Some extra points to consider when raiding:
The Glass Ceiling
We’re matched based on cups. If we fix our attack team, and grow cups with it, this means we run into increasingly tough opponents. This is known as the “glass ceiling”. You can really bump your nose into it, when you find out there’s this number of cups that’s just almost impossible to top.
The “glass ceiling” is at it’s hardest to notice when you’re actually still growing your team. Because it does raise with you as you raise your heroes. But that doesn’t mean it’s not there. And you can indeed hit it just as hard with a growing team. The “glass ceiling” explains a lot of raid losses.
Knowing your enemy
Just as you need to know your own team, you need to know your enemy as well. Know what your team lacks, and which defending heroes will rip you apart because of that. For me, for the longest time I knew I had to avoid riposte heroes at all costs. That changed after I added Caedmon to the team. Learn which defending heroes are your Angstgegners. And don’t count on a win when facing them.
Bad boards
What actually defines a “bad board”? Many of you claim it’s “very little combo’s and no combo of the color I desire”. That’s too much focus on wanting a certain color. A bad board actually is one that’s very hard to get moving. A bad board is an immobile board. So let’s put down a proper definition of a bad board, and include one for the worst board as well:
A bad board is one that only has 1 available 3 tile combo, the worst board is a bad board where this combo is at the bottom of the board.
Because only moving 3 tiles is what spells true trouble. You only get 3 fresh tiles in return. And if those tiles are at the bottom of the board that’s only 1 row that gets some refreshment further limiting opportunities.
So when facing a bad board, you don’t care about “strong color”, you don’t care about “hitting the tank”, all you should care for is mobilizing the board. Get as much fresh tiles as you can, because that’s where the mana and the damage is, and the right tiles at the right spot to take a hero down.
Tiles first
When you have a choice: 3 tiles right at the hero you want to hit (center/already damaged and low on mana) or 6 tiles at a less desirable spot (heroes near full health and mana built up). What if I told you going for the 6 tiles often is the winner strategy? Because you get 6 fresh tiles in return?
It does pay off to make a move that shuffles the board as much as possible. It’s of course the way out of a “bad board”. But it’s also the road to coveted diamonds and combo cascades.
There is risk involved though. When you cause a cascade, it’s not just your mana bars that fill up like mad. So you’ll find yourself bracing for impact. If you fielded a glass cannon offense team, that’s never a safe spot to be in. But if you field a decently survivable team, you’re going to win often by focussing more on having the board in strong motion.
Tunnelvision, aka “the tank must go down”
A pitfall in raiding is focussing overly on taking down one hero, typically the central tank. A smart defender anticipates this behaviour: the heroes that flank the tank are at that exact spot because they will get you in severe trouble by focussing on the tank. A smart defender has set up his flanks in such a way that you’re more prone to release the perfect storm on yourself if you focus blindly on the tank.
Sure enough it makes sense to kill the tank first. That in itself is not a bad strategy. But it’s not always the smartest move.