Raid selection

I must laugh at the raid selection, or lack there of. I have read back through and see that this is an old topic yet there seems to be zero changes. For the past few days I have not myself been able to find players equal to me or less. They are all quite a bit stronger then me. I in desperation played and of course lost miserably, losing 100’s of trophies. Is this just the new on going norm.??? If it weren’t for boredom I’d never try them

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I get a fairly even mix of stronger/weaker. I sometimes have to do a lot of rerolling but I also pay attention to the heroes I’m going against. Team power is not everything.

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Shercahn https://forum.smallgiantgames.com/u/shercahn
June 16

I get a fairly even mix of stronger/weaker. I sometimes have to do a lot
of rerolling but I also pay attention to the heroes I’m going against. Team
power is not everything.

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You must be very lucky, don’t think I have tried the re-roll I have spent boundless of thousands looking for opponents and of course I look at their players strengths and weaknesses.

The re-rolls are expensive, at least for a low level account. In the beginning I did try re-rolling a bit but it seemed like a waste given that the re-rolls were likely to be just as bad and I ended up wasting ham that could have been spent on training and upgrades.

Now I just do it for the hero quest :slight_smile:

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Yeah my re-rolls are 1700 I think I might just give raids a miss , they are a wast of ham with out a doubt . The higher u go the more it seems a wast.

:blush:

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The attacker has every advantage in raids. On both of my accounts (main = occasional spender, TP 3600, and alt = FTP, 2450 TP) I routinely beat players with 2-400 higher team power. Use those advantages. Dont waste ham rerolling looking for someone weaker.

Raids are pretty much garbage. It’s all the same teams and there’s no real skill. You know within 5 moves if you’re going to lose.

I disagree. Raids are the most skilled aspect of the game. The attacker can control everything except which tiles show up on the board. Let’s count the ways skill is involved:

  1. Opponent selection. Look at your prospective opponent, their heroes, their troops, how they have them arranged. Look at the win loss ratio for cups. Look at the amounts of ham and iron to be won. Consider their strengths and weaknesses and use that information to decide whether to attack or reroll. Consider whether you have heroes with abilities to counter theirs. Note that I did NOT say to look at team power.

  2. Attacking hero selection. Now that you know what your opponent brings to the table, decide who you’re going to bring to counter it. They have someone with a nasty debuff? Bring a cleanser. They have a powerful attack buff? Bring a dispeller. They have a slow, hard hitting tank? Bring fast snipers to take him out before he fires. They have lots of nasty specials? Maybe you need a mana controller to slow them down. You can color stack too. Your choice.

  3. Choice of enemy targets within the battle. As the attacker, you get to decide which enemy hero you want to take out first. Maybe it’s their healer, so you can whittle down the others afterwards. Maybe it’s a dangerous AoE hitter tank. Either way, you can prioritize your targets. Slow mana stuck in the corner? You can avoid him easily. Glass cannon? Hit him with vertical strong color tiles and he’ll die before he charges, or snipe him. Tanky healer? Focus on him first. If you aren’t hitting the others, he will have nothing to heal and their specials will be charged much slower than yours. Dangerous sniper? Avoid hitting them with tiles. Snipe them with specials. As the attacker, you get to choose who needs to die first and who can safely be ignored for a while.

  4. Choice and timing of moves. As the attacker, you get to play the board rather than relying on the AI. You can choose which moves to make and when. You can create shields and diamonds, then hold on to them for maximum effect. You can choose to ghost tiles to charge your specials faster. You can avoid a weak color, focus on a strong, etc.

  5. Choice and timing of your own specials. This is huge. You can choose what order to fire your specials for maximum effect. You can fire your attack buffer first, then your dispeller or defense debuffer. Then fire your hitters to take full advantage of the bonuses. You can choose to fire a special early, to take out an enemy before they fire theirs, or hold your dispeller until after they fire and then dispel the buffs immediately. You can hold a mana controller until they have a special nearly ready, then delay it long enough to kill them.

That’s a ton of advantages for the attacker.

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NPNKY https://forum.smallgiantgames.com/u/npnky
June 16

I disagree. Raids are the most skilled aspect of the game. The attacker
can control everything except which tiles show up on the board. Let’s count
the ways skill is involved:

Opponent selection. Look at your prospective opponent, their heroes,
their troops, how they have them arranged. Look at the win loss ratio for
cups. Look at the amounts of ham and iron to be won. Consider their
strengths and weaknesses and use that information to decide whether to
attack or reroll. Consider whether you have heroes with abilities to
counter theirs. Note that I did NOT say to look at team power.
2.

Attacking hero selection. Now that you know what your opponent brings
to the table, decide who you’re going to bring to counter it. They have
someone with a nasty debuff? Bring a cleanser. They have a powerful attack
buff? Bring a dispeller. They have a slow, hard hitting tank? Bring fast
snipers to take him out before he fires. They have lots of nasty specials?
Maybe you need a mana controller to slow them down. You can color stack
too. Your choice.
3.

Choice of enemy targets within the battle. As the attacker, you get to
decide which enemy hero you want to take out first. Maybe it’s their
healer, so you can whittle down the others afterwards. Maybe it’s a
dangerous AoE hitter tank. Either way, you can prioritize your targets.
Slow mana stuck in the corner? You can avoid him easily. Glass cannon? Hit
him with vertical strong color tiles and he’ll die before he charges, or
snipe him. Tanky healer? Focus on him first. If you aren’t hitting the
others, he will have nothing to heal and their specials will be charged
much slower than yours. Dangerous sniper? Avoid hitting them with tiles.
Snipe them with specials. As the attacker, you get to choose who needs to
die first and who can safely be ignored for a while.
4.

Choice and timing of moves. As the attacker, you get to play the board
rather than relying on the AI. You can choose which moves to make and when.
You can create shields and diamonds, then hold on to them for maximum
effect. You can choose to ghost tiles to charge your specials faster. You
can avoid a weak color, focus on a strong, etc.
5.

Choice and timing of your own specials. This is huge. You can choose
what order to fire your specials for maximum effect. You can fire your
attack buffer first, then your dispeller or defense debuffer. Then fire
your hitters to take full advantage of the bonuses. You can choose to fire
a special early, to take out an enemy before they fire theirs, or hold your
dispeller until after they fire and then dispel the buffs immediately. You
can hold a mana controller until they have a special nearly ready, then
delay it long enough to kill them.

That’s a ton of advantages for the attacker.

Visit Topic https://forum.smallgiantgames.com/t/raid-selection/31958/9
or reply to this email to respond.

In Reply To
Mgla https://forum.smallgiantgames.com/u/mgla
June 16
Raids are pretty much garbage. It’s all the same teams and there’s no real
skill. You know within 5 moves if you’re going to lose.

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NPNKY https://forum.smallgiantgames.com/u/npnky
June 16

I disagree. Raids are the most skilled aspect of the game. The attacker
can control everything except which tiles show up on the board. Let’s count
the ways skill is involved:

Opponent selection. Look at your prospective opponent, their heroes,
their troops, how they have them arranged. Look at the win loss ratio for
cups. Look at the amounts of ham and iron to be won. Consider their
strengths and weaknesses and use that information to decide whether to
attack or reroll. Consider whether you have heroes with abilities to
counter theirs. Note that I did NOT say to look at team power.
2.

Attacking hero selection. Now that you know what your opponent brings
to the table, decide who you’re going to bring to counter it. They have
someone with a nasty debuff? Bring a cleanser. They have a powerful attack
buff? Bring a dispeller. They have a slow, hard hitting tank? Bring fast
snipers to take him out before he fires. They have lots of nasty specials?
Maybe you need a mana controller to slow them down. You can color stack
too. Your choice.
3.

Choice of enemy targets within the battle. As the attacker, you get
to decide which enemy hero you want to take out first. Maybe it’s their
healer, so you can whittle down the others afterwards. Maybe it’s a
dangerous AoE hitter tank. Either way, you can prioritize your targets.
Slow mana stuck in the corner? You can avoid him easily. Glass cannon? Hit
him with vertical strong color tiles and he’ll die before he charges, or
snipe him. Tanky healer? Focus on him first. If you aren’t hitting the
others, he will have nothing to heal and their specials will be charged
much slower than yours. Dangerous sniper? Avoid hitting them with tiles.
Snipe them with specials. As the attacker, you get to choose who needs to
die first and who can safely be ignored for a while.
4.

Choice and timing of moves. As the attacker, you get to play the
board rather than relying on the AI. You can choose which moves to make and
when. You can create shields and diamonds, then hold on to them for maximum
effect. You can choose to ghost tiles to charge your specials faster. You
can avoid a weak color, focus on a strong, etc.
5.

Choice and timing of your own specials. This is huge. You can choose
what order to fire your specials for maximum effect. You can fire your
attack buffer first, then your dispeller or defense debuffer. Then fire
your hitters to take full advantage of the bonuses. You can choose to fire
a special early, to take out an enemy before they fire theirs, or hold your
dispeller until after they fire and then dispel the buffs immediately. You
can hold a mana controller until they have a special nearly ready, then
delay it long enough to kill them.

That’s a ton of advantages for the attacker.

Visit Topic https://forum.smallgiantgames.com/t/raid-selection/31958/9
or reply to this email to respond.

In Reply To
Mgla https://forum.smallgiantgames.com/u/mgla
June 16
Raids are pretty much garbage. It’s all the same teams and there’s no
real skill. You know within 5 moves if you’re going to lose.

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or reply to this email to respond.

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Hahahaha, just another way in the park

Rerolls are 2000 for me and I easily make the amount of rerolls up from the win.

Mine are also 2000, but I rarely reroll. If I lose, no big deal. What have I lost? A few meaningless trophies and 1 raid energy, that’s all.

When I’m trying to fill my raid chest, a loss is an hour of real time waiting for the next flag, so I’m much more inclined to reroll for something I think I can win. When I’m between chests and just raiding for the heck of it, it’s no big deal, so I’m more likely to just go for it.

Ty for this post. I am new to game and i appreciate the lesson on raids. My heros are ‘getting’ there. I found great points to consider in attacking.

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