Johnjan Posted October 17 Share Posted October 17 I wonder how do you handle following scenario: - single player rpve 6 with army on tier 4 - assaulting some camp that is in secret connected to other (sometimes bigger) camp and you pull both of them - you lose at least half of the army or burn through all support spells - you don't have shadow orb to offer (for example) rifle cultists to rebuild army quickly The thing is that in such situation i either lose at least half army or lose all charges on support spells with 5 or more camps left to go. I made twilight deck with Abomination and Skycatcher + Twilight Pestilence, and clearly it doesnt house shadow orb. I was playing lvl 6 rpve single player and i didnt have charges to continue. And if i didnt use charges on spells i lose army. I use more decks with shadow orbs, but some concepts dont include them. I have void return buldings so power is not an issue especially when i lose units. Also I can pull back army if see 2 camps together, but what next if its clearly my next object to assault this camp (these camps). How do you play such maps with such decks? Link to comment Share on other sites More sharing options...
RadicalX Posted October 18 Share Posted October 18 Hey, try to avoid losing your army at all cost for the reasons you mentioned. A few solutions to tackle double camps in 1p rPvE missions: 1) When playing decks with large XL armies make use of unity. This card is a massive boost to your durability and also increases the efffectiveness of damage reductions like Twilight Pestilence (frost affinity), which is related to how the damage redirection works. 2) Green Peace is an incredible cc tool to keep a dangerous second camp busy until you finished clearing the first one. It's a great card to solve these situations in particular. 3) Focus the spawnbuildings as early as possible. Earthshaker really helps here. 4) Cluster Explosion is incredible against stacked camps. Use the red affinity as it's strictly better damage wise. 5) If you need even more durabilty for any reason Healing Garden can double the effectiveness of your healing spells. But Twilight decks should be fine without it. I hope this is helpful. Metagross31 likes this Link to comment Share on other sites More sharing options...
This Is Halloween_2 Posted October 18 Share Posted October 18 I would add for the moment (if there's a rework to twilight it might no longer be true) : use bloodthirst in your deck as both a bonus dmg & a powerful healing tool. Bloodthirst + unity (B) is one of the strongest combo of spells to boost an XL army. Link to comment Share on other sites More sharing options...
Johnjan Posted October 18 Author Share Posted October 18 So my current deck is like that, it's still kinda work in progress, because i keep changing deck and trying new things: So only things i don't have in this deck from recommended stuff are Earthshaker and Greenpeace. I remember doing rpve 6 with twilight, lost souls or nature opponents and get whipped, because one line of camps were left and i were out of playable cards. So maybe my question is now: how to deal with lesser camps that still require lots of support and save better cards for later? I can do lesser difficulty maps with this deck, that's why I ask how to do things harder than 4, 5 because it's the same concept just harder difficulty. Also I'll ask, is it recommended to charge camp, attack spawn building, leave, recover and attack again, does it really make such big difference? Link to comment Share on other sites More sharing options...
This Is Halloween_2 Posted October 18 Share Posted October 18 (edited) I prefer evil eye over skycatcher, but ok. You don't need green unity if you have the blue one already, except if you use twilight pestilence with it (in that case cut the B one & keep the G one). You can replace the werebeasts by blue dryad for the armor bonus. You probably want ensnaring root in T1 (or hurricane, but I'm not a fan of the card). I'm not a fan of morkley trap personally. Green peace can be a solution to your multiple camps problem. But to be faire, a twilight T4 army under bloodthirst, unity (B) & twilight pestilence (B) is almost impossible to kill. Edited October 18 by This Is Halloween_2 Link to comment Share on other sites More sharing options...
RadicalX Posted October 18 Share Posted October 18 The deck seems fine for beating any rPvE adv++/6. I rebuilt it and tried to roll maps for either LS, Twilight or pure Nature. Got a twilight run, which should be a good example for how this deck needs to be played in order to progress smoothly. Unfortunately, I did not get any double camps here. The two cooldowns you need to look at are Twilight Pestilence and especially Cluster Explosion. Everything else can just be used to clear the first camps after your T4. Got the replay file here: 2024-10-18_20-07-05_RPvEOnePlayer_diff6_s61659_[GM]RadicalX_time_0_16_35.8_v267.pmv In regards to your question on how to clear camps with a classic front to back army in rPvE: 1) Boss units first. They don't respawn and usually deal too much damage to be ignored. Only switch focus if you need immediate void return from your Shrine of War. 2) Take down the spawn buildings. In your case I would highly recommend adding Earthshaker, but you can also use Skycatcher at rPvE 6. 3) Focus cc threats and anti magic zones. Things like Willzapper, Windhunter, Lost Dragon, Mark of the Keeper or Banestone can really disrupt your army. It is recommend to hit cc units with your own cc first. 4) Get rid of main damage dealers. Usually these are just the XL units with a few exceptions like the Volcano. If things get really tough, you can remove a spawner, reset and then fight the camp afterwards. This will work, but is far from ideal because you will lose time and probably burn through more support spell cd's compared to setting up the unity + pestilence combo properly. Metagross31 likes this Link to comment Share on other sites More sharing options...
Johnjan Posted October 19 Author Share Posted October 19 That's really interesting game you uploaded. It was exactly the seed that would give me trouble. It's also quite the sight to see that you didn't use Inferno more often at tier 4, i would use it in fear of running out of charges on other cards. I see that you used Cluster to clear Willzappers and Earthshaker would be plenty helpful there. I wonder, did you count the number of camp till end to use Cluster Explosion efficiently or was it just a feel through thing? Regarding Halloween answer, I use Werebeasts often to trap wave from Tier 3 easily, I'm still not expert at that and need to do that quite attentively. Morkley Trap is great, at least for me, to advance to Tier 3 fast and it doesn't eat too many card slots. Going from Tier 1 is not that difficult, so i don't seem to need more buffs from things like Dryad. Also I have problem with Abominations with Bloodthirst, what they should exactly be attacking? It's clear to target XL units, but do I need to target lesser units when they're gone? Or what to do when there's so little space to move around? Skycatchers get their health easily but my Abominations tend to die out over time. I have noticed that you use Curse of Oinks more often that me, my sin, is it useful throughout whole match? Like it's good idea to use all its charges till the end? Or the damage in last camps just make it redundant? I'm gonna watch the replay some more times, to see what i would do differently and how you solve some of the map problems. Cheers both. Link to comment Share on other sites More sharing options...
RadicalX Posted October 22 Share Posted October 22 You can see the amount of reamining camps in fog of war, the camp areas are slightly darker. Abominations have solid single target XL damage, which is their main priority. Besides that they are mostly meatshields in the middle of a camp and provide spell presence. Focus fire can be achieved through ranged units. Damage spells like Thunderstorm can be helpful additions to the deck and help with cleaning up smaller units quickly. Unity always needs to be active as it makes sure your army doesn't die. Any form of cc is great and Curse of Oink is almost always worth using. Not only does your damage income get reduced, it also can increase your effective damage by disabling units which would otherwise use their cc abilities against you. Link to comment Share on other sites More sharing options...
Johnjan Posted Saturday at 11:13 PM Author Share Posted Saturday at 11:13 PM So i made new deck (to be honest found it in deck list and tweaked a little), which seems more beginner friendly. I did 6 lvl rpve maps even when tier 2 - tier 3 camps were so close i had to push with tier 1 units to tier 3 camp (at tier 4 there were camps merged too). Here's replay: 2024-11-02_20-59-38_RPvEOnePlayer_diff6_s29459_JohnJan_time_0_27_25.0_v268.pmv . It took me considerably longer than your gameplay, RadicalX, but i consider myself novice and it was, to me, solid all around, I think. All units survived. Also Id like to point out that it made much easier for me to use heals, Inferno and cc overally after I studied your replay 🙂. Here's my current deck: Sorry for cluttering forums with such amator gameplays, but it's quite important to me :). RadicalX likes this Link to comment Share on other sites More sharing options...
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