![]() ![]() I can’t imagine a scenario where I would want to invest a lot of gold into research and recruitment to hire these. Super Rookies catch up in performance in just a year, and still have 4 years ahead for optimal growth. Their renewal fees are very high, almost as high as Super Rookie recruits. They cost less in recruitment and more in deposit, evening it out somewhat. These players are better stat-wise than Super Rookies but do not grow at all. Ironically, this isn’t a good investment for the future. By that time, you should have enough gold to recruit Super Rookies anyways, only you’ve set yourself back a few thousand gold. The growth is the same in the first year, and only catches up stat-wise on the second and outperforms on the third. The recruitment cost is 500 G, while the Scout Dispatch option costs 100 G. You need to invest 3000 G into the research that unlocks the recruitment option, while the Scout Dispatch option costs 500 G. ![]() With 3 years of optimal growth, on paper, these seem like a good investment for the future but the reality is different. Great investment if you’re planning to rush for Super Rookies. These stay relevant for the first 3 leagues of the game. The 19 years old recruits have 1 year of optimal growth. These come at 19 years old and 20 years old. Meaning they get 5 years of optimal growthīetter and faster growth than your starting recruits and dirty cheap. Growth: Optimal growth up to 21 (inclusive). Player Champion Stats: One champion at 14 ~ 17 Player Champion Stats: Four champions at 17 ~ 22 Meaning they get 3 years of optimal growth. Growth: Optimal growth up to 20 (inclusive). Player Champion Stats: One champion at 9 ~ 10 Player Champion Stats: One champion at 10 ~ 13 Player Champion Stats: Two champions at 5 ~ 6 It’s also great on champions with a very high DEF stat since there’s more value per HP point there. Since the boost is additive, the player DEF stat makes the biggest difference for champions that have low HP. If 2vs2, the player stat boost is tripled (x3). This, paired with his naturally high attack speed, means that the swordsman can perform well regardless of nerfs if the player has championship level stats. Also, weirdly enough, the ATK boost that the swordsman gains from player ATK does not get halved in 3vs3 and 4vs4 despite his damage modifier (probably an oversight). Since the boost is additive, the player ATK stat makes the biggest difference for fast hitting champions with low base ATK. This may have to do with the fact that the Swordsman is the only champion in the game that inflicts double his ATK value as damage. That bonus is halved for the swordsman (x1.5). Always have reserve players to switch in the players with the best shape! There's up to a 40% attack speed difference and 2 movement speed difference between the worst condition and the best. They are equal to 1.05 and 0.95 respectively. The trait multiplier refers to the Iron Body and Brittle Body traits. ![]() Meaning that the base Knight can endure twice as many hits as the base Ghost. The base Ghost with 160 HP and 0 DEF has 160 effective health. ![]() The base Knight with 200 HP and 60 DEF has 320 effective health. That modifier is equal to 2.Ĭhampion DEF can’t go lower than -50 DEF with debuffs.Įvery point of DEF nets +1% effective health. The only champion in the game that has a modifier is the swordsman. Every point of player ATK provides 0.1 champion ATK. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |