Recent posts by JumpFrog on Kongregate

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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by JumpFrog:

INTRO GUIDE FOR NEWBIES!

Since there seem to be a couple newbies visiting the forums every once in a while, I thought I’d do a brief but comprehensive guide to optimizing your base.


GENERAL TIPS:

1. Use good turrets. It doesn’t matter if you have to kill your max level Grand Blaster, replace it with a Tier One turret (See the list below). There seem to be a lot of people clinging onto sub-par turrets because they either don’t know any better, or they have used them since the begging. Forget it, and replace your shoddy units!

2. Space out your shielding! Your defensive units don’t need to be touching each other, since most all incoming fire will come in at an angle. By spacing your defenses out more, you are saving yourself several unit slots.

Good:

Bad:

3. Tone it down on the healing. You don’t need a dozen healing units to keep your base running- and if you do, there is an inherent flaw in your base and you should fix that. You should have at most a beacon or two, and maybe a Saviour. That’s it. Anything else is just wasteful, and the phrase “the best defense is a good offense” has never been more true. You are essentially shooting yourself with a foot by having a million healing units which could be replaced by things that do damage, and this is without considering the fact that Vira Healers are pathetic past the first several levels.

4. Remove your Gold Generators. They are bad. They contribute nothing. Delete them. I can’t stress this enough- combat efficiency and money/reward ratio is everything in these types of games, and you are once again handicapping yourself by keeping these gimmicky units on. In fact, unless you spend a simply obscene amount of time with the Gold Gens, then you won’t even get back your money that you spend on upgrading them in the first place. And in a game where you get a significant amount of gold, the starting $150/s is just minuscule. The only worthwhile thing about them is keeping the gold on the map for a bit longer, but that shouldn’t be an issue, at least not in this game.

5. This ties in a bit with my first point, but it would stand out more if I put it here- just because it is a rare unit does not mean it is good. Refer to the unit ranking list below.

6. My last big tip, get some Chargors! They are obscenely good. If you positioned your base correctly and have the right amount of Chargors, you’ll have over 100% increased damage, 25 (comparable to 500%) increased ranged, and plus 100 health for every unit in your base. FURTHERMORE, make sure to NOT cluster your Chargors in the center of your base, since the Chargors also have an unlisted special effect where they boost the turrets they touch once every couple seconds, also a powerful effect. For this reason correct Chargor placement is a bit tricky- especially since you have to get those Neg Voiders in as well.

I’m sure I’ll think of more tips later on.


COMBAT EFFICIENCY:

Here’s the list of turrets, WITH abilities (not just damage) taken into account. However, I will list the damage each does. Keep in mind I am testing the damage they do, plus 117% from Chargors, but the comparison is still valid since they all get the same bonus:

God Tier (The best): Aries (394/s x2 1) > Galaxy Turret (609/s) > Lightbringer (?)

Tier One (Great): Devas Nero (378/s) > Nyon Exist (329/s) > Tesla (290/s) > Korazon (351/s) >

Tier Two (Average): Scorpion (384/s 2) > Zakana (78/s)

Tier Three (Bad): Nexxon Phasor (101/s) > Nuclear Terra (140/s)> Grand Blaster (84/s) > Zycon Storm (64/s)

Tier Four (Horrible): Elson Demi (61/s 3) > Core Blaster (31.3/s)

1 The damage is doubled on the Aries since it has two beams. I could be wrong, since I haven’t tested if the damage doubles once you get it upgraded, but it wouldn’t make sense for the rarest unit in the game to be that weak.

2 Scorpion- So why is this a Tier Two, and not higher? The damage is good, but the range kills it. Even if you increase it’s range, it can only reach so far, making it much worse than the others. It also cannot focus all that DPS on a single enemy, firing out its’ shots in wide waves, several of which miss. For this reason, the Scorpion’s combat efficiency is far below what it might seem to be, from the numbers.

3 Elson Demi- Why so low? I actually wanted to put this mine-laying turret at the very very bottom, since the enemies aren’t garaunteed to hit every mine, and therefore the damage output per second is lower, not to mention the fact that they need to be OUTSIDE YOUR BASE to lay the mines effectively. But I’ll leave it at the top of Tier Four for now.


BUT WHAT ABOUT DEFENSIVE UNITS?

Well, it’s a bit of a tough call, but I’d rank them in the order listed below based on effective health (included is regen/s). Tiers aren’t needed since there are so few.

Defense Units: Infinite Fortress (27.5/s) > Titan Barrier (5/s 4) > Defensive Wall (27.5/s) > Darkness Barrier (none 5)

4 Used to be first, but I do admit that in this case the Infinite Fortress is better simply because of the healing. I still think that the shield is a tad more valuable than it is given credit for, so I’ll still keep it ahead of the Wall. But frankly it’s a close thing, and depends on how you build your base.

5 For a special unit, it quite frankly sucks. I was really disappointed when I first got the chance to look at it- all the abilities are incredibly underwhelming and cost a shit ton. It is a gimmick unit more than anything, since it has no practical defensive utility to keep it alive and no offense either. Quite possibly the worst unit in the game.

In a perfect world, you would have these units in about these amounts: 2 Vira Ultima, 4-5 Neg Voider, a Vira Saviour (or a Sanctum Beacon), 2 or more X-Zacs. Also, depending on whether you are active in collecting gold or not, you should grab one or two Fion drones for that purpose.

Just bumping it for vision, don’t want it to get lost in the forums. The whole point of it was, after all, to give new players an easily found guide.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by vesperbot:

I’d add some to these points:

“Remove gold generators”? Again a question, you need a lot of money to upgrade your units, even if you have all your turrets unlocked. The maxed out Chargor wants about $600k for upgrading, and you need to get that $600k from somewhere, so those 550$/10s from gold gens (and tech center) are worth to keep ONE of them fully upgraded for extra abilities. Once you start running Tesire without fear of elimination, you might add more unupgraded GGs for more bucks per level, and believe me, you would need many runs and much money to prepare for Zone One.

Nearly forgot to mention that a large part of why I believe gold gens are worthless is because sure, they provide passive gold, but a fion drone is better in nearly all cases since it actively seeks out gold and generates it passively. Grinding is fine, but it is made infinitely more bearable if you can sit back and read a book while the drones do it for you- assuming, of course, that you aren’t grinding for rares.

And to touch on the Zakana- yes, it has a damage boost to other units, and sure it can penetrate shields, but the meager damage it outputs while doing that still shifts it down to the bottom of Tier 2- in fact, the only reason it wasn’t lower is because of those passives.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Some very good observations- I have 2 Vira Ultimas myself after getting quite lucky (I believe you can only have 2) so for me the Titan Barriers have been better. I was already leaning towards switching the Infinite Fortress with the Titan Barrier, so I’ll make the change. And I totally agree with the large units, they really are too large. Once again that was a point I considered, but I felt that I’d shunted it low enough.

In the healing and gold gen… well, once again, I suppose I have a bit of bias with the healing since I use mainly Titans and have 2 Vira Ultimas, which makes my life infinitely easier. However, I didn’t say remove all healing, remember, this is addressed at the newbies who are going to have entirely too many healing units- or worse, Healers. As for the gold gen, I disagree- you’d need to grind quite a lot to get back the gold and then profit, which, once again, the more casual player of this guide won’t really do. On the opposite spectrum, the more hardcore players can hardly afford it since I imagine a lot of them are like me. My bank is totally full, so I can’t store the gold gens (nor do I want to) especially since I will need those storage spaces for other units I don’t want to lose, or max level units I am planning on sacrificing to my next Aries.

As for the X-ZACs, ehhehhheeheheh….. even just theoretically speaking, the other defensive units completely outmatch them. Doesn’t matter that they have close to a thousand HP, with no regen and no shield they go down pretty fast under concentrated fire. If you scroll up a bit and find my base, you’ll see that I have them towards the bottom as you mentioned, simply because they can’t go as a front line defense and are good as rear guards.

All the other things I’ll change, you made some pretty good points which I missed.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

INTRO GUIDE FOR NEWBIES!

Since there seem to be a couple newbies visiting the forums every once in a while, I thought I’d do a brief but comprehensive guide to optimizing your base.


GENERAL TIPS:

1. Use good turrets. It doesn’t matter if you have to kill your max level Grand Blaster, replace it with a Tier One turret (See the list below). There seem to be a lot of people clinging onto sub-par turrets because they either don’t know any better, or they have used them since the begging. Forget it, and replace your shoddy units!

2. Space out your shielding! Your defensive units don’t need to be touching each other, since most all incoming fire will come in at an angle. By spacing your defenses out more, you are saving yourself several unit slots.

Good:

Bad:

3. Tone it down on the healing. You don’t need a dozen healing units to keep your base running- and if you do, there is an inherent flaw in your base and you should fix that. You should have at most a beacon or two, and maybe a Saviour. That’s it. Anything else is just wasteful, and the phrase “the best defense is a good offense” has never been more true. You are essentially shooting yourself with a foot by having a million healing units which could be replaced by things that do damage, and this is without considering the fact that Vira Healers are pathetic past the first several levels.

4. Remove your Gold Generators. They are bad. They contribute nothing. Delete them. I can’t stress this enough- combat efficiency and money/reward ratio is everything in these types of games, and you are once again handicapping yourself by keeping these gimmicky units on. In fact, unless you spend a simply obscene amount of time with the Gold Gens, then you won’t even get back your money that you spend on upgrading them in the first place. And in a game where you get a significant amount of gold, the starting $150/s is just minuscule. The only worthwhile thing about them is keeping the gold on the map for a bit longer, but that shouldn’t be an issue, at least not in this game.

5. This ties in a bit with my first point, but it would stand out more if I put it here- just because it is a rare unit does not mean it is good. Refer to the unit ranking list below.

6. My last big tip, get some Chargors! They are obscenely good. If you positioned your base correctly and have the right amount of Chargors, you’ll have over 100% increased damage, 25 (comparable to 500%) increased ranged, and plus 100 health for every unit in your base. FURTHERMORE, make sure to NOT cluster your Chargors in the center of your base, since the Chargors also have an unlisted special effect where they boost the turrets they touch once every couple seconds, also a powerful effect. For this reason correct Chargor placement is a bit tricky- especially since you have to get those Neg Voiders in as well.

I’m sure I’ll think of more tips later on.


COMBAT EFFICIENCY:

Here’s the list of turrets, WITH abilities (not just damage) taken into account. However, I will list the damage each does. Keep in mind I am testing the damage they do, plus 117% from Chargors, but the comparison is still valid since they all get the same bonus:

God Tier (The best): Aries (394/s x2 1) > Galaxy Turret (609/s) > Lightbringer (?)

Tier One (Great): Devas Nero (378/s) > Nyon Exist (329/s) > Tesla (290/s) > Korazon (351/s) >

Tier Two (Average): Scorpion (384/s 2) > Zakana (78/s)

Tier Three (Bad): Nexxon Phasor (101/s) > Nuclear Terra (140/s)> Grand Blaster (84/s) > Zycon Storm (64/s)

Tier Four (Horrible): Elson Demi (61/s 3) > Core Blaster (31.3/s)

1 The damage is doubled on the Aries since it has two beams. I could be wrong, since I haven’t tested if the damage doubles once you get it upgraded, but it wouldn’t make sense for the rarest unit in the game to be that weak.

2 Scorpion- So why is this a Tier Two, and not higher? The damage is good, but the range kills it. Even if you increase it’s range, it can only reach so far, making it much worse than the others. It also cannot focus all that DPS on a single enemy, firing out its’ shots in wide waves, several of which miss. For this reason, the Scorpion’s combat efficiency is far below what it might seem to be, from the numbers.

3 Elson Demi- Why so low? I actually wanted to put this mine-laying turret at the very very bottom, since the enemies aren’t garaunteed to hit every mine, and therefore the damage output per second is lower, not to mention the fact that they need to be OUTSIDE YOUR BASE to lay the mines effectively. But I’ll leave it at the top of Tier Four for now.


BUT WHAT ABOUT DEFENSIVE UNITS?

Well, it’s a bit of a tough call, but I’d rank them in the order listed below based on effective health (included is regen/s). Tiers aren’t needed since there are so few.

Defense Units: Infinite Fortress (27.5/s) > Titan Barrier (5/s 4) > Defensive Wall (27.5/s) > Darkness Barrier (none 5)

4 Used to be first, but I do admit that in this case the Infinite Fortress is better simply because of the healing. I still think that the shield is a tad more valuable than it is given credit for, so I’ll still keep it ahead of the Wall. But frankly it’s a close thing, and depends on how you build your base.

5 For a special unit, it quite frankly sucks. I was really disappointed when I first got the chance to look at it- all the abilities are incredibly underwhelming and cost a shit ton. It is a gimmick unit more than anything, since it has no practical defensive utility to keep it alive and no offense either. Quite possibly the worst unit in the game.

In a perfect world, you would have these units in about these amounts: 2 Vira Ultima, 4-5 Neg Voider, a Vira Saviour (or a Sanctum Beacon), 2 or more X-Zacs. Also, depending on whether you are active in collecting gold or not, you should grab one or two Fion drones for that purpose.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by vesperbot:
Originally posted by cbeenker:

can anyone give me some tips on how to beat the boss on level 15? i only get him down to 50% before he enrages and wipes my base. Here is my setup.
http://imgur.com/L28Liar

Drop all Vira Healers, drop big lasers, drop gold collectors except one, drop zycon storms, replace with 4 chargors, 1 vira savior (don’t see if you have one, if yes, skip vira savior) and rest Nyon Exists. Amp all of them to max, level up in Tesire (hard, preferably) then try again.

I doubt this guy is still around, but something vesperbot forgot to mention is that the guy should also add in 2 more Neg Voiders. A big part of why the final level is difficult for a lot of people is because they don’t have the Neg resistance needed. I have four, and fully upgraded that gives me 92% resistance, which is just about enough. Anything less than that 4 Neg Voiders leaves your base very vulnerable, and anything more compromises efficiency and wastes a unit slot.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Haven’t been on this thread in a while, and looks like it’s nearly abandoned, which is a shame since the game is so great. Either way thought I’d drop my base here for everyone to see.

After coming back to this game after a couple months I decided to sell my Fira Zevons and replace them with Novas, which will later become Galaxy Turrets. My rationale for keeping Fira Zevons before was kind of shaky, since I was only doing it because it was a premium unit and it was marginally better at hitting fast units. However I think that the trade off is really, really not worth it since the Galaxies do just so much more damage. So in the meantime, I will have to deal with those tiny Novas :)

Anyway, my base:

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

You squish bases by dragging the unit you want to squish many times. It moves a little in the direction you end at. You have to do this many times very fast. It’s still a bit difficult to do and somewhat pointless since it would be absurdly easy to destroy a base like that, but whatever :3

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Welp, here’s my base. Still a couple things that I could perhaps do to give it more firepower, but this is what I’ll probably stay with until I get another Aries.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

I started switching out my Fira Zevons for the Galaxy Turrets because they out-damage them so, so much… I’ll keep a couple for those fast units, but otherwise I’m phasing them out of my base. I’ll submit a pic of my base soon, once I get a couple things worked out.

EDIT: And for the love of god, stop posting large blocks of save text. The special characters don’t transfer properly and the save becomes corrupted, making it essentially useless forum spam. Not to mention that I doubt anyone would bother looking at it either way- too much hassle.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

I’m not quite sure what your question is, RootBeerLover. The Ultra Amplify increases the damage of the turret, period.

If you are asking if your turret would do more damage when if you buy the Ultra Amplify at Rank VII than if you bought it before, then the answer is no. Some people claim that is matters, but it is unsubstantiated, misinformed, or just plain newb complaints.

So no, don’t wait. Buy the upgrade now- except, what turret are you buying it for?

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Also, here are some general tips in case a newbie wanders in here:

Tip #1: Don’t space out your base! A compact base makes for a smaller target.

Tip #2: Do space out your shields, but not so that there is a huge gap in between them. Generally (on default screen zoom) you want to leave enough space in between your Aegis Barriers/Infinite Fortresses so that you could place a #2 pencil in between.

Tip #3: Basic units are horrible, and you shouldn’t use them for any extended period of time. The only exception to this rule is the Nova Turret, which, once upgraded to the Galaxy Turret, can be used even late in the game.

Tip #4: Put in some ZAC Assimilators. They might not look useful, but they are, since the final version has upwards of 1000 HP. Also, the ships that is spawns don’t take up any Unit Limit space, and have the damage of a Turret, so it really does help out.

Tip #5: Use Chargors. And once you do, make sure that they touch as many units as possible. The upgrades ARE distributed based on the Chargor’s Range, but what a lot of people don’t know is that there is another effect when they touch a unit. It is seen when the Chargor starts spinning and units around it start pulsing white. That means that the unit(s) in question is not charged, and will fire much faster, and will do more damage.

Tip #6: Please, please, please do not use Vira Healers. They might have looked nice, they might have worked in the beginning of the game for you, and you might have liked them, but take my word for it when I say that they are absolutely useless past Lvl. 11 on Hard. The Vira Healer heals at 1.6 HP per 3.6 sec. That is horrible time. I know that it is upgraded as it levels up, but even the upgraded 5-8 is noneffective. At the point where your defensive units have upwards of 300 HP, that 3 points of health per second (I’m being generous here) doesn’t do jack shit. Instead, use the Vira Saviours (no more than 2), which do not take up room on the field, do not have a range, and are much more effective.

More tips are sure to come in the future.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Hey Fyffer!

It’s alright, we all get rares eventually…. I’d like to know how you saw 26 rares on my last post, though. Here is my base at the moment, although it might change.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

I finally beat Lvl. 15 on Hard. I think I could beat it at Insane right now, but I’d rather play it safe and wait for a 2nd Aries.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

I found it on Hard at Tesire.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

I probably will add another 2 Neg Voiders, but right now I’m not aiming to beat Villalabos- I am searching for rares, and I have another 3-4 Tech centers with Zava Detectors just sitting in my bank. What I’ll do is I’ll take away two of the Chargors from the front and replace them with the Neg Voiders.

But until I get another 2 Aries, I won’t even attempt the 5th Level.

And yes, this base can easily kill anything on Tesire, even with Taunt.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

I don’t even know why I post here- nobody is on…. but, nevertheless, here is my (again) re-done base. Because whenever I get an Ultra Rare unit, I need to restructure everything to add it in. It looks pretty cool, if I’d say so myself!

It still can’t beat Lvl. 15 on Hard or Insane, but once I actually get another 2 Aries, I expect to kick some serious ass! Plus, if I move my shields to the top, my base can take on just about any other base, except for the very gay ones- like the ones that smush their base into a corner and scatter their shields- that’s just not legit gameplay. It’s a cop-out for those who wouldn’t last a second if they were fighting fair.

Because, let’s face it, anyone can push their base to a corner. It’s the units and the upgrades that do the work.

Well, here is my base:

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

I am convinced that the Zava Detector upgrade DOES stack, because the 2nd game I played after I added 3 more, I found, in one game:
1 Aries
2 Arcane Wraths
1 Wall
1 Sanctum Beacon
1 Gold Generator

It is possible that I got REALLY lucky, and that this, and the game after are just coincidences, but I doubt it. It fits too much.

Here is the screenshot of the Arcane Wraths!

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Upgraded to X-Zacs, and maxed them out. Now I have ships that won’t die in 20 Seconds lol

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

And after some calculations, this base averages at 5,400 DPS. Not bad, I think, but it could be better. Here are my calculations:

10 Nyon Exists- 1359 Damage (5 sec reload) = 2,718 DPS
8 Fira Zevon- 71.2 Damage (.7 sec reload = 814 DPS
2 Tesla 475.9 (3.5 Reload) = 272 DPS
3 Lightbringer (320 DPS) = 960 DPS
2 Devas Nero 415 (1.3 sec) = 639 DPS

I wasn’t sure about the Lightbringer Damage, so I just referred to the damage of the Ledgend, and added onto that. Also, it seams that Fira Zevon are actually pretty bad compared to everything else, so I might switch them out with either Nyon Exists, or Devas Nero. Keep in mind that all of these calculations are done with me taking into account such things as Team Vigor- which gives my turrets 90% more firepower.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

There, just to cement the fact that Gold Drops happen really, really often, and half of the time 2 at once. XD

Oh, and here is my new base, seen below. I got another Lightbringer, and another Ledgend, as well as the Thor. The Thor is a passable shield, but definitely should not replace your front-line Titans and walls, mainly because it doesn’t have any regeneration capabilities like the others. It handled Tesire pretty well, with only taking 10-20% of damage at any given time, but it got completely destroyed by Nikki in the Void Realm. It is still to be seen how good the Thor is at offense, but so far it looks to be somewhat of a novelty- not unlike the Arcane Wrath.

Now come on guys, this game isn’t dead yet, so why is the forum so abandoned?

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Gold Generators are as common as dirt. And this kind of play-through happens a lot: a bunch of shitty rares, but no good ones.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Bosses drop rare units! Thats what i think, although it could be a minion. I just destroyed a boss and it dropped a defensive wall.

No, the chances of there being a rare drop are the same for all enemies- bosses do not increase or decrease that chance. In all my time playing, I don’t think a Boss dropped anything- because the chance is smaller, because you are destroying one unit, not many.

Also, defensive walls are pretty common, dude. I don’t even pick them up anymore, since I have like 6 in my Unit Bank. I also don’t pick up Gold Generators, Sanctum Beacons, Infinite Fortresses, and Arcane Wraths, because they drop ALL the time.

What I do pick up, however, are Ledgends, since they are the Turrets that you really want to get, and Aries, although I haven’t picked up one of those yet.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Here is my base. I was playing this game a lot during July, then I stopped for about 2-4 months, and now I got back into it, except my old save files mysteriously disappeared….. :(

So I decided to play a little now, and this is what I have after 2 days of playing. All of the Tech Centers have Zava Detectors, and ALL of the Chargors have max upgrades, so most of my towers have, in addition to any damage amplification of their own, exactly 72% more damage because of my Chargors, and 102 more HP, along with a range that covers the whole map.

They are, of course, positioned to that they can directly affect the most units at one time. All of my barriers are Max upgraded with the lowest having 500 HP, and the highest almost 600 HP. All of my units have a 46% chance of resisting Darkness, and my Lightbringer is also fully upgraded, along with my Ledgend. Right now I am trying for an Aries, although no luck yet.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Umm…. why the hell was my post removed…?

Love your base, it’s really compact, which is good…. can’t really offer more advice, because my post might be removed for no reason…. ><

Seriously, explanation please?!

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Here’s my slightly modified base:

tanknuclear: You upload images by using the Lightshot program-
(http: //lightshot.skillbrains.com/landing/lightshot1.html)- and then you upload it, go to the address they give you, click ‘veiw image’, and then just paste the address of the image itself in here, except with exclamation points at both ends:

! ww.google.com !

Oh, and the lightbringer is always worth it. If you have a unit that you can’t afford losing, then just put that in the unit bank, upgrade, and place it back. Easy as pie.

Also, any thoughts in the Vira Daemon? I’d ditch the Vira Healers for the Saviours, but the latter have a tendency to be where I don’t want them to be, and are either healing a unit that’s barely damaged, or straying into the line of fire and….

…dying.

crushertyre: Awesome base…. 3 Lightbringers, 3 Aries, and 3 Vira Ultimas…. I’m kinda jealous! But Tapkcir5 was right, you really should put in Two Zacs instead of the Titan barriers. And in my experience, Darkness barriers kinda suck. They literally go down in several seconds on the 14th and 15th level boss. So I’d replace the DB with your Titans, and put the healing beacons away, and instead put down the aforementioned Zacs.

But that’s what I would do…. anyway, cool base.