Question about new szn
Does anyone know the appearance rate of 7 gold heroes in the shop?
I've looked through the encyclopedia and the encyclopedia and asked the ai customer service bot but I still have no idea what the appearance rate is
Does anyone know the appearance rate of 7 gold heroes in the shop?
I've looked through the encyclopedia and the encyclopedia and asked the ai customer service bot but I still have no idea what the appearance rate is
14 points in stage 1 round 2, and I could get more per round if I just put down more Uranus/Aldous/Nana
I can literally buy everything I want with this
First game of the new szn btw
What's your most broken strategies that you've pulled off so far?
Haven't played too much yet and haven't scrutinized the mounds of descriptions of everything in the game so I'm curious
I was trying out chou neo again but it was too easy since everyone except the Yu zhong went for a low roll strat without knowing how the strat works
They were sitting on level 5 while me and 2nd place were level 7-8 and absolutely demolishing their lineups I almost got 999 as well but since there was no one to stop me I won before I could get it
Monk - monk is monk
E wiz - *can* beat monk, not guaranteed
GK - can also beat monk but needs more specific conditions than e wiz. Also he's just returned to being busted after the giant skelly bug fix
AQ - 2nd most busted after GK but much more beatable
Skelly drags - needs 6/6 undead BADLY but is EXTREMELY strong if you give it 6/6 and ramp it for a few rounds
BB - Forest is strong, has many early game uses, has great stats, and is usable to the late game. If the ability didn't become useless when she's backed into a corner she'd be S tier
Mk - you will *probably* be able to get the 4* if you get it, stun is good, tankage is good but not enough dmg imo, needs good support like wiz AQ princess etc.
Pekka - interchangeable with mk, 4* is always possible, stats are good, but is sometimes too slow and will get Perma stunned if you give away musk 3 and bandit 3
Princess - noble, great dmg, snipes backline, synergizes with GK is all you need to know
Wizard - if nobles aren't available go for wizard clan, he can deal so much dmg and tank a decent amount, very good carry
Witch - good for TQ, 4/6 und, and some 2/2/2 comps assuming you didn't give away a 3* GK 4 noble, otherwise you're cooked
Musk - noble, stuns, good stats, cheap
Prince - alters the way your opponent has to play but once he's cast his ability he's dead and you're probably gonna fight a 6v5. He does activate nobles too tho
Gob cage - helps with economy while being a strong troop himself, especially when 3 starred (which, more often than not is possible since he's an exclusive troop)
Giant skelly - fell off after the GK interaction bug fix, his ability is still valuable but there's a lot more troops you'll want to prioritize
Exe - he's pretty contested especially early rounds, meaning you're not likely to 3* him, he's good but if you can't get a 3* exe swap to a different troops
Bandit - hit or a miss, she either dies immediately or stuns everything perfectly
Valk - good tank, used in 4 clan which is a top comp but is not a priority in 4 clan, 2* valk early is usually enough
Giant - steals clan buff and is expensive, unless you have half of the 6 clan units at 3* (especially wiz or AQ) he's kinda useless, 6 clan is still strong tho
RG - he does less than giant and is purely a trait dummy for 6 noble (interchangeable with giant tbh)
Baby drag - has *some* use cases like 6 forest or dagger baby drag but outside of that, nothing
E giant - really squishy for a 4 cost, I rarely ever run this troop over the non exclusive troops
Knight - great tank but is highly contested by non empresses and is overshadowed by Prince when empress players use 4 noble
Dart - high range, good early, helps economy, but becomes obsolete by late game
SK - can ramp from und but is expensive and takes multiple rounds to set up, + witch and g skele are priorities
Demolisher - great early, helps preserve HP but again is obsolete in the late rounds
Marcher - really weak early game but decent late game, you have to find the right timing to fit in a marcher in the comp
Spear - ranged goblin
Mini pekka - strong with dagger or superstar ring but A. Requires RNG to get. B. Equipment needs a specific ruler or gambling orb RNG (usually too late to play him as well).
Barb - better than archer bc clan buff prioritizes him (early game usage and to activate 4 clan)
archer - clan unit, but is just an early trait dummy when trying to preserve HP
Stab - is a goblin, does good dmg when tanked for
Machine - expensive goblin unit, can be used late game when no better options are available but usually better options ARE available
Ghost - can ramp from und but und isn't meta and is only used by TQ usually
Bomber - isn't the go-to undead when running 4/6 but can still be used if you want
Monk - self explanatory
E wiz - stun + % HP dmg is strong, can win vs monk sometimes
AQ - decently tanky, decent dmg, AMAZING ability, will win you a lot of games
Skele drag - really needs 6 undead to carry post-nerf and undead is decently contested with TQ, and Witch and Giant skele just being really good troops as well
Giant skele - hard counters most troops, especially Boss bandit and GK, doesn't need undead ramp, best non-exclusive undead objectively, and maybe best overall
Witch - necessary for undead lineups, and skellies are threatening when you don't have splash or your splash is dead
Princess - helps snipe backline, great dmg, nobles still good, better than GK with dagger a lot of the time
Musketeer - stun is valuable, decent dmg, decently tanky, cheap. Great troop
GK - fell off after nerf and the bug with giant skele cripples him so bad. He's still decent, but his 2* version kinda sucks and he's pretty contested
Wizard - secondary carry besides AQ in clan. Is a splash troop, has strong dmg and is decently tanky with clan
Mega knight - is good when your first 2 orbs don't dictate your comp, stun is great, decent HP, swappable with pekka
Pekka - 2nd best single target dmg, high HP, good investment since 4* is almost always available
Exe - Best DPS to elixir cost ratio afaik, forest hit speed cranks this way up. best forest troop holistically imo
Boss bandit - Best single target dmg at 3*+ and after buffs is quite tanky. Is also uncontested a lot but is expensive and positioning can just fuck up the dash so bad it's not even funny
Giant - allows 6 clan but that's it for him really, he's purely a punching bag but clan AQ is the best troop after the GK nerf so still A tier
Diddy cage - is a goblin. Has great stats and tanks twice for your troops. Helps with economy and is just a strong troop, so A tier
Prince - still food for gk, valuable when knocking back GS but is squishy as hell. Can argue for low A but imo high B is good
E giant - expensive and kinda squishy but can be put in in case you don't have better options
Bandit - not bad, but is vulnerable to splash and will likely die easily if the troops choose to target her unlike boss bandit who can tank a bit more
Baby drag - 2 tile range hurts him bad but allowing 6/6 forest and the splash is good, great with dagger
RG - allows 6 noble but is mostly just a tank, dmg is not that meaningful and nobles are still contested a lot so mid B for me
Valk - great tank and early game unit but is purely a tank by late game, usually only there to make 4 clan but in 2/2/2 comps there are already enough tanks so wizard and AQ are picked over her
Dart gob - is a strong troop until mid game + is a goblin, great cleanup but not viable after round 4-5
Knight - not bad but better options are available, noble comps usually drop him and there a lot of better tanks as well
Demolisher - are some ruler's best friend but is Cannon fodder for others + goblin so low B tier
Mini pekka - easily s tier w dagger but needs super ring or shield outside of that. Otherwise useless
Barb - is a clan unit, not bad early but is usually cannon fodder
Archer - triggers clan trait but is swapped out for barb usually
Spear - goblin, high dmg, good w dagger early but that's it. 3 tile range hurts him and single trait limits his value
Demolisher - 4* is not bad but still highly beatable with 3* troops. Not bad with SS ring but is *still* beatable with the correct lineup. Also expensive, it's just much worse than other troops for stats per elixir cost
SK - not the worst but GS is leagues above him, used in full undead or 4 und 2 forest and that's about it. He's basically a worse, more expensive pekka
Bomber - can ramp up undead stacks but his 3 tile range and TERRIBLE early game places him really low on C tier
Goblin - doesn't really win any early matchups unlike spear, demo, or dart + he's really squishy. Being a goblin makes him top of D tier tho
Ghost - still has some use cases in invis tile or 6 und but otherwise irrelevant
Firecracker - no dmg
Marcher - a more expensive firecracker
Istg the number of times I fucked shit up by not predicting pathing or not checking my opponent's board is INSANE
HOW. WHY. WHY DOES HE NEED THIS MUCH PRECISION??? WHY DO I HAVE TO PREDICT THE PATHING THAT WILL TAKE PLACE AFTER MY MELEE TROOPS DIE(10 seconds into the future basically)?????? HOW DO MY PLACEMENTS KEEP MISSING??? ANGDNWJSBXNAL
But also one shots monk 4* heh BUT LIKE HOWWWWW??? WHY IS THIS SO COMPLICATED????
My alpha almost beat 999 neo with TWO 3 star 5 cost 😭😭😭
I beat his lineup initially but on the last round it didn't somehow 😭😭😭
Legend:
Red - Never place bamboo here, troops almost never go here
Orange - Almost never place here, troops avoid these tiles a lot or will activate your bamboo early
Yellow - Situational, with specific placements this will probably work (no guarantee but it's probable)
Blue - Recommended placement, many troops walk on these tiles but can be remedied so that max charge is achieved (still no guarantee but it's probable)
*Correction: left 3 tiles in a sideways v shape is supposed to be orange*
*Note: the guide is made to hit and kill as many units to complete quests, if you need to adjust placement to kill a key unit this may or may not be applicable*
Explanation:
Troops tend to walk to the right, which means enemy troops move towards your left(this is also true for troop targeting, they will tend to target the troop to the right). Keep this in mind when placing bamboo and troops
Troop speed - different troops have different movement speeds, this usually makes a difference when melee troops are placed in the back
Troop range - most troops are either melee or have a ranged 4 tile range with some exceptions:
(This decides *when* troops will walk forward depending on their position)
2 tile range -> baby dragon, melee unit with dagger
3 tile range -> firecracker, bomber, spear gob, baby drag w dagger
5 tile range -> dart gob, most ranged units w dagger
Targeting - this matters since it forces you to decide if you want to put your tanks in front and have ranged troops target them or place them in the back so that they walk into a charged bamboo
Summoned units - witch will usually clutter your board and mess up enemy troops' targeting, making it less predictable BUT a witch on the enemy side means more troops to kill(quest completion) and more troops that can walk on the bamboo
Placing bamboo under a melee unit - this will allow bamboo to charge up w/out interruption unless knocked back or hooked, but make sure you can predict where the enemy tank will walk after your own tank dies(refer to image 2)
I swear every single time I've used neobeasts + chou I've always gotten a 3 star 5 cost (as long as I played sensibly)
Have you tried it? If you did, give me your thoughts
This man deadass saw me get a 3 star Lesley and Ling and did not give up
He also saw me get 3 star alpha and kept playing
2 away from THREE 3* 5 costs AND two 3* 4 costs
My opponent tried to fight but you alr know it's over 😭🙏
Ask me anything about the tier list
Putting it on goblin cage reverses his knockback immunity I guess... Fuck this shit man
So I don't have video evidence, but I know for sure that juggernaut armor's effect of stun and knockback immunity DOES NOT activate when you put it on a special effect tile
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I found this out when I placed a giant on a cursed tile and he was knocked back by Prince, it *might* not apply to other tiles but I assume it does
Rankings and explanations:
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-> Will probably get 1st if played well
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1. SPIRIT EMPRESS
· Literally has infinite elixir
· Consistent quest activation (especially when you're fast at cycling)
· Many modifiers favor SE
· Infinite elixir opens up so many possibilities
· Extremely high skill floor (to be viable at 2900+)
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2. DAGGER DUCHESS
· Dagger makes troops go brrrrrrrr
· Somewhat consistent quest activation but can be delayed by Loong, good placement & tanky troops, or sometimes forest
· Many modifiers favor duchess
· Extremely easy to play
· Limited elixir generation
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-> Can compete with S tier, but will usually not get 1st
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3. KING
· Generates a ton of elixir
· Quest 1 & 2 are pretty much guaranteed
· Quest 3 is impossible to get consistently
· Blocking comps and troops are a viable strat
· Great early game (if played really well) but mid late game
· Moderately difficult to play at a decent level, but easy to pick up (decently difficult at super high elo)
· Some modifiers favor King
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-> Can't compete with S tier but will be able to place top 2 vs other rulers
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4. TOMB QUEEN
· Can consistently get 6 undead
· Has to set up early to get a good late game
· Only one viable comp, but the comp is extremely strong even with only 2* troops
· Can be easily blocked by King or Empress, but she'll get 6/6 vs every other ruler
· Quests are achievable but somewhat difficult
· Easy to play
· Some modifiers fuck her over
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5. GOBLIN QUEEN
· Generates tons of elixir with goblins, especially late game
· Goblins are extremely weak
· Quests are easy but take way too long without 6 goblins (even then it takes a few rounds)
· Goblins being weak but needing 6 gobs to complete quests contradict each other
· Will not be able to place 1st vs a good empress or any half decent duchess, but will be able to consistently place top 2 vs any other ruler
· Early game and late game depends on playstyle and matchup
· Easy to play
· Many modifiers favor other rulers more
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6. ELIXIR LOONG
· Counters duchess to an extent
· Strong early game, weakest late game among all rulers excluding sage and warden
· Okay elixir generation but goblins are necessary to boost economy
· Quest is ridiculously hard, 2nd and 3rd quest are almost impossible vs good empresses or half decent duchesses
· If played optimally, he can secure a top 2 vs duchesses and other rulers, but is somewhat rare and will not be getting 1st vs a good empress
· Heavily reliant on shop RNG to give strong, cheap troops
· Moderately difficult to play
· Some modifiers bend him over
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-> Playable to an extent and better options are available
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7. BUILDER
· Buildings are strong, but take too long to appear (with the current meta)
· ALL of his quests are difficult
· A lot of modifiers are better for other rulers, and some just bend him over
· All ruler matchups except for the D tier rulers are unfavorable
· Extremely difficult to play at a decent level (2900+)
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-> Not remotely viable, hot garbage
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8. WARDEN
· Shields activate too late, no favorable matchups
· Quests are decently difficult
· No elixir generation
· Most shields don't do jack shit
· No favorable ruler matchups
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9. SAGE
· Only good w superstar ring
· Quests are extremely difficult to activate at 2900+
· 4* Echo gets 1 shot by a musky/princess 2* or something
· No elixir generation
· No favorable ruler matchups
(Not to say that they need elixir generation, but them not having any certainly holds them back)
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So I was talking w coolboy2000 (on yt) and was informed of how good the old seasons were. I also played since season 0, but I was mostly playing for fun until duchess season so I was just doing whatever.
Just to get you hooked, here are some things that he said about seasons 4-6:
MONK HAD A FUCKING COUNTER (Brutalists)
Comp diversity? Why even ask that? THERE WAS SO MUCH OF THAT SHIT THE TERM WASN'T EVEN RELEVANT
THOSE SEASONS ONLY HAD ONE PROBLEM, ONE!!!! (e giant you bih)
YOU CAN'T TELL ME THAT SHIT AIN'T GOOD, MONK? AND COUNTER? THOSE TWO WORDS DON'T EVEN GO INSIDE THE SAME SENTENCE THESE DAYS
Also, having so many comps to play with because the traits and troops suited each other is so peak, like mini pekka brutalist and pekka trait (fuck boss trait mini p that becomes collateral damage because of wizard splash) brutalists helped him kill tanks and pekka healed his low HP, Executioner with blasters and ace (iykyk), HECK EVEN SKELLY DRAGS WITH RANGERS
WOULD YOU LOOK AT THAT TRAIT SYNERGY WITH THE TROOPS WHAT THE FUCK WENT WRONG WITH TRAITS THIS SZN AND LAST SZN
Demolisher with warrior? Prince with warrior? Wizard WITH NO CLAN (specifically last szn)????? HE DOESN'T SURVIVE JACK SHIT
AND WORST OF ALL THE ONE TRAITS KCHWBAKXH HOW DOES THIS HELP PLAYERS BRANCH OFF TO PLAY DIFFERENT COMPS WHEN YOU DON'T GIVE THEM DIFFERENT TRAITS TO WORK WITH???? ahem, I'm getting off topic
And having only a single menace in the game? That shit doesn't even sound real, only e giant was gonna fuck you up and bend you over, but YOU COULD BLOCK HIM STILL (and monk was still a menace but gets countered by brutalists and can be blocked, so he's less of a problem)
DO Y'ALL SEE HOW GOOD THOSE SEASONS WERE? IT DESERVES ALL THE GLAZE, ALL OF IT cuz damn what the fuck you mean monk had a counter
I just played a game with duchess in long live the king modifier, I have a 3* princess and 2nd place has a 4* pekka, HE SOLD IT FOR 6 CLAN 😭😭😭😭 (image above)
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Credit where credit is due, he placed his dummy well, but WHY WOULD YOU SELL YOUR PEKKA 4 AND HE DIDN'T PLACE THE DAGGER ON IT ONCE
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I swear I've also seen people put superstar ring on GK like it's gonna work its magic NO IT WON'T HOW ARE YOU IN TOP 2000????? WHAT THE FUCK
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Crashout over go on with your lives
I spent 12 hrs of my life on ts but it was worth it