Wednesday, October 10, 2018

Empires and Puzzles: War Strategies

Empires and Puzzles: War Strategies


  • Team work is most important. Winning in a single round (perfect kill) gives the highest points. If you are unable to win in a single round, then, unless you know that no one else in your alliance can win that fight, you should wait and fight a team that has already lost some heroes. This is because you may be taking the possible total points away from other players in your alliance - because they may be able to get multiple (up to 6) perfect kills. Sometimes bad boards will cause a loss that is unexpected, but if you don't expect to win in a single round, then let it wait unless that war is almost at an end.
  • Look at the logs. If there is a team that everyone has lost against, it may be wise to avoid it. An example of this would be a team with a strong Kashrek that just can't be taken out by lower level heroes even though the fights last a long time, the war specials will tip the advantage in their favor. It's a trap! Avoid it.
  • Communicate in team chat. If you left a team ready to easily be picked off, let your alliance mates know. If you got your butt handed to you by a team, let them know that as well - especially if the logs show that you weren't the first one.
  • If you don't have six teams built up, it may be best to make sure that each team has at least one or two very strong heroes. For example, that would mean one team of all strong heroes (5 heroes) and then 5 more teams of 2 strong heroes (10 heroes) for a total of 15 strong heroes. It's going to be better to have two level 70's in that case than one level 80. And three level 60's could be more valuable than 2 level 70's.
  • Because you don't know what you will be going up against (for example, for an all green defense team you would want all reds), you can't have a "set" six teams ahead of time. Therefore it's best to think about it like this - make sure each team has the essentials and then support that can be swapped around. In other words something like: 6 healers, 6 tanks, and then the remaining 18 are utility that can be swapped around (buffer, debuffer, backup healer, etc)

Synopsis from: https://www.youtube.com/watch?v=x7JjtBtjFmM (Tips for winning Alliance Wars: Offensive strategy Empires and Puzzles: Anchor 7DD)


  • Build up six teams, perhaps with dual healers each.
  • Given an even alliance, every player should try to win at least their first two battles in one round each - quickly, so that the defending teams respawn sooner. Later, as the backup teams are lower strength, divide up the battles into fights that can be either: a) A hard hit that ideally leaves as few heroes with as little health as possible, basically small cleanup left, or b) a small cleanup (highly damaged team) that is a sure win for the team going against it.
  • Given an odd alliance, the lower strength teams wait until the stronger teams can no longer remove a team completely, then they divide and try to take out teams in two rounds.
  • Have the entire alliance use the same color tanks. Most other alliances won't be ready for that and will deplete their ability to remove the tanks after the first round, making it nearly impossible for them to remove any teams.
  • In play style (just as in raids), you want to create diamonds as often as possible, even if not the optimal color.

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