Setting up your defenses...
Classic positions
Tanks: They are the most vulnerable and need high defense and health numbers. The best ones will apply buffs to your heroes or de-buffs to the opposition.
Flanks: Support classes are placed here - healers, buffers and de-buffers. Wings: This is where your attackers sit, note that the one on the left will fire first and it is helpful to use a hero who can remove counterattack or damage reduction from the opponent. |
Firing order...
When your heroes have their mana fully charged, the computer ALWAYS fires from left to right, so it makes sense to place your heroes in the best order for maximum damage. Which looks something like this:
1. Dispel their buffs - e.g. remove counter attack 2. Buff your heroes - e.g. +% attack damage 3. De-buff their heroes - e.g. -% defense 4. Heal yourself (so that you can survive counter attacks) 5. Attack them Ideally you want to utilize heroes who will multitask so that you can have as many heroes with attacks as possible. Try not to place two of the same color hero side by side when you are setting up a defense. Direct heals vs. HoTs
A direct heal is a large up front heal, for example Boldtusk who will give every ally 27% of their health, or Gullinbursti who adds 400 to allies health.
A HoT is Heal over Time, for example Rigard in his costume who will give allies 609 hp over 3 turns. Direct damage vs DoTsDirect damage is when your hero does a large amount of upfront damage for example Kingston who does 445% damage.
DoT, or Damage over Time, is when your hero does damage that is spread over several times, for example Scarlett in her costume does 185% upfront damage and then 162 poison damage over 3 turns. * It is a risk to use HoTs & DoTs during wars where the equalizer is in play because all of these are cleared ever time the equalizer fires. If you are using a hero with an effect that lasts several turns, time your usage carefully to make sure it is not immediately cleared! |