Subject
War Rule
One of the things about war rules, is they get more effective the less heroes you have. So by loading your defense team with matching specials, you increase the chances of a surviving hero taking advantage of the war rule.
Attack Boost
Attack Boost is similar to the attack boost you get after 5 minutes when raiding. Use your normal raid defense for Attack Boost.
Corner Snipers
Corner fast mana speed snipers are powerful since the Revenge Bar was replaced by Arrow Barrage eliminating the healer in the corner strategy.
Corner heroes get the most boost from War rules since they are often the last hero left and are hard to hit with matching/ tile damage.
Fast mana speed corner snipers benefit from Field Aid - keeps them alive - and Attack boost/ Arrow barrage - amplifies their special skill.
Field Aid
If you have two corner snipers and three center healers, whenever a healer dies, the other healers become more powerful since Field Aid speeds up.
If they target the corner snipers, the healers can become invincible in later war energy.
If they target the flank healers the corner snipers can charge up and pick off their heroes.
This is especially effective if your alliance coordinates the color of center and flanks. So all centers are one color and all flanks are the anti- anti- color. This means if they go triple strong against your center, they are triple weak against both flanks. If they go triple strong against both flanks, they are triple weak against the center.
Example
All center Hawkmoon - red - with Belith flanks - red’s anti color is blue and green is blue’s anti color. Most likely to be attacked with 2x Blue and 2x Red meaning a bad board would hurt more since they re missing two colors. One they run out of Blue and Red attackers, the defense become even more powerful.
Arrow barrage
A center healer, two corner snipers and two attack all / Splash damage heroes means whenever a hero dies, the arrow barrage speeds up.
This is especially effective if your alliance coordinates the color of center and flanks. So all centers are one color and all flanks are the anti- anti- color. This means if they go triple strong against your center, they are triple weak against both flanks. If they go triple strong against both flanks, they are triple weak against the center.
Example
All center Belith - green - with Valen flanks - green’s anti color is red and blue is red’s anti color. Most likely to be attacked with 2x Red and 2x Green meaning a bad board would hurt more since they re missing two colors. One they run out of Blue and Red attackers, the defense become even more powerful.