This page is designed to provide players with an overview regarding general Battle Royale strategy, as well as information on specifics such as role selection, and is meant for all players, whether just starting out or playing at a more advanced stage. For more information on Battle Royale itself, see the event's main article.
Battle Royale at its heart is basically a one hour game of tug-of-war between two guilds. Whoever has the most Battle Royale (BR) points at the end of one hour wins the match. Unlike other events in Legend of the Cryptids, BR events require a significant amount of both group and individual strategy, so it is important that every member of a guild is up to speed on what needs to be done in battle, and what their role is.
Before going into battle with other guilds, it is important that every member in the guild is aware of what their role is, and the expectations that come with it. Poor role management can lead to chaos in guild battles, and can set your guild up for poor results. As such, it is important that these be established early on.
In general, there are three roles a player can play in Battle Royale: attack leader, defense leader, and grinder. The role of attack leaders is to break down the defense leaders of opposing guilds, while defense leaders defend your guild and protect your guild members from attacks until he/she is defeated in battle. Grinders are basically the rest of the guild members, with their role being to attack opposing guild members and rack up as much BR points as possible.
Having at least one attack leader is vitally important to a guild's success, as they are responsible for breaking down opposing defense leaders to allow your guildmates to begin attacking and racking up points. Nothing is more frustrating then stalling because no one in your guild is strong enough to take down an opposing defense leader, resulting in your guild getting no points.
Defense leaders are not always needed in battles, depending on what your guild's priorities are in Battle Royale, but can often be important nonetheless. They protect your guildmates from being attacked, and keep your own guild ahead in the points race.
Because grinders make up the rest of a guild and are responsible for providing a guild with the bulk of its points, it is important that they focus their efforts solely on attacking as often as possible.
Before a guild heads into battle, it is important to establish goals and priorities ahead of time. Generally, guilds will gear themselves towards either getting victories, or getting points. Sometimes, the two will go hand-in-hand depending on the strength of your guild and how well your guild works together. In general, your guild will have the most success if it focuses on one or the other.
If aiming solely for victories, then your guild should aim to simply gain the minimum amount of points required to win a battle. Because guild matching is based on point standing, among a variety of other factors, getting too much excess points will result in your guild facing harder guilds, thereby limiting your chances of winning a battle. Having a good attack leader or two, and a good defense leader is vitally important to this cause, as a good attack leader will ensure that you rarely ever get stalled in battle, while a good defense leader will ensure that opposing guild members never get points against you, guaranteeing a victory each time.
If aiming for BR points on the other hand, victories become irrelevant as your guild is now aiming for rank more than anything else. In this case, having a good attack leader is of the utmost importance as this will ensure that your guild rarely ever gets shut out in points. A defense leader in this case is mostly optional, but will help your guild earn a few more victories while ranking. However, be cautious when using a defense leader because if opposing guilds get shut out for too long, they will stop repotting, leaving your guild with less points due to battling with players who practically have no defense power left.
Because Battle Royale has a significant guild component compared to other events, it is important that each member of your guild is working together optimally in order to ensure that your guild has success, regardless of whether your guild is aiming for victories or points.
Role assignment plays a big part in this aspect of the event. If your guild has a strong attack leader, they should focus on breaking down the opposing defense leader, while the rest of your guild mates (i.e. grinders) focus on first breaking down ramparts, then bombarding opposing players to quickly gain points.
If your guild doesn't have a strong attack leader, then you will need to have your strongest members on standby to help with taking down defense leaders. When preparing to take down a strong defense leader, make sure each member is on either the "Battle Screen" or "Skip screen" (screen after the Battle Screen) on standby. Make sure each member is then assigned a number so that you can call out numbers in quick succession, resulting in a quick barrage of attacks against defense leaders. It is also a good idea have your strongest members attack last to take advantage of defense leaders with lowered defense power.
Additionally, when your guild is aiming for points and rank, target calling becomes a vitally important strategy. Limitations in the game's engine means that if two players attack an opposing player at the exact same time, neither player will succeed in the attack resulting in no points for either (this is called a "Jam"). As such, it is important that each member of your guild is attacking their target to avoid jamming one another. Target calling will help ensure that each guild member has their own target, and will result in less frustration and more points in the long run. Because real-time target calling is impossible using the in-game guild message boards, it is recommended that each guild member is in contact with one another using an external communication application, such as Kik, Kakao, or Line, as this will result in more immediate communication.
Just before beginning Battle Royale, it is important that basic housekeeping tasks be completed. Most of these will be the job of guild leaders and sub leaders, but the rest of the guild members can also assist in this regard.
- Leader assignment
- Because sub leaders are entirely useless in Battle Royale battles, with their status actually causing them to give up extra points when attacked, it is important that players in this role be unassigned. Attack leaders and defense leaders should be assigned if appropriate. Because there must be a guild leader even in battle, the guild member with the lowest level should be given this status temporarily. Alternative accounts are perfect in this regard.
- Make sure that ramparts are set up before the start of Battle Royale, as their presence cuts the amount of points opposing guilds can gain from attacking you by half. While they are usually nothing more than a minor inconvenience, the seconds to minutes they waste on these will mean less time for points, which can make a big difference in close battles. Make sure that you'll have enough to last the entire event. Since these cost Coins, make sure your guild is donating regularly.
- Member shuffling
- Make sure that any changes you make to your guild in terms of membership and such be made before the start of the event, as every guild will come under a guild freeze once the event starts, making it impossible for members to leave their guild or be booted.
- Member capacity
- A guild with more members will almost always have an advantage over one with less. Make sure that your guild is filled as close to capacity as possible. If your guild is a newer one, you'll need members to donate coins until your guild is at a high enough level to have 40 members. It takes a guild until level 210 or approximately 2 million growth for a guild to be able to have 40 members.
Potion stock Edit
With any event, it is important to ensure a healthy stock of potions (in this case, Power Potions) so that you don't run out midway through the event. Nothing is worse than running out while gunning for that top rank only to stall and have to make quick cheap sales just to get some back. It's a good idea to do your potion raising early before the event starts so you don't run into this issue.
When participating in Battle Royale, the most important first step for you as an individual, is to decide what kind of role you wish you play. Deciding this early on will help ensure that you are optimizing your account's parameters effectively, as well as utilizing your resources efficiently.
There are three main roles you can have, as outlined in previous sections: attack leader, defense leader, and grinder. You should ideally focus only one one role, as it could be difficult to transition to a different role later on if you change your mind. While it is easy enough to go from attack leader to grinder, the same can't be said about transitioning to defense leader and back.
Regardless of which role you decide to play as, the most important things to consider are how your parameter points are distributed, and how you set your deck up.
Parameter point distributionEditWhen setting distributing your parameter points, you will want to have as high an attack power as you can if you are an attack leader or grinder, and as high a defense power as you can if you are a defense leader. A high attack/defense power will keep your damage/defense potential high, ensure that you get more points with each attack if you are a grinder, and will make it easier to break through defense leaders or defend against attack leaders.
Ideally, you should keep energy at the minimum of 10, with attack also at 10 if you are a defense leader, or defense at 10 if you are an attack leader or grinder (although a defense of around 15 will limit your opponent's points potential if you are inactive). A good number for attack power if you are an attack leader or grinder is around 1200-1300, with the same applying to defense power for defense leaders.
This kind of setup will ensure that you have as much invested in important stats as possible, although leveling up may be painfully slow (or really expensive) with energy at 10. Because of this, having your energy at least at 23 will allow you to level up quicker while keeping your important stats high (at least 23 energy is needed to progress one step at the highest quests), with even 100 energy being reasonable. Alternatively, you can also invest heavily in energy early on, then unfriend people to redistribute your parameter points afterwards. Keep in mind that you can only reclaim a maximum of 250 points from unfriending, so make sure that you don't invest too heavily in energy. Another option, if you have a Sands of Time, is to put a lot of points in energy, speed through the quests for parameter points (you will get 8 parameter points for fully completing each 5 stage quest and boss battle), then use Sands of Time to redistribute your energy points to Attack power or Defense power, as per your preference or distribution goal.
Level is also an important consideration. Generally, if you are an attack leader or grinder, you will want to keep your level at around 100 or so, although having a higher level will benefit attack leaders greatly. Keeping your level low will keep you from being a target and giving up too many points, as well as maximizing the amount of points you gain from each attack. If you are a defense leader on the other hand, level is irrelevant since it's unlikely anyone is farming you for points (if you are a good one that is).
Because the basic principles of general battling apply to Battle Royale, the key to putting together a good deck is a proficient frontline and backline. A good frontline will give you the key skills you need, while a good backline will ensure that you make the most of your available attack/defense power in order to maximize your attack/defense total. That being said, the amount of effort needed to put together a respectable deck will very much depend on the role you've chosen for Battle Royale.
If you strive to be a good attack or defense leader, you will need fully skilled Ultra Rare cards with the right skills, depending on your approach to battle (more of this will be detailed in later sections). In addition, you will need to have a backline made of attack/defense cards with a good combination of both power and stat efficiency. This is important because the game limits the amount of cards you can hold in your deck, depending on your level. Since you are limited to 70 cards at level 100, you will need to fill your deck with power 15 and 16 cards at minimum in order to reach your full potential in attack or defense, as anything lower will mean you will have excess attack/defense power remaining and unused in battle.
If you are simply striving to be a good grinder, then your deck requirements will be much lower. Having a good frontline will still be important, but since your main concern isn't damage since most of your targets have low defense anyway, you should focus simply on filing up your backline with cheap cards with an efficient attack to power ratio. Often times, Rare cards with efficiency of over 700 will do. You should however have a Mighty Baby Dragon or two in your deck to ensure that all your attack power is used so your points are maximized. In general, as long as you can deal about 600k in damage, you should be fine as far as your deck is concerned. That being said, this will depend on whether your existing guild has a dedicated attack leader. If your guild doesn't, then you and your guildmates will need to be able to do more damage in order to help with enemy defense leaders.
Approach to battleEdit
Your approach to Battle Royale will depend largely on the role you've selected. The following are the approaches that should be taken for each role.
If you are a grinder, you should focus first on ramparts, then on points. Since you will be counted on to provide as much points for your guild as possible, you will want to make sure your frontline is preset so as to save time between battles. As well, you will want to make sure to hit at 100% power each attack, since the points scale to the amount of attack power used, so there is no point in using less than 100%.
In general, you will want to make sure you are hitting opponents as often as you can. While you should aim for opponents which give the most points, this isn't always possible depending on how many of your guildmates are battling at the same time as you. You should decide with your other guildmates very quickly who everyone is targeting so you aren't in each other's way. Ideally, the ones with the most attack power and who have event cards should get first priority. While this may mean you get less than ideal points, your guild will ultimately benefit more and so will you once its time to collect rewards at the end of the event.
If you are an attack leader, you're primary responsibility is breaking down defense leaders. As such, you should focus on this the moment a new battle starts to save time for your guild. As well, you will need to be available or at least on standby for a significant portion of the event, as you will be counted on heavily by your weaker guildmates, otherwise there is the risk of your guild being shut out and getting no points for several battles, which will destroy your guild rank.
Other than breaking defense leaders, your role will be similar to grinders. That means after taking care of defense leaders, you should begin grinding out points for your team. Like with grinders, make sure you communicate quickly who is hitting who so you aren't getting in each other's way.
Since you are counted on to protect your guildmates from attacks, you should wait on standby, refreshing your battle screen regularly so you can monitor your defense power. If your defense power gets too low, you should immediately refresh your stats with Power Potions. Don't ever let it get too low. If you are up against an active and persistent guild, you might want to consider repotting constantly, ignoring the status of your defense power completely to avoid being broken.
Since you have pitiful attack power anyway, don't worry about grinding for points. While this means your guild will have one member who isn't contributing points wise, your guild benefits from being shielded.
Whether you eventually purposefully let your opponents in will depend on your guild's main goal (see previous sections for more details). If your guild is aiming solely for wins, don't ever let your opponents in if you can help it. If your guild is looking for points and wins, you should consider letting your opponents in after about 10-20 minutes, otherwise they will stop repotting, leaving your guild with inactives for the rest of the match, and ultimately less than ideal points as a result.
When setting up your deck, there are several different ways to build your deck, depending on your approach to battle. With the variety of skills available at your disposal, it can be tough to decide what strategy to follow when putting your cards together. This section will outline the different approaches to deck strategy, with the pros and cons of each approach.
A common question players have is whether to build a deck consisting only of cards of your element. Going with cards from all three elements will give you flexibility in your choices, but doing so means you lose out on the passive 5% boost for using cards of your element. Even worse, it means that your frontline must include all element boosts rather than single element boosts in order to take advantage of all your cards, which will cause you to lose even more of your maximum attack/defense due to the lower effects of all element skills.
Because of this, the most common approach is to use cards only of your element in order to take advantage of the larger effects of single element boosts, as well as to take advantage of the game's passive 5% boost for using your own element. Doing so will give you the greatest attack/defense the game will allow. However, while this is the most popular approach, there are other ways to approach element.
Another possible approach is to use two elements in your deck. Doing so affords you greater flexibility in your choice of cards compared to one element decks, while also allowing you take advantage of two element skills, which don't lose out much compared to single element skills. This is a useful approach because single element boosts are expensive, and because other elements may have better choices for your deck compared to your own element, depending on your budget and resources.
To boost or not to boostEdit
When deciding what skills to put on your frontline, you have the option of either boosting your own cards, or dropping the attack or defense of your opponent's cards. Neither approach is necessarily an all around better approach compared to the other, but there are advantages and disadvantages of both.
The most popular approach is to simply boost your own cards. This approach will allow minimum changes to your deck between opponents, and is especially good if you have a proficient backline. However, this approach doesn't work as well when your opponent has a stronger overall deck than you.
When faced with opponents who have an edge in overall attack/defense, drop skills might be a better option. This is because an all element drop against an opponent with a greater attack/defense will have a greater effect than a single element boost for a weaker deck. This will particularly be useful for attack and defense leaders trying to gain an advantage in battle. The effect of drops will be even greater if using single or dual element drops. However, using single or dual element drops requires knowing your opponent before hand in order to have an optimal effect. This means you'll need to have different lines set up for different kinds of opponents. However, while single or dual element drops are less flexible than boosts, they can often provide the edge you need to stay one step ahead of a strong defense leader or vice versa.
In general grinding, it ultimately doesn't matter which approach to take since your opponents will be weak regardless. If you focus solely on grinding, having boosts will likely be a better option in terms of convenience.
Additionally, it can sometimes be beneficial to have both boosts and drop skills in your frontline, allowing you to gain the benefits of both skills.
Winning close battlesEdit
If you're guild finds itself in a close battle, and you intend to win, here are a few tips to help you succeed.
- Have several members on standby. That way, you can quickly get additional support quickly and when you need it.
- Call your targets. This ensures that you aren't jamming each other up and costing your guild valuable points in the process.
- Aim for high point earners. If you find certain opposing guild members who are huge point earners, attack them first. This will lower their point contribution to their guild, and lower the impact they can have on the battle.