Thursday, January 14, 2016

Beginner's Guide to Battle Royale

Note: The method for calculating Troop Trophies has changed since the guide below was written.  Troop Trophies are now awarded at a rate of 100 trophies per energy used in an offensive win.  For your troop tier, it's best to select opponents that you're confident that you can beat. Defensive trophies do not contribute to troop trophies.


Battle Royale is an event where you'll be matched against an opposing troop for one hour every four hours.  Within each match you will individually play one minute battles against one of the other troop's submitted defensive teams (automatically played by the game for them).  You'll also be able to submit your own defensive team.  Trophies (and random amounts of stone) are won by winning offensive matches, or when your defensive team wins (trophies only, no stone).

Battle Royale location


Battle Royale summary from Pennypop

Let's start this guide with the official summary provided by Pennypop themselves (as at 14th January, 2016).


The Event Environment

When you first walk into a Battle Royale match, you'll be presented with five defensive teams from your opposition troop, each marked with the label "Enemy".  Each of them will have different monsters, different power ratings, and a different number of trophies available if you win your match.  There will also be a Ranger standing on a platform on the left of your screen.

Ranger standing on the left platform & a ring of 5 defensive teams

The five teams are a random selection of defensive teams from the opposition troop, and are each represented by avatar of the "leader" of that team.  You can click on any of these teams to find out the power rating of the defensive team and how many trophies you will win if you beat them during the one minute battle you'll face.  The highest power rating team of those randomly displayed will give you 3000 trophies per energy you use in battle.  The next highest will give you 2000, then 1250, 1000 and finally 750 trophies for the lowest power rating.  If you have offensive Battle Royale event monsters on your team, these trophy levels will be raised significantly higher.

Clicking on a cromagma has verified that this is a default common team with 9k power rating. If the power rating listed is more than this, it's a hidden sneaky team trying to trick you with an 'innocent' leader.


Where a troop has a missing player or someone hasn't submitted a defense team, they'll be represented by a "default common team", comprised of level 1 commons from the camp section of the game map.  The leader is always a cromagma and the power rating is around 9000.  Keep in mind that some tricky players intentionally place a cromagma as their leader, hiding a far stronger team than the expected commons.  The power rating for a sneaky team like this will always be far above 9000, so make sure to check this!

Cromagma - leader of default common teams


Battling a "default common team"

Within the battle screen, as shown in the screenshot above, you'll have one minute to fight your opponents defensive team.  Battle camp will automatically play their team for them in the same way that Arena battles are automated.  In order to win your battle, you need to entirely defeat every monster within their team during that minute.  As each monster reaches 0 health, they will disappear from the battle screen. If any monster is left with even the smallest remaining health at the end of the minute, the match will be recorded as a loss to you.  You'll receive a significantly reduced amount of trophies compared to a win, and the player who owns that defensive team will be rewarded with trophies for their defensive win.

The choice of which team to play against is very much a personal, subjective decision.  One rule of thumb is to only play against defensive teams that have a power rating that's below 75% of yours.  However, in doing so you may risk missing out on other battles that you may have won for higher trophies.

After a successful battle win, the amount of trophies awarded for playing that same defensive team reduces.  After three wins against them, you'll only receive 1 trophy for any further wins - definitely not a battle worth trying!  For this reason, most players use the maximum amount of energy they have in a single battle for the highest trophy team they believe they can win.  You are given one free "refresh" each match that will give you a new random selection of defensive teams to play with the full initial trophy values restored.  You can refresh more than this for the cost of 10 gold each time.  To refresh your opponents, click on the Ranger to the left of the Battle Royale screen and click the "refresh" button.  (The 10 gold cost will only appear after your first free refresh).  This is shown in the screenshot below.

Current trophy tallies for our troop and our opposition troop. I have used my free refresh and if I click the refresh button again it will cost me 10 gold

While your troop plays these battles, your opposition troop will be facing the defensive teams submitted by your troop to earn their own trophies.  The winner of the match will be the troop who has won most trophies at the end of the hour.  You can see how many trophies each troop has at any given time by clicking on the Ranger to the left of the Battle Royale screen as shown in the above screenshot.

Element boosters, as well as health/recovery boosters, will all work during your offensive Battle Royale battles.  Stone finder boosters will also double the random amount of stone that you will receive for offensive wins.  (Note that the random amount of stone is always multiplied by the amount of energy you use in your battles too).


When the event first begins

As soon as you're aware that Battle Royale has begun as an event, head into your troop hall to submit a defensive team.  It's important to have as many players in your troop do this before the first match starts so that your opposition troop in the first match faces some good competition, and possibly give you an early head start into the event!  You'll usually have 1-2 hours to submit your teams before the first match begins.

If you're unable to play at the start of the event, you can always submit a defensive team in the same manner as soon as you're able to.

Admins will also need to schedule your troop for matches in the same manner as Dominion and Troop Wars.  (Click on the event "E" in the top left corner of your screen and then scroll down to the "Manage Schedule" button.  Sign your troop up for every match to ensure you allow for maximum participation).

Admins need to click on "Manage Schedule" to sign their troop up for matches


Submitting a Defensive Team

The defensive team that you submit will have its regular health doubled and will be automatically played on your behalf by the Battle Camp servers, in much the same was as the Arena works.

If any of your troop mates do not submit a defensive team, or you have empty places in your troop, those players will be represented by a team of level 1 commons with a power rating around 9k.  This creates a great opportunity for easy wins for your opponents, so it's best to rally around your troop mates and encourage everyone to submit a team. (Any team will be better than a default team of level 1 commons!)

To submit a defensive team, click on Phil Nye who will appear as a new ranger in your troop hall, to the left of the troop hall throne.  Click on "pick team" to open up a "Battle Royale Team" screen containing 5 empty team slots.  Click on 5 monsters to add them into your defensive team.  All of the monsters you want to select must be in your inventory, and not in a current team or in storage. If you have previously won Battle Royale defensive event monsters, make sure to include them on your defensive team so that you will win the bonus trophies they offer. Once you've selected your defensive team click "Save" in the top right hand corner of the screen. Choose wisely as you will not have access to these monsters until the end of the event. For the price of 10 gold however, you can claim your monsters from Phil Nye early to use them elsewhere in the game or to change your team over.


 Click on Phil Nye in your troop hall to pick your defensive team monsters

The ordering of the monsters in your defensive team is not important, however most players choose to make the leader of their team the least intimidating in an effort to encourage players to select their team to play.

Within a few minutes of submitting your defensive team, it will begin to fight for your troop at the start of the next match.  You can check on your team at any time by clicking on Phil Nye in troop hall to see your teams summary.  Within an hour (usually) of submitting your team, it's power rating will appear in the troop listing for all of your troop to see.  To bring this up, open your troop screen and click on the Ranger tab.  Change the sort option to "Defense PR" and your troop's defensive teams will be listed in order of descending power ratings.  Any player who has a power rating of around 9k has not yet submitted a defensive team (or is subject to the update delay).  Your troop admins can can a real-time listing of submitted teams by logging onto support.pennypop.com and selecting "Battle Royale" from the top menu.  Note, however, that the power ratings are notoriously numerically incorrect in this listing though!

Sorting my troop Rangers by "Defense PR"

Battle Royale defensive team information is available to troop admins at the support.pennypop.com website. Choose "Battle Royale" from the top right menu. Note that the power ratings listed will numerically be less than reality!


What monsters to choose for Defensive Teams?
When Battle Royale was first introduced, the official advice for defensive teams was to make them up from barriers, counters, healers and sacrifice monsters.

These choices can be effective for low power rating troops playing other low power rating troops and are a great starting place for beginners.  They are not effective at higher levels of play though.  Healers are ineffective if the offensive team has lacerate.  Barriers are mostly only available as supers with first evolutions, which aren't strong enough against high power rating opponents.  Sacrifices take 5 turns to activate, which can be too long for a high paced battle.

Many high power rating defensive teams are now comprised of offensive actives that hit multiple targets with a short cool down (turns until activation).  Examples include blast and lacerate.  Alternatively relying on a team with high health passives is another option.  I'll readily admit that forming a successful Battle Royale team is not a strength of mine and at the end of this post I will leave you with first hand opinions from other players as to their best defensive team combinations.

If you have previously won some Battle Royale defensive event monsters, make sure to place them on your submitted defense team, if you're wanting to make use of their bonus trophies.  They will each cause an increase in the amount of trophies you will win if your defensive team is successful.  For example, a defensive event ultra will give you an additional +100% trophies, doubling the trophies your defensive team wins.  If you had two of these on your team, the effect would be additive and you'd win an additional +200% trophies compared to a non-event team win.

If you submit a zodiac matched team, all of your passives will turn on just like in normal play.


Offensive Battles

If you have offensive event monsters, make sure to place them on your current team before selecting a defensive opponent.  Each offensive event monster will give you an additive effect on the amount of trophies you can win.  Your maximum amount of trophies won per energy will increase accordingly in the display when you click on an opponent team, so that you know before the battle exactly how many trophies to expect if you win.

In my example offensive Battle Royale team below, I have two supers who each give me +50% trophies each, two evolved supers who give me +120% trophies each, and one epic that gives me +150% trophies.  For every offensive win, I will gain an additional +490% trophies compared to a non-event team's offensive win.  For me, this turns my maximum trophy opponent from 3k trophies per energy per win, up to 17.7 trophies.  A 10 energy battle changes from giving me a maximum trophy haul of 33k, to become 194k trophies.  Many experienced Battle Royale players have teams far stronger than mine, full of evolved ultras or even evolved epics.  As such, it's a difficult event for non-spenders to compete within!

Example of my offensive BR team
2 supers, 2 evolved supers and one epic


Trophies available automatically increases when event monsters are in my team
33k max without event monsters (left)
194k max with my example BR team shown above (right)

Always make sure to check the power rating of the team that you're thinking about battling.  Many players "hide" their team behind a weak monster to try to trick you into playing them.  The standard trick is to farm a cromagma from camp and place it as your leader, however players will also use other monsters for this.  In the screenshot example below, the defensive team has a common as its leader however it's hiding a team with a power rating over 400k.  Be wary and always double check the power ratings!

The leader of this team looks like a harmless common, however the power rating of the other monsters in the team is over 400k. 


When you've chosen a defensive team to battle, and have checked the team's power rating, adjust the slider to however many energy you wish to use in the battle and then click the "Battle" button.  A screen will open up with the full defensive team displayed and your minute will begin immediately.  As any of the defensive monster's health reaches 0, they will disappear from your battle screen.  In order to claim the win, all defensive monsters must have reached 0 health within that minute.

Beginning of a battle

At the end of your minute, a screen will appear declaring your Victory or Defeat.  The percentage of health that you and your opponent had at the end of the minute will be shown above this banner.  Remember that you need to reduce your opponent down to 0% in order to claim the victory.  You will also be shown how much experience you won (10XP per energy used, unless you're at level 70 like me), a random amount of stone that's already been multiplied by how many energy you used, and the trophies that you've won.  The trophy count here will exactly match the amount you were shown prior to commencing the battle.

Victory Screen after the minute battle ends


Most players use a completely offensive team to play against the defensive teams.  Multi-target offensives are useful to attack multiple monsters at the same time, however high powered single-target offensives can help when there are fewer monsters remaining in the defensive team.  Useful actives include: blast/wound that will attack all 5 defensive monsters for maximum total damage; Lacerate/wound to prevent purely defensive teams from healing; vampire/drain to help heal you at the same time as being offensive with high attack.


Beginner's Basic Gameplay: Whenever possible, match 5 gems (in a straight line, "L" or "T" shape) to attack all defensive monsters at the same time.  Matching another 3-combo of the same element in the same move will double this attack.  Once a defensive monster reaches 0 health, it will disappear from the battle and won't be able to be 'healed' back into existence.


Event Log - Results from your Teams

To see how your teams are performing, click on the "E" for event in the top left corner of your game screen.  Then click the log button (looks like a newspaper) on the top right of the screen that appears.

To view your event log, click on the "newspaper" button in the top right corner


Every time your defensive team has a win, the amount of trophies that it won you along with the opposing player's username will be shown.  Defensive losses will be shown here in the same manner.  Every time your offensive team has a win, the name of the player you beat will be added to an ever growing list of players that you've defeated throughout the event so far.  Offensives losses will also be displayed here.

Example event log

In the example event log above, reading from the bottom you can see that my defense team failed against Timmertje but won me 11k trophies when it beat Tinnywood.  My offensive team then beat Timmertje.  I then went on to beat Robinjo, Catmiay and then Guderol, so all of their names are added to the displayed list of offensive wins that I have.  (This list will grow increasingly longer throughout the event!).

By clicking on the avatar of the player shown in the log, you will be able to bring up information about that player as per the screenshot below.  This can be useful to identify why your defense teams may be losing battles - the opponent may have a higher power rating or certain monsters on their regular team that give them an advantage over your defense team.

By clicking on Robinjo's avatar on the event log, I can find out more about this player, their level, regular power rating, current team, and can even message or friend them.


End of Match Results

At the end of the match, the troop who won the highest amount of individual trophies will be declared the winner.  That troop will be awarded "troop trophies" (that determine their troop tier) equal to triple the individual trophies won.  The losing troop will receive only 70% of the individual trophies as their troop trophies.  There's a definite advantage to winning!

After the hour long match has completed and the results processed, you'll see a screen pop up to announce your troop's victory or defeat, along with the total number of trophies that you earned individually that match.

End of match announcement
My troop won and I earned a total of 194.7k trophies during the match



Note that players who leave a troop mid-event will take with them their individual trophies, however all troop trophies that were earned by that player remain with the troop.

You can see the results of your troop mates by looking in the "Event" log within your troop's news feed.  A summary will appear here for each player who participated in the event showing the number of wins (W), losses (L) and defensive wins (D).  Note that the recording of losses seems to be erroneous, or has a meaning other than that which I've attributed to it!

Troop event log listing players participating and their wins (W), losses (L) and defensive wins (D).



Troop Matching

Just like in Troop Wars and Dominion, your opponent troop will always be the troop who is either one place ahead or behind you on the troop trophy tiers.  Effectively you are matched according to the troop trophies won and this has nothing to do with the power-ratings of the troops.  (For example, a very active low power-rating troop may find themselves matched with a low-activity but high power-rating troop if they have each earned similar levels of troop trophies.

For the first match, everyone has 0 trophies and the matching will be random.



Event Monsters

Event monsters from Battle Royale are recurring and will always receive an event bonus in Battle Royale.  Event monsters can be won through the event spin (in the event "E" screen or in the event grab in the store), or through 3x lucky spin opportunities that randomly pop up after battles within the Battle Royale environment only.

There are two sets of event monsters: defensive and offensive.  Defensive event monsters need to be placed on your defensive team to increase the amount of trophies that can be won from defensive wins.  Offensive event monsters need to be placed on your regular team to increase the amount of trophies won through the battles you play yourself.  Offensive event monsters have significantly higher trade value than the defensive monsters, and many players have "Battle Royale" teams made up of the best offensive event monsters they can find.

Battle Royal Event Monsters from bcrank.us
Note: Top listed monster of each rarity is defensive, other is offensive
(e.g. Megadrone is defensive, Dynoflight is offensive)


Battle Royale monsters will increase the amount of trophies that your offensive or defensive teams can win (provided those monsters are in these teams!).  The effect is additive, so two offensive supers that each give you +50% bonus trophies will have the effect of giving you +100% (or double) trophies if they're both in your offensive team.  Higher rarities provide higher bonuses, as do evolved event monsters.

To find out whether your Battle Royale monsters are offensive/defensive and what percentage of bonus trophies they'll earn you, click on the monsters within your inventory.  Examples of an offensive evolved super and a defensive ultra are shown below.  The blue "E" in the top corner of their image indicates that they're event monsters for the current event - which was Battle Royale when these were taken.  In the blue bar immediately below their image, you'll see "+120% Atk Trophy" on the left screenshot and "+100 Def Trophy" on the right screenshot.  This means that if I place the punch-o-matic on my offensive team, I will earn an extra +120% (attack) trophies when I win battles.  If I place the wardog on my defensive team, then whenever it wins I'll receive an extra 100% defensive trophies.

Examples of offensive (left) and defensive (right) event monsters
(Note that the super is evolved)


Every time the event is run, the active ability of both the offensive and defensive event monsters is rotated.  For example, one event may have blast as the active for all of the offensive event monsters spun, and another event they will have lacerate.  If you're choosing to spin event monsters, make sure to check whether you will be happy playing with the active that is being offered - some are better than others!


Spending

Battle Royale is the event that favors spenders the most!  In its early days as an event, spending for energy was the means to gain high prize tiers.  Now you'll find that you need both an offensive event team as well as a degree of spending.  (More of each for higher trophies and tiers!)

As a moderate example of the advantage of having offensive event monster teams, my current team is able to earn me 194k trophies from a 10 energy match against the highest power rating defensive team.  A regular player without event monsters would only be able to earn 33k trophies from the same match.  There are players with far better Battle Royale teams than mine who will earn even more trophies than this from each battle!  When you add that to spending on energy to complete more battles, the earning potential of these teams is significant!

If you're choosing to spend on energy there are two common strategies to consider.  In both cases, spend on energy in matches where your opponent troop is sufficiently weak that you feel you can beat the highest trophy defensive teams repeatedly.

Method 1: Use 10 energy against the opponent with the highest trophies, then pay to refresh the opponents (10 gold) and hit the opponent with the highest trophies with another 10 energy.  Repeat.

Method 2: Use 10 energy against the opponent with the highest trophies, then use 10 energy against the opponent with the next highest trophies (or the team that you just beat as the trophies will now be the same). Then pay to refresh the opponents (10 gold) and repeat.

Simulations published by a troop on BC Global showed that in the long run (5k gold) these two strategies provide almost the same number of trophies, with the first strategy slightly ahead on trophies with less energy used.  A third simulation, where method 2 was expanded to hit both teams with the second highest trophies, performed noticeably worse on trophies and energy used.



Player advice on creating a successful BR defensive team

Thank you to the following players, from the Battle Camp Global facebook group, for their freely given advice on creating successful defensive teams.  The advice given here is unedited and your own judgement should be applied to their recommendations.

IGN: ChrisMC4
 In my opinion, first of all you need a Team with high HP, why this as a consideration? Cause' there are teams that can make if they are lucky combos 5 gems plus 3 more, and maybe other 3 more and you are out! In The first attack or the second one before your actives start hitting, now then the best actives combination would be, Lacerate (you prevent the attacker heals that much, and is a High hit depending of the Pet otherwise is Wound) then a Counter pet (this you scare the attacker of using their pet's actives) then use Blast only useful if you have it with high passives and being a pet that hit hard and it hits almost inmediatly or a Quick strike, then a Venom or Toxic will make the attacker get nervous because will see his HP dropping every turn, with lacerate in their teams, not able to heal as he would like, cant activate their actives cause you have countaer, and the time is running out. And as a final but very useful as the final hit, is Sacrifice with the exact passives alot of life and is the one that will makes you win in the fifth turn. On the other hand, you can use Vampire or a Snipe is a sure hit depending of your mob preferably Vampire. And crush could be useful but remember is like a Snipe but only stuns 1 mob and would be preferably Fire crush, rock crush and wind crush (for the event attack pets) as I said First is my opinion and what it works to me, healers dont work because if the attacker use lacerate you are out of healing. And barrier you would need like 3 at least and very very strong HP to make it works. Killing time, but is better killing your opponent with the actives is faster than time.
In addition, this is for a multi team of different actives, however if you use all team with lacerate, blast would be better too. High hits at the same time

Diego Augusto
Diego Augusto Full wound/lacerate/blast team or a very high HP with barrier/group heal



Mike Kralj
Mike Kralj High health and barrier and a group heal and a bad ass Lacerate to attack. High tier spenders should use wind crush to stun the Seige team


Tiny Tuby
Tiny Tuby Full quick stricke team to waste time or have a barrier filled team with maybe a group heal or team regen. I say full quick stricke since it was about 6 seconds every turn


Dinesh Kamalakannan
Dinesh Kamalakannan All lacerate or blast team is one option.... Four barrier and a good counter is another option..
Yes the high health of barrier forces u to make big combos and counter ll make it hard for u if u depend on actives

Diogo de Oliveira
Diogo de Oliveira Better defense is attack! All cooldown in 2! Lacerate, blast, wound, miasma, venom... And hit hit hit!


Rick Heide van Der
Rick Heide van Der four barrier wind rock water fire ( br attack mobs ) and a team regen.
Barrier May be weak but its extra health oppent attack is lower and you only got 1 min to fight
smile emoticon.Barrier May be weak but its extra health oppent attack is lower and you only got 1 min to fight


Therese Djungel-George Lagerqvist
Therese Djungel-George Lagerqvist A team of sacrifice with high lvld up bulwark and maybe 1 barrier so you get enough health to survive untill sacrifice goes off and you kill the attacker in 1 or 2 sacrisfices hopefully or wins cus time runs out if attacker aint fast

Nancy Alvarez
Nancy Alvarez Toxic, barriers, lacerates, group heal, crush. Letal passives only, or menders too


Станислав Борейко
Станислав Борейко Barrier is weak, imo, counter + old active shield + wound/blast + venom and lacerate will left no.
team regen and group heal are useless, since everyone have lacerate.
Come on, barrier is totally useless, if you have team more than 15k attack. Barrier only can be used with counter. And sacrifice even more useless - i didn't saw any sacrifice for almost a year, because all "high HP" mobs die after after one swap.
actually, one type of defence nearly unbeatable in one minute - team of old passives such as defender and healthy, actives such as shield and invincible combined with new active miasma and blast.
Again, in my opinion, you have two ways - to eliminate opponent or to waste his time to death. 
First way - all attack mobs, lacerate, blast, wound, all multitarget. and hoping for bad luck for opponent - lack of gems on his board. 
Second way - HP and counter

Jae Earnshaw
Jae Earnshaw Barrier , counter and invunrableare heavy hp time wasters
It also depends on where your troop os placed and what teams your facing ... If your a low end player facing mid to highend your mob choice will be limited and often beaten ... If your sitting low you can pick up more defence wins easyer

Gavin James Willis
Gavin James Willis I see a lot of people saying barrier, but I love barrier teams I find they can be the easiest to beat. My team is a snipe/rogue, a vamp/rogue, a blast/gladiator, a rock crush and a quickstrike. Of course you don't see how many times your teams been beaten but looking at the battle logs my d team has won 12 battles so far this BR

Nicolás Heemskerk Fuentes
Nicolás Heemskerk Fuentes I got 2 lacerates 2 vampires and 1 rock stun tongue emoticon



Lawrence Wilson
Lawrence Wilson Mine is 3 Barrier, 1 invincible, 1 sacrifice

Friday, January 8, 2016

Easy Ways to Max Monsters

This is beginner's guide to maxing monsters with specials (including the specials themselves).

Advanced players may prefer the following more detailed pages from BattleCampManual and BC Tools that I highly recommend:

Battle Camp Feeding Guide
Battle Camp XP Calculator

Same Element Bonus When Feeding

Whenever you feed a monster to another monster of the same element, you'll receive a 30% bonus to the feeding experience (XP) delivered to your monster.  For example, when you feed a fire monster to another fire monster it will feed up more than a leaf/rock/wind/water monster would have.  This is an important consideration to all the information provided below, and is what is meant by the term "same element".


What are Feeding Boosters?

Feeding boosters will be stored in the backpack of your inventory when you receive them.  You can earn feeding boosters on day 17 of the daily logins, from the random prizes awarded when your pet has received 100 pets (check inbox), and from meeting the required trophy benchmark for feeding boosters each event (check inbox).


Feeding boosters are stored in the Backpack of your Inventory.

Click on them to open the right screenshot and press "use" to start.


A feeding booster doubles the amount of experience earned by feeding for 30 minutes.  This means that every monster you feed to another monster will essentially be doubled - you can think of this as having twice the level or an imaginary second monster being fed at the same time.

You can check in your Backpack to see how much longer your feeding booster will be active (29 minutes and 56 seconds here)


As feeding boosters are especially valuable and not all that easy for most players to get, many people will set up a collection of monsters to be fed during that half hour to maximise the benefits.


How to Max Specials?

Maxing specials is the key to maxing other monsters, but they can also be used in perfect evolutions (where everything is maxed prior to the evolve to give you the best statistics afterwards).

Specials have the highest feed value of the different rarity monsters, meaning that they feed up other monsters more than any others. Specials come in each of the five elements and with three different "multipliers" of feeding: Potent (2x feeding value), Charged (3x feeding value) and the strongest is Energized (5x feeding value).  You can find out the multiplier of your special by clicking on it in your inventory.  Most players rename their specials to indicate what multiplier they are, either by name or by using a code such as "xx" for potents (2x), "xxx" for chargeds  (3x) and "xxxxx" for energized  (5x), and on some devices you can simply use numbers. This makes them easier to tell apart during feeding and evolving.  (To rename your monster, click on the pencil button to the right of the current name of your monster)

An energized water special that I've renamed "xxxxx"


(Note: crystals have 25% additional feeding bonus above regular specials)

The following table has been taken from battlecampmanual.com where far more feeding information is available.  It lists for you the exact number of levels to feed one special in order to max any other special (or crystal) of the same or different element.

[Click to enlarge]

Example 1: Any level 24 potent (2x) will max a same element special using a feeding booster, as per the screenshot below.

Feeding a level 24 potent (2x) water special to any other water special will max it.

Example 2: A level 21 charged (3x) special will max any other special of any element when using a feeding booster.

Feeding a level 16 charged (3x) rock special to any other rock special will max it.


Without using a feeding booster, you can double these levels or use two of these same level specials.  More precisely, you can use a level 24 and a level 23 potent (2x) to max any same element special at any time.  You can also use a level 16 and a level 15 charged (3x) to do the same.  Alternatively you can use one potent and one charged (3x).


From BattleCampManual.com, it will take same element uncommons with these collective levels (when you add them together) to raise a special up to the levels shown in the above chart without using a feeding booster:

Level 16: 21 uncommon levels (e.g. a level 10 and a level 11)
Level 21: 45 levels
Level 24: 60 levels
Level 31: 116 levels

If you haven't reached the lost temple map area, you may only be able to collect commons for feeding. These will require much higher levels to achieve the same results.


It's common to use maxed potents for evolutions as they're the weakest special feeder.  Maxed energized are used for feeding up higher rarity monsters. Maxed charged specials are used as either.


Maxing Other Monsters with Commons/Uncommons

Many beginners start by letting their monsters gain 25XP with each energy used in the game.  This gives the appearance of leveling up monsters quickly, however each level requires more XP and the process will soon slow down.

Players then tend to turn to feeding commons/uncommons directly to their monsters to help level them up.  This tends to cost you a lot of stone - 5 stone per level of the monster you're feeding multiplied by the number of monsters you're feeding at once (maximum is 5).  Once you're looking at doing first evolutions (5000 stone) or second evolutions (20000 stone), this stone will seem like a precious commodity!

The first step to reducing stone is to start feeding up your low level commons/uncommons to each other.  For example, at level 1 it will cost you only 25 stone to feed five monsters at one time.  You can then feed five of these levelled up commons/uncommons to your monster to gain more XP for less stone.

However, at level 10 it will cost you 250 stones to feed any five monsters, and at level 20 it will cost you 500 stones.  This starts to add up when your monster reaches higher levels!

Over time, this method will still cost you a lot of stone.  The majority of players will use specials instead, as detailed below.


Maxing Monsters Using Specials

The wonderful chart below was calculated and created by Lawrence Wilson summarizing the number of maxed specials required to max any super/ultra/epic monster when it's unevolved, first evolved or second evolved, when using a feeding booster (double everything if you're not using a booster.  It's my favourite cheat chart in the game!

Chart created by Lawrence Wilson
[Click to enlarge]

The numbers in this chart refer to the collective "multiplier" of the required maxed specials. A maxed potent (2x) is worth 2, a maxed charged (3x) is worth 3, and a maxed energized (5x) is worth 5.  Yellow represents maxing a super, green represents maxing an ultra and red represents maxing an epic.  "Same element" means that you're using all specials that match the element of your monster that's being fed up (for example, wind specials to max a wind monster).  These multipliers are smaller than "different element" specials as they make use of the 30% feeding bonus on "same element" feeding.  "Non-evo" means a monster that has not yet been evolved - this will be all monsters that you've won in spins or from pieces. "1st evo" and "2nd evo" means a monster that has undergone a first evolution or second evolution (using crystals) respectively.

Example 1: In it's simplest terms if you want to max a fire super using fire specials you will need to look up the non-evolved row, the super column and the same element (feeding fire to fire).  There you'll find the number 3.56.  To max the super with specials, you'll need to find specials whose multipliers add up to a number higher than 3.56, the lowest of which is 4.  Therefore you can max this super with two fire potent (2x) specials, as the multipliers add up to 4 (2+2=4). You could also choose to use a fire energized (5x) special as 5 is greater than 3.56 too.

If you wanted to use leaf specials to max this same fire super, look in the "different element" (fire is different to leaf) column of the super section and you'll find the number 4.63.  Therefore we need a multiplier higher than 4.63, and so 5 is a great choice.  We could use an energized (5x) leaf special to provide our 5x multiplier, or we could use a potent (2x) leaf special and a charged (3x) leaf special (2+3 = 5).  Note that in this last sentence, leaf can be substituted for any other element that is different to fire in either case.


Example 2: To max any first evolved ultra, look in the "1st evo" row of the ultra section.  I need a multiplier of 11.6x using the same element specials or 15.08x with different elements.  For the same elements, I could use 2 maxed energized (5x) and one potent (2x) to give a 12x multiplier (5+5+2=12), or four maxed charged (3x) to achieve the same(3+3+3+3=12).  For the different element specials, I would probably use three max energized (5x) for a 15x multiplier (5+5+5=15) and make up the remaining 0.08x with uncommons.

Assuming your monster is at level 1, each special you feed at the same time will only cost you 5 stone, making this both quick and inexpensive.


Example 3: To max a second evolved super with different element specials will require a multiplier of 15.13. In the screenshots below I'm maxing a second evolution super using 3 energized (5x) water specials for the 15x multiplier, and I'm also feeding an uncommon to make up the little difference left by the .13 in the multiplier.  As you can see, I'm maxing this monster for the cost of only 20 stones (level 1 x 5 stone x 4 monsters being fed = 20 stone).

Feeding 3 energized water specials and one level 11 uncommon is maxing my second evolved leaf super.

Example 4: Event monsters won from spins usually come already maxed or at half levels.  To max a super from level 1 requires a same element multiplier of 3.56, which could be two potents (2x) of the same element.  For a level 25 super (half of the maximum level 50), you can use a same element charged (3x) special to max your monster.  This actually works from level 23, as shown in the screenshots below.  This is a good example of the non-linearity of XP required for increasing levels as the half level still requires almost the same special multiplier to max it.

Any level 23-25 super can be maxed with a same element charged (3x) special.

My Personal Feeding/Naming System

This is all very subjective and everyone will have their own method - I simply present mine as an example.

For me personally, I save up pairs of matching element specials where one is "half fed" and the other is a level 1 that will be maxed.  All the other monsters I want to max are placed in my inventory (with other monsters filling empty storage positions). I then fill my inventory with uncommons leveled up to to 14-15. Lastly I used up my monster spins to gain extra specials, uncommons and commons (I discard the rare pieces but these may be of use to you).  These monster spins push my inventory beyond its maximum capacity.  I'll then wait until my energy recharges and start a feeding booster.  I'll max my pairs of specials, use specials to max other monsters, farm with my 5 recharge energy, then use my remaining uncommons/commons to feed up any additional specials I've received or other monsters that need a little more feeding.  

I also have a personal preference to feeding uncommons to my supers until they're at level 23 and then feeding it a same element charged (3x) special to max it. It's not that cost effective with stone but I like to save my potents for evolutions usually.

My Inventory

In the screenshot above, the two water specials in the last row are paired for when I next run a feeding booster.  At a glance I can see they're paired by the letter "F", one is a level 1 energized ("xxxxx") and the other is a level 24 potent ("xx").  In the top row I have a level 1 leaf potent that is paired with a "half fed" leaf special not shown that is linked by the letter "D".  The rock special is charged ("xxx") and is already "half fed" ("half" in its name").  The potent ("xx") water special in the second row is almost fed up to half and will later be linked with the energized ("xxxxx") water special in the top row.

Note: the letters B/C/D on my other monsters tell me that they are tiers 2/3/4 respectively.  My "ForMarcia" monster is waiting to be traded.  The super in the bottom row has mender as its passive.  Each of the names tells me information I might want to know.