If you are looking for general information on Lost Temple crystal raids, please take a look at this guide by Battle Camp Manual, as it's the best summary of all crystals in every possible ordering.
For those new to Lost Temple, be aware that each crystal progressively becomes harder in your weekly cycle. The crystals can also be categorized by difficulty by elements as well. Fire is considered the easiest crystal, but fire as second crystal will still be much harder than fire as a first crystal. The rock crystal is considered by most to be the hardest crystal in Lost Temple and for many troops who are starting out on Lost Temple Crystal Raids, facing the rock crystal first in the order can be challenging.
Final Boss in Tectitan - 1st Rock Crystal
This guide is aiming to help those who would like a bit more information on how to fight against the final boss on the first rock crystal (first appearing around the 47% completion mark).
The final boss is a single rock boss. It has a danger bar that goes up with turns and down with wind damage. The danger bar first rises after your first turn, so avoid matching wind gems in your first turn as they won't reduce the danger bar below 0. If the danger bar is triggered the boss will become invincible for 5 turns, preventing you from doing any damage. The boss also stuns you after every third turn you make. There is no way of avoiding the stun, and you'll need to make sure the danger bar is low enough to survive this turn without you being able to make any wind damage. (Note that toxic/venom/blight monsters don't have an associated element to their poisonous damage, so these actives will not reduce the danger bar. Proof is offered at the end of this post).
The rock boss has a defensive ability that reduces the amount of damage your monsters can do. This effect increases in stages as you complete more of the raid, becoming especially noticeable for the last 10% of the raid when your monsters will only do 50% of their normal damage. Make sure that your troop is ahead on time to compensate for this last part taking twice as long! Toxic/Venom attacks are not affected by this damage reduction, but please note that their damage will not affect the danger bar as the poison effect doesn't have an associated element. (Video proof is provided at the end of this blog post for those curious to see for themselves)
Note that rock crystal tends to be easier as a second crystal as the danger bar changes to only go up with rock attacks, so players with teams in all other elements are safe to play as they normally would. Rock crystal as third crystal, returns to having a similar danger bar as this first crystal guide, but instead of going up with turns it now goes up with time, and the boss has higher health too. For more information, please refer to Battle Camp Manual's guide.
Ideal Team - 1 rock crush, 4 wind
The ideal team for beginners to play against the final rock boss would be: 1 rock crush and 4 offensive wind monsters. Even better, make at least one of those wind monsters have an active that will go off on your third turn (blast or lacerate) to help you get to the rock crush more safely.
First turn, don't match any wind gems, but ideally clear the board of as many other gems as you can.
Second turn, match at least 1 set of 3 wind gems. If you are not playing with blast or lacerate, make sure to leave 3 wind gems for next turn. If there is only enough to make 1 set of 3 wind gems on this second turn, make sure to clear the board of as many other gems as you can in hope that more will drop.
Third turn, match at least 1 set of 3 wind gems, or if you have a blast or lacerate that will be enough to protect you.
Fourth turn, you will be stunned. Use this turn to clear the board of any other element gems or to heal.
Fifth turn, play as you normally would. Your rock crush will activate at the end of this turn and you'll be safe from the boss and danger bar until the end of your minute.
Semi-Ideal Team - 5 wind monsters (at least 1 blast or lacerate)
I've called this team semi-ideal as it will take more concentration to keep a wind attack going each turn. (A rock crush would have allowed you to relax with your matches once the boss is stunned).
First turn, don't match any wind gems, but ideally clear the board of as many other gems as you can.
Second turn, match at least 1 set of 3 wind gems. If you are not playing with blast or lacerate, make sure to leave 3 wind gems for next turn. If there is only enough to make 1 set of 3 wind gems on this second turn, make sure to clear the board of as many other gems as you can in hope that more will drop.
Third turn, your wind blast or lacerate will be enough to protect you.
Fourth turn, you will be stunned. Use this turn to clear the board of any other element gems or to heal.
Fifth turn, your wind snipe/drain/rockbane/vampire will be enough to protect you.
Sixth turn, match wind to reduce the danger bar.
Seventh turn, you will be stunned. Use this turn to clear the board of any other element gems or to heal.
Further turns, match wind whenever you don't have a wind active that will attack the boss that turn. Use the stun turns to clear the board of unwanted gems.
Rainbow team - 1 rock crush, 1+ wind monsters (1 ideally blast/lacerate).
This team is the best that a non-wind player might be able to put together. The rock crush will allow this player to make any element attacks they like once the rock crush has activated... the challenge is to last that long!
First turn, don't match any wind gems, but ideally clear the board of as many other gems as you can.
Second turn, match at least 1 set of 3 wind gems. If you are not playing with blast or lacerate, make sure to leave 3 wind gems for next turn. If there is only enough to make 1 set of 3 wind gems on this second turn, make sure to clear the board of as many other gems as you can in hope that more will drop.
Third turn, your wind blast or lacerate will be enough to protect you. If you're not playing with blast or lacerate, make sure to match wind gems this turn.
Fourth turn, you will be stunned. Use this turn to clear the board of any other element gems or to heal.
Fifth turn, play however you like. Your rock crush will activate at the end of your turn and will be enough to protect you until the end of the minute battle.
The following two videos will demonstrate how to play the crystal with a rock crush and 1+ wind monsters. The first video using blast as the third turn active. The second video demonstrates how to play with a couple of wind monsters that have only fourth turn actives. (Please note: the gem matching has been slowed down here to make it easier to see the technique).
Rainbow team with Rock Crush and Wind Blast
Video shows reliance on the blast to help the danger bar
Video shows reliance on the blast to help the danger bar
Rainbow team with Rock Crush and Wind Snipe/Drain
Worst Possible Team - no wind mobs, no rock crush
So what happens if you don't have any wind monsters at all? Unfortunately you will only have 3 turns to attack the boss before it will be invincible for the remainder of your minute. Make as many gem matches as you can for each of your first three turns. If possible, use as many monsters with blast or lacerate as these will activate at the end of your third turn. Adding in a toxic or venom can be a good idea as it will cast before the invincible and continue to do damage for the next 3 turns. (Toxic/venom/blight do not stack, so only use one on your team at any time). Any 4th (or higher) turn actives will not have a chance to activate, and aren't recommended.
For the remainder of the minute? Once the boss is invincible, you won't be able to do any further damage. Spend the turns practicing your gem matching, or simply wait for time to run out. (Make sure to keep playing while your toxic/venom is in effect though!)
The video below shows how to play with a rainbow team, making use of your first 3 turns with as many combinations as you can. I've added in a level 7 venom fuzzbat - it only does a small amount of wind damage when it attacks, so it can be ignored as it won't affect the danger bar. I've included it though for anyone interested in the effects of venom/toxic. The little fuzzbat does 323 damage, making its attack with venom 646 (200%). Note that the venom continues to work for 3 turns even while the boss is invincible, although it won't be able to be cast again while the boss is invincible. The damage shown is colorless (black) and stays at 646 damage, indicating that the venom isn't considered to be wind damage. This video was taken during the last 10% of the raid, where all damage is halved... except that of toxic/venom/blight.
Rainbow team against the final rock boss
Wind venom shown to do full element-less damage
(See above paragraph for details)
Fuzzbat used in above video.
Total attack: 323 wind
Venom: 200% attack = 646
Total attack: 323 wind
Venom: 200% attack = 646
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