Thursday, July 27, 2017

Celestial Towers - July 2017 Update

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

CT Floor Levels

This CT, Battle Camp is trying something new.  The maximum number of emblems to be donated to start the boss has been reduce from 200 down to 50.  At the same time, the amount of emblems received from farming has also been reduced.  It used to be that the higher you went in the tower the better the emblems that you received per energy.  This CT however, aside from floor 10, all other floors that you finish will give you 1 emblem per energy you used.  For this reason, most players are farming floor 6, where 5 energy gives you 5 emblems for the easiest possible match.  For those unable to complete floor 6, floor 3 will be your alternative as the easiest way to win 3 emblems for 3 energy.

The elements of each floor remain the same as May 2017's CT.

Click to Enlarge




Raid Boss: 4 hour raids. Maximum donation of emblems is now only 50. Single leaf boss, 60 seconds to battle. Danger bar goes up with leaf and down with fire. When triggered, the danger bar sets of invincible, stun or shield depending on whether you are playing on extreme or hard.  Ideally, avoid using any leaf monsters and the danger bar won't go up.  If you need to use leaf, make sure to have a leaf crush and don't make any leaf attack moves or actives until leaf crush has activated.

Boss casts a 6 turn poison onto your highest health monster after your first turn. Damage is  9.6k per turn on enraged extreme, 6k per turn on hard.  Medium raids don't face a danger bar or the poison active.  Enraged bosses seem to experience a random 60-100% increase in health, as well as the double trophies you'll receive.

Extreme raids have a chance of crystals dropping. The five players in your troop who did the most damage on any given extreme raid will have twice the drop rate.


Note: in the boss health listed below, I've rounded up to the nearest 1 million health.  Technically each raid will have 5k or 10k health points less than the numbers shown below.  There seems to be no maximum health limit on any difficulty level, the bosses continue to grow stronger every raid.

Extreme Boss Health:
1st: 50 million
2nd: 150 million
3rd+ : keep adding 100 million for each successive raid.

Hard Boss Health:
1st: 10 million
2nd: 20 million
3rd+: keep adding 10 million for each successive raid.

Medium Boss Health:
1st: 1 million
2nd: 2 million
3rd+: keep adding 1 million for each successive raid.

Easy Boss Health:
1st: 100k
2nd: 200k
3rd: keep adding 100k for each successive raid.
(Note: this is a bit of guesswork here. We accidentally ran a 9th raid as easy and it had about 900k health)

Remember, enraged bosses may add 60-100% health onto the normal boss health!

Deciding which level to play?

Most troops start at the hardest possible level boss that they feel they can achieve.  As their raids become close for time, they drop down to a lower level.  Our troop starts questioning the difficulty level based on the numbers above and whether we'd be able to finish an enraged boss within the 4 hour time limit.

The boss health as shown above applies to however many raids you've run at any difficulty level.  If you tried to run a hard raid first and decided that 10 million health (unenraged) was too easy and you were considering running an extreme raid, the extreme raid would have 150 million health (unenraged) as it is the second raid your troop has run.

If you're uncertain as to the boss health at any time, take a look at the event log in your troop to see the trophies you received for the last raid.  Ideally if that raid had been enraged, see if you can find the raid before it further in the log if that was a normal boss. Multiply the total trophies by 1000 and you'll see the boss health.

Note: the bonuses that your troop will have received by hitting while a position was active will also be included in this total.  In these cases, round your trophies down to the nearest thousand (for those doing medium+ raids).

The screenshow below shows my troop's total trophies for our 16th raid, which was now down to a medium setting.  The boss was not enraged.  Our trophies, rounded up to the nearest 1000, were 16k.  Each trophy is awarded for 1k damage, meaning that the boss had almost 16 million health.



For our 17th raid, we anticipated that the boss would have almost 17 million health, or 17k trophies.  Instead our boss was enraged and had 28 million health. (The extra trophies above this were from positions being active during that raid)



Our 18th medium raid was not enraged and had the expected 18 million health. (If by chance we had changed back to hard raids, the boss would have had 180 million health).


Daily Event Goals

Instead of alternating days rewarding players farming different levels of the tower, and those raiding, this CT the daily event goals for days 1-4 have all rewarded participation in raids.  Days 1-2 rewarded medium+ raids, day 3 rewarded hard+ raids and day 4 is currently rewarding extreme+ raids.  As the difficulty requirement is increasing, the prizes are improving (from specials and element crystals for the medium+ raids, to elemental crystals and super/ultra/epic crystals for extreme+ daily goal raids).

Please see the above information about changing to a more difficult raid level before trying this so that you can make an informed decision on the likely boss health.


Event Trader

This CT, the event trader is not offering either event supers (usually 250 tokens) or energy, or specials, or boosters.  An increased amount of trophies are available (1000 for 50 emblems or 2500 for 100 emblems) and the costume selection has been expanded to include more recently released costumes.



CT Trophy Benchmarks

I've received some inquiries from players curious about what the benchmarks were the previous time an event was run.  So that information will be available to players when CT is run again, screenshots are included below.

(For anyone new to BC events, these are the prizes that you'll receive in your inbox when your trophies reach these particular levels).














Sunday, July 9, 2017

Chanco21 - PvP Team Set Up

This post has been written by guest writer, Chanco21

Player versus player has become immensely popular for the past few months, mainly because of it being a weekly event. During the first few weeks of its launch, people played casually with their own raid teams, and only a handful have real PvP teams to play with. As expected, those with real PvP teams outperformed those who do not have one. Then slowly, more and more people realize that having a real PvP team is a worthwhile investment as it converts to higher win percentage than using a raid team. More wins, more PvP tokens. There are many ways of how to set up a team for PvP. The most popular set ups are: 1) Sacrifice-Barrier; 2) Old Passives; 3) Lacerate Raid Team; and 4) Strong mob plus specials. All are viable options and they can really deliver wins. Each set up has its own pros and cons, so play the one which suits your play style. Elaborating on all four set ups will be too much in one sitting, so for this article , we will focus on one of them. I have seen each type being ran in the PvP event and have come across against all of them. Of all the set ups I have mentioned, one of them is the most familiar and the reason which made me stick to Battle Camp for almost four years. I will now shed light on what it is, how it wins, what actives and passives blend in together for a "perfect" team, and how it is played. OLD PASSIVE TEAMS 
From my previous article, I have expounded the stat bonuses of the best old passives and old actives, and for the sake of those who have not read it, the best old passives are Crusader, Paladin, Warrior, Defender and Guardian, while the best old actives are Swap, Shield and Invincible. Now, you cannot just dump in all of these in one team without careful thought and expect to win all the time. There has to be a good balance of offense and defense, in both actives and passives. If you set up a team with an all-out offensive passive like Warrior, you will win but your biggest problem will be surviving big hits as you can die quickly. If you set up a team with all defensive passives like Paladin, Defender and Guardian, you will not die quickly, that is for sure. The same will be true for your opponent. Not having firepower means your hits will be weak, and chances are, you might die against a strong raid team and facing a Barrier of your element will be almost an automatic loss. So a good balance of offense and defense will be the key to win more. 1. Defense is important Defensive passives (Paladin and Defender) are a must in an old passive team. But limit them to 2, 3 at the most. Defensive passives are essential as they will usually tank all offensive actives like Lacerate and Sacrifice. You want these mobs to have high HP so when you are ready to unleash a big swap combo, your offensive mobs will still be alive. 2. Offense is also important Offensive passives (Warrior and Crusader) are as important as their defensive counterparts. This will be your main source of damage. You want them to be alive so you can deliver a strong blow to your opponent. Crusaders are not bad to have multiples of. They are the most balanced of all passives, offense-wise and defense-wise. Warrior, on the other hand, is considered as the glass cannon of our 5 passives. It hits hard, that is true. Warrior dies out fast as well. One Warrior will do, or a maximum of two. Three or more Warriors in a team makes you more susceptible to early one-hit KOs. 3. What is Guardian's role? Of the five passives, Guardian is the most overlooked and underappreciated one. They see the passive to be bland as it does not offer extra HP nor extra attack. What it lacks in the "tangibles" it backs up nicely in the other aspects of PvP survival. Since it does not have HP boost, it will not get hit by Snipes, Lacerates and Sacrifice right away. Other old passives only offer 50% defense, while Guardian has 65%. It's high defensive bonus makes it survive the harshest attacks. 4. Combination of actives in a team The usual active skills set up of old passive teams are as follows: - invincible, invincible, shield, swap, swap - invincible, invincible, invincible, shield, swap Some hybrids have these set ups: - invincible, invincible, shield, swap, counter - invincible, invincible, shield, swap, eswap - invincible, shield, swap, counter, barrier - invincible, shield, swap, swap, eswap The set up is actually customizable to your own preference and play style, but it will be very difficult to have consistency if one of the three is missing. Having no Shield in your team makes you vulnerable to early one hit KOs. Having no Invincible means you are always susceptible to attacks and makes you an open target. Having no swap makes winning nearly impossible. 5. What is the strategy to win using an old passive team? Depending on what team you are fighting, playing will vary slightly but basically the plan is to set up your gems and collect a lot of heart gems until you reach the turn where Invincible and Swap can be activated manually. You cast Invincible then Swap, in that order so you are assured you will not die while arranging the gems quickly to unleash a big combo. If this is not enough to kill the opponent, you quick gem to reach a second wave of Swap.
I will list all possible opponents you can face and the strategy you must employ to win. *Raid Team (Snipe): quick gem to activate Shield, then as soon as you can use Invincible, activate it then Swap and gem to win. *Lacerate Team: you need Counter for a higher chance to win against them. Same strategy as facing Snipe Team, but you need to be really quick to activate Counter ASAP. *Sacrifice Barrier Team: This will be a difficult match up. You need Counter also and you need Invincible as an extra layer of protection. If executed precisely, Counter has a high chance of killing the Sacrifice mob and from that point onward, try to keep your whole team alive by healing with 5 heart gems and a few combo, then set up for a few swap attacks to kill opponent. *Old Passive Team Mirror Match: this is very tricky. This is where it is ideal to have the Invincibles and Swaps at manual. Instinct and intuition will be your guide to activate your Invincible and block your opponent's big attack, then answer his attack with a swap combo of your own. There are still more to learn about PvP. Some of them are very easy to understand in theory, but a lot of the theories need actual application in a real PvP match. Speed is a factor in winning matches. But speed alone will not let you win all of these games. A lot of practice and familiarity with different opponents will be your key to win more than you lose. Hope this article helped you readers appreciate old passive pvp mobs. 'til battlemaster gets us paired. See you in HK1. - Chanco21

Thursday, July 6, 2017

New changes to BC!

New changes to Battle Camp!
🔹Inventory space has increased permanently. The new maximum is 129 slots.
🔹All troops will automatically be scheduled for all matches in events
🔹The 10 energy recharge experienced for a while today was accidental and has gone away.