7.0 Decks Discussion

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7.0 Decks Discussion

Post by CrazyAchmed on Mon Jul 21, 2014 9:27 am

Since enough stuff has come out now, here's a few decks that will appeal to newer and older players alike.

For starters:

Greek Trinity - Fire

HP Pool: 8 / 10
Recovery: 7 / 10
Survivability: 6 / 10
Cooldowns: 9 / 10
Damage Potential: 10 / 10
Damage Stability: 5 / 10

Hep (soon to be IV), Medea, Taurus, Fire Duck / Cerberus IV, Hep IV, + Ally Hep IV

Duplicate Greek leaders are now the new in-thing. If you have a second one, ameliorate the first one, put it as a follower on your last team slot, and evolve your spare to become the leader. I have been playing around with this deck even though I don't have it done yet. I have a second Hep, which I made leader. Putting two ameliorated Greeks next to each other means that combos will keep on repeating themselves if Medea's active or the other Greek actives put fire runes into the middle row. With Taurus and Medea active, this team has eight rounds of brutally painful combo damage, but the requirement is you only use the middle row the two rows under the Greeks. Not the most damaging deck out there, but definitely one of the strongest semi-stable Greek variants. Very strong against lockdown and enchanted shield stages, especially if you activate your converter and Taurus the wave before.


Lisa Mono Light

HP Pool: 7 / 10
Recovery: 8 / 10
Survivability: 9 / 10
Cooldowns: 6 / 10
Damage Potential: 9 / 10
Damage Stability: 10 / 10

Lisa, Marbas, PR Nathan, Minamoto, Marguerite + Lisa

I have all the cards for this short of PR Nathan, and it's a pity I'm not a light player. For 7.0 and mid level players, I'm giving this deck top recommendations. It's safe, it will win EX stages, and all actives except Marbas could be used defensively. This deck has almost all the power of a Stolas / Malphas deck with the convenience of a mono deck and very strong defensive options. It's the closest thing to an offensive knight build, since it can hit hard, put up a strong defense, and leave room for error. We could be seeing bosses with multiple life bars in the future, and the abilities will vary between each. This variant allows safe fighting against tumblers, trojans, minion shields, combo shields, and suiciders. You know, most of the waves that usually wreck your chances at EX and SM stages. Minamoto is pretty much a fixed piece in this deck and its variants, likely Marbas as well. Marguerite could be subbed with Faust if damage is needed. The multiplier completely outclasses fiend decks, and the only downside of this deck is the inability to stall, moderate cooldowns, weaknesses to ability lockdown, and a medium HP pool.

Lisa Rainbow

HP Pool: 6 / 10
Recovery: 10 / 10
Survivability: 7 / 10
Cooldowns: 4 / 10
Damage Potential: 10 / 10
Damage Stability: 10 / 10

Lisa, Circe, PR Molly, Horned King, Medea + PR Daji

This rainbow team can score ludicrously high damage, but it has only one safety. If you really want to see the numbers go up for one round only, swap out Medea for Zeus. A happy medium between Hades Enchantress Wild Warrior decks and suicide Malphas. Still, it's weak to tumbler shield and enchanted shields.


Feel free to throw out some new ideas or mod what's here. No one is endorsing mono light, but Lisa now makes it the strongest stable deck out there Very Happy

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Re: 7.0 Decks Discussion

Post by pink_dreamery on Wed Jul 23, 2014 5:23 pm

I've been seeing lotsa Artemis and IV baphs on my leaderboards. Haven't had to time to analyse mcuh

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Re: 7.0 Decks Discussion

Post by larken on Thu Jul 24, 2014 7:42 am

The Greek Trinity is a pretty interesting set up. Ameled Greek Gods seem to have no issues with rune drops, so between Medea and their amel IV bonus, it should make for lots of combos. Rather ideal in terms of cooldowns as well, although Both Taurus and the Greek Gods would need to be at minimum cooldowns to make this work efficiently. One thing I would change is to swap in a PR Nezha for a convertor instead of using the duck or cerberus. At max skill (cd Cool, it's a small trade off for waiting 3 more rounds for more converts, though one could argue that there probably wouldn't be a shortage of runes.

A rather high damage playstyle, but in terms of flexibility, it's a little bit of a one-trick pony (although it is undeniably a very good trick). Takes rather long to build though, esp in terms of leveling cds to their minimum.

The new scholars makes things rather interesting, but I'd say that in terms of using them as leaders, they're at best on par with the older norse decks. Not much comments on the mono-light, as it is pretty much the same concept as most monos, with the exception of a higher multiplier for the humans.

In terms of damage, it doesn't outshine many of the former staple teams, such as Santa human teams (esp with boundary crossing time-tunnels with the new PR Daji), or even most Mono-Norse teams. In terms of utility, it is perhaps on par with older cards in a Norse mono. The main benefit I see is flexibility of their race requirements is an improvement overall, with Lisa being able to bring in elves and fiends for needed actives on niche stages (which Santa's human requirement restricts), and maintain the attack multiplier even if its not of the same race (advantage over the mono-teams).

Rainbow set ups are probably where they shine, although not by too much in terms of raw damage. Their actives, however, could prove to be an eventual edge due to the dual-facet of their abilities.

The third set up is closer to what I would go with, but I would take Circe out if PR Daji is to be the ally.

However, I wouldn't use Zeus as a possible sub since its a god.

Horned King is ideal, as together with Daji it fulfills the 2 elf/fiend requirement of Lisa.

For the rest of the humans, the enchantresses are always good as considerations, although the Circe/Daji pairing may need some looking into for the numbers. PR starters imo, while decent choices, would work better in a default Santa team for damage anyway.

I would actually consider using other cyborg scholars for the human slots depending on stages, ie.

Lisa, Agnesi/Medea, Gusty Puppet, Cass,Horned King, Pr Daji

For a standard team, which provides for multiple 200% bursts (Agnesi/Gusty), a larger Horned King burst, a defense break (Puppet), a emergency heal (agnesi), damage reduction (Lisa), or one huge burst combining multiple actives:

Cyborg scholar active + Horned King Active + Pr Daji active (w/ 8 combos); this is most definitely an overkill situation which is fun but hardly necessary, but the resultant multipliers would be (assuming a 250% for the cyborg leader - to calculate the minimum multi: 250% x 200% (scholar) x 300% (Horned King with 5 elements), + Cass's rec multiplier addition (varies) x *190% (Daji's 8 combos), and the 1050% of the boosted combos.

2.5*2*3*1.9 = 28.5
3.5*2*3*1.9 = 39.9

Ignoring the combo multiplier, its a multiplier of x28.5 for the fiends/elves, and x39.9 for the humans without including the damage bonus from Cass, or the 1050% from PR Daji, using 3 actives together (scholar, horned king, daji)

That's insane overkill. More likely, we'll be better served to use those actives one by one, turn by turn, which gives us, in terms of damage actives,

200% damage (3 of them)
300% damage (1 of them)
190% damange (1 - from daji)
And one boost from Cass (a little iffy on this this it prevents heals)

and on the flipside,
1 defense break.
1 20k heal (no idea what the min cd on this is, but if its low enough, it might just be useful for recovering HP when Cass is activated).
1 80% dmg reduction.

Rather interesting combination of high damage and utility I would say, though it'll still lose out in terms of raw damage when compared to the Hades/Wild Warrior teams, but again, that's kinda in overkill territory.

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Re: 7.0 Decks Discussion

Post by Eardrum73 on Thu Jul 24, 2014 7:48 am

haha, complete with rating and all.

Feels like Im reading a movie review or something!

Nice share guys:)
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Re: 7.0 Decks Discussion

Post by CrazyAchmed on Fri Jul 25, 2014 2:59 pm

PR Nezha's always a welcome choice, I only left him out because I don't have him. As far as damage optimization goes, those are all mainstream high damage decks everyone one seems to lean towards now. However, MH seems to be playing around with tumbler and multiple life bar enemies are lot more, so after giving us a ton of damage boosts, they are taking away the lollipop by putting in a ton of enemies that won't die to a single burst.

I was always open to the idea of a baseline build that's very customized, which is why I lean heavily towards the cyborg scholars and Santa. Paladins are still useful, PR verd, and enchantresses are there for boosts. Dual Lisa mono is pretty much made to easy clear EX stages, and it's easy to drop in a human utility sub while still losing minimal damage boost. Greek is the go to deck for enchanted shield stages. There's pretty much a fixed requirement for at least one utility card in SM battles now, so as far as zero diamond clears go, it seems to favor decks with stall ability, high bursts, decent rcr, and a utility.

With that being said, my main staple decks are a Greek, Santa, Norse, and soon Scholar. At this point in the game, all everyone seems to be doing is going for more damage by picking a higher base multiplier leader. Anyone in the mid 100s would benefit more from investing some good utility cards (PR Verd, PKoD, John, PR Valk, PQoW) instead of training up more leaders. In terms of deck progression, I would still go for Max Evolve leader, Max CD converters, Max Damage Booster, and then utility. I can't count the number of times I kicked myself for not getting that PKoD or Marguerite maxed out.

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Re: 7.0 Decks Discussion

Post by Eardrum73 on Sat Jul 26, 2014 6:25 am

Crazy... You mentioned that greek is one of your staples?

How do you play greek CONSISTENTLY? 

Sometimes I burst a row of 5 or more and get 50 to 70k damage per card. Other times its only about 10 to 15k.
In a situation with little margin for error, such as an SM... Where burst level damage is needed, How do you maintain consistency and a high lvl of damage together?
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Re: 7.0 Decks Discussion

Post by CrazyAchmed on Sun Aug 03, 2014 4:55 pm

Late reply, but my answer is to amp up the base damage and now use IV Ameliorated row clearing. Before, it was a matter of hiding your stack of runes at the bottom corners while you stalled for CD. Now, using the fire build, while you are stocking up enchanted runes, you are also grinding CD for your damage amp. The real trick lies in activating Taurus / Leo while the converter is 1 CD away from activating. This way, one round after Taurus or Leo triggers, you have an emergency converter ready to hit in case your stored runes won't last you the whole 3 turns. This is why I also like Greek Trinity. A 6 chain with the fire Medea / Taurus trick will land at least 200k per card consistently if you dissolve two columns of five under any of the three Greek gods. I usually leave a fire rune on top middle. That way, you can get a runaway L or T combo at the cost of only one extra rune (The two side by side Greek IVs usually see that it happens). It's the best one rune investment you can make in Greek, and you see it often in gameplay videos.

Doing a lot of damage with Greek is a no brainer: you just unload all your runes. Doing consistent damage requires that you know when to shift runes into damage position, and knowing when you can afford to take a hit. With EX Combos now available, the answer is, when you can burst the next turn. This is why the SS ducks are in my Greek lineup: the burst always triggers a full heal. If you end up full of junk runes, you are left with no choice but to take damage. The result of this setup is, you dissolve as many damage and junk runes as you can, leaving hearts and convert runes on the bottom, and the next round is easier on the converter.

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Re: 7.0 Decks Discussion

Post by Eardrum73 on Mon Aug 04, 2014 5:17 am

Thanks Crazy
So it sounds like:

1) Saving runes until you want to burst, the more the better obviously.
2) Dissolve as many useless runes keep only hearts and damage runes.
3) Use Ammo IV greek gods and two rows of 5 under greek gods.

This all sounds fine.. but:

The thing you say with the emergency convert for Taurus and Leo doesn’t make sense. Because once you activate the "Wild Warrior" active all card actives get reset.
So there is no emergency converter....... or did you mean something else?


Also Not 100% sure what you mean by SS ducks converting. Is is - when bursting greek runes for damage... do you also burst heart runes? (wouldn’t that have a higher change of stuff up the combo?)

Cheers,

Ear


CrazyAchmed wrote:Late reply, but my answer is to amp up the base damage and now use IV Ameliorated row clearing. Before, it was a matter of hiding your stack of runes at the bottom corners while you stalled for CD. Now, using the fire build, while you are stocking up enchanted runes, you are also grinding CD for your damage amp. The real trick lies in activating Taurus / Leo while the converter is 1 CD away from activating. This way, one round after Taurus or Leo triggers, you have an emergency converter ready to hit in case your stored runes won't last you the whole 3 turns. This is why I also like Greek Trinity. A 6 chain with the fire Medea / Taurus trick will land at least 200k per card consistently if you dissolve two columns of five under any of the three Greek gods. I usually leave a fire rune on top middle. That way, you can get a runaway L or T combo at the cost of only one extra rune (The two side by side Greek IVs usually see that it happens). It's the best one rune investment you can make in Greek, and you see it often in gameplay videos.

Doing a lot of damage with Greek is a no brainer: you just unload all your runes. Doing consistent damage requires that you know when to shift runes into damage position, and knowing when you can afford to take a hit. With EX Combos now available, the answer is, when you can burst the next turn. This is why the SS ducks are in my Greek lineup: the burst always triggers a full heal. If you end up full of junk runes, you are left with no choice but to take damage. The result of this setup is, you dissolve as many damage and junk runes as you can, leaving hearts and convert runes on the bottom, and the next round is easier on the converter.
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Re: 7.0 Decks Discussion

Post by CrazyAchmed on Fri Aug 08, 2014 5:35 pm

Emergency converters are basically heart converters that can heal your team up to full the turn before you trigger Taurus, if you are not at full HP already. Deactivating all your skills without a decent board or when unable to take a hit makes it all or nothing. It's safer to go into the active with full HP. Also, the trick with dual converters is to stack the runes so the first sequence cracks all the attack runes you need, while the heart runes crack only after falling down. This way, the attack runes stay on top after the first break, and the heals don't mess up the drop sequence too much. The hearts, which now fall and break on the bottom, then give another chance for the attack runes that didn't connect on the first drop to have a second chance at rejoining the active combo. This is pretty much Stacking 101, but with Greeks, stacking to engineer your drops is more important than in any other play style.

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