On the upside, Scorchlings don’t have the awkward stop-turn-shoot animation that the worm model had, allowing them to reposition more smoothly during combat. We might slightly adjust the attack speed/damage output of the model in the coming days leading up to the patch to be as close as possible to the Wormlings.  
    Scorchlings will replace Fire Wormlings with our content patch on Sunday, the 3rd of August. Any Fire Wormlings in players' inventories will also be replaced with Scorchlings.

    One more thing
    While the Void Maw model won the vote, we don't want to ignore the fact that it was a pretty close call with the Snapjaw model. We will explore if we can find a fitting design for that model as well, and might release it in the future as a new card. The original design for Wormlings was a new kind of archers that could be placed on walls after all. Perhaps we can revisit this idea with this alternative model. To be continued!
     
    • Team Changes
      We’re happy to announce that two new members have joined our volunteer team! Moving forward, Bini Inibitor and Gam3over, both experienced testers on the project, will share the responsibility of Testing Coordination. We’re very grateful that they’re dedicating their time to improving our testing process and working closely with our testers to ensure content is balanced and bug-free. If you're interested in helping them out, please take a look at the Map Tester position.
    Thank you both, and welcome to the team!
    Meanwhile, aodpi has decided to leave the team. He joined us back in 2022 to work on the Entity Editor and Updater. We’d like to thank him for all the time and effort he contributed to the project during his time with us!
     
    • Contribute to Skylords Reborn
    Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
     


    Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!

    Current events:
    • NEW - Dealing with Trouble
    To celebrate the release of our new campaign map "Heart of Trouble", you can send in your replay of finishing the map on a difficulty you feel comfortable with, for a chance to win some prizes! Click here for more information. 
     
    • NEW - The Skylords Reborn Summer Cup 2025 - 17-08-2025
    Join us for the 3rd 1vs1 PvP tournament of the year! The tournament will be hosted and live-streamed by Ultralord on Twitch. Please sign-up in advance if you want to join, or join us on Twitch on the day of the tournament!

     
    • FINISHED - Crystal Solid Defence - Winner Reveal Stream on August 1st!
    Find out who won in this unique PvE event! A livestream revealing the winners will take place on August 1st, at 19:00 CET. Find out more here. 
     
    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us; we will gladly assist you.
     
    • In Conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    As is tradition, we're including a scratch code as a small token of our appreciation for your support.
    The code will reward you with a Fire booster: FIRE-WORM-LING-SWAP
    This code is valid until September 1st, when we will bring you another Community Update.
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
    You can also sign-up to our e-mail newsletter here.

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update July 2025
  10. Metagross31 liked a post in a topic by Majora in Vote for replacement of Fire Wormlings   
    Skylords, thank you for sharing your preference. 
    We will now close to poll to give our artist enough time to get the replacement to you as soon as possible. More information will be shared in the next Community Update, releasing on August 1st. 
    There will be another (unrelated) exciting announcement there as well, so be sure to check it out. 
  11. Metagross31 liked a post in a topic by WindHunter in Vote for replacement of Fire Wormlings   
    Fire Wormlings began as a T3 S-archers unit, but this failed because they could not mount walls without major problems. They then morphed into their current M-sized design. As regards an M-sized carry unit, I think the Magma Maws are better and I am glad they are winning. I also like that they match Sunderer's coloration (Sunder Maws). 
    I do think the Magma Snapjaws look terrific and that they could potentially fill the T3 S-archer role Fire Wormlings failed to achieve.
  12. Metagross31 liked a post in a topic by Dutchy in Dutchy's Inbox – Ask Me Anything   
    - I have 0 dev knowledge, so I won't be able to do any of that stuff. I do have a Youtube channel, so maybe I could make videos. Or maybe try out event management. I have hosted one in the past, although I won't have enough time to prepare/host/conclude a quality event 😄 
    - Nope, unfortunately I never learned that
    - I can't see who has the most since release, but I can say there are 2 players who both got 13 reports (most) in the last 364 days. I would not be surprised if that number is above 30
    - Pokemon Go. Besides that, nothing else really
  13. Metagross31 liked a post in a topic by Bini Inibitor in Vote for replacement of Fire Wormlings   
    The Wormlings will be replaced with the new card. So if you have 10 Fire Wormlings, after the change they will be 10 Fire Snapjaws/Voidmaws instead.
    For the forseeable future, the Fire Wormlings will cease to exist.
  14. Dutchy liked a post in a topic by Metagross31 in Dutchy's Inbox – Ask Me Anything   
    Here are my questions:
    - Do staff secretly play PvP behind the scenes and settle things with 1v1 duels?
    - Pure Fire or Pure Shadow?
    And most importantly:
    - Poffertjes or Pannenkoek?
  15. Metagross31 liked a post in a topic by Cocofang in Dying Breed   
    You cast it on a weak, cheap unit and focus it. Move your army so that all of them are within the gold AoE when it triggers. Then focus down the most expensive enemies. Don't use spells because the unit has to get the killing blow. Batariel is especially well suited for that because enemies die from its aura.
  16. Metagross31 liked a post in a topic by Dutchy in Dutchy's Inbox – Ask Me Anything   
    - Thank you for asking. I am doing fine. 3 more days of work and I have 3 3-week vacation 🥳 
  17. Metagross31 liked a post in a topic by Dutchy in Dutchy's Inbox – Ask Me Anything   
    - Absolutely! It is a very common occurrence. (no, never unfortunately)
    - I used to play exclusively pure fire, but nowadays I am more of a bandits fan
    - 100% pannenkoeken! 
     
    - I wanted to become part of the community, and the best way I could think of was by helping out the team
    - There were loads of memorable moments, but the one that stands out the most would be the New Year's night when I had to ban 100+ accounts from 1 person. Strange night to multi-account 🤣
    - If I had to pick one, it would be Japan. Although Thailand is a good contender, because I want to know more about the country where my Fiancé grew up
    - Eagles, so majestic and strong
  18. Metagross31 liked a post in a topic by This Is Halloween_2 in Fire card tier list (PvE)   
    I have some experience in fire, so I will give you my tier list for PVE :

                        
    The only card I'm not 100% confident yet is hellhound, that I might drop to B tier.
    For my list I have applied a methodology using this rating :

     
    1) Power level : How strong "in general" is the card in it's own tier, compared to that tier power level in the game. I split it in 3, the ones clearly on top, the one clearly at the bottom, & I group the rest in a middle pack.

    2) Flexibility : When or in which conditions I can use a card in a game. It takes a lot of parameters into consideration (fixed tower, what kinds of units it can attack, is it fast or not, condition of activations, ...). Same as above, I split it into 3 categories, the cards that can be played in lots of conditions/configurations, the most situational ones, and the ones that are either a bit situational, or are lacking in a number of fighting configurations (melee units and towers are often considered 1 by default for example). The higher the tier, the harder i tend to note flexibility.

    3) Scalability : +1 point. The question is whether my card is consistently played at a higher tier than its own or not, exactly like another card of that tier. For example, lifeweaving or curse of oink are scalable. More tricky, surge of light is while eruption isn't because while the massive healing of surge makes it completely playable in T2 like another T2 spell, eruption does lose significantly in power to cost ratio at T2 compared to other cards.

    4) Synergy/Combo : +1 point if the card is an essential part of a combo or the heart of many synergy. Note however that the card must be an integral part of the combo, and not a fuel for the combo, or a replaçable one. For example, rioter's retreat (G) would get +1, but not the commandos themselves, since they merely act as the fuel, and could be replaced (albeit by something a bit less efficient). However, both phoenix & embalmer's shrine are integral part of their combo.
     
    5) Adjustment : Since no rating is perfect, I do give myself a 1pts margin of ajustment, to split affinities, or for example a card's power level & flexibility were both rated 1, but realistically are closer to a 1.5 score. I also use it if a cards see in practive more or less play than the unajusted score would suggest.

    Fire T1 : 

     
    Fire T2 :

     
    Fire T3 :

     
    Fire T4 :

      
  19. Metagross31 liked a post in a topic by KserSke in Fire card tier list (PvE)   
    IN THE SPIRIT OF THE FIRE SEASON.....
     
    A NEW FIRE TIER LIST HAS BEEN REBORN AGAIN LIKE A PHOENIX RISING FROM THE ASHES.
     
    Alright enough of that... I have updated my fire tier list for PvE cards in skylords reborn! After hours of playing and trying out fire cards, I have a better grasp of almost all fire cards and I want to find out what YOU think! Always happy to listen to your opinion and thoughts so I could gain a deeper understanding of the game.
     
    You can find the updated tier list video in my first edited post 🙂
  20. Metagross31 liked a post in a topic by JiiPee in Into the Jungle solo Fire Guide (Fire Season Nightmare Challenge 5.3)   
    Hey!
    I wasnt sure if I wanna go a trouble and do this challenge on expert. But then I started to try it out yesterday because I had planned some strategies. And result is here in video format so updates wont mess it up too badly, unless some card gets really huge nerf. 😉
     
    As always, mistakes was made. I wanted just to get it done so I didnt start to polish it. Biggest mistakes was that I managed to pull razorleaf camp, it didnt cost much of anything. Second mistake was done at t3 area what went just so messy but it really didnt matter that I lost time there because last killing last building in my opinion is the easiest one. 🙂
     
    Hope that someone find this usefull, I had fun time planning this strategy and then see it actually work out very well.
  21. Metagross31 liked a post in a topic by Ultralord in Dealing with Trouble - Until 31.08.2025   
    Great greetings, People of the Sky
    The Ragged King needs your Help!


    How to join:
    Win the map on the difficulty you feel comfortable with.
    There is no ranking. Prizes will be distributed through random draws.
    You can only enter the random draw once; sending in additional replays does not increase your chance of winning.
    However, finishing the map on a Higher Difficulty will grant you More Tickets and will increase your chance of getting a Higher Value Prize. (Standard = 1 | Advanced = 2 | Expert = 3)
    To join the event, you need to upload your replay on this Website: https://t1421.de/

    Prizes and Ticket System:
    Each player can only win one prize. If you have more tickets, your chances of getting a Booster from the first pull are higher.
    If your name has been pulled in the first draw, you are out for the subsequent draws.
    In the end -> Everyone who joins will receive one Booster.
              33%                           33%                          34%
            Bandit                      General                       Mini


    The summary:
    Map:                  Heart of Trouble
    Goal:                  Have fun and upload the Replay
    Until when:         31.08.2025 23:59 CET
    How to join:        Upload your Replay at https://t1421.de
                                Replays can be found in your Documents folder (C:\Users\xxx\Documents\BattleForge\replays\)

    If you want to host your own event, feel free to contact me or @Metagross31
    See you in the forge, fellow Skylords
    Ultralord 🎩
  22. Metagross31 liked a post in a topic by Hrdina_Imperia in Crystal Solid Defence - Until 27.07.2025 23:59   
    Woooo! My totally unbiased hype post!
  23. Metagross31 liked a post in a topic by Ultralord in Crystal Solid Defence - Until 27.07.2025 23:59   
    LETZ GO -> New PvE Event 
  24. Metagross31 liked a post in a topic by Cocofang in Empire - Discussion Thread   
    Empire still has by far the dumbest, most obscure boss fight in the entire game.
    Camp the portals Teleport the invincible boss that you cannot do anything against left Let him wail on you Do nothing for literally 4 minutes Wait for whatever is happening to happen as NPCs ramble endlessly Kill him in 1 minute It is SO dull and frustrating as the majority of the fight is spent letting the boss hit you without fighting back. There is barely even a point in having two sides. Guess you can try teleporting him right at times so he doesn't wreak too much havoc left. But it's barely comprehensible as to when the stone explodes. It's just so daft.
  25. Metagross31 liked a post in a topic by Shred in Skylords Reborn on OSX/Linux via Wine!   
    From the bottom of my heart, i LOVE YOU!

    I managed to get it working with exactly these steps. I am now on an unstoppable nostalgia train all thanks to you. I fucking love this game and i absolutely love you. Soooooo many memories. I cannot even begin to explain how thankful i am. May your life be full of happiness and joy. This is amazing. I am so thankful.
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