Ya, I do all that stuff depending, but did'nt mention is increase arcane damage. In the video it does show me putting down the totems in the "retreat" path so I guess were good there. Its all good stuff just dont want to get people stuck on certain loadouts too much. Maybe I'll do those when I do survival videos I guess?
Oh and that arcane debuff is from the trap and not Stinkeye himself, so I'll put that in that section later on. My traits are also geared towards combos so for the time being, I'm setting up that way. Not enough loadouts
Thanks for the additions.
Old Guide Here
If you found this information useful and want this post to be
updated, please vote at the bottom. Thank you.
Greetings everyone, I'd like to post up some info and questions
that are kinda not show anywhere but should be if you want to play the game
Please add if you think you know better.
QUESTION OF THE DAY: HOW MUCH
MORE DAMAGE DO YOU GET PER ACCOUNT RANK? It seems that with smolder I get stuck
at 124 damage at level 1… no matter how many account ranks I get, where does it
Table of Content
Heroes and what they do
Proper Combo Generation
Combo Generation for Traps
Combo Generation for Heroes
Proper Trap Building
Leveling During a Map
OMG NEWBS ARE RUINING MY GAME!!!!@#$%
Use the rift's regeneration capacity for a quick health/mana
restore, it’s much faster than standing next to a guardian or standing next
to... nothing. (Don't tell Maximilian, he's standing there alone thinking the
sun recharges him)
Use Vegetable of Mending (health regen) and Mages Clover (mana
regen) to stack regeneration with Guardians and rifts.
Mages Picnic works also but not recommended early on as its main
effect is for group, so using this item solo is not efficient. (However if you
go on a date with Smolder or Gabriella, then their awesome)
The Mana Pool and Healing Well only needs to be tapped to begin a
recharge, you don’t have to stand next to it and wait... like I used to do...
Unchained meter takes more time to fill up the more you use it, so
don’t waste it.
Press Alt+k to kill yourself if you get stuck
Damage type: Melee damage
Primary attack: Mace to Face
Deals A.O.E. in front of her dealing melee damage.
Secondary attack: Slam it Down
(Cooldown 10 seconds)
Slams her flail on the floor slightly in front of her doing A.O.E.
Ability 1: Bionka Bounce (Cooldown 19
Slams the floor with her “butt” sending enemies in the air but not
Ability 2: Beat Dem Back (Cooldown 119
Deals heavy damage in a medium range causing a huge knockback.
Ability 3: Sing an March (on/off)
Bionka sings reducing damage to minions. Channeled. If a minion
dies, you take the damage.
Unique: Orcish Field Promotion
Promotes 5 orcs that cross the glyph up to 20 times. You can place
the glyph again after.
Passive: Orc Momma
She heals the more minions are near her.
How to use: There are a few ways to go
with bionka based on her weaver decisions. One path is for the extra dps for
survival or siege, the other is minions power up by promoting orcs with Love my
Soldiers and Momma’s Friends, add Break their traps and Hurt Their Ears and you
have one nasty momma orc. Her right click ability is good for escaping targets
or multiple targets but not awesome, also hard to hit if enemy is too close.
Use her Sing an March over traps or when guardian is doing is A.O.E. if you
have the health to spare. In survival Hurt their Ears is a game changer.
Love my Babies
When Sing an March is not active, Orc Momma provides 2x health
Love my mace
Dealing damage to an enemy with Slam it Down reduces the cooldown
of Beat Dem Back by 5 seconds. –Survival-
Love my Soldiers
Adds 3 promotions to Orchish Field Promotion Glyph per wave, and
+12 max promotions before cooldown. –Siege all around-
Allows Bionka to place 1 additional Orcish Field Promotion Glyph.
Reduces the mana cost of Sing an March by 33% -Siege-
When attacking a barrier, Beat Dem Back deals 35% of the barrier’s
max health as bonus damage. –meh, kinda average compared to others-
Break Their Twaps
Bounce disables traps. –Siege attack-
Break their Knees
Bounces slows enemies by 40% for 1.5 seconds. –Siege pillaging-
Break their Backs
Bounces deals damage with knock up. –Survival, Siege defender-
Hurt their Ears
Sing an March deals damage to enemies in its area. –Good all
Hurt their Feet
Slam it Down leaves a crater that slows enemies by 40%. –Average-
Hurt no More
Grants 40% shield of Bionka’s max hp when below 10% for 5 seconds.
180 seconds cooldown. –Average-
Damage type: Physical
Primary attack: Slashing Claws
Your bread and butter until Go for the Throat resets. It does an
aoe in front of you and also heals you.
Secondary attack: Wound the Prey
(cooldown 14 seconds)
Puts a debuff that does nothing minimal damage by itself, last for
about 5 seconds. It basically increases the damage you do around, 10% for 1
sec, 15% after 2 secs, 29% after 3 secs… so basically you would go Wound the
Prey, Slashing Claws 4-5 times, Go for the Throat to get max damage. This is a
single target ability.
Ability 1: Call to the Beyond (119
Calls forth two undead gnolls but the timer on this ability is
high, which makes it inefficient.
Ability 2: Go for the Throat (cooldown 14
Takes a huge bite out of crime that does damage and heals you,
good to combine with Wound the Prey. This is a single target ability.
Unique: Glyph of Blood
Passive: Pounces by double jumping. If you aim at a 45 degree angle up you
will get further. Excellent to get somewhere fast or to catch a running
opponent. They work also with speed traps.
How to use: Use pounce to get somewhere,
apply wound the prey, hit 4-5 times, go for the throat, use call to the beyond
if your heavily outnumbered if available, repeat.
Single Target dps
Straight combo, use Wound the Prey, Slashing Claws five times, Go
for the Throat. You can add Go for the Throat at the beginning and wait two
seconds also for a bigger combo.
When fighting a group, use Slashing Claws and get as many minions
as you can get. Use Go for the Throat and Wound the Prey on big minions
-20% damage taken by nearby
hunter minions (For attackers with Gnolls/pride/Call to the Beyond undead hunters)
-Works best as attacker-
Regenerate +0.8% max health/sec. -Works all around-
+35% damage against enemy guardians. -Works best as attacker-
Reduces Go for the Throat’s cooldown by 3.5s. -Works best all
-35% duration of control effects cast on the hero. -Good but
Hungry is a must-
+40 max mana. -Good but hungry is a must-
Cull the Outsiders
+10% damage against ranged heroes. -Jumpy wolf is better to reach
Force of Will
+35% healing from Go for the Throat. -Works best for Survival-
-10 mana cost for Pounce. -Great for sieges-
Adds up to 35% bonus damage while at low health. -Seems fun but
when your low health you usually don’t keep fighing, you pounce out of there-
Take what is owed
Adds +15% lifesteal to primary attack. -Works best all around-
Summons +1 Undead Gnoll with Call to the Beyond. -Good but Take
what is owed gives you more survivability-
Primary attack: Brutal Axe
Does a cleave in front of him hitting multiple targets. Each
target hit reduces Maiming Blow by 5 seconds.
Secondary attack: Bloodbath (cooldown
Does a cleave in front of him hitting multiple targets. Each
target hit gives you one Thirsty for Blood, increasing damage up to 10 stack.
Ability 1: Stunning Execution (cooldown 14
Execute a minion doing an A.O.E. stun around it and giving a
delicious meal which heals Bloodspike.
Ability 2: Maiming Blow (cooldown 239
Swings both axes dealing damage to heroes. Low hp heroes receive
high damage and a small slow, high hp heroes receive little damage but a
Ability 3: Inspiring Frenzy (cooldown 33
A battle cry increasing damage (only on tier 4 and adds , speed
and hp (15%) to Bloodspike and his minions. Minions gain more of an increase.
Unique: Glyph of Physical Armour
Increases physical resistance.
Bloodspike’s abilities that kill minions have a change to drop
How to use: You must use his Bloodbath to
power him up, get the Delicious Meals when they drop, use Stunning execution to
heal yourself or to gain more maximum HP if you took the +4 hp weaver upgrade,
and use Maiming Blow on heroes. He is just focused on Siege attack but very
viable in survival due to the increase damage he does with his A.O.E. Brutal
Axe. The rotation for Thirsty for Blood is 1 Brutal Axe, 1 Bloodbath, 4 Brutal
Axes 1 Bloodbath, repeat last part…
Rise to the Challenge
Guardians give 3 Bloodbath stacks on hit. –Good for Siege offence-
+50% drop rate for Delicious Meals. –Good if you’re going with Fortified
Blood in their Eyes
Increases the duration of Stunning Execution by 1 second.
-50% damage dealth to friendly minions. –Average-
Delicious Meals give +4 hp permanent for the siege in progress.
-Good with Finer Dining-
+50% duration to Inspiring Frenzy. –Good in survival or going
damage on offence in siege-
Adds 2 physical and magical armor for each stack of Bloodbath.
–Good if you were doing Fortified Meals-
Adds a 20% speed increase for 3 seconds when you get a Delicious
+40% max Bloodbath stacks. –Good for full damage siege offence and
Adds lightning damage to enemies within the stun area of effect of
Stunning Execution. –Average since you don’t face minions on Siege offence and
most heroes are ranged-
Adds 10 DoT bleed to Brutal Axe during Inspiring Frenzy. –Good for
survival or siege offence damage focus-
Killing an enemy hero with Maiming Blow cancels its cooldown.
–Good in siege vs multiple heroes, so not very good at all…-
Primary attack: Voltaic
Shoots a lightning bolt that cost’s mana but not much. Use against
Secondary attack: Chain Lightning
(cooldown 4 seconds)
Get up to tree minions, good for groups of enemies or when you need
an instant shot where the Voltaic Charge won’t reach. Use while jumping to
avoid being stuck on the ground for half a sec.
Ability 1: Feign Death (cooldown 60
Life saver ability, use when you’re going to die or to allow an
enemy swarm to go by if you want to hit them from behind.
Ability 2: Rift Shard (cooldown 30
Your main regen source, it also does damage to 2 targets when near
minions or heals/mana regen. It is casted by a two to three second charge and
can be interrupted. Use corners to cast if you want to use offensively or cast
before minions can interrupt. Also use to regenerate near cache boxes since you
can destroy them or almost destroy them while you regenerate. I saw almost
since you don’t want to leave your rift but you also don’t want the enemy to
get the caches content.
Unique: Buff Pylon Trap
Increases damage output of nearby traps. If you select the weaver
that goes with it, another 20% damage is done if you use chain lightning on it
and your chain lightning is also increased. Just shoot it once and it will
increase damage for about 6 seconds, but might be more. Can be destroyed.
Passive: Rift Lord
Reduce’s damage based on mana level. Increased damage near rifts.
How to use: Start Chain Lightning then
seven Voltaic Charges, Chain lightning again, Rift Shard. If enemies are still
far while you put up Rift Shard, weaken the back rows and let Rift Shard kill
the few coming in. Retreat to the next Buff Pylon, repeat.
Reduces Feign Death cooldown by 15s. -It’s okay but not great, I
use it often but Sneaky Old Fart is better-
Increases Buff Pylon’s damage buff by 20% when the pylon is hit by
Chain Lightning. -Good for survival and siege defending-
Sneaky Old Fart
-25% to the duration of control effects cast on Cygnus. -Good for
siege pillager or attacker-
+20% to the duration of Rift Shards. -Might be good in survival
but Elderly Urging is way more effective-
+33% summon speed increase to Rift Shard. -Best all around-
Allies can use rift shards to teleport back to the rift. -Never
seen anybody use this so far…-
Price of Power
+50 to max mana but -5% to max health. -Best all around-
Allows allies to use the rift to teleport to Cygnus during Feign
Death. -Never seen anybody use this so far…-
+15% damage to boss minions and large minions. -Good for survival
or siege defender-
Get off the Lawn
Adds 2 targets to Chain Lightning when Rift Lord is active. -Good
Young at Heart
Cygnus is no longer affected by the Old man debuff. -Best in siege
for every class type since there is a lot of incoming damage-
Rifts and Rift shards shoot lightning at 2 additional minions.
-Good for survival but buffing the rift isn’t as good as Get off the Lawn-
Primary attack: Shovel Swat
Does an A.O.E. damage in front of Dobbin.
Secondary attack: Dust Devil
(cooldown 14 seconds)
Adds a slow and +20% damage increase on physical damage from
heroes and traps.
Ability 1: Mineshaft Shortcut (cooldown 5
Creates a tunnel that transport you to the other shaft.
Ability 2: Spare Dynamite (cooldown 5
Does A.O.E. physical damage when thrown.
Adds coins to kills on top of the forge.
How to use: Try to weaken enemies before
they reach your coinforge, so don’t install a coinforge too early. Once on
coinforge, use Dirt Devil, smack with primary attack, once a group stacks on
you, use Spare Dynamite, retreat to the next coinforge once enough enemies run
+20 physical armous. –Not good enough-
+3/s coin. –Good for survivor or siege coop-
+12% damage to minions. –Good in survival and siege coop-
+25% to Dust Devil’s slow debuff. –Good but Sparky is better-
Reduces Spare Dynamite’s cooldown by -1.5s. –Good all around-
-35% to the duration of control effects cast on hero. –Good on
Armour of Rocks
Grants a temporary 150HP shield to allies using Minesharf
Shortcut. –Good for pvp if you put them close to each other-
Strike it Rich!
+8000 coin (one time use). –Good for siege-
-10 to the mana cost of Spare Dynamite. –Great all around-
Regenarate +2%/s max health near allied traps. –Average-
+20/s damage to Dust Devil. –Average-
Kick’em in the Knees!
+30% damage to large minions. –Good in survival-
Damage type: Arcane Elemental
Primary attack: Thorn of Arcana
Fires rapid bolts of arcane magic but blooms if you shoot too
Secondary attack: Kinetic Pulse
(cooldown 24 seconds)
Fires a blast of kinetic energy and instantly activates all traps
in a large area in front of her, also dealing damage.
Ability 1: Blink (cooldown 10 seconds)
Teleport backwards. Removes crowd control. Enemies near her are immobilised
but can still use abilities.
Ability 2: Devious Allure (cooldown 24
Stops nearby enemies, putting them in a trance. Taking damage
snaps them out of it. Duration is shorter on heroes.
Unique: Summoner Trap
Calls a ghostly summoned retainer to fight. Resets after about one
How to use: She relies much on her primary
attack, use Kinetic Pulse in front of long recharge traps to recharge them
instantly. Her unique are good to have near those also as it resets them too.
You can use Devious Allure to split a swarm of minion in two allowing for the
traps to reset also. She gains a bonus from arcane traps so using those and
wall chargers and Shock Zapper with your special trap seems like the way to go.
When fighting heroes, try to stay in their retreat path (assuming
you’re going to win the fight) and when they start retreating use blink to root
them. Use Devious allure also, run ahead of where they’re going first then
reengage. You can use Kinetic Pulse on heroes for that extra damage.
-30% mana cost for Blink. -Average for anything-
+0.75s for Devious Allure. –Average for anything-
+25% max health to summoned retainers.
Shields summoned retainers from ranged attacks when not in combat.
–Good for pvp-
+10% to primary attack speed. –Good for siege against heroes-
Reduces the cooldown of Kinetic Pulse by 7s. –Good for survival
and siege defenders-
Word of Power
+50% damage to Kinetic Pulse. –Good all around-
Grants +1 mana on hit with primary attack. –Average-
Increases the duration of Devious Allure by 5s on minions.
Blink a second time at no mana cost withing 3 seconds of Blink.
–Good for pvp-
Power from Control
+2.5% primary damage for each mesmerised minion. –Good for
Seize the Gears
Kinetic Pulse disables enemy traps for 6s. –Good for siege
Damage type: Ice Elemental
Primary attack: Swing!
Does an A.O.E. attack in front of him. It puts 100% of its damage
on a single target or splits its damage on multiple targets.
Secondary attack: Catch! (cooldown 8
Throws his axe chilling targets and doing damage. Must be used far
or does less damage.
Ability 1: Shield! (cooldown 25 seconds)
Shield from damage for a short time.
Ability 2: Ambush! (cooldown 14 seconds)
Hogarth jumps about three traps distance in front of him and does
an A.O.E. and freezes targets.
Unique: Glyph o9f Magic Armour
Protects your siege minions against elemental damage.
Regains mana when he attacks stunned or slowed hero.
How to use: Hogarth is not a great survival
hero. Use your Catch on far strong minions then jump into the fray with
Ambush!. Try to stick close to active traps and keep minions there while you
swipe with your primary attack. Use the Shield Ability to reduce damage if
necessary. You can also use Ambush by jumping on a wall to get you’re A.O.E.
off on minions. In pvp try to use others to do the damage as you tank the hero.
Use catch when they retreat then jump in on them.
Extends Shield! Damage reduction to allied minions. –Good for
Extends Shield! Damage reduction to allied heroes. –Good for pvp-
+100% damage reduction to Shield. –Good for survival-
Reduces the cooldown of Ambush! By 5 seconds. –Good for Survival-
+20 magic armour. –Average-
+20% to the duration of Hogarth’s control effects. –Good for pvp-
+12% maximum health. –Good for pvp-
-35% control effect duration on Hogarth. –Good for pillager or
Reduces cooldown of Catch! By 3 seconds. –Good for survival-
Adds 2 axes to Catch!. –Good for survival-
+100% mana regen. –Average-
All the Feels!
+5/seconds health regeneration when out of combat. –Good for
Primary attack: Ilyian Longbow
Deals ranged physical damage to single targets, blooms if you
shoot too much so try to use your abilities in between to give it a rest.
Secondary attack: Penetrating Arrow
(Cooldown: 5 seconds)
Deal heavy damage and A.O.E. in a straight line hitting as many
targets as possible. This is Ivy’s main damage dealing attack. Must hit a
target or does not damage.
Ability 1: Life Current (Cooldown: 24
Heals Ivy, minions and heroes around Ivy. Good to use after
minions walk out of a killbox.
Ability 2: Reach of Root (Cooldown: 44
Roots enemies but they can still use their abilities. Good for
escaping heroes or to slow a swarm of minions for a Penetrating Arrow attack.
Unique: Glyph of Healing
Heals minions that cross it.
Passive: Elven Swiftboots
When low on health, Ivy moves extremely fast. Good to escape.
How to use: Ivy is pretty simple, in
survivor use Penetrating Arrow as often as possible. Try to shoot in the middle
of the wave and let the traps and her Ilyian longbow attack finish off the
first minions. Use Penetrating Attack on huge minions. In siege, she is favored
as an attacker, so use Life Current when minions exit traps on in the traps if
you feel their going to die and try to stand in the middle of the wave. As
always, challenge heroes first with primary attack and secondary, when they
retreat, use Reach of Root and secondary to finish them off.
+11% primary attack damage. –Good for survivor or Siege defender
+10% movement speed. –Good for pvp-
Reduces the cooldown of Life Current by 4 seconds. –Good for siege
Adds 20% armour reduction to enemies caught by Reach of Roots.
–Good for Survival-
Grands Penetrating Arrow the ability to disable enemy traps. –Good
for Siege offence-
Arrows of Love
Penetrating Arrow heals allies in its path. –Average-
Reduces the cooldown of Penetrating Arrow by 2 seconds. –Good in
survival or Siege defender-
Reduces the cooldown of Reach of Roots by 10 seconds. –Good for siege-
+50% to Glyph of Healing’s regeneration. –Good for Siege attacker-
+40/s damage to Reach of Roots –Survival or siege defender-
-15 mana to Penetrating Arrow. –Good for Survival or Siege all
+20% to healing effects cast by hero. –Good for Siege-
Damage type: Lightning elemental
Primary attack: Shock Bolt
Fires lightning-charged crossbow bolts that deal about 30% A.O.E. damage
when killing a minion.
Secondary attack: Absolutely
Stunning Bolt (cooldown 12 seconds)
A.O.E. stun for two seconds.
Ability 1: Can’t Touch This (cooldown 16
Creates a three second shield that reduces damage and return
Ability 2: In your Faces (cooldown 15
Fires a powerful shot dealing massive damage to the target it hits
and A.O.E. damage to nearby targets.
Passive: Close Enough
Reduces price of traps.
Unique: Sturdy Decoy
Places a Maximillian decoy that minions attack.
How to use: Use the stun to setup the In
your face ability. Use your shield when getting damaged but hurry, it doesn’t
+40 mana. –Not that usefull-
+3/s coin. –Good if your often short on money-
+5% movement speed. –Best option-
-25 mana cost for In Your Face. –Best option-
Right where I want you
+20% to hero’s control effects. –Only good for Stun, not very
-25% cooldown to Can’t Touch This. –Not great-
Done this Before
+14% primary attack damage. –Best option-
Baby I’m a Firework!
Decoy’s explode and you gain your 10 decoy’s back one time. –Not a
Increases duration of Can’t Touch This by 1s. –Not a good option-
30% of primary attack damage chains to one additional target.
–Great for survival or defender-
Adds 5s slow debuff to In your face A.O.E. and reduces cooldown by
2s. –Good for siege-
Friends like These
Extends Can’t Touch This shield to nearby allies. –Might be an
option if you play more defensively-
Primary attack: Shadow Swipe
Fast attack dealing extra damage to immobilised, slowed, or
stunned enemies. Damage is 100% on first target, then 50% on others and so on.
So damage would go 20, 10, 5, 2, 1 for all targets.
Secondary attack: Vital Strike
(cooldown 9 seconds)
Deals 20% of the targets maximum health.
Ability 1: Hunter’s Snare (cooldown
Sets a snare that stuns heroes. Snare turns invisible after a few
seconds. 3 can be active.
Ability 2: Prowl (cooldown 8 seconds)
(increased damage for 3 seconds)
When out of combat, turns invisible and reduces speed. Deal extra
damage once canceled. Cost mana while active.
Unique: Glyph of Speed
Increase movement speed for minions.
Passive: Thrill of the Hunt (last about
Movement speed increased after killing an enemy.
How to use: Midnight is a pretty simple
hero. She is good in all areas but a bit better against other heroes. Use her
main attack on everything, secondary attack on heroes or large minions, even
cache boxes early on. Use prowl when you see an opponent from a corner. Mana is
no consideration since prowl is the only thing using mana on her. Set your taps
on the escape routes of heroes.
+5% movement speed. –Best overall-
Hard to Kill
+8% health regen. –Average-
+25% damage to gates and guardians. –Siege attacker mostly-
-30% penalty to Prowl. –Good if you have problems getting close to
heroes but Shade Cloak preferred unless you have many physical damage against
+25 magic armour. –Good against heroes-
-2/ seconds sustained mana cost of Prowl. –Prowl is her only
ability using mana…-
Reduces the cooldown of Hunter’s Snare by 7 seconds. –Good in
Skirt the Edges
+10% movement speed when out of combat. –Good in survival-
-35% on crowd control against you. –Good but Hunter is better-
+15% damage to isolated heroes. –Good in siege but siege pvp might
+100 health/mana on kills or assist of heroes. –Seems best
overall, it puts you back in the fight faster-
Allows Midnight to disable traps while invisible. –Good in siege
attack with Vandal from Tier I-
Damage type: Elemental
Primary attack: Vampiric Slash
Instant ranged attack that heals you.
Secondary attack: Wraith Surge
Heavy mana usage for max damage on single target. Causes a buff up
to three times that does more damage but uses more mana with each buff. The
buff last about six seconds and the shot travels so you need to time your shot,
its not an instant shot like Vampiric Slash. So you would typically use it on a
large minion or hero and go Wraith Surge, three Vampiric Slashes or three seconds
of Essence Siphon, repeat.
Ability 1: Desecrated Ground
Ground A.O.E. for about seven seconds that slows also.
Ability 2: Haunting Spirits
Anti-hero skill. Slow seeking to heroes nearby up to three times,
when debuff is applied, you need to hit the hero for the damage to apply. If
multiple heroes are in the close area, they will each grab one so tap them all
for maximum damage.
Ability 3: Essence Siphon
Sacrifices life for mana. Very good to combine with Vampiric
Unique: Glyph of Magic Armour
Increase minions magic armor.
Passive: Soul Harvest
Nearby death of your own minion or attacking ones, or anything
that lives (or exists) gives you 1 soul and heroes give you 20. This increases
his mana pool give Vampiric Slash more health per hit.
How to use: He stacks the death of minions
(worth one stack each) and heroes (worth 20) as extra permanent mana. Use
Desecrated Ground or groups, Wraith Surge on bosses or heroes, replenish with
Essence Siphon, heal with Vampiric Slash.
Adds 10% lifesteal to primary attack. –Good in sieges-
Deaths on Desecrated Ground guarantee stacks for Soul Harvest
regardless of location. –Survival but Urgency is better-
-25% cooldown duration for Desecrated Ground. –Best for survival-
+80 damage on jar impact on Desecrated Ground. –Best for survival-
+50% mana generation for Essence Siphon. –Good for sieges-
Adds 1 summoned spirit to Haunting Spirits. –Good if you’re having
At full health, health gained from primary attacks is added to the
next primary attack as damage. –Good if you picked Extra Vampy on Tier I but
reaper is better-
Adds 1 soul stack for Soul Harvest with each death. –Must have-
Soul stealing deals a small area of effect burst of healing.
Healing is based on max mana. –Consider Reaper-
+40% to Slow debuff on Haunted Heroes. –Siege pvp-
-25% mana cost for subsequent uses of Wraith Surge. –Good for
When Wraith Surge strikes a hero, Haunting Spirit’s cooldown is
reduced by 10s. –Good for siege coop or pvp-
Damage type: Fire Elemental
Primary attack: Fireball
Slow moving attack with a small very small dot
Secondary attack: Dragon's Breath
Frontal AOE with an equal D.O.T. that lasts about five seconds.
Use it then use Incinerate, if Incinerate is not available, use Fireball about
five times. Use continuously if a group of minions is in the target area.
Ability 1: Heart of Flame
15% movement increase, circle A.O.E. dealing a small D.O.T. Good
to use as a boost but does cost mana.
Ability 2: Incinerate
Deals a good amount of damage. Use Dragon ‘s Breath on a group
then Incinerate. Also good against single targets since it does a % of damage,
so very effective against bosses.
Unique: Naphtha Sprayer
Increases fire damage from traps and hero by 20%.
Passive: From the Ashes
Resurrects after death with an explosion regaining 40% health and
50% mana. Has a two minute cooldown.
How to use: Using her Naphtha Sprayer
gives you a 20% extra damage for you and your fire traps. Run into a swarm using
Dragon's breath, once you reach the end, Incinerate, activate Heart of Flame to
run back to the beginning of the swarm, repeat.
+2 seconds Naphtha duration. -Good for survival but Feisty is
+5% primary attack damage and +20% projectile speed. -Good all
+40 mana. -Good for survival but Feisty is better-
Reduces From the Ashes cooldown by -60s. -If you die a lot, use
-3/s sustained mana cost to Dragon’s Breath. -Best all around-
+12% maximum Health. -Good for pvp-
+50% health and mana on returning From the Ashes. -If you used
Phoenix Hart at Tier II, use this-
+20% damage to Dragon’s Breath. -Good on survival but Passionate
Reduces the cooldown of Incinerate by 5s. -Good all around-
Eliminates the mana cost of Heart of Flame. -Great to use
Heart of Flame causes Smolder to be immune to control effects.
-Good for pvp-
Adds +35% slow debuff to Incinerate. -Good in survival but Stolen
Tinder should be considered-
Primary attack: Prestidigitized
Secondary attack: Arcane Anomaly
Ability 1: Totem of Tyranny
Fire Prestidigitized Projectiles by itself or three target seeking
ones if shot upon by Stinkeye.
Ability 2: Totem of Speed
Slows down enemies and speeds up heroes.
Passive: Lingering Lifeblood
Upon death, spirit lingers sending healing bolts to allies.
Unique: Arcane Bowling Ball
Fires an arcane orb every x seconds. Good for long halls.
How to use: Use the totem of Tyranny when
multiple enemies come, put it on the side of the incoming swarm has to not have
it disappear in it, combined with Totem
of speed and Arcane Anomaly. Shooting at the Totem of Tyranny sends 3 heat
seeking bolts. Use the Arcane Bowling Ball when there’s a long funnel for
maximum damage, it’s very powerful.
Against bots or people, drop both totems and use Arcane anomaly on
melee. Remember that Stinkeye gets a bonus damage from arcane traps.
+35% to the Radius of Totem of Speed. –Best option all around-
-10% damage taken near allied heroes or totems. –Good if you die a
lot, but not recommended-
+35% to the cast range of totems. –Not so good-
Adds +10% lifesteal to Totem of Tyranny’s damage. –Good in siege-
Adds 3s stun to Arcane Anomaly. Only applies to minions. –Good in
+20% to the slow debuff of Totem of Speed. –Good in siege-
+33% cooldown reduction for Arcane Anomaly. –Good in survival-
-30% to totem placement cooldown. –Good in siege-
+3max number of Arcane Bowling Ball traps. –Good in survival-
Tyranny for Two
Allows 1 additional Totem of Tyranny to be placed. –Good all
+75% max totem health. –Good in siege-
Need for Speeds
Allows 1 additionnal Totem of Speed to be placed. –Good where you
don’t have slow traps-
Primary attack: Glacial Sweep
Does an A.O.E. strike in front of him.
Secondary attack: Icicle Burst
Throws three ice shards. Good for ranged targets or single
Ability 1: Wall of Frost
Raises an ice wall that stops enemies and lasts 5 seconds. Good to
slow a progression or to stack minions or to stop an hero escape. Takes a
second to raise up though. You can go across the wall to attack. Good against
Ability 2: Flash Freeze
Freeze enemies in a frontal line for two seconds.
Ability 3: Avalanche
Turns into a giant snowball doing A.O.E. damage in his path. Can
be controlled. Lasts for about 6 seconds if not stop by an obstacle.
Unique: Saw of Arctos
Long trap that slices through enemies dealing ice damage. Good to
combine with Avalanche.
Tundra sometimes freezes enemies with is attacks which encreases
damage dealt by 100% to frozen minions and remains frozen longer.
How to use: Tundra is good against minions,
much less against heroes. The trick resides on his ability to deal double
damage to iced targets and his Avalanche ability to destroy groups of minions.
Remove Avalanche’s time limit and reduces its cooldown by 20%.
–Good vs minions-
+25% damage to frozen enemies. –Average-
Permafrost now affects Saw of Arctros and increases its damage by
60%. –Good if you use all 6 Saw’s of Arctos-
Slows enemies who hit Tundra
with melee by 30% for 3 seconds. Affects once every 20 seconds.
+20% damage to avalanche. Also increases its speed and
manoeuvrability. –Good vs minions-
Heroes that pass through Frost wall gain 20% frost damage to their
primary attack. –Average-
Increases Permafrost’s Frozen duration by 25%. –Average-
When Tundra emerges from Avalanche, deals 60 A.O.E. damage around
him. –Good vs minions-
Icicle Burst fires 1 additional icicle. –Average-
+40% damage reduction during Avalanche. –Average-
Causes Icicle burst to do A.O.E. damage for 50% more damage in a
small radius. –Good vs minions-
Grants allied heroes hit with Flash Freeze a shield worth 35% of
their maximum health for 7 seconds. –Average-
Damage type: Elemental multi-type
Primary attack: Chaos Tome
Fires ranged magic from her current school of spell. If you just
changed school of spell, will fire rapidly for about three seconds.
Secondary attack: Book Club
Does a physical A.O.E. in front of her pushing the enemy back. Can
be used to throw them outside de map for an easy one hit kill. Makes her change
her school of spells also if it hits.
Ability 1: Chaos Blast
Does an A.O.E. in front of her, also changing her school of magic.
Ability 2: Feebee’s Wrath
Most definitely the most powerful spell in the game, takes one
second to cast, but immune while casting. Does a large A.O.E. damage for for
about three seconds.
Ability 3: Trial and Error
Cast a random buff, speed up, healing, mana regen, damage
reduction, damage increase, and a debuff causing you to be stunned. Changes the
school of magic.
Unique: Overload trap
Ceiling trap that does A.O.E. damage but disables nearby traps. To
be used alone.
Passive: She has a pet minion shooting
at Zoey’s target.
How to use: Zoey basically run’s on her
change school of magic ability, which makes her primary attack fire rapidly.
The rotation would go like this, Trial and error, primary attack until the
rapid fire buff wears off, Book Club, rapid fire, Chaos Blast, rapid fire,
whichever is available. Use Chaos Blast on groups and favor Book Club on single
targets. Feebee’s Wrath can be used but not on every wave, use it as often as
Chapter 1: Wellness from Chaos
When Chaos Blast hits and changes school of magic, you regain 5%
Chapter 2: Find your Inner Strength
+30% knockback to Book Club and cooldown reduced by 2%. -Average-
Chapter 3: Mastering the Schools
Changing schools of magic increases its duration by 1.5s. –Best in
Chapter 4: Mana Restoration
Restores mana when hitting using primary attack. –Very useful in
Chapter 5: Familiars
Feebee fires twice often. –Good when you have mana under control
like in Survival-
Chapter 6: Improvisation
Book Club now stuns for two seconds. –Only good in survival but
Chapter 5 is better-
Chapter 7: Wield Power from Relics
Adds +60 damage to Book Club from her current school of magic.
Chapter 8: Get more from Spells
+60% duration of buffs from Trial and Error. –Average-
Chapter 9: Death and Chaos
Minions killed by Zoey’s primary attack change her magic school.
–Awesome all around-
Chapter 10: Advanced Familiars
Adds 50% slow debuff for 4 seconds by Feebee. –Good against
Chapter 11: Vigour from Chaos
Adds a full movement speed for primary attack from changing school
of magic. –Very good all around-
Chapter 12: Pulling it all Together
Feebee’s Wrath pulls in enemies and slows them down by 60%.
This game seems to resolve around getting unchained... like the
name of the game... so to get there you need combos, but there isn’t much
detailed information on that in the tutorial, so I'd like to throw my knowledge
in there, since I've been trained by Maximilian himself... he was just playing
games mostly and not teaching me but hey, I got my diploma still!!! If you’ve
been trained by the old man that’s okay too I guess...
General combo knowledge: You get one combo to a target that
last about 4 seconds, which means you could put a trap, a space, and another
trap to keep that combo counter active.
Basically every trap will add a combo point to your kill. This
stack effect last for about two trap spaces, or about three seconds,
so as long as you use a trap before it runs out, it adds up.
1- One combo point per trap.
2- Traps that have dot (damage over time) give two combo points.
3- Using the same trap will refresh the combo timer.
Ex: Tar, brimstone, floor spike: three traps, four combo
Fires lightning-charged crossbow bolts that deal about 30% A.O.E.
damage when killing a minion.
Heavy mana usage for max damage on single target. Causes a buff up
to three times that does more damage but uses more mana with each buff. The
buff last about six seconds and the shot travels so you need to time your shot,
its not an instant shot like Vampiric Slash. So you would typically use it on a
large minion or hero and go Wraith Surge, three Vampiric Slashes or three
seconds of Essence Siphon, repeat.
How to use: Using her Naphtha Sprayer
gives you a 20% extra damage for you and your fire traps. Run into a swarm
using Dragon's breath, once you reach the end, Incinerate, activate Heart of
Flame to run back to the beginning of the swarm, repeat.
Remove Avalanche’s time limit and reduces its cooldown by 20%. –Good
Your hero's damage counts for a combo point also, so if for
example you use Dobbin's Dust Devil, throw a bomb and use primary attack, you
will get a 3xcombo.
Also, those stack up with other heroes, so if a group of heroes
smacks the same target with primary that should give you a 5xcombo.
Do note that your hero's damage type will not count towards a
combo, meaning if you use smolder's primary attack, which is fire, on
brimstone, it should technically give you a 3xcombo, but it won’t, because it’s
considered the same damage type. So you should not use the same type of traps
as your hero's damage type.
What this does is it attacks better team building, meaning if you
like using smolder, you shouldn't buy and upgrade fire traps unless you plan on
not defending those zones yourself, so it would be better to have your partner
buy the fire traps while you just set one or two naphtha sprayer's for him.
Like in every tower defense game, it’s about making sure the
target stays as long as possible where the damage is. Meaning if you can make
them walk in the same path then all the damage you put down there will
affect every target.
Also, you want to make the target's path as long as possible to
maximise that damage output.
That being said, here come the sappers and bombers who destroy
your barricades and make you waste thousands of coins that you desperately need
to build more damage traps.
To handle sappers and such, you must:
1- Not build barricades close to enemy’s entry points.
2- Immediately go after sappers once you hear the sound of them
coming into the map.
3- When archer wolf grenadiers, move away from your barricades
until you handle them.
In siege you really have two roles, attack or defend. The
pillaging will be done while you attack or you defend.
The boxes respawn every 1:10 minute.
The Crogon Meat, once brought to the bbq, will disappear if you do
not use it before the next wave.
This mode should be the easiest first.
1- Go to the first opened portal to defend. Yes, there is no point
defending a portal that the enemy has not opened.
2- Set a few traps as it shouldn’t be that hard to defeat the
3- Shoot the minions not the heroes since your guardian is immune
to damage if no minions are around.
4- There is usually another defender with you, so watch what he
does. If the enemy portal opens and he goes, stay and build there, but if he
doesn’t react, you should take that second portal and prepare your defense
5- Once you've killed the enemy horde, try to kill the hero. It’s
usually hard at first since you don’t do that much damage.
6- Now that your clear of minions and heroes, go up the enemies
pathway and destroy those boxes starting from the ones closest to their spawn
and backing up if your short on time. If you have a lot of time, do the boxes
on your lane and the one next to you.
7- When the objectives appear on the map, go to the one closest to
you. If its capture, do it as soon as you can. If its croc, wait till enemy
engages, when enemy is getting low health, attack hero. If hero is failing,
kill him and take over.
8- Depending on the map, you can do more than just wait for the
minions to come. If your defending on the left lane, go up near spawn, you
should be able to get one or two boxes before the minions are all out, then,
wipe them out if you can, unless you have a coinforge waiting, then weaken them
until on top of coinforge.
9- If you have the choice between hitting the target attacking the
wall or the one attacking the guardian, choose guardian, since they can’t be
rebuild. Also remember, you have health, you can handle some damage yourself
and heal after, so try to make targets attack you instead of your
1- After you've set your three types of minions that are going to
walk the lane, wait for them, you gain lane xp that way. (Lane xp makes you
increase the level of the minions walking it)
2- Once you get to a guardian, focus all dps on him, because he
does not regenerate, and make yourself a hard target for any hero defender so
you can put in as much dps has possible.
3- Now that you cleared the guardian, remember, you need to have
minions with you do to damage the guardian, so don’t go up too far without
4- If you're out of minions and only a door stands in your way,
you can weaken it but don’t finish it, so that the heroes don’t rebuild it
while you’re gone.
5- While you progress with your troops, destroy the boxes for
6- Remember to upgrade your troops. This is a priority, don’t go
forward if this isn’t done.
7- It’s not because you’re playing offense that you don’t make
coins, use them for your defenders kill box and try to up ceiling ballista’s
has to not hinder their strategy since their main role is defense.
8- Don’t destroy the doors, you spend more time with your minions
gaining xp, regen health and mana, and stall so that the other wave just might
come in right after.
1- Probably one of the most underestimated position when you start
playing, but ends up being the most important. Your main role is to destroy
boxes to help level up the lanes.
2- Get helmet boxes first since this lane is closed.
3- You should help on defense by killing the minions from behind
once you’re done looting the boxes.
4- You gain coins, use them to help defenders.
5- Its a good strategy to basically run in a circle motion to get
the attacking lane's boxes, the defending lanes one, and then minion killing,
While playing on either defense or offense
1- Keep an eye for anybody that might be in trouble in the
2- When the capture the point objective comes up, make sure you go
for the closest one for you.
3- When the croc comes up, don’t go challenge him alone unless
your rather comfortable with the current flow of the battle.
4- When a boss shows up, go support or defense to help out unless
your already in trouble.
This part is very difficult since most people will adapt to any
single strategy. The best way to win in pvp is to be unpredictable.
Stick with the others, don’t spread out.
Make sure you fully control your character at this point since you
usually find in pvp players that "only" play pvp in every game, so
don’t be surprised if you see one player having 15 kills above everybody else.
Definitely go on the offensive, you can’t just wait and defend
since most times they'll come attacking with three heroes at a time.
The biggest threat is pvp are of course the players, so
slowing them down is probably your best bet.
In every pvp game it comes down to this, time, what is the player
spending most of his time on, is he constantly retreating, is he waiting, is he
running around? Whoever wasted the most time will basically loose the match.
You gain 10% damage per level on primary, secondary, and dots they
Ex: smolder primary attack is 60+10x2 dots+1=81 damage
Her secondary is 80+10x5+1=131 damage
at level 20, her primary does 182+30x2= 242 damage
Her primary and secondary, and heart of flame dots are cumulative.
Naphtha wall adds 20% damage to burning targets.
Allows you to have 2 different costumes at rank 20 and 100.
Levels up your account rank for each toon that level up a rank.
Max character rank 100.
Make you do more damage in survival.
Give you more health in survival.
Allows you to upgrade your traps at rank 25, 50, 75.
There are 3 daily mission types in the game, kill minions, kill
heroes, complete maps.
Kill Minions: Playing a random queue game will get this one done or
selecting a battlegroup map. Fastest way would be Surrounded lv14 as suggested by
@Sortune for the 1000 minions one.
Kill heroes: Siege is the best, try to select pillager and focus
on finishing of heroes. Certain heroes are better at single target than others,
but you can still easily get 25 kills per siege with smolder. Also not pillaging
will slow the progression of the map giving you more time to kill, a bit unfair
for those who just want to complete the map however.
If pillager is not available, pick offense and play has a
pillager, you’ll still win the map but it will give you more time to get kills,
since at the beginning of the maps it’s harder due to the low damage you do.
Complete maps: Sieges are the a good way to complete those, play
offense to make sure things are moving fast if your skilled enough. Completing
Cliffside Clash lv1 in survival as suggested by @Sortune work very fast also.
Finding a group with the same interest helps you achieve that
Increase Knock-back debuff by 25%
Enemies knocked back take 100% more dmg
Amplify buff by 100% for 90 seconds
Amplify buff by 25%
When destroyed, returns 25% of cost
When destroyed, will kill attacker
Trap recharge +20%
Reduces the build time of this trap by 80%
Makes the trap 20% less expensive
+0.5% hero health on trigger
+0.5% mana on trigger
-5xp on each crossover
Takes 50% less damage from melee
10% dmg reduction to nearby heroes
Increase trap dmg to stunned or snared by 50%
Increase dmg to burning target by 50%
Increases dmg to frozen enemies by 50%
Each enemy killed increases unchained by 5
Increase recharge by 35% but 25% more expensive
Reduces the trap's recharge by 25% but cost 35% less
Add 10% reset chance on trigger of burning targets
Heavy units only will trigger
Light units will trigger only
+12% dmg to grizzly, +10% cooldown
15% unchained duration, +10% cooldown
+12% dmg to troll, +5% primary attack
+12% dmg to ogres, +5% primary attack
12% dmg to giants, +10% cooldown
+10% healing, 8% max mana
15% primary attack dmg to large minions when unchained, +5%
+12% dmg to gnoll hunters, +5% primary attack
12% dmg to pride hunter, +5% primary attack
10% dmg near guardian, 8% max mana
6% trap dmg, +5% primary attack
12% dmg to soldiers, +5% primary attack
10% dmg to minions not near their hero, +10% cooldown
10% dmg vs heroes near guardians, +8% max mana
+5% lifesteal by primary, +8 armor
+6 armor near guardians, +4% max health
12% dmg reduction from minions, +8 armor
+5% life steal elemental primary attack, +8 magic armour
+1% max health for every 50 mana, +10% cc resist
-12% repawn time, +10% cc resist
barricade and great wall +20% hp, 5hp/s regen
20% to unchained per combo, +1$/s
+0.5% health/s near guardians
+0.5% max health near traps, 12% mana regen
500 coin start, +1$/s
+50% speed when unchained, 12% health regen
0.7% mana regen/s near traps, +1$/s
+1 mana/s regen near guardians, +2.5% speed
+20% trap sell value, 12% health regen
Okay, so your calmly playing and you notice something's wrong...
like its harder than it should be, it wasn’t that hard yesterday, but
today... and there you see it... some newb just went crazy with floor spikes
and arrow walls, you've reached max traps and the minions are just walking
through it... there's the problem.
Although I agree that trying to accomplish a map with people who don’t
understand the mechanics properly is annoying, here's a list of suggestions you
can use in your next games where this happens.
1- He's trapping like he's 12!!!
Now we can’t all trap the same and can’t expect people to read
this guide before they play, or even understand it after they've read it, so if
you see somebody trapping weird, then instead of adding to the confusion and
wasting your traps, build on the line behind.