I can't help by noticing that the top 10 rank of the arena belongs to the guild of __+.
I am not accusing them of using any program hacks. I believe they don't.
But being in the rank of King for a while, I had figured out how they get such high ranks for quite some time.
I only exposed today when I see the whole of top 10 belong to the same guild. That is getting a bit ridiculous.
Below are the steps that I presumed.
Steps by steps to get 4,000 points or more through guild teamwork:
1. Members of the guild must reach King with their own means preferably by the second or third day of the arena.
2. Members who manage to conquer the arena is to notify on guild chat/ line chat (Defender)
3. Members who wish to conquer the arena to inform on the guild chat (Attacker)
4. Members who wish to conquer the arena must refresh by spending 200,000 gold until the see the arena that belong to the guildmate (Attacker)
5. When both attacker and defender of the same guild are ready, the guildmate with arena will change all the defense team of the arena to lvl 1 cards with easy skill, the attacker wins easily with 1 hit combo spin. (Lvl 1 card has hp less than 10,000 which can one hit with a few spin)
6. The attacking member will get at least 4,000 points or more
Why is this possible?
1. There are less players in English server
2. There are less arena owners with the 12 hr-limit
3. There are less arena owners in King and above. (Refreshing may be possible in lower ranks but must spend more gold or be lucky to find own guildmates with arena)
4. It is easier and cheaper to find arena owned by your guildmates by refreshing at 200,000 gold with less arena owners (Still must have a healthy supply of gold, but nowdays 500,000 gold can obtain with extra stage of days of gold)
5. Lvl 1 cards has low HP which can 1 hit KO with 1 Combo
Probable one simple step to prevent this trick by Madhead:
1. Make all Lvl 1 card for defense team has the same HP with Lvl 99.
Even default defense team (Sean, Molly...) has more HP than Lvl 1 cards.
- Susanoo with Enchanted Shield, Initial Strike and dual Water Column Conversion
- Tsukuyomi with Black and White Rune Trail
- Daikokuten raids - drops 400 points, enchants all runes and restores all CDs when defeated.
Daikokuten's active skill:
Crowned Encirclement - Light Spirits (23/12, slvl 12)
Convert Heart runes into Enchanted Heart; non-Heart runes into Enchanted Light.
New Biweeklies - The Transformed Maidens
The dawn of Ancient Dragon Power saw the end of the Black Metal era, but could not stop the growing popularity of New Metal. 5 maidens, each for their own reasons, were deigned by fate to be inseparable from metal. For love, to chase their dreams, for revenge, or even to pursue Ancient Dragon power, they were willing to give up their fleshly bodies, merging with machines in exchange for an irrecoverable destiny.
The first one, Pinkie, is Water. Pinkie's active skill:
Serial Attacks - Watery Moon (19/8, slvl 12)
Convert 12 runes in the 4 corners into Water runes. For 1 turn, this card launches 20 Water chaser attacks at 30% of its ATK.
#1301 Hydromechanical Cyborg - Pinkie
Max XP: 4M
HP: 2279 (+500)
Attack: 1235 (+200)
Recovery: 392 (+30)
Active: Serial Attacks - Watery Moon (19/8, slvl 12) Convert 12 runes in the 4 corners into Water runes. For 1 turn, this card launches 20 Water chaser attacks at 30% of its ATK.
Leader: Anger of Human
Human ATK 2x
Pinkie stumbled to class, slowly taking each step up the stairs with her artificial limb. One of her classmates approached to help: “Be careful, let me help you.” Pinkie didn’t say a word and glared at her classmate. The classmate ignored her repugnance and walked her all the way through the passage to the classroom.
Entering the classroom, Pinkie noticed all the front seats were already taken. Just when she planned to sit in the back, a boy immediately stood up and gave Pinkie his seat while he walked to the back of the classroom. Pinkie didn’t intend to take on the kind offer, but the whole class, even the teacher, fixated their eyes on her, waiting for her to sit down before starting class. Pinkie had no choice but to take the seat. She felt sick. After being equipped with an artificial limb, she received a lot of attention and help from others, but all she wanted was to be normal.
She was so sick of her friends and family helping her that she distanced herself from them, thinking they would never be able to understand her feelings. One day, during a visit to the lab, she met Midgley, who dedicated all his time to searching the Ancient Dragon Power. Midgley kept gazing at Pinkie’s limbs. Pinkie was already used to that. While Pinkie thought of which way Midgley would comfort her, surprisingly, Midgley asked, “Would you assist in my project?”
“Eh? What?” Pinkie thought that she heard wrong, so she asked again.
“You can hear, right?” Midgley was impatient. Since the accident, it has been a long time since Pinkie was needed by others. She happily nodded. Since then, Pinkie became Midgley’s research assistant, but he often ordered her to carry out jobs that were beyond the capabilities of ordinary people—such as carrying heavy goods. However, in order to finish her tasks, Pinkie modified her artificial limb by filling it with water. The water generated heat from the components, emitting steam to strengthen her force.
After Pinkie modified her limb, she could carry goods of any weight whenever she wanted. After that, Midgley gave Pinkie extra tasks such as mixing explosive materials. He never seemed to care about her, even when explosions occurred. Bystanders might think that Midgley is taking advantage of Pinkie, but in Pinkie’s perspective, Midgley was the only one out of society who appreciated her uniqueness and accepted her.
Therefore, she deeply fell in love with Midgley. Although he ordered her to take on painful and possibly fatal tasks, she accepted and accomplished all of them. Midgley began to lock himself in a secret room while he researched. The room was sometimes quiet; whereas other times it was filled with Midgley’s laughter. Pinkie stood by at all times, waiting for Midgley’s orders.
Waiting alone was never easy, but it didn’t stop Pinkie’s determination. Instead, she looked even more forward to sharing Midgley’s research to the world. In the end, the door opened, Midgley came out with a purple liquid. Pinkie approached him and asked: “What’s this…?” Midgley fixed his eyes on the strange liquid and murmured: “Now the only thing I need is to test it and then I’ll be able to announce my successful experiment…” He gestured Pinkie to sit down and then poured the purple liquid into her metal limb…
“Now move to see how it feels.” Acting according to Midgley’s command, Pinkie stood up and moved her limbs, only to find her limbs became agile and felt power flooding through her limbs. She punched the ground, which immediately broke the floor with a wide crack; she then lifted a shelf full of books with ease and carried it to the other side of the room.
As both of them thought the experiment was successful, purple light emitted from Pinkie’s limb! A series of explosions broke the silence! After all the fire went out and all the explosions died down, Midgley carefully stood up and walked up to Pinkie. Pinkie’s limbs were badly injured. Blood seeped her wounds and her face was as pale as a sheet of paper.
Midgley stood beside Pinkie and said: “Shit! My experiment failed...the Ancient Dragon Power is more forceful than I thought. I need to conduct more research to master it. Pinkie watched Midgley, fixating her eyes on his back, until he locked himself in the room again. Her vision gradually blurred and her conscious was forever engulfed in darkness...
#1432 Doorkeeper of Bonten - Bishamonten
Max XP: 6M
Active: Giant Wave in Pursuit (21/10, slvl 12) This card launches a Water chaser attack at 1.5x the total team damage.
Leader: Howl of Billows
Water ATK 3.5x
#1435 God of Gold and Food - Daikokuten
Max XP: 6M
Active: Crowned Encirclement - Light Spirits (23/12, slvl 12) Convert Heart runes into Enchanted Heart; non-Heart runes into Enchanted Light.
Leader: Howl of Beam
Light ATK 3.5x
#S43 Sorceress of Aqua Mastery - Molly
No stat changes - purely aesthetic.
#S48 Freyr the Warcry of Swordswoman
What is the criteria that promotes Warlord 1 ranking to Legend ranking?
All ranking before Warlord 1 shows a level of points to attain but it stopped highlighting that info at Warlord 1 before reach Legend rank
I was wondering what the best stage for slime farming is right now. There have been so many cards released that need the slimes to slvl them that I've been in desperate need for them for quite a while now. Current biweekly stages don't drop them and I'm not eager to spend 40 staminas to MAYBE drop slimes in the guild event, mostly not even the ones I need...
So is there any stage that has a decent drop rate for slimes?
I just pass 1461 days and TOS is now the game that i played for the longest time. After 4 years, TOS has give me some interesting life perspection that i want to share.
1. Anger has high cost. Rage revive, rage refill stamina never get you far in this game.
2. No planning also has high cost. Sometime it is fun to get into new stage without planning ... But not always effective.
3. Patience with planning = smart playing.
what i learnt lately
4. Being persistence on something helps you excel it. Playing many new games mean that you spend a lot of time at low level. Same thing happen to your career.
5. At higher level, you get things done easier. Many main team and alternative team allow you to enjoy and pass difficult stages easier. You can reach this point through patience and planning, not rush and rage.
6. Invest your diamond smartly. I now have 500 free diamonds because i hardly draw. It because i use current team and still can pass all SM. So i keep it all and draw only cards that i want. When Water XiYan (bride dress) came, i spend 150 diamonds to get her. ... Guess what, many other cards come in that process too. Thinks of it as investment, i have more invest budget from this process.
Many of this actually make me compare with my work/ profession and it makes me understand my career path better.
7. Lastly, true gamers should clear achievements on both gaming and real life. Because ... Guess what ... Game end, life wont.
There needs to be a better way! I guess if you have always thrown money at madhead maybe you don't have a backlog and your not hurting but ...
one pr mat every 9-10 days. I will need the next 6-7 months no lets make that a year to get to all the cards in my inventory. I keep looking at these arena squads and just wonder how all these people were just sitting on 4 pr beast mats. Thankfully they have expanded availability of the other materials so a may never ever waste black keys on that junk but even then. Can't even buy them with diamonds.
and where was our freebie beast mat in a one off stage ?
Susanoo, Kagutsuchi and Kushinada are just 3.5x Attribute; Inari is just 4.5x Beast. Not much new there, though of course their actives can make for interesting setups.
Leader: Dark ATK, HP and REC 2x
Active: Convert Dark into Dark God, Light into Dark.
Dark variant of Bael. But Bael had a snipe in the millions and could use ML to back up the lower multiplier; Izanami will need to take advantage of those God runes to do the same. Thankfully Dark Gods are plentiful and strong.
: Semi-convert + Boost. Always good to have.
: Quick boost, and buffs up your REC even further
: Together with the 4x REC, could make for some good overheals.
: One of the best Dark cards IMO. Convert + boost pairs nicely with either Izanami's active.
: A really strong convert; even better now it's farmable. Pairs well with Izanami active.
: CD6 2.5x is good for quick bursts.
: A full board of Enchanted Dark God runes!
: Nice quick booster that can also serve as a converter to clean up the board or generate hearts in a pinch.
: Pretty strong booster; most Dark Gods have less ATK than this guy when maxed.
: Convert works nicely with Izanami, and CD8 2.5x for 2 turns is incredibly good. Superb stats, too.
: Even more God runes!
: CD6 2.25x gives nice quick minibursts. Also works on demons.
Of course, these cards are just honorable mentions because of their God race. There's lots of non-Dark cards that might fit.
: Quintessential booster. With this guy and a bit of support (e.g. ) you can run with standard stall-bust grind tactics.
: Since the team can take a lot of punishment but is weaker in the damage department, some direct HP removal could be helpful.
: Persistent effects are usually good. The added recovery is even more useful here with high HP.
: Doubles your tankiness and adds damage. May not last very long though.
: Always a good option.
: If your team can fit her, she's an excellent booster. Offers high HP to be multiplied, too.
: Highest HP of any single Dark card, and a nice quick boost. Leech effects tend to heal you way more than necessary, but with high HP you can make better use of it, saving you from a pinch.
: Huge REC stat, highest of any single Dark card in the game. Also ensures survivability with constant hearts.
: Instant full heal and good REC!
: Fast booster, good REC.
: A fast booster, and pretty tanky to boot.
Close to 80k HP and 8k REC. Odin + Ed + Fafnir + Katherin for a power burst.
76k HP and 10k REC. Can use half the team to miniburst about every 3 turns; God runes are used to full effect.
Nobody said you had to run two of them! A bit of a halfway between offense and defense, but 40k HP and 4k REC alongside a potentially 18x multiplier and constant Dark generation is no joke.
Leader: Fire and God ATK 4.5x; Fire runes have 50% effect of all attributes (stacks). If 15 or more runes of any one attribute are dissolved, Team ATK x2.5. - When running dual: Upon entering a stage, all monsters with CDs 10 or higher get CD -10.
Active: Convert all runes into God runes. For 1 round, absorb the Attack of the first enemy to attack, and deal 5x the absorbed amount in Fire damage to it (ignores defense).
: An attempt to take advantage of Amaterasu's God synergy. The two ML converts and Chong Lou provide opportunities to trigger the bonus 6.25x; ML convert + Amaterasu makes for a nice big bunch of Light God runes. Amaterasu herself attacks as usual, and can get boosted by Luna during bursts.
: Just packing the team with big converts to spam that additional 6.25x as much as possible.
Leader: Earth ATK x4; Hearts also have 50% Earth effect (stacks). - When running dual: If Earth runes are dissolved in a turn, convert the bottom row into 3 Earth and 3 Heart at the end of the turn. Active: Convert all runes into Heart and Enchanted Earth in a fixed pattern.
Heart converters to take advantage of the Heart -> Earth effect.
Persistent buffs sustained by the team skill, which continually generates the required runes.
Since Heart runes are continually generated, you can use him to add to your combos and firepower without fear of heart drought.
With 2 combos continuously generated, your board shrinks , making spin decisions simpler and combos easier.
: A full team of persistent buffs to simply blast through. Yunyang bumps up your attack potential and Matryoshka ensures strong heals despite only having one set of hearts every turn.
Leader: Dark ATK x4. At the end of every turn, convert the runes adjacent to Enchanted Dark runes into Dark runes.
Active: Persistent: 10 second time tunnel and ignore enemy defense. Lasts until a turn when not all enemies are defeated in the same turn.
: Fast, enchanted converters are most effective here. Fast enchanters (Odin, Loki, Zhuge Liang) are also pretty nice. Otherwise mass converts also work.
: Persistent boosters. You'll likely want them around and active if you want to sustain Tsukuyomi's active. The time tunnel makes Counselor and Baldur's spinning restrictions much more manageable, and Artemis is carried by the leader skill's convert.
: Tsukuyomi's time tunnel along with 3 extra rows of runes? Yes please!
: Just blasts right on through.
: Adding Tsukuyomi to the Dragon shell, you get a 4x attack multiplier (higher than even PR Nidhogg) and constant Dark rune generation backed up by Sunnie. Tsukuyomi's active also offers time tunnel and defense break, two common utilities absent from the Dragon arsenal for a very long time (until Scale and Colin). The constant rune generation also makes sure you can consistently leech.