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Siege Specialists
| Sent By: MicrosoftXP |
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difficulty rating : 4/5 The goal of this strategy is to demolish an enemies base as quickly as possible so you can avoid hero to hero combat, and use your base and troops as the deciding factor. |
heros
There should be two heros included in this strategy every time because they have so many applications. The first is the farseer. Far Sight is one of the most useful spells for tracking your enemies and finding when the best possible time to attack is as well as spotting them coming to stop you and giving you a head start on your retreat. Earthquake is also the ultimate building killer spell, high damage, fast cooldown, low cost. The second candidate is the Tauren Chieftain because he can tank, he can deal 200 instant dmg to buildings, and he can immobilize enemy troops and heros for about 50% of the time you are beating up their base. A PotM (optional) is also a great addition for extra firepower and boosting catapult damage by 30%.
mercs
Golems (2 to 4) are excellent siege weapons that can be used to very quickly flatten a barracks and sturdy enough to survive a beating while doing it.
Catapults (3+) if your golems are getting blocked because its too crowded or you just dont have the cash for golems, catapults make an excellent addition to the siege team with very long range the enemy has to run deep behind your front lines to take them out.
Sorc Trainers (2 to 3) very effective at keeping the enemy troops in check while you are siegeing the base.
Knight Trainer (1 to 2) good extra meat to keep the troops busy.
items and upgrades
In addition to the essentials that you buy in every game, you should also have:
Anti-Magic potion (farseer) to prevent them from interrupting your Earth Quake
Helm of Heros (taurn) to allow him to tank and give that extra boost to your golems and catapults.
Healing Wards will give you a few more seconds which can make all the difference.
Building Armor Upgrades should be purchased because if you lose your base too, you have lost the advantage, and it will probably mean gg for you.
War Technology lvl 1 is great for the footmen. They last twice as long vs towers.
method
Use far sight to scan the enemy base frequently, and when no one is home, rush in and unleash whatever you can as fast as you can and get out before they can catch you. You should have an anti-magic farseer (and maybe Tauren too) + 2 golems and some cats. Drop a healing ward, target the barracks with you cats and golems, cast farsight on the enemy base (VERY IMPORTANT) and start to EQ the barracks (or towers) and use the TC to protect your troops. He can also be used to shockwave damaged towers if you dont want to waste the EQ on them. If you see enemies coming before your far sight cast wears off then get out as quickly as possible. Dont stay to fight because that's not what this strategy is geared towards. Just keep harassing like this and you will either slowly take out their defenses or one time (it only takes a few minutes) they will not notice and you can proceed to flatten everything they've got.[ back to top ]
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Hero Nuking
| Sent By: RNzipf |
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difficulty rating : 4/5 build up a hero army that is very strong in direct-damage spells and has the ability to take buildings down very fast. Many combos are strong in brute force but quite poor at attacking buildings, unlike in this combo. |
I have mainly tried it in Rivals ROC 3.6, although it should work for TFT 1.0. (I have not managed to get the lich yet in TFT 1.0 though). I won all of the 6-7 times I tried it.
I believe that this combo is pretty equal to any other combo that a player of equal skill can use against you. It won't necessarily enhance your position against a better enemy player, unless you have equally strong allies to shield you while you are decaying/ quaking.
Enemy ranged combos generally cannot 'stand and fight' against you. Against an enemy army with healing and muscles like TC-MK-DH-Pally, you can't stand and fight avatar/resurrection/meta all being healed at the same time. But your far sight will always allow you to sneak up, stun all 4 meelee guys with an infernal, and nuke them with spells for the bounty. They have no counter to your infernal/ animate dead shield, so treat this like a night elf combo and micro the "mountain giant and 'treants' to shield you while you blast away. Always remember: treat far sight like an owl, unholy aura like speedy NE units, frost nova like slow poison, hit and run hit and run hit and run....
heros
The first is the farseer. He makes money fast and steadily. The mage can get a second hero faster, but there is a degree of uncertainty because the mage can be hammered by enemy heroes, especially while casting spells. Far sight allows the far seer to avoid enemy heroes. In the case of a fight, sleep, stun, hex, banish – the far seer’s wolves can often still chase the enemy away due to their extraordinarily high damage ability.
The second should be DL. You need sleep against all the pesky enemies who come after you, not to mention carrion swarm makes money fast. Then get DK, which further encourages enemies to keep a distance because they know you have strong direct damage spells, and finally lich. At this point your direct damage should be 180lightning + 200 carrion swarm+ 100 nova+ 100 nova+ 300 coil to any particular hero. Not to mention considerable lightning, nova, and carrion damage to nearby enemies.
I admit that you cannot expect to be able to kill an enemy who’s your equal in skill permanently using this combo. After all, you cannot entangle him or stun all of his heroes. But because you can focus a total of 980 damage to any enemy hero within 4 seconds, it is unlikely that you fail to get some bounty from every battle.
One advantage that this combo has is that you have 2 ranged and 2 meelee. It’s not going to be easy to stun all 4/ silence all 4/ blizz or flamestrike all 4 heroes. At least 2 of your heroes will always be able to shoot the enemy. Use the DK and DL to shield you and hammer away with strong spells quickly.
mercs
I personally like to use a mix of golems and catapults. I recommend 2 golems and 3 catapults, primarily because you can buy them in one shot at the shop when you decide to smash the side barracks (otherwise stay in the middle making money and blasting enemy heroes). Trainers are not recommended for you since at 40 minutes into game you often don’t have money to buy anything else. Of course, if enemy gets trainers, then Far Sight, figure out how many trainers they have, and mirror that.
items and upgrades
You MUST have two antimagic potions (1 for FS, 1 for lich) and healing potions for each of them. Try to have them stand apart so that if the enemy uses WoN to negate AMS, stopping these two won't be a simple matter of war stomp. Apart from that, armor rings are good.
method
March up and do a dual decay/ quake. Keep hammering away with catapults and golems, and prepare for golem slam/ carrion swarm/ frost nova the minute the militia pop up. You need no more than 15 seconds to kill an unupgraded barracks with your decay, quake, golems, infernal and 3 catapults. In fact, I typically take around 10 seconds to carry through with this if my golems and catapults can get within range.
After this, send your golems and catapults home and you can make your damaging attacks on the center rax to wear it down. Or else hang around and try to cast quake on the enemy magic towers. After the towers nearest your side are dead, cast decay to bring the castle to half health and encourage the militia to appear. Since the peasants will likely be running all over the place, they will be killed quickly and not be around to protect the castle from a second decay
Your first attack on the enemy rax can be done alone, providing you keep on casting far sight to make sure the enemy is not around. (even if they are, as long as your allies shield your FS and Lich for 15 secs, it's all over for the rax)
The attack on the center rax will definitely require allies' help, since you won't have the ablility to kill all the militia peasants when they pop out. Furthermore, a direct central attack is usually too obvious and you won't have the benefit of surprise.
To protect the golems and catapults, move them up from the side or else keep them at home until you decide to throw everything you have at the castle.[ back to top ]
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Support + Lethal Ranged
| Sent By: RNzipf |
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difficulty rating : 3/5 create a corps of ranged attackers who can both support your allies as well as kill buildings incredibly fast. |
heros
I prefer FS-Naga-SH-DR-Potm. Your actual starting hero is usually FS or Naga and second hero usually SH. At this point, you will probably have some clue that your allies want to mass meelee. If you want some challenge, or if you have decided to go for quick building kills, then go ahead with this ranged combo.
mercs
Not necessary. Your hands will be full managing the dark minions that the DR raises; you need lots of them as a meat shield. Catapults only if you can micro so much stuff.
items and upgrades
The SH must always be equipped with healing potions before he casts voodoo. Best to get an AMS with the DR in case of holy light. It’s nice to give the DR a ring of agility to increase her kills because they become your meat shield. Gloves of attack are only $100, put one or two on the Naga to ensure that her frost arrows are fired in quick succession.
method
Hero killing is straightforward: always use FS to know who is coming. If you are making money outside a middle rax, put down maximum serpent wards which will also cover your ass from troops spawned by the third rax. Silence the enemy immediately and turn the most dangerous guy into a frog, then focus fire away. You have fairly decent direct damage ability with Chain Lightning and Forked Lightning; focus fire away. Micro your heroes out of danger; you should have a modest meat shield in the form of minions and wolves. Your combi is no more a ‘stand and fight’ combo than are ladder DoTT vs Taurens, but you have incredible focus-fire power which should easily net you a bounty or two before you make yourself scarce.
With trueshot your 5 heroes can do 350 focus-fire damage so + lightning spells it shouldn’t take more than 5 seconds to kill any enemy hero. An enemy TC will take as long to lumber around your dark minions, and he is doing zero damage in the meantime.
You can defend alone your rax vs superior numbers of enemies with this combo. Keep the SH behind and cast voodoo, use tornado to mess up the enemy heroes, starfall to destroy the advancing waves, etc. I recommend AMS on the DR. She makes invulnerable skeletons+charms part of the attacking army.
This combo shines most when you are attacking an enemy rax. Depending on how strong your enemies are, you may not even need assistance from allies. Just march up, keeping black arrow on autocast. Accumulate lots of skeletons. Use Far sight to determine if the enemy is defending. Get near and cast voodoo. March the invulnerable skeletons to the narrowest points and just hold them there so no enemy MK can slip past to bolt your SH. Now cast quake+starfall+tornado and see how quickly the enemy barracks falls. SF is particularly important to counter those nasty peasants who pop up to repair the building. The DR’s charm will work like a charm (pun intended) to coax those handsome knights that pop out to support your cause, so the peasants can’t keep the rax alive for long.
This combo works great on the middle rax if you can position your skeletons right; allied support needed if the enemy is good. Just remember to quake or focus-fire down the towers on the plateaus first, so that nobody targets the SH when he is casting. Always Far Sight before you use your ultimates to make sure nobody is sneaking up behind you.[ back to top ]
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Operation: Lich 007
| Sent By: SADISM |
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difficulty rating : 5/5 defeat the enemy using a lich, but without alarming them to the fact that you actually have a lich employed in your arsenal until it is too late. |
Introduction: The goal of this strategy is to defeat the enemy using a lich, but without alarming them to the fact that you actually have a lich employed in your arsenal until it is too late. If done successfully, they will have never actually seen your lich – death and decay (DnD) may have drawn their attention, but they will be puzzled as to where you are. I will not be covering how to destroy a barracks, as that in and of itself does not guarantee the outcome of the game. Also, what I discuss is fairly general, and is designed to simply help a player along rather than be a step by step guide.
Note: The strategy is primarily designed to work with RN x1.3, but many of the methods discussed here are applicable to previous versions of RN. As for the reader getting their own lich to play around with, that will not be discussed here.
Heroes: The required hero for this strategy is a lich. Other than that, anything else is up to the user to determine what is necessary. However, other heroes which are useful to the lich in being sneaky and secretive include the archmage, keeper of the grove, far seer, and warden. The usefulness of these heroes will be covered later.
Mercs: The only mercs that might be necessary are catapults, depending on the player’s choice of heroes. This will be covered later.
Items/Upgrades: Items to consider are the ring of protection (RoP), anything that increases the life of a hero, or the duration that they can stay alive (armor rings, health potions, healing wards). Also worth considering are anti magic potions.
Method: There are a few obstacles present before a lich who is trying to secure the win for his team. First and foremost would be the magic towers guarding the castle – these have true sight, thus they will be able to detect any invisible unit. Secondly, after a castle is damaged to a certain extent, peasants will come out repairing – therefore that will prevent a lich from destroying a castle in one wave of DnD. The goal of my strategy is being secretive – in other words, not having your lich seen by the enemy. I will not cover leveling your lich secretively or anything like that – only the methods I think are crucial when assaulting a castle.
If you are using my strategy, then the first and foremost thing you should try to accomplish is killing the magic towers – again, I have no concern for the barracks as they give you gold, so killing them might prove difficult in regards to money. When deciding which towers to kill, it would probably be best to destroy the ones closest to the area you plan to DnD from; however, killing all the towers is not a bad idea. However, this will be quite difficult against an adept team, and will be quite burdensome against even noobs. Now, if you wish to not bring alarm to your enemies that you even have a lich before you bring them to their knees, then you will also need to damage the castle and eliminate the peasants that hinder DnD by repairing said castle. Neither of these options is completely necessary, but they are recommended to be strongly considered if having a secretive lich is important to you. Another thing to consider would be destroying the enemy towers near their altar – the reason behind this is that it provides a place to work and stage from.
In my mind, a player has two options for a secretive lich: 1) not hiding inside trees, and 2) hiding inside trees. If the player opts for the former option, they must have a RoP to remain hidden. If the player decides on the latter, then a RoP is optional. In both options I discuss, I am assuming that all magic towers have been destroyed, and that all peasants from the castle have died. Recommended for either option is a far seer, as it will aid in spotting possible wards, and also the location of the enemy.
Option 1: The most basic way to go about this is to go near a castle where your lich cannot be seen by wards, and then DnD away. A slight variant would be to create an open area behind the enemy castle near the altar. This can be achieved using DnD, which happens to cut down trees. Then when DnD is ready again, simply hit the castle from this area. Even if the enemy looks for you with wards or an eye, they may not think to look there.
Option 2: This involves a few difficult maneuvers to pull this off, but is well worth the player’s time and effort due to the satisfaction achieved. Like I mentioned above, a RoP is optional. However, what one needs to have is an archmage, and some combination of the following: catapults, kotg, warden. The goal here is to create an open space close enough to the castle inside the trees, so that no hero can simply walk up to the lich. The archmage is necessary in order to be able to teleport into this area. Once in this area, the lich is free to DnD without the enemy being able to see where they are being attacked from (note: a far seer will be able to see the lich, or a warden might be able to reach them). The purpose of the catapults are to create an area big enough to tp a few heros into; a kotg can also accomplish this while producing some treants to which a mage can tp to. Note that you should use far sight to allow your kotg to be able to eat trees that you cannot see. A suggestion would be to get the kotg to make its treants, then hard tp home WITHOUT taking the treants back and then use the mage to tp to the treants. Remember, the goal is to not be noticed at all. However, sometimes you may not wish to tp right away, or you may not able to. This is where the warden steps in as it can blink all over the place. Also note that the warden can remain hidden at night and jump around between existing holes in the trees. With a far seer, your warden will have no problems blinking anywhere. Back to the matter at hand - use cats or a kotg to create a hole, then blink the warden in. Now you can tp to the warden, and then the DnD fun can begin.
Conclusion: You may be saying to yourself, some of these things sound pretty simple and in fact they are. However, in a game where you are trying to hide the fact that you have a lich, or the fact that you are hiding in the trees, things become more complicated.
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