Hi friends I already asked this but no reply that’s y writing again. Sry if it is duplicate . Please reply so that it will help a lot to me to decide .
I would go FULL ATTACK on regular joon. Than that makes Costume Joon also full attack. Only node i missed is node 19 where i went attack for Joon which gave C-Joon critical instead of mana. But his hits are huge on both.
Sorry to revive this thread. I have the same case.
I also want plan to emblem for costume path in Full attack.
I think the path for monk and fighter is not the same. My priority is on order:
Attack > Def > HP > Healing.
Here is for comparison table.
I’m not sure though for level 19 (mana or crit).
If you have a level 17 mana troop (+11%), then the costume bonus (+5%) is enough to take Joon to 7 tiles.
Also depends if you can spare the mana troop at level 17 or higher for him too though. If you can’t mana might be worth it as then you only need a level 11 troop.
But it really depends if you want to get the 7 tile break with him or not, and what your mana troops like by that point. Some players are content with him charging at 8 tiles and instead just putting a crit troop on him to help him survive longer. Whatever your playstyle is.
my joon: went for costume defense
Thank u so much …
Great final stat, thanks…
Hi @Boolz_San_CK I’m on the way like this . Please tell me upto now my path is okay ? And what path I need to go further ?
as I see it, you went defense on monkJoon and atk on fighterJoon
so for the next 2 nodes this should be the same path you chose:
monk - fighter
Yeah Bc make him sniper more , thanks
I was at the exact same decision point today (node 19) and went with Left side / Monk Healing.
I don’t have the costume [yet] but figure if I get it someday then I’ll appreciate the Mana boost. With all the various ways to increase lately the extra 2% could easily make a difference down the road.
Thing is with fast heroes that have a costume bonus, that mana node does next to nothing. With full CB, the 5% mana bonus already drops the troop requirement to from lv 29 to 17 to charge in 7 tiles instead of 8. With an additional 2% bonus, it simply drops the troop requirement to lv 11 but nothing more.
Troop alone even with CB will never make a fast hero very fast since you need a 34% boost for that, so you’re gonna need mana boosting skills from the likes of Sif/Brynhild/Odin/Ariel. If you take that mana node and assuming a lv 11 troop, you’ll need an additional 18% boost to get a fast hero to charge in 6 tiles. Sif/Bryn/Ariel give a flat +24% mana bonus, which is way over what’s required, and in fact even with a lv 1 mana troop will charge a fast hero in 2 matches. Odin is the only case where it might maybe make a difference, since his mana boost is dependent on how many yellow tiles are on the board.
But for such a conditional edge case, what do you give up on monk Joon? +23 attack, and instead you pick up the almost useless healing bonus node for 125 emblems. Dunno about you but that just seems like an extremely poor return on investment to me, much rather jack up monk Joon’s attack instead.
I run mono teams when I can so being able to use a Lvl11 on Joon and put other troops elsewhere would be a benefit for me personally.