Doesn´t look that scary in plain daylight
He wasn’t very fast. In fact, he basically would just lumber around…
Instead of asking for a nerf for Treevil. Let’s focus on the 3* heroes which work best to counter him.
- Aqueela. Special and passive skill.
- Faiez. Special and passive skill.
- Rekhetre. Special and passive skill.
- Helo. Special.
- Tyrum C. Special.
I am sure this list is not complete so feel free to add heroes.
R
I would add Gill-ra that cleanses your team and apply similar ailment to Treevil.
I also like using Pixie against Treevil - she’s yellow and she can block Treevil’s special skill and deal extra damage.
Mnessues costume cleanses.
Shrubbear, I stand by this fully. I’ve seen him take multiple Treevil hits back to back and it barely touched his health. When it happened my jaw droped, I expected him to die pretty quickly , not even close. Imho he’s one of the best counters to Treevil.
The idea may be to have a cleanser like tyrum and shrubbear together to at least cover yourself in case you can’t find green tiles. The only issue is that if multiple treevils go off, you may not be alive to cleanse. Which again is why I prefer shrubbear.
To be honest, I’m shocked I don’t hear much about shrubbear in general. He’s an amazing 3*, I mean he has one of the best skills in the game. But I suggest to anyone level him fully, he’s very useful. I run him on flank in rush defense as well. Treevil/Skrekok/Treevil/shrubbear/sudri. Pretty lethal defense. But my opinion, if you don’t have Treevil for a rush defense, shrubbear is your next best weapon to repel Treevil on defense.
These are my opinions, he’s worked great for me so far. Hope this helps someone!
There are partial reverses, which are overwriting Treevil’s ailments.
Eg: Gunnar is good against defense down, Grevle against attack down, Bauchan: mana generation down, etc…
Two Gato s in a sandwich arrangement…then pray for early blue tiles…
In this week’s tournament a problem, which I and other players in the alliance had already noticed, became truly absurd.
The use of more than one equal hero on the team, in this week’s tournament was the Treevil, makes it almost impossible to win the charge, especially considering that the defending team has no limitation on the color of the stones to carry the heroe’s mana.
I faced an opponent who had 3 Treevil in the team, Central and lateral, when one of them carried I was sure that I would lose badly, said and done, two rounds later I was defeated because the other two Treevil carried and rolled me up.
We had a member of Ally that faced an opponent with no less than 5 Treevil on the team and another faced 4 Treevil.
This week’s tournament has been dubbed in my Ally the “TREEVIL TOURNAMENT”.
Using Treevil as an example, but thinking that this happens with other heroes in wars and attacks, I decided to suggest a mana and attack debuff for teams, both defense and attack, that use two or more equal heroes on the team, follow the demo tables of the my sugestion:
Even worse than 4 or 5 Treevils are teams with two Trees (one center, one in the corner), Faiez, Aqeela and the blue Kalevala guy (or similar setups).
Against a bunch of Trees alone I take my own Tree + Shrubbear, Faiez, Helo (blue S4 healer+cleanser) and C. Tyrum. If I can load Faiez and Shrub before one of the opponent Trees can fire, they become relatively harmless. C. Tyrum and Helo are a backup for cleansing if too few green tiles appear. And when my Tree can fire, the opponent takes very long to recover.
However, in a mixed horror defense team with Faiez, Helo, Aqeela, blue Kalevala guy etc your own Treevil often misses, your own Shrubbear gets blocked and the opponents constantly (over)heal themselves, so that even if you manage to hit it’s often not enough to take one down. I had three times zero points today despite firing Treevil (sometimes multiple times)
Treevil is too OP for VF
I don´t find 5 treevils worse than 3 :D. Actually that´s easier to beat, you only need to counter the treevil and you´re fine. If they mix in other threats or supporters it´s much more difficult.
I personally only use 3 on def (and 1 on off). Seems to give me the best results. On offense a bad board can always loose the battle, but with an at least OK board it is not too bad to defeat 1 or 2 treevils. For the more difficult defenses one needs a good board, that´s just how it is. But on the flipside it´s quite easy to put up a A-defense, which makes up for the difficult offense
Also the tourney system favours players with small accounts in this case. If you have few and low powered heroes you get much easier targets which in this type of tourney gives you a much better chance of scoring higher than usual as all the players that usually score high go up against one multi´-treevil after another. So I think in the end there is a balance somewhere, and sitting in a sweet spot makes it downright easy
I am still looking for a counter which charges with 6 tiles. So far only cb. Gan Ju was suggested, but his counter potential is very limited.
A relevant point worth mentioning- If a 3* Bard arrives to the game it would allow more counters to charge with 6 tiles, for example Helo.
I use Bane (with CB) for that, but he is also rather limited. We´ll see if they come up with a new mechanic or just more costumes over time that will allow more 6 tile charges
OK, I agree, the leader of my alliance told me “it’s only a question of strategy”, of course, but if you don’t have enough heroes to make a good strategy?
I have Gan Ju (without ascension), I have Pixie full and Tyrum full (witout Costume), only these.
In these cases the batlle it is a massacre, kkkkk.
For this cases i suggested a debuff for two or more same heroes at the team, for defense or atack.
OK, you are right, but, many players don’t have enough heroes to face this teams, for this i suggested a debuff not only to the Trevil but for all teams whit more than one same heroe.
I agree. Treevil dominated in 3* rush attacks, but that was only one dimension of the game. With the very slow mana he was a risk/reward character. He packed a wallop and could be a game changer but your slow/very slow heroes should be. Compare that to Rayne who does over 400% damage, 1500 poison that spreads and is fast mana. There is no risk and without a very potent healer or one with cleansing abilities, it’s game over. I used Treevil against titans and in stages. Now he is relegated to 3* rush tournaments.
Several interesting recent defensive-ability heroes have made me wonder about their utility vs Treevil (especially in 3* Rush tourneys, of course), as well as generally…
Jolly (xmas):
- overheals to all
- small minion to all
- % based damage reduction to all (6 turns)
- +mana gen to all (6 turns)
Paiea (owl):
- ~flat damage reduction vs Specials to all(6 turns)
- +attack to all (6 turns)
- +mana gen to all (6 turns)
- family bonus: mana ailment instead becomes mana gen buff
Swan Maiden (opera):
- to self: heal-over time, dodge damaging Specials (3 turns)
- to all other allies: dodge attacks and Specials, chance to do Hippo/Ginger/etc type damage when allied Special fires, immunity to status effects (3 turns)
- passives: resist DD, heals when ailment removed/expires
Besides color, a big difference is that Jolly and Paiea are Very Slow, hence their effects’ longer durations, whereas Swan Maiden is Average (and possibly more handy outside Rush tourneys etc).
What do folks think of these more recent 3* defenders, both generally and as Rush Tree-counters (say, for instance, compared to standby Faiez, when green is allowed)?
I’m wondering if a full toon defense is the best answer
Otherwise I think three you suggest can work too
Heh yeah, I suppose there’s that.
I’m hardly replete with 3* toons yet, but I suppose there’s enough that many folks (especially if willing to train 3* toon dupes) could put together a full team — just a matter of whether one would be happy with 5-Toon offensive capabilities in Rush? (toon!Jahangir would probably be pretty happy I guess.)