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Extension for Zhu's Strategy - Updated 9th Dec -

  1. Extension for Zhu's Strategy - Updated 9th Dec -

    * Done with the new extension of guide in new thread. Now that I have fought lv 80 people in Arena and CoF, I feel that I have better insights so I rewritten most of hero guide in section 7.

    Also due to incoming exams, I will drastically cut down my forum time and wont be able to help much. But trust me, there are people as good or even better than me around forum, I had just put in a bit more effect to write a guide and don't not imply that im the better ones, so listen to others as well! *



    Welcome to my humble guide, this is an extension off the first thread which can be found here. Also do note that this extension spans over to page 2, so don't miss it!

    Change log
    V1: 22/9/14 1330 GMT+8 Full Guide completed
    V1.1: 23/9/14 2330 GMT +8. Added Voo and Vincen to section 5 and addition illustration to 3.1. Remove skill description for starters in section 5 because of character limitation within post when added new stuff
    V1.2: 26/9/14 2200 GMT + 8. Added 7.1 for more strategy on crucible. Added i. Appendix which include Tank Stats
    V1.3: 28/9/14 2300 GMT +8. Slight edit to many part, due to experience of 50-60. Added 7.2. Rated vincent and ragnar lower, gyzmo higher.
    V1.3.1: 29/9/14 1630 GMT +8. Added a golden crucible battle tip at 7.1
    V1.3.2: 29/9/14 2230 GMT +8. Added xXrHzXx thread about max hero stats to appendix.
    V2: 5/10/14 2230 GMT +8. Total revamp of hero guides and added insight in view of end game. Modified guide a bit as this might be one of the last updates.
    V2.0.1: 7/10/14 1000 GMT +8. Lower Crackles rating in hero guide, heard its totally useless
    V2.1: 8/10/14 1730 GMT+8. Added 6.3
    V2.2: 9/10/14 1430 GMT +8. Added some photos in appendix, but couldn't upload more @_@
    V2.3: 23/10/14 0130 GMT +8. Added video in appendix
    V2.4: 25/10/14 0245 GMT +8. Added i. Appendix - Abilities Priority
    V2.5: 26/10/14 1900 GMT +8. Added CoF video in 6.3
    V3: 13/11/14 0200 GMT +8. Revamp and extension of guide to a new thread.Hero guide almost completely rewritten
    V3.1: 13/11/14 1735 GMT +8. Completed the new revamped guide. Addition and revamp from 5.4 onwards
    V3.1.1: 22/11/14 1630 GMT+8. Add some more FAQs to 9.2.
    V3.2: 3/12/14 0120 GMT+8. Added new section 5.6 with cof tricks, more to come~ Also updated dojo and treasure mine in section 2.
    V3.2.1: 9/12/14 1500 GMT +8. New full CoF video with explanation.
    V3.3: 22/12/14 0100 GMT +8. Shifted what level to fuse p2/p3 to appendix and added P4 and Orange0 fusion level in Appendix. Added section 10 Prophecy Pool
    V3.3.1: 28/12/14 1830 GMT +8. Updated heroes guide and added all heroes.
    V3.4: 20/1/14 0200 GMT +8. Added more pictures for Section 9, 10 and added new section 11


    Extension's Table of Content

    7. Arena Guide (8 Lessons)
    7. Lesson 8 - How to build an Arena team with for beginner / low spenders? *specially pointed out*
    8. Heroes Guide
    8.1 Front Row Heroes
    8.2 Mid Row Heroes
    8.3 Back Row Heroes
    9. Raid *Not Published*
    10. Prophecy Pool
    11. Dojo after lv 80
    12. Common FAQs
    13. Final words
    Last edited by Zhu; 01-19-2015 at 05:26 PM.
    Server: 2 / 4
    Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
    Guild: SG Piglets / 华人之光
    Guild ID: 10014 / --------


    Please attempt to find out your own answer in my guide before you ask questions, Thanks!
  2. #2
    Zhu 
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    7. Arena Guide
    Many people had asked what is the best team / tankers / mage etc. But really there is any answers to this question as ALL teams have its pros and cons. I will attempt to teach you arena works :P Also that are just too much too know and the best and only way to really understand is to pay more attention when you fight!


    Lesson 1 - Heroes level play a massive role

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    Nothing much to elaborate here, what are the chances of purple1 team beating up a full purple2 team? very low @_@ Normally your top 50, 51 - 100, 101 - 200 and so on have an obvious level range for these zone. If you want to be higher in ranking, you have to be high in level!



    Lesson 2 - Having everything right, increase your probability of winning but never guarantees it

    You must understand this fact, because ........ luck exist  You know that the more a hero is damaged, the more power it gain and the faster it can fast. In addition, critical hits can interrupt heroes and these are things that are out of your control. Sometimes your Jugo just happen to crit more on opponent Bomo's and their Bomo casted first, afterwards your bomo casted and got interrupted by opponent bomo's freezing. If you hit the same guy 10 times, it might not always be the his bomo casting as well.

    Having known this, it is still utmost important to build properly as it increases your probability of winning



    Lesson 3 - A weaker team (clone team included) can beat your team up -> Logic: More damaged heroes can cast first and this can be game-changing

    This is because they deal lesser damage and their bomo shot first and it changes everything. However a clone team significantly weaker will not be able to do so as they might be killed. Trust me, I was going WTF when I lost sooooo many times some clone team with lesser stars and lower level (not weaker by a lot though) beating me up repeatedly.



    Lesson 4 - A defensive team has better chance of winning

    Believe it or not, defense team have their skill cast 0.0000001s faster. This is proven to be true that at the same position of Jugo, while attacking, opponent Jugo flying axe can interrupt your Jugo flying axe, but your Jugo flying axe will never interrupt theirs if you had ever noticed.

    Because of this, a defense team have a lot better chances at interrupting the attacking team. Many times I hit someone who lost an assault at me, yet I lost my attack on him, afterwards he attacked me and lost again, than I attacked him and lose again (ever occurred to you? lol) But do remember, luck is still a major factor despite knowing this!



    Lesson 5 - Big arsenal, Knowledge and Experience increases your probability to win


    Ever attacked someone and know you can win him easily? Take a lookout for him when its near 9pm and secure your placing. [Knowledge 1]

    For gameplay part, there is just 10000000000000 things that I can write about because there are too many permutation of things that can happen. I will attempt to teach and explain some good combinations and hero usage

    Standard arena team
    Leo - Jugo - Lumina - Bomo - Noire

    Triple aura, big DPS and control from bomo which make this team very hard to beat. However it will pale after lv 73 as physical team will lose effectiveness due to increasing heroes gaining dodge [Knowledge 2]. People normally swap lumina for hydral / booster after lv 73 for more control.


    Leo - Jugo

    This is a very good combination because Leo dies fast, which allows Jugo to go melee (increase DPS). After Leo revived, he hits hard with Jugo and can have a good attempt to kill heroes before they even cast [Knowledge 3]. This is a reason why Leo is not coupled with other tanks while using jugo cause it prevent jugo from going melee!

    Can be countered by Barbaro (3s which block jugo flying axe damage) and Barbaro go up to Jugo when Leo dies to stun Jugo+leo+other mid rows @_@


    Noire

    Fearsome hero because of its silence on mid row and frost arrow on front row ( Leo / Jugo / Pandor ) which makes them easier to be interrupted and reduces their DPS. Imagine a scenario with bomo + noire against bomo + something else. In a normal fight, front and mid row heroes tend to be able to have enough power to cast from turn 3 onwards [Knowledge 4]. Hence Noire's silence can delay opponent casting (especially bomo) and increasing your chance of casting it first (casting it first have a chance at interrupting them ) [Knowledge 5]. Lastly, back row heroes have their unique row advantage as many skills does not hit back row [Knowledge 6]. This is why many top players uses Noire, for its counter against front row DPS heroes and silence on mid row mages.


    Hydral, Naomi, Booster and mages

    Booster - Blinding light while counter DPS front row heroes (Leo / Jugo / Pandor)
    Naomi - Freeze and slow that counter DPS front row heroes
    Hydral - Blind that counter physical heroes (even Pandor / Noire 1s)

    Blinding works better after lv 73 as many heroes gain dodge. So the dodge rate is even higher. Lastly at higher levels, those heroes that equip Ember Wand have high mcrit and hits real hard (those without are kinda sucky).

    Magic attack cannot be dodged, hence it is more favourable and consistent than physical damage after lv 73 [Knowledge 7]

    However, don't be too happy, because Blake can rape your mages :P So thats why there is forever a pro and con to everything [Knowledge 8]


    Pandor - Blake 

    A very very fearsome combination, thankfully not many out there currently. Pandor blinding will allow Blake to survive longer (a lot more DPS from Blake). Also Blake blink to mid/back row will disrupt opponent skill direction casting and allow Pandor to survive longer (to have a higher chance to cast Drunken punch). Pandor counter physical team while Blake counter magical team, and their combination give each other better chances of surival. Too scary @_@ [Knowledge 9]

    However Blake can be countered by having an highest int hero as the front row and his blink to front row will not cause any disruption. Since Blake is squishy, having him not deal heavy damage quickly due to blinking to front row (hitting 1 hero only). It eventually become a 4 v 5 battle when Blake dies. Common high int front heroes are Oggie and Buster.

    Pandor can generally be countered by heroes that focuses on front tank. Booster's blind, Gabriel (hits everything at the front row) and Noire frost arrow for example. All these make Pandor (Leo likewise) very easy to interrupt and controlled.


    Lumina, Medusa, Bomo

    These heroes are extremely dangerous as they hit multiple enemy every turn (almost every for bomo), this means that they have higher chance to interrupt non-s1 skills and attack. Furthermore, their 1s have interrupt / disable that can be game changing as well.


    Top Choices at lv 80 (does not equal best)

    Front Row - Pandor, Leo, Barbaro, Blake, Marina, Buster
    Mid Row - Booster, Medusa, Naomi, Gabriel, Lumina, Bomo, Jugo
    Back Row - Noire, Hydral



    Lesson 6 - You don't need to pay that much to be rank decently (above 500) 

    The below is one of my account, I only bought twice monthly card and not bought anything during the Leo/Noire/Jugo ss giveaway. I had only opened one 2590x which I gotten Marina, first 288x which I gotten Grim and a Brutus that I gotten from CoF. Everything else is self-farmed (ah yes I have 10 heroes with key abilities all max, with Barbaro almost maxed)! This is to encourage low spender and people who gotten bad starters that with proper gameplay, you can still excel well. Don't resign to that fact that you don't pay and much and that is why you are not going far!

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    Lesson 7 - Stars and Enchantment do play a big role

    In arena where heroes and level are fairly close, this is the next 2 things that differentiate between two parties. Enchantment give better stats, more importantly in tankiness and criticals (only able to get from enchantment). Stars might not seem too much of an issue at fast, but do understand that it affects stats growth per level , which means the gap gets wider with higher level! A star difference at lv 80 can be approximately 2k hp different.

    All this little bit more hp and offense will make a big difference in arena => Surviving to cast 1s & finishing opponent 1 turn earlier (in comparison with weaker stats).



    Lesson 8 - How to build an Arena team with for beginner / low spenders?

    This is a great game because most of the better heroes are available FREE. They are Noire, Jugo, Bomo, Barbaro and Hydral (more to come with guild raid). If you had read the above, you would know what are some good combinations available. This section is assuming you have nothing from the boxes

    Noire - Usable entire game
    Jugo - Usable at early from 2* onwards
    Bomo - Usable entire game
    Barbaro - Usable entire game but better at lv70
    Hydral - Usable entire game but better after lv 51 and 70s

    A standard team - Tank + DPS + Disables.
    Tank - Barbaro or Leo (self farm) or Gill (I prefer Barbar~)
    DPS & secondary tank - Jugo
    DPS & Disables - Bomo
    DPS & Disables - Noire
    Last slot - Hydral / Booster (self farm) / Naomi (self farm)

    If you have more heroes to mix and match. But I will highly recommend Jugo, Bomo and Noire to be your core team for any mixtures unless you really know what you are doing, as these heroes perform well on their own.



    Lastly to end off, there are sooo many other things that one can comprehend when it comes to arena and I cant write everything down. Pay more attention when you win and lose, watch replays and understand what made you win / lose. Try hitting the same guy with 1 different heroes and analyse. With time you will understand and play better!
    Last edited by Zhu; 11-22-2014 at 08:21 AM.
    Server: 2 / 4
    Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
    Guild: SG Piglets / 华人之光
    Guild ID: 10014 / --------


    Please attempt to find out your own answer in my guide before you ask questions, Thanks!

  3. #3
    Zhu 
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    8. Heroes guide

    Hello, this a section for heroes. 99% of the heroes are covered. Comments on end game as solely base on what I read from chinese forum! Also my opinions about certain hero changes with experience so i will update the stars but they wont deviate too much

    In a nut shell,
    Crucible - Need huge burst of AoE damage, healer and sustainability
    Arena - Need lots of disables, out-damaging opponent
    Guild raid - Need strong single target spell, disables and sustain.

    There are a few consideration when I rate heroes (its all opinion, I might be wrong!), they are damage output, disables, ease to farm and rate of casting. Rate of casting refers to how frequent it cast its 2nd - 4th skill. Also take note that int heroes tend to fill power bar a lot faster due to gears for CoF.

    Do take note that the entire squad composition determine greatly how effective each hero can be. Below are my opinion of them individually. For example Voo isn't that great on his own and i might rate a 2-3 star, but with raven it can be a 4 star caliber worth! Hence low star rating does not mean the hero sucked!

    Imo this is a great game because there is no 100% win team but only popular heroes. Strategy and combination can be personalized. Its like rock-scissor-paper, all team and heroes has its pro and con. Also, not all heroes's 5th skill is out, you never know who might have the biggest skill in the future!

    ☆ means half a star for this section. ★★☆ means 2.5 stars rating! Note that Lv 90 is not out in our game patch but in china server, so whatever I wrote about Lv 90 are insights for future (if they don't change anything :P). Lastly, guild raid is mention in general, as different chapters bosses have different weakness and different team must be used. If I mention some heroes are good, it meant that they good in some, but not necessarily all! 



    Legend for Hero guide
    Early / Late / End Game Potential = below lv 50 / 50 - 80 / 90 Arena Performance
    CoF = straightforward, usefulness for CoF
    Role = Primary usage
    Comment = my 1 cent about them
    LS (Low spender) = for monthly card player and below spender, my recommendation to get (or train) this hero or not
    GR = Guild Raid

    For key strength, Pool x (a number) means he is a good choice for how many prophecy pool boss. Also I will split dojo into 3, magic physical and female. Heroes mentioned are good for HIGH level dojo (difficulty 5/6)


    8.1 Front Heroes
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    Captain
    Early Game Potential:★★☆
    Late Game Potential:
    End Game Potential:★★★★☆
    CoF:

    Role: Main Tank
    Comment: Pale in comparison to other tanks, get surprisingly SUPER tanky at Lv 90 after awakening only. If you want to use it eventually, build it at later game. One of the top tankers at lv 90 in china server, become extremely tanky then.
    LS: NO
    Key Strength: Godly tankiness at lv 90 awaken.



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    Lucas
    Early Game Potential:
    Late Game Potential:★☆
    End Game Potential:★★★★
    CoF:

    Role: Secondary tank. Team support
    Comment: Too weak for primary tank, excel as team support. Mostly use at lv80+ for a defensive arena team set up. A good options to farm at Chapter 8 for Kronus + his SS (cost efficient if you want him + kronus)
    LS: No.
    Key Strength: Pool x 1. Defensive Arena Team with Warlock (not released)



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    Sarpas
    Early Game Potential:★★
    Late Game Potential:★★☆
    End Game Potential:★★☆
    CoF:★★

    Role: Front Row Warrior
    Comment: Sarpas is not tanky and dies easily. Excel in guild raid with other -physical armor heroes. Much better choices for arena wise. His heroic is a good spot to farm demon edge at Chapter 8, so if you have energy or need this equipment, a good consideration to farm there.
    LS: Start mid - late game if you want him for GR
    Key Strength: Guild Raid.



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    Gills
    Early Game Potential:★★
    Late Game Potential:★★★☆
    End Game Potential:★★★☆
    CoF:★★★

    Role: Main Tank
    Comment: One of the most solid tanks. Only very good use is that he is really very tanky after purple haha, but beyond that not much offensive threats which is his only downfall. Popular choices are those with offensive threats. His fifth skill grant him armor temporarily when he lose 15% hp, stackable effect. Barbaro is better in many ways, don't get him if you can get Barbaro. Lastly, I would still like to farm him daily at Chapter 8 for SS + Flute + Ultimate Orb, cost efficient~
    LS: Barbaro > Gill. Gill is good to have if you cant get Barbaro. Also 3 chapters to farm him, easy to raise stars.
    Key Strength: Almost none, because Captain and Barb outshine him eventually.



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    Leo 
    Early Game Potential:★★
    Late Game Potential:★★★★★
    End Game Potential:★★★★★
    CoF:

    Role: Front row warrior and tank.
    Comment: Become beastly after purple with revive because of its ability to poke mid rows. Best used with Jugo and physical team. After lv 72 it gain dodge and becomes a bitch xD. Downside is that Leo is easily countered. If you have energy, it is good to farm him at least once at Chapter 7 for the Pandor Spirit frag + ss.
    LS: Optional, very good to have for arena but not a must.
    Key Strength: Arena, Guild Raid Minions(LS Aura)



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    Vincent
    Early Game Potential:★★★★★
    Late Game Potential:★★
    End Game Potential:★★★☆
    CoF:★★★★★ to ★ to ★★★

    Role: Main Tank or Support Hero
    Comment: Before purple fusion, vincent is invincible tanker for CoF. He will start to be squishy after 50 and can die a lot more easier. His common usage is for a defensive arena team at lv 80.
    LS: Find a guild to rent him, never exchange for him
    Key Strength: Pool x 1. Magic Dojo. Arena Defensive team or Vincent-Blake Combo.



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    Brutus
    Early & Mid Game Potential:★★★★
    Late Game Potential:★★★
    End Game Potential:★★☆
    CoF:★★

    Role: Main tank
    Comment: Solid tank that is able to dish a small amount of physical damage. Tanking is almost everything he can do, other heroes with more unique skills are preferred at a later game. If you have no solid tank, he is a good choice. His fifth skill increases his attribute str. For my account that has Brutus, I don't farm Gill at all to save energy as Brutus can be a good substitute for tank. Ultimately swap to a Leo / Barbaro. 1s is beastly at Lv90 as 30% hp at lv 90 is a lot more than lv 80 and taking a hero out is considered good. However still replaceable imo.
    LS: Use him for cost efficient reason and ditch him when ready
    Key Strength: Pool x 1. Arena somewhat.
    Last edited by Zhu; 01-19-2015 at 04:51 PM.
    Server: 2 / 4
    Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
    Guild: SG Piglets / 华人之光
    Guild ID: 10014 / --------


    Please attempt to find out your own answer in my guide before you ask questions, Thanks!

  4. #4
    Zhu 
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    Buster
    Early & Mid Game Potential:★☆
    Late Game Potential:★★☆
    End Game Potential:★★★★
    CoF:★★★
    Role: Tanker, crowd controller
    Comment: Not very tanky. Still seen around end game as he has 3 stuns skill. Good from lv 80 and above due to it's control. But must be coupled with the right teammates. Possible counter for Blake, as he can be the highest int for some teams. Also his multiple stun makes him a possible counter to pandor + blake combination (high dps front row), so you see Buster is can be really useful at lv 80.
    LS: Nah, not a must and cost too much energy to farm (60 for 3 heroic)
    Key Strength: Counter Blake and control front tanks.


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    Statik

    Early & Mid Game Potential:★☆
    Late Game Potential:★☆
    End Game Potential:★★
    CoF:★★
    Role: Tanker
    Comment: Not very tank. Low power recovery for CoF, normally dies before he cast in arena unless there is another tank in front. His fifth skill allow him to lower enemy party's power upon Statik's death. I used him, so paper and useless IMO. To my knowledge, his only usage is to be coupled with invoker (not released and a v11 availble hero).
    LS: Imprison him forever.
    Key Strength: None I can think of.



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    Marina

    Early & Mid Game Potential:★☆
    Late Game Potential:★★★★
    End Game Potential:★★★★★
    CoF:★★

    Role: Front Row Warrior
    Comment: Too weak for any usage till lv 73 where she get significantly better with dodge. 125 dodge at lv 80 and 170 at lv 90. She net opponent front hero which is an excellent counter to damage dealer tanks like Leo / Pandor! However she cant dodge magic damage and hence use her if you are experienced enough to know how to slot her in a team. She can create illusion at lv 90 and it made her really popular and very strong. Lastly, she the ONLY female front row hero so. Its really tricky to decide to train her or not.
    LS: No. Start getting her at late game if you want & can afford.
    Key Strength: Female Dojo. Arena. Ultra strong after awakened.



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    Grim

    Early & Mid Game Potential:★☆
    Late Game Potential:★☆
    End Game Potential:★★
    CoF:
    Role: Tanker
    Comment: Only good usage is that he has ridiculously high magic armor. So its a good counter for a full mage team. However.... he can only tank long, to counter a mage team, I would rather use Blake (can be used as long as the highest int if not opponent front tank). Hence Grim is so dam unpopular, I don't know what he is around for @_@
    LS: No. Imprison him too.
    Key Strength: Insane Magic Arm, good for certain GR minions map. Pool x 2.



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    Sirius

    Early & Mid Game Potential:★★★★☆
    Late Game Potential:★★★☆
    End Game Potential:★★★☆
    CoF:★★☆

    Role: Tanker & Front Row warrior
    Comment: He is deceivingly strong from lv 1 - 60 for its tankiness and damage. However lv 70 - 77 he suck so bad as Leo gain dodge, other tanks become bloody thicker and Sirius just gain more damage (which get dodged @_@). At lv 78 he wears a Dragon Mind and Punisher in which he gets a lot better. Still I label him as a stupid hero because if he 1s kill an enemy, he will continue to hit the air. However I wouldn't really recommend building him unless you know what you are doing. His 5th skill is like Dota enrage, he gains attack damage for hitting repeatedly on the same target.
    LS: Usable if you get him but risky as mentioned above. Not recommended to farm for him at all otherwise.
    Key Strength: GR Beast after awakened. Pool x 1.



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    Oggie

    Early & Mid Game Potential:★☆
    Late Game Potential:★★★☆
    End Game Potential:★★★★
    CoF:★★
    Role: Tanker & Mage
    Comment: If you like to play with luck, here is the hero. Multicast jackpot! An excellent count for Blake (make sure Oggie has the highest int in the team) and decently tanky. Also, a good choice for 8:59 arena assault if you want to try and win with some luck. Only problem is that he is way too hard to raise star unless you are high VIP and can open 90k chest regularly and he have not many usage to be a must to have.
    LS: Nope, not a must.
    Key Strength: Possible Blake counter. Strong 5th skill. Pool x 2.



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    Tiny

    Early & Mid Game Potential:★★☆
    Late Game Potential:★★☆
    End Game Potential:★★
    CoF:★★☆


    Role: Tanker
    Comment: Decent tanker with very high Parm and low Marm. He isn't that bad but just too plain in comparison with other tanks. So bye bye to him~
    LS: Nope
    Key Strength: Nope.
    Last edited by Zhu; 01-19-2015 at 04:52 PM.
    Server: 2 / 4
    Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
    Guild: SG Piglets / 华人之光
    Guild ID: 10014 / --------


    Please attempt to find out your own answer in my guide before you ask questions, Thanks!

  5. #5
    Zhu 
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    Pandor

    Early & Mid Game Potential:★★★★☆
    Late Game Potential:★★★★★
    End Game Potential:★★★★★
    CoF:★★★

    Role: Tanker & Warrior
    Comment: Very high hp and damage. The best part of him is that he can counter physical team (Blind!) and have an small AoE stun (control) which makes him very strong. However he might struggle to live to cast, you can go figure how to work him out  One of the most popular tankers in China server. Can be countered by blind, Marina's net, Buster and etc. Good combo with Blake.
    LS: Good choice for arena to get him if he is out in arena exchange.
    Key Strength: Arena. Pool x 1. Physical Dojo.



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    Blake

    Early & Mid Game Potential:★★☆
    Late Game Potential:★★★★★
    End Game Potential:★★★★☆
    CoF:★★

    Role: Warrior
    Comment: Blink to the highest int on his second turn. Deal MASSIVE damage however he has problem staying alive until late game. Can severely disrupt opponent formation (some heroes can cast in different direction and not hit your other 4 heroes!). Due to being squishy, there is a good chance he gain power so fast and cast 1s. Detrimental to mages like an Anti-Mage :P Do know certain heroes wear Hit Rate gears after lv80, Blake might not dodge as well anymore!
    LS: Optional if he is out in Guild Raid exchange.
    Key Strength: Insane mage killer (can be countered though)



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    Spike

    Early & Mid Game Potential:★★☆
    Late Game Potential:★★☆
    End Game Potential:★★☆
    CoF:

    Role: Tanker
    Comment: Dies too fast but doesn't really matter as his 3s deal damage per 10% hp he lost. He is average for arena as he can deal a good sum of damage. However still not worth it for losing a tank and let opponent jugo go melee on u @_@ However, some China Server players use him for GR to stack parm reduction. Still not much utility imo for to invest on him
    LS: Nope, don't waste your GR coins.
    Key Strength: Arena (if you know what you are doing) - Spike Blake combo.



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    Barbaro

    Early & Mid Game Potential:★★★☆
    Late Game Potential:★★★★☆
    End Game Potential:★★★★☆
    CoF:★★★

    Role: Tanker
    Comment: Another top tanker, for his 3s which block an amount of damage for 5seconds into battle. Some worthy counters to be mentioned are Jugo's flying axe and PoTM (unreleased) stun arrow. In addition, Barbaro can stun an mini AoE. Which makes him a possible counter against Leo (Leo dies, he goes to Jugo and Bomo to stomp his feet and stun 3-4 heroes @_@). However still not tanky enough imo before lv 72 where he gain dodge and becomes a lot better. Better coupled with blinding teammates for better survival.
    LS: Yes!
    Key Strength: Arena. Magic and Physical Dojo (as tank).



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    Vega

    Early & Mid Game Potential:★★★★☆
    Late Game Potential:★★★★
    End Game Potential:★★★★
    CoF:★★★

    Role: Front Tank DPS
    Comment: Very very strong hero for GR and Pool. Arena it can be very good as counter for a few heroes with its spins for example Marina net and magic attack. Downside is that it is quite squishy, however in a team with many control, he can be used. Not easy to make the most of out him in arena.
    LS: You won't have it :P
    Key Strength: Arena. Guild Raid. Pool x 2. Physical Dojo.
    Last edited by Zhu; 12-28-2014 at 09:32 AM.
    Server: 2 / 4
    Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
    Guild: SG Piglets / 华人之光
    Guild ID: 10014 / --------


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  6. #6
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    8.2 Mid Row Heroes


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    Ember
    Early & Mid Game Potential:★★★★
    Late Game Potential:
    End Game Potential:★★★★
    CoF:★★☆

    Role: Mage
    Comment: Seemingly good but went downhill with an useless purple skill. Its 5th skill allows it to inflict burn damage when using normal attack. Seen videos of level 90 Ember owning people but not knowledge to comment much. Otherwise not worthwhile to pump anything to her unless you really need someone for female dojo.
    LS: If you need females
    Key Strength: Magic and Female Dojo. Pool x 1. Strong 5th skill. Arena possible.



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    Kane
    Early & Mid Game Potential:★★★
    Late Game Potential:★★☆
    End Game Potential:★★☆
    CoF:★★★

    Role: Mage
    Comment: Decent mage however lacking in disables. Down side is it very hard to raise it's star and low magic critical. Possible hero to use if you have no mage and you want one on your team but I will still not recommend as there are many many better choices.
    LS: No unless you really really need a mage
    Key Strength: Magic Dojo (get other heroes :/)



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    Lilith
    Early & Mid Game Potential:★★★★
    Late Game Potential:★★☆
    End Game Potential:★★★☆
    CoF:★★★

    Role: Mage
    Comment: Strong in early and especially in mid. However fade off after purple as it doesn't have a powerful 4th skill and its magic dps pale in comparison to other mage. Its 5th skill reduces damage from male heroes which made it slightly more popular as a counter to heroes like Gabriel and Anti-Mage. If you have no better mage or you want to own in ranking for mid game, go for this.
    LS: If you have good to use it till mid game and then make a decision. Otherwise, dont farm for it
    Key Strength: Magic and Female Dojo. Pool x 2.


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    Booster
    Early & Mid Game Potential:★★★
    Late Game Potential:★★★★★
    End Game Potential:★★★★★
    CoF:★★★

    Role: Mage
    Comment: Deal massive damage on 1s and gets magic critical along the way. The best single DPS mage and is a good counter for front row damage disher like Pandor, Leo and Marina. I really like his 1s because if he kills an enemy, he will change target, unlike stupid Sirius and Pandor :P. The downside is if you are not high VIP to have the ability to open 90k chests regularly. You will struggle badly to raise it's star. From experience, star is very important for booster as many times he need that little bit of hp more to survive to cast 1s! Lastly, used for some guild raid bosses as well!
    LS: Optional but you have to bare in mind he won't be as effective for low stars.
    Key Strength: Arena. Magic Dojo. Pool x 1+.



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    Naomi
    Early & Mid Game Potential:★★
    Late Game Potential:★★★★☆
    End Game Potential:★★★★☆
    CoF:★★★★★

    Role: Mage
    Comment: After purple its DPS is very high from 1s and it become one of the top choices. It hits really hard for CoF but will have power issues till lv 70. It is preferred over booster at times because of its freeze and slow. Very recommended to groom as she is a female and a lots of tits bouncing animation (LOL). Its 5th skill allows it to shield its weakest allies for some damage when it dies, but very unspectacular but Naomi is still popular for its output and being usable for female dojo.
    LS: Highly recommended to farm for CoF and female Dojo (and maybe bouncing animation :P)
    Key Strength: Magic and Female Dojo. CoF. Arena possible.


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    Medusa
    Early & Mid Game Potential:
    Late Game Potential:★★★☆
    End Game Potential:★★★★☆
    CoF:★★★

    Role: Physical Warrior
    Comment: Its ability to hit all target with its normal attack will shine at end game. One of the highest DPS heroes and commonly used in China Server. Starts to shine from lv 73 onwards. 1s disables opponents, 3s increase its chance to cast (while decrease opponent power!) and 4s makes it tanky. One of the best heroes after Lv 80. If you are tight with resources, recommendation to train from lv 60+ onwards. However, the hard part is blending her into a team correctly and physical heroes can be countered, no she is not invincible still. Cost efficient to farm at Chapter 6 for ultimate relic + ss imo.
    LS: If you can afford then farm for it. Recommended for end game.
    Key Strength: Arena. CoF possible sub.


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    Cleo
    Early & Mid Game Potential:★★★★
    Late Game Potential:★★☆
    End Game Potential:★★★
    CoF:★★

    Role: Mage
    Comment: Very very very strong before purple as its magic attack will hurt people so bad. However its dps will drop gradually. It can hit non-int heroes very hard, however imprisonment can be a double edge sword and suicidal (you imprison opponent tank, your team move front, opponent tank comes back and destroy your mid and back row @_@). Her fifth skill allows teammates's power to be fill when Cleo dies. This can be useful as her death can let the other heroes cast their skill. Overall not an easy hero to use and not recommended because of imprisonment's instability. If you are short of female heroes, she is an option. Also a viable option to farm at chapter 12 for refresher orb + ss if you want her.
    LS: If you get her and is short of female use her, otherwise imprison her instead.
    Key Strength: Female Dojo (not best choice). GR certain specific minion maps.
    Last edited by Zhu; 12-28-2014 at 09:42 AM.
    Server: 2 / 4
    Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
    Guild: SG Piglets / 华人之光
    Guild ID: 10014 / --------


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  7. #7
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    Voo
    Early & Mid Game Potential:★★
    Late Game Potential:★★★
    End Game Potential:★★★
    CoF:★★★

    Role: Healer and Arena-Feasible
    Comment: Tough hero to use. Will excel in an aura team but will start to struggle after lv 70s as heroes gain dodge. Not half as effective as Eva in CoF because of its healing instability (heal 3 only). Use if you know what you are doing
    LS: Nope
    Key Strength: Dojo as healer. CoF possible. Arena Possible - Blake Voo combo. Pool x 2.



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    Ragnar
    Early & Mid Game Potential:★★☆
    Late Game Potential:★★★☆
    End Game Potential:★★★☆
    CoF:

    Role: Physical Warrior
    Comment: Ragnar actually isn't that bad, he can be strong but personal I cant seems to find a fit for him. Also, it is really not worthwhile imo to trade arena chips for him as Bomo is so important.
    LS: No
    Key Strength: Arena Possible, thats abt it.



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    Gabriel
    Early & Mid Game Potential:
    Late Game Potential:★★★☆
    End Game Potential:★★★★☆
    CoF:★★★★★

    Role: Silencer xD
    Comment: I used to think it sucked but it proved to be the one of the most useful hero I have ever used. It is godly for campaign (global silence!!). It is amazingly good for CoF after lv 60 (where he have enough power recovery). He can be used in arena as counter but it is kinda complicated how to use him. It is not as though if you place him in arena and you will win a mage team xD as you might not cast first. However what is consistent in his arena performance is his ability to silence the front tank (some heroes in your mind now?) and can reduce power (might not be significant though) and his glaive can interrupt (and cannot be dodged!). Also he might be hard to raise stars as well. Lastly, he is good for some guild raid bosses as well.
    LS: Optional but highly recommended IF you can afford
    Key Strength: Arena. CoF. Dojo possible (silence works for Physical dungeon - good filler). Guild Raid Boss.


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    Lumina
    Early & Mid Game Potential:★★★★★
    Late Game Potential:★★★★☆
    End Game Potential:★★★★☆
    CoF:★★★

    Role: Physical Warrior
    Comment: Very high output because of its bouncing glaive. Have 2 skill which interrupts and aura. Highly recommended for a physical team. Highly recommended to train as it can fit in most main team easily. Very strong pre-60 and afterwards, imo can be replaceable (not meaning its not good!) with many options opening. Imo all 3 Lumina Heroic are pretty good to farm if you need their purple frags.
    LS: Nope, not a must but a luxury.
    Key Strength: Guild Raid (Esp good against Minions). Arena. Physical and Female Dojo.



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    BoMo
    Early & Mid Game Potential:★★★★
    Late Game Potential:★★★★☆
    End Game Potential:★★★★
    CoF:★★★★★

    Role: Mage
    Comment: One of the highest DPS mage in the first 4 turns of any battle. Have good control and disables that allow it to have a spot on any kind of team. One of the few heroes that hold its ground from the start of game till the end. I don't say this often but imo, a MUST for ANYONE to clear full CoF with ease. Also he is very arena game-changing, whoever cast first stands a high chance to win. Its a loved & hated kind of hero xD
    LS: Must get
    Key Strength: CoF. Arena. Magic Dojo. Pool x 2.


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    Jugo
    Early & Mid Game Potential:★★★
    Late Game Potential:★★★★★
    End Game Potential:★★★★☆
    CoF:★★★★★

    Role: Physical Warrior
    Comment: The most commonly seen beast. IMO the best tank for CoF after purple fusion. Having one of the highest physical DPS and ability to hit multiple target and high criticals. It can be used as tank in some situation as well as it is reasonably tanky. A must for any physical team and a hero that will worth your effort to 5*. Very commonly seen end game. Jugo is a must to train since he is easily gotten. Goes very well with Leo especially, as Leo die fast and Jugo goes melee  Lastly, also usable for guild raid for it's DPS.
    LS: Must have
    Key Strength: Physical Dojo. Arena. CoF.
    Last edited by Zhu; 12-31-2014 at 04:14 PM.
    Server: 2 / 4
    Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
    Guild: SG Piglets / 华人之光
    Guild ID: 10014 / --------


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  8. #8
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    Uldor
    Early & Mid Game Potential:★★☆
    Late Game Potential:★★☆
    End Game Potential:★★☆
    CoF:★★☆


    Role: Mage
    Comment: Not that bad but better options out there. Most good mage have certain unique features of them. Booster can change target if his target dies (while on 1s) however downside of Uldor is that he zap just once (can waste damage!).
    LS: Nope
    Key Strength: Arena Possible (for EA). Pool x 1. Magic Dojo. Guild Raid Boss.



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    Marven
    Early & Mid Game Potential:★★
    Late Game Potential:★★
    End Game Potential:★★
    CoF:★★


    Role: Mage
    Comment: Banish have same inconsistently problem with Cleo's imprisonment. Also boosting magic defense aura is kinda plain (you want your mage to go offensive not defensive @_@) Kinda way too unpopular
    LS: Imprison him
    Key Strength: Magic Dojo. Arena Possible (not cost efficient imo).



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    Blazer
    Early & Mid Game Potential:★★☆
    Late Game Potential:★★★☆
    End Game Potential:★★★☆
    CoF:★★☆


    Role: Mage
    Comment: Insane 1s damage, the highlight of this hero. However once interrupted, it will take quite some time to charge up again, and by then Blazer is a dead bird. High team requirements for Arena - Control (to prevent interrupt on blazer) and strong tank (don't let them reach your mage).
    LS: Nope
    Key Strength: Arena Possible. Pool x 2. Magic Dojo.



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    Akon
    Early & Mid Game Potential:★★☆
    Late Game Potential:★★★
    End Game Potential:★★★
    CoF:


    Role: Mid Row Warrior
    Comment: Fights somewhat like the C10 GR boss. Tanky for a mid row and decent-good damage output. However not popular at the china server side because he couldn't really bring an impact anywhere. From feedbacks, not worth getting.
    LS: Nope
    Key Strength: Pool x 1.



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    Lucia
    Early & Mid Game Potential:★★☆
    Late Game Potential:★★★★★
    End Game Potential:★★★★★
    CoF:★★★★★


    Role: Mage
    Comment: One of the must-get mage. Her aura is one of a kind and minus a huge portion of Magic Arm off the opponent team. Her DPS is somewhat decent-good as well. She can buff the lowest Hp ally's armor which is quite a significant amount. Part of China Server CoF meta team.
    LS: Yes.
    Key Strength: Arena. CoF. Pool x 1+. Female and Magic Dojo. Guild Raid Boss.



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    Dawn
    Early & Mid Game Potential:★☆
    Late Game Potential:★★★★
    End Game Potential:★★★★
    CoF:


    Role: Mid Row Assasion
    Comment: Only for the rich. Useless in CoF GR and Pool. Solely for Arena. She can counter attack and deal insane damage after her 1s killed someone. However it is VERY hard to use her as she has high team requirements - Front Row to be tank + high DPS like Vega and Pandor to pull it off. I won't have a chance to use her, writing off what I read. In addition, recommended to use at 5* only, as she need to survive to clear up the low-hp opponents.
    LS: You won't have a chance :P
    Key Strength: Arena.
    Last edited by Zhu; 12-28-2014 at 12:20 PM.
    Server: 2 / 4
    Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
    Guild: SG Piglets / 华人之光
    Guild ID: 10014 / --------


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  9. #9
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    8.3 Back Row Heroes


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    Noire
    Early & Mid Game Potential:★★★
    Late Game Potential:★★★★
    End Game Potential:★★★★★
    CoF:★★★☆

    Role: Physical Warrior
    Comment: The only one who starts and ends the game xD Noire is formidable because of its silence in arena and its high DPS 1s. Furthermore its aura which boost the entire team. Imo its a must train because it can be use for female dojo and it has a place end game. Lastly people think she isn't that spectacular, but I cant emphasize, how important that silence is for arena! Also the silence is why she is a -decent- fit for a player with heroes lacking for CoF. Lastly, she is good for guild raise as well! Awesome to farm at C8 for connectron frag too.
    LS: Must farm
    Key Strength: Arena. Physical and Female Dojo. Guild Raid.



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    Magnum
    Early & Mid Game Potential:★★
    Late Game Potential:★★★☆
    End Game Potential:★★★★

    Role: Physical Warrior
    Comment: Very commonly used in guild raid where it excel. Its 5th skill increase critical chance. Magnum shoot fast and hit hard, its mini stun is very useful against raid boss. Not very popular in arena as it have no disables or fancy skill but some still use it for its high output. If you are a guild leader, better have it :X
    LS: Nope, till mid game if you have resource and wish to contribute a bit to GR
    Key Strength: Guild Raid. Arena Possible (for EA against Blake).



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    Jade
    Early & Mid Game Potential:★★★★★
    Late Game Potential:★★★
    End Game Potential:★★★
    CoF:★★★★★

    Role: Mage and mini physical warrior
    Comment: The best heroes to have in CoF till mid game. Interrupt + damage + pushing opponent back (move leo away from your mid row!) makes jade very unique. Downside is beside casting 1s, it doesn't have very good output and the pros of the skill is not so apparent in arena, making it bad for arena. It will maintain its usefulness in CoF through the game, but many would choose to sub in heavy DPS mage instead for CoF to kill off fast. This is because Jade doesn't equip much Matk or Mcrit equipment in which other mage will shine in DPS. However she is still usable and good for female dojo. Her dodge can come in handy late game for arena, however I still believe there are better suited heroes. Still possible for arena but not spectacular imo.
    LS: Highly recommended to train if you have, otherwise don't farm for her.
    Key Strength: CoF (not the best). Arena Possible (for EA decent against Blake).



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    Crackles
    Early & Mid Game Potential:★★
    Late Game Potential:★★
    End Game Potential:★★
    CoF:
    Role: Physical Warrior
    Comment: One of the top DPS physical warrior (if it doesn't get interrupted :/), downside is that it has very poor animation and get interrupts so easily. I used to think crackles can be good for guild rate but china server players told me it is too squishy to perform, hence it seems like crackles really have not much uses. Its 5th skill allow it to devour animal spirit (eh?) and raise it's physical and magical armor which is a counter for certain future heroes. Still unpopular in crucible / arena and highly not recommended to train. For Guild Raid, doesn't perform as well as other heroes. Basically he is trash @_@.
    LS: Imprison him.
    Key Strength: None.



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    Raven
    Early & Mid Game Potential:
    Late Game Potential:★★★
    End Game Potential:★★★
    CoF:★★

    Role: Team Support
    Comment: Can be useful for guild raid for its reduce armor + stun + p atk aura. Very poor performance before purple. Most people chose Lumina, Jugo and Noire over it hence it isn't that popular. In a hardcore physical team, Raven may have a place. Its 1s in arena is very unpredictable and it might become a suicide mission for Raven lol. Raven is ok to train if you want to use it for physical team as its reduce arm and aura really helps. Suggested for experience players only.
    LS: Nope
    Key Strength: Arena Possible. Guild Raid possible.



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    Gymzo
    Early & Mid Game Potential:★★
    Late Game Potential:★★★☆
    End Game Potential:★★★☆
    CoF:★★★

    Role: Physical Warrior
    Comment: After purple its DPS can get really high. The biggest downfall to Gymzo is that Jugo is so much better and the dragon scales goes to Jugo. In addition his another stupid hero, if enemy walks away, they will not be damaged. Also, 1 dodge prevent all his damage :/ Hence its major unpopularity. Also in china server, the top notch heroes (Death Prophet and Lich) come from crucible. With so many tough competitor in its shop exchange, no one wants Gymzo  Also not fancy enough and better options easily available imo.
    LS: Nope
    Key Strength: Pool x 1 (v high DPS for it).



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    Hydral
    Early & Mid Game Potential:★★
    Late Game Potential:★★★★
    End Game Potential:★★★★
    CoF:★★★★★★★★★★★★★★★★

    Role: Mage and support
    Comment: End game it counter physical team as the blind and it is especially effective if you have dodge on your heroes. Amazing for CoF, though power recovery is a problem until lv 65. For an all out mage team, Hydral has its own unique aura that boost matk to its teammates which boost Eva heal and Bomo damage for CoF!. Its 5th skill add magic resistance to selected heroes. Eventually I gotten him on all my accs because he is so good.
    LS: Must have
    Key Strength: CoF. Arena. Magic Dojo. Pool possible (to give aura even if he has no damage).
    Last edited by Zhu; 12-28-2014 at 10:11 AM.
    Server: 2 / 4
    Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
    Guild: SG Piglets / 华人之光
    Guild ID: 10014 / --------


    Please attempt to find out your own answer in my guide before you ask questions, Thanks!



  10. #10
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    Eva
    Early & Mid Game Potential:
    Late Game Potential:★★
    End Game Potential:★★
    CoF:★★★★★

    Role: Healer
    Comment: You all target healer which is so crucial and a must have for crucible. Eva is still in use widely for CoF and can be use for a defensive team in arena/treasure mine in late game. There is no need to think, get her and raise her star. She will be your loyal <3 for this game and you will use her daily XD
    LS: Raise to at least 3* imo.
    Key Strength: CoF. Arena defensive team.



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    Drako
    Early & Mid Game Potential:★☆
    Late Game Potential:★★☆
    End Game Potential:★★☆
    CoF:

    Role: Damage dealer
    Comment: One of the top choices for GR for its heavy single damage over time and physical arm reduction. Besides that, too little utility for arena / CoF. Has really awesome utility for pool and gr.
    LS: Nope unless you want to do good in GR and are willing to exchange arena chips for it
    Key Strength: Guild Raid beast. Pool x 2.



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    Marine
    Early & Mid Game Potential:★★☆
    Late Game Potential:★★★
    End Game Potential:★★★
    CoF:

    Role: Damage dealer
    Comment: Probably only the richest will get it high star. So most can actually skip this hero :P He rely mostly on auto attack to deal damage and pack quite a pack. However lack of control and fancy moves :P
    Key Strength: Guild Raid.



    Image - waiting for Dot Arena to upload first :P
    Shako
    Early & Mid Game Potential:★★☆
    Late Game Potential:★★★☆
    End Game Potential:★★★☆
    CoF:

    Role: Healer with offensive edge
    Comment: Writing off what I read and digested. Doesn't heal as much as Eva/Voo (healing is not his 1s skill) and heals periodically. Hence if you finish a battle to fast, he won't heal that much. Heals 716 x 6 waves at lv 90 full gear and enchant, and can be interrupted. Possible healer for CoF, but bear in mind you cant heal you party on a tap. Has mini-interrupt, 1s to damage, reduce marm and parm. A well rounded hero, but not game changing. Good to have but not a must, as he is jack of many trades but not master at any xD. Possible good hero to use with Blake and defensive arena team.
    Key Strength: Arena possible. Guild raid possible. CoF possible. Pool x 1.

    1. Recently very busy, will improve on this section once im more free up 


      9 Guild raid

      With the release of guild raid, the choices of heroes training starts to change as you would need to consider about guild raid heroes, especially if you are a guild leader/elder or want to do well.


      9.1 Introduction

      Guild Raid is a combined effort of the entire guild to clear a specific guild dungeon map, starting from chapter 7. The monsters you fight are all 5* and very strong compared to campaign monsters, hence sustainability is very important. A raid dungeon is similar to a campaign map, just that the final stage of the last map of the chapter contain a Boss. Raid dungeon is first available after you complete the normal campaign mode chapter.

      Level requirement for Guild Chapter (After clearing normal)
      C7: 46
      C8: 56
      C9: 61
      C10: 66
      C11: 71
      C12: 76
      C13: 80 (Correcct me if im wrong on this)



      Every member has 2 tries per dungeon everyday. Hence it is extremely important that you have full membership to maximize participation. Although very strong players can deal damage that is equal to many weaker players, the game is balanced in a way it takes 40k++ food to open a dungeon and each member can only contribute 600 food a day to the guild. Hence everyone is equally important in ensuring the maintenance of the dungeons! You can read most of the information in-game by pressing "Guild" at the main page -> "Raid Dungeon" -> "Rules".




      Some useful knowledge that some might miss out
      1. At the guild page, you can press the food icon to check how much food you contributed today.
      2. You can hit each chapter twice, meaning if Chapter 7 and 8 are both open, you can hit chapter 7 twice and 8 twice -> in total 4 times!
      3. You can roughly estimate the loot that will drop in the map and learn to queue properly. Smart queuing is a way to get item faster. Look at below section for the loot drop for C10-14
      4. Dealing the last hit to every third stage of all maps (not just boss map) drops a small bit of guild coin as reward.
      5. Breaking the record of individual map (not stage) grant you 100 diamond and 200 guild coin


      Some useful knowledge that leader/elder should know
      1. You cannot skip dungeons, for example you cannot open C13 without clearing C12 for the first time.
      2. Make sure you cater dungeons that your lowest level member can hit, so that they can complete daily quest for guild coin.
      3. Each member can only contribute 600 food daily, so activeness is utmost important.
      4. Queue cutting function should be off permanently if you want fairness and peace in your guild.



      9.2 Loot Drop Distribution
      This are images I retrieved them from the website www.qianzhan.com (imprinted on the image), I do not own these images. They are very useful for planning your loot drop. If you check your progress of your guild dungeon, you can count how many of the loot will drop in the further maps. If the number of loot dropping > number of people queuing ------> You will get it if you queue for it! Sometimes it is wiser to queue for something you can get faster than something that you need, bear this in mind. To sum it up, refer below and queue WISELY!

      This are for Chapter 10 - 14 only!

      Chapter 10


      Chapter 11


      Chapter 12


      Chapter 13

      *note* I think ring of taka and the axe should be 4 instead of 5. From my understanding the final boss drop extra random pieces, hence the loot shown by not be fully accurate


      Chapter 14




      9.3 Damage Guide and Minions Tips

      Before reaching the boss, we have the minions to clear xD Remember to have a good damage, fusion + ability level + hero level + enchantment all play a role. If you are aiming to break server record, it is best you have these at it's best.


      For minions map with 3 or more enemies
      In generally for minions maps, AoE Physical teams work best if there are 3+ enemy on the map. If you are aiming for top record, they are normally set at stage 1 of the map and best if the minions hp are at full (if you kill any with time remaining, you lose out on some damage on them). Lumina, Medusa and Noire are the Core of minions team. Blake can be use if you are fighting lower chapters and you are over leveled. Best set up if your over leveled and your Jugo can sustain -
      Jugo + Lumina + Medusa + Noire + Vega/Raven

      If you are facing slight difficulty with sustaining with the against, you can put a Voo in Vega/Raven spot for Jugo survival, if not putting a Leo will also work.

      If you struggle to survive (especially c10/11 onwards if you level 80). It is best that you bring a tank (Leo is good but he might be too squishy for later map, Pandor or Barb will work better against mage minions). Hence the general set up against tough maps (don't expect to finish the battle with 5 standing :P) will be
      Lumina + Medusa + Noire + Leo/Pandor/Barb + Hydral/Jugo/Bomo/Booster/Another Tank/Voo



      For minions map with 2 or less enemies
      For this situation, Medusa will not be efficient. Lumina will be very good if you can gauge that there will be at least 2 enemies for at least 60 seconds. If the second enemy will die a few seconds, don't bring Lumina @_@ For this situation, bring reduce p-arm heroes with heavy single target DPS, a standard set up will be
      Sarpa + Drako + Noire + Magnum + Pandor/Vega/Raven/Jugo(melee form)

      If you will have heroes dying, swap Sarpa out for a tank and bring disables if needed (similar to above)



      Against Physical Immune Dragon
      The standard team work against Magical immune dragon, so i won't write about that. For Physical Immune dragon minion maps, there are three way to can go about it.

      1. Kill everything around and behind it.
      2. Deal as much damage to it as possible.
      3. Cleo can be useful here to banish the dragon and let Jugo go melee on the mid row enemies for big damage if the dragon is the ONLY front tank left

      The first way can be achieve by using the standard team mention above using physical damage to bring the rest down with Medusa and Lumina as core.

      The second way would be using single target DPS magic, a standard set up will be
      Oggie + Ember + Booster + Gabriel + Lucia

      Hydral, Bomo and Phoenix would be the next best replacement should you not have any of the above



      Important - For anything maps or boss or whatsoever! - Casting Animation

      Because of limited time, it is wiser to hold your heroes skill casting for mutiple to cast together. This is to prevent wastage of time. For example if you cast

      Noire - 10 seconds later - Jugo + Lumina - 5 seconds later - Voo - 5 seconds later - Medusa

      Compared to

      10 seconds later - Noire + Jugo + Lumina - 10 seconds later - Voo + Medusa

      You will earn that few more seconds if you learn to cast it in the second way. Also, pressing auto for casting can be a good way to cast all quickly 


      Besides casting quickly to your advantage. You can also cast slowly to your advantage. This is applicable in situation where you cannot last 90 seconds, tricks like casting Eva and another hero can increase your health faster or casting Hydral - ? - ? - Eva to shorten the time for Hydral Channel, useful if someone is going to die xD
      Last edited by Zhu; 01-19-2015 at 05:30 PM.
      Server: 2 / 4
      Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
      Guild: SG Piglets / 华人之光
      Guild ID: 10014 / --------


      Please attempt to find out your own answer in my guide before you ask questions, Thanks!
    2. #12
      Zhu 
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      9.4 Boss Guide

      The heroes here are recommended basic on 5* and all geared up. If you have varying * level, make a decision yourself and think which heroes is better! Also C14 onwards are not written because I have yet to fight them myself :P Also there might be better ways as higher level and heroes unlock, this is a general guide, once you catch the key to doing good damage, you will know what to bring 


      Chapter 7 - Big Gabriel

      This boss fights exactly like a normal Gabriel, with increased damage and power drained amount of course  This the simplest boss and nothing much to say about it but do take note that if you manage to prevent power from being drained, you can do more damage with skills cast. Reduce armor works very well on this boss. Physical team recommended.

      Core team (Highly recommended to have)
      Noire - Silence Gabriel to prevent big damage and casting silence on you, provide Physical Aura and good 1s damage
      Drako - Reduce Armor
      Sarpa - Reduce Arm + Stun (cast to prevent power drain/mass silence)
      Vega - Huge damage and immune to spell
      Jugo - Huge damage (Goes melee straight, remember gabriel is a mid row boss)


      Top Tier Filler (Good to have if you don't have all the above
      Magnum - mini stun and DPS
      Blake - Good damage, not recommended for low star and level
      Gabriel - Prevent silence and power drain
      Gymzo - DPS
      Pandor - DPS

      Second Tier Fillers
      Raven - Reduce armor + Aura, herself has low DPS though
      Lumina - Aura and Mini stun, can cast to interrupt. Not superb DPS though
      Leo 




      Chapter 8 - Terrorblade

      Boss will hit hard with magic attack. After 30 seconds into battle, Terrorblade will transform and have the ability to cast image and hit harder. If you are high level with a good Blake, Blake is the BEST for this boss if you manage to position it behind the boss. At the 30s mark, the boss will jump into your team instead of the opponent team. This allow Jugo to go melee and kill images at a very fast rate. However this trick is not workable if you Blake can't survive the entire 90 seconds  Should you not be able to use Blake, Lumina is very recommended for the bouncing attack to deal more damage to the boss. Overall, physical team and reduce armor recommended.

      Core Team
      Blake / Lumina
      Jugo - Huge DPS
      Drako - Reduce armor
      Noire - Aura + DPS
      Sarpa - Reduce armor + DPS
      Vega - Huge DPS

      Top Tier Filler
      Lumina (Core if you are using Blake) - Aura + Bouncing attack
      Leo - Lifesteal Aura if you need it
      Magnum - DPS
      Raven - Reduce armor + Aura
      Gymzo - DPS

      Second Tier Fillers
      Booster
      Jugo (if you are not using Blake, he won't go melee)




      Chapter 9 - Treant
      Hits insanely hard against front row heroes. Don't bring any front row heroes. Also don't be fooled by the server top damage list, because they reflect the team used in stage 1 of the map, not stage 3 (boss)! After 30s, Treant will stunyour team and increase its defense and offense, be sure not to cast in this time to prevent wastage of skills. Treant has super high defenses. Magic team recommended.

      Core Team
      Gabriel
      Booster
      Lucia
      Drako (depends)

      Top Fillers
      Bomo
      Marven
      Lumina - Aura that boost physical damage still helps a bit, Lumina beam deal magic damage
      Phoenix

      Seond Tier Fillers
      Magnum
      Jugo
      Noire



      Chapter 10 - Troll Spearsman
      Deal heavy physical damage and can knock your front tank back a bit and throw a spear that hits everyone. Gain more physical attack every 30s. Stuns and control skills works well against this boss. Physical team and reduce armor recommended.

      Core Team
      Drako
      Sarpa
      Noire
      Jugo - Goes melee
      Vega

      Top Choice Fillers
      Magnum
      Pandor

      Second Tier Fillers
      Leo
      Raven




      Chapter 11 - Hydral

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      Enlarge after 30s and deal heavier damage. Its chakra spell reduce your unit to 1 hp, take note that if he cast it on your front tank, Hydral next normal attack will kill your tank, hence cast stun here and allow your front tank to lifesteal to survive longer. Hydral starts the battle channeling 1s that can kill your team. Gabriel is a must here. For maximum damage, you must attempt to interrupt all his blinds and cast your heroes's skill without being blind. Key to high damage is to cancel ALL his blind spells after your first heroes get charged.

      Core team
      Noire - must have
      Gabriel - must have
      Sarpa - stun
      Jugo - DPS

      Top Fillers
      Pandor - Interrupting 1s, stun and DPS
      Drako
      Magnum

      Second Tier Fillers
      Lumina
      Vega
      Raven
      Gymzo
      Leo





      Chapter 12 - Captain
      Enlarge at 30s as usual. Normally at lv80, you won't survive the entire battle because his damage is pure wicked. This captain hits uberly fast too @_@ Control is very essential for this boss. Physical and reduce armor work well against him. Jugo don't go melee here, take note 

      Core Team
      Magnum
      Pandor
      Noire
      Sarpa
      Drako

      Top Fillers
      Raven
      Gymzo
      Vega

      Second Tier Fillers
      Lumina




      Misc extra tips that some do not know about heroes
      1. Magnum 1s can interrupt enemy 1s
      2. Pandor 1s can interrupt too
      3. Also Raven does not do much damage, her swap and consistent 2s stun can lengthen your heroes survival if you are struggling


      Chapter 13: Some machine dude

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      Hits very hard and requires luck for your heroes to survive. The key to doing big damage is to destroy his magic shield, if you destroy his magic shield, your team will be healed and received some stats boost. While his magic shield is on, when you cast magic skill, it will show magic immune on the screen but the shield Hp will go down! Optimally bring two DPS + Blake + Lumina + Booster, in which this 3 will be sufficient to break shield if well leveled. If you struggle to break the shield, bring more magic attacker instead of DPS as breaking shield is priority.

      Recommended Basic Team
      Jugo
      Blake
      Lumina
      Booster
      Noire
      Last edited by Zhu; 01-19-2015 at 05:10 PM.
      Server: 2 / 4
      Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
      Guild: SG Piglets / 华人之光
      Guild ID: 10014 / --------


      Please attempt to find out your own answer in my guide before you ask questions, Thanks!

    3. #13
      Zhu 
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      10. Prophecy Pool

      With the new patch we now have a Prophecy Poo(l), unlocks at level 55, which is a love and hate part of DoT Arena. Simply because it force you to train so many heroes while giving you more chances at gear fragments. Well, being able to clear lv1 difficulty only is still better than nothing 

      It "motivates" people to have more heroes and to gear them up for continuous gear farming options. Well, we can all bitch that it is making it pay to play, but look at it you have a shot for free gears fragment xD

      Even at higher level, don't expect yourselves to be able to clear very high stages because the right heroes matter so much (and they have to be geared up). Make your own decision if you are willing to spend resources on a hero just for this (and maybe throw inside EA)

      Clearance team are copied over from other website that I saw. It is to give rough reference. For a overview of the possible heroes, you can check the images here


      Personally, I find this features too hard for normal players - it is only meant for high VIP to clear all. If you are using the recommended heroes and yet not clearing, it is an indicator that you need higher fusion / level / enchantment, as there are no more better options if you are already using the recommended.



      Armored Mech - Damage over time (DOT)
      Note: Affected by control skills

      Basically only DOT skill deal damage to him. I have tested and Hydral Aura does NOT improve DOT damage. If you lack heroes, bring tanks and possible Jugo to buff other's speed. Quite clear cut how to fight this boss, just cast whenever possible.

      Top choices
      Drako - Super Heavy DPS
      Oggie - Heavy DPS + Stun + Speed buff
      Voo - DPS + Heal (sustain)

      Possible Damage dealer
      Lilith
      Bomo
      Brutus
      Akoni
      Ember (Awakened form only)

      Possible Fillers (doesn't do damage)
      Tanks
      Eva


      Stage 6 Clearance team: Check the images here 


      Artic Dragon - Flying heroes 

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      Note: Non flying heroes will be silenced and frozen on the spot the entire battle

      This is the bitchy dragon because we only have 5 flyers in game so the game makes it "easy" cause we don't need to think of a lineup  No catch to the battle, just hit and cast. Highly recommended to bring Barb + 4 flyers, Barb will be frozen but he can tank and his 3s will block first wave of damage.

      Only Choices
      Bomo
      Drako
      Gymzo
      Phoenix
      Cleo


      Tank - Barb

      Jungle Warrior - Healers 

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      Note: Immune to all control skills and self damage after its own 1s. About 5 1s casted for him to suicide. Also he can be blinded which will increase your survival.

      You can deal damage to the boss, however so insignificant compared to it's self-damage amount. Basically, tank as long as you can to win this boss. Cast appropriately (don't over heal, well if you even can)

      Top choices
      Voo (Last stand is uber good here)
      Lucas
      Vincent
      Eva
      Barb (to tank)

      Possible Healers (that don't heal much)
      Grim
      Vega
      Shaka

      Possible Fillers
      Hydral (Increase heal amount and fill power bar and blind)
      Booster (to blink, he die fast though)
      Tanks 


      Stage 6 Clearance team: Eva P4 4* / Warlock P2 3* / Monkey Orange O0 5* / Lucas P3 5* / Vincent O0 4* (All level 90)

      You can check the different variation in this chinese website here, if you cant understand chinese, just take a look at the images 



      Undying Flames - High number of hits count

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      Uber big Phoenix that does a hyper beam at you and then become an egg like our own phoenix. The catch is to spam skills while he in egg form to kill him. Only physical hits can damage him in egg form - It is immune to magic damage.

      It is extremely important that you catch hold of the timing and cast right as Phoenix change to egg form in order to gain those extra hit. Even with all the best heroes, it still require a bit of luck to clear the highest level

      Top choices
      Noire
      Vega
      Pandor
      Sirius

      Good Fillers
      Jugo (1s increase atk speed and give a few more hits for the team)
      Vincent (Tank for higher level)
      Leo (give lifesteal for sustain)

      Possible Fillers (Without high hit counts)
      Jade (3s but uncontrollable, better than nothing though)
      Gymzo (3s, same as above)
      Jimmy (High hit count for normal attacks)


      Stage 5 Clearance Team: Pandor Monkey Jugo Noire + Vincent/Leo (Orange fusion max enchant Full 5*)
      Stage 6 Clearance Team: Pandor Vega Monkey Jugo Noire (Orange fusion max enchant Full 5*)



      Crypt Lord - High Magic damage burst
      Sickening hero that have such long animations. Basically you won't be able to kill him (if you are at the right difficulty for your level) and could only possibly do so when all heroes have power full and ready to spam. Mostly, after the second burrow you heroes should be charge and that is your cue. After the first burrow, there is a smaller appearance time for the boss, so save till after the second burrow to spam.

      Top choices
      Booster
      Ember
      Uldor
      Oggie
      Lucia (Decrease Marm of enemy)
      Grim

      Possible Damage dealer
      Hydral (Aura boost as well, also take note to make use of freezing animation to channel his beam for damage)
      Naomi
      Cleo
      Lilith

      Possible Fillers (Low damage or zero damage)
      Jade
      Zeus
      Bomo
      Lumina
      Buster
      Phoenix
      Jugo (Boost damage for the rest)




      Recommended Heroes
      Don't hate too much, just take this as a bonus feature for all~ After the release of this features, some heroes become increasing popular for their usage. They are

      Bomo - CoF, Arena, Pool x 2 (use in 2 boss, flying and DOT)
      Voo - CoF, Arena (specific uses), Pool x 2
      Noire - Arena , Pool x 1
      Booster - Arena, Pool x 1
      Drako - Guild Raid, Pool x 2
      Oggie - Arena, Pool x 2
      Pandor - Arena, Pool x 1
      Lucia - CoF, Arena, Pool x 1

      Hence, they are very valuable if you are considering what to get 
      Last edited by Zhu; 01-19-2015 at 05:00 PM.
      Server: 2 / 4
      Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
      Guild: SG Piglets / 华人之光
      Guild ID: 10014 / --------


      Please attempt to find out your own answer in my guide before you ask questions, Thanks!

    4. #14
      Zhu 
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      11. Dojo after lv 80 

      To me this is one of the more important parts of the game as this is where you get your orange fragments rolling in daily. 1 successful runs give you at least 120 food worth of fragments, so if you fail 100 times and pass on the 101 try, it is of profit to you. There are many many possible combination and I will list out some here, try to clear them ASAP!

      *Note* - Some picture shows double the amount of loot because I happen to reach lv 86 on double dojo drop event day where I SS these photos

      Level 80 Stage 5 Dojo

      Magic Dojo

      Barb (P4 Preferred) > Marina
      Lucia > Naomi > Ember > Blazer
      Booster > Ember
      Bomo
      Hydral

      *Note* Lucia can be purple fusion and only 4th skill leveled to be usable

      Best team
      Barb
      Lucia
      Booster
      Bomo
      Hydral


      Physical Dojo
      The female mage can be silence by Gabriel and she hits incredibly hard. As they are level 90, the closer you are to their level, the better the skill hit rate.

      Name:  physical dojo s5.jpg
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      Minimal Team
      Jugo P4
      Voo (Purple fusion with 3 and 1 skills fairly leveled)
      Gabriel (Green fusion, with 1st skill leveled as high as possible)
      Noire
      Eva

      Possible Team (dual tank is more stable than the above)
      Pandor > Leo
      Barb > Leo
      Medusa
      Lumina > Gabriel
      Noire


      Female Dojo
      Insanely hard, about 10-20% chance to clear at lv 85. I cleared it at lv 82 but it was like 5% success chance. Its all about skill hit rate and having the right heroes. I only know of two combi for now (haven got a chance to use lucia yet). China server uses Abyss and Lucia which made things a lot easier.

      All hereoes here are expected to be at least p3 with good enchantment and p4 for medusa and marina.

      Name:  female dojo s5 marina.jpg
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      Team 1
      Medusa
      Ember
      Naomi
      Eva
      Noire

      Team 2
      Marina
      Medusa
      Ember
      Eva
      Noire


      Team 1 will face most problem in stage 3, if you fail your petrify its all over and you skills have to hit.

      Team 2 face problems at stage 1, if you crit too much on enemy medusa you will get petrified. You only have a chance if medusa does not petrify you team and all your heroes skill hit the enemies.

      Stage 1: Cast medusa/marina if you see that you are going to have someone die, normally you should able to clear without casting medusa/marina (the rest feel free to cast because they got power recovery)

      Stage 2: Cast ember when you see marina casting net skill. Follow up with medusa petrify and cast all the other heroes.

      Stage 3: For Team 1, cast medusa BEFORE PoTm stun hits your medusa. Spam all your skills AFTER Naomi cast 2s. For team 2, cast medusa before she get stuns. Cast marina when opponent recovers from petrify and spam all skills.


      Level 86 Stage 6 Dojo

      Physical Dojo

      A lot harder than previous stage, refer to pictures for some possible teams

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      Magic Dojo
      In my opinion, if you can clear stage 5, stage 6 should be no problem. The difficulty jump isn't very obvious

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      Female Dojo

      -have not clear yet, abyss seems to be a must-
      Last edited by Zhu; 01-19-2015 at 05:23 PM.
      Server: 2 / 4
      Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
      Guild: SG Piglets / 华人之光
      Guild ID: 10014 / --------


      Please attempt to find out your own answer in my guide before you ask questions, Thanks!

    5. #15
      Zhu 
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      12. Common FAQS


      Should I Enchant my gears, do stats carry over?

      No, when you fuse, you lose all enchantment stats. However enchantment help in arena and CoF. I would normally upgrade all gears (blue and above) to 2* minimum. If i have gears to spare and money (this 2 become more abundance as you level up), i would go blue 3* and purple 3/4*. At level 80, go all 5* on enchantment.


      How should I spend my diamonds?

      Tbh there is no right answer, 2590 can allow you to buy a lot of food ( = exp, ss, gears). If you gotten multiple good heroes from 10 chest, than it is obviously more worthwhile to open 10x chest. However if you open and get a Cleo, its really sad (happened to me). So it really is a gamble and your personal choices. But take note as you gain more heroes, there is diminishing rewards to get open more chests as identical heroes grant you SS (not as worthwhile).

      Imo buying scroll (Not full item) is the most cost effective, as the amount of gem spent on gem is way lesser than the amount of gem spent to buy food and farming from campaign.

      Also using gauntlet once for exp and buying food twice a day are very good usage for the amount of gem spent. Resetting heroic is for people who top up regularly as low spender will find it too tight to farm gears + ss and have enough energy to do resets.


      Should I spend diamonds on heroes from shops?

      If you are rich in diamonds, go ahead  Imo, those heroes that cost 60 energy for 3 runs in heroic (chapter 10 onwards) are more cost efficient to buy (duh~). Next up, if I have the diamonds to spend, I would choose to spend it on heroes that give shitty drops with it or in the lower chapters (lower drop rate as compared to higher chapters). Rationale and example: If I have 36 energy and 40 diamonds, Spend 36 energy on Chapter 6 to get Medusa + Ultimate Relic frag and 40 diamonds on Voo is better than spending 36 energy to get Voo + nothing good and 40 diamonds on Medusa. Of course if you are rushing for medusa only then spend both on medusa lol.



      How the hell people get 5* Jugo that fast! I already cleared CoF daily from the beginning of server!!!

      Well if you missed it in my guild, you can actually refresh arena & crucible exchange for 10 chips and buy the hero twice a day. Refreshing trader/peddler/smuggler cost diamonds, but these 2 cost you 10 chips only and you can refresh multiple times (cost more chips the higher the number of refresh)


      I maxed my Hydral and Jugo, should I spend my dragon scales for gears?

      Its a gamble, if Death Prophet, PotM and Lich comes out the next week (which I highly doubt so), you will kill yourself for buying gears. Personally as I am reaching lv 80, I weigh and decided that getting the gears for Purple+3 for my main team is more important than getting those superb heroes (if they suddenly become available), I chose to buy the gear instead. But as I said, its all personal choice, but if you want to buy gears, buy scroll as it is cheaper.


      I trained the wrong heroes for CoF (or dont have many right heroes for it), what is the fastest way to fix it?

      Train/farm the 4 heroes you can achievable the fastest. Find someone to rent you the last hero (which is the hardest for your to farm/train).


      I got a shitty starter, should I start again?

      Again its personal choice. Its a waste of time if you get shit hero again on a new again. Personally I would just carry on playing as farming heroes yourself is a guaranteed way of getting heroes. You never know if you get a good starter but get shit heroes from 2590 chests. So much luck factor, so its really up to you if you want to gamble at it.



      Dam I screwed up my account, should I start again?

      Imo, most mistakes will diminish its effect over time. For example you used your first 10000 arena chips on a Ragnar and then realized you need bomo. Well, you might lose out in the short run, but eventually you can get your 5* bomo. If you had build up the wrong heroes from start, everyone will be lv 80 and max all heroes eventually too 

      The only bad mistake that I would consider starting on a new server, is that you started late and screw up so bad, you cant get any arena chips. This game is too hard to play without Bomo (for current patch) and it would be the only factor I will consider to restart.



      When should I start on a new server?

      On the exact day and as early as possible. If you read the arena guide, heroes level play a major role n arena ranking. Starting on the first day is the only way that will not make you lose out severely.



      What should I focus on? Arena or CoF?

      Imo, arena requires good heroes. If you are a low spender, focus on CoF heroes more as the chips will get you good Jugo and Hydral which can help you in arena. Also its more rewarding (and secure) getting gold off CoF than Arena (where you can get hit down at 8:59)

      For decent spender, focus on both. Simply because you have the capabilities to do so
      Last edited by Zhu; 01-19-2015 at 05:23 PM.
      Server: 2 / 4
      Username: Piglets / 圣光 - 小风 / 圣光 - 猪仔
      Guild: SG Piglets / 华人之光
      Guild ID: 10014 / --------


      Please attempt to find out your own answer in my guide before you ask questions, Thanks!

    6. #16
      Zhu 
      Zhu is offline
      版主Zhu's Avatar
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      Sep 2014
      Posts
      491
      What VIP is good?

      There are certain Vip level which I think are especially good and worth noting

      V4 - Unlock 10 pass stage (save time from pressing pass 1 by 1 lol, good for lazy ppl)
      V5 - Can hold 4 mines (Good for resources, but keep in mine u need 20 heroes)
      V6 - Extra guild raid coins (Faster rate of getting Blake/Barbaro)
      V10 - Able to do CoF twice (twice the item, twice the gold and of course twice the time spent on game hehehe)
      V13 - Able to get 150% loot from CoF (oh wow, thats 3x in total more than a what a non payer can get from CoF).


      Should I summon my hero or wait till I get it

      Well its is a gamble, if you wait till 1 year till you get it, I would rather you summon the heroes right away. But for certain heroes like Medusa (which I feel 4* is needed to own at lv 73+) I will hold her SS till I am almost ready to make it a 4* straight. Rationale is, if any heroes doesn't require usage soon enough, no harm holding on the SS and hope for lady luck to shine at you. When the time is almost up and you can summon a 4*, summon it out if that hero can improve your team


      What are the ss require to summon or upgrade a hero?

      Individual hero have their own base * from 1 to 3. You can check http://dotarena.com/docs/heroes, click on a hero to see the lowest star rating.


      SS to summon Heroes / SS you receive from obtaining a hero card that you already own
      1*: 10/7ss
      2*: 30/14ss
      3*: 80/30ss

      No hero starts at 4/5*.

      Upgrade requirement for heroes = Net worth of SS of higher * - Net worth of SS of lower star
      0* - 1*: 10ss (summon)
      1* - 2*: 20ss (30 - 10)
      2* - 3*: 50ss (80 - 30)
      3* - 4*: 100ss (180 - 80)
      4* - 5*: 150ss (330 - 180)

      In other words to 5* a hero, you need 330ss of that hero!



      12. Final words

      Thank you for reading my guide, I hoped you enjoy this game as much as I do  I had spent over 30 hours (at least) writing, coding the HTML, changing attachment, modifying attachment sizes, making videos, checking through the entire guide and a lot of double-triple-quadruple work from shifting post (not as easy as it seems, this forum sucks bad really). So if this doesn't reward you enough, spare me for the effort that I have put 

      A lot of my knowledge came from reading and playing. I read chinese forum for this game at youba.com and some chinese App, so if you understand chinese and want to see future hereos and many hero analysis, I recommend you to go there 

      Also, I will be cutting down my time on forum drastically due to RL commitments, so I might not be reachable. I have taught you how to fish, now learn to fish yourself! Muwahahaha 


      Lastly, *Recruitment time~ haha don't hate me!* I am in need of players for my guild in S2 as I have vacancies, so do join me at 10014 if you are looking for a guild :P


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