Raid heroes total war Beginners guide

 

I. Raid

[Main Raid]

Early game can be grindy. Focus on collecting all hero cards.

Farm Main Raid stages 1-30 for Heroes. More if too lazy to reset, less if prefer faster fights.

Player Castles will be too strong, unless it’s a beginner friendly player who intentionally set weak defenses. Be thankful.

Losing Castle fights doesn’t seem to have any negative effect. Nobody knows the usage for Castle Stars from winning/losing Castle defenses.

Main Raid difficulty scales linearly. Each level is slightly stronger than the last. Independent of highest Hero Squad Power.

Enemy units of each level fixed. Hero upgrades affect Main Raid performance.

[Event Raid]

Unaffected by Main Raid reset. Resets every 12 hours. Can be extended beyond reset time by remaining on Event Raid page without refreshing.

Main source of gold for Trader and Quest Points. More info in [Quests] and [Trader] sections.

Event Raid difficulty scale logarithmically. Gold reward based on difficulty.

Depending on restrictions, weaker heroes allow for further progression but less gold.

Only way to acquire certain hero cards and yellow/red gems.

Event Raids of 200 stages give meager sums of gold up until around stage 180.

Enemies of each level variable. Refresh to change enemy composition. Heroes automatically fight with strongest possible power.

II. Quest

[Quest Points]

Achieving 10,000 Quest Points per day takes less than 5 minutes.

Requires an adequate number of heroes. Upgrade all Heroes skills to level 5.

[Fight Event Raid] > [Evolve Heroes] > [Reset Main Raid]

Rinse and repeat.

However, current available Event Raids may have Hero restrictions.

Weaker heroes earn less gold.

If Event Quests can be fully completed, it is advisable to hold off on completion and instead surrender final stage for gold required for Trader/Quest Points.

III. Trader

Appears every 5 hours. Set a timer.

Trader crystal prices fixed. Gold prices dependent on current Main Raid level.

Triggered by Raiding or Castle battles. Victory/defeat is irrelevant. Requires anywhere from 1 to 50 battles.

Refresh Main Raid before Trader appears. Fight Event Raids for gold.

Buy everything offered in gold. Exchange Green Gems for Yellow/Red Gems. Refresh at least 2-3 times. Further refreshes dependent on personal preference.

IV. Arena

Duration of 7 days. Resets on Sunday.

To maximize rank with minimum effort, best time to PvP is Saturday night/Sunday morning.

Ranking within top 1000 is pretty much guaranteed. Playerbase hardly even reaches 1000.

Scout enemy team before fighting. Check to see individual Hero Power. Check artifacts.

Be cognizant whether enemy tank can be killed in 90 seconds.

V. Clan

Find a Clan that can open every chest. Not hard with 8-10 active players.

Message Clan leaders to inquire for openings. Impossible to predict applicant quality.

VI. Buildings

[Gold Producing]

Useless. All levels lost upon reset of Main Raid.

[Star/Crystal/Portal/Green Gem Producing]

Upgrade. Star producing building gains bonus % when arena score exceeds 100.

[Hero/Trap Producing]

Speeds up leveling. Negligible in long run. Upgrade discretion based on player.

VII. Forging

Artifacts come in 3 flavors:

[HP]

Reforge to red. Equip to Tank.

[DPS/Ability]

If DPS higher than Ability, reforge to red.

If Ability higher than DPS, check yellow reforge preview. If yellow level 3/4/5 gives 120/160/200 % bonus, then keep at yellow reforge. If anything less, reforge to red.

Equip to Ranged Damge Heroes.

[HP/DPS/Ability]

Usually trash. Not worth using. Reforge using Green Gem or ignore.

VIII. Heroes

[Tanks]

Knight

Bread and butter frontline. Easily acquired. Only upgrade HP. Self-explanatory.

Iron Heart

Higher base HP than Knight. Acquired from Event Raid ‘Hearts of Iron’.

Warrior

Can be synergized with Princess. Otherwise, trash.

Commander

Trash

[Ranged Damage]

Elf

Bread and butter ranged damage. Only upgrade Shoot.

Blue Witcher

Useful in Raids. Can replace Elf as main damage if willing to grind for more copies.

Green Arrow

Acquired from Event Raids. Useful in both PvP and PvE.

Frost

Acquired from Event Raid ‘Hearts of Iron’. Useful ability. Upgrading Frost Arrow is irrelevant.

[Healers]

Fairy/Green Witcher

Useful early game to heal tank. Wouldn’t recommend wasting crystals on Heal past level 10-15.

[Others]

Princess

Acquired from Event Raids. Useless in Raids. PvP/Castle attack only.

Charmer

Charms highest power enemy unit. Smart players will modify team so Tank becomes charmed. HYPNOSIS skill unaffected by artifacts. More useful in Raid than PvP.

Barbarian

Synergizes well with Princess. Otherwise, trash.

King

Increases only melee DPS. Reduces all damage. Best to have him stand still.

Konung

Acquired from Event Raids. Same as King but causes enemies to run away and take extra damage. Best to stand still.

Dwarf

Acquired from Event Raids. Useless for beginners but a monster in the hands of whales.

Priest

Acquired from Event Raids. Synergizes well with Princess.

Upgrades somehow exponentially increase Power Level, making Event Raids more difficult than they normally would be. Don’t recommend upgrade unless main squad can hold its own.

[Leftover Garbage Pile]

Poisoner
Arbalist
Red Witcher
Viking
Sub Zero
Assassin
Archer
Stalker

VIII. Miscellaneous

Never spend crystals in shop to buy Heroes or gold.

Only spend crystals on Hero Upgrades and Blazons.

Traps are useless. Freezing and Hypnotizing are the best of the worst.

[Blazons]

Yellow/Blue Blazons are cheaper than Red Blazons in terms of crystal cost to rewards gained.

Can time it so a single 24 hour Blazons overlaps with 3 Quest resets.

High level Crystal Mine renders Yellow/Blue Blazons practically free.

Once past middle stages of game, a blazon should always be up running.

[Final Thoughts]

Game can get laggy after a while, best to refresh periodically.

Find an autoclicker for convenient raiding. I personally use RS client    

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