But they can also be the death of you, even after a fulminant win streak. Don’t go hunting for 3-star piecesģ-Star units are cool – no doubt about it. You can counter most AoE and assassin damage with adequate positioning. Two things should factor into your decision regarding the best possible formation for your team – your units and the units of the enemy team. If your assassins get engaged by enemy tanks before they make their jump, they lose most of their effectiveness. If your main damage dealers are squishy and unprotected, they will be erased off the face of the board before they do anything relevant. There is no way to over-stress the fact that, particularly during the late-game, your formation can win or lose rounds. If you’re playing from behind, this kind of intel is even more important because it can help you evaluate your opponents’ team and buy units that counter their synergies and strong pieces. If you’re ahead with gold, you can deny their favorite pieces by buying them yourself and you can ensure that you’re always one level higher for numerical advantage. This can give you invaluable information about the synergies they are after, their positioning, their economy, and more.Įspecially when there are only 3-4 opponents left, spying on them is a must. You might not have realized this yet, but you can actually click on your opponents’ portraits at the left side of the screen to see their boards. Which units will you replace, if any? What synergies will you add to your existing ones to maintain your advantage? What are your favorite late-game synergies and are they strong enough to counter your opponents? These are questions you need to answer by turn 20, at the latest. A solid team of Mechs/Goblins might even carry you through the mid-game, but once you hit turn 30+, these pieces will fall off in comparison to better synergies.Įven from 80+ HP, you can lose to someone who was nearly eliminated if you do not have a transition strategy for the late-game. Say, for instance, that you got lucky with a couple of 2-star Mechs during the first 10 turns. Like in DotA2, transitions are key to winning the game. Knowing what a piece is good at can help you determine how to itemize appropriately. In addition, not all items are suitable for all units. Some pieces are good with burst damage, while others make good tanks. Other units with strong disables are the Defector, the Desperate Doctor, the Storm Shaman, the Siren, and the Sky Breaker. If you want to create deeper strategies, though, you have to get familiar with each hero.įor example, it’s useful to know that the Tsunami Stalker piece casts a massive AoE disable. Most players focus on race and class synergies more than anything else, which is fine, up to a point. There are 55 pieces to choose from in Auto Chess Mobile, each with their own stats and unique abilities. Otherwise, you have to make do with your options during the early-game and sell any unnecessary pieces later on. The only exception is if you’re on a phenomenal win streak and you can afford a couple of rolls to maintain your advantage. Last one! Uh-oh… mistakes were made.Īs a general rule, avoid re-rolling entirely for the first 7-8 turns. 2 Gold for the possibility to complete that 3-star Razorclaw! No? Maybe just another roll. This is another little sneaky button of temptation – the re-roll on the pieces shop. That’s a lot of gold, so you have to maintain a strong economy even during the late-game.
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