Monster legends galante jr3/1/2024 ![]() ![]() ![]() Great Metabolism (Ally 25% Heal + Regeneration, 16s, 1 CD).Overload / Holy Nova (AoE 25 Magic / Light Damage, 37s, 2 CD).Fast Attack (20 Physical Damage + Extra Turn, 16s, 2 CD).Prismatic Ray (45 Magic Damage, 29s, 2 CD).Energy Storm (60 Light Damage, 39s, 2 CD).Recommended Moveset Generic Lugia (Attacker): Skill mirror in her special move only lasts one turn.Horrendous damage output against Magic monsters.Special gives skill mirror to all allies.Good support move (regeneration+healing with a 1-turn cooldown).This monster is not recommended on your team as a support. She also has horrendous power so her damaging moves go to waste. 2.2 Not Countess Flawless (Support/Attack):įlawless is a bad support despite her role, she only has one support move and a self-shield move.Nightmares: Deals damage equal to 5% of its total life and removes 10% of stamina from it each turn (3 turns). ![]() Possessed: Next turn will attack his teammates (1 turn). Total Damage Reduction: Monster does not deal any damage (1 turn).īlind: Accuracy reduced by 50% (2 turns). Poison: Inflicts Nature damage equal to 10% of its total life each turn and reduced its power by 20% (4 turns). Stamina Leak: Removes 15% Stamina each turn (3 turns). Galante Rarity Legendary Elements Legendary, Magic Number 250 Trait Immune to possession Books Families Relics Amulet, Staff Max GPM 305 Breed Time N/A Hatch Time 2d 2h Level 7 Price 2,30 Sell 10000ĭamage Reduction: Monster inflicts 25% less damage (2 turns).ĭaze: Power and Accuracy reduced by 25% (3 turns). ![]()
0 Comments
Monster legends lord atlantis3/1/2024 ![]() To use Vadamagma, the optimal level is 115(in my opinion. Tephra helps in the same vein, increasing the power of A lot of Magma and Fire Trap. General Ingvar's Discouragement increases the power of Ignite Ground and especially A lot of Celsius. Lux Aura helps greatly here since Vadamagma also uses a lot of stamina. Team Options: Damage boosters are helpful to remedy the low base damage of your AOEs. 3 Strength is used to increase his power as much as possible. ![]() Ignite Ground is your secondary AOE move with little power, but no resistance. A lot of Celsius deals very heavy damage, and it should kill most monsters with base Life if your Strength runes are appropriately leveled. A lot of Magma is necessary against Timerion, and it also deals heavy Fire damage to destroy Natures. Fire Trap is an AOE move that also burns. With the arrival of Monster Lab, Vadamagma gained enormous strength, reaching the level of the likes of Tyros. If you are willing to spend moths extracting Worker Hulks, he could have a shred of a viability at Level 130, since he can reach an acceptable Speed level with a high level Speed rune.The other 2 slots would go to Strength, and Worker Hate would rape things at that Strength range. Immobilizers are necessary to not get immobilized before he can move. ![]() General Ingvar works similarly with Discouragement. Team Options: Damage boosters enable Worker Hate to one shot most enemies. ![]() 2 Strength increases his Strength to very high levels and 1 Speed prevents enemies from moving twice before it does. The last slot should go to Heavy Knuckles since there is no room for another move since it has a chance to Stun and it deals Earth damage. Funny Mushrooms is the only thing that can do something different from the first two moves by being a Magic attack and Stunning. Rock Avalanche deals very high damage and Stuns. Worker Hate is ridiculously powerful for a 0 CD attack with only 16 Stamina as a cost and with the added bonus of 20% Stamina removal. Monster Lab was the best thing ML could do to Worker Hulk at level 130 ,he at least reaches Ouros-level Speed, which can be remedied. ![]() Age of wonder 3 hero leaving3/1/2024 ![]() Ranged units have reduced accuracy according to distance and magic attacks work like attack/defense except they must defeat unit resistance. If your attack is same as target's defense it's 50-50 to hit. Also attacks are all a chance to hit or fail, no damage reduction. Now if you are in the green zone you make 3 attacks, in yellow 2 attacks, in red 1 attack. Your movement has 3 levels, if you move a little the arrows show green, a little more and they are yellow and if you move long they turn red. Also each unit can both move and attack. Flyers can only be attacked by ranged/magical attacks, melee units can only hit them in retaliation. Also each unit has different specials, while a cavalier is a lot stronger than a spear wielding unit the latter does extra dmg to mounted units. A tough unit may even take 5 turns to recruit, depending on town level of course. In towns you can order either troops or buildings, that may take more than one turn. You can only have several units in your army where unlike heroes each unit can never have more than 1 creature in it. Armies move like in H4, they are independent of heroes. ![]() Your mana is very limited unless you research a skill for that, you won't have the satisfaction of casting nonstop unless you play a later stage in a campaign. Spells and skills are researched, that means it can take a while. They take part in battles like in H4 but they are more like stronger units that level up. You can get heroes to lead your army but they appear randomly, though there is a spell call hero. Your wizard never leaves your town, he just stays there to expand his magical influence on the land through a wizard's tower. ![]() It is an interesting alternative, this game kept me occupied for a long long time along with AoW2. ![]() The game is vastly different to heroes, a lot more micromanagement and rules. ![]() AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |