ARCHIVED - 1* / 2* Tournament teams before 136 votes removed them from Empires

Mods

Do not worry about off topic replies on this topic. So much hate will flow Palpatine will open a pub

Friendship

A lot of this info comes from the awesome think tank of the forums.

Some info from a very good friend, and other Beta testers, flexible enough to test it in the very very narrow Beta runs ( that is another topic all together).

Emblems

Attack, defense and HP nodes will have a huge impact on base stats since normal nodes have a fixed increase.

Emblems will have the most impact on 2* Tourneys since 2*+7 is the highest where all emblems can be recovered. And 2* tourney has the most classes.

Heroes that are 1*+18 can spend gems to recover all emblems but many classes are missing from the 1* hero roster and 1* Tourneys are most effected by RNG ( for a variety of normal, and weird, reasons).

Center X*+18

Center X*+18 will be the most cost effective use of emblems, but balanced by the general weirdness of 1* / 2* tourneys.

Attack and HP

Attack, and HP, will be very impactful.

Attack stat soft cap

With the ( effective ) lack of an attack stat soft cap, RNG will be the main factor.

Rainbow

Weirdly the ( effective ) lack of an attack stat soft cap will reduce the effectiveness of color stacking since NEUTRAL color will have a severely reduced impact. Players that complain about color stacking ( Empires’ hidden buff ) will be unhappy to learn there are huge downsides to rainbow teams in tourneys with the defeat rule.

Rainbow teams will be much more effective in 1* / 2* tourneys compared to 4* / 5* tourneys.

Double Strong

Double strong versus the center will also be useful but can be more easily nullified by RNG than 3* / 4* tourneys because of Healers’ super low effectiveness especially in Rush Attack.

Weak color

The increased impact of weak color will be balanced by the limited impact of special skills ( except during Rush Attack ).

Special skill will be less important than normal attack/ tile / matching/ physical damage.

Defense buff

Being so low on the attack stat curve makes enemy defense buffs less impactful. This will be balanced by the lack of defense debuffs.

Healing

Charging, and effective use, of healing will be almost impossible because of one color, weak healing.

1* Sharan’s weak stats compared to a 2* hero will make Sharan a poor choice for 2* tourneys.

Players will still use healers, but the influence of RNG will make healing the most frustrating special skill to use in a tourney.

Rush Attack

During Rush Attack, “enemy attack all” special skills will have a small advantage.

Center X*+18 “enemy attack all” will be an effective use of emblems.

Fighter class will further add to RNG rage quits.

Kenjiro 1*+18, Brand 1*+18, and Ragnhild 2*+18, will be common.

Bloody Battle

Healing has severely reduced effectiveness in 1* / 2* tourneys. Healers are more helpful for their sturdy HP but this is negated by RNG being hugely influential.

Bloody Battle is almost identical to “No Rule” for 1* / 2* Tourneys.

( teasing) You could say ALL 1* / 2* Tourneys are Bloody Battles ( end teasing).

Buff Booster

Without strong healing, minions, elemental links, and Wilbur, tourney rule Buff Booster will have the least impact on teams, though Bloody Battle is close.

Evade

Evade is incredibly powerful with the lack of good healers. But Evade is hugely RNG based making 1* / 2* tourneys the weirdest tourneys available.

Leveling Defense

Do not level your defense team after the tourney starts.

The exception is your defense team center.

The Devs have not released how matchmaking works for defense so leveling may result in very weird matchmaking effects.

Beta

While rumors say Beta tested 1* / 2* tourneys for bugs, the number of testers that fielded 1* 1.1 and 2* 1.1 heroes was huge.

The Devs literally have the least data on 1* / 2* tourneys.

Notes

Data mining

FIN

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