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This is a tier list from Taiwan written by 閣下長敝人短. The original intro to this tier list can be found here: https://forum.gamer.com.tw/Co.php?bsn=33305&sn=1137&subbsn=0&bPage=0
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Original tier list last updated April 11th 2018
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I am https://www.reddit.com/user/Aysalol and I translated this tier list from the original Taiwan posting. This is not my tier list and I take no credit for the tier list itself.
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Intro
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Types:
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Rook type: Cross shape, max distance of 4 squares.
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Pros: Very long range. Usually can have stronger skills. Mainly have two uses -
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1. Taking advantage of starting position and combo attack to defeat an enemy target and move into the position of the defeated enemy in order to continue combo attacking or to block enemy team movement.
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Generally should start in a position that is within range of attackin an enemy unit.
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2. Pure CC or buff bot. Using own body to block enemy movement, and taking advantage of low AP buffs and skills to not have to move much the entire match.
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Generally start on the far left or far right of the map.
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Bishop type: X shape, max distance of 3 squares. Cross shape, max distance of 1 square.
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Knight type: Square shape, distance of 2 from the unit.
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Let's talk about these two types together.
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Pros: Attack and movement range is good. Ideal for supporting combo attacks.
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Most common use is for combo attacks.
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Bishop is the only type that can reach 3 squares in a diaganol direction.
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Knight is the only type that can attack over other units.
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Generally should start in a position that will allow them to immediately participate in a combo attack.
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King type: Cross shape, max distance of 3 squares + X shape, max distance of 1 square.
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Queen type: Cross shape, max distance of 2 squares + X shape, max distance of 2 squares.
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Let's talk about these two types togethers.
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Pros: Attack and movement range is good, ideal for dealing the killing blow to take over the enemy unit position.
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Most common use is to deal killing blow.
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Good attack range plus AOE attack can deal high damage.
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Generally should start in a position where the unit can combo attack after moving.
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Skills
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Heals, Shield, and lifesteal are important skills in this game, because it is basically impossible to go through an entire match without taking damage.
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For buffs, +attack, +crit, and +critdamage are generally stronger value.
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This is because these buffs can benefit you the turn that they are played. If an +attack buff lasts for 2 turns, then that means you will be able to attack at least two times with that buff.
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Defensive buffs such as +defense or +invuln will count 1 turn the turn that you play them. This usually means that you will lose one turn on those buffs without getting any benefit from them.
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For example, if you play a +invuln buff that lasts 2 turns, when you hit the end of that turn, the timer will immediately go down to "1 turn remaining".
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This is also why most +shield buffs in this game last for 3 turns. Any 2 turn shield buff simply won't last long enough to be effective.
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For debuffs, the most important thing is AP cost.
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0 cost debuffs are generally all good, as you can basically use them whenever you want.
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For 1 cost debuffs, any debuff that cannot hit "100% chance" with max skill is not recommended.
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For any normal turn, you only have a max of 3AP, so anything that costs 1AP and does nothing is a huge waste.
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In addition, any CC that lasts for 2 turns is highly rated. If you can CC the opponent's main damage for 2 turns, then the match is usually over. (CC here refers to: stun, sleep, freeze, petrify, silence)
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Team Compositions
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Match start attack advantage: Rook (can reach a distance of 4, usually can attack the enemy without moving) > Bishop (distance 3) > others
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Can keep attacking from wherever they go: King/Queen > Bishop/Knight > Rook
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Movement advantage: Bishop/Knight > King/Queen > Rook
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Advantaget with taking an enemy spot or blocking the enemy: King/Queen > Bishop/Knight > Rook
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Regarding movement advantage: King/Queen usually relies on killing the enemy unit in order to move, while Bishop/Knight usually needs to move into a position to support combo attacks.
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If your main damage and your supporting damage are the same movement type, it can be easy to block your own units from moving or combo attacking, so need to be careful about that.
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Accuracy Calculation
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There is a difference between CC proc and debuff success. The % listed on the skill itself is CC proc chance and is not affected by accuracy.
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Once the CC proc succeeds, then it takes into account Accuracy vs Resist to determine debuff success rate. This is why he rates 100% CC proc chance skills so highly. Specifically, after CC proc success, he says:
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1. If accuracy > target resist = 85% chance to succeed debuff
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2. If accuracy = target resist, then 85% chance to succeed debuff
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3. If accuracy < target resist, then
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chance to fail debuff = (target resist - your total accuracy)
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chance to succeed debuff = 1 - (target resist - your total accuracy)
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TLDR:
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1. Get Resist to 100%, or don't invest in Resist
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2. Get Accuracy as high as possible on debuffers
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Regarding Ratings
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A: Really good unit. Worth investing in.
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B: Need team or equipment support. Can invest in depending on need and situation.
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C: Should only use if there are no other units.
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Lastly, effects that are geared towards a specific situation such as dispel, or cleanse are generally rated as B because they are more situational and are only needed for specific situations.
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