Looking for some advice on this particular puzzle.
Having them as my defence showed that the way to beat them is to attack with 10k more popwer or have the dark festival +1 energy rune on Shade, neither of which I have as a player with 24k in Legend 3 facing teams that are mostly more power than me.
Suggestions welcome.
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Battle goes something like this:
From that point on, you are fighting at most 3 barbs (Agnon is dead), one of whom has wildfire. Keep hitting whomever has wildfire and it should spread. Once spread to all barbs, you cannot lose.
Thanks for the response.
That's the team I use for Barbarians + Shade. The same team that has failed repeatedly against Barbs+Agnon even against teams with less power. It goes something like this.
1. Same.
2. Doesn't always work, but let's say it does.
3. Pillage will definitely kill my GT, with Abis follow up killing Ferno.
4. and from there it unwinds pretty quickly.
My GT is runed for defence but only 4 stars. Ferno runed for damage, so that he can one-shot a target but dies easily. Emily runed for defence. Agnon a bit of each.
I can no longer stand the direction of this game nor the insulting way issues are dealt with
GT can't be 6* as I don't pay a cent for thisgame while it remains so buggy and they keep producing silly heroes. I got the free 4* and that's where it will stay as I slowlygather more GTs as the opportunities arise. Or not. Casual player.
Thanks for the tip on Ferno.
Valkin has an AoE freeze with a three energy cost, so if Ekko uses Energize after Val uses To War, Val can keep the barbs pinned down for two turns, allowing your other heroes to focus on Agnon. Val is debuff immune now, so Balog can't screw it all up for him.
Ferno is a natural pick against the barbarians, and works well with the other two heroes; Ferno will attack Val's target and a crit will apply Wildfire, and Ekko's Energize crit buff will take your Ferno's crit up to 100%. He also packs a punch and hopefully will kill Agnon.
That leaves you with one slot to play around with. Depending on runes, the order of the enemy heroes, and how safely you want to play it, you could bring Emily, GT, MK, Deadeye, Agnon, Lily, Koros, Dagrund etc. I use Emily against barbs + Ag, but hey, whatever floats yer boat.
Ferno should be runed with skill too. It helps wildfire stick. Mine is mostly attack and skill, and has no issues with survivability. If yours is dying because GT dies early, put some defense on him. Like @lythstihl said, his main purpose is to stick wildfire, not kill. Agnon should be mostly attack. I have a blue energy rune on him so that he has hardened assault available in round 2 even without Ferno. He needs to be able to one-shot every single hero, and survivability is not a big issue due to granite form.
My agnon plummeted their agnon and did about 1/4 damage to it, despite being damage focused. Game over at that point, once he Terrorstormed.
I don't, and which ever dev got those through design should be fired.
That said, thanks for the info.
Alternatively, GT, Emily, Ferno, Zomm. This is what I use in the Tower against Ag + barbs. Agnon kills GT with Doom. Zomm brings back a tank zombie with GT's runes, who casts taunt. Save Emily's res for Ferno. Disease is useful against the barbs and lowers their damage after the first round. If Zomm doesn't get silenced, he also has a purge for use against the barbs.
How do you rune them because I tried something like this and it didn’t work and I was most likely runing them wrong. How is this team against other teams besides Agnon barbs cause I might consider using it.