Monday, February 27, 2017

How to play against the Leaf Crystal as 5th Crystal in Lost Temple

Each time your troop starts battling the crystals in lost temple, the elemental crystals will appear in a random order.  The difficulty of each crystal increases when it appears later in the ordering, and the danger bars or actives tend to change as well.  The best guide for the Lost Temple crystals is Battle Camp Manual's guide, which details what you'll face from each crystal depending on its order in the weekly sequence.

This blog post aims to provide a bit more information on defeating the final boss of the leaf crystal (Parasite Leaves) when it appears as the 5th crystal in the sequence.  The information provided on this crystal by Battle Camp Manual is shown in the image below.

From Battle Camp Manual's Guide to Lost Temple


When leaf crystal appears in anything but the first crystal, the active of the final boss is leech.  Leech attacks your team but also heals the boss.  For many players this causes instant defeat of your team with negative overall damage, making your raid percentage go backwards. Leeching during a leaf crystal can cause frustrations to the rest of your troop as they'll need to battle again to compensate for the negative damage of your turn.  An example of a player accidentally leeching when we'd almost finished the leaf crystal is shown below.

Example of negative damage through leeching


When leaf appears as 2nd-4th in the crystal ordering, the danger bar goes up with damage from any element and down with turns.  This changes completely for the 5th crystal, as the danger bar will now quickly go up with time and down with fire attacks.  Leaf crush is still highly recommended for all these leaf crystals, however as a 5th crystal you will also need to use fire monsters in your team.

My method for playing against the leaf crystal as 5th is detailed below. There may be many other methods for playing against the leaf crystal as 5th, and I welcome players to add their methods to the comments below to help others. (Thank you in advance!)

My playing method

Team required: 1 leaf crush, 1 fire lacerate/blast (or other active with only a 3 turn initial countdown), 3 other fire monsters (ideally single target offensive actives).

The timer bar is very quick, so my aim is to get to my leaf crush as fast as possible while avoiding the danger bar from being triggered.

Turn 1: Match any 3 gems that will not attack.
(An element that you do not use on your team)

Turn 2: Match 3 fire gems to cause a fire attack. If there are no fire gems to match, do not make a turn but instead let the minute timer run out. This will prevent the leech activating and causing you to have negative damage.

Turn 3: Match any 3 gems. Your lacerate/blast will activate at the end of your turn to reduce the danger bar.

Turn 4+: Your leaf crush will activate at the end of your 4th turn so you can take your time or make more matches, depending on your own playing strategy.

Note that shield activates after your first turn. To slightly increase your damage, swap turns 1 and 2 over so that your fire damage is in your first turn and isn't reduced by the shield. However make sure that you are quick on your second turn to avoid the danger bar triggering as this ordering doesn't allow much room for error.

My method is shown in the video below. The recording unfortunately starts after my first turn (non attack 3 gem match) but before the shield activates.

(Please excuse some bad gem matching after crush activates... stage fright hit while knowing it was being recorded. ;)  )



A Quick Guide to Leaf as 2nd-4th Crystal
(Full blog post to follow soon!)

The leaf crystal in this ordering will have a danger bar that goes up with damage from all elements and down with turns.  The key is to have a small amount of damage each turn.  The downfall of most players is that they will have an active that does too much damage and triggers the leech of the boss.

  1. Make sure to have leaf crush on your team. The easiest leaf crush to obtain is a peepsqueek from farming rare pieces in the lost temple map area.
  2. Avoid any actives that will activate before leaf crush, or turn their autocast off.
  3. Keep your damage in the first three turns (before leaf crush protects you) as low as possible by matching only 3 gems each turn. Avoid combinations until leaf crush is ready to activate.
  4. After leaf crush activates, continue to play with maximum damage.
Without leaf crush on your team, turn the autocast of all your offensive actives off. Make only a small amount of damage each turn.  If you use swap/element-swap, activate it in the last few seconds of the battle so that you finish in overtime and the boss will not be able to leech you.

Sunday, February 26, 2017

How to Defeat Mad Tweety in Lost Temple

Mad Tweety is a battle that takes place soon after you begin the quests in the Lost Temple map area.  Depending on the health of the monsters in your team, this will either be an easy battle (high health) or a challenging one (low health).  This is also usually the first time players come across a boss that uses lacerate, which prevents your monsters from healing.

The reward for defeating Mad Tweety is 200 stones and 200 XP.



In order to be able to battle Mad Tweety, you will first be told to put a Burnybaby onto your team.  A burnybaby is the fire uncommon that you can obtain with battles against uncommons in the lost temple area, as shown in the left screenshot below. The chances are that you may already have one in your inventory from the previous quest where you had to battle uncommons to collect 5 Sillikids (rock uncommons).


Without a burnybaby on your team, you will be unable to battle against Mad Tweety and will see the messages shown in the left screenshot below.  Once a burnybaby is on your team, you'll be able to battle Mad Tweety with 5 energy.  Note that the recommended power rating for this battle is 173k.  (For help raising your power rating, please see this post).


The battle against Mad Tweety is an untimed battle against one wind boss.


After your first turn, Mad Tweety will activate lacerate onto all of your monsters. (Note that lacerate only usually is applied to 3 monsters if you use this active on your team yourself).  Lacerate does your monsters damage, but then also prevents your monsters from healing for 3 turns. Do not match hearts during this time as they will not heal your monsters! 



The symbol for monsters affected by lacerate is three wavy vertical lines, as shown in the upper right corners of the monsters in the cropped screenshot below. The number shown in white next to the lacerate symbol shows how many turns these monsters will be unable to heal for.  (Note that the lacerate symbol is the same as the wound symbol, and can be thought of as "this monster cannot heal for x turns" whenever you see it).


Mad Tweety's lacerate and its attack during its first turn did a total of 9815 damage to my team.  I have two rock monsters in my team and Mad Tweety gets a 30% element advantage against them (and they get a 30% element advantage against Mad Tweety).  This element advantage means that the attack to my team would be higher than a player who was playing without rock monsters, but is less than a player who used all rock monsters.  To reduce the strength of the lacerate, consider removing rock monsters from your team.  

Mad Tweety will continue to attack you each turn with approximately 2300 damage. (Note that this will be less if you don't use rock monsters, and more if you use more than the 2 rock monsters in my team).  A team with total health of more than 20k should be able to survive Mad Tweety. (Total health is shown below your monsters during battle. In the cropped screenshot above, my monsters have 17k health remaining out of 26.9k health).

During these next 3 turns while your monsters cannot heal, do not match heart gems as they will not heal your monsters.  Once the lacerate symbol disappears, match as many hearts as you can to heal your team. To defeat Mad Tweety, you need to ensure that your team has enough health to survive the first four turns of this battle.  You can increase the health of your team by feeding up your burnybaby and any other monsters on your team that aren't at their maximum level, using a health booster to add 50% health for 30 minutes, or using monsters with naturally high health.  If your team is zodiac matched, try using monsters with passives such as bulwark or protector to increase their health.  If you are using a monster that heals, try turning its autocast off so that you can manually trigger the healing as soon as the lacerate disappears.  (For a worked example of how to turn autocast on and off, please see this guide for ScurvyJones).

Lacerate will not hit your team again, and you can finish it as a normal battle once the effects of lacerate disappear.






Friday, February 24, 2017

Conference Call Results

Reprinted from BC Global with permission from Jenn W, conference call participant. The official version of this document can be read by BC Global members by clicking here.  Three players (Renee, Jenn and Josh) were selected to join BC Global player moderator, Ricky, in a conference call with Battle Camp developers.  The official results of the conference call are reprinted below.

Conference Call Results!
TRINADY CHASE·THURSDAY, 23 FEBRUARY 2017

Big shout out to the Community Reps, Renee, Jenn, Josh & Ricky, for sitting down and talking with us about the Community’s concerns and suggestions. Extra big hug to Jenn for the write-out!

Bane and Damage Caps

-When they originally calculated bane cap, they didn’t anticipate that when
bosses do not attack back there is less animation time and you actually get an
extra 2 turns more than what was normally measured.  They are putting a
new stop gap measure to accommodate the extra turns and it will hopefully
be fixed for Dominion.  There will still be a cap but it will be more realistic.

Super SEvos

-Will be coming in the next update. They are lowest on the totem pole, it is
unfair but epics and ultras will always take priority.  It was not disclosed how
many, or which mobs will get them.

PVP event

-There was originally a PVP event, but it made some people leave the game.
To have a group working together for a similar goal was nice for a troop
event, but in general a PVP event can’t really work because for one person to
rise, another must be crushed down.  It also is difficult to find an appropriate
matching system for spenders vs. nonspenders.  For a PVP event to work they
would need a better way to match players. They are going to be fixing the
matching process so people cannot just use specials to get ahead, but it was
not stated precisely how they would be changing the match ups.

Fixing Communication Problems Between Players and WRKSHP

-They don’t always have the time to look through every single thing that is
going on.  They have people to look at, filter, moderate, answer, but when
they get bombarded sometimes it can take several days.  They are looking
at better methods, improving their support, looking to pin posts at the top
of Global when there is an issue so people can refer to it.  They want to
work internally to give players a better idea of what is going on.

-Players need to respect the fact that ticket times have improved
substantially since when the game first premiered.  Average ticket times
used to be 8-10 days, now they are closer to 2-3 days.

-They are going to revamp their drop down menu for submitting tickets
so that players can better categorize their issues so that they can get a swift
and appropriate response.  Don’t reply on your own tickets. Don’t send
tickets about minor losses.  Don’t send tickets claiming you were the
victim of an error when you were not.  Don’t send tickets when you were
booted from the game but it was a connection error on your end, and not
the actual app.  Don’t send tickets for every minor glitch in hopes you will
get energy compensation.  Those who abuse the system make it worse for
those who need help and want answers.

-Live chat option cannot happen because they don’t have enough people to
man it for how often it would be used.  Best to utilize global for small
questions and watch for mod’s answers when there is an issue.

-They like to give people as much information as possible, but unfortunately
when they release that there is an issue, they can sometimes get 4x the
amount of tickets because everyone wants to claim they were affected by the
issue. They try to give us as much information as they can but sometimes
they get delayed. They will be working on it.  Looking at other games and
trying to find a magical system that will work best.
PTR Realm to Test Events Before Running Them

-They used to do an alpha, when they did, people would not report the bugs,
they’d exploit them or share it with other people, so that their friends
benefitted

-Could in theory do it if they had a better vetting process, so they don’t have to
worry about banning people for using information in a bad way.

-Most bugs are only found with 1k or more people playing

-Simultaneous logins will spike a problem higher than expected, even when
they prepare the servers for an event.

Trader system for unwanted items 
(avatar spins, xp boosters, runes, etc.)

-When Trader system was built, it was initially a 1 to 1 item trade.  Doing
multiple for one item would make it more difficult.  Either they would have
to make a different trader for every possible item (100 traders all over the
place), or to do multiple items which takes more coding and design work.
They are working on it, he’s been toying around with different traders
recently (PVP, Stars, Valentine’s), so we can expect to see one in the future.
It will likely be a way for us to salvage ANYTHING to get a currency, and then
we use that currency to buy items at the trader.

Seasonal Rewards Return

-Despite the feedback on Global, most of the feedback they got for Seasonal
Rewards was that it was unpopular.  There were complaints that high level
players got extra rewards and they don’t like to do anything that discourages
mid level players.  If they discourage midlevel players then those players
quit and never become high level players.  The amount of work it would
take to do another season and perhaps adjust it, wasn’t worth it in their eyes
because of the general feedback about it.  It hasn’t been scrapped entirely,
it may come back and be reworked.

In Game News Feed Issues

-Looking into updating the news feed items with information since troop
trophies are not always acquired, so that troops can keep track of
participation.  They don’t want the news feed to be full all the time but
understand that troops use this information to keep track of players’
progress.  Considering adding a better end of round list for events like
Arena and Dominion, or an end of event performance card for each player
to better assess their contribution to the event.

-Dominion this time will not be based on points system, but individual
trophy accumulation so it will not be an issue to record on the news feed.

-Looking at adding a live screen so that during Raid TVT’s we can see a
current breakdown of trophies so you know which troop is winning like
in Crystal Siege and TW.

Changing logins to Support and Game From Facebook to Other

-This is a way to limit people somehow, so that people cannot create a
bunch of accounts and devalue mobs or the game.  People cannot just make
an account and then sell it to make money.  Like in every game, several bad
eggs ruin it for everyone else.

Distribution of Elements

-The issue with distributing an even number of elements, is that with each
update they try and increase some power levels.  With each update, certain
elements shift to being better than other elements, and then with next
update it changes again.  A strong water mob will only be strong until a few
updates later, and then other mobs are so much stronger that water mob is
irrelevant.

-To help offset the issues with elements they are hoping to release a new
feature by Easter, similar to Glamouring in Final Fantasy.

Monster Merging

- Player will be able to take two mobs of the same rarity
and same level of evolution and merge them.  They will keep the Design
Appearance and the Element of mob A but get the Attack Stats of mob B.
 (Example: Merge a Fenroar with a Yokatron to get a Rock Ultra with higher
attack)  Also will be available for Sevo’d mobs so can give you a new purpose
for your sevos.  Will give value to older monsters. Will likely cost a lot.
Very ambitious idea, once they sort out the headaches.

Enraged bosses

-Suggestion was to have them be enraged when we achieve the full 150%
combo bonus.  They’ve always liked the idea of being able to trigger the
boss to become enraged but they like the randomization of it also because
it allows people who are falling behind to catch up.  They balance skill and
luck.  If they made it a combo or donating extra specials, then higher ups
would always trigger enraged and it wouldn’t require as much luck.

Bringing back Energy benchmarks for Spins

-They recently have been playing with different benchmarks, including the
old benchmarks that have made an appear this event! They will continue to
rotate, and not necessarily stay permanently.
In Game Friends

-They will look into removing the auto-add feature of facebook friends even
if you remove them.

-Looking into a sort option where you can see who was online most recently,
to better help us remove people who have not played the game for an
extended amount of time.

Support page updated for mob images

-Working on it currently, it is a reported issue and will be worked on.

Having Caves/LT/ etc. More Often

-Sometimes there are flaws in designs.  We didn’t plan for caves to be
gone during PVP and fixed that.  We cannot have them on all the time
but are considering ways to have them open more often so players have
things to do during their downtime.

-Playing with the idea of LT as an event for a long time but still haven’t
made any set decisions

-Considering energy slider for actual Lost Temple/Pandi

-Cannot open LT to be completed multiple times a week because then
players would continuously do it and it would lose the challenge, or people
wouldn’t be as invested in events

5 Team Slots

-They cannot remember if there was a technical reason why it was set at 4,
 but if there is no specific reason for why it was limited to 4, then they will
try and increase it to 5 or 6.

Function to increase selecting things

-Add in a quality for slider from 1-50 to be able to bulk select, but it’s
similar to trader, they have to toy around with it a bit, when they update
trader they may be able to go in and fix this as well.

Way to Better Sort Inventory

-Doing a drag and drop inventory is very difficult, it basically must be created
that way when you build the game.  To change it now would require a massive
overhaul, they wish they had done it in the beginning. They’re looking at
possibly cloning function during team select--there is a sort function that allows
you to sort by rarity, level, and element--and making that a permanent
inventory sorting option.

Old Passives

-Old Passives must come with old actives.  Concerned about people being
upset if they throw in Old Passive mobs as a reward for an event.  Looking into
other ways to reintroduce the old actives and passives.  Maybe an old abilities
reroll.

Zodiac Reroll

-They are considering the effects it will have on the trading system, because
most of the fairest trades currently are people swapping the exact same mob
for a different zodiac.  But they are considering a zodiac reroll, or a special
sale where you can buy a mob with a specific zodiac.  They want to help us
out but they also have to consider that anything they do to help make things
easier for some people will also affect trading and the game as a whole.

Daily gifts

-Changing the daily gifts very soon.  He asked what sorts of things we would
like to see, he wants to implement a few more ways for people to get feeding
boosters, but also knows if he introduces them too much then they will
become less useful, like XP Boosters, and Avatar Spins.

Troop Wars

-Will be following Dominion.  Looking to possibly add a surprise to event
grab.  Will continue to have pet revive mid round.

Lags in Loading

-Considering an idea of troop deposit box in troop hall that would be like a
storage in troop hall.  Your game would load fast but troop hall would take
longer to load.  Shifting the weight.

Energy slider for all parts of map for Farming

-Concerns that players would log on to use their energy immediately and
then log off.  You’d miss your friends in game, less talking.

Feeding wind and rock specials to pet

-Code is for max of 3 things, they could potentially alternate/rotate which specials the pet ate.

Friday, February 10, 2017

How to defeat War Hog in Mt Magma - Use Fire Pounds/Crush

The battle against War Hog in Mt Magma is often the first significant challenge that most players struggle to complete.  (If you are stuck at the earlier Mt Magma quest of defeating ScurvyJones, click here to read my guide on how to complete that goal).

There is an easy way to get through this quest goal, however collecting the right monsters to do so can take time.  (Ideally, if beginners read this post early, they can start collecting these monsters so that they are ready when they come across the War Hog).

What is the War Hog?

The War Hog is a boss that you will need to defeat towards the end of the story line quest in Mt Magma.  It's a fire monster that does significant damage to your team and can be difficult to defeat.

Within the battle against the War Hog, you will face five waves of monsters.  The first, second and fourth wave will contain 3 fire monsters.  The third wave consists of a fire, rock and leaf monster. The fifth wave is against the War Hog himself.  He's a fire monster with high health and attack and this is where many players are quickly defeated.

Wave 1

Wave 2

Wave 3

Wave 4

Wave 5 - War Hog



How do I battle the War Hog?

In order to play against the War Hog, you must have a brainfreeze (water special) on your team.



Without a brainfreeze in your team, you'll see the above right message when you click on the War Hog.  Once you add a brainfreeze to your team (lower left screenshot), and you'll be able to battle the War Hog (lower right screenshot).  



Battling against the War Hog it will cost you 5 energy. Battle Camp recommends that your power rating is at least 163k in order to defeat him, but most players have a significantly lower power rating than this when they reach this point in the game.  (If you're curious about ideas for raising your power rating, try reading through this post).  However, the method of playing against the War Hog detailed in this post, means that you can defeat him with a power rating as low as 41k (as per the team I used in the above left screenshot).


What monsters should I have on my team?

As detailed above, one monster that you must have on your team is a brainfreeze.  So that this isn't a significant weakness, try to feed the brainfreeze up to the maximum level so that its health and attack are as good as they can be.  If you are playing with a zodiac matched team, you may want to find a brainfreeze in your zodiac. (The brainfreeze does not have a passive ability so this isn't essential, but it will give you the flexibility to have one different monster in your team that isn't your zodiac).  Brainfreezes will drop at random while you are battling commons around the game.  They can be won from monster grabs or more expensive spins. (I wouldn't recommend spending gold to find a special though!)



Usually when you'll be coming up against a fire boss in the game, you will be wanting to use as many water monsters as possible to take advantage of its 30% element advantage against fire.  This is still a good idea, however the method detailed here will require you to find some specific fire monsters to use instead.

To easily beat the War Hog, you will need to either have 3 monsters with fire pound on your team, or 1 monster with fire crush.  Both options will allow you to keep the War Hog stunned every turn so that he cannot attack you. 

Unfortunately, the only way to get a fire crush in the game is through a reward prize from an event (or trading with someone who has one).  Fire crush will stun one fire monster for three turns, and successively activates again after those three turns.  It's quick and easy and placing this monster on your team is all you need to do.

Example monster with Fire Crush

The alternative method of 3 monsters with fire pound is usually easier to obtain, but harder to use.  Fire pound will stun all fire monsters for one turn, and successively activates every three turns thereafter.  By using three fire pounds on your team, and the method described later in this post, you can set the fire pounds up so that you will have a fire pound activating every turn to keep the War Hog stunned and unable to attack you.

Both Killavolts and Smokeybears have fire pound

If you are choosing this method, the two types of rare monsters with fire pound that you need to collect are Smokeybears and Killavolts.  Smokeybear pieces can be farmed in Turtle Falls.  Killavolt pieces can be found in TeePee Hollow. Killavolts only require 2 rare pieces compared to 4 pieces for Smokeybears, and is often easier to collect. 


Also be sure to play against the daily boss in camp for a chance that one of these monsters might drop as the rare monster from the mystery egg that you'll win.

Completing this boss in camp each day will earn you a random rare monster.


Ideally your battle with the War Hog will be over faster if you are able to feed these fire pound monsters up to their maximum level, and they'll become stronger still if you can match the same zodiac of at least 4 of your monsters on your team.  If you can find these monsters with passives that increase their attack (like rogue/lethal/cavalry), they'll become stronger still.


Killavolt/Smokeybear Method

To show you that this method works regardless of the level and zodiac (and because I was too impatient to get this blog post up quickly), in this example my fire pound monsters are at levels 1 and 2, and my brainfreeze is at level 1.  None of my monsters are zodiac matched.  The team I've used has a power rating of 41k (see screenshot below) and was successful against the War Hog.

The team that I've used in this example. (Power rating 41k)


Begin your battle against the War Hog.  Look at the little blue circles containing numbers in the top right corner of your monsters avatars.  You can see that at the beginning of this battle, the number shown for my smokeybears and killavolts is 3.  This is how many turns I need to make before they will be ready to activate their first pound.  (This is also called the "initial cooldown").

The blue circles show that it will take 3 turns for my smokeybears and killavolts to have their pound ready to activate.

Click on your smokeybears and killavolts and you will see a pop up screen appear like in the screenshot below.  This screen details a lot of information about each monster.  The number of turns until the pound is ready to activate is now shown in red font.  The important thing to do is to turn Auto-Cast to "OFF". this will stop the pound from activating as soon as it is ready to.  Repeat for your other two monsters with fire pound.

Turn Auto-Cast to Off on your three monsters with Pound

Make your first three turns. Try matching 5 gems where possible to attack all monsters at the same time.  After those three turns, you'll notice that instead of seeing a number of cooldown turns in the blue circles, you'll now see a tick to indicate that the active is ready.  If you have correctly turned Auto-Cast off, you will also see a pulsing white border around your pound monsters (see the screenshot below).

Pound is ready to activate on my Smokeybears and Killavolt

The aim of this method is to space those three pounds out onto different turns. If they all activated at once, all the fire monsters will be stunned for only one turn.  If we can space them out so that one is activated each turn, we can keep them stunned indefinitely.  If you have the patience, you can simply manually activate one of your pounds every turn by double clicking on one that is ready, or opening the information screen and clicking the "activate" button.  The method described from here turns auto-cast back on so that the activation happens automatically at the right turns for you.  (A special thank you to Craig W. for recently reminding me that players can easily use autocast to facilitate activating the pound every turn).

Choose one of your pound monsters to activate first. I've chosen the smokeybear on the left.  Click on that monster to see its information screen again.  There is no longer a cooldown as the monster is ready to activate its pound, and the "close" button has now turned into an "activate" button.  Set Auto-Cast back to "ON", so that this pound will automatically activate every three turns from now on.  Then click the "Activate" button and watch all three monsters be stunned.  An alternative method to activating is to double click your monster when the white pulsing border appears.

Smokeybear on the left has activated and stunned the fire monsters.

Match gems for your next move. Then repeat the steps above to activate your next pound monster and set its Auto-Cast back to "ON".

Activate your second pound and turn its Auto-Cast back on

Match gems for your next move. In the screenshot below, you can see that I now have only the right smokeybear ready to activate.  The left smokeybear has one more turn before it will auto-cast its pound, and the killavolt has two more turns before it will do the same.



Repeat the steps above to activate your last monster's pound.  In the screenshot below, the white lightning bolt above the enemy monsters indicates that the stun will last 1 turn.  The picture of the monster with a lightning bolt also indicates that the monsters are stunned.

Pound in action

If all goes well, this is all you will need to do for this method.  All fire monsters will be stunned every turn automatically for you.  The only monsters that will be able to attack you are the rock and leaf monsters in the third wave.

Important Note: There is one exception here.  If you happen to defeat a wave through gem matching, and not your active doing the final damage, the cooldown of your monsters will be affected.  Keep an eye out on the cooldown numbers so that you always have one pound ready to activate, one pound with a 1 turn cooldown and one pound with a 2 turns cooldown.  An example of muddled cooldowns is shown in the screenshot below, where two pounds are now ready to activate.  To fix this, turn the auto-cast off on one of the pound monsters that is ready to activate.  Wait until you reach a turn when the other two pounds won't be activated, then activate the ready pound and turn auto-cast back on.  Some players choose to wait until the 4th or 5th wave before setting the auto-cast pound ordering to reduce the chances of this happening.

Two smokeybears are unfortunately ready to activate at the same time.
I'll need to space them out correctly again.



In the screenshots above, my auto-cast cooldown ordering is correct once more and the War Hog will be stunned every turn.  As you can see in the above right screenshot, the War Hog has almost been defeated and my team is remaining at maximum health as it can't ever hit me.  Success with a 41k team!

As an alternative method to using auto-cast to automate the process, you can go through the battle simply double clicking a ready pound every turn. This can become tedious and can lead to high damage if you forget.


Crush Method

The crush method is much simpler.  Place 1 fire crush monster on your team.  It will Auto-Cast with the same frequency of the killavolts and smokeybears, however it only targets one monster and keeps it stunned for 3 turns until it activates again.  This is perfect against the 5th wave War Hog.


As long as you can survive up to 3 turns against the War Hog, you don't need to turn Auto-Cast off.  To make it so that the War Hog can not ever hit your team, turn Auto-Cast off during wave 4 and make as many turns as you need to have it ready to activate.  When the War Hog appears, activate your crush and turn auto-cast back on.  The War Hog will then be stunned until you defeat him.


After Success

After you have defeated the War Hog, you will receive 50 XP from the 5 energy you used, plus an additional 100 XP and 100 Stones for completing the story line quest goal.



Following this there will be a few minor quests around Mt Magma before you can defeat Inferno Hall and then move onto the Lost Temple map area.

Note: You will be required to battle War Hog again in the Lost Temple map area.  However, the War Hog sends other monsters to battle you and you won't actually face him again.  Fire pounds/crushes won't specifically be needed again unless you choose to use them against fire monsters in the future.

Thursday, February 9, 2017

What can get me banned? What is safe?

This week Battle Camp has implemented a new wave of bans.  Last month they seemed to target players who were piloting (allowing other people to log into their account). No one seems certain what this current wave has targeted, but many questions are starting to be asked by players wanting to check what is permissible and what isn't.

(WRKSHP is the new name for PennyPop)


The best way to know what is allowed in the game is to take the time to read through the Battle Camp Terms of Service.  


Warning Message received by some players prior to their ban
(Screenshot taken from Facebook)

If you have received the announcement shown in the screenshot above, then a consequence of violating the TOS will soon follow. In this wave, some players have been banned and others have lost all of their monsters, gold, energy backpack items and inbox gifts. If you have experienced this, you can try sending a message to support to ask them how you violated the TOS, however it says in the TOS that Battle Camp is under no obligation to explain their reasoning to you.



There have been many posts on the official Facebook group "Battle Camp Global" to clarify what is meant by some parts of the Terms of Service.  As these posts tend to disappear over time, this post aims to collate together some of the clarifications officially provided by Battle Camp (Yulan G.) or BC's player representative (Ricky H.).


Disclaimer: This list does not cover everything that could cause you to be banned. It's simply a compilation of examples that have been provided to players.  Please refer to the actual T.O.S. and the screenshots at the end of this post to form your own opinions before trying something you're uncertain of!!


Can I have multiple/alt accounts?

Yes.

"Having alt accounts are fine. It's only when you use those accounts to try and exploit the game or use them unfairly will that get support to investigate your account. Also using them to sell mobs or purposefully perform bad trades will get them banned". ~ Yulan G. (Screenshot directly below)



Can I stack/accumulate energy?

Yes. (See screenshots 1 and 5 below)


Can I swap my team over to my alt account?

Yes. (See screenshot 5 below)


Can I stack/accumulate energy on my alt account and then transfer my main team over to that account for an event?

Yes. (See screenshot 11 below).


Can I log into my main account and my alt account from the same device?

Yes. (See screenshot 9 below)


Can I log into my account from different devices?

Yes.

"I can confirm you are allowed to use android and iPhone as long as it's you using them and there are certain ways to find out without going into details." ~ Ricky H (see screenshot 10 below).


Can I let someone else log into my account? Is piloting allowed?

No. Sharing your login information is violating the T.O.S. (See screenshots 1, 4, 6, 10 and 12 below)

"You can not get anyone to log in to your account for any reason. No exceptions." ~ Ricky H. (See screenshot 12 below)

"2.3.1: You shall not share the Account Information, let anyone else access your Account, or do anything else that might compromise the security of your Account;"


Can I lend monsters to my friends or alt accounts?

Yes.  (See screenshot 5 below)


Can I buy gold outside of the game? Someone is offering cheap gold on facebook, can I buy it?

No. Only buying gold from inside the game, or legitimate gold through Amazon, is permitted. (See screenshot 1, 6 and 7 below)


Can I use third party apps with Battle Camp?

No. (see screenshots 1, 2 and 8 below)

"Using third party are things like apps to change your game play, jailbreaking your phone etc" ~ Ricky H. (see screenshot 2 below)


Can I use an app to record my game play?

Yes. 

"Recording a screen is fine unless it effects your game play" ~ Ricky H. (see screenshot 3 below)


Do I need to be careful with what I say in the game?

Yes. (see screenshot 1 below)

"2.2.3:
  1. You shall not post any information that is abusive, threatening, obscene, defamatory, libelous, or racially, sexually, religiously, or otherwise objectionable or offensive;
  2. You shall not post any information that contains nudity, excessive violence, or offensive subject matter or that contains a link to such content;
  3. You shall not attempt to harass, abuse, or harm, or advocate or incite harassment, abuse, or harm of another person or group, including PennyPop employees and customer service representatives; "

I found a glitch/bug/cheat in the game, or an event. Can I use it?

No. 

"... don't use any exploits/bugs in the game in a way that makes the game unfair to others" ~ Ricky H. (See screenshot 1 and 8 below)


I've see a website/video showing how to increase my damage by exploiting a glitch or using an app or detailing a method to cheat. Can I use it?

No. (See screenshots 6 and 8 below)


Can I apply to Apple/Google to get refunds on all, or some of, the money I've spent in BC?

A purchase made by accident can sometimes be refunded by contacting Apple/Google.

If you are seeking to simply regain the money you've spent (especially after using the gold in game), then this isn't permitted.

(See screenshots 6 and 8 below)


Can I buy or sell an account/monster?

No.

"2.2.2

6. You shall not sublicense, rent, lease, sell, trade, gift, or otherwise transfer your Account or any data associated with your Account to anyone without PennyPop’s written permission; and
7. You shall not access or use an Account or related data that have been sublicensed, rented, leased, sold, traded, gifted, or otherwise transferred from the original Account creator without PennyPop’s permission;"



Screenshots from BC Global on these issues.(Click to Enlarge an Image)

Screenshot 1


 Screenshot 2


Screenshot 3


Screenshot 4


Screenshot 5


Screenshot 6


Screenshot 7


Screenshot 8



Screenshot 9


 Screenshot 10



Screenshot 11


Screenshot 12