![]() ![]() There are four perks for every master, they are unlocked at 20 “EXP,” 60 “EXP,” 120 “EXP,” and 200 “EXP” every master has the same 200 EXP perk, “mana frenzy”. “EXP” gives you perks, each master has their own perks, these give various effects that are based on the master you pick. (“EXP” is also slowly generated over time) The “bridges” are the middle point of the map on the top and bottom. ![]() It’s a resource that you get from bridge shrines (a building card that gives “EXP” over time) and owning bridges, being the most recent person to put a unit on one of the bridges. “EXP” is another big part of the game, So don’t think pushing is everything. 2nd way, is if your opponent fights on the bridge, then, you just answer accordingly since you should usually have the advantage if your using a normal push deck with rammers, living statues, etc. First, you do a slow push to save mana to stay on defence as long as possible, then you slowly stack up on mana, playing the slowest units possible making sure to save as much mana while you’re on defence, then, you send some troops in for the attack, saving some mana for spells to answer your opponent’s cards. Lets just look at one of the main ways of pushing, using a normal push deck. There are many details to killing the enemy master though. However, defense is an advantage since you have more control over where you want to put your cards and you have your master to help. Keep in mind that the game is not only about counters pushing is big component too! The basic idea of pushing is to attack your enemy’s master, if you don’t eventually attack the enemy’s master, then you will inevitably lose, so, try to attack the enemy in some way. Area damage units are great at clumps of units. Units with high damage and no area damage usually have low attack speed (for balance) making them deal damage way less efficiently because they overkill (dealing more damage in one hit than it can take) smaller units like the scrat can mean overkilling a unit. Higher DPS (damage per second) units with low health are good to protect because they do a lot while dying really fast if they get hit. However, some units can only hit buildings, making them usually go for face in order to kill the enemy master, otherwise, they would attack one of the opponent’s buildings that the opponent put down. Finally, targeting, not all units can hit air, for example, most melee units can’t hit air, whereas, most ranged cards can hit air, most units can hit ground. High health cards like living statue, warrior, and troubadour can tank for the lower health cards which do more damage for their health value when compared to the mana cost. Examples of the differences between these stats can be: slow units can allow you to build up more mana and claim the bridges for longer, most slow melee units are countered by ranged units though because they take awhile to get to the ranged units to attack, fast units can get to ranged units faster which especially helps with melee units. There are also a speed, heath, damage, attack speed, and “targets” categories for minions and buildings, buildings don’t move though. (they have higher stats because melee is a disadvantage) Other examples include: Most ranged units counter air units, flying units counter most melee units, and many buildings counter big pushes. (all buildings are ground and they decay over time) With these types, some “counter” others, for example, many melee units counter ranged units because of their higher stats. There are also air or ground unit minion types. They are either melee, ranged, special, or they don’t attack at all. Minions and buildings also have different attack types. There are 3 types of cards: spells, buildings, and minions. ![]() It’s very important to select the right cards to make the right deck if you want to win more. You can select which cards you want to play in the main menu. Cards have different mana costs, the higher mana cost cards tend to be stronger, for balancing purposes. There is also a limit of 10 mana for how long you can save up for. Cards cost mana, mana is generated over time, increasing throughout the match. The objective is to play cards to kill the opponent’s base with these cards. In this tutorial, I will be covering the basics as well as some other important things about the game. However, there are many other factors too. It’s like rock paper scissors in many ways too. This guide is designed to help newer players at minion masters, it talks about strategy and deck building ideas. ![]()
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