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A 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 on 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.


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 is multiplied by 10.

Guild Battles uses the Dueling fight setup.

Each duel uses a Token.

Tokens are regenerated at the rate of 1 every 6 minutes.

Can store up to 10 Tokens at a time.

Max of 29 tokens per battle.


Rewards have to be collected within 5 hours of 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 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:


CAHoDBarbarian

CA HoD Barbarian

Barbarian (= Warrior in CA): Ability: more power to your PvP stats
CAHoDAssassin

CA HoD Assassin

Assassin (= Rogue in CA): Ability: do more damage to your target
CAHoDWarlock

CA Hod Warlock

Warlock (= Mage in CA): Ability: damage to all enemies in same tower as target
CAHoDTemplar

HoD Templar

Templar (= Cleric in CA): Ability: heal allies in the same tower

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 Coinsin 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 them available to buy).

Skills for Barbarians:[]

Strength (default) Might Confidence
Inner Fire Whirlwind Leadership
Resistance Sentinel Stalwart




  • STRENGTH (default skill, automatically equipped upon purchase) (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) (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. Deals half of the damage to main target to each of the 4 surrounding targets. Gives 200 Battle Points on success regardless of enemy's level and 100 Battle Points if it fails.
Whirlwind - Cost: 500 GPs
  • MIGHT (unlocked by Whirlwnd) (stackable) (unlocks Confidence):
Bonus Attack and Defense in Guild Battles
Might I - Cost: 100 GPs (bonus +1 to Attack & Defense)
Might II - Cost: 200 GPs (bonus +2 to Attack & Defense)
Might III - Cost: 300 GPs (bonus +3 to Attack & Defense)
  • CONFIDENCE (unlocked by Might) (unlocks Leadership):
Bonus damage dealt with each victory (+50 max damage)
Note: Losing once will reset the damage to +0.
Confidence - Cost: 1,000 GPs
  • LEADERSHIP (unlocked by Confidence) (unlocks Sentinel):
Leadership I - Cost: 1,000 GPs ( gain +8 damage bonus on future attacks for yourself and +3 damage bonus for your surrounding allies)
Leadership II - Cost: 1,250 GPs (gain +12 damage bonus on future attacks for yourself and +6 damage bonus for your surrounding allies)
Leadership III - Cost: 1,500 GPs ( gain +20 damage bonus on future attacks for yourself and +12 damage bonus for your surrounding allies)
  • RESISTANCE (unlocked by Whirlwind):
Resistance I - Cost: 250 GPs (take 10 less damage in guild battles)
Resistance II - Cost: 300 GPs ( take 20 less damage in guild battles)
Resistance III - Cost: 350 GPs (take 30 less damage in guild battles)
  • SENTINEL (unlocked by Leadership) (unlocks Stalwart) :
Sentinel I - Cost: 1,500 GPs - protect a particular ally (take damage up to 100 health and resist up to 5 damage per hit)
Sentinel II - Cost: 1,750 GPs - protect a particular ally (take damage up to 150 health and resist up to 10 damage per hit)
Sentinel III - Cost: 2,000 GPs - protect a particular ally (take damage up to 200 health and resist up to 15 damage per hit)
  • STALWART (unlocked by Sentinel) (not released yet):

Skills for Assassins[]

Evade Resistance
Might Keen Blades Poison Wound
Eviscerate (default) Backstab Sunder




  • EVISCERATE (unlocked by default) (unlocks Might):
Eviscerate I - Cost: 10 GPs (when healthy deals +30 damage upon victory)
Eviscerate II - Cost: 50 GPs (when healthy deals +60 damage upon victory)
Eviscerate III - Cost: 100 GPs (when healthy deals +90 damage upon victory)
  • BACKSTAB (unlocked by Keen Blades) (unlocks Sunder):
Backstab I - Cost: 1,000 GPs (deals +20 damage to enemy with full health)
Backstab II - Cost: 1,250 GPs (deals +40 damage to enemy with full health)
Backstab III - Cost: 1,500 GPs (deals +70 damage to enemy with full health)
  • MIGHT (unlocked by Eviscerate) (unlocks Evade & Keen Blades):
Might I - Cost: 100 GPs (bonus +1 to Attack & Defense)
Might II - Cost: 200 GPs (bonus +2 to Attack & Defense)
Might III - Cost: 300 GPs (bonus +3 to Attack & Defense)
  • EVADE (unlocked by Might):
passive ability, gives a chance to take no damage from attacks
Evade I - Cost: 300 GPs
  • KEEN BLADES (unlocked by Might) (unlocks Poison & Backstab):
deal +5 damage
Keen Blades - Cost: 200 GPs
  • POISON (unlocked by Keen Blades) (unlocks Resistance & Wound):
target takes +35 damage on the next 5 fights (offensive or defensive)
Poison - Cost: 1,000 GPs
  • RESISTANCE (unlocked by Poison):
Resistance I - Cost: 250 GPs (take 10 less damage in guild battles)
Resistance II - Cost: 300 GPs (take 20 less damage in guild battles)
Resistance III - Cost: 350 GPs ( take 30 less damage in guild battles)
  • WOUND (unlocked by Poison) (NOT stackable):
Wound I - Cost: 1,500 GPs (upon victory decrease an unwounded target's max. health by 50)
Wound II - Cost: 1,750 GPs (upon victory decrease an unwounded target's max. health by 75)
Wound III - Cost: 2,000 GPs (upon victory decrease an unwounded target's max. health by 100)
  • SUNDER (unlocked by Backstab) (not released yet):

Skills for Warlocks:[]

Mana Shield Confuse Illusion
Mana Tempest (default) Might Arcane Tutelage Resistance Fireball
Polymorph




  • MANA TEMPEST (unlocked by default) (stackable) (unlocks Mana Shield & Might):
Mana Tempest I - Cost: 10 GPs (while alive, deal +10 damage to the whole enemy tower upon offensive victory
Mana Tempest II - Cost: 50 GPs (while alive deal +10 damage to the whole enemy tower upon offensive victory
Mana Tempest III - Cost: 100 GPs (while alive deal +10 damage to the whole enemy tower upon victory
  • MANA SHIELD (unlocked by Mana Tempest) (stackable) (unlocks Confuse):
Mana Shield I - Cost: 1,000 GPs (absorb 60 damage in guild battles)
Mana Shield II - Cost: 1,250 GPs (absorb 80 damage in guild battles)
Mana Shield III - Cost: 1,500 GPs (absorb 120 damage in guild battles)
  • MIGHT (unlocked by Mana Tempest) (stackable) (unlocks Polymorph & Arcane Tutelage):
Might I - Cost: 100 GPs (bonus +1 to Attack & Defense)
Might II - Cost: 200 GPs (bonus +2 to Attack & Defense)
Might III - Cost: 300 GPs (bonus +3 to Attack & Defense)
  • CONFUSE (unlocked by Mana Shield) (unlocks Illusion):
20 % chance target attacks himself (lasts 5 rounds - Rewards: 200 battle points on success, 0 on failure)
Confuse - Cost: 1,000 GPs
  • POLYMORPH (unlocked by Might):
auto victory on next hit + reduce damage taken yourself (Rewards: 200 battle points on success, 0 on failure)
Polymorph - Cost: 500 GPs
  • ILLUSION (unlocked by Confuse):
Illusion I - Cost: 1,500 GPs - assume ally's appearance (100 % dispelled when defeated)
Illusion II - Cost: 1,750 GPs - assume ally's appearance (90 % dispelled when defeated)
Illusion III - Cost: 2,000 GPs - assume ally's appearance (80 % dispelled when defeated)
  • ARCANE TUTELAGE (unlocked by Might) (unlocks Resistance):
+5 attack
Arcane Tutelage - Cost: 200 GPs
  • RESISTANCE (unlocked by Arcane Tutelage) (unlocks Fireball):
Resistance I - Cost: 250 GPs ( take 10 less damage in guild battles)
Resistance II - Cost: 300 GPs (take 20 less damage in guild battles)
Resistance III - Cost: 350 GPs (take 30 less damage in guild battles)
  • FIREBALL (not released yet)

Skills for Templars:[]

Resistance Fortitude Might Divine Tempest
Divinity (default) Heal Divine Armor Revive
Cleanse




  • DIVINITY (unlocked by default) (stackable) (unlocks Heal) (active ability):
Divinity I - Cost: 10 GPs (while healthy, you heal +10 health to all allies in the same tower upon defensive victory)
Divinity II - Cost: 50 GPs (while healthy, you heal +10 health to all allies in the same tower upon defensive victory)
Divinity III - Cost: 100 GPs (while healthy, you heal +10 health to all allies in the same tower upon victory)
  • HEAL (unlocked by Divinity) (unlocks Resistance & Cleanse & Divine Armor) (active ability):
heals a living targeted ally for +70-130 health (Rewards: 135 battle points)
Heal - Cost: 500 GPs
  • CLEANSE (unlocked by Heal) (active ability): Rewards 100 BP
Cleanse I - Cost: 1,000 GPs (remove a debuff from an ally)
Cleanse II - Cost: 1,250 GPs (remove a debuff from an ally and heal them for 10 health)
Cleanse III - Cost: 1,500 GPs (remove a debuff from an ally and heal them for 35 health)
  • DIVINE ARMOR (unlocked by Heal) (unlocks Revive & Fortitude) (passive ability):
+5 defense
Divine Armor - Cost: 200 GPs
  • REVIVE (unlocked by Divine Armor) (active ability): reward 135 BP
Revive I - Cost: 1,500 GPs (targeted ally revives on death and restores 200 health)
Revive II - Cost: 1,750 GPs (targeted ally revives on death and restores 225 health)
Revive III - Cost: 2,000 GPs (targeted ally revives on death and restores 250 health)
  • RESISTANCE (unlocked by Heal) (unlocks Fortitude) (passive ability):
Resistance I - Cost: 250 GPs ( take 10 less damage in guild battles )
Resistance II - Cost: 300 GPs (take 20 less damage in guild battles)
Resistance III - Cost: 350 GPs ( take 30 less damage in guild battles)
  • FORTITUDE (unlocked by Resistance AND Divine Armor) (NOT stackable) (unlocks Might) (active ability):
raises current and max. health of the target for the current battle; Rewards 100 BP
Fortitude - Cost: 1,000 GPs
  • MIGHT (unlocked by Fortitude) (passive ability):
Might I - Cost: 100 GPs (bonus +1 to Attack & Defense)
Might II - Cost: 200 GPs (bonus +2 to Attack & Defense)
Might III - Cost: 300 GPs (bonus +3 to Attack & Defense)
  • DIVINE TEMPEST (not released yet) (unlocked by Might):

Notes[]

To reduce damage taken, players must buy Resistance buffs from the Skill tree.


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 (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.

Assassin - 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 assassins 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 Assassins 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 Assassins and Warlocks with a few fully decked Barbarians (if you have) and support Templars. Try to set-up your Barbarians in-between your Assassins for leadership. Recommended to let the Assassins 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 10-30 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 damage bonus on future attacks yourself and +3 damage bonus for your surrounding . A great, opening card for Barbarians. Only affects the 1-4 player(s) beside the barbarian in the same gate plus it doesn't stack. 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 keep spinning on five enemies...with Confidence! Confidence can be bought at the Skill Tree.

Evade - An great skill for Assassins. 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, Assassins can truly annoy the attacking enemies. Evade can be bought at the Skill Tree.

Backstab - A limited but useful ability early in guild fights. Only activates when the Assassin attacks an opponent with Full Health. Assassin attackers must be fast so they 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 Assassins. This bleeds 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 Assassins 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 may allow players to defeat an otherwise unbeatable opponent (if successful [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 polymorphed 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 Templar that no one in your guild can beat, use Polymorph and get an Assassin 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 damage for x attacks or 1 hour (either offensively of defensively), whichever comes first. Costs 1 token to cast and is 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 reapplied. 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 some health (at higher levels). 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 +3 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[]

adds +5 to player's attack (at max. level 4)
obtained: as an epic summoner drop from the monster Carmilla, Princess of Darkness
increases player's attack stats by + 9 (at max. level 4), however he also decreases player health by -13!
obtained: bought in the "Recruit Guardians" section of Sanctum (cost: 25,000,000 gold), unlocked when reaching the land Awakening

Defending Guardians[]

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 won'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 templars 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 / Assassin Slaughter[]

For guilds that are mostly warlocks or assassin. 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/assassins before they can disable you. Assassins 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. Assassins 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, preferably 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.


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 efficiently, 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 Assassin. Since you are sure of victory on your next attack, it's best to have an Assassin 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 Assassin 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 Assassin 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 Assassin 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 Assassin unleash pain on the defenseless enemy. Heal with Templars if needed.


Barbarian Set-up[]

Barbarians may have a weak 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 Resistance. Once it starts, equip 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 Assassins beside your Barbarian.(WORKS ONLY FOR CA NOT HOD)

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