BattleHand Player Guide

By psykosis2 (PsykStrike)

Table of Contents

Start Here

Hero Selection

Pros

Cons

Important Note

Valuable Rares

Neutral Rares

Magic

Might

Skill

Mandatory Heroes

Monty (1st hero)

Bree (2nd hero)

Brom (3rd hero)

Optional Heroes

Hawkeye

Logan

Gilda

Trix

Fergus

Jinx

Krell

Red

Thrudd

Peg

Cards

Neutral Cards

Elemental Cards

Perked Cards

Splitting Cards

Evolving Cards

Selling Cards

Loot Types

Basic Loot

Fame

Gold

Hero Crystals

Hero Runes

Raid Tickets

Boosters

Evo Mats

Targeted

Rarity

Random

Simplified Drop Chance

Boring Technical Crap

TL;DR (Evo Mats)

Farming Locations

Boosters

1* / 2* Boosters

3* Boosters

Early

Mid-game

Late-game

Sands of Time

Runes

Gold and Fame

Loot Combo (3* Booster + SoT + Random Evo)

Loot Combo (2* Booster + SoT)

Earning Gems

Events

Arena

Event

Matchmaking

Prizes

Guild War

Event

Entry Requirements

War Well

Bragging

Scoring

Matchmaking

Reward Wheel

Hero Request/Donate

Gauntlet

Guild Donation

Bounties

Quests/Achievements/Chapter Rewards

Selling Cards

Spending Gems

VIP Purchase

Card Packs

Bronze Packs

Silver Packs

Gold Packs

Booster Packs

Wishing Well

Keys

Known Exploits

Keyfills (Key Refills)

Gauntlet/Guild War Retry

Arena Matching

Peg’s Active Bug

Peg’s Oyster Blunderbuss

Naming Conventions

Location

Difficulty

Stage

Misc.

Examples


Start Here

Before reading through this guide (which is admittedly, a bit lengthy), I recommend you take a look at some of the other resources available, in particular JaiLandar’s Guide For Noobs.

Jai's BH Guide 

Hero Selection

A hero’s strength is often measured by the power of his/her cards. When selecting a new hero to recruit, players should consider who they have the highest number of powerful (3* or higher) cards for.

Eventually (at fame 43) players have the option to unlock all 13 of the current heroes, although there is no strict requirement for a player to recruit heroes, if they do not want to. There are pros and cons to hero recruitment, as noted below.

Pros

Bounty fulfillment (explained later)

Arena bench (see known exploits section)

Note: you only need 2 “spare” heroes for this.

New heroes come with a set of 8 basic cards (1*), which can be sold for 10 gems and 1x 1* booster each.

Note: You will only receive a new copy of these cards if you do not already have 1 in your collection.

Cons

Creates a weak link, which can be targeted during Guild War.

Important Note

Before purchasing a 5th hero, players should consider the state of their 4 current heroes. Prior to recruiting a 5th hero, card packs will only provide cards which can be equipped by the player’s current hero roster. Once a 5th hero is purchased, cards for any of the (currently) 13 heroes can be obtained from card packs.

Valuable Rares

Some cards can be considered as “core” cards; they basically outline what a particular hero is adept in(identify the role). When you choose a new hero, you generally want to consider someone that you already have good cards for. Here is a brief outline of each hero and how they can typically play.

Neutral Rares

Magic

  • Arcane Missile (Low cost interrupt is amazing)
  • Party Bubble (A low cost multi target attack buff. Not typically considered as being a shield, due to its low shielding value, although Monty/Gilda passive can make it useful)
  • Healing Soul (Heavy instant healing)

Honorable Mention to the 2* neutral heal, Party Heal, which can be quite effective if Logan and/or Monty are in the party (Defensive and Heal passives each buff the card, stacking together).

Might

  • Power Shield (While it may not offer much protection, this is one of the best cycle cards in the game. When it continuously perks, it can be chain cast for free)
  • Gravy Barrel (Much like Lentil Soup, this is an instant heal and damage buff all in one)
  • War Axe (A neutral AoE with acceptable damage. Has higher Damage Per Turn than Explosive Bag, on 2 or more targets)

Skill

  • Lentil Soup (Instant heal, with a high chance to provide an attack buff)
  • Diverting Dart (The only multi target dart. Works well when Hawkeye is in the party)
  • Hasty Arrow (High damage neutral card, which perks frequently at max level, reducing its cost to 2). Interrupt Arrow is a reasonable replacement, but requires better timing. Combustibolt is another alternative, but lacks the turn cost manipulation of the previous options.

Mandatory Heroes

Monty (1st hero)

Monty is a highly capable all rounder, sporting an impressive passive which boosts the stat of all shield and heal cards for himself and his ally, while in battle. His active pairs nicely, providing a similar (but short-lasting) boost to attack cards at the start of a battle/round. Monty’s cards have so much variety, that ihe can be played in pretty much any way you see fit.

  • Oil Spill (Fire weaken on all targets, with a chance to interrupt)
  • Stunning Heat/Blinding Flame (Debuff accuracy, with a chance to interrupt)
  • Burning Grenade (AoE dmg and burn DoT)

Note: Monty’s Burning Missile can also be quite useful, before the end of the 1st month, providing a heavy Burn DoT. It is quickly replaced by the guaranteed Fuming Bunny SR, which supersedes it, which is why I do not recommend overleveling it.

Bree (2nd hero)

Bree often plays as a staller/healer, drawing out battles as long as possible (useful in Gauntlet to line up cards and for defense in Guild War). With SRs (mainly Ivywood) at late game, Bree can also be played offensively, but I’ll focus on the early game here. Although Bree’s Trait may look fairly harmless on the surface, it allows you to line up a series of 0 cost attacks, which can add up to some hefty damage, under the right circumstances.

  • Poisonous Dart (Fast damage, combos well with Bree’s Trait)
  • Sleeping Dust (Sleep essentially acts as an interrupt, as long as Bree attacks 2nd)
  • Fairy Blessing (Heal an ally for a good chunk of HP). Fairy Bottle is an acceptable replacement..

Brom (3rd hero)

Brom more or less serves as a tank for his party. He is often targeted first, even without a taunt effect present. His revive passive and slower, but very powerful attacks made him a threat to your opponents.

  • Defensive Strike (Reduces incoming damage by 25% and deals significant damage). Quartzstone is an acceptable replacement.
  • Barrier Crusher/Shocking Sword (Very different cards on the surface, but both are highly effective against shields, when timed correctly).
  • Shocking Axe (Brom’s own take on the War Axe, capable of heavily increased damage under correct conditions).

Optional Heroes

Hawkeye

Hawkeye’s Active and Passive set him up as a low cost attacker. He is first and foremost, a DPT hero (certain SRs can provide accuracy boost utility).

  • Storm Dart (Very powerful for a 1 cost attack. Weakens to air, buffing subsequent attacks)
  • Shocking Dart (A powerful dart which applies a strong DoT, due to Hawk’s active and passive)
  • Diverting Pin (A reasonably powerful multi target attack, best used after Hawkeye’s active has worn off. It can still out-damage his darts when the passive is maxed, which is a significant feat)

Note: Diverting Pin is currently unreleased. There isn’t any air type replacement for it, so Diverting Dart should be considered as an alternative.

Logan

Logan excels at stalling opponents, by chilling/interrupting them and buying time for heals, which his passive boosts the effectiveness of.

  • Chilling Jab (Logan’s own take on the Arcane Missile). Arcane Missile is an acceptable replacement or even a good addition on the side.
  • Wet Missile/Chill Missile (2 very similar cards, which can both hold an enemy at bay and weaken them to subsequent water attacks)
  • Chill Grenade (AoE chill, which is cheaper than casting 2 or 3 wet/chill missiles)

Gilda

Much like Logan, Gilda primarily plays as a staller, knocking back enemy attacks through a combination of chill and interrupt. Gilda is the more effective of the 2, for this task, as her Chill Club can technically pay for itself (costs 2 to cast, if perked, pushes a non-chill resistant opponent’s attack by 2 turns). Also similar to Logan, Gilda provides a defensively themed passive, for shielding. Where Gilda sets herself apart is with her active, which causes her team to start with a trait fill advantage, helping to end battles sooner (traits can deal 20k+ damage at max level).

Note: There are certain cards, in particular, Safeguard, which are considered as being Shield cards, while also offering a healing component. Gilda’s passive increases not only the shielding value, but also the heal value, for these cards. On the other hand, Logan’s passive has no effect upon these cards.

  • Chill Club (Chill and interrupt. When perked, it is essentially a free cast, as it buys you 2 turns on a non-chill resistant target)
  • Piercing Shard (Pierces through shielding to deliver a chill. The crit perk can also offer reasonable damage, particularly against a fire type and/or water-weakened target)
  • Wet Dagger/Wet Bag (Provides a water weaken, enabling chill on naturally resistant targets)

Trix

Trix is an aggressive attacker, who relies heavily on magic attacks to dish out the pain. Her active and passive both increase the damage of her magic attacks (the active also applies to magic attacks made by her ally). Trix can be played in 2 different ways; either with low cost direct damage, or higher cost poison DoT. When using the poison DoT setup, Trix can really shine, when coupled with a fire hero, for afterburn.

  • Feed the Toxins (Low cost elemental attack. Has massive potential in an afterburn setup). Mischievous Breaker can be used as a replacement, although it is far less effective and carries a self-inflicted debuff.
  • Terra Missile (Low cost, Weaken to earth and an interrupt perk. What more could you ask for?). There is no replacement for this card.
  • Poison Grenade (Applies poison DoT to multiple targets, setting them up for an afterburn). This card can combo well with Diverting Disc, Burning Grenade and Magmatic Rocks due to Afterburn, which will consume all of the poison DoT instantly (same cast cost and targeting options). Poison Cloud may be used as a replacement, although it’s increased cost takes value away from Trix’s passive (and potentially the active as well).

Fergus

Fergus is an aggressive support, buffing his own damage via weakens, while buffing his ally’s attack cards directly (via passive). Fergus whittles down his targets using Burn DoTs, which are strengthened by his fire weakens. In longer battles, his trait can turn the tide of a battle in an instant, becoming a huge tank and the bane of any melee-focused attacker.

  • Burning Dagger (This is Ferg’s bread and butter, a Burn DoT and fire weaken all in one)
  • Burning Club (Burn DoT with an interrupt perk)
  • Oil Bag (An AoE card, dealing immediate damage and weakening to fire). Fiery Axe is a decent replacement, boating higher damage output than the standard War Axe, but lower DPT when compared against chain-cast Oil Bags. Magmatic Rocks is also an acceptable replacement, offering a multi target burn, with an interrupt perk.

Jinx

Jinx employs evasive tactics to stall his opponents, buying him/her time to cast his/her own attacks. As Jinx is a spirit type hero, “it” is able to employ leech attacks, which synergize well with bleed attacks. The best use of this tactic is to follow Red’s perked Trait (applies a heavy bleed) and immediately follow with a Leech Boomerang, resulting in massive damage (from Bleed Out).

  • Cloaked (Heals and provides evasion)
  • Leech Boomerang (Steals HP, triggering Bleed Out. Weakens to spirit for 4 turns). There is no replacement for this card.
  • Confuse Dart (Confuses a target, reducing their accuracy). Diverting Tip is an acceptable replacement, offering Higher damage to offset the lack of status debuff, but also at a higher turn cost.

Krell

Krell is a powerful support; offering healing, party evade and heavy shielding, while debuffing the enemy’s accuracy. Krell also has arguably the best SRs in the game (Moonbeam and Pumpkin Field), which can deal devastating amounts of damage, while ensuring that the enemy never gets a turn.

  • Cloak Party (Heal and evasion buff for the party)
  • Blinding Spirit (Accuracy debuff with an interrupt perk). Darken Missile is an acceptable replacement, offering interrupt. Confuse Cloud is another alternative, providing a confuse (miss chance) debuff on multiple targets, for a higher cost.
  • Spectral Protection (Heavy single target shield). Party Bubble can be used as a replacement, trading defensive support for offensive support.

Red

Red offers high damage with low turn cost, specializing in DoTs, particularly bleeding attacks (due to her passive, which significantly boosts bleed damage). Red can be teamed up with another hero, who boosts card damage (like Fergus), which provides additional benefit to her resulting DoTs. Spirit heroes can also combo well, due to Bleed Out synergy (using leech on a bleeding target, to deal all remaining bleed damage immediately).

  • Oil Dart (Low cost, heavy damage. Self-buffing, via a fire weaken, which can also be used to set up for Fiery Stars).
  • Fiery Stars (Extremely high damage potential, especially if the bleed perk triggers. With correct conditions, this card can outdamage a number of SRs). Bleeding Edge is an equally acceptable alternative, guaranteeing a bleed effect, which will benefit from Red’s passive. The damage under optimal conditions is lower than Fiery Stars, due to lower card damage and lack of elemental modifier, but it wins out on consistency.
  • Diverting Disc (An immensely powerful 3 cost splash. No other 3* splash compares to this card’s damage output). Bleeding Edge/Fiery Stars (whichever you didn’t already opt for above) make a good replacement.

Honorable mention to Boiling Coffee which is one of the best cycle cards in the game (a low cost card, used to search for a more desirable card draw).

Thrudd

Thrudd can be considered as being a low cost hero, because his main purpose is to reduce card costs via a warp effect (randomly speeds up or slows down cards). If luck is on your side, Thrudd can enable high damage output, while providing a relatively weak regen effect. His overall lack of hero power synergy often leads to players selecting him last, or not at all.

  • Warped Seeds (Randomly increases or decreases the cost of each card in both allied heroes’ hands. Provides a minor regen effect). If running a deck ruled by RNG doesn’t suit you, you can opt for a cycle card (Power Shield, Gravy Barrel, Bleeding Dagger) or switch in Poisonous Dung (or even Sundered Rocks) for more damage.
  • Piercing Spear (Low cost, reasonable damage and pierces through shield).
  • Terra Sword (High damage at a high cost. Warped Seeds can heavily improve the value of this card).

Note: Chaining Warped Seeds can have some ridiculous effects, including 1 cost Rocking Roll (a powerful 5 turn SR), or on the opposite end, a 5 cost Power Shield, completely destroying its value.

Peg

Peg’s cards make her quite versatile, as either an attacker or a support specialist. Peg’s active effect synergises well with air type heroes; providing a significant damage bonus.

Assault:

Stingray Dart (Low cost piercing attack. Bamboozles enemy, causing them to misfire). Grog Bottle is a good replacement; bamboozling Peg, to activate her passive (adds an enormous amount of damage to her cards).

Piranha Pistol (Weaken to water and perk for a heavy DoT. Drown applies +100% damage, instead of the standard +60%). Rum Shower is a more RNG-based option, which deals decent damage, weakens to fire, bamboozles Peg (triggering her passive) and perks bamboozle on the enemy as well.

Oyster Blunderbuss (Interrupt on multiple targets, with reasonable damage). Rum Shower or Piranha Pistol can be used as a replacement.

Support:

Stingray Dart (Pierce through a shield, to bamboozle an enemy, causing them to misfire)

Mistral Strike (Applies an air weaken through shielding, allowing an air ally to deal significant damage)

Black Spot (Applies a +100% damage modifier, significantly boosting the damage of an ally’s attack, if timed correctly)

Note:

Black Spot is without any doubt, the single best damage buff available in the game, at this time. Unlike weaken effects, its stack is not consumed when applied. This means that you can potentially get a well aligned heavy strike (placed on same turn as Black Spot, immediately after it’s applied) + 2x Trait (1 per hero) + 2x 1 cost attacks off, all within the active duration of the debuff.

Cards

Neutral Cards

Neutral cards are good choices for upgrading, as they can be shared with any hero of the correct type (skill, might, magic). This does not apply to elemental cards, which are unique to each hero (water cards cannot be shared between water heroes).

Elemental Cards

These cards are hero specific and can benefit from elemental damage modifiers (via weaken and/or natural weakness). Many Elemental Cards are variants of Neutral Cards, with added or modified effects and Perks. An Elemental card is often more powerful than its Neutral counterpart.

Perked Cards

A Perk is a bonus effect, which may or may not trigger, when drawn (it is chance based and the chance may be increased). Perks may trigger either when drawn into the hand, or when a new round begins (wave transition). If a card is already perked, it will not lose the perk at wave transition. You can raise the Perk Rate of any given card, by using SoT, during the evolution process.

Splitting Cards

You may want to equip 2 copies of the same card, within a single deck. To do this, at least 1 of the copies must be at least evo 1 (cards start at evo 0). You will also need a 2nd copy of the card, which can be obtained by selling an evo 2 version of the card you want to split; this will provide 2 base copies (evo 0 lv 0) of the card, when sold (selling a higher evo card provides more copies, but is pointless, as only a max of 2 copies can be equipped in a single deck).

Evolving Cards

Once a card has been raised to the highest level, it can be evolved. Evolving a card can boost its maximum potential, in terms of healing, shielding, damage and perk rate values. If a card is evolved, without using ALL of the required mats, the potential of the card is permanently reduced (you cannot make up the difference at a later point). It is strongly recommended that you only use “max evolve” (it will say “max evolve” instead of “evolve” on the evo screen).

Each card will require a certain number of WCs (or dupes), SoT, evo mats and gold. To see what is needed for any given card, select it from the list in Apothecary and then drag the lower half of the list downwards (it will not appear obvious at 1st, that this is a scrollable window).

WCs and Dupes act similarly, each providing exactly the same bonus during the evolution process, regardless of the level of the Dupe. The biggest difference is that a Dupe can be equipped as a 2nd copy, while a WC is more universal (you can use a WC for any card of the correct rarity, while a Dupe can only be used on the same card).

Sands of Time are responsible for increasing the “Perk Rate” (the chance that a card will gain its bonus effect, when drawn).

Evo Mats are responsible for increasing the maximum stats on a card.

Selling Cards

Cards may also be sold for gems or used as WC (if it is the same card). There is also an option to feed a duplicate card as card exp, which YOU SHOULD NEVER DO. The exp gain is low, but more importantly, if you want to get rid of a card, it is much more profitable to sell it for the gems.

C        = 10 gems + 1x 1* booster

UC        = 20 gems + 1x 1* booster

R        = 40 gems + 1x 1* booster

SR        = 80 gems + 1x 1* booster

Note: Selling an upgraded/evolved card DOES NOT return all boosters, mats, WCs and gold, so it is very important that you choose your cards wisely (evolving commons is often wasteful).

Loot Types

Basic Loot

Fame

Boosts Player Fame, which acts as a gating mechanism, enabling more hero recruitment, raised hero level caps, unlocks Apothecary upgrades (enables higher * evolution) and increases the Player’s key stack capacity. The maximum fame cap, at present, is 45. When a player increases their fame level, their key stack is refilled (at the new, increased value).

Gold

Basic in-game currency, used (alongside other “ingredients/materials”) for card evolution, card upgrades, hero power upgrades and hero recruitment.

Hero Crystals

These are shared by heroes of the same element; they are used purely for the purpose of upgrading a hero’s active/passive powers.

Hero Runes

These are specific to each hero; they are used purely for the purpose of upgrading a hero’s trait power.

Raid Tickets

Raid tickets allow the player to instantly complete a dungeon, providing the same loot, with one exception. Raid tickets do not provide fame rewards, which makes them useful for burning excess keys, prior to increasing fame level. Raid tickets also delay hero level ups, as dungeon battles provide heroes (who have participated) with exp. Raiding can be useful for maintaining hero levels, for arena purposes (see Arena - Matchmaking).


Boosters

On-element (provides +50% exp bonus, when matched):
Off-element (provides no exp bonus):
Neutral boosters do not provide a bonus to neutral cards.

Every stage can drop boosters of 2 different elements. If 1 booster can drop as a 1*, 2* or 3*, so can the other.

Evo Mats

There are 3 categories of evo drops, which are;

Targeted

Provides the highest drop rate for a specific evo mat.

Rarity

Can drop any evo mat of the relevant rarity (C or UC or R or SR). This option provides the 2nd highest drop chance for a specific evo mat.

Random

Can drop any evo mat of any rarity (C + UC + R + SR). This option provides the lowest drop chance (except 0% ofc) for a specific evo mat.

Simplified Drop Chance

This is a very simple method of gauging the drop rate of any given evo mat for any given stage and is directly related to the categorisation of an evo mat, as explained in the section above.

Boring Technical Crap

Skip if you only want the answer and not the method:

For a random evo drop, the item dropped can be anything from the total loot pool, consisting of all 4 evo mat rarities. For simplicity, we assume that all evo mat rarities have equally sized loot pools and do not carry weightings. Given this assumption, we can say that Random evos have only ¼ the chance of dropping a specific mat, compared to Rarity evos. Given the previous assumption, Rarity evos can essentially act as the baseline indicator for any given evo drop; the simplified drop rate is therefore relative to these drop types. All Rarity evo loot tables consist of at least 2 different mats, so it can be said that targeted evo drops provide AT LEAST 2x the drop rate of a related Rarity evo.

TL;DR (Evo Mats)

Targeted        = 2x drop rate

Rarity                = 1x drop rate

Random        = 0.25x drop rate

Farming Locations

See naming conventions at end of guide.

Boosters

1* / 2* Boosters

Fire        -        kwnx

Earth        -        kwn9

Air        -        kwnx

Spirit        -        wwn2 / ttn5

Water        -        wwn2 / ttn5

Neutral        -        kwn9

Note: It is cheaper to use off-element from kwn9/x than to use on-element from ww/tt stages.

Sands of Time

kwe 7/x

kwex is preferred due to 3* booster drops, despite providing lower drop rate.

Runes

kwe9 for Peg’s runes

ATe for everyone else’s runes (have not yet tested vs AT4e)

Gold and Fame

Gold and Fame per key are (in most cases) higher as you progress to higher level dungeons. Stage X will also invariably provide higher fame/gold than stage I.

Amethyst Trials currently provide the best gold and fame rates.

Loot Combo (3* Booster + SoT + Random Evo)

kwex (low cost makes up for non-targeted SoT)

ske3

hose4 (loot table is not large enough to show the 3* boosters)

sce8

ece7

wre4

cce3

Loot Combo (2* Booster + SoT)

wwn6

ttn5

hosn2

mmnx

ccn8

ecn6 (Only Wind boosters, but has Air and Earth Hero Crystals)

gtn6

wrn5

Earning Gems

Gems are the premium in-game currency; they are used to purchase the most valuable in-game items. Gems can be earned for free on a daily and weekly basis, with additional gems obtainable according to player progression. Free players can amass huge (in fact infinite) quantities of gems, by playing the game on a daily basis.

Events

There are various methods of obtaining gems, as explained below.

Arena

Event

Arena begins at 01:00 UTC on Tuesday, each week and ends at 00:00 on Tuesday of the following week; the reward structure consists of both tiers and rankings. Tier rewards are obtained instantly by reaching the stated number of trophies, while Ranking rewards are issued at the end of each week and vary according to the player’s current ranking tier, at the end of the event.

Matchmaking

Opponents are selected according to the highest level of your available heroes (available means they are not on cooldown).

Prizes

Arena Tiers provide keys, raid tickets, boosters, WCs, Gems, Fame, Gold and even cards.

Arena Rankings provide Gems, Boosters, and either a UC, R, or SR and some rankings also provide SR wC.

Guild War

Event

Beginning on Wednesday at 12:00 UTC of each week, guilds may declare war, which provides them access to the war well and provides information for the upcoming war, specifically, the “brag” condition(s).

Each Guild War consists of 9 separate rounds, each lasting 7.5 hrs, followed by a 30 minute buffer. The 1st round begins at 00:00 UTC on Friday, with the final round ending at 23:30 on Sunday. Rewards can be claimed from 00:00 UTC on Monday.

Entry Requirements

To participate in a Guild War, a guild must contain at least 5 members and a 3* or 4* member must declare war. War can be declared after the 1st round has begun, but must occur before the final round commences. Declaring war late will not incur a penalty, but does place the guild at a disadvantage, due to a lower total point score.

War Well

The War Well provides players with a chance to acquire a random prize, from a loot pool. The prizes change each week and include; a “brag” card, WCs, Boosters and evo mats. It costs gems to purchase a random prize from the War Well.

Each brag card serves 2 purposes; to aid in achieving a brag and to provide a 50% bonus to the player’s point scoring.

Bragging

A brag condition is a specific action or event which must occur, during a Guild War battle, in order to receive additional points and bonus Guild War keys, for that round.

Scoring

There are 2 methods for achieving a high score in a Guild War battle; achieve the brag condition AND kill the opponents, OR kill the opponents as quickly as possible AND minimise damage received. Bragging is the more rewarding method.

Each round sees 2 guilds fight it out together. The guild which scores higher points, during that round, is deemed the winner and a 50% bonus is applied to the winning guild’s score (for that round only), before being added to a cumulative total. The losing guild will still receive points, but does not receive a bonus.

Matchmaking

The 1st round of a war seems to match guilds randomly. In subsequent rounds, guilds appear to be matched according to win/lose and/or ranking.

Reward Wheel

Guild War does not offer guaranteed rewards; instead each ranking tier has a separate reward wheel, which can be spun a certain number of times, by each guild member (according to points scored - assumed to be gauged by percentage contributed). Each spin of the wheel will provide a random reward, corresponding to the markings upon the wheel.

Prizes may include SR cards, R cards, Gems, WCs, Boosters and Gold.

Hero Request/Donate

Donating heroes is mostly a waste.

  • Any player can request a hero and that request is filled as soon as 1 hero is donated.
  • A donated hero is only available for 1 single fight.
  • A donated hero is available to both the donater and requester.
  • The donater selects 1 hero from their own pool of available heroes (There are limitations on how often a certain hero can be donated).
  • The requester receives the hero and may opt to send it into a battle, at the cost of 1 extra key.
  • The donated hero is attached to your team, gauntlet-style. You must select 2 of your own heroes to begin a battle. The donated hero will only be available in the battle, once an allied hero dies.
  • You cannot benefit from a brag card which is equipped on a borrowed hero.

To sum it up, this feature is (generally) only useful for players who cannot win a fight on their own.

Gauntlet

Each day at 00:00 UTC, each player will generate 1 gauntlet key, as long as they do not already have 1. There are currently 5 Gauntlet floors, each with a number of separate dungeons, which consist of multiple waves of enemies. The event plays out in such a way that battles occur back-to-back, with reward tiers being unlocked according to the player’s progression through each dungeon. Gauntlet floors 2 and 5 are widely considered to be vastly superior to the other floors, in part due to an exploit, which is explained later in this guide.

Note: A player can begin a Gauntlet run on day 1, without completing it entirely and then complete the run on Day 2; the player will then also be able to complete another Gauntlet run on Day 2, following this. (If you are short on time, you can start a Gauntlet run, so that you don’t miss out on a key the next day).


Guild Donation

While you are a member of a guild, you can donate booster cards to your guildmates, as they request them. Every time you donate 50 stars worth of cards (can be donated 1, 2 or 3 stars at a time), you can click the “flashing” gift box at the bottom right of the guild screen (chat tab), to receive 5 gems. The reward does not ramp up or do anything exciting like that, but it’s free gems, so it can add up in the long term. Guild donations reset weekly, at 00:00 UTC on Thursday.

Bounties

You can send your heroes off regularly to complete bounties, which will require varying numbers of heroes, with varying elemental affinities; the bounties will also have varying star values, which indicate how well they pay off (gold and potential gems). By sending heroes who are strong against each of the listed elements (on a 1 for 1 basis), you can increase the bonus chance, which indicates the likelihood that the bounty will also provide gems. Sending higher level heroes also improves the bonus chance, and bounties with 3 slots can provide a higher maximum bonus chance than those with 2 slots or lower. Using the bonus loot feature for a specific bounty will increase the bonus chance by a flat +10%, so you should always use this bonus.

I do not have all of the data on bounties, but what I can say is this;

Each bounty, regardless of its star value or number of slots provides a total of 45% chance from the elemental affinity component, split evenly between each slot.

A level 90 hero increases gem chance by 6%.

Bonus loot increases gem chance by 10%.

Therefore the maximum values for 1 slot, 2 slot and 3 slot bounties are 61%, 67% and 73%, respectively.

Quests/Achievements/Chapter Rewards

By progressing through content, in a manner deemed appropriate by your quest log, you will receive gem payouts. Later chapters and achievements (and much much later quests) provide some quite generous gem payouts.

Selling Cards

to make use of excess UC WCs, use them to evo an unwanted card to 2*0, then sell the evo'd card and the base card, which are returned, to gain gems. This method is not recommended until late / end-game, when boosters and gold are more readily available.

Spending Gems

VIP Purchase

OK fine, I snuck this one in here, all ninja-like. You cannot buy this with gems, it must be purchased with kreds (which are purchased from kong with real money). The reason I mention it here, is that it has huge value for a relatively low cost. For 130 kreds (~$13), you get +20% max keys for 30 days and 50 gems each day you log in, within that 30 day period (redeemable from 00:00 UTC each day). To get a fuller understanding of the value offered, you need to be aware of the “keyfill” exploit, explained later in the guide.

Card Packs

Bronze Packs

High Resale value (costs 50 gems, returns at least 30 gems, with a maximum of 70 gems)

Highest value from bonus items (raid tix, arena keys, dg keys, 1* boosters, via resale)

Amazing for newer players, who can quickly upgrade a large portion of their card collection (with UC or R)

Recommended for purchase by players with less than 4 heroes decked out in full R cards.

Also recommended for players who mainly want the bonus items (Gauntlet 2 is another option for these items).

Silver Packs

Absolute garbage. Provides low resale and cannot contain SR cards. Avoid like the plague, this item is a noob trap.

Gold Packs

Each pack has 1 guaranteed Rare card.

Best possible card pack is 2x SR + 1x R (this is an extremely rare outcome)

Gold packs are the only card packs which can provide SR cards.

Recommended for players who have at least 4 heroes decked out in Full R cards.

Booster Packs

Only provides booster cards, as the name suggests. Generally speaking they are a waste of gems, as gems can be spent elsewhere to obtain boosters.

Wishing Well

This feature is mostly for whales (players who spend large amounts of real money) and end-game players. A relatively low number of high value prizes may be randomly picked from a comparatively large loot pool, with a high cost per attempt. Prizes include SR, R, WCs, Boosters, Gems and Gold.

Keys

If you so choose, you can purchase additional dungeon, arena or even gauntlet keys, using gems, enabling more grind for more lootz.

Known Exploits

Keyfills (Key Refills)

Arena and Dungeon keys are currently either bugged, or subject to hidden multipliers, which may or may not, also be affected by a hidden timer mechanism. Whenever you receive keys from any source, it is possible that you will receive a much larger quantity than what is stated (ex: 8 keys can provide 100+). You can trigger the exploit using; Gauntlet 2-2+ and 5-3+, Card Packs and Arena Tier Rewards.

Note: You may need to click the “+” icon next to your key stack after completing a Gauntlet run, to have the value update.

Gauntlet/Guild War Retry

You can use the “exit dungeon” option available through the options menu (cog shaped icon in top right). Using this option within a Gauntlet run will take you back to the collect/continue screen. When you re-enter the Gauntlet, your status will be exactly the same as when you had begun the dungeon. This also works for Guild War fights, taking you out of a battle, without awarding points and without losing your key.

Note: DO NOT use this option within normal stages, as it will eat your keys and give you nothing in return (losing the battle would be more profitable).

Arena Matching

Arena opponents are matched against your highest available heroes, which are not on cooldown. By keeping low level heroes (aka bench), you can pass through your 1st few rounds (where your strong heroes would be matched against strong heroes) and once your bench is left over, you will be able to fight low level opponents with your high level heroes, allowing for easy 12pt wins.

Peg’s Active Bug

If a hero only selects 1 card during a “battle” (I prefer the term “wave”), Peg’s active will stack in the next wave. This can be continued through to later waves, each time accumulating yet another stack of the buff.

Naming Conventions

Location

kw        = knoll's Wood
ww        = Waterways
tt        = Twilight Tomb
sk        = Scorched Keep
hos        = Hall of Storms
mm        = Mistwood Marsh
sc        = Steaming Caverns
ec        = Edenshore Castle
gt        = Ghoul Town
wr        = Wispy Ruins
cc        = Cinder Chambers
at1        = Amethyst Trials I
at2        = Amethyst Trials II
at3        = Amethyst Trials III
at4        = Amethyst Trials IV

g1        = Gauntlet Floor 1

g2        = Gauntlet Floor 2

g3        = Gauntlet Floor 3

g4        = Gauntlet Floor 4

g5        = Gauntlet Floor 5

Difficulty

n        = Normal
e        = Elite
E        = Epic

Stage

1 - 9        = I - IX
X        = X

Note: Gauntlet stages are referred to in the following manner; g(Floor)-(Stage).

Misc.

CardEvolution*CardLevel

CardEvolution.CardLevel (same meaning as above)

RT / Tix = Raid Ticket

BP = Bronze Pack

GP = Gold Pack

GW = Guild War

Examples

kwex        = Knoll's Wood Elite X
hose4        = Hall of Storms Elite IV
at4e5        = Amethyst Trials IV Elite V

g2-2        = Gauntlet Floor 2 Stage 2

0*35        = An unevolved card at level 35