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, with wind generally considered to be the second hardest.
This guide is aiming to help those who would like a bit more information on how to fight against the final boss on the wind crystal when it's second or third in the weekly sequence.
Note that this guide has been written with attack numbers and videos from completing the crystal in third position. The only difference between this and the wind crystal in second position is that the bosses have higher health and higher attacks. The same strategies can be used in both cases.
Early Waves
For completeness, the first four waves of the wind crystal in 3rd position will be considered here. I've missed a couple of waves with my current troop's lost temple cycle but will aim to come back when we next repeat this crystal to fill in the missing waves.
Wave 1 has Wind Surge
5453 damage for Wind as 3rd crystal
5453 damage for Wind as 3rd crystal
Wave 2 has Mirror
(Avoid wind attacks while mirror is active)
Wave 3 has Wind Burst
(Use high health mobs and heal a lot!)
25470 damage for wind as 3rd crystal
25470 damage for wind as 3rd crystal
Wave 4 has Wind Surge?
Final Boss
The catch with the wind crystal final boss is that there are actually two bosses to face at the same time.
Final Boss in Daygon & Drusk - Wind Crystal as 3rd
The boss on the right has a danger bar that goes down with turns but up with any rock attacks that hit it. When the danger bar is triggered, expect to be instantly defeated as it will hit you with a 3441280 surge (attack correct for wind as 3rd crystal) - more health than anyone is likely to have on their team! This boss has the highest initial health, and so all of your actives will always hit this boss until it's removed. The bad side to this is that playing with any offensive rock monster will cause the danger bar of this boss to increase. The good side is that wind crush will always stun this boss, allowing you to make rock attacks from your fourth turn onward.
The boss on the left has a danger bar that goes down with rock attacks and up with time. When the danger bar is triggered, both bosses will be protected by a shield for 5 turns, reducing any damage you do. You can click on this boss at the start of each turn to direct any 3 gem rock attacks to this boss only, which will help reduce the danger bar. This boss is usually the last to be defeated, as all actives will target the right boss instead.
As you've likely noticed, the two danger bars contradict each other and you're not likely to satisfy both. When triggered, the left boss will reduce your damage but the right boss will kill your team and so this is the most important boss to consider. Wind crush isn't the answer as the left boss has more health and is the boss your wind crush will stun. Wind smash will hit both bosses, but they'll only be stunned for 2 turns out of every 3 turns, meaning that the danger bars can still go off during that third tun. While you can direct 3 gem rock attacks to the left boss by clicking on that boss before each turn and thereby lowering that danger bar, be aware that your rock actives will always hit the boss with the highest initial health, and will likely set off the danger bar of the right boss.
The video below shows you the dangers of playing with rock monsters. Even though the left boss is clicked every turn to direct the gem matching attacks to it (shown by the rotating dashed circle centered on it), the rock snipes automatically hit the right boss and this sets off a 3.44 million attack (for wind as 3rd crystal) that will wipe out your team. (A special thank you to my troop, CG Raiders, for allowing me to make "don't do this" videos like this during our crystal runs!)
Avoid using rock monsters (or turn their actives off)
while both bosses are still alive.
while both bosses are still alive.
The easiest team to play with against these bosses will include a wind crush to stun the right boss on your fourth turn. My troop mostly suggests that players avoid using any rock monsters until only a single boss remains. This method makes your minute completely safe from the danger bar of the right boss as it will never trigger if you don't use any rock monsters. However, it is at the cost of reduced damage once the danger bar of the left boss activates a shield to protect both bosses for the next 5 turns. Sometimes the simplest way to play a crystal boss can be the best. While both bosses are alive, match 5 gems whenever you can to attack all enemies.
However, if you're feeling adventurous, it can be handy to add in a rock monster or two that has an offensive active so you can target 3 gem rock matches to the left boss to prevent the shield from activating. However, just make sure that they only have actives that will coincide with your wind crush being activated. (For example: snipe, drain, windbane).
The video below demonstrates how to play with such a team. Note that this isn't an ideal example and will be replaced in the future when I next play wind as 3rd crystal. While single rock attacks are directed at the left boss (rotating dashed circle indicates the boss I've clicked on each turn at the start), I should have made better use of matching 5 gems of my other attacking elements so that those attacks would hit both bosses. I also would have benefited from making more rock matches in the early turns to prevent the left boss from activating its shield! However, the video does show that once wind crush has activated, it's then safe to play with rock attacks.
Combining a couple of rock monsters with wind crush
Once the right boss has been defeated, the crystal becomes far simpler. The left boss will be the only boss that remains and it only has a shield that will activate if you don't use rock monsters. If you have rock monsters, now is the time to add them back into your team as they can prevent the shield from triggering. If you don't have any rock monsters, you can use a wind crush monster and then make three fast turns to activate the wind crush before the shield activates. (Note that any crush used on iOS will cause a significant animation delay that will reduce the number of turns and damage you can make). Alternatively, accept that the shield will reduce your damage and play with the strongest team that you have.
The video below shows the crystal when only a single (left) boss remains. I'm playing this one with 3 rock monsters and no wind crush... and almost make it to the end of the minute without setting off the shield.
Using rock monsters to avoid the shield
when a single boss remains
is it possible to use the 3.4 Mil hit by loading a team with Rock Counter mobs, and bouncing it back at the boss?
ReplyDeleteThis comment has been removed by the author.
DeleteClever thinking... to be honest, it's something new for me to consider.
DeleteCounter is usually useful in situations where a boss has a high damage active like surge. I'm not sure if the game considers a danger bar trigger to be an active ability or not... if it doesn't, then counter will have no effect.
Counter should reduce the damage by 40%, but 60% of 3.4 million will still kill any team. Once your team dies, I'm not sure that counter would trigger and suspect your time will simply be up.
If by chance it did work... counter is limited to only reflecting back a maximum amount of damage equal to 50% of the health that your monster protected by counter has. In reality, that's likely to be a rather small hit compared to the 3.4 million damage.
Thanks for the question... you have me curious about trying this out now to discover the answers!
I deleted it, but I guess the question still needs to be asked, what about mirror/invulnerable instead?
ReplyDeleteAre you meaning for wind as a 4th crystal? That's when invincible is the active of the left boss (instead of shield) when its danger bar is triggered.
DeleteTo be honest, I don't have any easy answers for that one as yet, sorry. (My troop doesn't often do wind as 4th - while we can complete it very slowly, it tends to be more work than reward and we choose to skip it. We tend to encourage rock players to hit, clicking on the left boss for single 3 match rock attacks until wind crush stuns the other boss. Rock users can then still keep hitting beyond that with good timing... but most of my troop hits invincible and has to hit hard in those early turns only before it activates. Just be sure not to use rock actives that trigger before the wind crush, as they'll likely cause the high burst to occur).