Arena Strategy

Time : 2017-07-25 22:27

Arena Strategy


   As a card game, its PVP combat is almost automatically fight. This kind of automatic fight is competing the player’s pre-war deployment strategy. The more configurable content and uncontrollable factors, the more appealing to dig the rules. This game is without exception, and have more freedom, this making the game more gameplay. This game Arena for deployment strategy focus can be divided into squad, formation, skills, gems, gears, talent and so on, then I will introduce them one by one.

One: Squad

Squad is the whole heroes’ selection and collection, first of all, all heroes can be divided into the following categories:

1.      Output. It subdivides into single output and range output. Typical single output such as Misa, Ranger, Windrunner, Darkwyrm, most of single output’s target is tank. Its characteristic is rapidly and violently beat the enemy tanks, then the high outbreak assisted seconds kill the back-row heroes one by one. Range output such as Flamelord, Medusa, Frostwyrm, Devastator. Its characteristic is using the front-row enemies to store up energy, then use range skills cause damage to back-row and mid-row enemies, finally attack tanks.

2.      Tank. Each tank has its particularity, such as Soulwalker’s blood, Nightbane’s gathering enemy, Ashlord’s evasion, Bloodknight’s assisted, Cryptlord’s resurrection, Naga Guard’s deceleration, Berserker’s restoring HP and so on.

3.      Assist. Assist is divided into two categories: healing and energy. Healing heroes only have Enchantress and Amberlord. Energy heroes have Moonguard, Frostfairy, Bronze Drake, and a special one Paladin.

4.      Strategy. Strategic heroes have special skills, but as a result of its output, resistance, growth factors, can’t exist as main force hero. For example, Dwarfking’s hammer can make our squad embedded enemy squad, Priest’s turing into a frog can compress the enemy formations, Shaman’s Windfury Totem can strengthen the attack damage, Druid transfiguration is very powerful. But those heroes themselves or their output is insufficient, resistance is also not enough, or have obvious disadvantages, they are easy to be contraposed.

5.      Control: They mainly control, interrupt the enemy. Such as Medusa, Baron Darin, Emissary, Earthpillar, Devastator, Frostwyrm. Some of them damage may not the highest, but if the collocation is good can make the other side can’t release any skills to win the battle finally.

Hero classification has introduced over, now introduce automatic combat rules and nouns first:

1.      Embattle Position: Overall formation is 3X3 modal, our team on the left side to enter, so the right column is front-row, from left to right, from top to down, defining the sequence is 123456789.

2.      Appear Rules: Automatic combat, both sides are from front-row to back-row appear in the picture in turn, the target will lock to the closest hero. So tanks’ best position is the front-row, but sometimes there are special requirements, other heroes can be in this position. For example, put Demonhunter in this position. When he charges through the enemy squad, he become the first objective, the enemy squad will turn back to chase Demonhunter. The enemy waste time on moving while our squad have more energy because of continuous attacks.

3.      Hatred Strategy: 1: When the target is not die, the priority target will not change, that means, for example when enemy tanks are not die Flamelord’s Fire Storm is centered on enemy tanks to release, will not attack the back-row. Based on this strategy, you can use compressing formation’s hero such as Soulwalker, Priest or gathering enemy formation’s hero such as Nightbane, they can make Flamelord’s skills covered more enemies.

4.      Hatred Strategy: 2: Taunting effect will change enemy priority target. Such as Devastator’s inferno. When releasing skill enemy will change the target to inferno. But if enemy use the same skill at the same time, our target will also change to inferno, the skills will be wasted.

5.      Energy Strategy: When attacking, being attacked, dropping blood, killing and so on happen, hero will get a certain energy. For example, Medusa’s Spilt Arrow can’t cause great damage at beginning, she may send energy to enemy, but when she release ULT will become very powerful. More energy details will explained in Skill.

According to the battle rules of hero classification, you may know the squad selection ideas. For a concrete example:

“How to match formation with heroes I have?”

If you have these heroes:

Without considering more (shards source, resonance, etc. These complex situations in other chapters), just from fighting direction to consider squad.

First find Output heroes: Frostwyrm, Devastator, Stalker, Druid, Blademaster, Darkwyrm, Windrunner; Tank heroes: Soulservant, Soulwalker; Assist heroes: Enchantress, Frostfairy, Paladin; Strategy hero: Dwarfking; Control hero: Earthpillar. Then available heroes can be extracted.

Plan A:

Tank: Soulservant

Output: Frostwyrm, Devastator

Assist: Frostfairy

Control: Earthpillar

Combat process idea: Soulservant compress formation, Frostfairy increase auxiliary energy, Devastator and Frostwyrm release control skills and because of compressed formation, their skills covered targets increase. Supplemented by Earthpillar’s smashing the ground three times to prevent the outbreak of backhand and add damage.

Plan B:

Tank: Soulservant

Output: Druid, Devastator

Assist: Enchantress, Paladin

Combat process idea: Soulservant’s high battle HP regeneration match with Paladin’s shield and Enchantress’s HP regeneration, Devastator’s inferno changes enemy target occasionally to give front-row recovery time. The back-row hero Druid transforms into moonkin cooperating with Devastator’s Soul Line can not only kill the single enemy but also suppress the squad.

Plan A is a common system of AOE, Plan B is a based on single hero’s independent system. Because of Plan A limitation (Devastator, Frostfairy and Earthpillar attacks have limitations), so we use Soulservant compress formation instead of Soulservant, and in order to first suppress enemy, so match with Frostfairy instead of Druid as output. Plan B is focus on Druid, catch the requirements of output space and time, and match HP regeneration delaying the fight time. Choose Devastator rather than Frostwyrm the reason is that Frostwyrm seconds kill ability is insufficient. Choose Devastator to add control, Druid’s Tangle's Seed attack percentage match Devastator’ strong output can kill enemy easily.

Two: Formation

When the squad is confirmed, formation is the second step to arrange strategy. First introduce our own formation, then introduce formation modification in-battle.

For example Plan A:

Appropriate formation should be shown above. Because of single tank, so Soulservant is position6, Earthpillar is position3 or position9. Because Soulservant in situ stay stage before charging, this will make Earthpillar attracts mid-row and back-row enemy hatred, on the premise of not die quickly quick release the first skill. Frostfairy will increase collective energy after enter the arena so on the back-row. In view of Frostwyrm’s security and its linear skills so put it at mid-row to maximize the linear skills’ target. Devastator in the mid-row is due to early appearance can attain attack distance first to release the first skill faster.

In-battle formation introduction:

When the enemy squad as shown in figure, Earthpillar will suffer from Demonhunter and Windrunner. In order to ensure its survival we need to adjust its position to 9 to bear damage of Devastator and Emissary. Our Devastator in mid-row because of moving speed doesn’t achieve the prospective attack effect, so adjust its position to 3. Because of moving speed even if it is in front-row won’t attract Windrunner’s hatred. Formation adjustment as shown below to satisfy the expectation of combat rhythm.

So formation setting originates from team skills’ release order, range and other requirements, at the same time contrapose enemy formation to modify entry hatred, range and target of under fire and other factors.

Three: Skill

First of all, we need to know the classification of skill range.

1: Linear, such as Windrunner’s third skill, Frostwyrm’s third skill. They can hit the mid-row and back-row targets.

2: Full Screen, such as Frostwyrm’s first skill.

3: Sector, Medusa’s third skill. Generally can cover mid-row targets.

4: Circle, Flamelord’s third skill. When aim at front-row tanks it can cover the mid-row partly.

5: Single, Soulwalker’s second skill. Its general target is front-row, occasionally attacking back-row or random.

That means the choice of formation need to consider skill range. For example, Flamelord’s flame burning range is not enough, we need to use Soulwalker, Priest, Ashlord or other heroes to compress formation. Because Frostwyrm has linear skills so its position is mod-row. To avoid the main output hero Druid be killed by Moonfeather or Stalker, we need to put at mid-row.

Skills another strategic point is the choice of the first ACT skill and the second ACT skill. There is need to introduce energy rules:

A hero has two energy bar, one is ACT energy bar which can be seen, and another is invisible PAS bar. When mid-row and back-row heroes attack enemy the ACT energy rising fast, ACT energy releases fastest. Front-row bear attack, PSA energy rises faster than ACT energy so PSA energy releases faster. That is means, front-row need to be set not initiative to release a certain skill, back-row is on the contrary.]

According to the rules, the choice of different ACT skills and PSA skills will make the combat rhythm completely different. So thinking about squad, a hero need to consider two skills at the same time.

Most of the heroes have a PSA skill which releasing after CD without consumption. It must be released at the beginning led to using PSA skill before releasing the first skill, this delayed energy accumulating time or speeding up the release time of energy. Then you need gems to fine-tune energy to ensure skills’ release time.

Four: Gem

Gem focuses on the initial energy gem at the moment. In general, skills release faster the effect better, but there are special circumstances exist. So we need to inlay low level gems to fine-tune, releasing skill at this point in time to interrupt enemy skill. On condition that both sides BR have little difference.

Five: Gear

How to solve so much threatening back-row skills? In addition to adjust formation the more direct method is to change gear. Use tank gears to replace recommended output gears to avoid be killed by AOE quickly. Generally Enchantress and Amberlord equip tank gear, and Demonhunter and Stalker also equip tank gear sometomes.

Six: Talent

Arena often use defensive talent, but this is not absolute. Such as Plan A, it is not fit lasting fight so it’s more suitable to use attacking talent to cause higher damage. But Plan B need lasting fight so use defensive talent to strength squad.

Arena in the early match defensive talent, the main reason is operational. Fighting operations properly can kill boss whose level more than yours. So most players emphasis on attacking BR result in both sides can’t resist each other. So defensive talent is very effective at the early time. It is recommended to use universal talent.

These are pre-war six strategies. For version always change, heroes always have strong or weak, it is not necessarily the most appropriate. According to different resources and environment to match is the strategic value, also the fun of the game.




Petite Warriors

Petite Warriors is a new Real-time strategy adventure game for iOS & Android. Game like world of warcraft and dota, it is thrilling and will bring legendary heroes on a magical journey. Lead your hero squad to discover the unknown world of “Petite Warriors”! Adjust your formation as you ever wanted – don’t miss it!