I have the following: (1) Lancelot, lvl 48/50, 4*: His active (recover 20 links) and passive (recover 5 links when matching water gems in a link attack) are good compared to my other choices, and he can be upgraded to 5*. I'm clearly keeping him for now. (2) Fire Knight 47/60, 4*: His stats and active skills are worse than Lancelot; his Flame Double Strike just doesn't seem to do much damage. Passive (10% crit) is good. However, he goes to 5* and its not like I have much better so I'm keeping him a while I assume (3) Robin Hood 50/50, 4*: He is already maxed, and his Thunderoak Shots skill actually does decent damage. His passive is good if I bring another nature hero. He only goes to 4*, but is already maxed and better than my last current hero; (4) Water Enchantress 34/40, 3*: She is likely my first to be replaced. I'm not spending to level her at the moment. Waiting in the wings I have an unleveled Jack, a 4* nature hero that goes to 5*, and 3* Nature Squire and Water Squire. I have plenty of other 3*, but those are the only two that eventually go to 5. And I have 6 or so fairies...not sure if any of those are worth saving or good for anything. Water Squire actually seems like it has the best power, but I dunno whether to level one of those or keep looking for something else. I have 250,000 gold. I have enough friend points for 11 normal draws...not sure what those are good for, if anything.
Lancelot is decent, especially since his 5* skill gives you a net positive (7 total iirc) for linking with a water gem. Also FYI Water Enchantress goes to 5* as well (=> Frost Enchantress => Arctic Enchantress) for a total of 35% resistance and max level 80. She's only useful under specific circumstances, though, one of which is book 21, so definitely don't sell her or anything.
My rule of thumb for this game is simple: if it's capable of evolving to anything better than 4*, don't get rid of it. If its max is 4* but it has a really useful skill (Mages), don't get rid of it. Unlike a lot of games of this nature, you really won't feel a lot of unit storage issues in this game. Lancelot is the Water equivalent of my main leader, Red Riding Hood, who has been my MVP through clearing Book 23. As we've been bemoaning about the Goldilocks quest, links are your lifeblood in this game and having that easy regen capability is golden. Jack happens to be the Earth equivalent, so by all means level him up too! When both are at 5* you'll be able to make one long blue-green chain, use 5 links and get 14 back. That's _really_ useful for late levels where you'll want to link huge chunks of the board round after round. So, Lance - Jack - Robin is the core of a good squad. What you're going to want for the fourth slot is a utility player, either: * Burst damage. If only you had a Sheriff of Nottingham -- heart-to-nature-burst conversion, 125% to nature burst gems and Lore synergy with Robin. If that short-duration dungeon comes back any time soon, run it 'til your ears bleed. * Extra HP. The Siren whose dungeon just ended would've been a nice pickup -- boosting life for Nature heroes and a healing skill. * Some kind of damage mitigation. I leveled and potioned a green Druid for my #4 slot for the sake of having an autohealer, even a weak one. The Enchantresses are nice for having both a gem-to-heart skill for emergencies and a hefty Resistance against one damage type. (Don't underestimate those -- a couple of Fire resists, for instance, can make a one-punch boss a pushover once he can't one-punch you any more.) * Whatever else fits. As you noted, Water Squire's overall HP boost is a nice passive to have around the house. Burn through those normal draws. If you get Rangers, Healers, Dwarves, Guards, Elves, etc., dump them. I haven't potioned up my Mages yet but I've leveled them because the potential for kill-a-gem-color-every-5-turns is high eventually. A Nature Brute might be a ghetto Nottingham for now. I haven't ruled out doing something with an Alchemist eventually for his damage blunting skill. As for Fairies, if I have a match for one I roll the dice with it, otherwise autosell. The chance of getting multiples is too small to waste storage space on them, and they're pretty common on Normal draws.
Congrats, I'm surprised you only had to burn 5 gems to be honest because I can't put a dent in her without getting bitch slapped.
Congrats! What was the team you used to beat her? Edit: ArtNJ, if you can get your hands on a Mage or Enchantress for each element (% element resist of corresponding element), they'll provide an incredibly useful backbone for harder dungeons. Once you can reliably beat the Elemental Elixir key quests, it'll be pretty easy to get more resist on top of them, until you max out resist (anyone know what that tops out at? The highest I've gotten up to is 43%, from my Frost Archmage). They'll at least get you through the Tuesday dungeon, where you'll get evo materials for 4* and 5* heroes. Real quick, I'll break down how I consider heroes: 1) Stat Sticks- Heroes that give you some stats, a boost to team stats (Crit, block, HP, power, etc) through their passive, and a usually have an attack for their active. Example: Big Bad Wolf, gives you 40% more HP and burns your HP for a nuke. 2) Orb Changers - Take gems of element A, turn it into element B. Example: Prince Charming, takes nature gems and turns them into water gems. 3) Heartbreakers - Takes heart gems, and turns it into an attacking gem. Example: Briar Rose, takes heart gems and turns them into fire gems. 4) Heartmakers - Takes attacking gems, turns them into heart gems. Example: Nature Enchantress, takes fire gems and turns them into heart gems. 5) Linkmakers - Gives you links based on matches. Example: Lancelot, whenever you include water gems in a link attack, you get +5 links automatically (+7 when evo'd). 6) Resist - Provides elemental resistance. Enchantresses are both this and Heartmakers. 7) Breakers - Destroy blocks. Mages do this, and are also Resist. If you have more than ~10k HP, you should be fine without a Resist on your team for the story dungeons (plus, it's harder in later dungeons, since there's not necessarily a strict elemental theme). Linkmakers are great, since having them on your team basically lets you do almost infinite linking, so long as you plan it carefully. The others, season to taste! What're people thoughts on going monocolor vs. dual-colored vs. tricolor? I tend to run monocolor with resist, as I've got a pretty decent (mostly 5*'s) setup of Water and Fire, and my Nature team is... okay.
regarding the lvl of enchants I have seen a lvl 5 ability enchant legionaire it was power and %crit damage on one of my friend heroes if i see it again i will write the exact specs. Edit found it: it is enchant rank 5 1% crit chance 25 % crit damage
Cg but 5 is way to many (and wouldnt be enough for me anyway) any guess on total hp?. Also can u get her only from the boss fight and not from the lesser ones?
Correct, but she's a 100% drop from the boss fight if she's anything like the False Prince. KennyO, do you know what the name of the enchant is? I'd like to write it down for the wiki.
I just spammed Heroic Elixirs and found the same -- mine is Legionaire (sic), Rank 5, 1% to Critical Chance, 21% to Critical Damage.
Wait. An (mostly) all-red team? Doesn't she do double damage and take half damage from Fire heroes given that she's water?
Not really, if she was in a draw, it would take 5 gems to get her on a first try, so that cost was worth it
Well my damage gets halved, the damage i receive isn't doubled. My Merlin easily takes out the problem of the halved damage, and my high crit rate brings out constant crit hits of 400% damage instead of 200% because of my false prince. The Dragon prince blocks her damage at the cost of links and i would try to stall and use merlin to recover half of my links, and once thrushbeards active kicked in, she got hammered.
Whats up with the daily dungeons not dropping the EVO mats for 5*s even on hard? I've done like 5 runs Wednesday and Thursday and got none of the stuff my Lancelot needs even though it says they drop on those days. Is the drop rate really bad, or is 0/5 unlucky?
Heavily luck based. I've had weeks where I've gotten nothing but the lower materials, and I've had weeks (like this one) where my cup runneth over. I suggest that if you're not having luck, you go try another dungeon for a while, and just see if next week works better.
Downloading again as I've deleted the game twice but I do miss it and love the matching mechanic being so fluid. Along with the collecting aspect of course...although not a big fan of collecting and levelling up each one.