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The Tanking Strategy

Posted: Mon Nov 25, 2013 2:07 pm
by Pr0digy
If you have ever played an MMO like World of Warcraft, when you engage in larger battles as a group you usually use five people:

A tank, who takes all the damage (and is usually the highest armored). A healer to keep that tank alive. Then three damage-dealing characters to help burn the bad guy down.

My most successful deck follows this philosophy, but you get six cards instead of just five, so it gives you a little flexibility. So here is a typical setup of cards:

1) The tank. Most often, this is The Gargoyle. It starts off with low hit points (attracting hits from the cards that focus on the weakest card) but a ton of armor, which increases with each round.

2) The heal card. Keeps the tank alive, and anybody else who might get hit.

3) A high-damage card or spell card. I often choose spell cards because they can't get attacked, so I don't have to worry about healing them. This can be meteor. This could be Princess Mia with a Striking trigger card. Bllizzard. Poison rain. Whatever you like.

4) Either a buff for myself, or a debuff for my enemy. Something to either make me stronger or the enemy weaker. A shield? A damage multiplier? A trigger card to make so the enemy's cards don't activate (Overpower, pit trap). The possibilites are many.

So, that is four roles between six slots. Often, if somebody comes out swinging really hard, one Gargoyle isn't going to survive a full round of hits. So I've been using two of them lately. If one dies, it gets a higher concentration of heals, which is good.

For damage, Chain Lightening is a fun one. Even flinging two or three meteors can be DEADLY, especially after upgrading it a few levels.

As for heals, one or two is ideal. A second heal is good in case the first is stopped by an overpower (then it is almost game over).

The goal is this: Keep your tank alive and slowly whittle the enemy down.

-Pr0digy

Re: The Tanking Strategy

Posted: Mon Jun 30, 2014 11:19 pm
by isley89
Thanks bro for sharing

Im trying this tanking strat with a limited set of poor cards i can manage : Gargoyle + 2x Faerie Dragon + 2x healing + Monk. I aimed to reduce enemy's defense and finish them by Monk. I did win-lose a few matches.

Im wondering about using Monk or Elf Sentry. Because with Monk, all units have Special attack :(. Btw the Elf sentry is easy to die fast.. Any suggestions?
Thanks!

Re: The Tanking Strategy

Posted: Thu Jul 03, 2014 9:12 am
by Bookie
There's a good chance your elf sentry would have the highest attack on your side of board if replacing the monk. To counter this try leveling up either your faerie or gargoyle so that their attack is higher. This will make units if "threat " attack by opponent focus on these harder to kill allies while the elf sentry keeps hitting them hard. If that is not doable experiential with a Trent or other higher attack unit like the monk to keep the elf sentry alive. This may not be necessary if opponent is not coordinating his attack against you "threat units" so pay attention to what he's doing and modify your strategy accordingly. Remember to keep a dynamic approach meaning your last two cards should be highly specific to what the opponent is playing. Setes you can play a trap that will specifically target specific units that are gonna be a problem for you. Between pit trap, Angela's amulet, ultimate seal, abyss, ice trap, ice bolt, paralysis, you want to play the one that is most effective against your opponents current setup and takes out the problem units which would clear your side of the board quickest.

Re: The Tanking Strategy

Posted: Sat Jul 05, 2014 8:15 pm
by isley89
Yeah.. i tried elf sentry a few times but it did get caught so easily.. by area damage for example. They also react by pick up royal girl hunter and unicorn to counter. Btw i will notice about Lowest HP and Threat to keep the key cards alive as u mentioned. Thank u!