Thursday, May 25, 2017

Updated Celestial Towers Floors - May, 2017

Click to Enlarge

For anyone looking to understand how Celestial Towers works, please take a look at this beginner's guide.  You will need to return here though for the correct floor towers.

This youtube video by Frankie Tang (Frankmia) shows the 8 bosses of the 10th floor of the sun tower. Thank you for sharing this with us!


Wind as 2nd/3rd Crystal - Final Boss Strategy Guide

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, 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

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


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.

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





Saturday, May 20, 2017

Rock as 1st Crystal - Final Boss Strategy Guide

A special thank you to my fellow troop members in CG Raiders for helping me to compile the different ways we each play against the rock crystal.

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


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



Tuesday, May 16, 2017

Standard Actives of Monsters & Where to Find Them

This post is designed to help you determine the usual active that each monster in the game (aside from event and reward monsters).  The location in which you can usually find or collect pieces of these monsters is also given, where relevant.

The aim is to help direct beginners to where they can collect the types of monsters they want on their team.  However, it also could be useful for advanced players who may be trying to find a low power rating PvP team to become reacquainted with rares and uncommons.

While this list will be correct for the majority of the time, there are some exceptions.  Occasionally you may come across a super/ultra/epic that has an active and passive from the "old system", and these are randomly distributed without any consistency with the old actives.  There is also the possibility while trading that another player may have rerolled their monster to have a different active and passive than those shown on the list.

Particularly useful rare monsters to collect are Smokeybears and Killavolts for battling the War Hog in Mt Magma, and the Peepsqueaks in Lost Temple because their leaf crush is useful for leaf crystal raids.

For more information on the Hall Raids (supers, rares and uncommons), please refer to this blog post, which will detail where the different halls are and how to play them.

For more information about what each active will do, please refer to this comprehensive list on bcrank.us.




Monster Element Active Can be found at
UNCOMMONS Also can be found in
monster spins
Burnybaby Fire Snipe Lost Temple, Inferno Hall
Troad Leaf Snipe Lost Temple, Forest Hall
Silikid Rock Rock Pound Lost Temple, Boulder Hall
Dropler Water Water Pound Lost Temple, Waterfall Hall
YellowFellow Wind Big Heal Lost Temple, Whirlwind Hall
Gorch Fire Snipe Inferno Hall
Leaffrog Leaf Big Heal Forest Hall
Thino Rock Snipe Boulder Hall
Troglodice Water Big Heal Waterfall Hall
Clouffant Wind Snipe Whirlwind Hall
RARES Also found from daily boss,
monster spins, ultimate spins
event spins, mystery eggs
& raid halls
Foxfire Fire Snipe Camp
Veeppeep Leaf Big Heal Camp
Eboncalf Rock Snipe Camp
Tortoice Water Snipe Camp
Slycone Wind Snipe Camp
Killavolt Fire Fire Pound Teepee Hollow
Mudball Leaf Snipe Teepee Hollow
Kongcrete Rock Rock Pound Teepee Hollow
Frigideer Water Big Heal Teepee Hollow
Skywolf Wind Snipe Teepee Hollow
Smokeybear Fire Fire Pound Turtle Falls
Woolstock Leaf Leaf Pound Turtle Falls
Rockhead Rock Counter Turtle Falls
Iguatic Water Counter Turtle Falls
Twooster Wind Big Heal Turtle Falls
Embertail Fire Snipe Spring Clearing
Planda Leaf Leaf Barrier Spring Clearing
Enormant Rock Rock Barrier Spring Clearing
Hippocrush Water Water Barrier Spring Clearing
Wonderbun Wind Big Heal Spring Clearing
Serpyre Fire Venom Rocky Ridge
Strawbunny Leaf Venom Rocky Ridge
Armordillo Rock Rock Pound Rocky Ridge
Wotter Water Snipe Rocky Ridge
Knightowl Wind Regen Rocky Ridge
Kaboarki Fire Blast Mt Magma
Leafmur Leaf Regen Mt Magma
Rockodile Rock Blast Mt Magma
Aqualope Water Sacrifice Mt Magma
Discoprancer Wind Sacrifice Mt Magma
Peepsqueak Leaf Leaf Crush Lost Temple
SUPERS Can also be found in
monster spins, ultimate spins,
elite spins, legendary spins,
event spins, and
lost temple crystal raids
Backburner Fire Blast Fire Super Troop Dungeon
Firebat Fire Fire Barrier Inferno Hall
Fire Super Troop Dungeon
Magmadon Fire Snipe Inferno Hall
Tacos Troop Hall Raid
Powerplant Leaf Blast Leaf Super Troop Dungeon
Treepir Leaf Leaf Barrier Leaf Super Troop Dungeon
Forest Hall
Yggdrassic Leaf Snipe Forest Hall
Lost Kitty Troop Hall Raid
Crog Rock Rock Barrier Boulder Hall
Rock Super Troop Dungeon
Hardrocker Rock Snipe Boulder Hall
Rock Mob Troop Hall Raid
Rockbottom Rock Blast Rock Super Troop Dungeon
Freezaur Water Snipe Waterfall Hall,
High Tides Troop Hall Raid
Slushguppy Water Blast Water Super Troop Dungeon
Swampsting Water Water Barrier Waterfall Hall
Water Super Troop Dungeon
Noseblower Wind Wind Barrier Whirlwind Hall
Wind Super Troop Dungeon
Pterosaur Wind Snipe Whirlwind Hall
Hallmark Troop Hall Raid
Terrordon Wind Blast Wind Super Troop Dungeon
Darkwolf Wind Snipe Early Story Line Quest Only
(Not found in spins)
Flyfox Wind Snipe Referral Code Prize
(Not found in spins)
ULTRAS Also found in ultimate spins,
elite spins, legendary spins,
and event spins
Firemane Fire Blast Fire Ultra Troop Dungeon
Raptorch Fire Lacerate Fire Ultra Troop Dungeon
Anacactus Leaf Group Heal Leaf Ultra Troop Dungeon
Herbevaurus Leaf Group Heal Leaf Ultra Troop Dungeon
Bouldoise Rock Sacrifice Rock Ultra Troop Dungeon
Shalemale Rock Counter Rock Ultra Troop Dungeon
Lochnessy Water Vampire Water Ultra Troop Dungeon
Snowmonk Water Counter Water Ultra Troop Dungeon
Odinstweet Wind Wind Barrier Wind Ultra Troop Dungeon
Windbeaker Wind Regen Wind Ultra Troop Dungeon
EPICS Also found in ultimate spins,
elite spins, legendary spins,
and event spins
Slowburner Fire Snipe Spins only
Taillight Fire Blast Spins only
Treeleaf Leaf Blast Spins only
Triapet Leaf Snipe Spins only
Bonedome Rock Blast Spins only
Sapphighter Rock Snipe Spins only
Inkwell Water Snipe Spins only
Lakesnake Water Blast Spins only
Skyrin Wind Snipe Spins only
Technicaller Wind Blast Spins only
Voodoodog Fire Random Fire Epic Troop Dungeon
(Not found in spins)
Fungoliath Leaf Random Leaf Epic Troop Dungeon
(Not found in spins)
Ramethyst Rock Random Rock Epic Troop Dungeon
(Not found in spins)
Sharkspawn Water Random Water Epic Troop Dungeon
(Not found in spins)
Shaderunner Wind Random Wind Epic Troop Dungeon
(Not found in spins)