Net's guide now with Midnight!
Net's Guide to understanding unknown stuff
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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 properly.
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 top?
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
Heroes and what they do
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. damage.
Ability 1: Bionka Bounce (Cooldown 19 seconds)
Slams the floor with her “butt” sending enemies in the air but not doing damage.
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 Glyph
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 regeneration. –Average-
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. –Siege-
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 around-
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 seconds)
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 seconds)
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 separately.
-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 around-
-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 ranged heroes-
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-
Damage type: Physical
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 3 seconds)
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 seconds)
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 seconds)
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 heavier slow.
Ability 3: Inspiring Frenzy (cooldown 33 seconds)
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 Delicious Meals.
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 Meals-
Blood in their Eyes
Increases the duration of Stunning Execution by 1 second. –Average-
-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 Meal. –Average-
+40% max Bloodbath stacks. –Good for full damage siege offence and survival-
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…-
Damage type: Lightning elemental
Primary attack: Voltaic Charge
Shoots a lightning bolt that cost’s mana but not much. Use against single targets.
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 seconds)
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 seconds)
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 for survival-
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-
Damage type: Physical
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 seconds)
Creates a tunnel that transport you to the other shaft.
Ability 2: Spare Dynamite (cooldown 5 seconds)
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 through, repeat.
+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 pvp-
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 much.
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 seconds)
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 minute.
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. –Average-
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 survival-
Seize the Gears
Kinetic Pulse disables enemy traps for 6s. –Good for siege offence-
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 seconds)
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 siege attack-
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 attacker siege-
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 sieges-