Brute Wars Mega Game

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avatar for Boffo Boffo 26 posts
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Took a liking to brute wars so my thoughts on how to min max the build after a second play though. Since this game will get badges sooner or later might as well write this up now.

fast and dirty is merely 3x trikes in front, 3x gold dragons in back… can get this team set up after only what, 3 fights. Just head to the western zone and you land on the shop for randomizers right away. hint: level 2 beast magic is god like.

why trikes… wahhh????

ok book time! Kiddies can stop reading, lest their eyes and minds bleed hehe

First off, Beast Clan is by far the best form of magic for the level 2 spell ‘drain’ alone. with a 6 beast magnifier, 150% of damage caused that turn is healed . Water’s healing is a joke compared. Healing is very important since the penalty for death is ugly with a capital G Y (me)

Single attacks are really best overall and at start especially since living though fights is by far the most important aspect of the game. Tri attacks dish out nice damage but they suck in counter damage so fast they die/must be swapped before you can get to 2 magic for the heal. That costs cash and time.

Trike is the one of the best front line troops having a single forward attack of 8 and a counter of 1 start. It's 32 hpstart is second only to gold dragons and storm mares (both at 34hp@start) That a beast in both name and clan. Storm mares aren’t normally gotten at start but well one save appears bugged that way hehe.

Best part is that you can nab a few of both on your start team as it is part of the initial randomizer.

Incidentally,Trex has subpar hp, has no counter and gets shafted at level 50 so it’s just out of the running.

For back row gold dragons are the clear winner with their nice single range attack of 6 and the highest hp totaling 34@Start. At the start when the going is rough, they can swap into front to tank the last mobs. They might not be the damage kings but they should never die ever.

So 6x beast bonus is 150% hp healed on next attack at level 2 magic… this is great for not only surviving a fight at start but also to heal up your brutes before ending the fight. This saves countless food.

So how do you get this boffo team going at start?
Randomize til you get a decent group of whatever… trikes and gold dragons at start are nice but a team of all single arrow whatever’s is fine too since you’ll most likely be swapping the front line out for the next 3 fights hehe.

Path to nirvana is a mere 3 fights away. Try not to die but well if one or two brutes kick it, it’s not that bad. Incidentally, one or five Levels doesn’t seem to do much of anything that I noticed until like level 50, whereupon Team Boffo becomes immortal =). Key here is that a few deaths is not gonna sink you but lets not make it a habit; It costs money better spent elsewhere.

Center Front always takes the most damage incidentally, swap out of the front line generously!!!. Shop for food if you need it and enter fights full hp always. It’s then two more to the zone out in the west. On the next map, the monsters are an uglier mix but the only shop in zone is right here!

Randomizer time! Randomizers are so cheap you should have no problem kitting the team out. This map has both the trikes and the gold dragons so get 3 of each as they pop. Hit the starting map if you ran of of money somehow as the monsters are more forgiving. Get the team going and we are ready to roll!

Head back to the eastern starting map and slum a fast 10ish levels on the junk mobs here. Get levels up and nab the +5 hp upgrade. You should never die again btw. Standard kill order are whack the ranged dragons first while there’s a target to hit. If one kills the front mob first round the trikes can still attack the exposed mobs in the second row… the dragons cannot. Can leave the castle alone for now.

Next stop after nabbing at least the +5hp chest is heading back to the western zone for a very very important chest upgrade. It’s the top most chest and it increases the amount automatically healed after a fight. This is one of the best upgrades in the entire game as it heals roughly 50% of a brutes hp after a fight if they aren’t dead. Slum fights here if low on cash but get that upgrade!. Head to the castle here and when all said and done your brutes’ lowest level should honestly be 18ish at the least where I think hp is better hehe. This castle is prolly the hardest of the normal castles (for the level intended) as the monster mix is a pretty ugly form of magic balanced puppets and faeries. A good test for your brute care skills honestly.

Once done head back east and clear the castle there as you yawn on over to the water zone. Follow this path as you want that beast powerup chest in the zone north of water world.

Fast forward and the power ups you get fall in as

Beast more attack power

Water more actions

Fire higher counter

Shadow and Mystical get nothing I think

+1 to beast, fire, water, and mystical magic levels

Start off with one level of stored magic power so 2 gems is literally only surviving 2 enemy rounds.

I managed to delete my saves so not too sure now hehe.

By the time I reached the first gate the team were all easily MAX Level (50). The trikes were at 11 attack power with 2 counter and 2 actions!!!! (oddly trex never got an extra attack – bug?)

Gold dragons were 9 attack 2 counter 2 actions as well but never noticed the hp of either of them. I do know ‘only’ 32 odd points of healing from drain wasn’t even close enough to heal my trikes completely.

After 2 rounds my trikes were draining for 150% of 11 two times! with the dragons not too far behind. The only thing that messed me up was the final final boss who made my center trike swap out in round 3.

Now as put, this team easily steamrolls the game with nary a death if you live past the first three fights. That’s never enough though of course, is it?

So the deal here is we want 6x beast magic for the 150% drain but since we get a +1 to beast magic from a chest we can opt for a different 6th (level 7 in any magic field is wasted =/).

I still do not like the 3 arrow attacks since the counter only gets more common and shadow cobras are NASTY in this regard.

So a few ideas… adding a ? monster of some sort to replace a dragon for always-can-hit love. Not sure how an octopus works at max level as it prolly gets ripped off for an extra action or two.

Can put some sort of really nasty counter monster in front but unless it’s fire it’s not getting a bonus.. If only cobras were fire clan hehehe but then trikes are near perfect front line for this setup.

To be honest I’m really not sure how to improve on trikes and dragons. Since one can set the team up after only 3 fights it’s not like it’s super exotic either. Win Win.

Cheers!
-Boffo

Man this board destroyed the formatting , one edit to try and at least make the bullet statements readable hehe

 
avatar for badgecrasher badgecrasher 300 posts
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Whoa.

Way to make your first post.

Thanks anyway:)

 
avatar for BrokenFixer BrokenFixer 70 posts
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I love the three-way attackers and really find it easier to win with them. Three-ways inflict a lot more damage a lot faster than one-way melee’rs. I won my initial game with Grizzlies, but Puppets and Whales are stronger (although due to glitch, Puppet loses the extra +1 AC treasure when you randomize or reload your save). …Only the Battering Ram can keep up since three-ways are usually harming two or three foes at once.

Since the three-way attackers are more vulnerable, success requires more finesse — attack with back-rankers first, focus fire to inflict maximum kills, time your 1-point harm and/or heal spells to kill enemies or put friends out of range of death. But in the early game, very few enemies have good counterstrike. A Fire Beetle has only 18 hp, while a Python’s 1×2 offense is so inept that you can pass turns with vulnerable three-ways without any danger.

There are many roads to victory. As long as you have 3 front-rank animals and 3 back-rank animals – and you remember to keep them fully healed and to move them to their correct position during Camp rather than wasting your first round of combat – you can have an easy time of it.

I’ve won starting with Fire Beetle-Penguin-Eagle-Cat initial setup. Almost any initial setup is probably winnable with the exception of an entire army of Cats and Fairies.

Comparing some of the best combatants for the front-center position:

Trike (Brute): 8 dmg in 1 turn, receiving 1 strikeback

Battering Ram (Fire): 12 dmg in 1 turn, receiving 1 strikeback

Puppet (Magic) or Whale (Water): 18 dmg in 1 turn, receiving 6 strikebacks

Lion (-): 21 dmg in 1 turn, receiving 3 strikebacks

Cyclops (Shadow): 24 dmg in 1 turn, receiving ~3 strikebacks (because Shadow has 50% dmg reduction vs CT).

 
avatar for BrokenFixer BrokenFixer 70 posts
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I’ve copied this from the strategy guide at http://brokenfixer.pbwiki.com/BruteWars where the Tables actually work. Apologies that I can’t figure out how to put HTML tables into this forum…

All Animals Listed Alphabetically (Attributes for Level 0)

Animal Clan Position HP PW AC CT

Battering Ram Fire Front 20 12 1 0

Blue Dragon Water Back 30 6 1 1

Camel Fire Front 28 4 2 0

Cat - Any 24 2 2 0

Cobra Shadow Back 26 4 1 4

Croc - Front 32 6 1 1

Cyclops Shadow 3-Way 28 4 2 0

Dragon Fire Back 30 6 1 1

Eagle - Back 20 3 2 0

Elephant - 3-Way 28 6 1 0

Fairy Magic Back 20 1 4 0

Fire Beetle Fire Front 18 6 1 3

Foxbat Fire Back 22 2 3 0

Frog - Back 22 3 3 0

Ghost Magic Any 24 5 1 0

Gold Dragon Brute Back 34 6 1 1

Golem Shadow Front 32 4 2 0

Gorilla - Front 28 4 2 0

Grizzly Brute 3-Way 28 5 1 0

Lion - 3-Way 24 7 1 1

Octopus Water Any 24 2 3 0

Penguin Water Front 22 3 2 0

Phoenix Fire 3-Way 25 4 1 2

Polar Bear - Front 30 7 1 1

Puppet Magic 3-Way 30 3 2 0

Python - Front 28 1 2 4

Raptor Shadow Front 28 6 1 2

Shadow Shadow Any 24 3 2 0

Shark Water Front 26 7 1 2

Skeleton Shadow Front 22 3 3 0

Storm Mare Fire Front 34 5 1 1

Trike Brute Front 32 8 1 1

T-Rex Brute Front 26 4 2 0

Unicorn Magic Front 20 3 2 1

Vulture Shadow Back 22 4 2 0

Werewolf Shadow Front 26 5 2 1

Whale Water 3-Way 30 3 2 0

 
avatar for Quizoid Quizoid 8 posts
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I had very little difficulty once I got to three Ghosts (with the extra move) and three Cyclopses. The last battle was a bit tough, I needed some Ghost luck, but, besides that, the whole second half of the game was a no-brainer click-fest.

More limits might make this more fun… such as a more limited set of starting characters, and the random thing isn’t super fun. It would be more fun if they had to be earned more. Perhaps only one alteration per battle. Then, you wouldn’t have to loose all your randomizers in a new area.

Another idea is to limit the force to having no duplicate monsters.

 
avatar for Quizoid Quizoid 8 posts
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I just realized I could play the game that way, as is, just imposing those limits on myself (O: I should try it sometime… after Monster’s Den.

 
avatar for SolitarySun SolitarySun 25 posts
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Boffo’s right; Beast Clan has in general the best magic in the game. Water and Fire spells lose their edge later on as everything gets more HP, and the Magic spells suffer the same effect.

The +Counter Spell mops the floor with ? and 3-way attackers and is cheap, so it’s usable, but the + attack spell is garbage. Since the Vampiric spells operate off of percentages, it opens up obscene possibilities in the endgame. Trikes get 2 × 11 damage, which times 175% is 38 points of healing.

Which is obscene.

Honestly, not even Lvl. MAX Shadow creatures can keep up with Trikes and G. Dragons, thanks to that single spell. It breaks the game.

On top of that, the Brute final spell gives you 3 extra attacks, which is around

 
avatar for Darth_Sirov Darth_Sirov 1945 posts
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I find it funny that its worth mentioning the title BRUTE WARS

 
avatar for RaceBandit RaceBandit 585 posts
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The party I’ve been using is Trike, two Whales, two Fairies, and a Gold Dragon. This has only phailed me against the Trivarian.

 
avatar for Insaneidiot Insaneidiot 42 posts
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well i hate to be rude, but arent shadow creatures pretty godly?

 
avatar for Darth_Sirov Darth_Sirov 1945 posts
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supposedly yes, but tactically speaking, Brutes seem to have the overall advantage, especially with spells.

 
avatar for PatrickBateman PatrickBateman 70 posts
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Pretty much walked through the game once I got my team assembled.

I used a Trike, Cyclops, and Battering Ram up front. Two Gold Dragons, and a Blue Dragon in the back.

 
avatar for CPaint CPaint 26 posts
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I beat the game, but Kong glitched up for some odd reason, and I saved over all my files >_>

THIS time, I’ll be using…

Trike Trike Trike
G. Dragon Shadow? G. Dragon

I’d like a good random hitter, and I’m thinking Shadow.
New Game+ gives me all the fun of getting 99 Randomizers, so I’ll make it happen.

 
avatar for mauvai mauvai 1 post
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Best combo ever is ram ram ram, g dragon g dragon g dragon. i beat the game in no time with that. when they max out, the front row dies in the first time, and the scond row half dead. usually. remember lv 50 rams with all the bonuses do 26 damage each per turn=)the 3 gold dragons are the important ones though, because the top brute spell then gives 3 extra actions to your animals, and the dragons get four, so the rams can do 5 by 13 = 65 damage each. thats a lot. also the dragons do 5 by 9 = 45 each. that should be enough to finish off any army. =)

 
avatar for phooltk phooltk 1871 posts
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I used (and had no problems with, up to and including game completion) the team i started with:

ram – elephant – whale

frog – some kind of dragon – ghost

but would probably aim for something like

ram – ogre(?) – ram

? – gold dragon/frog – ?

fires get +1cr, waters get +5hp…

high ap:damage is really for swapping but bad vs cr. If you have, say, 2 2APs and everything else 3-5AP then when there’s only 1 enemy left you can attack them with everyone in your party.

get the 5hp treasure, then head left for a couple of maps (increased starting mana and increased post battle heal – you’ll virtually never need food again), then go back the way you came.

. >> and <^> types are good at the beginning of a match but after the first kill or two ?s are far superior (with 1 ^ or high damage >>), due to enemy ?s and >>s which stay on the back row and can only be attacked directly by 1 non ? team member.

frogs are great beginning game, rams are great always.

it seems if you randomise at level 50 you miss out on the level 50 +1 ap bonus. I’m guessing on this but if u do randomise this late for some shadow types, let them die and relevel and you’ll probably get the bonus.

never drop below 1 mana unless in an emergency. If you have 1 mana you get 1 mana per turn, 0 or 0.5 and you only get 0.5 mana per turn. So wait a couple of turns (after u buy increased starting mana, 1 turn less) and you can heal as often as every single turn, with 1 extra time just before the final hit of the match.

All this being the alternative to just beasting thru… thing is, by the time u get 3 mana everything’s 1 turn off dead anyway, so i’d only go the beast way endgame.

 
avatar for gereffi gereffi 793 posts
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Does this game really need a guide? Honestly, if you can’t beat it, I feel bad for you.

 
avatar for phooltk phooltk 1871 posts
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Wheras I feel bad for anyone who spends more time than necessary getting the badges on this quickly boring, shallow game playing in a suboptimal manner (as is to some extent inevitable for an inexperienced player).

 
avatar for candle_jack candle_jack 39 posts
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Where can I find the Trike anyways?

 
avatar for del1837311 del1837311 2 posts
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