Raid Boss
Guide – Formations
Links to the tutorial guides:
Beginner Guide - Tutorial Walkthrough and Tips
Beginner Guide - Guild Founder Challenge - Part 1
Beginner Guide - Guild Founder Challenge - Part 2 <== You are HERE
Guide - Dungeon Walkthroughs - Normal
Guide - Dungeon Walkthroughs - Hard
Guide - Boss Fights
Guide - Quest Rewards
Guide - Weapon Quests
Guide - Challenges
Guide - Formations
Welcome back!!!
This guide will give you a rundown on the current Formations in the game. More specifically I will cover where they are useful, and how well they stack up against each other in the end.
[ NOTE: THIS IS A MAJOR WORK IN PROGRESS CURRENTLY ]
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[ DAMAGE Formations ]
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Archer’s Delight
- Requires: 3 Ranged (Archers)
- Effect: Increases Critical Chance significantly
- Details:
- ~110% increase to Critical Chance
- Recommended Usage:
- TBD
- Rating: B
Blood Rage
- Requires: 1 Light Melee, 1 Medium Melee, 1 Mage
- Effect: Adds stacking POW buff every 20 seconds
- Details:
- Can stack up to 5 Times, for a total 150% increase to ATK / POW
- 20% increase in ATK / POW at 0 secs
- 90% increase in ATK / POW at 20 secs
- 110% increase in ATK / POW at 40 secs
- 130% increase in ATK / POW at 60 secs
- 150% increase in ATK / POW at 80 secs
- Can stack up to 5 Times, for a total 150% increase to ATK / POW
- Recommended Usage:
- TBD
- Rating: A
Charge Up
- Requires: 1 Mage, 2 Tanks
- Effect: Slows down cast time but increases damage significantly
- Details:
- 200% increase to ATK / POW
- 50% decrease to Cast Speed
- Recommended Usage:
- Zappy as Leader, with two tanks in group, plus a Cast Speed booster like: Toolshed / FriendlyDude5, and an ATK / POW booster like FoxieMoxie.
- Best in boss fights!
- Rating: God Tier
Fireworks
- Requires: 3 Mages
- Effect: Shoot damaging projectiles periodically
- Details:
- ~40% of ATK / POW as damage every few seconds
- Example:
- With a near maxed Toolshed at 3,941 ATK / POW, it does around 1500 damage very 2-5 seconds
- That means it is around 300-750 damage per second on one of the highest ATK / POW guild members
- This is WAY less than Toolshed can dish out on her own without a formation
- Upwards of 20,500 damage per second
- Recommended Usage:
- Don’t use.
- There are much better formations.
- Rating: F
Magic Slingers
- Requires: 2 Mages, 1 Support (Healer)
- Effect: Cast speed increased significantly
- Details:
- 150% increase to Cast Speed
- Recommended Usage:
- TBD
- Rating: D
Poison Steps
- Requires: 3 Light Melee
- Effect: Leave a trail of poison where you walk
- Details:
- 15% of ATK / POW as damage
- Recommended Usage:
- TBD
- Rating: D
Powered Ranges
- Requires: 1 Ranged (Archer), 1 Mage, 1 Tank
- Effect: Critical Damage increased significantly
- Details:
- 67% increase to Critical Damage
- Recommended Usage:
- TBD
- Rating: B
Sugar High
- Requires: 1 Medium Melee, 2 Light Melee
- Effect: Cooldown reduces moderately
- Details:
- 100% increase in Cooldown Speed
- Recommended Usage:
- TBD
- Rating: God Tier
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[ UTILITY Formations ]
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Biggins
- Requires: 3 Tanks
- Effect: Increases defense and makes them bigger
- Recommended Usage:
- Don’t use.
- There are much better formations.
- You will almost never want three tanks in the same group, or even the same boss fight/dungeon.
- Rating: F
Gotta Go Fast
- Requires: 1 Light Melee, 2 Medium Melee
- Effect: Increases move speed
- Recommended Usage:
- If you are that person who always has issues getting away from Red Zone attacks in time, then this is for you! It will make avoiding Cleaves much easier (like those used by Orc Boss and Worm Queen Boss).
- This is also good for speeding through content that your team can crush without help, for leveling up new guild members, and such activities.
- Most players will not use Melee for their core damage dealers while progressing through the campaign, so this formation does not see much normal usage.
- Rating: C
Hard to Kill
- Requires: 1 Tank, 2 Support (Healers)
- Effect: Healing ground circles appear every few seconds
- Recommended Usage:
- For particularly hard dungeons, you can use this formation to stack and hold all of your guild members on the same spot to receive major healing (2 support + healing circles underneath); this can help you get through some of the tougher rooms.
- Due to losing a damage slot to have an extra support, this formation does not see much normal usage.
- Rating: C
Hold the Line
- Requires: 1 Tank, 2 Ranged (Archers)
- Effect: Regenerate small amount of health every second
- Recommended Usage:
- This formation is great for progressing through the campaign when you need just a little bit of extra healing; like rooms with enemies that do splash damage.
- When using this formation, you can easily heal back up between each room of the dungeon, even if your support (healer) is dead, or you didn’t bring one with you.
- You don’t lose a damage dealer to use this formation, so it does see more normal usage.
- Rating: B
Lucky Stars
- Requires: 3 Support (Healers)
- Effect: Chance to resurrect instantly on death
- Recommended Usage:
- Don’t use outside of Evil Clone Tower.
- There are much better formations for the rest of the game.
- You will almost never want three support (healers) in the same group, or even the same boss fight/dungeon.
- One exception could be when learning new boss fights, since it gives you more flexibility to learn the mechanics and strategy.
- Inside Evil Clone Tower, you can abuse this mechanic a little bit to try and secure wins on some of the trickier fights.
- Rating: D (Outside of Evil Clone Tower), B (Inside of Evil Clone Tower)
Nature’s Power
- Requires: 1 Ranged (Archer), 2 Support (Healers)
- Effect: Start the battle with debuff shields
Poof!
- Requires: 2 Light Melee, 1 Mage
- Effect: Have a chance to receive Vanish buff occasionally
Super Shield
- Requires: 1 Support (Healer), 2 Tanks
- Effect: Adds a shield at the start of battle
Vampires
- Requires: 3 Medium Melee
- Effect: All attacks leech a small amount from damage dealt