Post your team in a comment down below, and how you did!
Special Questions for Trials of Justice
Monks and Paladins have a lot of healer options; Do you have any of those heroes?
Healer Options: Marie-Therese, Aeron, Tarlak, Raffaele, Ares, Telluria, Zulag, Boldtusk (cost), Friar Tuck (reg)
Monk Wilbur can really shine on Quests and Class Trials, where his combination of buffing and debuffing can help both survival and damage output. Do you have Wilbur, and if so, are you bringing him along?
Monk Wu Kong can turn even non-hitters into serious killers with heavy tile damage. Do you have Wu Kong, and if so, are you bringing him along?
Paladin Cyprian’s Perfect Riposte can be an effective strategy to killing multi-hitter and AoE Bosses like Richard and Justice. Do you have Cyprian, and if so, are you bringing him along?
Standard Questions for All Trials
Did your team change notably since last time?
Have Costumes caused changes to your team?
Did changes to your team make the Trials any easier or harder?
What items did you use, if any?
What are you doing with your shiny new Emblems?
If you beat Stage 3, who’s eating the 3* Trainer Hero?
Anything else interesting to share?
Related Threads
Past Trials of Justice Discussion Threads
Click for List of threads for previous Trials of Justice Discussions
Used lots of potions in the last stage since I don’t have a healer.
Paladin emblems to Clarissa. Monk is saved, maybe for Santa. Yellow trainer to Krampus
SG please reinvent trials!
They arent really trials and dont differ much from other stages (only hero selection).
Suggestions :
PALADIN trials * healing is increased*, all enemy monsters/heroes deal increased dmg with a chance of crit, when darkness falls (every other or third round)
ROGUE trials there is a chance each round (mini game), chamber shoots arrows (green) or fireballs (red), water (blue), rocks (yellow), poision (dark) gas at your heroes (you have around 2 seconds to recognize what the chamber will fire and you need to match the element on board to dodge attack from chamber (rogue talents also help in dodging)
FIGHTER trials (chances for counter attack and revives are added to each hero/ monster. Heroes (not monsters) are also revived with 33% hp (not 1hp).
BARBARIAN trials ( extra chance for bleeding effects and increased slash/tile dmg for everyone)
WIZARD trials ( mini game) Variety of buffs and ailments are randomly allocated between allies/ enemies. Matching the correct element which is chosen for that special round (every 3rd), dispells ailments from allies
SORCERER trials (each round , spell damage/ healing randomly fluctuates in strenght bonus/ weakened by % .
RANGER trials ( crit chance randomly fluctuates for allies/enemies each round). Allies/ enemies also get bonus dmg multiplyer if ally/enemy was taken down for next round.
DRUID trials ( all summons have increased dmg, regen effects are stronger, and minions have a chance to duplicate (like Seshat ability)
ALSO INCLUDE :
EACH trials has extra 2 lvls where you can raise bar, how far you wish to test yourself at the cost of gems and 1 loot ticket (example : increase enemy team power by 500 for extra 50 emblems at the cost of 50 gems . HIGH END teams can really test themselves going vs 6000 tp enemy team if they want SG can also earn extra this way. (only 1 try each time)
INCLUDE into trials also HEROES from other seasons and costume chamber ones to add diversitiy
INCLUDE different sorts of levels (UNDERWATER, VALHALLA ROCKS, etc,…
This way, we would really look forward to such trials and chance to really test ourselves. And SG have a chance to earn extra from high end players and whales
Very easy, and I had an amazing green diamond which cascaded at the end into a purple diamond, which I set off after using specials. it killed Joon + Richard
I was torn between stacking heavy purple against yellow bosses (Tiburtus, Zulag, Cyprian) or heavy red with good synergy (BT, Wilbur, Falcon). Ultimately, I decided the former was too passive and the latter too weak, so I just swapped in my newly maxed toy (Zulag) for Wilbur’s redundant defense down.
Early on, this felt like a pretty good decision. Mob waves were not so bad, and I entered the boss wave with all specials charged and red and blue diamonds on the board. Waited until the bosses were almost ready to fire, and fired Zulag. Naturally, Boss Joon targeted an unprotected hero (Boldtusk), but Richard targeted the exact three that were protected by Zulag’s buffs. That was really nice. As the fight wore on, though, they began to target Tiburtus and Boldtusk, both of whom died by the end. So it was kind of a mixed bag. The three protected by Zulag were never in any danger, but the others both took a beating. No items used, but this didn’t feel as effective as I’d hoped.
Not enough paladin emblems for Zulag to get a second talent, and I’m not 100% sold on taking her up that much anyway. I just gave her the first talent to try her out as a war tank. Monk emblems take Joon to +18. I’m out of yellow projects, so the trainer hero joins three other yellow trainer heroes to see if I pull costumes tomorrow, and if so, to see which yellow costume becomes my project.
No picture today. Team as last time: Heimdall, Richard, Wilbur, Telluria and Joon, all heavily emblemed. No issues. No items. Emblems stored for later, trainer to Poseidon.