Additional tip: for combat of 1-3 skulls using 2 earth wolfkin and 2 fire mage is enough, reason being so: 1) There are mobs that usually do full aoe or aoe to the front line. For full aoe, use dragonfire flask, no question asked. For front aoe(green mob) like in 0:00 you can safe a dragonfire flask [or 2] just by having 2 earth wolfkin in front. 2) Another reason for 2 earth is to separate the damage absorption so that your enemy have 2 target instead of 1, this will lessen your tank taking the full brunt of the enemy force. 3) 4 skull combat is different, the mobs will focus fire on 1 earth mage at a time, making your second tank obsolete. Usually I replace it with air mage so they can haste my entire team and reduce my haste potion consumption.
Good breakdown of abilities, thanks Water mage sounds like a good choice to replace the tank (not in the front row!) against AoE enemies, as their armor buff affects the whole team, and they can debuff enemies.
I may have done water mages a little dirty in this video 😅 they are good, but the ones I outlined are just better right now, especially when you have access to consumables. With some slight adjustments, I can see water mages being really good in combat. Hopefully the devs buff water/lightning/dark mage combat abilities to be better in line with the others.
@@Wympy1 I didn't progress in the game enough to have a relevant opinion, just speculating that these 3 fill in some niche role that is relevant sometimes but not most of the time. I had no small headaches when fighting 2 enemies in the back row throwing low dmg aoes at my mages. Not really hurtful but they made me expand my infirmiary to 4 spots because.
You made a good point that I hadn’t considered. I was in the same position when I was still new to the game where enemies that dealt AoE damage just wreaked havoc on my team and caused lots of injuries. There is probably a case for bringing water mages to fights if you don’t have any dragonfire flasks to quickly eliminate the AoE enemies. It is just unfortunate how bad Water is out of combat 💀
I agree with general assessment of the weaker classes but Darkness can rival wind mages in the right encounters. especially if you run 2 (but not even necessary if you have a power potion etc) one of which is fast to get the early shadow buff on the second, the second being high power - you can one shot the entire backline and seriously soften the front on turn one most encounters.
Dang this is incredible! I really need to start using potions and unlock that haste potion! Do you have tips for when is the best time to fight? Or early level combat? At the early stages i just havent had any strong wind mages and even fire is just okay. I get more bang with 1 or 2 dark mages. And does that high power/HP/MP just come with lvl 3 wands? Im only just getting into lvl 2 and its nowhere near that!!
For early fights with level 1 wands, I would suggest Earth/Nature in the front row. Earth mage as tank, Nature mage to buff the back row with power. In the back row, you can use whatever you have left - Wind, Fire, Lightning, and Water are all pretty good back there. Extra HP/MP/Power typically comes from trials that they complete when they're students. They are pretty random though, so you might have to go through a few students until you get one with some good trials. Hope this helps, good luck!
Human: 120 mana Bronze Medallion: 25 mana Silver Medallion: 20 mana Platinum medallion: 200 mana Energized: 50 mana (this is from the underschool ritual)
Sometimes you want them to fight ASAP. Also you can get in a loop where they go to fight but there’s a void shroom nearby sapping mana, and they get in an endless loop of fill mana > go to fight > shroom saps mana > fill mana…. I do think this may have been fixed in a recent patch, but I haven’t tested it
I've been sleeping on potions. They're so good!
I usually struggle with 4 skull enemies, but your fight was super clean.
It’s all about bringing the right supplies and having an earth mage that outspeeds the enemy team!
Thanks for the tips! I didn't realize move was a bonus action!
okay this is legit super helpful tysm!
Additional tip: for combat of 1-3 skulls using 2 earth wolfkin and 2 fire mage is enough, reason being so:
1) There are mobs that usually do full aoe or aoe to the front line. For full aoe, use dragonfire flask, no question asked.
For front aoe(green mob) like in 0:00 you can safe a dragonfire flask [or 2] just by having 2 earth wolfkin in front.
2) Another reason for 2 earth is to separate the damage absorption so that your enemy have 2 target instead of 1, this will lessen your tank taking the full brunt of the enemy force.
3) 4 skull combat is different, the mobs will focus fire on 1 earth mage at a time, making your second tank obsolete. Usually I replace it with air mage so they can haste my entire team and reduce my haste potion consumption.
Thanks!! I’ll definitely refer back to this one again when playing 🙌🏻
You asked about combat last week and that inspired me to make this video! Hope it helps you!
Good breakdown of abilities, thanks
Water mage sounds like a good choice to replace the tank (not in the front row!) against AoE enemies, as their armor buff affects the whole team, and they can debuff enemies.
I may have done water mages a little dirty in this video 😅 they are good, but the ones I outlined are just better right now, especially when you have access to consumables. With some slight adjustments, I can see water mages being really good in combat. Hopefully the devs buff water/lightning/dark mage combat abilities to be better in line with the others.
@@Wympy1 I didn't progress in the game enough to have a relevant opinion, just speculating that these 3 fill in some niche role that is relevant sometimes but not most of the time.
I had no small headaches when fighting 2 enemies in the back row throwing low dmg aoes at my mages.
Not really hurtful but they made me expand my infirmiary to 4 spots because.
You made a good point that I hadn’t considered. I was in the same position when I was still new to the game where enemies that dealt AoE damage just wreaked havoc on my team and caused lots of injuries. There is probably a case for bringing water mages to fights if you don’t have any dragonfire flasks to quickly eliminate the AoE enemies. It is just unfortunate how bad Water is out of combat 💀
@@Wympy1 they are pretty strong early game when enemies have low power and speed, but IMO fall off hard
I agree with general assessment of the weaker classes but Darkness can rival wind mages in the right encounters. especially if you run 2 (but not even necessary if you have a power potion etc) one of which is fast to get the early shadow buff on the second, the second being high power - you can one shot the entire backline and seriously soften the front on turn one most encounters.
I found a dark mage with 105 miasma dmg. Trivialised pretty much any fight
My nature mage is vivified which is handy, extra hp for being up front.
Dang this is incredible! I really need to start using potions and unlock that haste potion!
Do you have tips for when is the best time to fight? Or early level combat?
At the early stages i just havent had any strong wind mages and even fire is just okay. I get more bang with 1 or 2 dark mages.
And does that high power/HP/MP just come with lvl 3 wands? Im only just getting into lvl 2 and its nowhere near that!!
For early fights with level 1 wands, I would suggest Earth/Nature in the front row. Earth mage as tank, Nature mage to buff the back row with power. In the back row, you can use whatever you have left - Wind, Fire, Lightning, and Water are all pretty good back there.
Extra HP/MP/Power typically comes from trials that they complete when they're students. They are pretty random though, so you might have to go through a few students until you get one with some good trials. Hope this helps, good luck!
2:00 vivified is a bad idea, I highly doubt they can stand 2 hit in a row from 3 skulls and above.
Wolfkin are just so good - speed and power, can’t beat that combo!
I have a question, how did you get your fire mage to 415 mana? That's a lot of mana.
Human: 120 mana
Bronze Medallion: 25 mana
Silver Medallion: 20 mana
Platinum medallion: 200 mana
Energized: 50 mana (this is from the underschool ritual)
Seems like there is quite a bit of strategy involved in the turn based combat of this game.
There definitely is. Hope this guide helps you!
Bolt does damage... and can hit the back row anytime.
Why in the world would someone not click “fill mana“? What is the downside?
Sometimes you want them to fight ASAP. Also you can get in a loop where they go to fight but there’s a void shroom nearby sapping mana, and they get in an endless loop of fill mana > go to fight > shroom saps mana > fill mana….
I do think this may have been fixed in a recent patch, but I haven’t tested it
@@Wympy1 OK, gotcha. So they have to go back to the mana fountain first to get recharged, which adds time.