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The hybrid or Mixed TR

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The Regular Hybrid TR “Definition of Hybrid: A combining of different elements, a mixture” Combining normal troop stats with spellcaster stats is also an example of a hybrid TR but in general we take it step by step and in this case I am going to discuss and show a Hybrid Tr that is obtainable by all players. The variations, the difference in troops can vary by player, level of experience, and the TR items they have. Having said that, in this scenario, normal trainable troops will be used, like Hcav, Lcav, Catas, Ballistas, Archers & SIEGEWALLS. Players that have a lot of “rare” troops aka money troops , like Onagers, Flamers, Halbediers can substitute Hcav by Hussars for example. However, the principle remains the same. As there are 6 important stats in place we all know 3 by heart. 1) Defense 2) Attack 3) Range The remaining 3 stats are overlooked by many but are nevertheless important. 4) Life 5) Combatspeed 6) Accuracy All these stats have an important role in BUFF & DEBUFF. Combining them makes a TR more effective, and combining troops makes it harder to guess what you will do with them, attacking wise, for the defender.
Transcript

The Regular Hybrid TR

“Definition of Hybrid: A combining of different elements, a mixture”

Combining normal troop stats with spellcaster stats is also an example of a hybrid TR but in

general we take it step by step and in this case I am going to discuss and show a Hybrid Tr

that is obtainable by all players. The variations, the difference in troops can vary by player,

level of experience, and the TR items they have. Having said that, in this scenario, normal

trainable troops will be used, like Hcav, Lcav, Catas, Ballistas, Archers & SIEGEWALLS. Players

that have a lot of “rare” troops aka money troops , like Onagers, Flamers, Halbediers can

substitute Hcav by Hussars for example. However, the principle remains the same.

As there are 6 important stats in place we all know 3 by heart.

1) Defense

2) Attack

3) Range

The remaining 3 stats are overlooked by many but are nevertheless important.

4) Life

5) Combatspeed

6) Accuracy

All these stats have an important role in BUFF & DEBUFF. Combining them makes a TR more

effective, and combining troops makes it harder to guess what you will do with them,

attacking wise, for the defender.

If you are able to combine these 6 stats for example, and attack with mixed troops, then the

results are quite good in the general play. Exceptions are of course players that defend “full

city” or have exceptional high TR’s / Cards. But for general play I find this Hybrid doing a

good job and it may suit the general player as it is easy to build and easy to use.

For advanced players it easy to make variations or use higher stats, or different troops. It is

also possible that you end up with 2 or 3 of these Tr’s where certain stats are higher, to suit

your needs.

Basically, in defending and attacking this TR is usefull and we will show examples of both.

For this TR you will need the 6 stats as described above, additional stats are welcome and

maybe you will have look for certain items if you do not have them. But all are obtainable or

you build as close as you can to it.

The 6 stats we discussed you see very well in this TR ( Defense, Attack, Range, Life, CS,

Accuracy)

You also notice that the Combat speed is very high.

And many players have no clue what Combat speed is or does, Therefore in order to

continue, I added the paragraph below to explain the principle of Combat speed and WHY it

is one of the 6 MAIN stats.

Combat Speed explained in Buff & Debuff:

“Battle starts with each opposing forces facing each other at a distance set by the side with the

highest range troops or wall defenses.

At the beginning of each turn, the system checks to see if each of your troop types are in range

of the closest enemy. If they are in range, they attack. The enemy troops do the same, at the

same time.

The closest enemy is decided not just by distance but also by their threat of range. This means

The highest range enemy is always targeted first in the first round of combat. The exception

to this is if Siegewalls are present, Siegewalls are always hit first no matter what. Use that

to your advantage right and it can save many many lives.

If not in range and still alive, your troops move forward according to their Combat Speed. The

enemy troops do the same, at the same time.

This continues until all troops on one side are dead or until 100 Combat Rounds have been

fought. Any surviving troops go home.

Combat Speed does nothing except move the troops forward. It is not involved in the battle

calculation for any other reason. It’s effectiveness is limited solely to slowing the enemy troops

down (CS Debuff) or speeding yours up (CS Buff).

You would normally only use Combat Speed Buff if your enemy has higher range and you

want to close the gap between you and them fast. This has the benefit of cutting the number

of rounds your troops get attacked without your troops being able to engage the enemy.

Obviously, if you are the higher range player, then you want to add as much Combat Speed

Debuff to slow your enemy down for the opposite reasons.

When you have Range advantage, slowing your enemy’s advance can also be done using troops

as blockers. Blockers are troops that are sent in front of the range troops to stop the enemy in its

tracks, the enemy must kill these troops before they can move further forward. This allows your

range troops to continue killing.

The reason you want to avoid your range troops getting in range of the enemy is that they tend

to have low Life and Defense stats. This means they die fast once in direct contact.

Troops with high Defense and Life Stats are more effective blockers and the higher the

numbers, the more likely they are to hold off the attackers. Blockers are combated best by high

troop numbers with high attack stat.

The cap for Combat Speed is currently set at between 375% and -50% but the higher the better

as long as it does not compromise the rest of your Throne Room.”

(combatspeed txt by Giantari)

So the reason the CS is high, is to overcome CS debuff from the enemy defender ( or

attacker) if present and to secure the full cap of CS. Of course you can have 2k,3k,4k CS etc

in your preset. After all it depends on the cards you have available and apply without

compromising too much the other stats. It also depends on the defender. If the defender has

4 k cs debuff or buff and you have 2k cs buff, you will loose on the CS stat. ( You still may win

on Champ + other TR stats.) So CS is Important, do not under estimate it.

So This TR Preset:

Is build from the following Cards. Below. You may/can have same cards or similar.

If you do not have , either crest for them, or use similar cards. IE, you can replace the Throne

by another, either defense , or a mixed card. PLEASE look at the jewels in 6th line, sometimes

they are not the same as the original, they have been altered. For example , Noble Stag and

Percival come with attack in line 6, I have those , but I also have doubles where I replaced

the attack on 6th line to defense. You end up with 2 similar unique’s, but each suit a different

purpose.

As you see the CS buff is obtained by just 2 items. The other stats by the remaining 10 cards.

Will illustrate the troops used by reports below.

On attack

Me Defender

The Catapults And Hcav are Sacrificed.

The CS was higher then Opponent

We both used similar TR’s

In addition Opponent used Spellcasters stats(3620 spellpower) in TR and Shield

Sorcerer defense ( 2 million). And eventhough they protected the opponents troops

from a lot of damage, it was not enough.

Kabams reports show it a bit more graphical & easier. Left side ME, right side Opponent.

Battle lasted 24 rounds

In Defense Attacker Me

Now same TR is used in defense, I loose troops as well, but I loose 1/6 in might compared to

attacker. ( you can of course use 200k in defense or more, your choice)

Attacker Me

The stats , Easy Viewing Attacker Me

You Sacrifice Hcav & Catapults. (* Hcav was not used in defense) ( Wood Guardian was used for defense)

So this is Basically how you use this multifunctional Hybrid TR.

As you can see normal trainable troops were used, you can substitute Hcav for Hussars and

Archers for Flame Archers and Onagers for Catapults. But you can also see that the normal

troops did fine as well.

So to Conclude,

You can tweak this TR, You can Tweak the Troops to adapt to your needs

Keep defense stats minimal at 10k ( or higher)

Keep attack stats minimal at 4k or higher

Add range as high as you can in this preset

Add combat speed minimal 3k but higher if possible

Add life is possible, Life debuff too when you are able to add it.

Use accuracy as high as possible, it will make you kill more troops effectively

Use accuracy DEBUFF when you have it.

Add as much attack debuff as you can without compromising other stats too much

ALWAYS use siegewalls. They can be trained so use them.

Even with Lower TR items you can come close the obtainable goals.

2nd example

Remember, do not always use the same presets, mix your attacks especially in

prolonged battles, as you will become predictable and your defender will adapt

eventually.

Pls learn the difference between general

buffs/debuffs and specific buff/debuffs.

GENERAL BUFFS/DEBUFFS

( INFLUENCING ALL TROOPS/TROOPTYPES)

- ACCURACY debuff decreases the accuracy of all enemy troops

- ACCURACY buff Increasess the accuracy of all your troops

- ATTACK increases the attack of all troops

- ATTACK debuff decreases the attack of all enemy troops.

- BONUS ON DEFENSE TO PvP increases attack and defense in the defense against another

player

- BONUS ON OFFENSE TO PvP increases attack and defense when attacking another player

- COMBAT SPEED increases the combat speed of all troops

- COMBAT SPEED debuff decreases the speed of combat troops opposing

- DEFENSE increases the defense of all troops

- DEFENSE debuff decreases defense of all enemy troops

- RANGE increases the reach of all troops

- RANGE DEBUFF decreases the range of all enemy troops

- LIFE increases the life of all troops

- LIFE DEBUFF decreases the life of all enemy troops

- LOAD increases the load capacity of all troops

- LOAD DEBUFF reduces the volume load of all the enemy troops

- MARCH SIZE increases the sending of troops for each run (run size)

- MARCH SPEED increases the driving speed of all troop types

SPECIFIC BUFFS/DEBUFFS

( INFLUENCING SPECIFIC TROOPS/TROOPTYPES)

- CHANCE TO FIND ITEMS IN DARK forests increases the probability of finding an element in

the dark forest

- CHANCE TO FIND ITEM IN PVP increases the probability of finding an element when

attacking another player

- BONUS Vs. BARARIAN CAMPS increases attack and defense when attacking the barbarians

- BONUS Vs. DARK Forests increased attack, defense and life when you attack dark forests

- BONUS Vs. Wilds increases attack and defense when attacking the wilds

- BARRIERS TO BONUS spiked increases life and defense of the barriers with spikes

- BONUS TO TRAPS increases the attack of the traps

- BONUS TO WALL increases life and defense of the walls

- BONUS TO WALL MOUNTED increased attack, defense, life and range of crossbows and

trebs mounted on the walls

- HORSED ACCURACY BONUS increases the range of your horse mounted units - HORSED

ACCURACY BONUS debuff decreases the range of enemy cavalry

- HORSED ATTACK increases the attack of the Cavalry and Heavy Cavalry

- HORSED ATTACK DEBUFF decreases the enemy cavalry attack

- HORSED COMBAT SPEED increases the combat speed of cavalry

- HORSED COMBAT SPEED DEBUFF decreases the speed of enemy cavalry

- HORSED DEFENSE increases the defense of cavalry

- HORSED- HORSED LIFE increases the life of cavalry

- HORSED LIFE DEBUFF decreases the life of the enemy cavalry

- HORSED LOAD increases the load capacity of the cavalry

- HORSED LOAD DEBUFF reduces the volume load of enemy cavalry

- INFANTRY ACCURACY BONUS increases the range of the infantry (scouts, supply troops,

spearmen, swordsmen, pikes)

- INFANTRY ACCURACY BONUS DEBUFF diminishes the range of enemy infantry

- INFANTRY ATTACK increases the attack of the infantry

- INFANTRY ATTACK DEBUFF decreases the attack of enemy infantry

- INFANTRY COMBAT SPEED increases the speed of combat infantry

- INFANTRY COMBAT SPEED DEBUFF decreases enemy infantry speed during combat

- INFANTRY DEFENSE increases the defense of the infantry

- INFANTRY DEFENSE debuff decreases defense of enemy infantry

- INFANTRY LIFE increases the life of the infantry

- INFANTRY LIFE DEBUFF decreases the life of the enemy infantry

- RANGED ACCURACY BONUS increases the range of the archers (range type)

- RANGED DEBUFF ACCURACY BONUS output decreases the range of the opponents archers

- RANGED ATTACK increases the attack of the archers

- RANGED ATTACK DEBUFF decreases the attack of the opponents archers

- RANGED DEFENSE increases ranged defense archers

- RANGED DEFENSE DEBUFF decreases defense of opponents archers

- RANGED LIFE increases the life of the archers

- RANGED LIFE DEBUFF decreases the life of the archers opponents

- RANGED RANGE increases the range of the archers

- RANGED RANGE DEBUFF decreases the range of the opponents archers

- SCOUT SPEED MARCH increases the running speed of your scouts

- SIEGE ACCURACY increases the range of siege weapons (catapults, rams ballistae)

- SIEGE ACCURACY DEBUFF decreases the range of enemy siege weapons

- SIEGE ATTACK increases the attack of weapons of siege

- SIEGE ATTACK DEBUFF decreases attack of enemy siege weapons

- SIEGE COMBAT SPEED increases the combat speed of weapons of siege

- SIEGE COMBAT SPEED DEBUFF decreases the combat speed of enemy siege

- SIEGE LOAD increases the carry load of siege weapons

- SIEGE LOAD DEBUFF decreases the carry load of enemy siege weapons

- SIEGE RANGE increases the range of weapons of siege

- SIEGE RANGE DEBUFF decreases the range of enemy siege weapons


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