- Check quest board every time it becomes available! Oftentimes you can complete quests just by doing what you would normally be doing anyway
- Claim daily free stuff
- Daily Reward for logging in for consecutive days
- “Earn Gems” rewards for logging in (5 gems), fighting 10 Arena Battles (5 gems), and stealing specific amounts of gold and mana from other players on raids (10 gems for each gold and mana)
- Daily Title rewards (based on your Might)
- Use battle chances (see section below) – try to use them all before you log out for the day, so you minimize time when they’re capped out and not regenerating
- Join a guild – makes the game a lot more fun, and if you’re willing to donate Shards, find a guild that has other active donors so you can boss!
- Arena – 1 BC earned every 30 min, max 5 stored
- Dungeons – 1 BC earned every 20 min, max 5 stored
- Here Be Monsters (HBM) – 1 BC earned every 3 hours, max 6 stored
- Heroes Trial (HT) – 1 BC earned every 6 hours, max 6 stored
- Heroes Expedition (HE) - 1 chance to enter every day, heroes killed in HE are unusable in future HE rounds for the rest of the day
- Lots of Legendary heroes – focus on Gems
- One specific Legendary hero – focus on Shards [jl] if it is purchasable, otherwise Gems
- To level up heroes – focus on Exp (see next line also)
- To upgrade heroes (increase star levels) – focus on HB
- To upgrade hero Skills (increase skill levels) – focus on Shards
- To improve hero Talents – focus on Gems – note: this should be lower on the priority list until you have a full team of awesome Legendary heroes already, as it will be very expensive!
- To upgrade buildings – focus on Gold, you’ll probably pick up enough Mana along the way
- Primary sources:
- Daily Reward
- Daily Title Reward
- Daily “Earn Gems” actions
- Under "Earn Gems" section - Watch to Earn Gems - get 1-3 Gems for watching a 15-30 second ad, good for a few easy Gems/day
- Other sources:
- Achievements (one time each, generally not worth explicitly trying to get, just treat these as nice bonuses as they come along during normal gameplay)
- Quests (occasionally)
- Primary source:
- HBM
- Other sources:
- Dungeons
- Quests
- Primary sources:
- Arena (passive through rank)
- Boss Battles
- Arena Battles
- Other sources:
- Quests
- Daily Rewards
- HT
- HE
- Raids (small)
- Dungeons (small)
- Primary sources:
- Quests (specific hero can use books)
- HBM (all involved heroes shares EXP evenly, including heroes on bases and garrisoned heroes)
- Other sources:
- Raids
- Dungeons
- Primary source:
- Raids
- Other sources:
- Mines
- HBM
- Quests
- Dungeons
- Primary source:
- Raids
- Other sources:
- Mills
- HBM
- Quests
- Dungeons
FlamesUp to 3 flames can be earned for each unique dungeon you have cleared (get 100% by destroying every building to get all 3 flames) – there is a required minimum flame level for each level of hero upgrades, but the flames are not consumed
Things To Do
Here Be Monsters (HBM)
Best way to earn Shards, second best way to earn EXP. 1 chance is earned every 3 hours; you can store a max of 6 chances. Heroes who have a cooldown will be alive for HBM, but heroes killed during HBM will have a cooldown afterward before they can be used for raids/dungeons.
Do the highest level that you can consistently clear, as Shards are only gained for completing all 5 waves of the level. A good base setup is crucial – ideas can be found here but experiment to see what works best for your heroes and talents [links].
Heroes Trial (HT)
Not a lot of rewards (generally 100-150 HB, occasionally a few gems), but a small chance to win the type of hero that you have defeated. Supposedly, clearing higher level waves increase your chances of getting a hero – but I haven’t been able to confirm this, nor does the internet seem to have any proof. Heroes who have a cooldown will be alive for HT, but heroes killed during HT will have a cooldown afterward before they can be used for raids/dungeons.
Like for HBM, a good base setup is crucial. HT is a lot more variable, however, as the type of hero that spawns is random every time. An L1 wave of PD’s with abilities stacking can level your entire base before you even get a hit in, even though you can sometimes clear L3.
Raids
Best way to earn gold/mana. Unlimited chances; you are usually limited by hero respawn and troop recruitment times. Heroes on cooldown are NOT available for raids, and heroes that die during raids will have a cooldown afterward.
There are two ways to begin a raid:
(preferred method) clicking on the sword on the lower left and then selecting the sword in the stone (next to the dungeon portals) generates a random opponent who has a similar might level to your own. You can skip an opponent by paying a tiny gold fee to go to the next random opponent. This method allows you to steal up to 25% of your opponent’s resources and earn Exp based on the HP of the opponent’s buildings.
(other method) you can choose a specific player to attack by clicking the trophy icon on the lower right of the screen or using the battle reports screen. You can only earn up to 5% of a chosen opponent’s total resources, and your heroes will not gain any Exp from these types of raids.
Dungeons
Second best way to earn Shards, and only way to earn Flames. 1 chance is earned every 20 minutes; you can store a max of 5 chances. Heroes on cooldown are NOT available for dungeons, and heroes that die during dungeons will have a cooldown afterward.
“Special” or “skull” dungeons are those marked with a little blue turret next to the dungeon icon. These have higher chances of dropping Shards, and will reward more Shards if they do drop; however, they reward less gold, mana, and Exp than similar difficulty dungeons (but you shouldn’t be running dungeons for these things anyway). A good general strategy is to farm the highest level special dungeon that you can consistently clear 100% (i.e. destroy all the buildings). A lot of good work has been done on drop rates, see my post on dungeon drops [link] and this forum thread [http://us.forum.igg.com/forum.php?mod=viewthread&tid=126501] for more info.
Bosses
Best active source of HB, also just very fun to do. Heroes that the boss kills will NOT have a cooldown afterward, though there is a 15 second cooldown for you to reenter the boss fight (can be skipped by paying guild credits that you have contributed).
This comes through your guild. Pick a guild where (1) everyone contributes guild credits so nobody is getting a free ride, (2) the times for boss runs are advertised and are times that you can participate, and (3) the guild consistently beats the boss. The more damage your heroes do as a percentage of the boss’s HP, the more HB you will get; but the more damage your guildmates can contribute as well, the faster the boss fight will be. Balance the tradeoff between your damage contribution and HB reward with the time depending on your own priorities.
At lower levels, strategies center on hit and run. Get in as many hits as you can using the free Invincible spell, either die quickly or end the battle, then reenter and do it again. The goal is to build up to a team with a Druid for healing and other heroes that can consistently stun the boss – this will allow you to survive the entire 3 minute time limit and deal a lot more damage.
Quests
Best way to level up, can target specific heroes to train using the Exp books that come as rewards. The number of quests available is based on your might. When new quests appear, you have up to 16 hours to complete all the ones available to you; after that time, they disappear and a cooldown starts. If you complete all your available quests before the time limit ends, you get an additional bonus (HB, Shards, Gems, or Exp books) and the cooldown starts sooner. I like to finish at least two complete sets of quests in a day.
Arena
Consistent passive source of HB, and good source of active HB as well. 1 chance is earned every 30 minutes; you can store a max of 5 chances. Heroes who have a cooldown will be alive for Arena battles, and heroes killed in the Arena will NOT have a cooldown afterward.
For pretty much everyone with sub-level 100 heroes, edit your defense to have only 1 low level hero defending. This allows other people to beat you and knock you down the ranks, so that you can fight and beat lower leveled opponents. You earn 40 HB for each victory, and only 6 HB for each defeat, so the difference between winning most battles and losing most battles will more than make up for the 10 HB/hour difference you might get from having a stronger defense.
Note: if you ever quit the game for a few weeks and come back, you will have a nice surprise of HB waiting as these continue to accrue even if you do not log in.
Upgrading Hero Skills
http://castle-clash.wikia.com/wiki/Skill
Heroes and Recommended Talents
• Druid: berserk
• Pumpkin Duke (PD): revitalize!!!
• Ninja: berserk, self destruct for arena
• Spirit Mage: revitalize, berserk
• Thunder God (raids): berserk for raids, war god second best
• Atlanticore (tank for arena and boss): revitalize
• Paladin (tank): revive, revitalize
• Succubus (for arena): sprint, berserk
• Champion (for arena): revitalize, berserk
• Snowzilla: revitalize, berserk
• Cupid
• Grizzly Reaper
• Immortep
Building Upgrades
• Town Hall: always have a builder leveling this – higher TH = more walls
• Towers: as much as possible.
• Gold and Mana Vaults: only once you can’t level TH or Towers because it costs more than you can hold
• Walls: level these up to use use excess gold while waiting for other buildings to finish leveling – they do not add might
• Hero Bases: check when upgrading to make sure the area heroes can reach does not go outside area Towers can reach (this will obviously depend on your tower levels/types/garrisons and your base layout)
• Relic Hall – At least level 6
Towers
• Generally arrow towers are the most recommended, as they defend well against most players (who use mostly griffins and centaurs) and also HBM
o Arrow towers have the highest DPS and HP of all towers with no garrisoned troops
• Towers start out like other buildings, which have to be leveled up. However, at level 10, they can also be upgraded (specialized as arrow/cannon/magic towers) – once upgraded, the towers can be further leveled up as well
o Leveling up takes gold, ties up a builder, and takes a set amount of time, like other buildings
o Upgrading just takes gold, but does not tie up a builder or time – e.g. you can change a level 3 cannon tower to a level 3 arrow tower by spending 260k gold, and it will happen immediately
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