Battle Legion is a game that wins through strategic combinations and placements along with upgrading units. It is different from the simulation game, which is a strategy game only in words that only the strength of the unit is directly connected to victory. However, it seems that there is no deck that beats all opponents because the opponents are randomly selected for battles between users, and the compatibility between units is certain. However, the situation is different for a skirmish event against a fixed deck in succession. You can easily win once you know the enemy's placement for the three battles. There is not one way to win. Unit upgrade status is also different, so please refer to this article for information about your opponent and the deck you used to win. The level, combination, and placement of the opposing units are all different depending on your Rank, so don't be surprised by opponents different from those in this article unless your Rank is 15.
◆ Day 1
▷ Wave 1
There were no 3 cost units in the first wave. There are two units of melee units, Plaguebearers and Shieldbearers. As a ranged unit, 3 units of Archers are deployed. There is a Barrier Monk protecting two structures, the Crystal Spire and one Soul Pylon. The Arcane Archer in the corner is also annoying.
▷ Wave 2
In the next wave, there are no ranged units. There is a unit of assassins targeting the rear and three Bombots. Others include Shieldbearers, Earth Elemental, Plaguebearers, Brute, Fire Knights, War Hounds, Arcane Blades, and Wraiths. Since the unit level is between 8 and 10, it would be easy to attack with Range Unit while paying attention to opponent assassins.
▷ Wave 3
In the last wave of Day1, the melee units are also the main focus. There are two units of Plaguebearers and three units of Righteous Defenders. Then there are Thornguards and 12 level Fire Knights behind. They are all concentrated in the lower front, and there are Faceless Knights, Mind Corruptor, and Hammer Throwers. It is not well visible on the captured screen, but there is also a 9-level Druid. Similar to the previous battle, Range Units will do a great job as long as they can slow the opponent's forward speed.
▷ Victory Deck and Strategy
Each of the main units will be different and the upgrade situation will be different, so please refer to the deck that I won. Entangling Roots slows the opponent's movement. Movement speed reduced by 50% Power Stone allows two slow Plaguebearers and a Shieldbearers to take place near my Crystal Spire. Frost Wizard also stops the opponent's movement and attack. After slowing the movement as much as possible, I won with the Range Unit. The two Arcane Archers hidden in the corner also bring unexpected victory.
◆ Day 2
▷ Wave 1
Day 2, Wave 1 is a deck with Death Knight. There are little differences, but it seems that I often see users using similar decks. At the forefront are Shieldbearers. Behind it are the two units of Wraiths and the hidden Bombot in between. There are four units of Arcane Blades and War Hounds each. It's good to treat Death Knight as an assassin, but it's not easy. The wide area attack is efficient, and the Frost Wizard used the day before is not bad.
▷ Wave 2
The most striking are the high-ranking units such as Monster Hunter, Giant Toad, and Mind Corruptor. Druid and Frost Wizard, who can maximize the power of Monster Hunter, follow. Also above, Draining Spirit teleports with Plaguebearers. Monster Hunter is difficult for me, mainly for Range Units, but I was able to defeat it because I had a Frost Wizard. Fortunately, the opposing unit's level was not high, so it was easy to win.
▷ Wave 3
There are 9 levels of Battle Wagon. It is a strong power that cannot be ignored as the 9th level units of the 3rd unit appear. The placed Entangling Roots limited the movement of the Wagon, and the units that came out were also limited, so the efficiency was good. The assassin in the corner and the 12th level Arcane Blade were powerful, but the other units were not high level, so it was not difficult to win.
▷ Victory Deck and Strategy
My Arcane Archers were brutally killed by the Assassin in the corner of Wave 3, but I also won Day 2 with the Victory Deck used on Day 1. If you want to win more easily, you can move the Arcane Archer to the lower corner. Don't forget to use the Frost Wizard for the second wave of Monster Hunter. You can also use melee units, but I personally felt the Frost Wizard more comfortable. As expected, the Skirmish Event on the second day was not very difficult. I wish you victory.
◆ Day 3
▷ Wave 1
I've been using katapult after a long time. My opponent looks like my usual deck with two Crystal Spires, one Soul Pylon and Entangling Roots. In my experience, trying to destroy the Crystal Spire, the arcane archer in the rear is a threat. So I used the assassin to destroy the Crystal Spire and expected Katapult to attack the arcane archer. It won in the end, but it was breathtaking. The shieldbearers tried to attack the arcane archer, but they could not approach it and failed because they used a speed reduction power stone. You can also check the video attached below.
Many of the opponent's legions have attacked backwards using teleports. For that reason, several tries were required. Mindshrooms were chosen to protect the catapult and crystal spire placed at the rear. Mindshrooms played a big part in the wraiths' countermeasures. And entanglng roots to maximize the efficiency of my crystal spire also helped.
Wave 3 was the easiest. Entangling roots stumbled upon enemies, and the Crystal spire attacked them. The update was delayed due to personal work, but it will be fun to check the video.
▷ Video
◆ Day 4
From now on, I added only the video without the detailed explanation.
▷ Video◆ Day 5
▷ Video
◆ Day 6
▷ Video
◆ Day 7
▷ Video
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