Guide (Guild Raid)

[MarcifieD Strategy]: Guild Raid Bosses

Before fighting the bosses, you need to understand how their skills work, and how to prevent certain wrong moves that might stops you from dealing high damage. I won't recommend any team as the game keeps introducing new heroes. However, I will still recommend some important heroes if they are essential in that battle.

Casting animation is also very important, it is better to use 2 or more heroes' ultimates together as it will save a good amount of time so you can dish out more damage. However, like heroes with different casting animations or with bipolar effect do not cast them together. By bipolar, I meant something like Sirius' knockback with Raff's massive attacks after jumping backwards, they just don't work together as Raff's ultimate will hit nothing when Sirius keeps pushing everyone back.

It is also wise to check your server's highest damage ranking, and analyze how the damage could be higher, rather than sticking to the same team over and over again. You might find something new.

Also, the bosses are normally ALONE, so it is better to use single-target DPS heroes! Without further ado, let's take a look at the bosses' data!

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Chapter 7: Gabriel (Lv65)

Mass Silence (Ultimate): Silence all enemies for 10s.
Power Drain: Targets 1 hero, deals minor AOE MAGIC damage, reducing 50% power from damaged units.
Render Silent: Silences 1 hero for 10s, deals heavy MAGIC damage.
Divine Blade: Enchants his normal attack with holy MAGIC, causing heavy damage.
Awakening (after 30s): All skills have double damage. (Skill 1 also removes double power.)
Ultimate: Global silence for 10s.

Method: Physical damage, reduce armor, lifesteal.
As Gabriel has very high magic armor, it is not wise to use magic heroes against him. Also, he has the ability to render everyone silent, which prevents spells to be casted during that duration. As his damage is really great for those mid-level players, it is wise to have the physical units with either high damage or high lifesteal to survive the battle till the end for better results.

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Chapter 8: Dante (Lv69)

Duplicate Form: Summons 4 illusions, they deal minor damage compared to the original.
Soul Devour: (after metamorphosis): Randomly summons 4 MAGIC beams from below, dealing heavy damage to a random enemy at a time.
Awakening (after 30s): Leap backwards, turns into a ranged hero with much higher damage with status immunity & gains skill 2.

Method: Physical damage, reduce armor, lifesteal.
Likewise in chapter 7, Dante is also a boss who deals huge damage to single hero. Meaning that you have to use heroes with lifesteal to survive longer. As he is considered as a front hero, Jugo will still attack in RANGED form even if Dante transforms, so take that into consideration when choosing heroes. Even though Dante has a relatively low magic armor compared to Gabriel, his attacks are fatal to a point where without lifesteal, any hero being hit twice will be dead. Hence, survival is more important than dealing damage.

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Chapter 9: Ancient Tree (Lv74)

War Cry (after 30s, 30s interval): Stuns all heroes while adding defend buffs to self.
Slam (after 30s, 20s interval, if there are mid-range or closer hero): Deals moderate-high damage until mid-ranged heroes.
Uppercut (if melee hero present): Deals extremely high damage to all melee heroes.
Throw (if melee hero present and if hero didn't die from Uppercut): Toss 1 melee hero across the map, causing moderate damage.

Method: (Non-melee) Magic heroes with magic armor reduction skills
This boss is different in a way that he doesn't deal much damage to non-melee heroes, so it doesn't pose as a threat to magic users now. Also, he has an insane amount of armor, which makes physical attacks like nothing, and after his Warcry, he adds even MORE armor. Hence, magic heroes are preferred. Even though he will be doing mainly normal attacks to your first hero, but the damage accumulation is enough to kill your magic tank, so Abyss is the best hero to deploy as her ultimate gives lifesteal abilities, but it also means that you should not be using ANY heroes who stand in front of her. Oh well, you shouldn't be expecting any high damage as this boss' defense is just ridiculously high.

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Chapter 10: Killer Frenzy Akoni (Lv80)

Charge (Ultimate): Knockback the nearest enemy with minor damage, then attacks in a frenzy for 10s.
Blazing Spear: [Active] Throw a lance in a direction of the nearest enemy, dealing moderate damage and knockback all affected enemies. [Passive] All attacks deal DoT damage.
Tribal Healing: Despite the name, it doesn't heal, it adds attack damage instead. Last 10s.
Awakening (after 30s): Improved attack speed, damage and defense after transformation. Attack speed stacks with Charge.

Method: Physical damage, reduce armor, lifesteal.
This is more straightforward compared to Ch7 and 8, as Akoni only attacks the nearest hero, even the ranged spear is toward that hero's direction, but it doesn't matter. His damage isn't that much if your first hero's lifesteal is decent.

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Chapter 11: Elemental Rampage Hyral (Lv84)

Channeled Beam (Ultimate): Charges for a maximum of 5 seconds. The longer the charge, the higher the damage. Deals damage to all units in a straight line, in the direction of the nearest enemy.
Arcane Restoration: It doesn't restore power, it basically just leaves a random enemy with 1 HP instead.
Blinding Flash: Blinds all enemies for 20s, dealing high damage.
Awakening (after 30s): Improved magic damage.

Method: (Disable) Physical damage, reduce armor, lifesteal, luck.
Finally, it starts to get serious. Hyral's blind at the beginning already warns you how tough he is. As he can do really high MAGIC damage, lifesteal and disable are BOTH required if you want to survive as long as possible. Why luck? It is because if he manage to charge his ultimate fully, and do critical, most of your heroes will be dead unless they have insanely high magic armor like Akoni or Drako. I would recommend those with ultimate that disables so you can choose when to stop Hyral, rather that praying that your hero cast a passive disable right before his attack.

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Chapter 12: Crazy Rampage Cap'n (Lv89)

Pirate Ship (Ultimate): Hurls a ship towards the enemy, dealing HUGE magic damage. (Note: If he's facing backwards and he casts this skill, your heroes at the back will get hit instantly!)
Gusher: Interrupts a hero while dealing huge damage. (After awakening it affects all heroes and changes their formation!)
Surge: Deals AOE physical damage.
Awakening (after 30s): Improves base attack speed and all skills deal more damage.

Method: (Disable) Physical damage, reduce armor, lifesteal, even more luck.
Even with a lv90 fully awakened team with Orange heroes, this boss can still wipe your whole team with ease. Without disable skills, 2 hits from his awakened form and all your heroes will be dead. Similar to Ch11, bring some heroes with ultimates that disables, store their power until Captain awakens, and cast one at a time to stop every single fatal attack.

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Chapter 13: Crystal Titan (Lv94)

Titan Shield (Ultimate?): After the 2nd laser beam, Titan calls forth a gigantic shield to protect himself for the time being. The shield only takes damage from Magic attacks (but it is not affected by status affecting spells). If the shield is broken within the time limit, it will grant an attack boost that last until the end of the battle, while recovering full health and 50% power!
Laser Beam: Shoots out a huge beam that deals moderate magic damage.
Air Beam + Summon: Knockbacks all enemies while stunning them, then calls forth 2 random hero images to the battlefield, causing interruption in the battle.
Crystal Arrows: Shoots 4 arrows towards random enemies, causing huge magic damage.
Mini Beam (Normal attack): Shoots 2 smaller versions of the laser beam randomly, dealing minor physical damage.

Method: (1 Magic DPS to break shield) Physical damage, reduce armor, lifesteal.
In order to deal the highest amount of damage, you need to break Titan's shield within the time limit, the damage boost will last for the entire battle. However, the shield only takes Magic damage, hence there are only 2 heroes for now (choose 1) who can break it in a short time AND help out in the entire battle, Abyss and Booster. The other heroes just attack the boss normally, just watch out for the Air Beam before you cast ultimate.

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Chapter 14: Silver Dragon (Lv99) Ice (70%~100% HP) Fire (40%~69% HP) Thunder (10~39% HP)

Dragon Breath (Ultimate): Unleash an elemental breath towards the enemy, dealing huge magic damage.
Ice: Full map AOE, slows, hit 3 times.
Fire: Single target with large AOE, burns, hit 3 times.
Thunder: Single target with chain effect, blinds, chain 20 times.

Rain of Chaos: Full map AOE attack that does minor magic damage.
Ice: Silence.
Fire: Physical armor reduction.
Thunder: Physical damage reduction.

Dragon's Claw: Knockbacks enemies, dealing physical damage.
Ice: Slow, with chance to freeze.
Fire: Burns, dealing greater damage.
Thunder: Blinds, greater knockback.

Method (Ice): Physical damage.
As from the start of the battle until the end, most of your heroes will be silenced. Hence armor reduction skills are hard to cast, unless you are dependant on that 1/3 chance of ignoring silence effects. Just prepare 5 physical heroes that are able to do high damage, since all physical heroes has lifesteal and the boss' damage isn't that much, lifesteal isn't really that important.

Method (Fire): Physical damage, armor reduction, lifesteal.
This form is the best to dish out the highest amount of damage as the boss can't really disable your heroes except the claws' knockback. However, during this form, the boss does extremely high physical damage, so it is wise to bring all attackers with high lifesteal. Armor reduction also help as you will be dealing more damage, and the lifesteal rate will be higher.

Method (Thunder): Magical damage, -magic armor, heal OR Physical damage, -armor, lifesteal.
During this form, the boss will keep lowering your physical damage, while blinding often, so magic works well, depending on your strongest heroes. However, physical heroes are still stronger for some reason as they can depend on their own lifesteal as healing, unlike their magic counterpart.

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