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Arena - Advanced Guide

Hello! Welcome to an Advanced Arena Guide! In this Guide, I'll try to cover as much as possible about Arena.

Goal: Be the last player standing / Don't let your health go to 0

Mechanics: Buy creatures to form a team. Buy three 1* of the same creature to upgrade it to 2*. Buy nine 1* of the same creature (a.k.a three 2* of same creature) to make a 3* creature. (3* is the max, but you can use duplicate creatures in team!)

Now, where do I start…

[!] This will be an indicator for potential tips and tricks that you can use.

Feel free to ping me if there's corrections and updates to be added to this guide!


(Copy these terms and Ctrl+F to search through the post)

A. Useful Terminology

B. Paws and Uses

C. Synergy

D. Mechanics

E. Creature Stats

F. Extra Tips

Other links: Oversimplified Guide


A. Useful Terminology

  • Paws: Money.
  • Creature: The things you use to make a team for battle. The things you buy, sell, and merge to upgrade. (A.k.a Models in official guide)
  • Round: The entirety of a battle from start to end, as well as the extra time to prepare for next Round. The next Round starts when the next battle begins.
  • Turn: How a part of a battle goes. A full turn is when all creatures have made their moves. Every creature will attack at least once before a turn ends.
  • Interest: Extra money you get. +1 Paw for every 10 Paws you have before a Round starts. +3 is the maximum Interest.
  • Shop: Self-explanatory, place to buy creatures. All creatures cost 1 Paw each.
  • Refresh: A.k.a Shop Refresh, you replace all (or the empty list of) creatures in Shop with 4 new creatures. Costs 2 Paws per Refresh. You get one free Refresh after a Round ends, use it before the next Round begins.
  • Party: A.k.a Team. Slots filled with creatures ready for battle.
  • Waiting Slot: Bench. (See official guide. Waiting Slot makes more sense to me.)
  • Sell: The act of removing a creature from your party or waiting slots. Selling a 1* creature gives 1 Paw, selling a 2* creature gives 3 Paws, while selling a 3* creature gives 6 Paws.
  • Passive: Automatic skill that does things. Left of skill row.
  • Move: What a creature does on a turn. Can do nothing, perform an Attack or a Special. (For simplicity sake, I will use Extra Move instead of Extra Turn as it's slightly misleading when all creatures are under the same number of Turns.)
  • Attack: Normal move, using Attack for simplification (it can be an attack or not an attack). Middle of skill row.
  • Special: Secondary, stronger move. Right of skill row.
  • Energy: Yellow bar under health (green) bar of creatures. When it's full, next attack will be a Special. (With some exceptions such as Intersect.)
  • Synergy: The colorful icons that light up on the list of synergies, as well as the effects of corresponding synergies. All creatures have 3 Synergy icons.
  • Front Row: The first two slots in your party will be put in this row. The Front Row is normally the first creatures to take damage from enemy's moves.
  • Back Row: The last three slots in your party will be put in this row. The Back Row starts taking damage when your creatures in Front Row is defeated, unless if enemy uses a move or synergy that targets Back Row.
  • Heal: Recover creature health. Or, opposite of damage. You cannot recover more creature health if it's already full.
  • Shield: “Extra health” that your creature have. It's separate from your creature's health and can stack.
  • Stun: Your creature skips a turn. Unless specified by the skill to Stun multiple turns, they don't stack.
  • Bleed: Creature loses an amount of health every turn based on enemy's damage, how many turns also depend on enemy's move. Ignores shields and can stack.
  • Poison: Same as Bleed. The main difference is some Specials allow you to turn all Poison damage into a one Turn damage.
  • Dodge: The chance for a creature have to completely avoid incoming damage, including both single-target and multiple-target moves. Different creature have different stats.
  • Crit: The chance for a creature to deal double the damage in next Attack or Special. Different creatures have different stats.

B. Paws and Uses

Despite the official guide to how Paws work 2 years ago, it's not the same now. Here's how Paws actually work:

You start an Arena match Round 1 with 1 Paw.

Every start of Round after that, you get +3 Paws by default, no matter what.

If you win, which is a Victory, you get +1 Paw. If you win consecutive times after that, you get additional bonus paws that stack, up to +3 Paws maximum.

For example, if you win 5 Rounds in a row, you get a minimum of:
Round 1 : +3 +1 = +4 Paws
Round 2 : +3 +1 +1 = +5 Paws
Round 3 : +3 +1 +2 = +6 Paws
Round 4 : +3 +1 +3 = +7 Paws
Round 5 : +3 +1 +3 = +7 Paws

If you lose, which is a Defeat, you don't get the Victory extra Paw. However, if you lose consecutive times after that, you get additional bonus paws that stack, up to +3 Paws maximum.

Same example as above, but will reiterate for clarity. If you lose 5 Rounds in a row, you get a minimum of:
Round 1 : +3 Paws
Round 2 : +3 +1 = +4 Paws
Round 3 : +3 +2 = +5 Paws
Round 4 : +3 +3 = +6 Paws
Round 5 : +3 +3 = +6 Paws

For every 10 Paws you have before a Round starts, you get an extra +1 Paw before the next Round. This is called Interest, and you can gain a maximum of +3 Paws from Interest.

[!] Because it calculates Interest before a Round starts, you can manage your Paws a bit. Example scenario: You have 30 Paws, and there is a creature in shop that you want to buy. Wait till the Round starts, after that, buy the creature or refresh the shop. Even if you have 29 or less Paws after the battle ends, you will still get +3 Interest.

You can gain more Paws by Selling your creatures. Selling:
1* creature = 1 Paw
2* creature = 3 Paws
3* creature = 6 Paws

Paws are used for buying creatures from shop and upgrading them to 2* and 3*.
To reiterate, buy three 1* of the same creature to upgrade it to 2*. Make three 2* of the same creature to upgrade it to 3* (which means buying nine 1* of same creature in total).

Each creature costs 1 Paw, and refreshing the shop costs 2 Paws.

[!] Don't rush to refresh the shop! After every Round, you get a Free Refresh, use that to your advantage.

*Sometimes the Refresh isn't free after a Round ends, I am not sure what's causing this problem.


C. Synergy

Synergy is the icons that are above the creatures. Every creature have 3 Synergy icons. If you have a certain number of the same type of synergy, that synergy will activate. A short, comprehensive guide to synergies shall be listed below.

[!] When you're lacking the right creature for your team, sometimes it's not a bad idea to put two of the same creature in your party. You can either upgrade both of them to 3*, or keep the party until you have found a replacement.

Offense Synergy

Assailant

(4) Damage +20%
(8) Damage +40%

Costly synergy for strong attackers.

Co-synergy:

Ideas:

If going for full damage, find creatures tend to have Pack Mentality Passive, which increases every creature's attack that has the same Passive by 10%.

for Back Row damage, for chance to get extra turns for extra damage. (3) and (5) for extra damage as well.

Not all full teams survive well, especially if they don't move first. is recommended to keep team alive. Some creatures have Attacks that heal 100% of damage dealt, so it's also a good idea to have it for a balance of offense and defense.

Rogue

(2) All ally +10% crit
(4) All ally +20% crit
(6) All ally +30% crit and target lowest health enemies

Selfish synergy that only benefits creatures.
On the plus side, all always attack Back Row enemies first.

Co-synergy:

Ideas:

Less of a synergy, more of a way to skip Front Row tanks and damage Back Row enemies, especially if there are strong attackers on the enemy team.

The full (6) synergy is useful to take down Back Row enemies one by one as it makes sure all creatures focus on one enemy first. Worth going for if the enemy uses a standard tanky Front Row and offensive Back Row.

Some have Special that increase crit to 100%, so it's a bit redundant to go for the synergy, except for (6). Do not use Motivate as creatures will keep using Special that raises own crit but ends up attacking once every 2 turns. (Or don't use those creatures.)

Damage the enemies more with and/or . The synergy is recommended for the chance of your creatures dealing massive damage to enemy's Back Row with extra turns.

synergy creatures are often effective in stunning enemy's Back Row for multiple turns.

If nothing else, a creature on its own is good enough if it has high attack power.

Primal

(3) 1 random enemy -6% health for 5 turns
(5) 3 random enemies -10% health for 5 turns
*The per turn math is the same as the total damage in site description

Poison damage. Deals more damage than other creatures, but slower. A balance of offense and defense is suitable for this team.
Poison damage ignores Shield.

Co-synergy: All

Ideas:

As it deals the full damage in more than one turn, a team needs to stay alive for as long as possible. Full defense is also good, but it's also not a bad idea to add offense. Full offense is risky for this team.

synergy tends to go with , making sure to target Back Row enemies and not wait for Front Row enemies to fall down.

to activate powerful Special.

and/or (3) for more damage on the offensive side.

and for defense to stay alive longer, especially when some creatures have Passive that poisons attackers.

is a rare, but workable synergy.

Tactician

(1) +5% dodge
(3) +20% damage
(5) +50% crit

The synergy but better. Affects the entire party, gives a slight dodge boost that may turn the tables, and a massive crit boost that surpasses full synergy.

Co-synergy:

Ideas:

A full (5) synergy is a very strong offense team that can wipe enemies quickly, almost requiring no other synergy, save for tanky Front Row creatures. And if you have creatures, use them in tandem to damage Back Row enemies.

and allows for more damage.

Some creatures have Special that makes only your team make moves in next Turn, and if you have those creatures, synergy would help.

Defense Synergy

Protector

(4) Health +20%
(6) Health +30%
(8) Health +40%

The tank synergy. For tanky teams, or creatures that need to protect the squishy attackers.

Co-synergy:

Ideas:

Combine and to get a really sturdy team. Make sure that the Front Row have moves that protect the Back Row, and the Back Row have moves that support and heal the Front Row.

helps teams with Special that gives Shield and Intersect (stops an enemy move).

tries to sneak into the Back Row and defeat one or two enemies while the rest of your team tries to stay alive. Victory can be achieved by surviving more than your opponent.

For a balanced defense and offense team, (3) and for more damage.

(1) for a small dodge boost. It may help, who knows.

Healer

(3) Heal 15% per turn for 2 turns
(6) Heal 15% per turn for 4 turns, stacks with previous synergy.
Or, Heal 30% per turn for first 2 turns, Heal 15% per turn on next 2 turns.

What's as good as more health? Keeping that health!

Co-synergy:

Ideas:

As heal is based on creature's health, synergy for more healing, and tankier creatures overall.

For creatures that heal with Special, synergy and creatures whose Special increases energy.

(1) for extra dodge, and creatures that have the Special Coordinate (skip enemy's turn) to stay alive longer.

As the theme of this synergy is staying alive, synergy works well in damaging enemies over time.

Some creatures have Attack that heal based on damage dealt, so and synergies may be useful.

Support Synergy

Support

(3) Start with +30 energy
(5) Start with +50 energy

Name is self-explanatory, for teams that like to use Special.

Co-synergy:

Ideas:

Some creatures have Special called Motivate that gives all allies +25 energy each turn. Use them wisely. Having two or more creatures with Motivate will make them use Special more often than Attack, relying on other creatures to use their Special and not fall down. Try to avoid using Motivate with Special that buffs your team, such as increasing own crit and giving all allies extra damage.

creatures tend to have powerful stun Special, which will work well with synergy.

Some creatures have Coordinate that skips enemy's turn.

The synergy is an option to allow your party to get more turns, meaning more energy and more Special usage.

Powerful Special like creatures that gives Shield and Intersect (stops an enemy move and counters them) works well with this synergy.

creatures that can heal, should heal more. Especially if they have low attack power.

Dueler

(2) +10% extra turn chance
(4) +20% extra turn chance
(6) +30% extra turn chance

Gamble on a win, and you may actually win. A luck-based team that sometimes works wonders.

Co-synergy:

Ideas:

If you're not too focused with getting more extra turns, even (2) synergy is enough for your team to take advantage of it. Hope your creatures get the extra turns when most needed.

synergy for the various benefits, but more importantly for some creatures Coordinate that can skip enemy's turn.

The and (3) synergy for more damage as your attackers get extra turns.

Naturally, synergy works well with in using more Special, as more turns mean more energy gain.

The creatures could deal large damage to the Back Row when getting extra turns, even if there's just one of them.

Some creatures heal when they Attack. Though the synergy may not be necessary, the extra heal may be useful.


D. Mechanics

Your party size increases on a fixed rate of 1 EXP per Round, which doesn't mean much. In short, you can refer to these numbers for at what Round you'll unlock new slots:

You start with 1 slot
End of Round 1 = 2 slots
End of Round 3 = 3 slots
End of Round 7 = 4 slots
End of Round 11 = full 5 slots unlocked

The Front Row is the first 2 slots of your party. It will be on front row in battle and will be the first targets of attack by opposing enemies, unless they're creatures.

The Back Row is the last 3 slots of your party. They are the next targets of attack after the Front Row has fallen. As for , the Back Row is the first priority. Also, some attacks can attack the Back Row.

[!] There is little reason to put tanks in the Back Row, unless your opponent is running a highly synergy team.

Every creature have hidden stats, meaning the stats are not shown in Arena. Sometimes you have to figure out which creatures are attackers, which are tanks, and looking at synergy icons can be a good idea. Or you can check the Companions Page.

These hidden stats are: Health, Attack, Defense, Speed, Crit, and Dodge.

Moves and synergies have affected Health, Attack, Crit, and Dodge, but Defense seems to be unaffected, as well as Speed.
Speed determines the order of the creatures that move per turn.

When a battle begins, your party and your opponent's will move once per turn (unless they have certain effects). When energy is not at max, creatures will use Attacks.

Energy is the yellow bar under a creature's (green) health bar. Maximum energy is 100 and when a creature has maximum energy, its next move will be a Special. Exception to this is if the Special is Intersect (which activates when an enemy creature makes a turn, even if not using damage moves).

A creature gains energy when it attacks or is attacked. Therefore, strategically putting a creature to take hits in Front Row will allow it to activate its Special faster.

[!] Composition can sometimes be trial and error. If there's a creature that you want its Special to activate and it falls down too quickly on Front Row, swap its position to the Back Row. If it activates too slowly in Back Row, try swapping it to the Front Row. Don't be afraid to try new things, and learn from them!

Multiple Stuns on the same target does not stack. Everything else seems stackable, from buffs to debuffs. Coordinate (Special that skips enemy's turn) also does not stack.


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E. Creature Stats

Below shall be a list of creature names, images, and their base stats from the Companions Page. It's not necessary to build a winning Arena team; you can look at the synergies and skills and decide for yourself, but these additional info may help someone, somehow!

For further details including their skills and synergies, refer to this Combat Stats Guide by LMNas.

Numbers: HP Health | ATK Attack | DEF Defense | SPD Speed | C Crit | D Dodge

Wolves

Lupin
https://cdn.discordapp.com/attachments/719770841117622322/1105988289938346105/image.png
HP 18 | ATK 7 | DEF 5 | SPD 4 | C 10% | D 1%

Jocol
https://cdn.discordapp.com/attachments/719770841117622322/1105988593996009512/image.png
HP 21 | ATK 5 | DEF 6 | SPD 7 | C 10% | D 10%

Kit
https://cdn.discordapp.com/attachments/719770841117622322/1105989063951007886/image.png
HP 18 | ATK 5 | DEF 7 | SPD 8 | C 10% | D 10(+20)%

Bracchus
https://cdn.discordapp.com/attachments/719770841117622322/1105989100806352976/image.png
HP 18 | ATK 8 | DEF 4 | SPD 7 | C 10% | D 10%

Zerda
https://cdn.discordapp.com/attachments/719770841117622322/1105989131697406023/image.png
HP 18 | ATK 6 | DEF 6 | SPD 8 | C 20% | D 20%

Volmyr
https://cdn.discordapp.com/attachments/719770841117622322/1105989819319992331/image.png
HP 15 | ATK 9 | DEF 4 | SPD 6 | C 20% | D 20%

Companions

Abyssal Thrasher
https://cdn.discordapp.com/attachments/719770841117622322/1105967754948911234/image.png
HP 27 | ATK 6 | DEF 6 | SPD 8 | C 10% | D 0%

Alpine Deer
https://cdn.discordapp.com/attachments/719770841117622322/1105969960154562691/image.png
HP 27 | ATK 6 | DEF 6 | SPD 7 | C 10% | D 10%

Auburn Macauco
https://cdn.discordapp.com/attachments/719770841117622322/1105970467132669962/image.png
HP 27 | ATK 7 | DEF 5 | SPD 8 | C 10% | D 0%

Auspicious Teufel
https://cdn.discordapp.com/attachments/719770841117622322/1105971921159471204/image.png
HP 31 | ATK 7 | DEF 4 | SPD 6 | C 10% | D 0%

Spring Folium
https://cdn.discordapp.com/attachments/719770841117622322/1105972372038762556/image.png
HP 22 | ATK 8 | DEF 5 | SPD 4 | C 5% | D 1%

Vernal Grouger
https://cdn.discordapp.com/attachments/719770841117622322/1105973043068678204/image.png
HP 27 | ATK 6 | DEF 6 | SPD 8 | C 10% | D 0%

Basidio
https://cdn.discordapp.com/attachments/719770841117622322/1105973459630174238/image.png
HP 27 | ATK 6 | DEF 6 | SPD 4 | C 5% | D 5%

Black Moorbear
https://cdn.discordapp.com/attachments/719770841117622322/1105975322677100674/image.png
HP 31(+20%) | ATK 4 | DEF 7 | SPD 3 | C 10% | D 1%

Tawny Rodill
https://cdn.discordapp.com/attachments/719770841117622322/1105975513215930458/image.png
HP 27 | ATK 6 | DEF 6 | SPD 6 | C 5% | D 1%

Bountyhunter Varani
https://cdn.discordapp.com/attachments/719770841117622322/1105975752110899370/image.png
HP 36 | ATK 4 | DEF 6 | SPD 8 | C 10% | D 0%

Brilliant Mutterbird
https://cdn.discordapp.com/attachments/719770841117622322/1105975950698627084/image.png
HP 27 | ATK 7 | DEF 5 | SPD 7 | C 10% | D 0%

Brother Perth
https://cdn.discordapp.com/attachments/719770841117622322/1105976360318554123/image.png
HP 31 | ATK 5 | DEF 6 | SPD 5 | C 5% | D 1%

Brother Tavon
https://cdn.discordapp.com/attachments/719770841117622322/1105976469383032852/image.png
HP 27 | ATK 6 | DEF 6 | SPD 8 | C 5% | D 1%

Bumble Monstropod
https://cdn.discordapp.com/attachments/719770841117622322/1105976644440686673/image.png
HP 45 | ATK 3 | DEF 5 | SPD 4 | C 10% | D 0%

Butcher Pandosa
https://cdn.discordapp.com/attachments/719770841117622322/1105976847285633134/image.png
HP 22 | ATK 7 | DEF 6 | SPD 8 | C 10% | D 0%

Cherrywood Colpach
https://cdn.discordapp.com/attachments/719770841117622322/1105977059660025856/image.png
HP 27 | ATK 7 | DEF 5 | SPD 7 | C 5% | D 10%

Chestnut Furmus
https://cdn.discordapp.com/attachments/719770841117622322/1105979128324300810/image.png
HP 22 | ATK 7 | DEF 6 | SPD 9 | C 10% | D 0%

Chiropta
https://cdn.discordapp.com/attachments/719770841117622322/1105979847701962832/image.png
HP 22 | ATK 8 | DEF 5 | SPD 8 | C 5% | D 1%

Coral Hydra
https://cdn.discordapp.com/attachments/719770841117622322/1105980071430344754/image.png
HP 27 | ATK 7 | DEF 5 | SPD 8 | C 10% | D 0%

Darkspine Enderling
https://cdn.discordapp.com/attachments/719770841117622322/1105980274791161936/image.png
HP 27 | ATK 7 | DEF 5 | SPD 5 | C 5% | D 1(+20)%

Goldsea Enderling
https://cdn.discordapp.com/attachments/719770841117622322/1105980460376535151/image.png
HP 31 | ATK 4 | DEF 7 | SPD 6 | C 5% | D 1%

Icerun Enderling
https://cdn.discordapp.com/attachments/719770841117622322/1105980615305728032/image.png
HP 27 | ATK 4 | DEF 8 | SPD 6 | C 5% | D 1%

Murkwood Enderling
https://cdn.discordapp.com/attachments/719770841117622322/1105980773724594286/image.png
HP 22 | ATK 9 | DEF 4 | SPD 6 | C 5% | D 1%

Dredger Mullvad
https://cdn.discordapp.com/attachments/719770841117622322/1105980975055376454/image.png
HP 27 | ATK 7 | DEF 5 | SPD 8 | C 10% | D 0%

Edacious Broch
https://cdn.discordapp.com/attachments/719770841117622322/1105981209374371880/image.png
HP 27 | ATK 6 | DEF 6 | SPD 8 | C 10% | D 0(+20)%

Emperor Canictonis
https://cdn.discordapp.com/attachments/719770841117622322/1105983025315061811/image.png
HP 27 | ATK 7 | DEF 5 | SPD 5 | C 10% | D 10%

Freed Kapros
https://cdn.discordapp.com/attachments/719770841117622322/1105983166956699748/image.png
HP 31 | ATK 6 | DEF 5 | SPD 7 | C 10% | D 0%

Giant Lunaria
https://cdn.discordapp.com/attachments/719770841117622322/1105983343373332580/image.png
HP 27 | ATK 6 | DEF 6 | SPD 6 | C 10% | D 0%

Golden Unicorn
https://cdn.discordapp.com/attachments/719770841117622322/1105983502794641518/image.png
HP 31 | ATK 4 | DEF 7 | SPD 3 | C 5% | D 1%

Grimalkin
https://cdn.discordapp.com/attachments/719770841117622322/1105983678196240564/image.png
HP 27 | ATK 8 | DEF 4 | SPD 7 | C 5% | D 1%

Holiday Snowcat
https://cdn.discordapp.com/attachments/719770841117622322/1105983886770573312/image.png
HP 27 | ATK 6 | DEF 6 | SPD 5 | C 5% | D 1%

Icefisher Stork
https://cdn.discordapp.com/attachments/719770841117622322/1105983979481485402/image.png
HP 27 | ATK 6 | DEF 6 | SPD 6 | C 5% | D 1%

Ignatus
https://cdn.discordapp.com/attachments/719770841117622322/1105984237200482324/image.png
HP 27 | ATK 6 | DEF 6 | SPD 7 | C 5% | D 1(+20)%

Keboko
https://cdn.discordapp.com/attachments/719770841117622322/1105984425306640445/image.png
HP 27 | ATK 7 | DEF 5 | SPD 5 | C 5% | D 1%

Lapistrix
https://cdn.discordapp.com/attachments/719770841117622322/1105984535704907836/image.png
HP 27 | ATK 6 | DEF 6 | SPD 5 | C 5% | D 1%

Lighthorn Bovius
https://cdn.discordapp.com/attachments/719770841117622322/1105984651362828298/image.png
HP 27 | ATK 5 | DEF 7 | SPD 3 | C 5% | D 5%

Longhorn Aurox
https://cdn.discordapp.com/attachments/719770841117622322/1105984804383637585/image.png
HP 32 | ATK 6 | DEF 6 | SPD 8 | C 10% | D 0%

Tidal Arturas
https://cdn.discordapp.com/attachments/719770841117622322/1105985077244067980/image.png
HP 31 | ATK 3 | DEF 8 | SPD 1 | C 10% | D 0%

Harvest Vulpactia
https://cdn.discordapp.com/attachments/719770841117622322/1105985379842146304/image.png
HP 27 | ATK 6 | DEF 6 | SPD 6 | C 10% | D 0%

Onyx Dustraven
https://cdn.discordapp.com/attachments/719770841117622322/1105985498058608790/image.png
HP 22 | ATK 7 | DEF 6 | SPD 8 | C 10% | D 0%

Pale Echecara
https://cdn.discordapp.com/attachments/719770841117622322/1105985714144936036/image.png
HP 27 | ATK 7 | DEF 5 | SPD 8 | C 10% | D 0%

Plains Machaira
https://cdn.discordapp.com/attachments/719770841117622322/1105985846139691078/image.png
HP 27 | ATK 6 | DEF 6 | SPD 10 | C 10% | D 0%

Radiant Kuzma
https://cdn.discordapp.com/attachments/719770841117622322/1105985979313045534/image.png
HP 22 | ATK 7 | DEF 6 | SPD 8 | C 5% | D 1%

Rattlespine Nytha
https://cdn.discordapp.com/attachments/719770841117622322/1105986120342306827/image.png
HP 27 | ATK 7 | DEF 5 | SPD 4 | C 10% | D 5%

River Kapura
https://cdn.discordapp.com/attachments/719770841117622322/1105986271484072066/image.png
HP 27 | ATK 6 | DEF 6 | SPD 8 | C 10% | D 0(+20)%

Rockbreaker Ox
https://cdn.discordapp.com/attachments/719770841117622322/1105986501701025812/image.png
HP 18 | ATK 7 | DEF 7 | SPD 6 | C 5% | D 1%

Simbur
https://cdn.discordapp.com/attachments/719770841117622322/1105986640700260364/image.png
HP 31 | ATK 4 | DEF 7 | SPD 4 | C 5% | D 1%

Sunchaser Pincher
https://cdn.discordapp.com/attachments/719770841117622322/1105986759315181588/image.png
HP 27 | ATK 7 | DEF 5 | SPD 8 | C 10% | D 0%

Sunstriker Torcine
https://cdn.discordapp.com/attachments/719770841117622322/1105986936474177556/image.png
HP 27 | ATK 8 | DEF 4 | SPD 8 | C 10% | D 0%

Twisted Gaudrey
https://cdn.discordapp.com/attachments/719770841117622322/1105987077029502976/image.png
HP 27 | ATK 8 | DEF 4 | SPD 7 | C 10% | D 0%

Vespen
https://cdn.discordapp.com/attachments/719770841117622322/1105987329618878575/image.png
HP 27 | ATK 6 | DEF 6 | SPD 7 | C 5% | D 1%

Wailing Algeel
https://cdn.discordapp.com/attachments/719770841117622322/1105987514315067422/image.png
HP 22 | ATK 8 | DEF 5 | SPD 4 | C 10% | D 0%


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1 year ago

F. Extra Tips

Paws management. For the first 3 Rounds, buy all the creatures you see in Shop until your waiting slots are full. Then, you can start selling the ones you don't want in your (future) party, and start saving up Paws. Buy the creatures you need for your team, otherwise wait. Take a few losses, save your paws up to 30 to get that +3 Interest. After that, you can start refreshing the shop mid battle and hope you find the creatures you need to strengthen your team.

Round 3, the Bear Trio, tend to be hard to defeat. If your team may not be able to win on Round 3 (which is a 2v3 situation), it's not a bad idea to purposely lose on the first 3 Rounds, as the health loss will not be a lot, and you get +2 Extra Paws on Round 3 for consecutive losses. If your team is underprepared, you can go further and lose Round 4 to keep getting more Paws to have an advantage much later in the game.


Suggested by Luke:

Refreshing the Arena page skips the combat process and gives your Free Refresh immediately, as well as extra time to prepare for next Round.

It's highly likely that the Shop works with a pool of creatures and every Refresh picks a random 4 out of it, instead of randomly generating them. When you're in the later part of game, buying creatures you don't need may increase the odds of the needed creatures to appear in Shop.

In addition, according to several people's experiences, the Shop pool is shared among players. You can even buy creatures that your opponent needs to decrease their chances of upgrading their creatures.

If you are prepared with your plans and Paws management, you can choose to spectate other players and learn their team composition. *Not recommended for beginners if you're still figuring out how Arena works and what creatures do what.


(Will add more tips and tricks by myself and other players in the future!)

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1 year ago

I hope you don't mind me posting here-

Thank you so much for your hard work! :0 This is so helpful :D

However, it would be nice if the companion's + wolves' passives, auto attacks and specials were included alongside base stats. To avoid clicking too much to search for them in the bestiary. In fact, I began assembling such a list after seeing this guide (still wip). Let me know if I could post it here once it's done!

Edit: I'm sooo blind, there's arleady a thread for what I was trying to do:

https://www.lorwolf.com/Forum/View?id=1534
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1 year ago

Glad to hear that, and no worries @Dissonance ! I've also found another source that includes the details of the moves as well. I figure that it wouldn't help players much if I drop all the info here, I think it's better for players to hop into Arena and read and learn the skills as they build their team! After all, strategizing beforehand won't be of much help if the creatures you need doesn't show up in Shop XD

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1 year ago
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Is there any benefit to having a lot of paws left at the end? Currently coasting to first place with 61 paws left lol

EDIT: Well, I can answer it myself, there's no benefit. Still 2000 pebbles and 5 tickets.

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1 year ago
luke
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Thank you for the guide! I've seen some bad arena advice around lol so this is great

Something I haven't seen anyone mention yet is this:

I believe, based on the almost 40 games I've played, that the model pool is limited, meaning there is a set number of each model in the pool. If you're getting to mid game and not seeing any models you need, spectate around; chances are an opponent has a bunch of one you want. Wait for that player to die and all their models will return to the pool, and then you can roll down for it. Don't roll down past 30 if your opponents have many copies of the model you need, you'll just waste your paws (unless you're about to die yourself).

To add on to that, if it's getting late game, most of your models are upgraded, you're winning consistently, and you have paws to spare, pick your biggest threat and buy whatever models they don't have fully upgraded. When yours are all three star you can roll all the way down to zero paws to do this. Preventing someone from getting a three star can be the difference between win or loss!

As for how many copies of each model there are, I don't know exactly, and I don't know if there's always an equal amount of all models. But I think it's 36 of each. Recently played a game where my last opponent and I had 2 fully upgraded Bracchus each (so 9 x 4 = 36).

Another tip: refreshing the page skips the combat and gives your free reroll immediately, but leaves the remaining time until next round. I almost always refresh against bots and mobs, but not against human players. This is because for humans, it's useful to see what's happening in combat to know if you need to reposition or swap a unit out. But bots don't need that courtesy, so it's nice for you to have extra time to plan your team and roll for units. Note that if you are losing to bots and you're not sure why, it is useful for you to watch combat rather than refreshing.

You can also use the extra time to spectate around! I find it very helpful in the first three bear rounds to look and see what models are in the pool that I haven't seen yet in order to fully plan my team.

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1 year ago

I've always wondered whether that's the case or not, as sometimes I think I have bad luck with the shop and that buying creatures so that your opponent doesn't get them is not how it works. Like, for example, it could just be bad luck that there's only 1 remaining copy of a creature you need in shop and you have to roll that of the total creature pool, which could be 25+ things. However, you do have a point with the pool probably being an actual thing and that if you buy them, regardless of how it impacts other players, chances are you can increase the chances of the creatures you want appearing in the Shop pool. I'll try that out in my next Arena game for sure!

Also didn't know about the Refreshing part, as I thought refreshing would kick you out of Arena ^^'

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1 year ago
luke
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Yeah I'm more confident in this assumption because other autobattlers work this way (or at least the big ones - TFT and DOTA auto chess). But I could be completely wrong! It would be nice to have empirical data but idk if it's possible for us to prove it one way or the other without dev input

Also refreshing on the very last battle (and I think on your death match if you die earlier) does kick you out of the arena but I believe you still get the prizes? Not 100% on that, I always watch the last battle just because but have refreshed over it a couple times without realizing. I couldn't remember how many tickets I had had before the match so wasn't sure if they were awarded

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1 year ago
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Thank you! After reading this guide and experimenting a bit I can now defeat the bots almost every time. I would like to add its very important to make sure that the abilities on your team work well together, this has nearly lost me some rounds when I didn't pay attention.

I also agree that the pool is shared among everyone, once a similar team gets defeated it gets way easier to upgrade mine.

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1 year ago

Interesting. With several players' experiences confirming it, I'm going to go ahead and write that the Shop pool is indeed shared among all players. Thank you!

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