Attack boosting combos

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Attack boosting combos

Post by Phillybear on Sat Jul 04, 2009 12:58 am

More attack is always fun, so here are some combos to boost your attack.

- Whip units + Beasts with Regenerate. Basic idea: Whip boosts the attack of a random Beast each turn, Regenerate makes sure you don't whip them to death. Best combo: Orc + Undead.
Undead: Swamp Horror, exactly the beast you're looking for
Orc: Red Tide Beastslaver or Vistav Yeti Trainer (Rush gets your Beasts out faster) for Whip. Use Slavedriver Gargurl for more rush. Another good card for this combo is the Warwolf: Demoralise 1 (always useful) and Undead Ally (Regenerate 2 when an Undead is in play) He'll be out on the field faster then your Horrors as well.
You can also use Black Summoners as whippers, but orcs do more dmg themselves (downside: orcs are infantry with 4 health).
Another option is to take normal Beasts (not the ones with 1 health) and use healers to keep them alive. This is riskier than taking Regenerate Beasts: healers don't always heal what would be best to heal :p

- Command: raises the attack of a kind of card or of all cards by a set number. Using multiple cards with Command is a good way to get attack high, it will drop again if the Command card leaves play though. To boost your attack faster, use artifacts with Command and Rush to get all those Command cards out.

- Spells. These are best used in combination with Rush and Reclaim. This way you can keep boosting the attack of your cards (permanently or for one turn). With a bit of luck in the draws, you'll be able to spam the spell even if it's only once or twice in your deck

- Berserk and Frenzy + Heal/Regenerate/Drain/Drainbolt. The longer your card is in battle with other cards (being hit and dealing damage), the stronger it becomes. Therefor, you'll want to keep your cards as long on the field as possible. The use of healing effects will maximize the durability of your cards, so their attack can rise to the point where they kill all enemies in 1 hit. Block is also an option for Frenzy cards, as their attack only grows when they hit. I wouldn't advice it for a Berserk card: it will increase their durability, but may decrease the rate at which they gain attack.

- Berserk and Frenzy + Heal/Regenerate/Drain/Drainbolt + Whip. This requires little explanation: combine the previous combo with the first one Wink

For extra attack you can still add artifacts that boost the attack of one card (e.g.:SoP)

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Re: Attack boosting combos

Post by n3v3rwint3r on Sat Jul 04, 2009 11:59 am

frenz cards + soul drain.. amazing!
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Re: Attack boosting combos

Post by Phillybear on Mon Jul 06, 2009 12:31 am

Another way to boost your attack: Spearhead + Rush. Spearhead can bring a single card to a high attack as soon as it comes in, but it can also leave your card with 0 attack when you have bad luck on the draws. That's why you add Rush: even if you have only a few cards on the field, your rushers will quickly bring out more cards, thus boosting the attack of your Spearhead card

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Re: Attack boosting combos

Post by Anansi on Mon Jul 06, 2009 2:53 am

low or Zero-deploy units with high health can be used with Spearhead too.. it would even be better if the supporting units can deal with flyers e.g. Aanglor Skirmisher (snipe) or even Wall of Spears (retaliate). affraid
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