AW - Enemy Aid - how are you changing your AW defense to adapt?

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A durable hero flanked by two high defense heroes at the center, 2 different speed dispeller and an attack buffer is my choice this round.

With a 20% free heal I put another “offensive healer” (Boldtusk) instead of Scarlett.

I disagree with that strategy. With healing help, rather than arrows, your defense needs to be more attack-heavy, not less. You’ve got three healers in that line, and both attackers are blue. A green-heavy attacker will own you.

While 20% Heal isn’t big enough to replace ^all^ your healers, I’m thinking that one good all-team healer willl be right, with four good attackers.

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I have been thinking about this (and I’m by no means done thinking :thinking:). My inclination is to still stick with some healers on defense. In my case I’ve got Kashhrek on tank duty, and Sabina on the outside, who importantly debuffs of course. Magni and Khagan are flanks, and Li Xiu is the other outside wing. The enemy aid will in effect act as a 3rd invisible healer (one that can’t be killed).

It is still true that the entire mission of the defense team is to simply not die. Like raids, there is a time limit on war battles, but unlike raids, there is no tie-breaker to escalate attack strength at the end until someone dies. It doesn’t matter if the attackers aren’t killed, as long as the defense team survives.

It probably depends on the specific heroes and how they work together, but in my case my feeling is to keep both Sabina and Kashhrek is still the best move. If I were to swap anyone, I would probably put Wu Kong in place of Li Xiu. Or perhaps… Sabina for Boldtusk (but then I wouldn’t have a debuffer left, and give the attacker the option to stack blues against my 2 reds - though Kashhrek might be pleased to see more blue opponents). It may take some experimentation over multiple wars.

The story for attack teams is quite different of course, they do not need the extra heavy duty healing to survive the arrows anymore, and they could use more offense to counter the enemy aid. So they would ideally shift in the offensive direction. I don’t know exactly what my attack teams will be yet this war, in part I’ll have a look when I can actually see the enemies, but honestly swapping a lot of healers would require me to put in weaker attackers in their place, so it may only happen incidentally. Until enough time passes to deepen the bench with even more leveled up heroes of course. :slight_smile:

But whatever the war rule is, arrows, or enemy aid, or enemy attack boost… fast strikers on attack will always be useful. Hard to have enough of those…

^^^^^^^^^^^^^^^^^^This

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Side note: Every time I see the phrase “Enemy Aid”, I think of this:

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By the way… is everyone’s war rule enemy aid this war? Has anyone gotten anything else? Is it always in sync, or…? I assumed it would be random for every war, not the same across the board for all alliances every war.

Always the same, for all teams.

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I think this way: without arrows attacking teams will be more offensive than ever and I’ll need healers to increase further good attacker heroes, while with arrows Id take fast AoE attackers and single target snipers to kill healers, “attacking pillars” heroes.

The green tank and blues are to lure in and then deal with Boldtusk(s), the dispellers to make it useless and finally a double blue to burn trough green attackers and let Kiril(s) live longer:
We have a good number of tanking Kiril(s) in our defenses and we are not at the level where our foes have many 5* heroes to force their way on a 4* 3 healers team.

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Surely Spirit link synergises especially well with this ability. I’m opting for a spirit linker, a healer (Kiril is my best) and my quickest attackers.

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Oh wow, I had no idea. Thanks for that info.

You want red attackers to counter green, not blue.

In any case, I can see your side of the argument: attacking teams will bring more offense, fewer healers, so defense needs to be healer-heavy. Maybe. Let’s compare notes after this war.

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9 hours left, my defense got 1-shot cleared in the first minute, maybe they were his better heroes.
Untouched after the first respawn.

Said so I think that I’ll replace Sabina: “corner healers team” were the easier to deal with.

85% of my opponents had only one healer for team and the most durable ones were the ones near the tank (if it weren’t the tank himself, Kashhrek).

The cases where a defense had hold their ground (on both sides) were due to healer tank + flanking healer combo, 7 cases only but we have still somo hours left to see how this worked out.

From what I have seen against our current adversaries, the lots of healer defense still the strategy. Makes for unbearably boring and long attacks. I usually do not use healers in attack teams (excepting boldtusk and kirill, but mostly for their buffs), but realized I had to bring one along to resist the long fight
Obs. I just have boldtusk in my defense, and see no reason to change

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Attack taken: 1
Times defeated: 1

In the end we won like if they finished their attacking heroes.

Our defenses sum: 82734 (A=0,98B)
Their defenses sum: 84432 (B=1,02A)

So they should had a weaker rooster and the result could have been kinda expected.

So to continue the discussion I’d like to hear some more experiences and preferences.

I don’t really have an own view on this, but I’ll give a try to write down what I’ve done and thought of.

Arrows
I usually include two healers - one as flank and one as tank - and two fast hitting heroes. This in order to survive long enough to take advantage of the Arrows and compliment the 25% damage they deal with the fast heroes.

For example: Rigard - Caedmon - Kiril - Kelile - x

Healing
Healer(s) in the corner usually gives me problems when both my team and my opponents team have 3 dead heroes. Especially if my DPS didn’t survive. It’s pretty much a pointless battle then, unless I have the right colored tiles underneath it or I can catch up with healing my own heroes. This situation is not so problematic when I’m fighting non-healing corner heroes, because it’s easier to outdamage the amount of healing these heroes receive.

I usually place 1 healer in the corner and one as flank.

Attack Boost
Knowing that it will take 7 turns to get this boost up, unless at least one of your heroes is killed, I tend to use an attack boost healer as tank flanked by two average/fast DPS heroes.

For example; Grimm - Boldtusk - Caedmon


What is your prefered team set up for each type of aid?

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I have found this:

In this topic: Best tank colour depending on Alliance War buff? - #4 by YoMomma

Any other insights?

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@Petri
Can you (or someone) clarify to me how the 25% damage from Arrow Barrage is calculated.
Is it 25% of the defense’s remaining combined health.
25% of the defense’s remaining combined attack.
Or is it referring to the defense teams combined health or attack before any heroes are killed?
The in game description only says “deals 25% damage”.
Thank you!

Every attacking hero loses 1/4 of their actual HP.
Heroes with 1 HP dies from the barrage.

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Thank you for clarifying this!
Best of luck to you in game and in life!

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