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Azyle's Behemoth Guide lvl 14+

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Azyle's Behemoth Guide lvl 14+ Empty Azyle's Behemoth Guide lvl 14+

Post by Camel Wed Jul 25, 2012 4:32 pm

AZYLE'S BEHEMOTH GUIDE


Introduction
Many players ask me, "Azyle, how do you level so quickly?", "What is your lineup?", Etc. I have debated to myself whether writing a guide like this is good idea or not, afterall, why let everyone know what technique I am using. By writing my tactics up in a post, means a lot of players will now use my ideas to advance in the Arena for gaining experience and this will change the metagame we are currently in drastically. If the metagame changes heavily towards my methods, then my methods will not work. However, since I believe that at the highest levels of play, the levels I will be at soon that my leveling tactics will no longer be as valid, I do believe it is time to write the guide for fast and efficient leveling now. This leveling guide focuses on Levels 14 through 25.
Level 14 is when the breakthrough comes. It can be a struggle to get to level 14 on its own right, but once you achieve level 14 you can begin to use my ways and get down to some serious experience grinding. I have been making roughly 1 level every day since level 14 and continue to do this even as I hit level 26.

Factors Against You and Your Experience Gaining
No matter what system or "lineup" you are using, you are facing factors that will slow down your ability to grind experience.
  1. Units cost resources. Resources are hard to get until you are over level 20. Furthermore, your resources that you gain would be far better suited to going into upgrades, expansion and building. Not into valueable high cost units every fight. Even though an Arena battle will get you resources as a reward at the end of a fight, losing units during the fight can often make this a net loss. If you experience a net loss in an Arena battle, you are effectively paying resources for experience. I personally like to gain resources, even if a small amount after every battle. This is one of the factors the game has built in that will slow down leveling to a halt. Cost effective and efficient "grinding" must be used or the wall of "No money, No love" will smack you upside the head and leave you sitting on the sidelines.
  2. Units take time to build. Nothing slows you down more than losing the units you use in your Arena lineup than having to sit and wait for 45+ minutes for a single unit to be built. These long building units cannot be getting slaughtered during Arena battles if you want to be able to powerlevel. I strive to not lose any of the 45 minute+ units in battles if possible and the few I lose, I am fairly consistent in seeing this happen once in 30 minutes, to lose a single one of them and in particular I speak of the Mage. And those units I do use, I am constantly building as many as I can ONE at a time in every Military building of the type I have.
  3. The Arena refresh wall. As most know, you get so many fresh Arena pages each day with 6 battles available and then you hit that wall where you must wait 1 hour until you get a fresh page of 6 more possible battles. Therefore, to maximize your Arena experience making you must try to actually fight every single battle you can get your hands on. This means winning every battle. This means having a lineup strategy that will work fairly consistently across the pattern of opponents you face based on your level. Luckily, 90% of your opponents from level 14 to 25 are NOT running great lineups when it comes to what you are running and despite the cries of all the power players out there with their $500 Spells and Gear, this is not the case. While leveling, most of your opponents will be very similar in Hero strength as you are.
  4. Big battles = Big experience. Yes we love the poor sap who has only his Hero or a few units and we run over him and get the free spin, but we are not trying to play Wheel of Mojo are we? No we are trying to level. See how little experience you gained when you walked all over the noob? Next to nothing. See how much you get when you fight a full on horde and win? A very nice chunk. I like to see 250XP to 350XP each Arena battle. This makes my heart glow.
  5. There are sweet spots. Yes there are! And let me tell you, level 14 is not one of them. Life is still hard at this point as you have not unlocked all the really nice units you need and cannot produce 6 mages in 6 buildings at the same time. Do not do "Tasks" ever unless you are in a hard spot. It is tempting, but you need to save those Tasks for the times when things are going rough. When you are in the sweet spot, you need to focus on only Arena battles. Save the Task experience for the rough spots. Save them for when you are 5 Mojo short of buying that next spell or ring you really need.


Oh so it seems simple then right? From level 14 to 26, just win every battle, never lose time sensitive units and voila, you are powerleveling like mad! Not true. You need to be careful with your resources, you need to be even more careful with your Mojo spending (unless you buy Mojo for $$$) and you need to have bought Spells effectively and with a plan. For a Behemoth, this means Sorrow Smash, Air Bash and Mystical Blast. Likely the same for a Berserker. Succubus I am not sure exactly the best plan, I think she is simply the hardest to level and also the deadliest at uber high levels. For her at this time the first "leveling" spell she probably should buy is Archer Spirits as they actually have the potential to add DPS to the table. Piercing DPS exactly when you need it, mid battle.
You also need to be very careful to back out of Arena Battles, take the "meaningless" loss and avoid the unit wipe. Over time you will recognize those fights that mean trouble to your grinding and simply back out. And if you get into a battle and suddenly realize that the Hero is godlike with his spells and things are going wrong, then FLEE before your time senstive and costly units wipe. Care about your Arena rank later. Play and win rank when you are rolling over everyone.

Dead Trolls Everywhere!
"Never before have so many owed so much to so few"
The Troll is your best friend. In fact, I want to build a Temple for my Trolls so they can be worshipped for the godly or ungodly unit they truly are. Lets look at a few key points about Trolls:

  • They are blue!
  • They cost 90 Gold and 20 Crystal.
  • A fully upgraded barracks can churn out 5 in ten minutes flat.
  • They synergize very well with each other AND many other critical units.
  • Two Trolls in many ways are like 1 single loooong unit.
  • They do piercing damage and wear cloth armor.
  • You are going to use them from now until level 25 or higher.
  • They do not complain when they die.
  • 2 Trolls are better to you than 1 Knight.


If you take 3 Trolls and make them fight a Knight and Priest, do you know what happens? The Knight and the Priest typically die and 1 Troll lives to march on towards your opponents mage who starts screaming, "Oh my god, a TROLL, he can pierce me! I am wearing cloth! My magic is weak against him!" During the leveling of 14-26, you will be facing a common mixture of Knights as a front line, backed often by a priest or shaman, followed by Mages, Archers, Wolf Riders and Ninjas. So typically your middle line is heavily cloth composed. Trolls that do not get rolled in the opening moments of the fight, typically absorb damage for your high cost units and make there way to lend a few more punches into the cloth belly of the enemy army. And then they die. But it is ok. They do not mind dieing and you do not mind losing them. Because 3 Trolls cost 270 Gold and 60 Crystal. 12 Trolls cost 1,080 Gold and 240 Crystal. With my lineup strategy you will be using 12 Trolls for a long time and losing all 12 in a serious battle. But your battle reward will be more Gold and Crystal coming back to you than this cost. And you will be getting experience and Hero experience. With maximum barracks, upgraded as fully as possible at all times, churning out enough trolls to hit the refresh wall every day and then every hour is quite doable. Trolls will build fast enough for you to maximize the amount of experience you can potentially gain on a daily and hourly basis when fighting the refresh wall. If you consider that even 2 Knights will cost you 2,000 Gold and 200 Crystal as well as the length of time required to rebuild them (45 minutes) as well as the other support units that can and will crumble as your Knights die, Knights as a front line simply are absurd to the player trying to powerlevel in the Arena. So much that I have never built knights since I first got them.
The other important aspect is that DPS is king. The defensive player is the dead player and Priests serve a single purpose, to heal your Hero so he can march forward, killing units and drawing as much fire as possible while hurling his melee spells all over the field helping you to clear the battle faster. A priest anywhere else is simply taking up a DPS spot trying to keep a front line unit alive a little longer but when that unit dies, the priest is cannon fodder, soaking up a little damage before perishing costing you time and resources and comes from the same building as your mages, further slowing down the replacement mages you will lose in some harder match ups. there can be some selective use of priests in the very back row if you see that it will come down to the crunch and you need to keep your final row alive when it becomes a single range line VS single range line battle in the end game. But most battles do not end up this way. Most battles you are going to roll your opponent because your opponent is stupid and not using an effect line up that delivers maximum DPS throughout the battle.

Level 14 - The Rolling Trolls Emerge
At level 14 I am going to have you using the following lineup:

Optional* Priest* Archer Mage Troll Troll Troll
Optional* Priest* Archer Mage Priest Hero Hero
Optional* Priest* Archer Mage Priest Hero Hero
Optional* Priest* Archer Mage Troll Troll Troll
Optional* Priest* Archer Mage Troll Troll Troll
Optional* Priest* Archer Mage Troll Troll Troll

Now the first things to understand is the position of the Hero is set up to straddle the typical enemy Hero who I find is usally in the top two Rows or the middle two Rows. You can play the Hero position different depending on the battle layout, but you never go top two Rows or bottom two rows as you want your Melee Strike spells to be hitting maximum amount of targets as soon as you can let them fly. At later levels, once you begin to face Iron Wheels and Archangels, who take 4 spaces up, this position is prime as it allows you to hit 2 Iron wheels or Archangels at the same time with a Blast spell. You also will be able to hit both "Priest" spots behind the enemy Hero if he is Top, Middle or Bottom placement if you straddle him this way with your Melee Strike spells and hold off a third line at the same time.

Also, the Column of Mages is subject to change to Ninjas at earlier levels, but it is based heavily on the enemy lineup. The rule however is that if there is a Knight on the enemy front line, then there must be a mage to pair off against him as no other unit is so adapted to hurting a Knight at the start of the battle as a mage is. The line of Archers is important because they can fire at the front line, upping your DPS and continue to fire on the target line as you march forward. Since middle field is often cloth heavy, you need these Archers to be able to mow down the enemy priests, mages, Shamans and Wolf Riders. Again, if facing an odd enemy with many Footman and Ninjas, subbing out the mages for your own ninjas makes perfect sense. The last row is backed by Priests for the battles that are tight and the opponents running a similar setup to your own. If the battle is coming down to the final column, then damn right, you better have Priests keeping the Archers up to finish off the enemy back lines. You could sub in a Column 6 set of Footmen with a column 7 set of Trolls, but it is subjective and most battles we are hoping are not this tight. You do need to be able to properly evaluate these close battles, but in some ways, if a battle is going to come down to your back line, then you should have realised you are facing a higher level or better geared opponent and back out of the fight and not take the huge loss of units.

Furthermore, a Footman in Column 1 rather than a Troll in a general sense is almost the same thing. Both can attack at the same time. Both have roughly the same HP. In some ways, both do about the same damage. What you need to evaluate for this position is what is the initial target the Footman/Troll will be engaging as far as Armor. Then you need to evaluate what is the damage type (Normal, Piercing, Magic) that will be incoming on that first spot from all damage types of the enemy forces. So if they have Knights, use a Troll. If they have Footmen, it is debatable. If they have ranged in slot 1, use a Footman, otherwise only 1 Troll will be hitting them. Is the incoming DPS on your slot 1 heavy piercing and they do not have a Knight? Use a Footman. Are they rich with Ninjas for the incoming damage? Use a Troll. Slot 1 is a variable that is heavily based on the enemy forces and the DPS that will flow into that position when the battle begins. You must use the best unit for the forces you are facing. It is also very important to understand that if the slot 1 of the enemy is a ranged unit, you must use a Footman, even if it is a Ninja. Otherwise the lineup you have gets messed up as your starting Troll will not step to engage, it will hit them at 2 spaces, causing your entire line to shut down. This is one of the current theories being explored by us as to how to defeat the Troll setup when you face it in the Arena.

Also, as stated earlier, you need to have saved your Mojo to buy Sorrow Smash and Air Bash as fast as possible. If you have spent ZERO Mojo by level 14, you will have made enough by now to have bought Sorrow Smash and starting to dream of Air Bash. We are hoping you see Air Bash sometime between level 14 and 18. Regardless, the above setup is what to use until level 16 is achieved.

Level 16 - Riders on the Storm
Once you hit level 16, you can get your hands on Wolf Riders. This changes things for you in a quite healthy way as the Wolf Pack deals Normal Attack Damage and does the effective job of two archers. Essentially you are adding a second column of archers by upgrading that line. At this point, because Mages slow the target they are hitting, I can never see a reason to substitute in the Ninjas anymore. See Chart:

Priest W/Rider W/Rider Mage Troll Troll Troll
Priest W/Rider W/Rider Mage Priest Hero Hero
Priest W/Rider W/Rider Mage Priest Hero Hero
Priest W/Rider W/Rider Mage Troll Troll Troll
Priest W/Rider W/Rider Mage Troll Troll Troll
Priest W/Rider W/Rider Mage Troll Troll Troll

The Priests at the back are no longer optional anymore. You will be facing some opponents that may crack a line and your Wolf Riders will get into a shoot out. You need to use that space with the only unit you have that can make any kind of difference to the battle and that is a Priest. Again, you should be not engaging in battles that cause Mages to die but it can happen and if you are resource rich, you may not mind losing some Mages in battles if you can stay ahead of the curve. I remember some days leveling where I was hitting the refresh wall and I had the time to rebuild mages, so I fought anyone and everyone, using Priests and Wolfriders to be my finishers.

Also at this point you may have aquired your Melee Strike spells and be thinking about what to buy next with Mojo. Or perhaps you realise by now that the game is worth a $20 donation to Old Camel and have extra Mojo. You should be focusing on either getting the Spell: Mystical Blast or obtaining the Blood Talisman Ring and/or Dragon Skin Ring. These items are highly effective for this setup with a melee. One offers nice bonuses and especially Shortens Spell Cool Down. The other heals you 20% of the melee damage you deliver and adds some serious defense. As a spearhead tank you absolutely need defense and some form of further healing. Sometimes, when half the enemy battlefield is focusing on you with their attacks, you will crumble if not able to leave the opening front line battle fully healed for the march forward into the cloth belly. If you have all 3 spells and both rings, then with the armor and weapon you have freerolled, you will find the Arena battles with this setup to be like playing on Easy mode. You will easily take on players 5 levels higher than you who have units you have not unlocked yet and still win fights.

Level 18 - Shamans Do Not Use Frost Shock!
The next change will come at Level 18. Here you get access to Shamans and it is time to really up the DPS and forget about the back end defense unless you see a really bad situation that calls for the Priests to come back in, again though, I would take a loss and back down from a fight of that level. As follows:

Shaman W/Rider W/Rider Mage Troll Troll Troll
Shaman W/Rider W/Rider Mage Priest Hero Hero
Shaman W/Rider W/Rider Mage Priest Hero Hero
Shaman W/Rider W/Rider Mage Troll Troll Troll
Shaman W/Rider W/Rider Mage Troll Troll Troll
Shaman W/Rider W/Rider Mage Troll Troll Troll

Shamans make the Wolf Riders now act like crack bunnies and an incredible addition to your already powerhouse lineup. Now you have so much DPS hitting the front line that when you face Knights, you will laugh loudly because sometimes your Troll lives to see the Knight die and proceed to help hit the next target 1 or 2 times before crumbling. And there are still two more of his brothers, fully healthy and screaming to rip clothies limb to limb. The whole line will move up accordingly and keep tearing things up at maximum deliverable DPS. You may also in certain fights where you recognize that the Hero will not need both Priests to stay alive, to substitute in a Shaman for a Priest. You will start to have a lot of Arena battles that some of your Trolls actually survive, making it possible to grind even faster as you wait for less Trolls. If you can afford to add a white column or two, do so because the population count will be nice for stockpiling the slow units and allowing you to push harder. By level 20 I was keeping a full second set of my prized units banked and running atleast 50-60 Trolls at one time while cooking another set. But I had 3 White Columns and 2 Pumpkin Kings to do this. It was not necessary but it did ensure I could roll into every Arena battle and win and handle heavier losses. In other words, I never backed down anymore. I wanted every last drop of experience I could get, even if it meant losing 90% of my forces to win a battle sometimes. In those fights I would think of it as spending Gold and Crystal to get XP. Once you are resource rich, you will happily trade resources for XP any way you can.

Level 21 - Enter Sandwich Maker
Level 21 is going to be your next huge breakthrough. The setup at level 21 is the same one you will use for the next 5 levels or more. In otherwords, it is your final grinding package. Surprise, surprise! Trolls are still the guts and glory of your front lines and they still are the regular lost units they have always been. By now you should be so used to Trolls dieing that you no longer cry for them. You likely feel nothing anymore when they die. You cold hearted cruel human you! Here is the final build with the massive and truly wonderful Iron Wheel, or as I call them...Sandwich Makers:

Shaman Iron Wheel #1 Iron Wheel #1 Archer Mage Troll Troll
Shaman Iron Wheel #1 Iron Wheel #1 Mage Priest/Shaman Hero Hero
Shaman Iron Wheel #2 Iron Wheel #2 Mage Priest/Shaman Hero Hero
Shaman Iron Wheel #2 Iron Wheel #2 Archer Mage Troll Troll
Shaman Iron Wheel #3 Iron Wheel #3 Archer Mage Troll Troll
Shaman Iron Wheel #3 Iron Wheel #3 Archer Mage Troll Troll

One of the best things about hitting this point in the build is that you now do not require 3 Trolls in a Front Line anymore. You should have your Hero properly set up with the Spells and equipment that you can tweak the battle as far as the Priests behind him go and sub in a Shaman. The DPS delivered to the front line is insane. The DPS delivered to the cloth middle is insane. You will lose 7 or 8 Trolls each fight and possible a mage. Sometimes two. Sometimes the Priests behind the Hero will die. There is a lot of Spells now from enemy Heros that can cause you collateral damage to your softies, but it does not matter as resources are slowly becoming a non factor and you have 5 Priest/Mage producing buildings, 6 Barracks etc and can crank out the replacements easily and also stockpile replacements so as to never slow down yor grinding. Archers are a joke to replace and to save room I only have 2 Shooters Ranges and 2 Stables. The stables are useless to you now as you never make Knights or Wolf Riders. I am considering dumping the Stables if necessary for space, but so far it is not an issue. The Shaman and Iron Wheels will rarely die, keeping a few on hand is really necessary as the Iron Wheels take so long to build. Soon your Gold will be in the hundreds of thousands and Crystal approaching the 100K mark. You still need the money for equipment repairs and Spell recharges but it will keep ahead of itself.

Another key point is that you will hit the refresh wall now very regularly. It will be seen as a curse that slows you down. However, to maximize your experience gains and to get even more resources flowing in, attack random Kingdoms while waiting for your refresh to come up. Pick the short targets, usually 10 or 11 minutes away. Send the armada. Hope they have a serious amount of units guarding their castle door. When you wipe them out, you make experience and resources like an Arena battle. But you also get 6.6% of their Gold and Crystal. This can also add up quite nicely. Nothing better than wiping out a level 20 player who is sitting on 100K Gold and 20K Crystal, getting the battle reward experience AND 6.6% of his loot. Then retreat from his kingdom right away and fire at another kingdom. You can do this 5 times per hour while waiting for the next Arena page to be ready. So now instead of getting only 6 battles per hour in the Arena for experience, you are adding a potential 5 or 6 more battles per hour, effectively doubling your experience making.

Level 25 - Revenge of the Trolls
Level 25 is a final turning point for the Trolls and you. Yes after close to 120,000 Trolls dieing while serving you and your Empire without question and with devoted loyalty, they have finally had enough. Lucky for them you are a kind ruler and have devised a diabolical device for the Trolls to use: Troll Cyborg. Oh how fitting.
The Troll Cyborg changes your system dramatically. You now have the ability to wage war in battles without losing any Trolls, in fact, against players lower than level 24, you are basically rolling over them with a pancake flatener. Against players of the same caliber as you who do not use your lineup, you are perhaps losing a Priest or a Shaman. Both Priests and Shaman have a population count of 1. Which means they can be stockpiled for serious grinding sessions and furthermore, because you no longer are using the Troll unit en masse, you free up a huge chunk of population. But you will need it. Because Troll Cyborgs take 8, yes 8, population units. Also since they take a long long time to build, you are well advised to stockpile them as well. However, you should rarely lose any Sandwich Makers or Mages anymore, so you can bank less of them. Furthermore, you Hero is now taking the front and center spot again and agaist lesser opponents, his primary job is to use his melee spells to wipe out Enemy rows 2,3,4,5 and leaving 1 and 6 for his Troll Cyborg buddies. In many ways, you now have 3 tanks. Also, unless you are facing a serious Hero with macked out equipment, you are counting on your top position Troll Cyborg to tank and dispose of the enemy Hero. Careful Judgement must be decided on this and over time you will know when to use this lineup and when it will fail. Sticking a second Priest on the Hero tanking Troll Cyborg is an option, but you must be wary that often a serious Hero will kill the Priests during battle and this will lead to Cyborg death, costing resources and rebuild time. Most battles for the next few levels however will simply be "load, go, spin" and repeat. Here is the lineup:

Shaman Iron Wheel #1 Iron Wheel #1 Mage Shaman Troll Cyborg #1 Troll Cyborg #1
Shaman Iron Wheel #1 Iron Wheel #1 Mage Priest Troll Cyborg #1 Troll Cyborg #1
Shaman Iron Wheel #2 Iron Wheel #2 Mage Priest Hero Hero
Shaman Iron Wheel #2 Iron Wheel #2 Mage Shaman Hero Hero
Shaman Iron Wheel #3 Iron Wheel #3 Mage Priest Troll Cyborg #2 Troll Cyborg #2
Shaman Iron Wheel #3 Iron Wheel #3 Mage Shaman Troll Cyborg #2 Troll Cyborg #2

When facing the more serious matchups, you will need to tweak this slightly based on what you see. One move is to take the Hero and place him to do toe to toe battle with the other Hero. If you do this and position of Hero is at the top, then you must give the Troll Cyborgs 2 Priests each to be sure they can handle the battle as your Hero will be not as fast leaving the gate as he normally is and not be tanking the field damage. Furthermore, he is only able to clear 3 lanes as he marches with his spells and this creates an additional problem, leaving 3 full lanes open for the Troll Cyborgs to have to deal with and take the damage from. A last problem is enemy Archangels and Mages. Since the Troll Cyborg has Heavy Armor, he suffers as Knights used to against magic attack. To counter this he has better Defence and more HP than your Hero has. Still, 4 Mages can do a serious amount of damage to a Troll Cyborg. In fact, when facing Troll Cyborgs, my plan changes to have Troll, Mage, Mage, Mage, Iron Wheel, Shaman X2 for him to deal with and my lineup like that always wins even if he has support. 6 Mages and 2 Trolls beating away along with the Iron Wheel is simply too much for him to handle. Also this lineup is more common at higher levels as it was discovered long ago how wonderful Troll Cyborgs are in combat. So when facing the above lineup, you need to use the following:

Shaman Iron Wheel #1 Iron Wheel #1 Mage Mage Mage Troll
Shaman Iron Wheel #1 Iron Wheel #1 Mage Priest Hero Hero
Shaman Iron Wheel #2 Iron Wheel #2 Mage Priest Hero Hero
Shaman Iron Wheel #2 Iron Wheel #2 Mage Mage Mage Troll
Shaman Iron Wheel #3 Iron Wheel #3 Mage Mage Mage Troll
Shaman Iron Wheel #3 Iron Wheel #3 Mage Mage Mage Troll

Final Notes
Some summary points:
Pre level 20, you need to really be careful with all 3 Resources, Gold, Crystal and Mojo.
Only upgrade your stables to level 3. You will not need the time savings long term. Build only two stables. Your Wolf Riders should not be dieing.
Upgrading your Magic Temple is uncessary as you do not need Archangels nor do you need to shave minutes off Shaman build times. You also do not need more than 2 Magic Temples
You do not need more than 2 Shooter Ranges. Upgrading them to unlock Ninjas is far enough.
You need 6 Barracks when possible fully upgraded.
You need as many Magic Librarys as possible, upgraded as high as possible. You will need to crank Mages and Priests out on a regular basis as some points to maximize your battles.
Although invading other players can be fun and profitable at later levels, maybe 20+, I do not recommend it before then. Every player you invade can get revenge or might have high level friends who WILL get revenge for them. For the love of god, do not invade a player with the idea to punish and tax them for resources, it simply is never worth it.
If a much higher player attacks you, let him invade, take your resources and leave. Do not lose units fighting him. Build 1 unit at a time while he occupies you with his forces. You will lose half the units if you build two or more. Eventually he will be knocked out by someone or be forced to leave and you will never hear from him again. The nice thing is, while he is occupying your castle, he is essentially guarding it for you as well.
If a lower level player attacks you, put your best lineup in your castle to meet him. You will win.
I do not believe in upgrading mines. By the time they pay back the upgrade costs you spent, you will likely be at a higher level and no longer care about the resources they produce. By level 23 I no longer cared about my mines and what they produce seems small compared to the wealth I have. I could have used that money I shelled out on upgrades along the way far more for grinding experience and important things. This is subjective to how fast you level and play, so again, if you are more casual, perhaps it will be worth it to upgrade. Do the math and see if it makes sense to you.


Final Words
In closing, I will say that this strategy for leveling is based on my own experiences playing. I play a Behemoth. If it fails as a Berserker or Succubus, it may require some tweaking. It is all based on the current Arena Metagame where for some odd reason, players between levels 14-23 seem to LOVE Knights. Knights with Priests healing them. Down the road if many players begin using The Rolling Trolls strategy, then that means the Metagame has changed. When that happens and Trolls are everywhere, then a new system will need to come forward to trump the Trolls. Until then, level like a madman and hope you are level 30+ and on to the end game and do not have to see the Sea of Blue Madness erupt.
Of course for all I know, Trolls will still be the true champions of arena grinding even post 30.

Check out the original guide on the Wiki link here
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Post by bunnybuttface Fri Aug 03, 2012 11:12 pm

Thank you for writing this, it is very useful! Trolls FTW!
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Post by DoeWoe Sat Aug 04, 2012 2:29 am

This is the guide I used with my Hero while I was leveling. I basically modified the sandwich maker and have used it to get over 3500 victories with only 3 losses. All the losses were doe to an oversight on my part. The 3rd one was because a friend dared me to go against an army with only my hero. I honestly thought I could do it so I did, but it didn't go my way. I picked an enemy who was a little too close to my rank, but I did try it again on an enemy a little lower and was successful.
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Post by DoeWoe Sat Aug 04, 2012 2:31 am

Btw...Camel are you Azyle? I haven't seen Azyle log into the Little Empire wikia since March.
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Post by irtehkas Tue Aug 07, 2012 9:34 pm

good question.

Also, i wish someone would write something like this for berserker
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Post by DoeWoe Tue Aug 07, 2012 10:34 pm

I don't think Camel is Azyle, but I wonder what happened to him. He was an active contributor up until March.
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Post by irtehkas Wed Aug 08, 2012 12:25 am

Suspect dunno. maybe he got bored with the game
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Azyle's Behemoth Guide lvl 14+ Empty Re: Azyle's Behemoth Guide lvl 14+

Post by ELTRYHARD Wed Aug 08, 2012 12:36 am

No Camel is not Azyle. I'm pretty sure that totalacoustic is Azyle. But Camel is not Azyle. I know this because I have him on my friends list.
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Azyle's Behemoth Guide lvl 14+ Empty Re: Azyle's Behemoth Guide lvl 14+

Post by DoeWoe Wed Aug 08, 2012 12:51 am

Hmm...TotalAcoustic may be Azyle huh. This is actually kinda funny. Will the real Azyle please stand up?
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Azyle's Behemoth Guide lvl 14+ Empty Re: Azyle's Behemoth Guide lvl 14+

Post by irtehkas Wed Aug 08, 2012 5:18 pm

haha, and when you stand up. please do a berserker write up LOL
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Post by DoeWoe Thu Aug 09, 2012 8:07 am

I agree. I wish this guy was active again. He had a lot of good insight.
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Post by irtehkas Wed Aug 15, 2012 10:00 pm

After reading the last half of that, I dont think I've ever really used troll cyborgs. No idea why people love them so much. Everyone in the arena uses them
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Post by DoeWoe Thu Aug 16, 2012 10:20 am

I liked for them for some things. With an equal mixture of Shamans and Priests behind them they're awesome for tanking units, but they're weak against magic and I just came across too many formations with either Mages, Archangels, or both that I don't even have any Troll Cyborgs anymore.
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Azyle's Behemoth Guide lvl 14+ Empty Re: Azyle's Behemoth Guide lvl 14+

Post by irtehkas Thu Aug 16, 2012 4:39 pm

I have a few in stock, some are at my fort and the others are at a guy i work withs castle.

My most hated troop is the iron wheel. Hate formations with those. They kill my mages haha.
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