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    Class and Army Guide (Updated: 12/1/2015)

    Help Credits
    BlueMoon(ULMF)
    *Omitted*(ULMF)
    Crow_MW(ULMF)
    Tenshiryu(ULMF)
    FruitSmoothie(ULMF)
    Altrius(ULMF)
    Xraagen(ULMF)

    Role Tag Legend
    • Anti-Rush: Refers to units of three separate roles with similar jobs. The first is the name sake of this tag Anti-Rush units. They deal with units that love to rush in one by one. They normally have fast attacks speeds. The second is Anti-Swarm units. They deal with units that come in large groups that need to be dealt with, and would normally otherwise just leak by as they are not killed fast enough or blocked. The third is Anti-Zerg these are units specifically meant to deal with rushing swarms early in maps when unit points are tight.
    • Duelist: Refers to a unit that are meant to fight in multiple 1v1 fights and in some cases 1v2/1v3 fights. However they may be able to kill enemies fast enough to serve in an Anti-Rush role.
    • Ganker: Refers to a unit that can be dropped on top of an enemy to kill them quickly without a healer and withdrawn before they are overwhelmed and killed.
    • Tank: Refer to a unit that is used to mitigate/take the damage of groups of enemy units. While allowing ranged units to deal the damage to kill enemies they tank.
    • Rear: Refers to a unit that is placed in and attacks from a 'ranged' slot. They can never block any units.
    • Support: Refers to a unit that heals or buffs an allied unit/s.
    • Ramp: Refers to a unit that either has an inherent ability or active skill that gives/recovers more unit points then normal.
    • Assist: Refers to a unit placed in a non-ranged slot that has the capability of providing support in the form damage from range in their position.
    • (Text Here): Text inside of parenthesis while outside of the description imply that whatever is there is only active while that class has their skill active.


    Basic: The base units of the game.


    Soldier/Soldier Chief/Soldier Elite


    Damage Type: Physical
    Blocks: 2/3/3
    Role: Anti-Rush, Ramp
    Description: Units of this class are normally placed fairly early on in most maps to serve as ramp units(through the use of the skill unique to their class 'Call for Reinforcements'. However, not all soldiers have this skill), and early response on rush and zerg maps. In addition they can serve as fairly decent tanks early on in the game.




    Heavy Armor/Battle Master/Gigant Armor


    Damage Type: Physical
    Blocks: 3/3/4
    Role: Tank
    Description: Units of this class for lack of better words are your meat shields. They take a lot of punishment while not normally dealing a ton back. They are best paired with units that deal area of effect damage to deal with the groups of enemies they hold at bay.




    Valkyrie/Unicorn Knight/Brynhildr


    Damage Type: Physical
    Blocks: 1
    Role: Duelist, Ganker, Ramp
    Description: Units of this class have the inherent ability to give you one unit point whenever they land the killing blow on a enemy unit. This allows them to act as a godly ramp units, when used on a map with a lot of little easily killed enemies. In addition when they are withdrawn they return 70/80/100% of their unit cost; effectively allowing them to act as 0 cost gankers when awakened. They are the 'basic' go to unit when dealing with low armor, high magic resist enemies and bosses. For starting players this unit class is more then likely your go to unit for magic resistance.




    Rogue/Assassin/Master Assassin


    Damage Type: Physical
    Blocks: 1
    Role: Anti-Rush, Ganker
    Description: Units of this class are low cost, single target, short term duelist with a fast attack spped. They can't serve as a traditional duelist due to their frailty. Meaning they cannot take a heavy shot to the face all that well. However their saving grace is their ability to completely avoid taking damage from a single attack by dodging it. This makes them one of the better choices when fighting against enemy units that can paralyze your team. In all but two cases a Rogue will carry the 'Assassinate' skill. This allows them to be potential answers when having problems with a troublesome unit that you just have no answers for by instantly killing them. When awakened all rogue gain a permanent version of 'Assassinate'. Those who have the skill still however, will have an increased chance to assassinate while it is active.




    Princess/High Princess


    Damage Type: Magical
    Blocks: 1
    Role: Duelist
    Description: Units of this class are your go to choice for fighting heavily armored units one vs one. They are one of the best choices for dealing with enemy boss units that have high armor but low magic resistance. Most players will want to have at least one on their primary teams.




    Bandit/Berserker/Destroyer


    Damage Type: Physical
    Blocks: 1
    Role: Duelist, Ganker
    Description: Units of this class have some of the highest health point values in the game. This makes them extremely good for fighting units that hit extremely hard and would normally result in a one/two shot death to your other units. However they have low defenses so if you notice them taking too much damage you will need to switch to another duelist such as a Valkyrie or a tank such as a Heavy Armor. With that said they are the 'basic' duelist of choice for dealing with enemy boss units that have high armor and magic resistance. They are especially good against mages due to their high health pool, and the fact Mages ignore defenses. When awakened, they deal 50% additional damage to armored enemy units.




    Samurai/Samurai Master/Shogun


    Damage Type: Physical
    Blocks: 2/2/3
    Role: Anti-Rush, Duelist
    Description: Units of this class have the unique inherent ability to attack all units they are blocking at the same time. This allows them to serve as an excellent Anti-Rush units(They have a high unit point cost; so they cannot act as early response on most maps), and an okay Duelist. The reason they are an okay duelist is because their defensive stats are not all that great for fighting two non-fodder enemies at once without putting a strain on your healers. However if given proper support they can become an excellent Duelist as well.




    Ninja/Ninja Master/Ultra Shinobi


    Damage Type: Physical
    Blocks: 1
    Role: Anti-Rush, Assist
    Description: Units of this class are your 'basic' ranged attackers that are outside of the Rear role. They are able to give additional ranged damage from a non-ranged slot. The is useful on maps where your ranged slots are taken up by mostly healers, and you need more damage to kill off swarms and bosses. However despite being ranged they do not prioritize flying units like the other ranged attackers.




    Archer/Sniper/Artemis


    Damage Type: Physical
    Blocks: -
    Role: Rear
    Description: Units of this class are the most basic and most versatile of the physical damage ranged units. They prioritize flying units, and will attack those closest to the exit first. When awakened, they deal 30% additional damage to flying enemy units.




    Mage/Warlock/Archmage


    Damage Type: Magical
    Blocks: -
    Role: Rear
    Description: Units of this class are your other 'basic' magic damage dealer. When attacking they damage units around their primary target. They are excellent at dealing with swarms of enemies. Like Archers they prioritize flying units, and will attack those closest to the exit first.




    Healer/Priestess/Saint


    Damage Type: -
    Blocks: -
    Role: Support
    Description: Units of this class are your 'basic' support units. They heal your damaged units if they are in range of them. Prioritizing the most damaged unit first. When awakened, all healer half the duration of status debuffs.




    Witch/Lode Witch/Arc Witch


    Damage Type: Magical
    Blocks: -
    Role: Rear
    Description: Units of this class are one of your 'basic' magic damage dealer, and through the use of the classes inherent ability to slow the unit they are attacking; your 'basic' crowd control and anti-armor units. Like Archers they prioritize flying units, and will attack those closest to the exit first. When awakened, they will slow the unit they are attacking even more.




    Pirate/Captain/King of Pirates


    Damage Type: Physical
    Blocks: -
    Role: Rear
    Description: Units of this class are ranged physical attackers meant to be able to deal damage to heavily armored units. They have a longer range and hit harder than Archers, but this comes at the cost of slower attacks. As a warning to newer players; normally a pirate is not going to be a unit you wish to use. Their saving grace in most cases are their skills.






    Advanced: These are units that have more mechanics then those listed as basic, and in some cases are Hybrids of those in the Basic listing.


    Dragon Officer/Dragon Warrior


    Damage Type: Physical
    Blocks: 2
    Role: Duelist, Tank
    Description: Units of this class are like soldier without being able to serve as a ramp unit. They have higher stats then a soldier allowing them to become effective tanks, but that comes at a much higher cost.




    Pegasus Rider/Pegasus Knight/Pegasus Lord


    Damage Type: Physical
    Blocks: 1(0)
    Role: Anti-Rush, Duelist, Ramp
    Description: Units of this class are similar to that of the Valkyrie class. However they do not have the stats to deal with bosses or give you units point when they land the killing blow on a unit. However they do return 70/80/100% of their unit cost when withdrawn like Valkyries. What they have over Valkyrie is a skill all units of this class have in some form. When active their skills allow them to 'fly' on their Pegasus for the duration; allowing all enemy units to pass under them. While in the air they deal area of effect damage to all units within their range. This is useful for when swarms get too large to handle one by one; or when they are about to die. You can just activate their skill instead, and let the enemy through instead of withdrawing them.




    Dark Fighter/Dark Knight/Paladin
    (Unreleased)


    Damage Type: Physical
    Blocks: 2
    Role: Duelist, Tank
    Description: Units of this class are designed to be able to tank magic damage dealers like a Heavy Armor would tank physical; while also keeping their ability to tank physical damage dealers. This comes at the cost of being able to tank 1-2 less units than the traditional tank. In addition all Dark Fighters have skill that lower all enemy attacks to varying ways.




    Avenger/Death Avenger


    Damage Type: Physical
    Blocks: 1
    Role: Duelist, Ganker
    Description: Units of this class are arguably the best units to deal with low damage, high health or high damage(slow attack), low health enemy units. This class has the inherent ability to increase their attack power as they take more damage. When they are lowered to 50% of their max health their attack is doubled; When they are lowered to 30% of their max health their attack is tripled; and finally when they are lowered to 10% of their max health their attack is quadrupled. This allows their attacks to become devastating. In addition to this each member of this class has either a self heal, ability to cheat death, or become an immovable wall.




    Monk/Master Monk/KenKiyoshi


    Damage Type: Physical
    Blocks: 2
    Role: Anti-Rush, Ganker
    Description: Units of this class have high attack, and have the inherent ability to avoid attacks like rogues. However, due to low defense in combination with being able to block two units; they cannot really serve as a duelist. They can serve as a ganker, but you have to be extremely careful when using them to gank due to same reason that makes them bad duelist.




    Advance Guard/Advance Strategist/Warrior Strategist


    Damage Type: Physical
    Blocks: 2
    Role: Duelist, Ramp, Support
    Description: Units of this class are like Soldiers, but with a higher cost and better stats. However where they shine is in their ability to provide boost to your other units through their skills and abilities. They have the inherent ability to reduce the deployment cost of your other units by 1; or 2 if awakened. After awakening they gain the ability to attack all units they block akin to Samurais.




    Magic Swordsmen/Rune Fencer/Rune Lord


    Damage Type: Physical(Magical)
    Blocks: 1
    Role: Duelist, Assist
    Description: Unit of this class are similar to Ninja in that they provide additional ranged support from a non-ranged slot. Unlike ninja however their ranged attack deals only 50/60/70% damage. However if they are blocking an enemy and attack that enemy from melee range, then they deal full damage. During skill activation their attack become magic based ignoring physical defense.




    Angel/Archangel/Dominion


    Damage Type: Physical
    Blocks: 0(2/3/3)
    Role: Anti-Rush, Duelist
    Description: Units of this class have noticeably higher stats than others of the same rarity. Do to this in most cases they can be considered the strongest units stat-wise in their rarity class. However, the drawback to this is that they can only block and attack while their skill is activated. If their skill is not activated they will do nothing, and let all enemies through. Once class changed they can attack two enemies at once instead of one while having their skill activated. They can act as 'lightning rod' units, are good at fighting strong enemies, and stopping enemy rushes for a short period of time.




    Puppet User/Armored Puppet User/'Ultra Electric Kabuto-shi'


    Damage Type: Physical
    Blocks: 1(0)
    Role: Duelist, Assist
    Description: This unit cannot be healed by other units, but gradually recovers health points(4/6/8 per .5 seconds) while not attacking. During skill activation, they stops blocking units letting all enemies pass through while switching to deal ranged damage.




    Sailor/Sailor Chief/Sailor Elite


    Damage Type: Physical
    Blocks: 1(0)
    Role: Anti-Rush(AW), Duelist, Assist
    Description: Units of this class are simply duelist like Valkyries, but without their ramping capabilities. However, during skill activation, they will let all enemies pass by them without blocking them. In addition to this they become ranged attackers capable of providing additional range support from a non-ranged slot. You can use this to your advantage by activating the skill when they about to die to allow them to remain on the field dealing damage without dying. Once awakened, they can serve as Anti-Rush units during the duration of their skill as they deal area of effect physical damage.




    Inu/Tenkitsune
    (Unreleased)


    Damage Type: Physical
    Blocks: 2
    Role: Anti-Rush
    Description: Units of this class are a Hybrid of the Rogue and Samurai classes. They can block two units, attack both, and avoid their attacks while doing so. The class itself has a skill unique to them that doubles their attack, defense, and health for its duration.




    Priest Warrior/Priest Warrior Chief/Divine Armor
    (Unreleased)


    Damage Type: Physical
    Blocks: 3
    Role: Tank, Support
    Description: Units of this class are used to provide additional healing from a non-ranged slot. Useful when your ranged slots are all occupied by other units, and you need the additional healing. They can block multiple enemies like a soldier, but they will stop healing and attack the enemies they are blocking. During skill activation they will focus on healing, regardless of if they are blocking any enemy or not.




    Mage Armor/Battle Mage/Mage Armor General
    (Unreleased)


    Damage Type: Physical(Magical)
    Blocks: 3/3/4
    Role: Tank, Assist
    Description: Units of this class are similar to Heavy Armor units, but with lower defense, slower attack speed, and higher attack. During skill activation, they will deal ranged AoE magic damage similar to Mages. They can be considered one of the highest damage per second units in game during their skill activation. This is due to them having a higher attack speed than a Mage, and their skills giving them attack boost during the skill's duration.




    Dragon Rider/Dragon Knight/Dragon Lord
    (Unreleased)


    Damage Type: Physical(Magical)
    Blocks: 1
    Role: Duelist, Ramp, Assist
    Description: Units of this class are single target duelist with ramp capabilities. They have a very high cost, but also very high attack and defense. Normally they act like Valkyries and other single target duelist, but during skill activation, they will switch to a single target ranged magic attack. When withdrawn they will return 70/80/100% of their unit cost.




    Bowrider/Bowrider Chief/Bowrider Elite
    (Unreleased)


    Damage Type: Physical
    Blocks: 1
    Role: Anti-Rush, Ramp, Assist
    Description: Units of this class are a Hybrid of an Archer and Valkyrie. When withdrawn they return 70/80100% of their unit cost. They attack from range in a non-ranged slot. However, when they are blocking a unit their attack is halved.




    Maid
    (Unreleased)


    Damage Type: Physical
    Blocks: 1(2)
    Role: Anti-Rush, Support
    Description: These unit is specifically designed to be used in tandem with other units buffing them. She boosts the Princess' stats and reduces her cost just by being in your team roster. Other then this she is like a soldier that can block one unit. However, while her skill is activated she blocks and attacks two units like a Samurai, but she has low health and defense so you must be careful when doing this.




    Sword Master
    (Unreleased)


    Damage Type: Physical damage
    Blocks: 1
    Role: Duelist, Anti-Rush
    Description: Units of this class are duelist by nature. However, due to the skill of the sole unit of this class(Unsure if they will be a class wide skill style); They can serve as godly Anti-rush units. Killing pretty much everything that are in a cross(North, South, East, or West) direction of them for quite a bit of range.




    Dragon Shaman/Dragon Shaman Lord


    Damage Type: Magical
    Blocks: -
    Role: Rear, Support
    Description: Units of this class acts as a healer, but has shorter range than a Priestess. In general they have slower heals then a Healer. However, through their skills they can also attack the enemy like a mage.




    Vampire Hunter/Vampire Killer/Undead Killer


    Damage Type: Physical
    Blocks: -
    Role: Rear
    Description: Units of this class have a shorter attack range when compared to the Archer class. However, their damage per second is much higher when comparing the same rarity units. This is due to the class firing multiple arrows at once(2 before CC, and 3 after CC). In situation when you do not need the additional range from Archers; A Vampire Hunter will generally be preferred, but know that they are fairly ineffective when dealing with heavily armored units. After awakening, they deal additional damage when attacking undead enemy units. They work very well with buffers like the Dancers.




    Shaman/High Shaman/Shaman Lord


    Damage Type: Magical
    Blocks: -
    Role: Rear, Support
    Description: Units of this class are a hybrid class of the witch and healer unit classes. They are witches when their skill is not activate, and are healers when it is active.




    Bishop/High Bishop/Elder Bishop


    Damage Type: Magical
    Blocks: -
    Role: Rear, Support
    Description: Units of this class are a hybrid class of the Mage and Healer unit classes. They are Mages when their skill is not activate, and are Healers when it is active.




    Rear Guard/Rear Strategist/Staff Strategist


    Damage Type: Physical
    Blocks: -
    Role: Rear, Support
    Description: Units of this class are the Ranged counterparts to the Avant-Garde Tactician class. Their attack speed is similar to an Archers, but they fire two rapid fire shots. In addition they reduce skill cooldown by 10/20/30%.




    Summoner/Master Summoner


    Damage Type: Magical
    Blocks: -
    Role: Rear
    Description: Units of this class are similar to that of the Angel class. They will stand around and do nothing unless their skill is activated. However, once activated they will attack everyone within a large area of their primary target. They can be considered one the highest damage per second classes while their skill is activated.




    Feng Shui User/Feng Shui Master/Feng Shui Devout
    (Unreleased)


    Damage Type: -
    Blocks: -
    Role: Support
    Description: Units of the class heal for less than those of the Healer class, but can heal multiple targets at once. In addition they reduce the effects of maps such as poison damage over time.




    Cannoneer/Heavy Cannoneer/Master Cannoneer
    (Unreleased)


    Damage Type: Physical
    Blocks: -
    Role: Rear
    Description: Units of this class are the physical counterpart to the Mage class meaning they have AoE damage. They deal more damage than Pirates and Archers, but this comes at a slower attacking speed. They have a longer range than Archers, but a shorter one then Pirates.




    Dancer/Top Dancer/Super Dancer


    Damage Type: -
    Blocks: -
    Role: Support
    Description: Units of this class are buffers. They pass on 10% of their attack and defense to every allied unit in range of them. However, while their skill is active they will pass on 100% + 10-50%(depending on unit and skill level) of their attack and defense to those unit while it is active.




    Necromancer/Hell Necromancer
    (Unreleased)


    Damage Type: Magical
    Blocks: -
    Role: Rear
    Description: Units of this class are magic based ranged attacker, but with a special ability. They can summon skeletons onto a non-ranged slot at the cost of unit points. This skeleton can block one enemy unit, and when they die, they don't count towards your 'unit deaths' for calculating map rating(how many stars you get). You can continuously use the skeletons to stall/tank strong enemy units as long as you have enough unit points.




    Druid
    (Unreleased)


    Damage Type: Magical
    Blocks: -
    Role: Rear, Support
    Description: Units of this class attack a single unit within their range slowing movement and attack speed. In addition they can summon a unit like the Necromancer. However, this unit is not a unit meant to fight or block. They are called 'Tree of Healing' and as the name would suggest they heal her or her allies. They are placed in a 'ranged' slot.




    Alchemist/High Alchemist/Master Alchemist
    (Unreleased)


    Damage Type: Physical
    Blocks: -
    Role: Rear
    Description: Units of this class have a shorter range cannoneers. They have the inherent ability to cut the defense of enemy units damaged by them in half.




    Ranger/High Ranger/Master Ranger
    (Unreleased)


    Damage Type: Physical damage
    Blocks: -
    Role: Rear
    Description: This unit class is the same as Archers. However, once deployed they can deploy traps on non-ranged slots at the cost of unit points. Once triggered(by an enemy walking on it) it will lock the enemy in place for a brief period.




    Thief/Master Thief/Treasure Hunter
    (Unreleased)


    Damage Type: Physical
    Blocks: 0
    Role: Rear, Support
    Description: Units of this class are fairly mediocre for any sort of battle purpose. Their true use is increase the drop rate of non-unit drops(Demon Crystals, Jewels(needed for awakening), Affection items, and Trust items) by 3%(5% if awakened). However, this comes are the price of increasing the attack power and HP of the enemies on the map by 20%(30% if awakened).




    Curse User/Curse Master
    (Unreleased)


    Damage Type: Magical
    Blocks: 0
    Role: Rear, Support
    Description: Units of this class reduce the attack of any enemy within range for them by 10%. If the enemy drops to or below 5% of their maximum health they are killed instantly(does not apply to all enemy unit types). The class shares a skill that double the effect of the class itself(60-100% increase depending on skill level). This at it max puts the reduction to 20% and the instant kill effect to 10% or below.




    Vampire Lord
    (Unreleased)


    Damage Type: Physical
    Blocks: 1
    Role: Duelist, Ganker
    Description: Units of this class cannot be healed by other units, but has high stats to make up for this. After striking an enemy six times she will paralyze them.




    Chrono Witch
    (Unreleased)


    Damage Type: Magical
    Blocks: -
    Role: Rear
    Description: This unit is exactly the same as a witch. However, she has a unique skill; when activated she attack once for area of effect damage and slows all enemies hit.




    Monster User/Hellbeast User
    (Unreleased)


    Damage Type: Magical
    Blocks:0
    Role:Rear
    Description: This unit has the ability to summon two hellhounds that are placed on a melee-slot. Each Hellhound blocks 1 unit and can attack from range. They cost 10 UP each summon.




    Dark Priest/Dark High Priest
    (Unreleased)


    Damage Type: Magical
    Blocks: 0
    Role: Rear, Support
    Description: This unit will prioritize attack the enemy, but if there are no enemies within her range she will begin to heal injured allies.




    Enchanter
    (Unreleased)


    Damage Type: Magical
    Blocks: 0
    Role: Rear
    Description: This unit has the ability to change the damage allied unit within range of her deal to magical. In addition when she activates this skill she stops golem type enemies from moving. Otherwise she is just a single target rear unit.




    Majin
    (Unreleased)


    Damage Type: Magical
    Blocks: 1
    Role: Duelist, Ganker
    Description: Units of this class have the inherent ability to withdraw upon death. In addition once they withdraw this way after sometime they can be redeployed. Their 'death' does not count against you for a unit dying.




    Royal Guard/Royal Order
    (Unreleased)


    Damage Type: Physical
    Blocks: 2
    Roleuelist, Assist
    Description: This unit can serve a wide variety of roles compared to other melee-slot units. Prior to Awakening do to her stats she can serve as a Duelist, and like a Monk she can somewhat gank as well. Even though she does have a much higher defense to them you still want to be careful when using her in that capacity. If she is having to tank two hard hitting targets she won't last that long without a healer. Once awakened she can also attack from range allow her to fill an Assisting role.




    Hermit
    (Unreleased)


    Damage Type: Physical
    Blocks: 0(1)
    Role: Duelist, Assist, Ganker
    Description: The units of this class is best put as a boss killer. She can duel and gank any unit including bosses, and deal true damage for the duration of her skill. With the chance to attack multiple times in quick succession. Until we get another unit of this class it can't be said if this will be a staple for them, but for the vanguard of the class we were given another 'goddess' unit.






    Unique: These classes are only possessed by one unit.


    Prince


    Damage Type: Physical
    Blocks: 1
    Role: Duelist, Support
    Description: This is you. The ever mighty and handsome savoir prince. You build a harem of beautiful girls. You... oh you want to know what you can do... Well you are a duelist. You hit things, and you inspire your beautiful girls to hit things harder and take more damage with your inspiring and potentially sexual aura.




    Vampire Princess/Vampire Queen


    Damage Type: Magical
    Blocks: 1
    Role: Duelist, Ganker
    Description: The best use of this unit class is a Ganker. She cannot be healed by allied units, but after being awakened can heal herself for 1% of her maximum health every attack.




    Immortal Princess/Immortal Queen


    Damage Type: Magical
    Blocks: 1
    Role: Duelist, Ganker, Support(AW)
    Description: The best use of this unit class is a lightning rod and boss fighter. When her skill is active she cannot die. Care must be taken to withdraw her before her skill ends if her health is to low. When awakened she will heal every allied unit on the field for half the damage dealt to her(When near death damage taken will still count as if she lost that much life).




    Dragon Princess/True Dragon Warrior


    Damage Type: Magical
    Blocks: 2
    Role: Tank, Duelist(AW Skill), Anti-Rush(AW Skill)
    Description: Units of this class are best used to tank multiple heavily armored units. Due to dealing magic damage like a normal princess she can handle her targets alone most of the time. When acquiring this units awakened skill she loses access to her 50% damage reduction from all non-magical sources. In return for this she gains the ability to attack all units around her; In addition she also double her attack power for the duration of the skill.






    Onmyoji/Yin Head


    Damage Type: Magical
    Blocks: -
    Role: Rear
    Description: This unit deals ranged magic damage that significantly reduces movement speed of her target. In addition she can summon units like Necromancer to block an area.




    Parliamentary Secretary
    (Unreleased)


    Damage Type: -
    Blocks: -
    Role: Support
    Description: This is Anna the white haired, amber eyed beauty you wanted to ravish since the first time you played Aigis. She is meant to be used in tandem with the prince. She provides different boost based on what title the Prince is using. Health+ title gives the Prince gradually health recovery, Attack+ title changes the Prince's damage to magic damage akin to a princess, Defense+ title allows the prince to block an additional unit, and Aura(skill) title gives the prince 10 MR. She provides 10% of her attack and defense to the Prince as long as he is in range of her. While her skill is active, she gives 100% + 0-20% of her attack and defense instead.







    Recommend team unit composition:


    Basic

    Now, I know why most of you are here. You are new to the game, and wish to know how to make the best of the starting units given to you. However, some of you may just be here for a list. Not actually caring about what I have to say here. So in interest of not wasting your time here is your list.

    • 1: Valkyrie
    • 1: Princess
    • 1: Bandit or Rogue
    • 2: Soldiers
    • 2: Heavy Armors
    • 2: Archers
    • 2: Witches
    • 2: Mages
    • 2: Healers


    Now for those of you who actually wanted more information here you go. This is the basic set up you should be hoping for. Now of the units listed above Princess is the only one you do not get in your 'starter kit'. If you did not get one in your first few free premium rolls I highly recommend remaking an account until you get one. In the event you don't get one just have both a bandit and a rogue. Also your soldiers should have the skill 'Call for Reinforcement' as their skill. Now before you even think of moving on to the intermediate composition first get the units of this set up to 50CC30, or just to 50 in the case of your princess. After that, make sure you have at least read up on every class currently released. As well as what roles they are.



    Intermediate

    Note: While not needed I highly recommend that you take the time to set up your 'perfect' army. This will help you not waste experience leveling units that you may replace fairly quickly, and allow you to focus more on the units you will always keep for use(and not waste SC on a spotlight for a unit that is not in said army). For a list of the maximum amount of units one should need take a look at the advanced list. When considering the list avoid premium black units as you cannot get them with any reliability. Also note that some characters will break the mold of their classes. So take the knowledge given to you about roles and make your own choices.
    Melee Slot Units: Google Translate
    Ranged Slot Units: Google Translate

    =====

    Looks like you have been playing for two or three weeks, and finally got your starting units up to par. Time to move on to roles as oppose to a specific number of unit classes. For those of you who just wants the list here you go.

    • 2-3: Duelist
    • 2-3: Healers
    • 2: AoE Rear
    • 2: Physical Rear
    • 2: Magical Rear
    • 2: Tanks
    • 2: Soldiers
    • 2: Anti-Zerg
    • 1-2: Anti-Rush
    • 0-1: Assist


    Now I'll explain where your previous units fit into. Your Valkyrie, Princess, and Bandit would go into the Duelist slot, Your healers would obviously go into the Healer slot, Mages into the AoE Rear slot, Archers into the Physical Rear slot, Witches into the Magical Rear slot, Your Rogue into the Anti-Rush slot, Nothing from the previous set up fits into the Assist slot, Your Heavy Armors into Tanks, Your Soldiers into Soldiers, and finally you have nothing for Anti-Zerg slot from the previous set. This will leave you with 3 Duelist, 2 Healers, 2 AoE Rear, 2 Physical Rear, 2 Magical Rear, 1 Anti-Rush, 0 Assist, 2 Tanks, 2 Soldiers, and 0 Anti-Zerg. So now you'll need to start expanding on this team to encompass secondary units. Secondary units are the units you will swap into your primary team of 15 when needed for a tactical advantage. They are just as important as your 'primary' team as they are part of it.

    So first you'll want to grab a third healer as this will be of the most importance, followed by two Anti-Zerg. An Anti-Zerg unit refers to a bronze soldier. However, the role can also be fill by bronze dragon officers or silver soldiers that are not class changed should you only wish to use female units(Note: that all units of this class must be minimum cost to fill the role properly). Some prefer the extra bulk by those classes, but the extra bulk comes at 1 higher unit cost. After those three more important units you'll want to get your second Anti-Rush unit. Finally the one you may not be able to fill depending on when you join the game is Assist. If you read on what the roles are you will know what goes where. Also remember that if you did not have a princess in your original setup you may want one more duelist.

    The order these new units should be leveled in is... Healer to 50CC30, Junior Soldiers to their cap of 40 or 50 if using minimum cost silver soldiers, Second Anti-Rush to 50CC30, and then Assist to 50CC30. Now that your additional 4-6 units are trained up to match your current units you'll want to continue bring this group up. First to 50CC40 then 50CC50. Once you reach this point it is finally time to move onto an advanced set up.



    Advanced

    Welcome to the advanced section. So you been playing for awhile now. Notice how much of a demoness Aigis is right? Anyway I guess I should get onto the final section dealing with making your army 'perfect'. For all intents and purposes after this you should be able to conquer all battlefields you grace with your harem. Now what is going to be listed before you may be slightly confusing. So to clear up any of that I'll be listing what classes(their base class. IE. Soldier will count for Soldier Chief) go where. However, remember that specific units can break the mold of their class to go elsewhere, and that certain classes can fit multiple roles(so the total amount of units can go down drastically if you wish).

    • 4+: Duelists: Bandit, Valkyrie, Princess, Dragon Officer, Avenger, Angel, Dragon Rider, Vampire Princess, Immortal Princess, Puppet User, Vampire Lord, Royal Guard, Hermit, Majin
    • 3-7: Healers: Healer, Priest Warrior, Feng Shui User, Dragon Shaman
    • 2-6: Physical Rear: Archer, Ranger, Pirate, Vampire Hunter
    • 2-6: Magical Rear: Witch, Shaman, Chrono Witch, Necromancer, Onmyoji, Druid, Monster User, Dark Priest
    • 2-5: AoE Rear: Mage, Bishop, Cannoneer, Summoner
    • 2-4: Assist: Ninja, Magic Swordsman, Sailor, Bow Rider
    • 2-4: Anti-Zerg(Min cost required): Bronze Soldiers, Bronze Dragon Officers, Silver Soldiers that are not class changed
    • 2-4: Anti-Rush: Rogue, Monk, Inu
    • 2-4: Tanks: Heavy Armor, Dragon Warrior, Dark Fighter, Mage Armor
    • 2: Soldiers: Soldier
    • 1-4: Supports: Advance Guard, Rear Guard, Dancer, Maid, Parliamentary Secretary, Alchemist, Thief, Curse User, Enchanter
    • 1-4: Anti-Swarm: Samurai, Pegasus Rider, Sword Master


    There now that you have all the slots sorted out I do hope you heeded my advice in the intermediate section, and put together who would be your 'perfect' army. The reason for this being for quite a long while your primary and secondary units of your 'perfect' army will have substitute units. Those being units that aren't the ones you want, but fill the position until you do get the one you want. A substitute unit should never be leveled over, but always leveled to 50CC50(or 50 for those that cannot CC) while their is a non-sub unit that can still gain experience. The reason for this is that after level 50, leveling up becomes extremely costly and time consuming. In addition do not use any bronze units or platinum armors to level up a sub unit. Those should all go towards your non-sub units, so that they can reach their level cap. This is because you just simply do not know when you will replace that substitute unit. Making all the experience put into them mostly a waste.

    Now on how to build up this massive 25-54+ unit army. You'll first want to completely build up the minimum amount for the army. This is 25 units, this is quite easy as your should have 20-21 of these units already prepared for your army. Depending on whether or not you were able to acquire an assist unit during the intermediate stage. So in other words, you'll need to train up another duelist, preferable a second low cost Valkyrie such as Elaine. For the current time being Assist and Anti-Rush will be hard roles to fill as we have not gotten access to a lot of the units we will have in the future to fill those roles. However, once we do get them fill in the minimum ASAP. After obtaining the advance base slowly begin to add more non-sub(or sub if you don't have the non-sub) units in; focusing on one until they are 50CC50 then start on a new unit. As mentioned before all bronze units(2 bronze + 2 fairies or 4 bronze) and platinum armors(1 platinum + 3 fairies) should go to your non-sub units until they are all max level.



    Last edited by Kirito Rick; 09-17-2016 at 09:57 AM.


  2. #2
    fung shui master has been released
    Peropero: potatoking id:887356

  3. #3

    Join Date
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    Quote Originally Posted by Potatoking View Post
    fung shui master has been released
    This hasn't been updated since December first.

    Millennium War Aigis Harem
    Updated: 22/4/2016


    Nutaku ID: 978368 | IGN: Lafate

  4. #4
    that's beside the point
    Peropero: potatoking id:887356

  5. #5
    Quote Originally Posted by Potatoking View Post
    that's beside the point
    the point is no hurry in updating.

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