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Don't rush the kills. You want to kill ennemies when the breach is at level 1 or 2. When it is at level 2 and you have the choice to kill it or not, I suggest you to kill it only if there will be 2 or less person alive next turn if you don't kill it or if it will be too high in health.
== General ==
Don't rush. Kill monsters when their breach is at 1 or 2. If 2 and you have the choice, only kill it if it will incapacitate 2 or more guards next turn.


When possible, split the damage by going to the same peril as a teammate. That make his attack be rounded down and make the armor of all players in the highest peril be utlised.
When possible, choose an action with the same Peril as a teammate to split the damage. If the monster's attack is rounded down, that makes the best use of armor.


Upgrades - consider carefully which sheet you want to upgrade, and at which time. First sheet increases HP pool. Second sheet increases Armor. Third sheet increases XP gain for killing monsters. You usually want to upgrade your third sheet once early (level 1 or 2) because it increase the gain of xp per kill from 1 to 2. If you didn't upgraded it, you have the possibility to never upgrade it the whole game.
Plan which card to upgrade and when. The first card increases health. The second card increases armor. The third increases XP gained. It's usually best to increase your XP reward early, but only once.  


Armor: armor is usually not good. It's positive don't get me wrong, but you don't usually upgrade a card for it's armor (check one exception right below). But against some enemies (gain hp equal to damage dealt & reduce healing by half), this is absolutely great.
Armor alone isn't worth upgrading a card for. Upgrading health or armor can be used to survive a round.  


Hp: upgrading hp and armor can be used to survive the following round. This require concentration each turn but can be really powerful.
== Classes ==
'''''<u>Automaton</u> '''''


The mechanical Automaton follows its directive to protect its allies at any cost. It's a simple character with only three actions, making it ideal for younger players or those still learning the game. But it loses advantages from the bonus six-action or triple dice.


'''''<u>Blood Mage</u> '''''


'''Stargazer:'''
The unnatural Blood Mage manipulates the essence of life within all creatures. This character manipulates the health of others to support or attack. With massive health, it's a nice complement to the Death Strider.


This character is the hardest to play. You want to upgrade it levels 3-2-2 (or 2-2-1).
'''''<u>Commander</u> '''''


Sun give you more damage, moon give you support.
The stalwart Commander leads the Guards with rallying battle cries and durable armor.  


The 4 dice is the most powerful by far. It let you give experience to others. Upgrade it first and spam the sun of it. For that reason, you don't want to goes to moon early.
The "...Now!" action lets you invoke the six-action of another Guard at the same Peril level (or more, if upgraded). This is most effective when other players upgrade '''their''' six-action. Consider where your teammates are in the Peril track, then choose which action to invoke appropriately.


You usually want to stay sun to be able to deal damage if needed. Exception being at the start of a fight where being able to play a 2 early can reduce the attack of an ennemy by 2 which is great.
'''''<u>Death Strider</u> '''''


Upgrading the second sheet let you be able to heal others. In rare cases, that can be great.
Like a Dark Knight, this character gains strength the more damage it takes. But too much damage means it will be incapacitated and lose a turn.


Its most powerful action is Share Wounds. At max level, it does 3 damage to yourself and 6 to the monster. Alternatively, upgrade Scythe which is a nice basic attack.


'''Death strider:'''
Embrace Pain is mediocre against some monsters, but extremely effective against others.


This is the second hardest character.
This is the second hardest character to play.


The most powerful ability is the 6 maxed. It let you do 3 damage to yourself and deal 6 damage to the opponent. The problem is that it require ton of xp, and in many games you can't rush it.
'''''<u>Hunter</u> '''''


Alternatively, you can upgrade the 1 ability which is the main utility since he deal ton of damage.
The wild Hunter outmaneuvers and subdues any beast. It's a basic damage-dealer, like the Lancer.


When you got heal, try to stay at a number of wounds equal to the 1 ability.
This character's most powerful ability is Provoke, which lowers the monster's breach but increases their attack strength (although other actions can reduce it). Upgrading Provoke fully can remove that attack increase.


The 4 ability is meh, but again some ennemies make it great.
'''''<u>Lancer</u> '''''


The daring Lancer is eager to dive into any fray and never misses an opportunity to train. With high armor and strong attack, this is a great character for beginners. His best action to upgrade is Spar, which gives other players XP. Examine your teammates to figure out which of their actions are the best to upgrade.


'''Commander:'''
This character is best when used to protect allies with low defense, like the Medic, Blood Mage, and Death Strider.


This character add complexity to the whole team.
'''''<u>Medic</u> '''''


His 6 let you use the 6 ability of others, which increase the value for the other player to upgrade their own 6.
The collected Medic lifts any who fall injured in the chaos of battle. This is the white mage--low attack and defense but able to debuff monsters and heal teammates. It's a good all-around character to play, whether upgraded or not.


'''''<u>Sensei</u> '''''


'''Hunter:'''
The wizened Sensei finds strength through enlightenment. He gives other players XP with Feint and Instruct. Both these actions should be upgraded first to get the most value.


The best character. His most powerful ability is the 4 which increase the breach. Upgrading it once is great.
This is the second easiest character to play.  


Then if you get 12 more xp you can upgrade it two more to instead of making it gain 1 attack will make him lose 1 attack. But in my opinion, it's usually bad. If you roll that 4, you will get more turns to kill the ennemy, which mean you are already in a good shape. On the other hand, if you don't roll 4, you will be in a pretty bad shape, especially if the team spent ressources to upgrade that 4.
'''''<u>Stargazer</u> '''''


The Stargazer’s actions change depending on their current Light source. The sun grants higher attack damage. The moon grants more support. Staying in the sun most of the time is best, except at the start of a fight when you can reduce the enemy's attack by 2 with the lunar Flare. It's the most difficult character to play.


'''Medic:'''
The Illuminate action is the most powerful. The solar side lets you give XP to others. The lunar side lets you heal other players. It should be the first to be upgraded and used frequently.


Medic work pretty well with low and high experience.
Always keep the first card upgraded ahead of the second or third card.
 
With low experience, you got access to a debuff with 2, and an aoe (area of effect) heal with 4.
 
With high experience, you got a 6 which can heal for 4 which is great, and a stronger debuff with 2.
 
 
'''Sensei:'''
 
The second best character. He gives experience to everyone.
 
Level up first and third sheet to gain the most experience and be able to level the whole team.
 
It's often a good idea to give him experience early to make him be able to give that experience back faster.
 
 
'''Lancer:'''
 
The lancer is good all around and simple to learn.  Recommended for your first game.
 
He doesn't have targeted healing or much support, but he can spar (4) to give experience where it's needed. Remember to look at your allies' dice, sheet levels, and experience to see if they might benefit from having extra experience to level up before their action.
 
He has more armor than just about any other character, so don't be afraid to get in the front line to keep your squishier allies alive (especially if you have a medic or blood mage).
 
He has high damage at the cost of not having fancy things to do alongside the damage. It might be the boring option to upgrade, but more damage is more damage.
 
 
 
'''Blood mage:'''
 
Soon.

Latest revision as of 16:29, 17 October 2025

General

Don't rush. Kill monsters when their breach is at 1 or 2. If 2 and you have the choice, only kill it if it will incapacitate 2 or more guards next turn.

When possible, choose an action with the same Peril as a teammate to split the damage. If the monster's attack is rounded down, that makes the best use of armor.

Plan which card to upgrade and when. The first card increases health. The second card increases armor. The third increases XP gained. It's usually best to increase your XP reward early, but only once.

Armor alone isn't worth upgrading a card for. Upgrading health or armor can be used to survive a round.

Classes

Automaton

The mechanical Automaton follows its directive to protect its allies at any cost. It's a simple character with only three actions, making it ideal for younger players or those still learning the game. But it loses advantages from the bonus six-action or triple dice.

Blood Mage

The unnatural Blood Mage manipulates the essence of life within all creatures. This character manipulates the health of others to support or attack. With massive health, it's a nice complement to the Death Strider.

Commander

The stalwart Commander leads the Guards with rallying battle cries and durable armor.

The "...Now!" action lets you invoke the six-action of another Guard at the same Peril level (or more, if upgraded). This is most effective when other players upgrade their six-action. Consider where your teammates are in the Peril track, then choose which action to invoke appropriately.

Death Strider

Like a Dark Knight, this character gains strength the more damage it takes. But too much damage means it will be incapacitated and lose a turn.

Its most powerful action is Share Wounds. At max level, it does 3 damage to yourself and 6 to the monster. Alternatively, upgrade Scythe which is a nice basic attack.

Embrace Pain is mediocre against some monsters, but extremely effective against others.

This is the second hardest character to play.

Hunter

The wild Hunter outmaneuvers and subdues any beast. It's a basic damage-dealer, like the Lancer.

This character's most powerful ability is Provoke, which lowers the monster's breach but increases their attack strength (although other actions can reduce it). Upgrading Provoke fully can remove that attack increase.

Lancer

The daring Lancer is eager to dive into any fray and never misses an opportunity to train. With high armor and strong attack, this is a great character for beginners. His best action to upgrade is Spar, which gives other players XP. Examine your teammates to figure out which of their actions are the best to upgrade.

This character is best when used to protect allies with low defense, like the Medic, Blood Mage, and Death Strider.

Medic

The collected Medic lifts any who fall injured in the chaos of battle. This is the white mage--low attack and defense but able to debuff monsters and heal teammates. It's a good all-around character to play, whether upgraded or not.

Sensei

The wizened Sensei finds strength through enlightenment. He gives other players XP with Feint and Instruct. Both these actions should be upgraded first to get the most value.

This is the second easiest character to play.

Stargazer

The Stargazer’s actions change depending on their current Light source. The sun grants higher attack damage. The moon grants more support. Staying in the sun most of the time is best, except at the start of a fight when you can reduce the enemy's attack by 2 with the lunar Flare. It's the most difficult character to play.

The Illuminate action is the most powerful. The solar side lets you give XP to others. The lunar side lets you heal other players. It should be the first to be upgraded and used frequently.

Always keep the first card upgraded ahead of the second or third card.