New delve completed “the old fashioned way” too.
Different kind of question - what is the best push team for Eldrazhor above level 300? I’m using a Wulfgarok team, which mostly works, but wondering if there’s something more reliable/faster.
I used the following team to get to D500 in Eldrazhor. Don’t know if it’s the “best” team but it worked for me.
Sentinel class
Vampiric Thirst banner
Essence of Evil
Thrall
Zuul’Goth
Obsidius
[1220,6146,6529,6746,3074,2,2,3,3,2,2,2,14022]
Climbing team for later levels. Any class works as Sylvanimora’s 3rd trait and weapon provide enough safety, but Sunspear makes Thrall spamming pleasure as there more than often are 13+ red gems on board for the guaranteed extra turn.
Btw use Abyssal Banner.
There’s a few rooms (maybe?) with impervious up top, like the Kruarg the Dread which can be a little dangerous to start with the hero in the first slot. (when entangle won’t be active at the start of the battle)
Probably not as big of a danger with all of these potions, but I’d use a different skull reduction troop as a first slot if the battle goes long where entangle comes off for any reason, Zuul kills something, the top enemy slot dies to skulls, but leaves skulls behind to hit your top slot with…
If your hero dies for any reason, the rest of the team gets a lot riskier to use since 4 matches arent always a guarantee to get entangle up and Thrall pops its own barrier.
Valid points, however I have learned there’s no need to fear your own shadow. We will lose valuable time if we go and change the normally very casual and rapid team setup in a fear of single Impervious troop which has what, 5% chance to do lethal skull poke? It’s the same case of fearing Wraith and their Death Touch. If it happens it happens. Besides, who would you use up top anyway to get the safety? Enraged Kurandara? There are plenty safe teams but speed is king in bigger picture, for most that I know.
I guess I could do some tweaking with Egg Thief, idk. The summon takes care of many problems…
Thanks for the responses. I use Zuul teams from the level 200-300 range, as they still kill quickly enough for the downsides to be less of a problem, but worry that they are a bit inefficient at the higher ranges. Might give them a spin though, just to see how they do.
A “safe” zuul team I’ve pushed several to 500 with is Guardian Crown (sunspear), thrall, Zuul, alderfather .
sunspear entangles at start of battle (plus Fireblade), alderfather entangles on purple matches, crown heals, cleanses and barriers itself so you can take a random skull hit or two, and alderfather also summons durable troops where the team still works decently if hero dies (rare), so you can finish the run it’s not a catastrophe
It sounds like TimeKnight is doing these with daily sigils/not during a faction event, so he can afford a little bit of a slower run.
But, something with built in skull reduction is what’d Id recommend, personally. so, E.Kura would be very far from ideal.
Yeah see the reason why I mentioned EK is that the skull reduction in delves normally means little to nothing unless you are tanking with Stonehammer or something. If you end up being problems with skulls, then you have done something wrong I’d say and need to recheck your game plan.
Why I mentioned EK is that s/he cannot be lethal skulled if the 5% chance kicks in (Invulnerable).
The Alderfather tip above is very useful, big fan of the troop but I always forget he exists.
You’ve never had Zuul’Goth misfire and spray skulls everywhere? I get skull cascaded quite frequently in delves…
He freezes opponents when you cast him, so in most cases you take just one skull poke. Obviously you fire him on a troop that causes you the most problems, be it Kruarg or Wraith or Morterra or whatever.
If you can’t take few skull pokes, then you should root for slower teams that get the job done with a more secured way. There’s always Shahbanu and Sycorax build to work with.
Besides, I think you are undervalueing Sylvanimora. It’s not random entangle, it is always top troop who gets inflicted the entangle. If Root Trap followed with her 3rd trait isn’t enough and you lose a run, then I’d just go and say s*it happens sometimes.
I like this idea, but it gets tricky due to mana blocking Essence or Thrall. You ideally would have a troop that fills quickly, has skull resistance, and contributes to the speed of the team. A few candidates:
Arachnaean Watcher
Rock Spirit
Anything better than those out there, given the constraints?
In theory, you don’t need your 4th troop to do anything, just sit there.
Thrall/Marilith → Zuul’Goth → Thrall/Marilith → Zuul’Goth etc. for the Green/Purple colors
The only thing that interrupts that is excessive unexpected skull hits, for any reason.
With delves now giving enchant all and explode 2 gems per ally at the start of battle from, hoards, mana block isn’t as major of an issue provided you can keep Thrall/Marilith unblocked. Even Essence of Evil isn’t that important.
Huanglong/Marilith, Glaycion/Marilith, Krystenax/Thrall etc.
If you want to go cheap, Eternal Sentry/Marilith is solid.
Something like
Eternal Sentry
Marilith
Rope Dart/Essence of Evil (hero class with Root trap preferred, Orbweaver with Rising Shadow is big)
Zuul’Goth
Banner of Sin
will feel pretty good
Thanks, I’ll experiment. I just have bad experience with blocking Essence, having it not fill, and dropping a critical turn on Thrall/Marilith cast. Maybe having something tanky up front will mitigate enough tho?
Depending on how much hoard you have, you may also have barrier at the start of battle and the 25% skull reduction armor potion.
I guess it depends on how much magic you have currently.
Not the strongest in the all new Deep troops, but interesting enough. Double TDK might be a stronger team indeed
Lol.
Just had the AI spawn a 1st slot Diamantina with a Baby Dragon in the 2nd fight of Hell Gate vs the Pure Faction team.
It didn’t end well.