Guild Battles/CA:HoD

General Info
Guild Battle is a PvP battle on a large scale. It has the aspects of Dueling and Classes rolled into one.

Guilds invade other guilds. The troops who will battle consist of the players from the guilds themselves. Battles between players are carried out via duels. There are 4 Gates in Guild Battles and players can be assigned to each one of them. Guild Masters and Officers are the only ones who can set up Gate Formations of their own guild.

The goal is to eliminate the entire army of the other guild and/or defend your guild against the invading guild. If ever either guild is unable to defeat their opponent entirely when the 2-hour timer expires, the guild with the most members still above 200 health with respect to their number of members (aka based off of percentage ex. 4/5 vs. 20/100 the guild of 5 wins) will be declared the victors.

Currently you may only have one guild battle at a time. There is no defensive/offensive battle like in Castle Age. All Guild Battles are Auto Matched. There is currently no known formula for match ups.

Starting Guild Battles
Only Guild Masters and Officers can initiate Guild Battles. Guild Masters and Officers have the option to be matched with another guild.

Battle List
There is currently no battle list in CA:HOD

Auto Matching
Every five minutes, Guilds that have opted in will be automatically matched up against other guilds that have also opted in within the same 5-minute period. Each Guild matchup will be based on both Guild Size and Guild Pts. If your guild does not find a match within the 5-minute period, it will be submitted to be matched up in the next 5-minute interval.

Rules
Battle lasts 2 hours or until all players on one side are below 200 health.

Only guild master and officers can start offensive battles.

Requires 10 Stamina to join battle (after battle, Exp gain will be 1 ~ 1.5x ).

Players are awarded 10 Tokens upon entry.

Players Health are multiplied by 10.

Guild Battles uses the Dueling fight setup.

Each duel uses a Token.

Tokens are earned at the rate 1 every 6 minutes (max of 10).

Can store up to 10 Tokens at a time.

Max of 29 tokens per battle.

Character class must be picked before battle starts. You will be joining the battle with the class you were when the battle is started by Guild Officer/Master. You are not allowed to change after battles starts.

Rewards have to be collected within 5 hours from the END of the guild battle. Players with activity points are the only ones who will be rewarded. Members of the winning guild will get 10% more rewards. If ever the battle ends in a double KO (i.e the last hit resulted in everyone below 200 health), no winner will be declared and the 10% bonus will not be given to either guild.

There are 2 types of health in guild battles. The first is Guild battle health. This is an individual player's health based on their character's health. The other is Guild health. these are the bars at top of battle section. This is based on number of players in the guild. When a players guild battle health drops below 200 they are taken off the guild health bar.

When a player is knocked below 200 health they are removed from guild health (the bars at top of page). However, if a player comes back above 200 health they will be added back to the guild health bar.

Guild Classes:
Guild Classes to choose:

Assasin (= Rogue in CA)

 * Ability: do more dmg to your target

Barbarian (= Warrior in CA)

 * Ability: more power to your PvP stats

CAHoDTemplar.png
Templar (= Cleric in CA)


 * Ability: healing allies in the same tower



Warlock (= Mage in CA)

 * Ability: dmg to all enemies in same tower as target

Status
A player's status in a Guild Battle depends on the amount of Health he/she has left. Players will lose health if they attack and if they are attacked regardless of whether they win or lose.

Player's health is shown next to them by a green bar and given in numbers if you put your mouse on them.

Healthy 801+ Health

Good 601 - 800 Health

Fair 401 - 600 Health

Weakened 1 - 400 Health

Stunned 0 Health

Stunned players are still allowed to attack but they have lost their class ability and their damage output is cut in half. Templars can revive guildmates from stunned status by winning, allowing their guildmates to again use their abilities and deal full damage again.

Templars should play wisely and not go all out offensively if their opponents are strong and are playing effectively, since they are the only ones who can heal and revive their allies.

Skill tree
Skill tree (= Guild Shop in CA) is the place where you buy skills for guild battles in exchange for GPs (Guild Points (= Guild Coins in CA) ). You obtain GPs by fighting in guild battles (100 BPs ~ 1 GP). You have to buy skills in order to unlock other skills (i.e. to make em available to buy).

Skills for Assasins :

 * EVISCERATE (unlocked by default) (unlocks Might ):


 * when healthy dealing +30/+60/+100 dmg upon victory
 * Eviscerate  I - Cost: 10 GPs
 * Eviscerate II - Cost: 50 GPs
 * Eviscerate III - Cost: 100 GPs


 * BACKSTAB (unlocked by ) (unlocks Sunder ):


 * with full health dealing +20 dmg to enemy
 * Backstab I - Cost: 1,000 GPs
 * Backstab II - Cost:, GPs


 * MIGHT (unlocked by Eviscerate ) (unlocks Evade & Keen Blades ):
 * +1 att/def in guild battles
 * Might I - Cost: 100 GPs
 * Might II - Cost: 200GPs


 * EVADE (unlocked by Might ):


 * passive ability, allows to take no dmg from attacks (from time to time, random)
 * Evade I - Cost: 300 GPs


 * KEEN BLADES (unlocked by Backstab or Might ) (unlocks Poison ):


 * deal +5 dmg
 * Keen Blades - Cost: 200 GPs


 * POISON (unlocked by Keen Blades or Sunder ) (unlocks Resistance & Wound & Sunder ):


 * target takes +35 dmg on the next 5 fights (no matter offensive or defensive)
 * Poison - Cost: 1,000 GPs


 * RESISTANCE (unlocked by Poison ):


 * ''take -10 dmg in guild battles ''
 * Resistance I - Cost: 250 GPs


 * WOUND (unlocked by Poison ) (NOT stackable):


 * upon victory decrease an unwounded target's max. health by 50
 * Wound I - Cost: 1,500 GPs


 * SUNDER (unlocked by Backstab ) (not released yet):


 * Sunder - Cost: GPs

Skills for Barbarians:

 * STRENGTH (default skill, no need to equip) (stackable) (unlocks Inner Fire ):


 * Strength I - Cost: 10 GPs (bonus +3 to Attack & Defense)
 * Strength II - Cost: 50 GPs ( bonus +6 to Attack & Defense)
 * Strength III - Cost: 100 GPs ( bonus +10 to Attack & Defense)


 * INNER FIRE (unlocked by Strength, has to be equipped) (stackable) (unlocks Whirlwind ):


 * ''Bonus 50 Guild Battle Health  ''
 * Note: If health is increased within 24 hours, the changes will come after 11:59 PM PST.
 * Inner Fire I - Cost: 200 GPs


 * WHIRLWIND (unlocked by Inner Fire ) (unlocks Might & Resistance ):


 * Damages targets surrounding allies on attack
 * Note: Damages in a cross-like pattern. Main target damage is the same as compared to normal attack. Approximately 70 - 85 damage to surrounding targets. Gives 200 Guild Points on success regardless of enemy's level and 100 Guild Points should it fail.
 * Whirlwind I - Cost: 500 GPs


 * MIGHT (unlocked by Whirlwnd ) (stackable) (unlocks Confidence ):


 * ''+1 additional att/def in guild battles  ''
 * Might I - Cost: 100 GPs
 * Might II - Cost: GPs


 * CONFIDENCE (unlocked by Might or Leadership ) (unlocks Leadership ):


 * '' bonus dmg dealt on each victory (+50 max) ''
 * Confidence I - Cost: 1,000 GPs


 * LEADERSHIP (unlocked by Whirlwind or Confidence ) (unlocks Confidence & Sentinel ):


 * '' gain +8 dmg bonus on future attacks yourself and +3 dmg bonus for your surrounding ''
 * Leadership I - Cost: 1,000 GPs


 * RESISTANCE (unlocked by Whirlwind or Sentinel ) (unlocks Sentinel ):


 * '' take -10 dmg in guild battles ''
 * Resistance I - Cost: 250 GPs


 * SENTINEL (unlocked by Leadership or Resistance ) (unlocks Resistance & Stalwart ) :


 * protect particular ally (take dmg up to 100 health and resisting up to 5)
 * Sentinel I - Cost: 1,500 GPs


 * STALWART (unlocked by Sentinel ) :

Skills for Templars:

 * DIVINITY (unlocked by default) (stackable) (unlocks Heal ):


 * while in a healthy status in a guild battle, you heal +10 health to all allies in the same tower upon defensive victory for Divinity I & II. while in a healthy status in a guild battle, you heal +10 health to all allies in the same tower upon any victory for Divinity III.


 * Divinity I - Cost: 10 GPs
 * Divinity II - Cost: 50 GPs
 * Divinity III - Cost: 100 GPs


 * HEAL (unlocked by Divinity ) (unlocks Resistance & Cleanse & Divine Armor ):


 * heals a targeted ally for some +? health
 * Heal   - Cost: 500 GPs


 * CLEANSE (unlocked by Heal ):


 * remove a debuff
 * Cleanse I - Cost: 1,000 GPs
 * Cleanse II - Cost: GPs


 * DIVINE ARMOR (unlocked by Heal ) (unlocks Revive & Fortitude ):


 * +5 defense
 * Divine Armor - Cost: 200 GPs


 * REVIVE (unlocked by Divine Armor or Might ) (unlocks Might ):


 * the target revives on death and restores 200 health
 * Revive I - Cost: 1,500 GPs


 * RESISTANCE (unlocked by Heal ) (unlocks Fortitude ):


 * take 10/20/30 less dmg in guild battles
 * Resistance I - Cost: 250 GPs
 * Resistance II - Cost: 300 GPs
 * Resistance III - Cost: 350 GPs


 * FORTITUDE (unlocked by Resistance or Divine Armor ) (NOT stackable) (unlocks Might ):


 * raises current and max. health of the target for the current battle
 * Fortitude - Cost: 1,000 GPs


 * MIGHT (unlocked by Fortitude or Revive ) (unlocks Revive & Divine Tempest ):


 * +1 attack/defense to you
 * Might I - Cost: 100 GPs


 * DIVINE TEMPEST (not released yet) (unlocked by Might ):


 * Divine Tempest - Cost: GPs
 * Divine Tempest - Cost: GPs

Skills for Warlocks:

 * MANA TEMPEST (unlocked by default) (stackable) (unlocks Mana Shield & Might ):


 * Mana Tempest I - Cost: 10 GPs  while alive +10 dmg to the whole enemy tower upon victory


 * Mana Tempest II - Cost: 50 GPs while alive +10 dmg to the whole enemy tower upon victory
 * Mana Tempest III - Cost: 100 GPs while alive +10 dmg to the whole enemy tower upon victory


 * MANA SHIELD (unlocked by Mana Tempest ) (stackable) (unlocks Confuse ):


 * absorbs 60 dmg in guild battles


 * Mana Shield I - Cost: 1,000 GPs


 * Mana Shield II - Cost: GPs


 * MIGHT (unlocked by Mana Tempest ) (stackable) (unlocks Polymorph & Arcane Tutelage ):


 * Might I - Cost: 100 GPs +1 att/def in guild battles


 * Might II - Cost: 200 GPs +2 att/def in guild battles


 * CONFUSE (unlocked by Mana Shield) (unlocks Illusion ):


 * '' 20 % chance target attacks himself (lasts 5 rounds) ''


 * Confuse - Cost: 1,000 GPs


 * POLYMORPH (unlocked by Might ):


 * auto victory on next hit + reduce dmg taken yourself


 * Polymorph - Cost: 500 GPs


 * ILLUSION (unlocked by Confuse ):


 * assume ally's appearance (100 % dispelled)


 * Illusion - Cost: 1,500 GPs


 * ARCANE TUTELAGE (unlocked by Might ) (unlocks Resistance ):


 * ''+5 attack to you ''


 * Arcane Tutelage - Cost: 200 GPs


 * RESISTANCE (unlocked by Arcane Tutelage ) (unlocks Fireball ):


 * take -10 less dmg in guild battles


 * Resistance I - Cost: 250 GPs


 * FIREBALL (not released yet)

Guardian Leveling
Your active guardian will NOT gain any experience from guild battles.

Guild Battle Strategies
Guild Battles combines the competitiveness of PvP with the team work found in monster hunting. The great thing about guild battles is that every fight is different from the other. There are a lot of guilds that your guild can fight against. Every guild is also trying hard to improve themselves (adding more to their attack/defense/health stats, buying/obtaining guardians (Faust,Virgil, Raazel / Aroldir / Vargas) and skills affecting these stats, recruiting more powerful players from other guilds, setting up new gate formations). So even if your guild gets to face the same guild more than once, you may find that each encounter is different.

To start with, there is really no perfect, absolute strategy when it comes to guild battles. This guide only provides a few guild war tactics and maneuvers that your guild can use and modify so that it fits to your style. Whether these tactics would be effective for your team or not depends on your guild members themselves: their build and availability whenever there is an engagement.

Communicate with your Guild
The most important aspect of guilds in general is communication between members. During guild battles, communicate with your guildmates on your battle strategy like which gate to hit, when to hit, share about who you can beat, who is going to hit who etc. You don't want to be a divided group when you are up against a strong, active adversary.

Class Selection
[Much of the information in this section is taken from the Castle Age article about guild battles (which is taken as a GREAT basic/stub for this article and everyone is welcome to improve and modify it where necessary and useful) and not always completely approved in HoD yet, (e.g. it is yet unclear whether the information about Barbarians is correct, with their skills being expensive and not that spread by now.) ]

Remember to set your class before the guild battle is initiated. Once the fight starts, you can't change your class for the current battle anymore. Communicate with your guild on your schedule so you could change classes if you need to.

Templar - Templars heal and revive weakened and stunned allies, affecting your guild score. With their healing ability that can turn the tide of the battle if used correctly. They are essential in any guild battle, especially for small guilds. It's hard to imagine a team without templars winning consistently. Your strongest guild members are recommended to be templars.

Warlock - The class to counter templars healing with their splash damage. Very important in gate-clearing situations. You can take down enemies you can't beat by using warlocks, though regular gate damage or Polymorph. If a guild has high participation, excellent coordination and decent builds, having several warlocks can effectively nuke most gates or two at the start of the battle with their gate damage.

Assasin - This class can save you token by dealing more damage to an enemy, especially so if they have insane health. They have two excellent support abilities in Evade and Poison. High attack builds (aka glass cannons) are more fit to take this class, although pure defense builds (aka walls) with a very strong build can be good assasins as well.

Barbarian - (this class is set by default, if you don't change it) Ineffective before, but becoming a force nowadays. Barbarians are seemingly the "experts only" class that relies on setting up their class powers instead of their innate ability to be truly effective. Their support skills are for increasing damage that, if set-up right, can truly be devastating especially in shorter battles. They are still vulnerable on defense (suiciders) but barbarians shouldn't be underestimated.

Conclusion :
If you are trying to farm for coins/points, avoid Assasins and Warlocks. Stick to Templars so you can prolong the battle until the 2 hour limit. Barbarian is also a good choice but considering you won't have healing abilities as Barbarian, your opponents may stomp you out and end the battle early thus preventing you to efficiently farm. If you do choose Barbarian, don't use Whirlwind and Leadership.

If you are looking for quick take downs, go with Assasins and Warlocks with a few fully decked Barbarians (if you have) and support Templars. Try to set-up your Barbarians in-between your Assasins for leadership. Recommended to let the Assasins attack first (those with Backstab), then bombard with the Warlocks. Clean up with the rest. Save a few tokens from a few Warlocks in case you need to cast Polymorph to seal a gate.

Class Skills
Resistance - Resistance lowers the damage you take by 10-40 depending on level. Considering you can only heal via Templar victories, this upgrade is a necessity to be able to last long in guild battles. Resistance can be unlocked and bought at the Skill Tree.

Whirlwind - A very useful skill for Barbarians. It allows them to also hit enemies adjacent to their target. Great in short guild battles.

Leadership - ''gain +8 dmg bonus on future attacks yourself and +3 dmg bonus for your surrounding ''. A great, opening card for Barbarians. Only affects the one or two player(s) beside the barbarian in the same gate plus it doesn't stack. Use this at the start then switch back to Whirlwind or Resistance. Leadership can be unlocked and bought at the Skill Tree.

Confidence - Follow-up to Leadership. Win the next 5 attacks to get a perma +50 to your damage then switch to Resistance + Whirlwind and keep spinning on three enemies...with Confidence! Confidence can be bought at the Skill Tree.

Evade - An great skill for Assasins. It gives them a chance to take no damage from duels offensively and defensively. Suicide strikers will now think twice in hitting them. Combined with Resistance (for Class Level 4+), Assasins can truly annoy the attacking enemies. Evade can be bought at the Skill Tree.

Backstab - A limited but useful ablity early in guild fights. Only activates when the Assasin attacks an opponent with Full Health. Assasin attacker must be fast so he can hit the enemies before they go on the offensive themselves. Must also coordinate with the guild so that Templars and Warlocks stand back for a while as to not ruin the "Backstab". Backstab can be unlocked and bought at the Skill Tree.

Poison - An excellent skill for Assasins. This bleed targets for extra damage as long as tokens are used by or on the inflicted target (until he/she is stunned). Also inflicted on the attack so Assasins deal regular damage as they are poisoning the enemy. Truly a killer. Lasts for 5 rounds but can be reapplied. Poison can be unlocked and bought at the Skill Tree.

Polymorph - A good upgrade that allows players to defeat an otherwise unbeatable opponent (if sucessful (1.5*your attack has to beat the target's defense, otherwise it will fail) gives an auto-victory on next hit on this target). Costs 1 token to cast and the caster must not be stunned. The polymorph target's next attack will also be ineffective if he attacks before the auto-win attack can get him. If you are almost done cleaning a very active gate and there is a tough cleric that no one in your guild can beat, use Polymorph and get an Assasin to hit him. During late game, you can use this to block enemy attacks to prevent damage to your team. Also excellent tool for farming. Polymorph can be unlocked and bought at the Skill Tree.

Mana Shield - A decent but generally limited use ability for Warlocks. Soaks up 60 damage for x attacks or 1 hour (either offensively of defensively), which ever comes first. Costs 1 token to cast and applicable only to the caster him/herself. Better than suiciding and could be used as a distraction during late game rallies. Mana Shield can be unlocked and bought at the Skill Tree.

Confuse - A decent interrupt skill for Warlocks. Costs 1 token to cast and the caster must not be stunned. The confused target has a chance to attack him/herself, rendering his attack useless. Lasts for 5 rounds but can be reapplies. Confuse can be unlocked and bought at the Skill Tree.

Heal - An nice upgrade in special situations. Costs 1 token per use and the user and target must not be stunned. Instead of attacking other players to heal your guildmates, just directly heal them for a much larger amount of health per token. This is mainly used when trying to bring up your score if you don't have enough token to bring down the opponent's score. Very, very important for Templars. Heal can be unlocked and bought at the Skill Tree.

Cleanse - A decent ability for Templars which may become more valuable with the release of the skill tree buffs of confusion and poison.. Cleanse removes polymorph or other buffs from an inflicted ally and heals them for 20? health. Costs 1 token to cast. The choice to dispel or simply break the buff by spending token(s) is a judgement call. Cleanse can be unlocked and bought at the Skill Tree.

Fortitude - A nice opener move for Templars. Costs 1 token to use and caster and target must not be stunned. Can only be used once per ally. Fortitude extends a targets health and heals them at the same time. Very useful for small guilds especially in short battles. Fortitude can be unlocked and bought at the Skill Tree.

Might - This upgrade gives +1 to +4 attack and defense depending on level. The boost is not really impressive although it still has a situational use. If you encounter an enemy that is your equal (i.e. out of 10 tokens, you won 5 and lost 5 against that person), this upgrade may be able to turn the luck factor into your favor. Of course, you can always ask a stronger guildmate to stomp that guy out but if ever you have to do it yourself (i.e. you are the strongest in your guild or your stronger guildmates are offline or out of tokens and you need to hit this guy), this tool may come in handy.

Equipped Guardian
The usual tactics of switching guardians mid-battles depending on the situation unfortunately will not work in HoD. Whoever guardian you have equipped when you enter a battle will be saved and used for the rest of the fight, regardless if you switch guardians afterwards or not.

With this set-up however, you can still use Vargas' health boost and another guardian's attack or defense boost, like Raazel or Aroldir. This is done by equipping Vargas before a guild battle starts, boosting your health. The game will take this boosted health number and apply it to your next guild battle. Once the battle starts, switch to a different guardian before entering the battle. This guardian will be used for the remainder of the battle. Careful not to enter the battle before swapping out Vargas, else you will have him locked in there. Proven by attacking inactive opponents who have no guardian information on their duel set-up.

The following guardians are good choices to enter the battle in since they modify you attack and defense stats:

Attack boosting Guardians

 * Virgil


 * adds +5 to player's attack (at max. level 4)
 * obtained: as an epic summoner drop from the monster Carmilla, Princess of Darkness


 * Raazel


 * increases player's attack stats by + 9 (at max. level 4), however he also decreases player health by -130!
 * obtained: bought in the "Recruit Guardians" section of Sanctum (cost: 25,000,000 gold), unlocked when reaching the land Awakening

Defending Guardians

 * Aroldir


 * increases player's defense stats by +6 (at max. level 4)
 * obtained: bought in the "Recruit Guardians" section of Sanctum (cost: 22,500,000 gold), unlocked when reaching the land Awakening

Gate Formations
Setting your gate up correctly is your first line of defense in guild battles. Most guilds like to set-up a "pillar gate", which consists of the guilds' strongest and most active members. They are mostly made of templars, with a few warlocks for anti-templar attacks on enemy gates.

Even with the "pillar gate", it's good to have all gates covered so the enemy will not have a "freebie" in the form of a weak, inactive gate. Try to set up a few strong (templar) members in the other gates, so that they will not fall easily, and force the enemy to spend more tokens on trying to kill off that gate.

People who are online at similar times should be placed together into one gate. This is so that they can actively support each other during guild battles. With no supporting guildmates from the same gate, a single active player can spend the rest of the battle stunned. Unless you are trying to farm, stunned active players are never good.

If your guild is small (less than 25-30 members), you wouldn't have to worry much about this one.

Battle Tactics
This is where we cover different battle tactics you can employ during guild battles.

====Hit the templars first ====

The only good enemy templar is a stunned enemy templar. Hitting and stunning the clerics first means that they won't be able to heal and revive allies and thus lock their score into place. The active ones should take priority, so that you won't have to deal with their healing as you begin your attack. It is recommended to focus on one gate at a time. If your active players are outnumbered on a gate, evaluate your situation. If you feel your team can't keep up with their numbers, move on to a different gate where you have more control over who gets and stays stunned. ====Warlock Suppression ====

This is a tactic employed when an enemy templar suddenly enters the battle and starts healing his/her stunned gatemates (or if one of your guild members loses to an inactive templar). Use a warlock's splash damage to save tokens and re-stun those revived players. It's also quite handy when suicide striking a templar (if you have no other choice left) for the same reason as before. ====Warlock Bombing / Assasin Slaughter ====

For guilds that are mostly warlocks or assasin. Requies great coordination, high participation and decently strong builds to effectively run. The key is to overrun an enemy gate (or two) with your warlocks/assasins before they can disable you. Assasins can choose to pick on only actives instead of a single gate clearing. ====Suicide Strike ====

Even if your weak guildmate can't defeat anyone on the opposing guild, they can still assist you by continually losing or "suiciding" against players to lower their health count, thus affecting their score. The best class to suicide against is the Barbarian, as it's ability is individual-based. Other than getting only half damage, there is absolutely no harm in throwing yourselves at this class.

The warlocks are a bit dangerous, as they can damage your gate with their splash damage ability. Try to avoid getting a guildmate stunned when suiciding on warlocks. Assasins are also very dangerous if they have Evade active. You may end up wasting tokens for no damage done. It's recommended to leave them alone and only hit them for last when you have no other targets to hit. Templars are the worst classes to employ this tactic. Only do this if you have to, like when you have to stun this player to finally lock their gate out of the fight. If there are already stunned players on the opposing gate, try to get a warlock for clean up so you could have control the gate, especially if there are online templars just waiting for the chance.

The Polymorph ability can be an alternative to this tactic; try to prioritize the templars, if you choose this. ====Stock and Awe ====

This method involves stocking tokens, instead of using them up as soon as you get them. How many tokens you want or need to stock will depend on your situation. For example, an enemy gate has 4 active but weakened clerics. Stock 4 tokens and stun them all in quick succession before they have a chance to heal themselves.

On a large scale, try to get your guild to use this and eliminate an enemy gate or two in one swift strike. ====Sit and Wait ====

Similar to the tactic above (Stock and Awe), this involves waiting for the right opportunity to strike. Use one token up so you maximize your regen, then wait for the enemy to start throwing their tokens in. You can then pick your target/s (among the enemies that entered the battle) and bring them down, preferrably their whole gate if possible.

It's also recommended to have a few tokens in hand in case of emergencies or a quick tactic maneuver: e.g. if you need to use Heal on a stunned ally gate, or you need to splash a revived enemy gate. ====Playing it Safe ====

Although a bit underhanded, this is a legitimate tactic that is not prohibited by the game's rules. You can choose to test your target first by engaging him to battle outsite the guild war. Go to the guild page of your adversaries and find the keep link of your target. Duel him/her and see if you can win. If you can, unleash your tokens in the guild fight. If not, pick another target. Your tokens are limited so make them count.

Be warned that by doing this, you can turn a friendly guild battle into an ugly bickering between right and wrong. Keep that in mind if you plan on using this tactic.

Here's the way you can do this. After the battle has begun, hit the 'Guild' button. Then, under 'Main', hit the 'Battle' button. You should see something like this: "You Guild Master and Officers have declared WAR on XXXXXXXXXX. ATTACK NOW!". XXXXXXXXXX is the link to you opponents guild. Hit that link and look for your desired target in the list and challenge him/her to a duel.

Tips
These are not really tactics but just general tips on how to approach different situations in guild battles.

Use Mage Suppression to keep stunned enemies at 0 health in case the templars in the same gate are going all out trying to get themselves back.

No need to Stun
If the clock is ticking down and your scores are close, choose targets that are low in health and try to weaken them below 200 health. There's no need to stun them as being below 200 counts them as "out" in the guild score. Use your remaining tokens on other targets. Use Warlock Suppression to keep them below 200 in case the templars in the same gate are going all out trying to get themselves back above 200 health. Of course, if there is still pleny of time left, you have to stun.

====Do not tempt fate ====

Unless you are intentionally trying to farm guild coins/points effeciently, do not to lose to a healthy inactive templar when there are already stunned active templars on the same gate. If you are unsure of a victory, avoid attacking templars. Tell your guildmates to do the same. You do not want to undo the work of keeping those actives down. Tokens are limited in guild battles, so try to not waste them by reviving the enemy yourself. Attack non-templars, or move on to a different gate with no stuns yet. You can also ask one of your warlocks to assist you as a security measure in case you lose.

====Polymorph ====

As stated before, the Warlock Polymorph ability is most efficient when used in cooperation with an Assasin. Since you are sure of victory on your next attack, it's best to have an Assasin hit your target. He will deal an additional 100 damage. That is almost equivalent to two attacks.

====All Four Classes Working Together! ====

This formation aims to get the highest amount damage one can inflict in a guild battle. It's needs a lot of attention and coordination to pull off effectively. May not be worth it, but it's fun to try.

One of each class is needed for this set-up, though 2 templars are preferred for convenience. The Barbarian must have Leadership III and must be strong enough to win offensively. The Assasin must have Backstab III. The Warlock needs Polymorph and a high enough attack to successfully inflict it. The templar(s) must be strong enough to win when attacking as well, although they can be substituted with Heal.

Have the Barbarian and Assasin placed next to each other on a gate. The two Templars must be in the same gate as well; although, if using the Heal alternative, they can be in other gates. The Warlock can be wherever. Have the Barbarian attack first and successfully trigger Leadership III. The Assasin will now have damage bonus together with +? from Backstab III, +100 from a victory for a total +? extra damage. To ensure a winning hit, have the Warlock use Polymorph on a target. Once Polymorphed, have the Assasin unleash pain on the defenseless enemy. Heal with Templars if needed.

Barbarian Set-up
Barbarians may have crap innate ability but they can still be very effective if you have all the cards properly set-up. It is recommended to have all Barbarian skills for the optimal set-up, but if you don't you can still make do with what you have. Have Leadership + Whirlwind and/or Resistance (depends on your class level). Once it starts, equip Faust, Virgil or Raazel. Attack to trigger Leadership then swap it with Confidence. Get 5 victories and you're all set. Just keep using Whirlwind from here onwards. If you aren't at level ? yet to equip 3 abilities, you can swap out Confidence to have Whirlwind + Resistance equipped. Otherwise, you can just leave it there if you like or equip Might if you have. Additionally, it helps your team if you can set two Assasins beside your Barbarian.