Post by Mizuki on Aug 18, 2011 21:48:52 GMT 8
NOTE: I'm back in building this guide again.
For some time now, I've been using Undead/Human squads, and I came up with a different strategy (although it might be existing already).
Take note that this guide will be an extensive one, as I have a lot of free time in my hands and I've been using this build ever since.
Here is a quick introduction of my squads, using the traditional Pros and Cons. Don't fret with the cons and the selection of cards too much, since we will discuss improvements for the core squads
Pros
New and different strategy using Infantries
Balanced set-up focused in swarming and killing
Powerful in early levels of the game (when the player is at low levels)
Cons
Vulnerable against Archery (CHG comes into mind)
Near useless when faced against Immune units
Individual squads are weak in 1v1
This is my initial set-up. Having higher tier cards is better.
Core 1: Human
Zarin Boltcaller
Corpsefire Mage
Corpsefire Mage
Corpsefire Mage
Corpsefire Mage
Earthworks
Earthworks
Core 2: Undead
Dunun the Defender
Dirty Rotten Zombie
Dirty Rotten Zombie
Armor Golem
Armor Golem
Abtu-Khan Priest
Zombie Berserker
Squad Analysis:
As you can see, this set-up is newbie friendly. Zarin is obtainable in the Novice Packs, Corpsefire Mages through sharing, Dirty Rotten Zombies and Dunun the Defender from Gifts, and Abtu-Khan Priests from the Expert Packs. The Zombie Berserker (which is a filler) comes from the Goodie Bag, so test your luck from the Mystery Gifts, or ask for one.
In a glimpse, you can easily notice the dominant abilities in this squad; Zap, Undead Ally and Regenerate, and finally, Disease. This squad set-up relies heavily on Zap for its offensive attack, with Zarin and Corpsefire Mages doing the job. The Corpsefire Mages are relatively weak with their puny 3 HP, some boost from the Earthworks will help, and the barriers themselves can block dangerous bolt spell for the party. Also, with the Undead Ally ability plus the additonal 2 HP from Earthworks, each Corpsefire Mages will have 5 HP and Regenerate 2! If this set-up is achieved, the Mages can even endure hits from Archers (though CHG's are just damn powerful). The Disease from the Zombies and Dunun work offensively and defensively, as it can take out weaker units on first hit or soften them up for Zap and reduces Attack by 1 which is great when combined with Undead Ally's regen and Block (from the Armor Golems). Again, if this set-up is achieved, you'll notice that your cards will start swarming your field, and mercilessly picking at your opponents one by one.
Extension 1: Undead
It's better to have more Undead units than Human units since Corpsefire Mages depend on the latter for their Ally ability. You can make a similar squad using the undead core as basis, or check out below for some card suggestions.
Heroes
Argol the Risen - Common hero, but a decent one.
Ririk Dark Champion - This would be my favorite. Seemingly underrated hero, his 3 attack and Regenerate 2 is nothing to scoff at.
Vostag the Diseased - Better than Dunun. An obvious choice.
Unnamed One - Pick him if you want to focus more on Apparitions instead of Infantries
Units
Blade Golem - Crowd control unit, an obvious partner for the Corpsefire Mages.
Stalkers - the Mist and Tomb Stalkers are great additions together with Earthworks for mass Immune units
Other Apparitions - Whispering Ghosts, Tattered Wraith, they can contribute well for a more defensive strat. Choose Ghost Hounds over Bog Wisps.
The Wights - Special mentions as well. Pick Wound or Fear depending on the situation
Bone Chainer - Excellent unit, counter against Flying units.
Skull Rider - Include them to counter against Archer-based decks
Decayed Knight - Same as above
Bone Dragon - Works great with the Beast Orc Extension (below). Though the T6 is a whole lot better than the T3.
Mirror Contraption - Valuable card, especially against squads who like spells.
Iron Maiden - Same as above, though if you'd like to be on the attack.
Skeleton Warrior - If you'd use a Human-Undead-Orc squad, then this is a decent choice.
Wretched Wander - An alterntaive to Armor Golems
Extension 2: Human
For the 4th squad, adding another Human party with Corpsefire Mages is the way to go. You can add in different units from my card suggestions.
Optional 3: Orc
Orcs have two units with the Undead Ally ability. The Stitch Troll is an awesome damage absorber and attacker, while the Warwolf synergizes a lot with the set-up's unit swarming. You focus on one or mix them both in the extension squad. I'll list down some cards that can work well with the Orc Extension
Heroes
Grymish the Mad - Since we're focusing on Infantries, Grymish is an obvious choice.
Skirm the Punisher - Works like Dunun. Pick Skirm if you are up against high attack and Archery units.
Skoreg Exiled - Fast, high attack, Demoralize 2. He's an all-rounder.
Slavedriver Gargurl - With that Rush 2 and high HP, he's indeed welcome to the squad
Skarg Bonemasher - Fast, powerful, and tough. It's a no brainer.
Gorfang Trollking - Pick him if you wish to add more focus on your Orc beasts than the Corpsefire Mages.
Units
Stitch Troll - Seemingly impervious with Undead Ally
Warwolf - Fast attacker and demoralizer
Vistav Yeti Trainer - If you like to focus more on your Orcs the Humans, the Yeti Trainer is an excellent choice.
Under Construction
For some time now, I've been using Undead/Human squads, and I came up with a different strategy (although it might be existing already).
Take note that this guide will be an extensive one, as I have a lot of free time in my hands and I've been using this build ever since.
Here is a quick introduction of my squads, using the traditional Pros and Cons. Don't fret with the cons and the selection of cards too much, since we will discuss improvements for the core squads
Pros
New and different strategy using Infantries
Balanced set-up focused in swarming and killing
Powerful in early levels of the game (when the player is at low levels)
Cons
Vulnerable against Archery (CHG comes into mind)
Near useless when faced against Immune units
Individual squads are weak in 1v1
This is my initial set-up. Having higher tier cards is better.
Core 1: Human
Zarin Boltcaller
Corpsefire Mage
Corpsefire Mage
Corpsefire Mage
Corpsefire Mage
Earthworks
Earthworks
Core 2: Undead
Dunun the Defender
Dirty Rotten Zombie
Dirty Rotten Zombie
Armor Golem
Armor Golem
Abtu-Khan Priest
Zombie Berserker
Squad Analysis:
As you can see, this set-up is newbie friendly. Zarin is obtainable in the Novice Packs, Corpsefire Mages through sharing, Dirty Rotten Zombies and Dunun the Defender from Gifts, and Abtu-Khan Priests from the Expert Packs. The Zombie Berserker (which is a filler) comes from the Goodie Bag, so test your luck from the Mystery Gifts, or ask for one.
In a glimpse, you can easily notice the dominant abilities in this squad; Zap, Undead Ally and Regenerate, and finally, Disease. This squad set-up relies heavily on Zap for its offensive attack, with Zarin and Corpsefire Mages doing the job. The Corpsefire Mages are relatively weak with their puny 3 HP, some boost from the Earthworks will help, and the barriers themselves can block dangerous bolt spell for the party. Also, with the Undead Ally ability plus the additonal 2 HP from Earthworks, each Corpsefire Mages will have 5 HP and Regenerate 2! If this set-up is achieved, the Mages can even endure hits from Archers (though CHG's are just damn powerful). The Disease from the Zombies and Dunun work offensively and defensively, as it can take out weaker units on first hit or soften them up for Zap and reduces Attack by 1 which is great when combined with Undead Ally's regen and Block (from the Armor Golems). Again, if this set-up is achieved, you'll notice that your cards will start swarming your field, and mercilessly picking at your opponents one by one.
Extension 1: Undead
It's better to have more Undead units than Human units since Corpsefire Mages depend on the latter for their Ally ability. You can make a similar squad using the undead core as basis, or check out below for some card suggestions.
Heroes
Argol the Risen - Common hero, but a decent one.
Ririk Dark Champion - This would be my favorite. Seemingly underrated hero, his 3 attack and Regenerate 2 is nothing to scoff at.
Vostag the Diseased - Better than Dunun. An obvious choice.
Unnamed One - Pick him if you want to focus more on Apparitions instead of Infantries
Units
Blade Golem - Crowd control unit, an obvious partner for the Corpsefire Mages.
Stalkers - the Mist and Tomb Stalkers are great additions together with Earthworks for mass Immune units
Other Apparitions - Whispering Ghosts, Tattered Wraith, they can contribute well for a more defensive strat. Choose Ghost Hounds over Bog Wisps.
The Wights - Special mentions as well. Pick Wound or Fear depending on the situation
Bone Chainer - Excellent unit, counter against Flying units.
Skull Rider - Include them to counter against Archer-based decks
Decayed Knight - Same as above
Bone Dragon - Works great with the Beast Orc Extension (below). Though the T6 is a whole lot better than the T3.
Mirror Contraption - Valuable card, especially against squads who like spells.
Iron Maiden - Same as above, though if you'd like to be on the attack.
Skeleton Warrior - If you'd use a Human-Undead-Orc squad, then this is a decent choice.
Wretched Wander - An alterntaive to Armor Golems
Extension 2: Human
For the 4th squad, adding another Human party with Corpsefire Mages is the way to go. You can add in different units from my card suggestions.
Optional 3: Orc
Orcs have two units with the Undead Ally ability. The Stitch Troll is an awesome damage absorber and attacker, while the Warwolf synergizes a lot with the set-up's unit swarming. You focus on one or mix them both in the extension squad. I'll list down some cards that can work well with the Orc Extension
Heroes
Grymish the Mad - Since we're focusing on Infantries, Grymish is an obvious choice.
Skirm the Punisher - Works like Dunun. Pick Skirm if you are up against high attack and Archery units.
Skoreg Exiled - Fast, high attack, Demoralize 2. He's an all-rounder.
Slavedriver Gargurl - With that Rush 2 and high HP, he's indeed welcome to the squad
Skarg Bonemasher - Fast, powerful, and tough. It's a no brainer.
Gorfang Trollking - Pick him if you wish to add more focus on your Orc beasts than the Corpsefire Mages.
Units
Stitch Troll - Seemingly impervious with Undead Ally
Warwolf - Fast attacker and demoralizer
Vistav Yeti Trainer - If you like to focus more on your Orcs the Humans, the Yeti Trainer is an excellent choice.
Under Construction