bloodhound?

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when the bloodhound kills it gets more dmg but when i combine it it looses its kills does this decrease the dmg gaind form the previous kills?

 
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Bloodbound gems use the “Total Kills” stat when determining how much damage it gains. The “Kills” stat only counts the number of non-combined kills (and is used for certain Battle and Journey Amulets).

 
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For the 3000 kills (not combined) amulet combine a 5th (or 6th if you can afford it at game beginning) bloodhound (red) and chain (lime), both skills fully upgraded if possible and play with max wave no. increase (non premium is 15), double creatures and swarm only.
Place the tower somewhere you can place 8 amplifiers (amps) around it (not a must as swarms don’t generally give a lot of mana, so even 5-6 might be enough) place only 3rd-4th lime gems in the amps.
You can experiment upgrading the mana pool as you see fit.
Do not upgrade the tower gem during game until amulet is recieved.
If you have extra mana improve the amp gems when all amps are full (an extra amp gem generally gives better stats than upgrading an existing amp gem).

 
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its better to use tripple gems, bloodhound, chain und multiple make the most damage

 
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orange, lime, yellow is better than red, lime, yellow for reasons that you get a welcome return. also use traps instead of towers to make the specials stronger (that yellow is “that” important). red will fall behind on the damage growth while yellow well… lol.

 
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triple gems are only good on premium.
without premium double gems can give 15% bonus with 80% special while triple give 10% bonus with 70% special.

p.s. could someone post the difference between yellow advancement and red advancement

from experimentation (on map M7 without any handicaps (normal settings)): single 7th grade yellow with 8 4th level amps does base ~250-~500 with 100% X3 (giving 750-1500) and ~50% X4 (giving 1000-2000)

single 7th grade red with 8 4th level amps does at end of map (with 6 1st grade summons (24 creatures) every wave but swarm) 1275-1857 with ~1000 total kills and 105% addition to damage

 
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http://armorgames.com/community/thread/7423407/gemcraft-labyrinth-walkthrough
This is a pretty good guide for GCL, over at ArmorGames, which has comparative power of special by gem grade.

It is true that triple gems are only good on premium. But, without premium (and endurance) there is no need to create a triple gem in the first place.

 
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orange, lime, yellow isnt very good at high level, because lime won’t be used effectively. So it’s better to use cyan or maybe blue istead of orange.
i have writen red, lime, yellow because its usefull to get the 3000 kills amulet.
btw, tripple gems have 80% special.
For mana i use orange, lime and cyan in traps, for example at grade 15 it would bring over 300 Mana per shot without expanded manapool. orange, lime, yellow in towers will bring much less mana because they kill the monsters fast instead of holding some monsters and farming mana (btw trap mastery isnt recommended to farm mana)

 
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Originally posted by kerdios:

triple gems are only good on premium.
without premium double gems can give 15% bonus with 80% special while triple give 10% bonus with 70% special.

Not entirely true – Triple Gems still have 80% specials and +10% ( +22% with Triple Gem Mastery) to damage, range and firing speed. Duals also have 80% specials, but +5% ( +15% with Dual Gem Mastery) to damage, range, and firing speed.

 
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For the record, the gem name is “Bloodbound” (notice the “b” in bound), not “Bloodhound”