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The Babylonian Gods
#1
Welcome to Babylon

The Tower of Babel was said to be the source of all languages, broken by the Gods to scatter humanity and prevent them from cooperating. Now the Gods of Babylon have awoken again, joining the fight as the 8th seal is revealed.

Why this Guide

Babylon Gods provide a unique playstyle with a high skill cap. Since they are newly introduced they are not in common use yet, so information is sparse and not always clear.

Hopefully this guide will collect this information into one location and serve as a tool for new and experienced Babylon God team players.

This guide is a Work in Progress.

Pros and Cons

Pros

- High Burst Potential
- Guaranteed Rune drops
- Good stalling ability
- High variety of team member options

Cons

- Less stats than Norse
- Limited ally choices (currently)
- Moderately high XP Cap (5mil)
- High Rune Spinning Skill Cap
- Difficult to spin properly vs Control Effect

What's New?

Added Theorycraft Calculations

Changelog

- 0.5 April 8, 2015 :: [v9.0] Initial guide
- 0.6 April 13, 2015 :: [v9.0] Added Team Member information
- 0.7 April 22, 2015 :: [v9.0] Added Theorycraft Calculations


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#2
Babylon Features

Similarly to Greek and Norse, all Babylon Gods share the same Leader skill, the only change being which element is boosted. They provide a playstyle not shared with any other leaders, focusing on column based dissolution.

While they can be played similarly to a traditional mono deck, focusing on the unique portion of their leader skill provides significantly greater damage and rune control, with next to no reliance on skydrops.

Leader Skills

Listed Leader Skill

Quote: Element Attack x 2.5. If 4 or more Runestones are dissolved in a
column, 1 Element Runestone will be generated in that column (only
t he first batch of Runestones dissolved will be counted)

Prior to evolution: Element Attack x 2.

Element Attack bonus is always applicable, it does not require any particular sets of runestones to be dissolved, only the generation of additional runes does.

The generated runestone will be the first one to drop. With dual Babylon the first 2 to drop will be of Element. Leaving behind a single matching runestone in that column will guarantee another combo, while dissolving 3 adjacent columns will give you a guaranteed 6-stone dissolve.

Dual Babylon Leader Skill

This skill appears after evolving.

Quote: If 4 or more Runestones are dissolved in 2 or more columns, Team
Attack increases additionally, to the max x 1.5(only the first batch
of Runestones dissolved will be counted) Change the Leader Skill of
6* Babylon God -> Element Attack x 3. Both the Leader and Ally
are 6* Babylon God

Dual Babylon Leaders means 9x multiplier rather than 6.25, putting Babylon Gods on par with most current leaders.

The Column bonus is 10% per column after the first. So to reach the 150% max listed in the description, all 6 columns must have sets of 4 or 5 dissolved in them.

Active Skill

Max CD 23, Min CD 12 (12 Levels)

WaterFireEarth

Quote: Extend Runestone-moving time by 3 seconds for 1 Round; by dissolving
a group of 6 or more Element Runestones, Element Attack x 1.5.

Light/Dark

Quote: Extend Runestone-moving time by 3 seconds for 1 round; by dissolving
Heart, Light and Dark Runestones in the same Round, Element Attack
x 1.5

3 Extra seconds to dissolve runes in is quite useful, especially when against enemies that reduce spinning time.

The extra 150% from dissolving a set of 6 runestones does not indicate it is restricted only to first set dissolved, this means a set of 3 adjacent columns (6 runes will drop) will give the bonus, regardless of other circumstances.

Light and Dark have the slightly different active skill requiring three element dissolution in the same round for the bonus. This is potentially harder to obtain, particularly if using PR Yan/Xi who remove all heart runestones (other than converted).

Playstyle

At the simplest level, playing Babylon is like playing Norse or any other 250%/300% leader. Dissolve the appropriate runes and you get the expected damage multipliers. This is important to keep in mind when stalling or trying specifically target certain enemies rather than hit them all.

At a more complex level, Babylon Gods are focused almost exclusively on vertical column dissolution. Horizontal (and L/T-shaped by association) dissolution is useful for increasing combo multiplier but does not provide any additional benefits. Each column of 4 or more dissolved provides one guaranteed matching rune per Babylon Leader. These will drop prior to the additional 2-3 runes (depending on total dissolved in the column). Dissolving multiple adjacent columns therefore provides grouped runes, with 3 columns providing a 2x3 clump that will dissolve as a set of 6 to attack all enemies.

Please note, if the adjoining columns do not have the same number of runes dissolved (one or two of 5 rather than 4), only a 3-set will be dissolved upon dropping, reducing the damage. Of course, remaining runes and random skydrops will alter the total amount dissolved, but this cannot be relied on or predicted.

Stalling

Stalling with Babylon is almost as effective as stalling with Norse. Small batches of rune dissolution will ensure runes are obtained without providing significant damage. A 6.25 or 9x multiplier ensures that any heart runes dissolved will provide good recovery.

Although Babylon provides additional runes, they are not as risky to do so due to unexpected drops. The additional rune mechanic for Babylon is completely predictable and only applies to the first set of runes dissolved. Greek allows for the runes to drop anywhere there is space, and will keep applying as long as the appropriate runes are dissolved.

Bursting

Bursting with Babylon is based on optimizing the column dissolution to ensure as many as possible are dissolved in an adjacent group, while also maximizing the number of initial combos (to reduce reliance on skydrop multiplier). This is similar to Norse bursting, however it includes a guaranteed skydrop combo based on the layout of the initial dissolution. Combining this with the Babylon active for an additional 150% damage (3 columns of 4 or 5 gives you a 6-rune block that triggers the multiplier), in addition to any other multipliers present that round.

Sustained Mini-Burst

Sustained Bursting with Babylon is more similar to Greek than to Norse. While Norse relies on having enough appropriate runes to deal larger amounts of damage turn after turn, Babylon simply has to focus on dissolving multiple columns for the guaranteed drop combo.

Dealing with Rune Shortage

This is where Babylon shines compared to other Mono Teams (Other than Giemsa and perhaps xx% Heart -> Element).

While mono teams can struggle with Rune shortages, and rely on low CD converters to ensure runes are available on demand, Babylon simply needs to dissolve columns then make use of the generated runes, either by setting up any existing runes to connect with the new runes, or by dissolving 3+ columns to get the guaranteed drop.

Spin Effects

Depending on the situation, spin effects range from a nuissance to outright deadly.

Row and column blockages (Fire Columns for example) are not so bad, they are isolated the sites of the board. This reduces your available column count but can be worked around. Lasers across the bottom only prevent you from using the 5th row for making columns, but can still be done. 2 rows blocked by lasers can prevent guaranteed rune drops by preventing rune maching.

Fire/Acid trails are quite dangerous, they complicate column creation due to the damage caused by localized spinning to align the tiles.

Frozen and Weathered runes a danger, but can be worked around to still dissolve the desired columns or put out of the way until they are available again.

Alternate Allies

Although Dual Babylon God Leaders definitely maximizes the benefit of their Leader skill, other allies are still possible. Offensive converters become absolutely necessary to make up the loss in rune generation.

In many ways, using a non Babylon God as an Ally is treating the deck as being that playstyle, but with the added rune stability offered by the Babylon leader skill.

Daji

Using Daji provides a massive boost to combo damage. This will play much more like PR Norse + Daji, spinning as many combos as possible to maximize the damage. On the other hand, Babylon Gods have weaker stats than Norse Gods, so will not stall as effectively.

Greek God

Allying with a Greek God is possible (especially since they are more common). Damage suffers greatly due to the loss of a 600% in Multiplier, but more offensive runes will drop, especially following multi-column dissolution.

I would not recommend this option unless nothing else is available. The loss of damage multiplier, and the loss of skydrop potential can lead to disastrous situations.

Norse God

Including a Norse God allows for an elementally aligned Odin. It also increases stats drastically over what any other leader would provide (even more so once Odin is factored in).

Defensive Leader

Wukong, PQoW, PR Zodiac, etc. Zodiacs will still provide a damage multiplier while reducing specific elements, while Wukong or PQoW will keep you alive against harder enemies.

WFE PR YanXi functions as defensive as well. They also provide additiona rune drops 30% of the time. Although useful, this is more of a team member benefit than an ally benefit.

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#3
Useful Team Members

General Advice

Amelioration

Many cards have an amelioration that provides +XX% attack/recovery if 3..5 runestones are dissolved in the column below the monster. These bonuses are useful in any team, providing multiplicative bonuses to attack or recovery when triggered. They are even mroe useful in Babylon decks, since you are always going to be aiming for creating 4+ rune columns (guaranteeing at least the lesser bonus applies). When combined with the multi-column bonus from the Babylon Passive, these values can become very impressive.

Code:
3 columns with 10% attack amel
  120% Multi-Column from Babylon
  
  1.2 * 1.1 * 1.1 * 1.1 = 1.5972
  +60% Damage prior to combo[i]leader[/i]boosters

Converters

Unlike most Mono decks, Offensive Converters are not needed to be successful. The guaranteed runes on column conversion will provide all the runes you need to grind through most enemies, even with bad luck on the subsequent skydrops.

Useful converters are those that apply their changes to full columns at a time. Being able to guarantee a column for Offensive rune generation means that many fewer to spin. Fusion Fiends and Dio with their 2 column conversion in particular are of benefit for this reason.

Full-Board Converters

Full board converters have both benefits and downsides in Babylon Decks. On the one hand, they guarantee a 30-rune dissolve + a 12 rune dissolve (1 enchanted unless WFE PR YanXi is active) as well as the full 6-column 150% damage boost. In the worst case scenario this will be 190k-250k per card. With good skydrops the damage can increase from there.

On the other hand, if you can manage to get 2-3 on-color columns with 3 to 5 columns total you'll get almost the same multipliers from the Babylon Passive, but get a much higher starting combo multiplier. Since each added column at start is
10% extra damage, missing out on a couple columns but gaining 2-3 combo multiplier comes out to a very close matchup.

Math available in Theorycraft section
Code:
Full board + 13 drop (1 ench) = 11.4 rune multiplier
  6 Column = 150%
  2 Combo = 125%
  Total = 21.38 rune damage

  3 On-Color columns of 4 + 11 Drop (1 enc) = 7.70
  5 Column = 140%
  6 Combo = 225%
  Total = 24.26 rune damage

Time-Tunnel

Although there are limited options for Time-Tunnel, it is still a very strong choice. Slotting an off-element option in as a booster rather than an on-element booster may not be the best choice because of the damage loss, but if no other card is useful it can serve. Of course, if it is on-element then there is no real loss (especially with additional multipliers if criteria are met [Skuld/Daji]).

Additional time and unlimited rune movement provides the best odds of maximizing columns, and of ensuring the guaranteed drop matches up with any remaining runes (if necessary). The added rune moving time should stack with the Babylon Active (since it does not start the timer immediately upon activation).

Damage Boosters

Any active skill that provides TeamElement Attack +XXX% is quite useful. Ideally it should be 200% if possible, or have an additional effect that improves damagesurvival (Extra healing, freeze enemies, damage from other rune-types).

PR Starters

PR Starters are potentially a very strong addition to Babylon Teams. As a minimum, they provide a 10% Amelioration bonus for dissolving a column of 4 or more runestones.

Their active provides a two-fold bonus, firstly increasing Element damage, a straight multiplier increase. They also provide extended rune spinning time and additional rows of runes. Those extra rows provide additional opportunities to complete the column passive bonus. Managing to complete all 6 rows will potentially allow for a 12 rune bunch, however any additional dissolves in certain columns will stagger the drops, reducing the benefit. Depending on the resulting runes, additional rows can lead to unsuccessful dropping of generated runes (different amount dissolved per column), but if properly aligned, can lead to even higher combo counts.

Greek Gods

Greek Gods have above average stats as well as useful amelioration bonuses. Unlike using them as an ally, adding them as a team member is a definite boost. 10% Damage for the column being dissolved beneath it as well as increasing on-element drops to 40% (from ~17). A single God increases combos by a good amount, managing to run multiple Greek gods in the team can ensure a large number of combos on most spins.

Fiend Squad

Perhaps not the strongest booster available, Fiend Squads ensure that all off-elements provide 50% Damage. When trying to maximize combos by alternating Element columns, this can still provide a respectable damage increase.

WFE Teams

WFE teams are all potentially disadvantaged relative to LD teams due to their having a weakness. Using them against the correct element or using one of the booster slots for an enemy converter removes this weakness (and provides a boost in the case of a converter)

PR YanXi

Unlike their LD counterparts, YanXi do not remove heart runes, instead they increase their element's rune drops by an unspecified amount for 3 turns (out of 10) and ensuring all those that drop are enchanted. Whether this is better than the LD option or not is debatable, you do not reduce dropped elements by 1 (so still working from a base of 16.67% rather than 20%), but the Enchanted rune bonus with guaranteed rune drops can provide a large damage boost when needed.

Enemy Element Converters

These are especially useful against levels where the enemies are of a variety of elements so you have no guarantee you will always be against one that is not your weakness. By turning the enemy temporarily into the correct element you gain the 150% damage (or simply negate the damage reduction if turning it into your own element), while also gaining any other benefits of the active skill.

Water

Fire

Earth

LD Teams

PR YanXi

Once activated, all heart rune drops are instead converted to the appropriate LD element. As long as your burst is sufficient to keep enemies from attacking and killing you, using YanXi will provide increased combos.

Light

Dark

Example Teams / Videos

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#4
Damage Calculation / Theorycraft

Unless specified otherwise, calculations below are based on worst possible results (minimum skydrops). This is to ensure consistency in the reported values.

Damage comparison vs Greek and Norse

Summary

Babylon + Active is to apply a second Active to the values, to match up with the Norse 2x active to get maximum enchanted rune bonus.
Code:
| Team             | Rune Damage | Combo Multiplier | Leader Bonus | Bab Column | Amel Bonus | Total Multiplier | [email protected] |
|------------------+-------------+------------------+--------------+------------+------------+------------------+----------------|
| Greek            |       28.60 |             275% |         100% |       100% |       1.21 |            95.17 |         142755 |
| Norse            |       15.25 |             100% |         625% |       100% |     1.7424 |           166.07 |         249105 |
| PR Odin          |       15.25 |             100% |         900% |       100% |     1.7424 |           239.14 |         358710 |
| Babylon          |       12.20 |             125% |         900% |       150% |          1 |           205.88 |         308820 |
| Babylon + Active |       12.20 |             125% |        1350% |       150% |          1 |           308.81 |         463215 |
Greek
- Assume 50% Enchanted initially due to previous drops
- 30 runes + 20 Ench + 12 Ench + 8 Ench + 4 Ench
- 5 Combos + 3 (Leader) = 275%
- Each leader grants +10% Amel

Code:
| Combo | Runes | Rune Damage | Ench Runes | Ench Rune Damage | Total |
|-------+-------+-------------+------------+------------------+-------|
|     1 |    30 |        7.75 |         15 |             2.25 | 10.00 |
|     2 |    20 |        5.25 |         20 |             3.00 |  8.25 |
|     3 |    12 |        3.25 |         12 |             1.80 |  5.05 |
|     4 |     8 |        2.25 |          8 |             1.20 |  3.45 |
|     5 |     4 |        1.25 |          4 |             0.60 |  1.85 |
|-------+-------+-------------+------------+------------------+-------|
| Total |       |             |            |                  |  28.6 |

Norse
- Assume 100% Enchanted due to Norse Leader Active after conversion
- 30 runes
- No Skydrop (100% Combo)
- Each leader grants +10% * +12% Amel

Code:
| Combo | Runes | Rune Damage | Ench Runes | Ench Rune Damage | Total |
|-------+-------+-------------+------------+------------------+-------|
|     1 |    30 |        7.75 |         30 |             7.50 | 15.25 |
|-------+-------+-------------+------------+------------------+-------|
|     3 |       |             |            |                  | 15.25 |

Babylon
- 25% Prior Enchantment
- One skydrop of 13 runes (12 guaranteed + 1 Enchanted)
- Combo = 125%

Code:
| Combo | Runes | Rune Damage | Ench Runes | Ench Rune Damage | Total |
|-------+-------+-------------+------------+------------------+-------|
|     1 |    30 |        7.75 |          7 |             1.05 |   8.8 |
|     2 |    12 |        3.25 |          1 |             0.15 |   3.4 |
|-------+-------+-------------+------------+------------------+-------|
|     3 |       |             |            |                  | 12.20 |

Full Drop vs Columns

Assume only one additional skydrop of # of Columns (ench) + guaranteed. Each column is assumed to be of 5 runes (including off colors). This is optimistic but will allow for a consistent calculation of skydrops

Code:
| Setup      | In Drop | Base | Drop | Rune Damage | Combo Multiplier | Column | Total Multiplier |
|------------+---------+------+------+-------------+------------------+--------+------------------|
| Full Board |      13 | 7.75 | 3.65 |       11.40 |             125% |   150% |            21.38 |
| 2 of 3     |       8 | 3.00 | 2.55 |        5.55 |             175% |   120% |            11.66 |
| 2 of 4     |      10 | 3.00 | 3.05 |        6.05 |             200% |   130% |            15.73 |
| 3 of 4     |      11 | 4.25 | 3.45 |        7.70 |             200% |   130% |            20.02 |
| 2 of 5     |      12 | 3.00 | 3.55 |        6.55 |             225% |   140% |            20.63 |
| 3 of 5     |      13 | 4.50 | 3.95 |        8.45 |             225% |   140% |            26.62 |
| 4 of 5     |      14 | 5.50 | 4.35 |        9.85 |             200% |   140% |            27.58 |

Assuming only columns of 4 (more realistic)
Code:
| Setup      | In Drop | Base | Drop | Rune Damage | Combo Multiplier | Column | Total Multiplier |
|------------+---------+------+------+-------------+------------------+--------+------------------|
| Full Board |      13 | 7.75 | 3.65 |       11.40 |             125% |   150% |            21.38 |
| 2 of 3     |       8 | 2.50 | 2.55 |        5.05 |             175% |   120% |            10.61 |
| 2 of 4     |      10 | 2.50 | 3.05 |        5.55 |             200% |   130% |            14.43 |
| 3 of 4     |      11 | 3.50 | 3.45 |        6.95 |             200% |   130% |            18.07 |
| 2 of 5     |      12 | 2.50 | 3.55 |        6.05 |             225% |   140% |            19.06 |
| 3 of 5     |      13 | 3.75 | 3.95 |        7.70 |             225% |   140% |            24.26 |
| 4 of 5     |      14 | 4.50 | 4.35 |        8.85 |             200% |   140% |            24.78 |

Rune Damage

Code:
| Count | Base | Enchanted | Ench calc | Total |
|-------+------+-----------+-----------+-------|
|    30 | 7.75 |         0 |      0.00 |  7.75 |
|    13 | 3.50 |         1 |      0.15 |  3.65 |
|-------+------+-----------+-----------+-------|
|     5 | 1.50 |         0 |      0.00 |  1.50 |
|    10 | 2.75 |         0 |      0.00 |  2.75 |
|-------+------+-----------+-----------+-------|
|     4 | 1.25 |         0 |      0.00 |  1.25 |
|     8 | 2.25 |         0 |      0.00 |  2.25 |
|-------+------+-----------+-----------+-------|
|     8 | 2.25 |         2 |      0.30 |  2.55 |
|    10 | 2.75 |         2 |      0.30 |  3.05 |
|    11 | 3.00 |         3 |      0.45 |  3.45 |
|    12 | 3.25 |         2 |      0.30 |  3.55 |
|    13 | 3.50 |         3 |      0.45 |  3.95 |
|    14 | 3.75 |         4 |      0.60 |  4.35 |
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#5
Reserved in case of future need
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#6
Thumbs Up 
I am a fan, tell me more. 

I will also need to add, that the play style take advantage of Amelioration level of each character. 
If the deck consists of Ameliorated character(s) with percentage buff in recovery and attack boost; this will greatly increase the offensive capacity of the team.

To note, the Babylon deck take the conventional spinning (horizontal spinning) and make vertical spinning a more stable (with guaranteed additional combo upon rune drop post rune generation). 

Hope that you can add this piece of info into your guide. 

KEEP IT UP! Cool
Cool Throwing dimes to expand friendlist. Cool  

68313777 - me ID.
Cactus Belly

Regular Ally: 
LHY (E Daji- D Max)
PR Daji (All Max) 
Dumuzi (Current leader) & Atrahasis (All Max)
PR Greek God (Heph, Artemis, Apollo)

I have many unusual leaders as well, so yes, please add/pm me if you need any. 
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#7
Add to the Cons (sort of an implication of the line "High rune spinning skill cap"):
-Difficult to properly spin vs control effects
[Image: ccb0f352.jpg]
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#8
double Babylon + 4 cards with amel bonuses should give x2.2 boost on average? triggering 2-3 amel and the hidden 1.5x from leaders

so assuming you spin like a god you should have a base multiplier of around x20 (3x3x1.5xamel)


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#9
Working on further updates. Hope to get at least some of the team-member portion or damage calculations written in today.

Cactus:
Definitely going to add that. It's on my todo-list for adding to the "Team Member" portion. I was isolating playstyle to reference how the board spins (or can be spun) as opposed to what team members optimize the spin.

Lemiaou:
1.1*1.1*1.1*1.1 = 1.46 (So Domon + any 2 with a 10% column from Amel)

You would have to get the full 6 column bonus for it to hit 19.75. Assuming a more reasonable 4 column (1.3) is still an 18.45x (plus probably a 2x combo multiplier)

necropuddi:
I wasn't so sure about this one outright but a bit of testing does agree it gets complicated (although not extremely moreso).
Fire-Trail is probably the worst effect, have to minimize columns and just use the 9x multiplier (or converters for the columns), or end up with a lot of crossings.
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#10
I like to point out the play style is similar to Ame IV Paladin team in which the focus is on column dissolving to get the 10% boost for 3 & 4 runestones.

Convertors are probably quite key as opposed to what you say about them. If you use maxed out full board converts, it's actually insane cos u guarantee a 2nd combo of 12 runes stacked together. Running Ame IV with team attack boost will trigger boosting it further. Combo-wise it might suck but no Daji means not as important. Even non-column converts can help piece together loose 3 runes into useful columns.

Hope some1 can test out Fire Medea + Fire Xi. Think my eyes will pop out with the drop rate haha.

Team I'm using is Dual Fire Babylon, Medea, Fire Xi, Scrooge, & Sean Ame IV.
Maybe PKOF will be good as passive booster instead of Medea or Scrooge.
[Image: 59ea551b.jpg]
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