Attack the Right Target

This one is a judgement call and will probably vary, depending on what area of the high score list you are currently in.

Attacking can be profitable. One troop of 12 Devilers (level 1) can potentially bring in 300 gold from an attack every 15 minutes all day long. The challenge is to find Keepers with low defense and high gold scores.

Keep in mind that damage is healed at a cost of anywhere between 7 and 20 gold per hit point. 40 points of damage will wipe out the profits of 1 good raid.

  • Find a Keeper with a creature score 1/3 or less of their dungeon score. This usually marks Keepers who are busy tech-ing and upgrading rooms, rather than recruiting creatures to defend.
  • Attack Keepers with the highest possible gold score (10 gold points = 100 gold). Regardless of your carrying capacity, you are only able to steal a percentage of the defender's gold. A carrying capacity of 300 versus a defender with 400 gold usually means that you will come back with less than your maximum load.
  • Calculate the minimum dungeon score needed to recruit each creature type. This takes a lot of work, but it will be helpful to know who does not have Devilers or Wizards.
  • Attack the Keepers at the lowest possible rank. If you successfully steal from them, you may be able to widen the gap between you and your target and put yourself out of the 15-rank attack range.
  • Whenever you encounter defenders, remember what level they are and look to see if they are getting a to hit % bonus. No bonus means that your target keeper has less than 50% coverage.
Keep track of your target's stats when you attack to determine what makes a good target. Their dungeon score, creature score, gold score, and of course, your attack results. It shouldn't be very difficult to figure out what kind of Keeper makes a good target.

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