Part 3: Hero Skill Set Point Allocation – Updated 6/22/16
Welcome to the third article in the series on budget rally trapping. If you missed either of the preceding articles, you can find them here. This particular article is pretty much independent of power or anything else. It’s the hero skill set up I use, and it’s what I’d suggest to anyone that doesn’t run a biased, one troop type rally trap set up.
Things to Remember When Defending Against Rallies
- Overall troop boosts and debuffs are most important, though these boosts are more vulnerable to debuffs from the enemy rally leader’s cores.
- Your opponent will likely have missile cores, that massively boost one type of troop attack (infantry, ranged, or cavalry), and have considerable overall troop attack, troop health, and troop defense values.
- Custom core sets enemy rally leaders can be wearing vary widely in strength, though some are comparable or better than the set gear cores.
- The max attack values (combined troop type and overall troop attack) you can be hit with are around 5700%, but the effectiveness of the enemy’s cores can be enhanced considerably by debuffs, as can yours.
- There may be some considerable variability in results between two different rallies led by different leaders wearing what look like identical core sets with level 60 heroes. The fact is that not everyone knows what they’re doing, no matter how much money they spend on the game. Some rally leaders don’t know how to gem correctly, or don’t skill right. Occasionally, even the most experienced will forget to pop their cores in time and you’ll get hit in their defense gear. Expect some variation. You may have no problem eating a Poseidon rally led by a level 60 hero from alliance A, but you may lose handily in the next rally from alliance B, also led by a level 60 hero wearing Poseidon cores.
A Few Things about Combat Boosts in General
When allocating hero skills points for your preset(s) and your permanent gear, you’d think you want to focus on the most powerful boosts, that have been previously covered here on Insidegameofwar.com. However, the combat boosts for rally traps are ranked a bit different than what we’d normally consider to be the most important boosts.
Troop Defense and Enemy Troop Attack Debuff, and overall Troop Health to a lesser extent, are the most powerful boosts when defending against rallies as a prototypical T2/T4 trap. If you run a T3/T4 trap, then health is a bit more important for you since you’ll have a smaller troop count. But in general, overall Troop Defense and Enemy Troop Attack Debuff are the most powerful boost and debuff, respectively, when defending against rallies with large troop numbers, like one is with a T2/T4 rally trap. Large numbers being 80 million plus.
After those two (or three), the three individual troop type defenses – Infantry Defense, Ranged Defense, and Cavalry Defense are extremely important. These are a bit harder to debuff, though with the release of the Wild tree and better cores, it can definitely still be done. Nike cores for example, debuff more troop type defense than previous core sets. Health Debuff on enemy cores can be over 1600%, so it’s very difficult to ever have enough Troop Health nowadays.
Hero Skill Point Allocation
As harped on above, with a T2/T4 rally trap, the most critical boosts are overall Troop Defense, and then arguably the three troop type defenses, and overall Troop Health. With Poseidon and Ares, it’s becoming sort of a moot point, as rally leaders with full Lv.23 buildings and research can have up over 1650% Enemy Troop Health Debuff.. so I’m more concerned with the troop type defenses these days.
I set up my permanent defense gear skills and core defense skills as shown below. I fill Troop Attack, Troop Health I, Troop Defense I, Troop Defense II, Troop Health II, Infantry/Ranged/Cavalry Defense, Enemy Attack Debuff, Altar Bonus Health, Altar Bonus Defense, and most of Alter Bonus Attack. I have a Lv.60 hero on my rally trap, so if you have fewer skill points available, I’d reduce points in Altar Boost Attack, and a few off each troop type defense, or Troop Health II.
I will say this once and use bold for emphasis: altar boost defense, altar boost health, and altar boost attack (to a lesser extent than the first two) are the most important hero skills to fill at hero level 55 and above. If you are able to kill the entire rally due to sheer mass of troops with very little attack, then Altar Boost Attack is the least important of the three for you. Anyway, these boosts DO NOT require an altar to be present in your city (I don’t have one on my rally trap) or an active altar boost to receive their benefits. They will improve ALL of your combat boosts proportionally based on your research and city’s building make up, simply by being skilled. FYI, they will only show up when looking at a preset if the current preset you have equipped has them skilled. Also, they also will increase the boosts awarded by the altar itself if you execute a hero.
The above screenshots are for a general defensive preset.. you also can set up different presets for each troop type, but this is rather tedious unless you have a good bit of time before a rally is going to land. By this I mean, if you want to have a preset for defending against Cavalry (Frostbitten/Ares, customs, etc.), then you would skill Ranged Defense and Ranged Health, for example. If you want to do missile troop specific defense presets, then you need to skill both the troop type defense and health of the weakest troop type against the incoming troop type. Overall Troop Defense I & II, overall Troop Health I & II, and the Altar Bonus Boosts should still be skilled like normal, regardless of how you set up each preset.
Overall Troop Boosts – overall Troop Defense and overall Troop Health to a lesser extent, and Enemy Troop Attack Debuff should be your focus when allocating your hero’s skill points for defending rallies, whether you use a preset or not. Infantry/Ranged/Cavalry Defense should also be a major priority, as these are a bit harder to debuff than overall Troop Defense. I recommend skilling Troop Attack, Troop Health I & II, Troop Defense 1 & II, Infantry/Ranged/Cavalry Defense, Enemy Attack Debuff, and Altar Boost Defense/Health/Attack. Altar Boost Defense/Health/Attack do not require an altar to be present in your city, nor do they require an active altar boost from executing a hero. If you have unlocked the ability to fill them (at hero level 55), they should be your utmost priority as they provide a bonus to all of your combat boosts across the board
The permanent gear article will be updated in a few days, and the defensive cores article a few days after that. For the other articles in the series, see here.