![]() Victory Springs AW – L16 (+24% light melee damage).Martial Monastery AW – 元0 (+30% health).All troops unlocked at 3*, no shortages in availability. ![]() Once more of these units start seeing stage 3 upgrades, it's highly likely that the middle-of-the-road units trained in the barracks will be retired completely in favor of the specialized (and usually statistically superior) units.Because setup is important, here is what was used in this run: Even though they lack stage 3 abilities and stats, they provide extra benefits that are unavailable to the two races otherwise: a beefy, powerful heavy ranged unit for humans, and a long-range mage unit for elves. I think the two best examples are Orc Strategists acting as 'Golems' for humans, and Blossom Mages acting as 'Priests' for elves. Most of them aren't quite 'there' yet because the extra ability units get at stage 3 is really important, but sometimes they're useful as being the 'other race's' unit. While there are still battles where (auto) combat may not be possible and you'd lose all 5 stacks of units, meaning faster training is of no help, more often the case is that you're simply running out of units to use for more battles which CAN be won, so faster training times are certainly of help.Īlso as mentioned, the units trained in the Training Grounds and Mercenary Camp, once unlocked, definitely have uses. The Needles, in addition to the light ranged boost, also speeds up your Barracks which can help you keep up with troop costs when battling using any of the units trained there. Yes, AWs can end up having a fairly significant impact if you decide/are able to level them up. ![]() Humans: Light melee > heavy melee > heavy range > light range = mageĮlves: Light melee > heavy melee > mage > heavy range = light rangeĮDIT: Oh yeah, forgot that with boost buildings available for light range and mage units, it further makes these tournaments easier than the others. In a nutshell, I think tournament difficulty is roughly as follows, based on the primary unit type you want to use: It's worth mentioning though, Mortars are much better against heavy melee than Golems because they'll often get 2+ turns to soften them up before finally taking damage in return. Likewise, planks and elixir favor heavy ranged, which I believe elves beat humans in with their Golems (Mortars are generally underwhelming). Marble and gems favor mages, which means humans are favored with their generally superior Priests until the late stages of tech advancement. Steel is the one tournament that favors light ranged (since there are only 9 boost types, there had to be one of the 5 unit types that only got represented once), which is strong for both races. For Elves it'd probably be Steel, Planks and Elixir. The easiest tournaments are Marble, Steel, and Gems for humans. While the above two descriptions roughly apply to all tournaments by design, these two in particular are the most painful in my experience, and I find myself catering much more often in these tournaments than in any others. What you're stuck with in this situation is either taking moderate damage from the dogs and mages while using Paladins/VGs, or taking heavy damage from mages and moderate damage from cannons in order to quickly dispatch the dogs. This leaves only Orc Warriors as the definitive light melee counter, but they're more vulnerable to mages as mentioned above and even the accompanying Cannoneers due to their relatively lacking heavy range bonuses. Even Treants have fairly middling bonuses against them. Humans have Paladins and Elves eventually get Vallorian Guards, but neither of these are particularly strong against light melee which are the primary unit here. Thankfully it's probably the weakest NPC mage unit, but it's still pretty good against the 2/1 heavy melee which will have a much harder time catching up to one. Two light melee and a heavy ranged, with mage as the counter. I find myself using light ranged more often than light melee in this tournament, because apparently a ranged unit that's neutral to 2/4 and slightly weak to 1/4 is better than a melee unit that's strong against 3/4 and heavily weak to 1/4.Īfter scrolls, I'd probably pick silk for similar reasons but it's still much easier than scrolls. I imagine losses can be manageable and on par with other tournaments if you fight manually, but the fact that I'd have to do that when I can simply auto my way through any other tournaments is indication enough that scrolls is more difficult than the others. It favors light melee units, but Inno picked the strongest (against light melee) heavy ranged unit as the counter here, so heavy losses are suffered with even one squad present, even in early tournament rounds. ![]() Scrolls is by far the hardest, and I don't think it even matters whether you're a human or an elf player.
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