nice thread to support...
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Discuss deck setups?
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so with some of the bigger decks, i use a deep dmg reduction 1st team (but will get killed by a direct dmg team as it is not T4), but it lets me beat people with higher hit points and even attack. S Deck with once all T4, I would imagine be a SS deck. ~170K hps, ~50kish attack.
T1
mohr the wrym T1, boar T3, Psycho butterfly T2, spider T3 (-70% dmg reduction)
T2
Sun Mage T2, Rose Knight T2, Battle Mage T4, Bard T3 (+10% proc chance)
T3
Paladin T2, Galzra T1, Grail Knight T2, Armored horse T2 (+100% Attack)
I have enough cards to make T4 grail knight (8 card), Armored horse (8 card), spider (8 card)
I have all the elemental cards but need to level them up first and can take all of them to T3.
I have more cards at T2 that need leveling but just focusing on getting this one deck leveled and evolved as much as I can. fun game but when you stop using real money it definitely extends the grind.
just need time and feeders.
This deck usually nets me top 50 and could probably go a little higher if I spent money on tickets (which i don't) so i end up idleing alot of the times. The goal is to get some of the lower might summon stones to help out the deck.
speaking of i usually always get two 3* followed by a 4* every single time.
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This is a cool thread! Very interesting to see other peoples Deck, and also very informative for newer players as to some decent Combos, Cards and Team Composition! Also be great to see some of the decks that the top guys are using! Here's mine so far:
(Note: The cards with * beside their names are the only cards that are currently at MAX Level, the rest are a work in progress)
Team 1
Nathra Verdaine* - T1 / Merlin's Dragon* - T2 / Guardian Angel - T1 / Dragon Knight - T1
Combos: Nathra Verdaine + Merlin's Dragon + Dragon Knight. Dragon's Blood - Raise team's MAX HP by 100%
This is my Tank team. All have decent HP to start with, and the Dragon's Blood Combo increases it by 100%, also Guardian Angel is in there as she also has decent HP, and a good heal to help keep this team up.
Team 2:
Caradd the Gale* - T2 / Water Elemental - T2 / Earth Elemental - T2 / Fire Elemental - T1
Combos: Carrad the Gale + Water Elemental + Earth Elemental + Fire Elemental. Elemental Fury - Raise team's ATK by 100%
This is my main ATK damage team. Decent ATK on all Cards (which will increase as I Enhance / Evolve them). ATK doubles with the Combo so hits relatively hard.
Team 3
Sun Mage* - T2 / Father Maleficent - T4 / Necros the Grim - T2 / War Cleric - T2
Combos: Father Maleficent + Necros the Grim. Clutists - Chance to Revive team with 50% HP
Father Maleficent + War Cleric. Twin Clerics - Increase ATK by 30% when HP falls below 70%
This team is a bit of a mixture. Sun Mage deals insane amounts of damage to all enemies, Father M and Nercros have good shielding abilities to help keep Sun Mage alive to continue hopefully dealing out damage. Should this team die, there's also the chance to have them come back to life. War Cleric is only in there due to his Combo. 30% may not seem like a huge increase, but given that you only have to drop below 70% HP to make it activate, I figured it was worth a shot. And also even though Father M is T4, it is a rushed T4! It was the first card I evolved when I started playing and din't know what I was doing. So stats are awful for a T4. I wasted 4 cards because I was a Newbie and didn't know better lol.
So there we go, feel free to critique, slander, scoff at, mock as you see fit
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Originally posted by Hype607 View PostTeam 1
Nathra Verdaine* - T1 / Merlin's Dragon* - T2 / Guardian Angel - T1 / Dragon Knight - T1
Combos: Nathra Verdaine + Merlin's Dragon + Dragon Knight. Dragon's Blood - Raise team's MAX HP by 100%
This is my Tank team. All have decent HP to start with, and the Dragon's Blood Combo increases it by 100%, also Guardian Angel is in there as she also has decent HP, and a good heal to help keep this team up.
Team 2:
Caradd the Gale* - T2 / Water Elemental - T2 / Earth Elemental - T2 / Fire Elemental - T1
Combos: Carrad the Gale + Water Elemental + Earth Elemental + Fire Elemental. Elemental Fury - Raise team's ATK by 100%
This is my main ATK damage team. Decent ATK on all Cards (which will increase as I Enhance / Evolve them). ATK doubles with the Combo so hits relatively hard.
Team 3
Sun Mage* - T2 / Father Maleficent - T4 / Necros the Grim - T2 / War Cleric - T2
Combos: Father Maleficent + Necros the Grim. Clutists - Chance to Revive team with 50% HP
Father Maleficent + War Cleric. Twin Clerics - Increase ATK by 30% when HP falls below 70%
This team is a bit of a mixture. Sun Mage deals insane amounts of damage to all enemies, Father M and Nercros have good shielding abilities to help keep Sun Mage alive to continue hopefully dealing out damage. Should this team die, there's also the chance to have them come back to life. War Cleric is only in there due to his Combo. 30% may not seem like a huge increase, but given that you only have to drop below 70% HP to make it activate, I figured it was worth a shot. And also even though Father M is T4, it is a rushed T4! It was the first card I evolved when I started playing and din't know what I was doing. So stats are awful for a T4. I wasted 4 cards because I was a Newbie and didn't know better lol.
So there we go, feel free to critique, slander, scoff at, mock as you see fit
us mid deck folks need to be creative to be competitive. The more powerful decks more or less have the same setups because of the best in game combos.
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Originally posted by Luteuel View Postso with some of the bigger decks, i use a deep dmg reduction 1st team (but will get killed by a direct dmg team as it is not T4), but it lets me beat people with higher hit points and even attack. S Deck with once all T4, I would imagine be a SS deck. ~170K hps, ~50kish attack.
T1
mohr the wrym T1, boar T3, Psycho butterfly T2, spider T3 (-70% dmg reduction)
T2
Sun Mage T2, Rose Knight T2, Battle Mage T4, Bard T3 (+10% proc chance)
T3
Paladin T2, Galzra T1, Grail Knight T2, Armored horse T2 (+100% Attack)
Side note: seeing a lot more damage reduction tank teams rather than the high hit points lately.
I have enough cards to make T4 grail knight (8 card), Armored horse (8 card), spider (8 card)
I have all the elemental cards but need to level them up first and can take all of them to T3.
I have more cards at T2 that need leveling but just focusing on getting this one deck leveled and evolved as much as I can. fun game but when you stop using real money it definitely extends the grind.
just need time and feeders.
This deck usually nets me top 50 and could probably go a little higher if I spent money on tickets (which i don't) so i end up idleing alot of the times. The goal is to get some of the lower might summon stones to help out the deck.
speaking of i usually always get two 3* followed by a 4* every single time.
T2
King's Guard T1 (working on 2nd one to max Perf T2), Sun Mage T2, Duelist T2, Ranger T2 (+20% proc chance) <-- that is nice for KG and Sun.
T3
Paladin T3, Rose Knight T2, Grail Knight T3, Armored horse T3 (+100% Attack)
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Very nice idea for a thread, it's really interesting seeing other players opinions and cards.I myself don't think you can learn a lot from me, don't take me wrong but i am not a brith man. :P
Team 1 - Elder Shaman T4/Father Maleficent T4/Psycho Butterfly T1/Spider T1
I started with the idea this team to be a tank one, but now it seems kind of a mix between a tank/damage one to me.The butterflly/spiderbro mix is not a rarity here and i'm not gonna lie - it's useful.So is the shield of Maleficent that has a very high rate of activation.I though i'm the only one, but it seems many people have done the mistake to evolve cards in a rush(not perfecting them).This is a mistake i made a lot of times, mainly because i thought this is just another boring game that i will get sick off and deinstall.Soo yeah, the Elder Shaman is not PE evolved, neither is Father Maleficent.I have enough Spider cards to make perfect evolved one, but it takes too much time and i have other priorities at the moment.
Team 2 - Gaznar Soulripper T2/Fenric Gore-Claw T1/Duelist T1/Ranger T1
I didn't put a lot of thoughts into this team, it just..happened.The 20% skill proc(Duelist/Ranger) is reeally useful in combo with Gaznar Soulreaper(Perfect Evolved T2) who takes 40k damage and decreases a lot of ATK.Fenric is there for heals and ATK increase, he saves lifes - literally.I'm in the process of making him PE T4 but it's soo slow and i have so many more cards to upgrade.
Team 3 - Arcane Archer T1/Sun Mage T1/Mhor the Wyrm T1/Battle Mage T4
As you can all see here, the backbone of this team is Arane Arch and Sun Mage.Too bad they are only T1.Mhor and the Battle Mage sit there for beauty until i get my other cards evolved.My goal is to make is to make team 3 full of party damage dealers.
Note - I have much better cards that i recently got in a lucky streak, but they are in process of upgrading.I will refresh the info about my deck every week.
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