INDEX:
1) Clan War Memorial
2) Basics
3) Resources
4) Main raid
5) Weekly events
6) Cave event
7) Medals & daily quests
8) Artifacts, runes, trader
Other events are useful to collect heroes cards, but after collecting those, this is the most important event. This one gives you event coins you can trade for things you need, like Thunder Catcher cards. Also, the amount of gold it pays is the best way to really upgrade your castle buildings during late game.
This one has a great difference from most events. Damage that your heroes suffer is not healead after each fight, and yes, if a hero dies, he�s no more avaliable until the event resets (after 24 hours, not 12). You want to go as far as you can, as the event coins you get increase with each win. (Remember, these coins you get are doubled if you have a blue or red blazon active, at some point this will be a good deal.)
Before telling you how to play it nowadays, I will teach you how it USED TO BE PLAYED. This knowledge is probably useful for newbies, for example. As always in this game, you need at least one tank hero and one damage dealer hero. If you have heroes that cause area damage, like Iceberg, or damage that spreads, like Thunder Catcher, these help too and will make your life easier.
First, know our enemies:
- Pumpkin, Skeleton, Skull Knight and Skull Commander: these are the ones you are looking for in the beginning, they just damage your tank. No problem, as you kill them using your damage dealers from a safe position.
- Wraiths and Ghosts: these may kill your damage dealers as they become invisible and advance (Dwarf skill) / or teleports to one of your heroes (Disembodied Monk skill). How to deal with them? Your Stalker hero will prevent them from using their skills. So, as far as you have Stalker on your team, ONE Wraith / Ghost is harmless. What if there are more? Wraiths have a long cooldown for their skills, so if you have an Iceberg / Snowman / Hunter / Thunder Catcher / any hero able to OHKO a lot of them in one attack, this makes dealing with them possible. If you don't have any hero able to do that, or, if there are 2 Ghosts, for example, you may have one of them in a position your damage dealer will OHKO it.
- Vampire: AFAIK, you will face maximum of 1 Vampire for any fight, and you need to kill it before he uses his swap (Princess) skill. How? Having him at a position your damage dealer may OHKO (one hit KO) kim. There is not another way to safely deal with a Vampire.
- Dark Mage: mage in green clothes that use a poison spell. I would love to have this one in my army, but the max we have is that poor Poisoner who can infect one enemy at close range, meh. The Dark Mage requires the highest cooldown time to use his skill. Also, his spell has a range, and if he starts at the furthest enemy position, his spell will not damage your damage dealers until you reach cave fight around 40. What to do? Having him in a position you can OHKO, OR, to have him in the last enemy row, so when he uses his skill just your tank and skeletons are affected. Also, if you have heroes like Thunder Catcher or Iceberg / Snowman, you may be able to kill multiple mages before they poison your squad. After fight 30, it should also be safe to have your Charmer taking control over the Dark Mage, if there is only one of them.
- Skeleton Archer: the worst one, so bad like the vampire, but once he fires, he will probably decimate almost all your non tank heroes. There is no enough time for your Charmer to control it, and he has unlimited range from start. All you can do is to have him at a position you can OHKO, or to lure him to fire at trash heroes, as he will always fire where he would hit more targets.
Some time ago, before the game got a new version, there was no way to change your current enemy squad an unlimited number of times paying 10 crystals. There was a change for free button with a single use and nothing more, and using it was extremely risky. So what could you do? Reloading the game would make new fights appear beyond the one you were, so you would look for a fight you could beat BEFORE winning against your current fight. Reloading the game was way boring, so if it was possible to beat the enemies using strategy, you would leave and re-enter the fight until you get enemies in a position you could do the trick. Also, fights like 31, 41, 51 were risky, as you couldn't choose the fight by reloading the game, and you should avoid to use the one use change button most times. So, these are examples of how strategy was used to beat the enemies:






Ok, and how is the event played nowadays? Now we have unlimited use of change button for your current fight, paying 10 crystals. NO, in fact the button shows 10 crystals as a cost to use it, but these crystals ARE NOT BEING PAID FOR USING THE BUTTON. Sssshhhhhhhh!!!! Let's keep this as our secret, do NOT let the developers to know it, haha! Otherwise they may to correct this "bug" / feature. When they do, reloading the game may be real again. For now, I don't even leave and re-enter the fight to have enemies in a beatable position, I change the fight until I get a perfect fight.
What's a perfect fight, you should ask. It's a fight I will win with minimal effort. And this, considering I have lv 60 equipped Thunder Catcher and Snowman, usually means: no Skeleton Archer, no Vampire, and no more than 1 Ghost. Usually my Thundet Catcher and Snowman will kill even multiple Dark Mages and Wraiths if I get them as enemies, BUT, in this case I keep the mouse over the "X" to close the browser tab. Did I mention it before? I guess not, but this is really important for fights you aren't 100% sure about your win. If something bad happens, open the game again to play the fight once more.
Ok, but this won't make you reach the top. After fight 52-54, your damage dealers (even if you have a lv 60 equipped Blue Witcher like me) won't do enough damage, and your tank may also be killed (even if you have a lv 60 equipped Iron Heart like me). At this point the event changes completely. You should use your Charmer to control exactly ONE Dark Mage, the mage will poison and insta-kill other enemies, and your job will be to kill this Dark Mage. The perfect enemy squad becomes: ONE Dark Mage, no Skeleton Archer, no Vampire, no more than 1 Ghost, plus anything else, but more slow enemies (Skull Knight / Skull Commander) make the fight easier.
At this point, your tank and damage dealers aren't relevant anymore. Even Iceberg / Snowman, which is very helpful drawing your heroes time for more damage, should be removed. The reason: if you want the enemy squad to be down by the first Dark Mage spell, the enemies shouldn't be frozen or delayed in any way. This is what I advise you to use when you reach these fights:
- Charmer: this is 100% needed, as she will control enemy Dark Mage. BUT, her skill doesn't need to be over lv 18-20.
- Priest: you 100% need his skeletons to keep the Dark Mage busy, even if their damage is not relevant. Higher the level, the best. Mine is lv 60.
- Konung: he's the master about getting your other heroes time to work. The higher the level, the best it works, but you could try it even at low levels. Mine is lv 60.
- Treebeard: he's also great to delay the Dark Mage. Makes things much easier, but low level is enough, as upgrading it increases damage. Mine is lv 10.
- Frost: another one to delay the Dark Mage, now allowing him to use the poison spell against your squad. Mine is lv 20. I just need the freeze effect.
- King: he increases your damage. I have supposed he was needed, but our hero pups7586 said he defeated the event not using him. I will need to check how my squad goes without him. Mine is lv 60 anyway.
- Many Faced: as he copies the Dark Mage, he becomes a damage dealer, and he's cheap: mine is lv 20, and upgrading him won't increase damage, just how long his transformation lasts.
- Stalker: may be useful if enemy squad has a Ghost. I guess any lv is enough, mine is lv 15.
- The Graveyard trap: to produce more skeletons to keep the Dark Mage busy. Not really for damage, mine is lv 20 (and generates 4 skeletons).
- Any 2 other heroes to attract enemies and keep them busy while the Dark Mage doesn't poison them.
You may have realized, I'm talking about 10 heroes. If you are going this far, you should activate a blue blazon. Consider this, it costs 24750 event coins. If you use it to play through 2 days (or 2 events, considering Ancient Forest may be active, for example), if you have beaten fight 51 it have generated enough event coins to pay for itself, and have still increased your production of resources and daily quests rewards (twice, or maybe 3x, considering daily quests renew after 20 hours - this usually means 24K-36K stars). Not using a blue blazon is a waste, and further you go, the best is to have an active blazon.
That said, this is how a really advanced fight looks like to me (if the video does not appear, you can download it here):
More tips:
1) If there are enemies near the Dark Mage when he comes in your Charmer's control, instead of using the poison spell to kill enemies, he will try to use a short range attack, or to retreat, and will use the poison probably when he's not under control anymore. So pay attention to slow enemies behind the mage, 2 spaces away is very risky, as the Skull Knight / Commander will be close to Dark Mage and this will trouble you.
2) That said, the closer to Dark Mage the enemies die, the better. This way any corpse your Priest reanimates will reach the mage in no time. If the Dark Mage has enemies in close combat, he will use a "punch" instead of the poison spell, so your job is to always have 2 skeletons close to it: if his punch kills one, the other will prevent him to use the spell.
3) As you need two skeletons to reach the Dark Mage around the same time, you would usually leave and re-enter the fight if Dark Mage comes at last column of enemy field or, the column to left of the last one, at top or bottom position. Anyway, sometimes the mage will escape the skeletons and spell the poison, so always keep the mouse at the position to close the browser tab, and do it as you see the green skulls over your heroes.
4) With practice you will change the position of what you have in the 2nd column of your field accordingly to your enemies position, as this may increase a lot your chance to win (or win with no casualties).
5) Final tip: after reaching the last Cave fight (80), you will want to upgrade your caslte buildings. Some time ago, we could put one hero each time to die, just to get gold. Now this is not needed. It's possible to equip just a trap in your squad, and as you click to start the fight, you insta-lose, receiving gold. Using this trick (tons of times), I have upgraded my Arena and Crystal Mine to lv 72, and Forge to lv 25. Well, even if you don't reach the top, you will upgrade your buildings as you advance.
That's it for Cave event, I hope it helps. Now, lets give a look to other cave-like events.
The creativity of the game developers is not that good, as you can see. They have created two cave-like events, Ancient Forest (which you can buy Treebeard and Dendroid cards) and Minotaur (which you can buy Minotaur cards), so 3 out of 4 recently released Titans appear in events very similar to Cave, wow, lame.
The idea is the same, heroes don't heal, you can't use heroes that have died until the event resets, all the same thing. What is different? The enemies. And this makes these really harder. As these events are recent, maybe no one have discovered how to beat them yet, or maybe someone has discovered, but I don't know. I will just share my thoughts, for now, about these.
Ancient Forest: the really dangerous enemy is the Rogue, which has Wild Arrow (Green Arrow) skill. He activates before your damage dealers and kills them. You MUST avoid fighting him. Other than that, there is an enemy with Hypnosis (Charmer) skill. This one usually doesn't really trouble me, as he will take control over my Priest (which has speed set to 0 and can't attack other heroes, will just stand until hypnosis is over), but may be dangerous if comes in multiples, or, if he takes control of other hero, in your case. You can ignore other enemies while your damage dealers can kill them. When it comes to fight 50+, I have reached fight 64, but it's not simple. The best idea I have is: you need to change your fight until it comes with no archer (this includes Rogue and also Dusk Elf), and also with none of that Satyr with Dendroid skill. If you use Many Faced, he will transform into an Ogre Leader, or a Wife, which has a Scatter (Barbarian) skill. If all enemies are close enough to him, he can damage several enemies together,and a win is possible. Other heroes you should use: the ones that help him or give him more time, like Konung, King, Iceberg / Snowman, Frost, Priest, Charmer... I still need more knowledge about this event.
Minotaur: this event sucks. Dark Mage is at it again, but this time enemies have 3 types of archers, and as far as I know, all them take precedence about being controlled by Charmer. Also, I don't know if the Dark Mage, once controlled, is able to kill other enemies (maybe he's nerfed compared to what he was at Cave, I'm not sure). Looking for fights with none of the 3 archers looks an eternity. I got really no good ideas about this one. What I do is to beat the fights my heroes are able to win, until fight 53-54. Any ideas?
As I can't go that far at these, they generate less event coins, but playing them still pays. Do I use a blue blazon? If I can play two days in sequence, I do. If the blazon pays the event coins it costs, you are still getting other bonuses, like castle production and daily quests rewards. If there are other events that having double rewards interests me, like Cave, or Elements (the one that awards Flame, Iceberg and Whirlpool cards), then I surely use a blazon.
When I have better strategies, I will update this. Any ideas that work, don't forget to tell me.
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