Thursday, December 10, 2015

Understanding Danger Bars

Danger bars are a complication that occurs once you're tackling hard/extreme raids during events, hard/extreme troop hall dungeons and always on the end boss of crystal raids.  Once you understand the information that the danger bar is telling you, you'll be able to adjust your team or battle technique to minimize it's impact.

The tiny icon on the right hand side of the danger bar will tell you the conditions under which the danger bar will rise.  The icon on the left hand side will tell you the conditions that lower the danger bar.  These icons may be an element type, a type of active (e.g. snipe), or symbols representing time or turns.  When the danger bar is full, the boss will activate a special ability on its next turn. The special ability may attack you, it may heal the boss, it may do both, it may turn invincible (no damage can be done except with venom/toxic) or it may stun you.  Most bosses are consistent with their special ability.

A boss that has been stunned will not be able to activate the full danger bar until it is no longer stunned. One trick is to use a crush in the same element as the boss so that the boss will remain perpetually stunned from your fourth turn.

The easiest way to explain danger bars will be to walk you through some examples. Click on any image to enlarge it for a better view of the danger bar.

Elemental Danger Bars

Elemental danger bars go up and down with attacks from two particular elements.  The degree in which the bar will move either up or down will depend on the amount of attack/damage done.

Ideally, if you can avoid having any of the "up" element monsters in your team, the danger bar will never be set off.  Otherwise minimize gem matching in the "up" element and turn any offensive actives off in that element (see example at the bottom of this section).

Danger bar goes down with fire and up with leaf attacks

Danger bar goes down with leaf and up with water attacks

Danger bar goes down with rock and up with wind attacks

Danger bar goes down with water and up with fire attacks

Danger bar goes down with wind and up with rock attacks

In the example below, water lowers the danger bar and fire increases the danger bar.  Unfortunately, I have fire monsters in my team and any attacks from them will raise the danger bar.  While I can avoid matching fire gems, I also need to turn the active ability of my fire monsters off during this battle.  To do so, click on your monster, and turn the auto-case slider to off.  You will now have to manually activate the active when/if it's safe to do so by double clicking the monster (will pulse in white when ready) or by opening this pop-up back up and the 'close' button will be replaced with an "activate" button when ready.


Timer Bars

These are danger bars that automatically increase with time.  There is no way to slow the danger bar down, you can only stop it being activating by meeting the conditions to lower the danger bar consistently.  The amount by which the damage bar will go down is determined by the amount of attack/damage you do. A large attack in the "down" element will reduce the danger bar by more than a small attack. Attacks in other elements will still do damage to the boss, however they won't reduce the danger bar.

Danger bar goes down with leaf attacks and up with time

Danger bar goes down with rock attacks and up with time
(The avatar in the corner is showing a troopmate hitting at the same time)

Danger bar goes down with water attacks and up with time

Turn Based Danger Bars

Turn based danger bars use a symbol of two arrows shaped in a square as shown in the screenshot below.  Danger bars can be set up to go either down or up based on turns depending on whether they appear on the left or right of the danger bar.  Every turn the danger bar will be adjusted by a set amount.  For a danger bar that goes down with turns, making quick turns can be an advantage or simply avoid the element that makes the danger bar go up. For a danger bar that goes up with turns, consider making fewer turns but with many combinations (ideally in the "down" element).

Danger bar goes down with turns and up with leaf attacks

Active-ability/Element Danger Bars

These danger bars are predominantly found in the water/fire/leaf epic dungeons within troop hall.  One element will cause the danger bar to go up, and if you can avoid this element then the danger bar will never be set off.  One active ability will cause the danger bar to go down (you may need to turn auto-cast off to time this correctly as per the example in the first section).

The active ability required to move the danger bar down can often be a bit confusing to recognize during a battle but they'll use the same icon as your monster with that ability will show when you click on it in your inventory. (They may look a bit different without their elemental background thought). Actives that perform the same ability will have the same icon and will work similarly. For example, both crush and stun will serve to stun a boss and will both reduce a danger bar with the stun icon.

Danger bar will go down when Stun/Crush is activated and up with fire attacks

Danger bar will go down with either stun/crush or lacerate/wound
and up with leaf attacks. Note that the boss has regen activated for
another 2 turns (shown in white above the boss)

Danger bar will go down with vampire/drain and up with water attacks


Ready-to-activate Danger Bars

These unusual danger bars are found in the hard/extreme wind and rock epic dungeons in troop hall.  As soon as you reach each solo boss, the danger bar will be full and ready to be triggered on the next turn of the boss.  The key is to deactivate the danger bar with the "down" condition on your first turn. For the wind epic dungeon, you'll need to activate a blast on your first turn. For the rock epic dungeon, you'll need to activate a snipe on your first turn. These actives will completely deactivate the danger bar, and nothing will cause it to rise again (no icon on the right hand side)

Blast will deactivate the danger bar.
Without this the danger bar will be activated by the boss.

As the timing needs to be precise, it's advised that you deactivate auto-cast on one of your monster with the blast/snipe needed.  To do so, click on your monster during battle and turn the auto-cast slider to off.  When your monster is ready to activate, the border around the monster will pulse white.  When you want to manually activate that ability, either double click on your monster or click once to open up the pop-up once more and you'll be able to click the activate button.  (The double clicking method is recommended for timed battles as it's faster).

Turning the auto-cast slider on/off during battle
Note that the snipe image in the pop-up matches the danger bar icon

More Complicated Examples

As the crystal raids are the end-game of Battle Camp, it's expected that they're a little more complicated than usual.  Two examples are worked through below.

The wind crystal has two bosses, each with their own danger bar.
Left boss goes down with rock and up with time.
Right boss goes down with turns and up with rock.
Note the circle target on the right boss is because I clicked on that boss before my turn in order to direct my attacks there.
The icon above the heads of the bosses indicates that they have shield active for 5 more turns.

The leaf crystal has a danger bar that goes down with turns and up with attacks from any element. (Key is to make many turns with small amounts of damage, or use crush to stun the boss so that the danger bar doesn't trigger).

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