the meta is concluded. remember how in 24w i kept building star forts all the way down to minute 10? - and that was sufficient in terms of holding the entirety of the incoming zombies thus far into the game? yes, now in this new version, the templars are the same vessel, and also with a twist that i will explain further below, but after the mechanics of why templars are the succession of the previous version's star forts. ``````````````````````````````````````````` the game theory behind star forts in 24w, was primarily for the benefit they provided by not needing to spend gold on expensive t4 weapon upgrades, these ultima upgrades were of the cost of 450+ gold, and were ultimately insufficient in terms of long term investment. so the next best option that was multifaceted in likewise terms to cost, was also the overall defense they provided. in 24w, if you build your income in accordance to the star forts in the early game, then you can hit all the way up to 250 food as fast as all the way down to minute 10, and this is the optimal pathway towards playing the map. now for the 25xmas, and the templar. the templar is the same as the star fort, it does a crazy amount of auto attack damage, it has immolation which demolishes the miniboss, and it requires ZERO t4 upgrades whatsoever. on top of that, if reinforced by a healer and the t3 tanks, then with the aforementioned twist, it wont last down to 10, but all the way down to the very end of the game, which is what makes the unit special in its own right. ````````````````````````````````````````````` the templar's specifications are the wildest in their own extremes. 1. high damage auto attack (100+ damage). which when combined with lifesteal, its amazingly powerful. the lifesteal raises the effective hit points of the templar in accordance to the damage of the enemy it is fighting, which is at least 90%, and that is wild. 2. can last for very long, and potentially having a very high propensity to reach 7 star-rank. 3. the immolation can literally clear everything. especially the highly dangerous maggot wave at minute 10. 4. its an overall safe unit, you can spam it without being terrified whether you will lose it or not. you wont. 5. you can really start doubling templars before minute 15 hits, and that multiplies your defensive capacity by an exponential number. 6. you dont need t4 upgrades all the way down to minute 8. thats when the big air comes and you absolutely need pill boxes. ````````````````````````````````````````````````` my next community post will be about the lack of income stability in biomes that dont have farms and lumber as a constant variable. it will more than likely be short. until then, templar is absolute meta.
the meta is concluded.
remember how in 24w i kept building star forts all the way down to minute 10? - and that was sufficient in terms of holding the entirety of the incoming zombies thus far into the game? yes, now in this new version, the templars are the same vessel, and also with a twist that i will explain further below, but after the mechanics of why templars are the succession of the previous version's star forts.
```````````````````````````````````````````
the game theory behind star forts in 24w, was primarily for the benefit they provided by not needing to spend gold on expensive t4 weapon upgrades, these ultima upgrades were of the cost of 450+ gold, and were ultimately insufficient in terms of long term investment. so the next best option that was multifaceted in likewise terms to cost, was also the overall defense they provided. in 24w, if you build your income in accordance to the star forts in the early game, then you can hit all the way up to 250 food as fast as all the way down to minute 10, and this is the optimal pathway towards playing the map.
now for the 25xmas, and the templar. the templar is the same as the star fort, it does a crazy amount of auto attack damage, it has immolation which demolishes the miniboss, and it requires ZERO t4 upgrades whatsoever. on top of that, if reinforced by a healer and the t3 tanks, then with the aforementioned twist, it wont last down to 10, but all the way down to the very end of the game, which is what makes the unit special in its own right.
`````````````````````````````````````````````
the templar's specifications are the wildest in their own extremes.
1. high damage auto attack (100+ damage). which when combined with lifesteal, its amazingly powerful. the lifesteal raises the effective hit points of the templar in accordance to the damage of the enemy it is fighting, which is at least 90%, and that is wild.
2. can last for very long, and potentially having a very high propensity to reach 7 star-rank.
3. the immolation can literally clear everything. especially the highly dangerous maggot wave at minute 10.
4. its an overall safe unit, you can spam it without being terrified whether you will lose it or not. you wont.
5. you can really start doubling templars before minute 15 hits, and that multiplies your defensive capacity by an exponential number.
6. you dont need t4 upgrades all the way down to minute 8. thats when the big air comes and you absolutely need pill boxes.
`````````````````````````````````````````````````
my next community post will be about the lack of income stability in biomes that dont have farms and lumber as a constant variable. it will more than likely be short. until then, templar is absolute meta.