Complete Player (Guide)
August 24th, 2017
Sorry for the lack of some of the formatting I only noticed after that it didn't copy over when I pasted it into the forum.
If this Guide/Post gets Pinned to top I'll do my best to keep this Guide updated as the patches continue as long as I play the Game, I will also Continue to update/upgrade the formatting because the forum didn't copy my document as I would of liked.
Hello, I am Zinek an experienced player who has been playing Art of Conquest (AoC) since its official release in early June. I have noticed as I have been playing that information is not easy to come by for this game. Many players run around confused as to what or how they do things and much of my time in game is spent helping other players by answering their questions.
This guide you are reading now is a comprehensive collection of frequently asked questions I see every day and my thoughts on heroes and races and how you can use them to the best of their ability.
I very much like to discuss game theory and the balance of the game feel free to contribute to the guide by posting below or messaging me directly to discuss the game so we can help it grow together.
If you are a new player and have no idea what you are doing I suggest having a full read through the guide as it will give you a greater understanding of the game as whole.
If you are an experienced player then I suggest going to the sections in the table of contents that interest you, I also suggest you look at the Miscellaneous section as it has some useful tips for all players.
Table of Contents
1.) Starting Out
1.1 Choice of Kingdom
1.2 Choosing a hero
1.3.4 Blood Diamond
1.4 Building your Castle
1.5.1 Battle Quests
1.5.2 Escort Quests
1.7 City Capture
2.1 Free Heroes
2.2 Paid Heroes
2.3 Hero Equipment
3.1.3 Army Formations
3.2.3 Army Formations
3.3.3 Army Formations
4.) Kings Court
5.) Miscellaneous & Advanced Tips
5.1 Boss Tips
5.2 Upgrading Castle Building Tips
5.3 Research Tips
5.4 General Tips
5.5 Advanced Tips
1.1) Choice of Kingdom
Starting out when you open a game it will show you a map with six kingdoms on it. Those six kingdoms are Athaly, Neferak, Icarum, Hyral, Skarn and Dunwulf. Each kingdom has a different position on the map and choosing one will determine where you start in the game which team you will play on and what you will have access to early on. Each kingdom has its advantages and disadvantages such as position on the map, to availability of certain mercenaries or even boss spawn positions. I will go over what each kingdom is where it is located and my thoughts on how powerful that kingdom is overall.
1.1.1) Athaly (Teal)
Athaly is the teal colored team located in the northeastern part of the continent. Athaly is a powerhouse of a nation having early access to the Silver III mercenary Orcs a very powerful frontline unit which will allow you to dominate the early game, these mercenaries cleave their way through any unit that is below Silver IV. Besides this major advantage that experienced players will use to the fullest Athaly also has the best location the map with its early game borders stretching to most of the medium and large cities on the continent which gives Athaly an advantage when going to capture these cities. Another thing to take into consideration of Athaly is Escort time for resource carts, time are usually short because Athaly is usually in the center of the action.
1.1.2) Neferak (Yellow)
Neferak is the yellow colored team located in the eastern part of the continent. This kingdoms position is very favorable as it is easily defendable with only having one competing nation on its early game borders. Neferak like Athaly has early access to the Silver III Orcs in Davos, which allows them to aggressively expand their borders early. Before the change of increasing Quest cooldown timers Neferak was king with its position but now it has lost its number one spot to Athaly. Considering the escort of resource quests Neferak is a poor choice as most of its cities are extremely far away from everything which makes the escorts over ten minutes in most cases.
1.1.3) Icarum (Purple)
Icarum is the purple colored team located in the southern part of the continent. This kingdom has a strong position starting out if it can manage to block the advance of Hyral (green) coming from the west. Icarum has access to Bronze II slyphs right off the gate these units are not strong but they have the ability to apply a slow effect on things they hit, these units are very good at helping you kill a boss monster as it slows the boss to a near halt allowing you to kill the boss before it does any real damage to your army. Like Athaly, their position is fairly good for escorting carts as they tend to reside in the center of the continent.
1.1.4) Hyral (Green)
Hyral is the green colored team located in the western part of the continent. Hyral has a very hard starting position as it is surrounded with only a narrow escape into the rest of the continent. This position may seem horrible at first but to an experienced player it is actually a good position because of how the map opens up Hyral actually has early access to most of the large and huge cities early on and this allows for experienced players to contest any and all cities that are being captured besides the far off ones between Athaly and Neferak. I would recommend not playing Hyral unless you know a large amount of experienced player will be playing that team. It is very easy for Hyral to get cut off and pretty much die out within a few days of play and that is a quick way for a new player to lose interest. Hyral has access to Goblin Raiders as their mercenary this unit isn’t very good unless you plan on doing a lot of early game player vs player combat.
1.1.5 Skarn (Blue)
Skarn is the blue colored team located in the northwestern part of the continent. This Kingdom much like Hyral can easily be cut off by other kingdoms and left to die out. Skarn has more breathing room than Hyral as Dunwulf has Athaly to deal with to its east which usually allows Skarn to freely expand south into Hyral with little worry.
1.1.6 Dunwulf (Red)
Dunwulf is the red colored team located in the northern part of the continent. This kingdom has a lot of starting space to work with and doesn’t really expand into the rest of the map until the mid-game, which can hurt the kingdom for the long run. Dunwulf like Athaly and Neferak is a safe bet to play on as it has a lot of space to work with and little to contest with if you expand west towards Skarn early to cut them off and force them south.
1.2) Choice of hero
After selecting a kingdom, the game will ask you to choose one of three heroes. The choices you are given are Avalon, Avril and Rufio. Each hero has their pros and cons and all three are balanced so there is no wrong choice here. You will also receive another one of the three a few minutes into playing the game so choosing only prevents you from having one of the three heroes. I will discuss the heroes further in a later section of the guide.
If you choose Avalon you will also get Avril a few minutes later into the game.
This is either the best choice or second best choice depending on a lot of factors, but personally I always choose Avalon because of what he provides to your army and I place Crowd control high up on the level of useful things to have in an army so Avril to me is more useful than Rufio, but others will argue that Rufio is a powerhouse if used correctly and I won’t deny this as it can be true.
If you choose Avril you will also get Rufio a few minutes later into game.
Do not do this as it will mean you do not get Avalon and Avalon is LITERALLY the most important to have of the three starting heroes as he has the ability to field 3 legions while every other hero in the game can only field 2 legions (and bane can only field 1) for this reason alone he is better than almost any hero in the game.
If you choose Rufio you will also get Avalon a few minutes later into the game.
In my opinion, this is either the best or second best choice. Having Avalon is critical for any army while Avril is great, she can also be useless depending on how experienced your enemies are, as if they use Elena Avrils damage will be nearly zero and thus Rufio would be a better choice.
Gold is the primary resource in the game, you use gold for almost everything, such as training troops, upgrading troops, research, buying mercenaries among other things. This is the resource you will probably have the most of and the resource you will spend the most.
Elixir is the blue bottle icon resource and it is used to produce some units and research upgrades in the academy. You will likely have an abundance of Elixir unless you play lich as some of their units cost Elixir to produce instead of gold.
Lumber is primarily used to build buildings and upgrade buildings, but it is also used to research some upgrades in the academy.
1.3.4) Blood Diamond
Blood Diamonds is the red secondary resource which is used to build advanced units such as Silver and Gold tier units. Blood diamond is common compared to its sister resources of mithril and crystal. This is due to the fact that most of the units built by blood diamond are not staple units for any race and thus everyone usually has a ton of blood diamond laying around, which is great if you specialize in the units that do use blood diamond.
Mithril is the green/turquoise colored bar icon resource. It is the rarest of the three advanced resources. This is mostly due to how few mithril mines there are early game and how far away the late game ones are from the capitals, thus making the mines a long cooldown. The other reason why Mithril is so rare is due to it being needed by every race to produce their frontline units. (the most likely unit to die and need replacing) You will find there will be a shortage mithril and players will attack you to plunder all and any mithril you have.
Crystal is a fair balance of being needed for staple units while having a lot of mines to produce it. I don’t find there is a shortage of crystal like mithril but it is also not super common like blood diamond.
Honor is used to increase your rank to unlock new ties of buildings, acquire free heroes and to change your race via your castle building. You gain honor by doing quests and by engaging in player vs player combat. (this includes plundering other player castles)
The ranks are as follows.
Page 150 honor required – Unlocks Vega (adds 20 bronze supply)
Squire 250 honor required – Unlocks Stables, or race equivalent. (adds 20 bronze supply)
Knight 400 honor – Unlocks Grimms, ability to change to the Dwarf race (adds 20 bronze supply)
Baron 800 honor – Unlocks the siege weapons building (adds 20 bronze supply)
Viscount 1500 honor – Unlocks Gazul and the ability to change to the Lich race (adds 20 bronze supply)
Count 3000 honor – Unlocks Priest, or race equivalent (adds 20 bronze supply)
Marquis 5000 honor – Unlocks the final free hero Virion (adds 20 bronze supply)
Duke 10 000 honor – Unlocks your race’s super unit, such as the Angel (adds 100 bronze supply)
Prince 25 000 honor – Unlocks the greater tier of super unit. (adds 100 bronze supply)
Note that ranks Baron and above require you reside in a city that is not your capital to use those buildings and supply, the heroes will still be available even while in the capital.
Ranks Duke and Prince require you to be a governor of any city for Duke and a large or giant city for the rank of Prince.
1.4) Building your Castle
To upgrade you castle buildings you need two things, time and lumber. It is simple to build all and any buildings and just go at your own pace as you play. To get ahead of the other players and to stay competitive with the top end players of your server you will want to think ahead and choose which buildings you want to prioritize.
For example, if you do not plan on being a player whom breaks other players castles down there is little reason to build a siege works (catapult building) as this would be a waste of time and resources. You can just borrow these weapons from players who do invest in them as a primary unit.
What you want to do is always aim to upgrade your main castle building first, so if you have the choice of upgrading your castle to level 10 or upgrading your walls you should build the castle not the walls. To gain the highest advantage possible is to always build your main castle building over any other because this unlocks higher level buildings units and research which is critical.
There are two types of quests, battle quests and escort quests.
Battle quests and where you fight a npc army and upon defeating it you are rewarded with resources experience for your heroes and maybe an item or two. You want to try and always complete these quests with the fewest heroes possible (ideally 1 or 2 heroes) this is to conserve energy as energy is the limiting resource for you to play this game.
Houses are like guilds in other games, a group of players collect under a name and banner and fight together in a smaller group than say the kingdom. You can make your own house if you so wish, but I would advise against it unless you are an experienced player as it is hard to maintain and lead people if you have no idea what you are doing. Joining a house is almost mandatory in this game as it allows you to unlock things much faster if you reside inside a city and to live in a city you must join a house.
To join a house, go to a city that is player own and tap on the city banner in the top right of the city screen and tap on the join button. If you joined a new server where no city has yet been captured then you will have to search for a house in the house menu on the bottom of your screen indicated by the people shapes. I would suggest if you do not plan on capturing a city and owning a house for you to just wait until someone captures a city and joining their house.
1.7) How to capture a city
To capture a city, you have to first clear out all the strongholds in the city, to do this you siege each one until it is destroyed. Upon destroying all the strongholds, the button on the top of the city screen will change to green and you can tap it. Once you tap on it the hexagons will light up indicating for you to tap on one to move to that hexagon. Once you do a flag will be placed down on that hexagon you most hold that position for ten minutes and you will capture the city. Players will attempt to stop you by dueling you, if you lose the duel you will be kicked out of the city.
I would advise when capturing or attempting to capture a city, to bring friends as it is impossible to do so alone, you will wither yourself to thin resources wise either by lack of energy or loss of troops.
Depending on which hero you pick at the start you will be missing either Rufio, Avalon or Avril from the seven free heroes, each player will get six heroes for free the rest will need to be bought. This includes the starting hero, you can buy the starting hero you are missing if you so desire, but I advise you to buy another hero unless it is Avalon you are missing.
Recently the game has made it so you have to be a certain level to learn hero abilities, as this makes battles a little more balanced it also means it is harder to focus on certain skills to make a niche army.
The level requirements are as follows
Rank 1 – no requirement
Rank 2 – Hero level 3
Rank 3 – Hero level 10
Rank 4 – Hero level 15
Rank 5 – Hero level 20
Rank 6 – Hero level 30
Rank 7 – Hero level 40
Rank 8 – (Have Rank 7 and the item that gives +1 to that skill equipped)
Rank 1 - level 10
Rank 2 – level 15
Rank 3 – level 25
Rank 4 – level 35
Rank 5 – (have rank 4 and the item that gives +1 to that skill equipped)
Heroes also provide a passive buff to your army depending on what stats they have. The four stats of heroes are Might, Magic, Stamina and Command. The amount of the buff is calculated as the following: the sum of all stats of your heroes you fielded in battle is pooled together for each stat. the same is done for the enemy player you are dueling. If you have more stat than the other player in that particular stat you will gain a buff, and that buff increases as you have more of that stat over them.
For example, if you and your opponent field 6 heroes (the standard amount) and your heroes have a total of 50 might between all 6 and your opponent has 40 you have 10 more might than them. This means you gain the buff. This is calculated for all four stats the buffs you receive are as follows.
Might – Gain 0.5% physical damage to all units per point of might over the enemy (includes heroes)
Magic – Gain 0.5% magic damage to all units per point of magic over the enemy (includes heroes)
Stamina – Gain 0.5% max health to all units per point of stamina over the enemy.
Command – Gain 0.5% attack speed to all units per point of command over the enemy.
These buffs can become huge game breaking buffs, in one duel I have over 40% attack speed provided to my army as I focus heavily on command while I find a lot of other players do not. This allowed for my army to just steamroll their way through the enemy.
The following stats also give benefits to your heroes outside of battle.
Magic – Every 5 points of magic on a hero provides +1 Max Mana
Stamina – Every 5 points of magic on a hero provides +1 Max Energy
Hero Tier List
This list is based off the current meta of each race and how each hero is viable overall and its general usefulness in battle/situational strategies. This is not based on how powerful your personal hero is because anyone can have a maxed out stat hero and it will be “good”.
SS tier is a tier on its own, basically if anyone sits here that hero is overpowered bar none.
S tier is where the best heroes are that provides the most to your army and chances of winning or minimalizing losses.
A tier is where the heroes which have a good balance of skills and are used in the meta and provide strategic ability to out game your opponent.
B tier is for heroes above the average hero power level that I have set in my head.
C tier is the average hero power level.
D tier is for heroes that are under performing in the current meta and I advise not using them if possible.
N/A heroes not currently in game
SS Tier – Jacques
S Tier – Avalon, Elena, Vega
A Tier – Tiadrin, Gazul, Virion, Cleo, Rose, Nora
B Tier – Avril, Vallari, Gan, Gafgar, Bane
C Tier – Grimms,
D Tier – Rufio, Wraxius
N/A – Gan, Nora, Wraxius
2.1) Free Heroes
Avalon is probably the most powerful of the three base heroes, as he provides the most support to your army. He can deploy 3 legions of units compared to the normal 2. He is a powerhouse of a support unit which can really change the outcome of any battle, ideally you should use a human army if you plan to use Avalon as your primary hero, he also does well with dwarf humanoid units.
Avalon targets a volley of 80 flaming arrows on the battlefield. Enemies struck take X points of burning damage. Troops that die from the burning damage will explode Bonus based on Might.
This ability allows you to target snipe out important targets like enemy archers or even heroes such as Vega. Using this ability in such a way will change the outcomes of a battle.
Summon Archers (costs 1 Energy)
Avalon summons a group of Archers to assist in battle for 30 seconds. The overall Power of the summoned Archers cannot exceed X. (summon silver archers at rank 4, gold at rank 8)
This ability allows you to summon two extra legions of archers and place them anywhere in range, this is incredibly powerful, as you can just summon archers into the enemy backline and they will just destroy everything. Try and use this skill sparingly as it does cost one energy to use and energy is your most valuable resource.
When he takes the battlefield, Avalon blows his War Horn, increasing the attack speed of nearby allies by X% for 8 seconds.
This ability is very nice if you are able to take advantage of it, try and place Avalon in the center where he can buff 2-5 legions of troops with the war horn, if you place him and your troops properly you can double your damage output for initial start of a fight which is critical to starting a landslide victory and chaining morale boosts.
Avalon is skilled at leading archers into battle. When he is on the battlefield, all allied Archers, Longbowmen, and Feather bows have their damage and max HP increased by X%. (32% at 8/7)
This ability makes archers an already high damage per second unit even stronger, it is actually crazy how high archers damage is when you max this and War horn, things melt.
Avalon leads an extremely disciplined army. When he is on the battlefield, all allied humanoid units have their max hit points increased by X%. (32% at 8/7)
This ability is outstanding as it allows your squishy humanoid units to gain a large percentage of health which is very much appreciated since human units lack a tanky frontline unit that can take a hit.
As Prince of the Silverwings, Avalon is beloved by his troops. They are heartened when he takes the field, allowing him to deploy 1 additional troop. Also increases your bronze supply cap by 40+40/level, which in turn raises your Silver and Gold supply caps. (100 bronze = 5 gold supply)
Get this skill one rank is all you need but this skill is probably one of if not the most powerful skill in the game, allowing you to field one extra legion onto the battlefield, having 5 legions of archers instead of 4 while still maintaining your frontline or having an extra legion of priests for healing is amazing. Maxing this skill also provides you with 8 extra gold supply which is half a pack of gold priests, or 8 more gold archers this is huge, especially with the new academy research that increases legion sizes this 8 supply will be needed in the end game.
How you build Avalon depends on what race you are so I will list three builds for Avalon
Human Based Avalon
When using Avalon with a human army you want to focus on archers, so get archer mastery as high as you can and get summon archer as high as you can. Get one point in natural leader for the extra legion deployment and after that I would spend extra points into ardent aura to provide your whole army with some extra health. If you still have ability points left over go into Arrow Volley, leaving War Horn out of the picture, as it is nice but doesn’t provide the strategic bonus of a well-aimed arrow volley on a squishy target.
Lich Based Avalon
Get one point in natural leader and max out Summon archers, then the rest into arrow volley everything else is wasted on lich unless you want to go with War Horn and have him be an attack speed buff bot for a few Spiders (two spiders max unless you want to place your units in a none standard way which could be dangerous)
Dwarf Based Avalon
Now depending on what army type you go as dwarf changes Avalon, if you go with a humanoid army build him the same as you would as Human based Avalon, if you are using mechs as your army build him as you would build Lich Based Avalon.
Avalon is a hero based around supporting an army so his primary stat you want him to have is Command. He is also a melee physical attacker so you also want to give him some Might and Stamina as the might boosts his arrow volley and provides physical damage reduction, while stamina gives him a larger health pool.
An ideal equipment setup besides full legendary items for Avalon would be as follows:
Weapon: Radiant Edge (+3 might +1 command)
Banner: Imperial Banner (+4 command +1 to Archer Mastery)
Helm: Aylan’s Crown (+8/9 command +3 stamina) this item is acquired from the last dragon boss
Armor: Radiant Breastplate (+1 command +3 stamina)
Relic 1: Radiant Ring (+1 might +3 command)
Relic 2: Golden Goblet (+4 command +1 to Ardent Aura)
Having 3/6 of the Radiant items equipped provides +8 command to that hero, which is equal to a legendary item in stats alone, so having 3/6 equipped on Avalon is very good.
Avril is a powerful Crowd controller that can turn the tide of the battle with her spells which greatly affects the battlefield, she is a great asset to your army for player vs player duels and castle sieges. Her ice spells can freeze enemies stopping them from moving or attacking for a period which allows your army to completely steamroll your way to victory.
Ice Nova (costs 1 mana)
Avril summons a frost nova on the battlefield, dealing X points of freezing damage to enemies within a circular area of radius 5. Units that accumulate a set amount of freezing damage will be frozen. Freezing damage dealt is affected by Magic
This spell isn’t really worth your time it is basically a worse version of Avalon’s Arrow Volley ability.
Avril's normal attack has a 25% chance to shoot an icicle, dealing X freezing damage to the target and a smaller amount of freezing damage to nearby enemies.
Get one point in this skill just to boost Avril’s damage and sometimes freeze a few enemy troops it adds up.
Ice Wall (costs 1 mana)
Avril casts an Ice Wall that enemies cannot pass through for X seconds. Giant units can shatter the wall.
Get one point in this ability just to use against human Calvary as it stops them from charging, you can also use this against heavy melee army comps to delay them from getting to your army.
Blizzard (costs 3 mana)
Avril summons 30 massive hailstones on the target area, each hailstone dealing X freezing damage to enemies stuck. Units that accumulate a set amount of freezing damage will be frozen. Freezing damage dealt is affected by Magic
This is Avril’s bread and butter max this skill as much as you can it is a great skill.
As a wise mage, Avril has incredible control over magic powers, and can receive an additional X magic.
Get this ability if you have ability points to spare it will help increase the damage output of blizzard.
Avril's spells can be cast twice in battle, and all her spells cooldowns are reduced by X second
Get one point into Rapid Cast as it allows you to cast Blizzard twice in one battle, this map eat all your current mana on Avril but it will probably also win you the battle.
Avril is a support Mage and you should build her skills as such. So, you want to put one point into Rapid Cast so you can cast those critical spells twice in a battle which allows for a lot of variability.
I always get one point into Ice wall just to have it ready for use to block Cavalry charges or to delay enemy melee troops from getting to my melee troops or to clump the enemy up so my splash damage attacks hit more targets.
I would also get one point in Ice Vortex just to have it to increase Avrils damage during battle it also has the added effect of freezing enemies if it deals enough damage which can make all the difference.
After that I would focus on stacking as many points as you can into either Frost Nova or Blizzard. Depending on if you need instant freezing on a small group of units or freezing after a few seconds on most of the battlefield. Also take into consideration the mana costs of Frost Nova vs Blizzard, if you cast either twice in one battle that is 2 mana vs 6 mana spent in one battle, so if you except to use either a lot then I would suggest going with Frost Nova as it is better to save your limited mana potions for Vega to use Favor of the sun god. Unless you are using an undead or mech army than I would suggest using Blizzard.
Avril needs a lot of magic to shine, so you primarily want to have her equipped with 3/6 of the Cosmic set to gain that +8 magic. Why only 3/6 when the set gives +1 to blizzard and I said you want to have as many ranks in blizzard as possible? That is because the other 3 pieces will always be on Vega if you use a humanoid army as her favor of the sun god scales off magic and healing your army for 100% of its health every second for 10-30 seconds is better than any amount of damage blizzard can provide unless blizzard one shots an army, which it never will.
You will also have 3/6 on Gazul if you plan on using an undead or Mech army as he needs the +8 magic as well to increase his chances in reanimating corpses, or to boost the damage on soulless scourge which like blizzard deals large damage across a large portion of the battlefield.
Here is an example of items that would fit Avril well that isn’t all legendary items.
Weapon: Cosmic Scepter (+4 magic)
Cloak: Cosmic Mantle (+2 magic +2 command)
Helm: Conjurer’s Cap (+4 magic +1 to Ice Vortex)
Armor: Mantle of Wisdom (+1 magic +2 command +1 stamina)
Relic 1: Cosmic Ring (+3 magic +1 stamina)
Relic 2: Runic Manuscript (+3 magic +1 stamina)
Rufio is a bruiser hero, which means he wants to get right into the thick of the action and beat some skulls in. I personally do not find him to be a very effective hero especially now that we have lowered the power of heroes by limiting skill focusing. He gets burned down rather quickly by enemy troops and dies causing a morale boost for the enemy. Rufio is good at player vs Environment encounters (fighting npcs or bosses) he can tank bosses very well and it makes it rathe easy to beat bosses if you have Rufio.
Rufio leaps into the air, slamming into the ground in the specified area, dealing X damage to enemy units in range and stunning them. Bonus damage based on Might.
Much like Avalon’s arrow volley skill you can use Rufio with Heroic leap to jump to important targets and damage them greatly, once there you can use Blade Dance to do some real damage. You can also use this skill to cheese boss battles, leaping behind the boss, the boss will target Rufio and with his Resilience ability he can tank the boss almost indefinitely allowing you to safety kill the boss without taking many losses.
Rufio controls his blade at certain intervals with his mind, casting Chopping Blade on enemies in front of him, dealing X damage. Bonus damage based on Might.
Chopping Blade is an ability that has roughly 25% chance to proc on melee hit, it will deal considerable damage to the primary target and minor damage to enemies around that target. This ability isn’t all the great and I only really pick it up because there isn’t any other options Rufio’s skill set isn’t amazing.
Rufio is a grizzled veteran of many battles, granting him a rugged body, recovering faster after receiving serious injuries. Rufio's injury recovery time is reduced by X%.
This skill allows Rufio to heal from being slain in battle faster than other heroes, this skill is completely uselss the only time he should be dying is in pvp and if he dies in pvp so do all your other heoes and you have a 60 minute debuff where you cannot pvp during that time so you do not need rufio to heal faster, this skill is useless do not get it.
Blade Dance (costs 1 energy)
Rufio spins with blade, spinning towards the specified location, dealing up to X damage to enemies hit along the way. Bonus damage based on Might
This skill is decent not really worth the energy cost if you ask me or the global cooldown on the rest of your skills, you have more important spells to cast than this one and by the time you get to the point where you do have time Rufio is either dead, or the battle is close to finishing and it would be a waste of energy.
Rufio will continually recover HP on the battlefield, recovering X HP per second.
Get this skill it allows him to tank somewhat and there is no other skill really worth getting.
Rufio is endowed with awesome destructive power, dealing X times the damage to all the enemy units
Get this skill to boost Rufio’s lack luster damage.
Rufio is a melee brawler whom will die. A lot. So his primary stat is Stamina, followed by Might, if you can get these two stats high enough he might survive long enough to be worth using the cooldown to get him into the fray.
I would get one point in heroic leap just for mobility. One point in chopping blade for added damage and stun. I would dump the rest of his points into Resilience to help keep himself alive. All extra points go either into chopping blade or heroic leap.
If you want to be wasteful of his life and opt for a damage build stack all points into Blade dance and hope for the best maybe he can kill the squishies before they kill him.
Weapon: Legendary Broadsword (+7 might)
weapon 2 or shield: Legendary Broadsword or Warrior’s Pride (+12 might +2 stamina)
Helm: Steel Helmet (+1 might +3 stamina)
Armor: Exquisite Chest plate (+7 stamina)
Relic 1: Necklace of Fortune (+2 might +2stamina)
Relic 2: Necklace of Fortune
Vega is probably the most important hero to have if you are using an army that can be healed (any unit that is not a mechanical or undead unit) Vega and her ability favor of the sun god heals all allied forces on the battlefield which is frankly overpowered.
Heal (costs 1 mana)
Vega casts healing on the specified area, healing friendly troops and causing them to recover X HP. Has no effect on Undead, Mech, and Building Units. Bonus based on Magic
Get one point in this ability just to spot heal your army and apply the boosted healing ability (which reduces damage taken by 30% for 4 seconds)
Mana Barrier (costs 2 mana)
Vega summons 1 magic shield with X HP that can effectively block the enemy's ranged archers and ranged magic damage, lasts for X seconds. Bonus based on Magic
This ability absorbs incoming ranged attacks such as arrows from archers, it really helps save your army.
Vega boosts the troop injury rate by X%, saving more troops from death in battle. (8% at 8/7)
Maxing this skill and having Elena’s saving lives at 8/7 as well and having +10 injury reduction as a bonus perk from King’s Court allows you to have 96% recovery chance while in enemy lands!
With the blessing of the Sun God, when Vega is on the battlefield, all allied Priestesses, Abbesses, and Saints have damage and max HP increased by X%. Bonus based on Command (32% at 8/7)
Keeps your priests alive longer, your priests don’t attack often as they are busy healing so this skill isn’t really needed you are better off getting saving lives.
Allied units that are healed by Vega's abilities will also get a shield that allows them to reduce damage taken by 30%, as well as having a healing effect for X seconds. Bonus based on Magic
You only need one point in this skill each point more only adds 1 second to the buff which isn’t worth the ability points.
Favor of the Sun God (costs 5 mana)
Vega summons a Sun God Blessing for allied troops, causing all allies to continuously recover HP for X seconds. Has no effect on Undead, Mech, and Building Units. Bonus based on Magic
THIS SKILL IS LITERALLY GOD TIER IT IS SO IMPORTANT TO ANY ARMY THAT HAS NONE UNDEAD/MECHINICAL UNITS THAT I AM PUTTING THIS COMMENT IN CAPITALS.
Vega is typical healer, so she is very squishy but provides a large range of support spells. She needs only magic as she will die if anything touches her, so just maximize her magic stat and maybe some stamina so you can use her one or two more times a day.
You want to get one point into Vega’s base skill “Heal” and use it only when you need to spot heal a group of units to keep them from dying, this spell is used more to provide “Boosted Heal” rather than the healing itself. This means get one point in Boosted Heal. After those two skills put all your points into Favor of the Sun God, make sure this skill is as high level as you can get it at all times, after that dump everything spare into Mana Barrier. If you are playing super late game put the rest into saving lives.
Refer to Avril for equipment for early/mid game, just stack as much magic as possible. Late game you will want to equip all of Vegas plus to ability items as she has quite a few of them and they are good to have, ESPICALLY THE ONE THAT GIVE +1 TO FAVOR OF THE SUN GOD.
Grimms is a support hero that buffs dwarf units and siege weapons of all the races, most players just use him as a way to get ahead in a battle by stacking might on him and hoping he hits a good target with suppression fire. Grimms is great but not amazing like the heroes above.
Grimms fires a suppressive mortar volley at the enemy after the start of battle, firing 30 mortar shells toward the closest enemy unit and dealing X burning damage to each enemy hit. Units that die from burning damage will explode.
Max this skill regardless of what you plan on doing with grimms.
Grimms shoots a smoke bomb at the target area, enveloping a circular area of radius X for 10 seconds. Allied troops inside the smoke screen have set chance of evading enemy attacks.
Get one point in this skill any more are unnecessary as it only increases the radius of the spell.
Grimms is an expert battlefield technician. When he is on the battlefield, his modifications increase the damage and max hit points of all allied Tanks, Destroyers, and Excelsiors by X.
Max this if you plan on using tanks, trust me you will need the extra health on these things.
Grimms is an expert siege technician. When he is on the battlefield, his modifications increase the damage and max hit points of all allied siege weapons by X.
Max this after you max suppression fire.
Aura: Gives allied Ammo Users an additional X% ammo capacity.
Only get this skill if you plan on using dwarf and dwarf ammo units.
Reload Ammunition (costs 1 energy)
Costs 1 Energy. Grimms replenishes the ammo of all allied Ammo Users on the battlefield by X%
Only get this skill if you plan on using a dwarf ammo unit heavy army and think you will need the extra 10 seconds of damage, this skill isn’t really worth it as the new dwarf super unit provides ammo to all units constantly basically a better version of this.
You max out suppression fire regardless of what you are doing. One point in Smoke bomb for defending a legion by giving it high evade. The rest goes into siege mastery just so your siege weapons deal more damage, that’s it Grimms is simple. If you use Tanks go in tank mastery over siege mastery.
Focus mostly on might and command as a secondary if you can spare it, as the evade chance scales off command and that can really make the difference between survival and death.
Weapon: Legendary Broad Sword (+7 might)
Banner: Underworld Banner (+4 command +2 stamina)
Helm: Sanguine Helm (+2 command +2 stamina)
Armor: Royal Armor (+4 stamina +1 suppression fire)
Relic 1: Sanguine Horn (+3 might +1 stamina)
Relic 2: Sanguine Essence (+1 might + 3 command)
Gazul is much like Avalon in the sense that he is a support hero. Where Avalon supports living armies Gazul buffs the undead. Besides his support auras Gazul has a very powerful ability which is Sacrifice, which summons a giant bone golem. This golem is very powerful if used properly and is critical in your defense against lich players who mass spiders.
Resurrect (costs 1 mana)
Gazul resurrects corpses in the target area into skeleton warriors. The stronger the target unit, the less likely it will be resurrected successfully. Any remaining resurrected troops will join your army at the end of the battle. The number of units resurrected cannot exceed 10.
This ability can be used as an emergency troop maker, during battle it can summon just enough troops to win you the day, but be requires Gazul to have very high magic otherwise it may fail to raise any undead. Any undead that survive the battle will be added to your army so you can use this ability to build a lich army for basically free if you spend enough time in quest battles.
Gazul's presence always strikes fear in the hearts of those around him, increasing morale decline for all troops on the battlefield by X%
Do not get this skill unless you are playing lich, as it will also affect your own troops which will make them flee battle more easily.
Gazul sacrifices skeleton troops in the specified area, and summons a massive Skeleton Titan with X bas HP and X base damage to assist in battle. The greater the amount and strength of troops that are sacrificed, the stronger the Skeleton Titan will be.
Max this skill. It summons a giant titan which targets giant units first, use this skill on a pack of skeletons you have been getting from Resurrect and make this thing a monster and it will kill those pesky spiders for you no problem.
Gazul excels at leading skeletal troops into battle. When he takes to the battlefield, all allied Marauders, Ravagers, Stalkers, Acolytes, Occultists, Warlocks, and Pikemen have their damage and max health increased by X%.
As it currently stands undead units are not viable and thus this skill isn’t worth your time.
Gazul's immortal power grants extra power to undead units around him. When he is on the battlefield, all allied undead units have their max hit points increased by X%.
Same as above comment.
Soulless Scourge (costs 5 mana)
Costs 5 mana. Gazul summons a swarm of undead spirits that sweep the battlefield, dealing X damage where they pass.
This skill is a powerful spell that will kill a vast majority of the enemy army, using this to completely crush a section of the battlefield.
One point into Resurrect so you can raise corpses and have some skeletons to sacrifice for Gazul’s Skeleton Sacrifice ability. Max Skeleton Sacrifice, Max soulless scourge. If you play all mech units or as lich max Fear Aura.
Same as Vega, max his magic stat and get the +1 to skeleton sacrifice item, that’s all. Refer to Avril item setup for an idea of what items to equip.
Virion used to be a powerhouse solely due to his ability to provide a massive damage reduction aura when your units were under the effects of morale boost. This is no longer the case, now he is a summon bot. You can summon legions of swordsmen with his ability and this is extremely powerful as it can add two legions of swordsmen anywhere to the battlefield greatly changing the outcome of the battle.
When Virion's health drops below 50%, he casts Light's Safeguard on himself, mitigating the damage he takes by 95% for X seconds.
Light's Safeguard can only trigger once per battle.
Get one point in this skill you don’t need any more than that.
Summon Swordsmen (costs 3 mana)
Summons a group of Footmen to assist in battle for 30 seconds. The overall Power of the summoned Footmen cannot exceed X.
Max this skill it is the most powerful of Virions abilities unless you are fielding gold swordsmen.
Each time Virion attacks, there is a 25% chance of triggering the power of the Lionheart Blade, dealing X damage to the enemy as well as immediately healing himself for X health.
Get one point in this skill for the added damage and healing it helps.
As Captain of the Guard, whenever Virion is on the battlefield, all allied Footmen, Swordsmen, and Legionnaires have damage and max HP increased by X.
Max this skill if you are using swordsmen in your army, put points into this skill if you are going to use Summon Swordsmen
While Virion is on the battlefield, whenever friendly troops get a morale boost, they take X reduced damage.
This skill was nerfed heavily It is a nice win more ability but it isn’t overpowered and game breaking anymore so I would rather put points into Summon Swordsmen for the burst damage.
Crusader Resurrection (costs 4 mana)
Virion offers up a prayer, immediately reviving X allied Footmen, Swordsmen, and Legionnaires. (Units that have fled from the battlefield can't be revived)
Get this skill only if you plan to field Gold Swordsmen, as this makes them undying and basically gives you a free deployment of an extra gold legion.
Get one point into Light’s Safeguard. One point in Lionheart Blade. Max Summon Swordsmen, Max Swordsmen mastery or Crusaders shield. If you are playing human and plan on using Gold Swordsmen get 1 or 2 points into Crusader Resurrection.
Build Virion similar to Rufio as he likes to run in and get himself killed. Refer to Rufio’s item setup for a general idea