04) Analysing boss skills and setting up your formations

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04) Analysing boss skills and setting up your formations

Post by EpicAndy on Tue Feb 04, 2014 9:43 am

This post will help you to analyse information on guild raid bosses, which allows you to set your team up to give yourself every possible advantage.

Where can I find information on the bosses?

The game provides quite a lot of information on each boss.  Here's how to find it.

If you have never faced a particular boss before you can still find an overview of what they do in the Intro tab for the dungeon they are part of.  As an example, here is the Intro tab from Ruins of Zuan (Base):

As you can see, Ruins of Zuan (Base) contains three bosses - Blood Lord, Secane and Arlokk - and some additional information is presented regarding their attacks.  This information typically relates to their special attack which goes off every so often: normally every ten rounds, depending on the boss.  These attacks are usually similar or identical to the initiative skills of cards you may have in your deck, although some bosses do have attacks which are unique to them.

The other useful source of info on bosses becomes available to you once you have faced a boss at least once.  If you tap the 'More' button at the bottom-right of the main menu screen, then select Gallery, you can view the cards of bosses you have faced.  You will find them towards the end of the gallery.  Here are the Ruins of Zuan (Base) bosses:

How can I use this information?

The first thing to establish is what type of damage the boss will be inflicting on you.  The damage will either be physical or magical and the type of damage you will face can influence which cards you include in your team, which synergies are important, which leader skill you have active, and so on.

If a boss will be churning out physical damage you can help your team to survive by using the Defensive Experience leader skill as this will reduce the damage dealt to them.  If the boss is firing off magical attacks the Magic Refuge leader skill will offer more of an advantage.  Items of equipment may also boost a card's defence against physical damage (DEF) or magical damage (MDEF) so you might reallocate your available equipment to the cards that need it most.

The second thing to consider is the nature of the boss's attack and whether there is anywhere that will be safe from it (and any references to "safe spots" in the coming paragraphs assume that you are facing a boss who is alone, rather than one who still has helpers).

Let's consider Blood Lord.  For his normal attack he simply wallops the card in front of him.  For his special attack he does a Column Attack which inflicts physical damage.  A Column Attack hits the card directly in front of the boss and any card stood behind that one (so typically both cards in the middle column).  If you put a squishy card in the middle of the back row, Blood Lord will kill it when his special attack goes off.  But why would you?

We know from the info above that Blood Lord can only ever hit the card in front of him (every round) and the one behind it (when his special attack goes off).  That means that, provided Blood Lord is alone, there are four spaces which are safe from attack: front-left, front-right, back-left and back-right.  If you place your beefy tank in the front-middle spot and leave back-middle empty, only your tank can be hit.  As long as your tank can take a hit from Blood Lord, and provided your healer(s) can heal your tank up to full between each hit, you are going to survive 30/30 rounds and inflict a lot of damage.

Now let's look at Arlokk.  Arlokk's normal attack hits the card in front of him for physical damage.  His special attack targets the back row with physical damage - his card shows he's using Barrage, which is the same skill as Hunter.  This means that, provided Arlokk is alone, there are two spaces which are safe from attack: front-left and front-right.

We saw a successful tanking formation for Arlokk in one of the earlier posts in this series:

So why does this work?

Even though this team is made up of only purple+ and purple+1 cards, it is set up to survive this fight.  Barrel Bull is there to tank the abuse that Arlokk puts out each turn.  His synergy with Warlock boosts his Toughness and prevents critical hits from Arlokk which would kill Barrel Bull outright.  Warlock and Qriest are sheltered from harm in the safe spots that Arlokk can't hit (Warlock to keep that synergy active, Qriest because she's the main healer).  Druid, believe it or not, is resilient enough to survive Arlokk's special attack when it hits the back row.  Fire Captain won't always survive (he's just a bit too squishy for his own good!) but Druid will revive him once if he dies.  Druid also helps with the healing.

Is there always a safe spot?

Sadly, no.  That's why you have to pick your fights carefully.  Some bosses have attacks which target random positions, others target all positions.  For these, you have to find ways to weather their attacks because you can't avoid them.  Secane is an example of this, making him arguably the trickiest of the three Ruins of Zuan (Base) bosses to fight until you have enough Health or magic resistance to withstand his attacks.

For bosses with no safe spots, try to use the right leader skill based on the type of damage they inflict and equip yourself as well as you can.  If you still can't survive their attacks, all that means is that you probably need to level your cards up a bit more before you can win that fight.  Try to target the other bosses in the meantime!

Move on to: Specific advice - Ruins of Zuan (Lower)

Or go back: Boss or trash? Knowing when to strike!


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