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Blade and Soul Destroyer Gets a New Skill Tree (3.0)

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Blade & Soul KR test server has been patched with the major skill tree revamp on 24th Nov 2016. Destroyer skill changes will be covered in this post. Hongmoon ultimate skills are not released in the test server yet. Take note that the effects are not final and might be changed before the official release.

30th Nov Test Server Update

Due to time constraint, i will only list Destroyer skill changes. The full translated list of skill changes for other classes can be found here.

Eradicate (RB)
– add new Hongmoon Technique for Stage 1: reduce Galeforce (F) CD by 0.5 sec when Eradicate hits.
Comment: This isn’t helping much. The new CD of Galeforce is freaking 12 sec; but it is better than none.  However, take note that it is only for Stage 1, which is the AOE type. For boss battle, i believe Stage 2 is the best (single target, lower Focus cost).

Emberstomp (3)
– Stage 1 and 3 effects are combined as Stage 1
– Shadow Emberstomp: add effect – gain Willpower buff on hit
Comment: A very good change instead! Willpower maintenance is absolutely critical for shadow destroyer. This also reduces the reliance on the Soul Badge from Tower of Infinity (which grants Willpower on Fury) and the use of Execute for duration refresh.  

Iron Fortress (F)
– effect change to “resist in 3 sec”
Comment: Instead of just resist 5 hits, you are invulnerable to damage in 3 sec.

Typhoon (Q)
– Earth typhoon element is changed to Earth attribute
Comment: This makes sense since Emberstomp get Shadow attribute as well.

Knee (F)
– add Stage 3 option
Comment: Good for PVP I guess.

(Awakened) Wrath (LB)
– Earth Wrath: reduce the CD of Mighty Cleave by 2 sec on hit.
Comment : This is pretty good for Earth Destroyer, especially combined with Yama Bracelet (which deals additional damage with Cleave for 6 sec after using Mighty Cleave); it is a mini-effect of Mystic Badge of Sky Basin (which reduce the CD of Mighty Cleave by 6 sec per Wrath hit).

24th Nov Test Server Update

In general, the skill tree has been simplified significantly. The “tier and stage” of the original skill tree has been reduced to “stage” only. Each skill has 1 ~ 3 stage or variations to be chosen.

Hongmoon Points



As you gain Hongmoon level, you will gain 5 Hongmoon Points (HMP) instead of skill points. These HMP can be allocated into Attack or Defence score to gain more stats/buff effect. For example 10 points in Attack score gives Attack +10 and Elemental stats + 80 while 10 points in Defence score gives HP + 5000 and Defence + 50.

There are also additional stats gain and buff effect on reaching certain threshold of HMP investment in the attack/defence score, as follows:

Attack Score
10: Atk + 60, Elemental Stats + 60
20: Atk +40, Elemental Stats + 50
50: Gain 100 attack for 5 sec after resisting damage
80: Atk +20, Elemental Stats + 30
100: Atk +10, Elemental Stats + 20

Defence Score
10: HP+8000, Defence + 105
20: HP+6500, Defence + 85
50: Recover 3% HP on resisting damage
80: HP+5000, Defence + 45
100: HP+3500, Defence + 30

Note: The sweet spot is at 50 HMP each as you gain useful buff effect after resisting damage.

Judgment (LB)

Stage 1
Deal xxx damage
Recover 10% Focus on hit
Recover additional 10 Focus on crit.
The next hit 100% deal critical damage if you are hit during casting.
The critical hit effect lasts for 3 sec.
AoE: Frontal semi-circular 3m.
Note: this is the original Stage 2

Stage 2
Deal xxx damage.
Recover 10% Focus on hit.
Recover additional 5 Focus per enemy hit.
The next hit 100% deal critical damage if you are hit during casting.
The critical hit effect lasts for 3 sec.
Generate focus even when blocked, countered, deflected.
AoE: Frontal semi-circular 5m.
Note: this is the original Stage 1.

Cleave/Eradicate (RB) 

Stage 1 (Earth)
Deal xxx damage
Focus cost 30.
Repeat casting consume 20 Focus
Heal user 10% of damage dealt.
Max speed.
Can be used during grab.
Stack 1 Bleed.
Recover 10 Focus on crit.
Note: this is the original Stage 3, with the additional damage on Knockdown target removed. 

Stage 1 (Shadow) 
Deal xxx damage.
Deal xxx additional damage on hit (with Repulse?)
Focus Cost 20
Recover 10 Focus on crit.
Stack 1 Bleed.
AOE: 2 x 4m
Note: this is the original Stage 4.

Stage 2 (Earth)
Deal xxx damage (lower damage than Stage 1)
Deal additional xxx damage on knockdown or grappled target.
Focus cost 20.
Penetrate Block, Deflect.
Max Speed.
Can be used during grab.
Stack 1 Bleed.
Note: this is exactly the original Stage 2. The original Stage 1 has been removed totally (useless anyway). 

Stage 2 (Shadow) 
Deal xxx damage.
Deal xxx additional damage on hit (with Repulse?).
Focus Cost 15
Recover 10 Focus on crit.
Stack 1 Bleed.
AOE: single target
Range: 3m
Note: A new stage for Eradicate. Single target instead of 2x4m AoE with a lower Focus Cost. Exactly the same damage output.

Stone Shield (V)

Stage 1
Frontal Block for 4 sec.
Increase defense by 400%
Reduce damage received by 40%
Reduce CD by 1 sec on successful block.
Reduce CD by 1 sec on successful hit with Wedge (LB)
Recover 10% HP in 4 sec
Recover 20 Focus on successful block.
Iron Fortress (F) can be used while using Stone Shield.
CD 24 sec
NOTE: this is the original stage 2 effect; interestingly, Iron Fortress can be cast to protect yourself (see picture below).  However, the “ignore defense skill disable” effect has been removed. 


Stage 2
Frontal Block for 8 sec
Increase 30% movement speed of party members  within the AOE.
Reduce the damage taken by party members within the AOE by 70%
Recover 30% HP over 8 sec.
Recover 20 Focus on successful block.
AoE: circular 8m
CD 45 sec
Note: Pretty much the original Stage 3 effect, with better damage reduction and HP recovery. The original Stage 1 effect has been removed. 

Stage 3
Frontal Block for 4 sec.
Deal xxx damage
Inflict 3 sec Stun.
Recover 20 Focus on successful block.
Recover 20% HP over 4 sec.
Penetrate guard, deflect.
AoE: 2 x 4m
CD 45 sec
Note: Same as the original Stage 4 effect without Hongmoon technique (which is useless anyway)

Iron Fortress (F)

Resist 5 attacks in 3 sec.
Trigger condition: On successful block.
CD 1 min
NOTE: Only Stage 1 Stone Shield can activate trigger this without success block. Stage 2/3 Stone Shield requires a successful block to trigger it. 

Dragonball Xenoverse 2 All 100 Parallel Quests (Rank Z) Guide

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Here's a guide which will help give you the nitty-gritty details of all Parallel Quests (RANK Z) including the list of all the rewards and win/lose conditions in Dragonball Xenoverse 2.

Note: If you are looking for a specific parallel quest, then we suggest using the CTRL+F function of your PC to find what you're looking for.

PQ 01 - Being a Time Patroller

Plot:
Learn the basics of being a Time Patroller from Elder Kai's timely lesson!

Win Conditions:
• Finish Elder Kai's Trial
• Defeat the Saibamen
• Defeat Yamcha and Tien

Lose Conditions:
• All participating members have their health depleted.

Basic Reward:
• 120 Zeni
• Energy Capsule S

PQ 02 - A Deal?! The Saiyan Brothers

Plot:
A deal has been struck with Raditz! Goku and the others have been taken in by Raditz's ploy! Stop them before it's too late!

Win Conditions:
• Defeat all enemies
• Defeat Raditz last
• Defeat Gohan (Kid)

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 140 Zeni
• Power Capsule S
• Flying Nimbus!!
• Goku's Damaged Turtle Hermit Gi
• Spirit Slash

PQ 03 - World Tournament Tag Team

Plot:
A distortion in history here?! Oh, wow! 3 vs 3 World Tournament is going on!

Win Conditions:
• Defeat Yamcha, Krillin, and Tien
• Clear in under 5 minutes
• Defeat Piccolo and Gohan

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 200 Zeni
• Demon Clothes (Piccolo, with Cape)
• Piccolo's Turban
• Solar Flare

PQ 04 - Prepare for the Attack of Saiyans!

Plot:
Raditz said that two even stronger Saiyans will arrive in a year! It's time to train!

Win Conditions:
• Defeat Gohan/Piccolo
• Clear in under 5 minutes
• Defeat Goku and revived Piccolo

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 250 Zeni
• Demon Clothes (Gohan, Kid)
• Goku's Turtle Hermit Gi
• Paralyze Beam

PQ 05 - Saiyan Blood

Plot:
Goku has refused to become an ally. He is a disgrace to all Saiyans and must be ended!

Win Conditions:
• Defeat Piccolo/Goku
• Clear with Raditz's health over 50%
• Defeat Gohan and revived Goku

Lose Conditions:
• All team HP depleted
• Raditz is defeated
• Time expires

Basic Reward:
• 270 Zeni
• Four-Star Dragon Ball Hat
• Energy Capsule S
• Your death is imminent!
• Kamehameha

PQ 06 - Saibamen’s Revenge

Plot:
Countless Saibamen are appearing from nowhere and causing havoc! Defend Earth from the Saibamen!

Win Conditions:
• Defeat all enemies
• Clear in under 5 minutes
• Defeat Nappa and the Saibamen

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 300 Zeni
• You cocky little...!
• Meteor Strike

PQ 07 - Attack of the Saiyans

Plot:
Raditz, Nappa, and Vegeta attack Earth at the same time! Take back West City from the evil Saiyans!

Win Conditions:
• Defeat Raditz, Nappa, and Vegeta
• Beat all Saibamen
• Defeat all revived Saiyans

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 350 Zeni
• Gyau!!!!
• Shine Shot

PQ 08 - Invade Earth

Plot:
Conquer Earth and sell it for a good price! The earthlings seem to be waiting for someone. Let's crush their hopes!

Win Conditions:
• Defeat Goku
• Clear with Nappa surviving
• Defeat revived Goku

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 400 Zeni
• Energy Capsule S
• Goku's Turtle Hermit Gi (King Kai)
• Kaioken

PQ 09 - The Saiyan King is...Who?

Plot:
"I'm the King of the Saiyans!" Don't worry about Vegeta; it's "King" Nappa who needs to be taken down a notch!

Win Conditions:
• Defeat Nappa
• Clear with Vegeta's health over 50%
• Defeat Great Ape Nappa

Lose Conditions:
• All team HP depleted
• Vegeta is defeated
• Time expires

Basic Reward:
• 410 Zeni
• Chiaotzu's Hat (With Collar)
• Meteor Blow

PQ 10 - Saiyan Survivors

Plot:
A year has passed since Raditz attacked... The Saiyans have landed on Earth, and they've brought with them an unexpected guest!

Win Conditions:
• Defeat all enemies
• Clear in under 5 minutes
• Defeat Piccolo and Gohan

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 420 Zeni
• Wall of Defense
• Unrelenting Barrage

PQ 11 - Burst Open and Mix

Plot:
All Saiyans and Saibamen will be your opponents! What did Vegeta do in a pinch?!

Win Conditions:
• Defeat Great Ape Vegeta
• Clear in 10 min
• Defeat the Time Patroller in training

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 430 Zeni
• Mr. Antidote S
• Earth Splitting Galick Gun

PQ 12 - Simian Battlefront

Plot:
Turles1 plan has caused Great Ape Vegeta to rampage uncontrollably! Fight Turles, but don't let Vegeta catch you!

Win Conditions:
• Defeat Great Ape Vegeta, Dodoria and Zarbon
• Defeat Great Ape Vegeta last
• Reduce Turles1 health to 50%

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 440 Zeni
• Battle Suit (Turles)
• H-How could he?!
• I actually felt that one...
• Meteor Crash

PQ 13 - Namekian Dragon Balls

Plot:
There might be Dragon Balls on Planet Namek! They're supposed to be bigger than the ones on Earth. Let's gather them!

Win Conditions:
• Recover 3 Dragon Balls
• Clear by beating Guldo
• Recover 7 Dragon Balls

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 460 Zeni
• Battle Suit (Ginyu Force Black)
• Fighting Pose C
• Psycho Escape

PQ 14 - Saiyan Pride

Plot:
I will not forget this humiliation... I won't let this go unpunished! Fight me again, Kakarot!

Win Conditions:
• Defeat Goku
• Clear with Vegeta's health over 50%
• Defeat revived Goku and Gohan

Lose Conditions:
• All team HP depleted
• Vegeta is defeated
• Time expires

Basic Reward:
• 480 Zeni
• Goku's Turtle Hermit Gi (Go)
• Kaioken Kamehameha

PQ 15 - Gotta Find That Dragon Ball

Plot:
The Ginyu Force is after the Dragon Balls! Protect them with all your might!

Win Conditions:
• Recover 3 Dragon Balls
• Clear by defeating all the enemies
• Recover 7 Dragon Balls

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 510 Zeni
• Baseball Uniform (CC)
• Holstein Shock
• Spinning Blade
• Fighting Pose D

PQ 16 - Defeat Frieza’s Army!

Plot:
Planet Namek is taken over by Frieza! Chase away these tactless invaders!

Win Conditions:
• Defeat all of Frieza's underlings
• Clear in 10 min
• Defeat Ginyu, Burter, and Jeice

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 530 Zeni
• Ninja Suit (CC)
• Ginyu Force Special Combo
• Fighting Pose B

PQ 17 - Ginyu and the Fruit

Plot:
The Ginyu Force is attacking Earth! But they've got support from a very shady— and supremely confident—ally!

Win Conditions:
• Defeat all enemies
• Clear in 10 min
• Defeat Vegeta and Turles

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 550 Zeni
• Recoome Eraser Gun
• Mach Kick
• Fighting Pose J

PQ 18 - Force Entrance Exam

Plot:
The harsh Ginyu Force entrance exam! It's so harsh that Guldo might not get in! Save Guldo by helping him out!

Win Conditions:
• Defeat Burter, Jeice, and Recoome
• Clear with Guldo's health over 50%
• Defeat Ginyu, revived Jeice, and Recoome

Lose Conditions:
• All team HP depleted
• Guldo is defeated
• Time expires

Basic Reward:
• 660 Zeni
• Small Mix Capsule
• Time Control
• Mach Dash

PQ 19 - Fierce Battle! Ginyu Force

Plot:
The Ginyu Force has invaded Earth! There's someone backing them in the shadows...?!

Win Conditions:
• Defeat all Ginyu Force members
• Clear in under 5 minutes
• Defeat Frieza and revived Ginyu

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 770 Zeni
• Mach Punch
• Fighting Pose E

PQ 20 - Frieza! Show Yourself

Plot:
Frieza lets his minions do the dirty work! Fight his flunkies and force Frieza to join the fray!

Win Conditions:
• Defeat 20 of Frieza's underlings
• Clear with at least 10 minutes left
• Defeat Frieza

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 780 Zeni
• Energy Shard
• Small Mix Capsule
• Mystic Flash

PQ 21 - Tri-Race Coop

Plot:
The enemy of my enemy is my friend?! The 3 races join together to fight a bigger enemy!

Win Conditions:
• Defeat Krillin, Piccolo, and Vegeta
• Clear in under 5 minutes
• Defeat Frieza and revived enemies

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 800 Zeni
• Battle Suit (Krillin)
• Small Mix Capsule
• I am the universe's strongest!
• Evil Flight Strike

PQ 22 - Dragon Ball Brawl!

Plot:
Dodoria and Zarbon are after the Dragon Balls! Hurry and find the balls before these vicious villains do!

Win Conditions:
• Recover 3 Dragon Balls
• Clear by defeating all enemies
• Recover 7 Dragon Balls

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 900 Zeni
• Battle Suit (Frieza Saga Vegeta)
• Energy Capsule S
• Small Mix Capsule
• I'll kill all of you!!
• Energy Shot

PQ 23 - The Explosion of Namek

Plot:
Cornered, Frieza destroys Planet Namek! Only 5 minutes until it explodes! Defeat Frieza and escape Namek!

Win Conditions:
• Defeat Frieza
• Clear in under 3 minutes
• Defeat the Time Patroller in training

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 950 Zeni
• Energy Capsule S
• Regen Capsule S
• Death Slash

PQ 24 - Super Saiyan Legend
<

Plot:
You're surrounded by Frieza's underlings! You sense Frieza's ki behind them! Find your allies and face-off with Frieza!

Win Conditions:
• Defeat Frieza
• Befriend Vegeta and clear with him alive
• Defeat Super Saiyan Vegeta

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 1000 Zeni
• Small Mix Capsule
• Double Death Slicer

PQ 25 - The Emperor’s Brother

Plot:
Goku has transcended into a Super Saiyan! In the final battle against Frieza, a new fighter enters the fray...

Win Conditions:
• Defeat Cooler
• Clear in under 5 minutes
• Defeat Metal Cooler

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 1100 Zeni
• Goku Wig
• Small Mix Capsule
• Spirit Explosion

PQ 26 - Clash of Kin!

Plot:
"No, I am the galactic emperor!" A gargantuan battle between bickering brothers! Quell their quarrel and put an end to the destruction!

Win Conditions:
• Defeat Goku
• Clear in under 5 minutes
• Defeat Turles and Lord Slug

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 1250 Zeni
• Energy Capsule S
• All-Energy Shard
• I got back my youth and vigor!
• Crazy Finger Shot

PQ 27 - Metal Cooler Riot

Plot:
Metal Cooler has multiplied! Defeat all the Metal Coolers and kick them off Earth for good!

Win Conditions:
• Defeat 20 Metal Coolers
• Clear with at least 10 minutes left
• Defeat Cooler

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 1330 Zeni
• Dore's Scouter
• Small Mix Capsule
• Sauzer Blade

PQ 28 - Legendary Super Saiyan

Plot:
Why?! Why won't you transform, Frieza?! What? You can't...? Then defend Frieza in battle!

Win Conditions:
• Defeat Goku and Krillin
• Defeat Krillin before Goku
• Defeat Super Saiyan Goku

Lose Conditions:
• All team HP depleted
• Frieza is defeated
• Time expires

Basic Reward:
• 1470 Zeni
• Battle Suit (Gohan)
• Energy Capsule S
• Drop dead!!!
• Goku the legendary Super Saiyan!
• Spread Shot Retreat

PQ 29 - The Androids Attack

Plot:
In order to achieve his perfect form, Cell is on the hunt for the androids. However, it seems they're a little strong for him! Help Cell to transform!

Win Conditions:
• Defeat Androids 16, 17, and 18
• Clear with Cell's health over 50%
• Defeat Piccolo

Lose Conditions:
• All team HP depleted
• Cell is defeated
• Time expires

Basic Reward:
• 1480 Zeni
• Aura Shard
• I'll use all my strength to kill you.
• Android 18's Clothes (Vest & Pants)
• Freedom Kick
• Energy Field

PQ 30 - Challenger Hercule

Plot:
Hercule is challenging those warriors?! T-That's too reckless... Defend Hercule while fighting off the warriors!

Win Conditions:
• Defeat Vegeta
• Clear with Hercule's health over 50%
• Defeat revived Vegeta

Lose Conditions:
• All team HP depleted
• Hercule is defeated
• Time expires

Basic Reward:
• 1500 Zeni
• Hercule's Clothes
• Tien Shinhan's Gi
• I'm neither Kami nor Piccolo...

PQ 31 - Let’s Train

Plot:
With the battle against Cell in a few days, the warriors are a little worried... It's time for some training!

Win Conditions:
• Defeat 8 warriors
• Clear with Vegeta and Gohan transformed
• Defeat revived Gohan

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 1590 Zeni
• Goku's Turtle Hermit Gi (No Character)
• Super Dragon Flight

PQ 32 - Multiple Cell Jr - Hunt

Plot:
Cell Jr. has escaped to other areas! Stop them before they cause any damage!

Win Conditions:
• Defeat 7 Cell Jr.
• Clear in under 5 minutes
• Defeat Cell and each Cell Jr.

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 1610 Zeni
• Regen Capsule S
• Energy Barrier

PQ 33 - Earth in Danger!

Plot:
Saiyans attack Earth! But there is another giant ki coming! Defend Earth from the invaders!

Win Conditions:
• Defeat Cell
• Defeat all enemies
• Defeat all revived enemies

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 1710 Zeni
• Energy Capsule M
• Death Psycho Bomb

PQ 34 - Return of Ginyu Force!

Plot:
The Ginyu Force is back to Earth again! But this time, the members seem a bit...different?!

Win Conditions:
• Defeat all Ginyu Force members
• Clear in under 5 minutes
• Defeat Frieza and revived Ginyu

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 1740 Zeni
• Crusher Ball
• Paralysis

PQ 35 - Miscalculations in Time

Plot:
Cell has traveled back in time to attain his final form! When he arrives in the past, what does he find but Gohan fighting...Cell?!

Win Conditions:
• Defeat the Time Patroller in training
• Clear with Cell's health over 50%
• Defeat Gohan

Lose Conditions:
• All team HP depleted
• Cell is defeated
• Time expires

Basic Reward:
• 1760 Zeni
• Small Mix Capsule
• Aura Shard
• I wanted to kill you with my own hands.

PQ 36 - The Cell Games Begin

Plot:
The fateful Cell Games has begun! But something seems odd. Fight in Cell's place against the warriors!

Win Conditions:
• Defeat Piccolo, Goku and Gohan
• Defeat Piccolo and Goku before Gohan
• Defeat Gohan with Cell surviving

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 1780 Zeni
• Yamcha's Sword
• All-Energy Shard
• I am...Super Vegetal!
• Evil Whirlwind

PQ 37 - Clash! Perfect Cell

Plot:
You received a challenge from Cell after he obtained the ultimate power! This will be a serious battle with Cell!

Win Conditions:
• Defeat Cell and each Cell Jr.
• Clear in under 3 minutes
• Defeat both Cells

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 1800 Zeni
• All-Energy Shard
• Cell's Suit (Perfect)
• Instant Rise

PQ 38 - Power Teams

Plot:
To aim for the top, master and student, parent and child, and even rivals have joined to fight! You cannot lose this fight!

Win Conditions:
• Defeat Goku and Cell
• Clear in 10 min
• Defeat revived Gohan and Cell

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 1830 Zeni
• This fight...is truly pointless...
• Shining Slash

PQ 39 - 17 and 18 of the Official History

Plot:
The androids cause havoc on a whim everywhere they go! Help out Vegeta and Piccolo against them!

Win Conditions:
• Defeat Android 17 and 18
• Clear with Vegeta and Piccolo surviving
• Defeat Android 16 and revived Androids 17, 18

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 1930 Zeni
• Power Capsule S
• Side Bridge

PQ 40 - The Future Warriors!

Plot:
Time to train with Gohan! But it turns out you're not the only one who wants to join the practice session!

Win Conditions:
• Defeat all enemies
• Clear in 8 min
• Defeat Future Gohan and Trunks

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 1950 Zeni
• All-Regen Shard
• Regen Crystal
• Time to dismantle you androids!
• Heat Dome Attack

PQ 41 - Warriors’ Annihilation - Future Chapters

Plot:
The cruel androids 17 and 18 of the future! Destroy all the warriors together with them!

Win Conditions:
• Defeat Gohan
• Clear with 17 and 18 surviving
• Defeat Trunks

Lose Conditions:
• All team HP depleted
• Both 17 & 18 are defeated
• Time expires

Basic Reward:
• 1980 Zeni
• Med. Mix Capsule
• Yamcha's Baseball Uniform
• Burning Attack

PQ 42 - Artificial Warriors

Plot:
Androids have appeared at West City! Defend West City from them!

Win Conditions:
• Defeat Androids 16, 17, and 18
• Clear by beating all Cell Jr.
• Defeat Cell and the revived Androids

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2000 Zeni
• Med. Mix Capsule
• Set your rage free...
• Rolling Bullet

PQ 43 - Change the Future

Plot:
On the earth of the future, the androids have assembled their forces! Help Trunks and Gohan escape their predicament!

Win Conditions:
• Defeat all enemies
• Clear with Future Gohan's health over 50%
• Defeat Cell

Lose Conditions:
• All team HP depleted
• Future Gohan is defeated
• Time expires

Basic Reward:
• 2020 Zeni
• Small Mix Capsule
• Med. Mix Capsule
• Change The Future

PQ 44 - Dragon Balls of the Future

Plot:
In a future without Piccolo, how could the Dragon Balls be back? Collect them before the androids use them for evil!

Win Conditions:
• Recover 6 Dragon Balls
• Clear by defeating all enemies
• Recover 7 Dragon Balls

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2050 Zeni
• Aura Shard
• Med. Mix Capsule
• Getting beat up makes me cranky...
• God Breaker
• Burning Slash

PQ 45 - Take Back the Dragon Balls!

Plot:
Many Cell Jr. are gathering Dragon Balls?! We don't know what they're after, but stop them! Take back the Dragon Balls from them!

Win Conditions:
• Recover 6 Dragon Balls
• Clear by beating all Cell Jr.
• Recover 7 Dragon Balls

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2080 Zeni
• Perfect Cell's Wings
• All-Regen Shard
• Aura Shard
• Taunt

PQ 46 - 16 of the Official History

Plot:
Join forces with Android 16 and eliminate Goku! Destroy anyone that gets in your way!

Win Conditions:
• Defeat all enemies
• Clear without 16 being defeated
• Defeat Cell

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2090 Zeni
• Android 16's Clothes
• Chain Destructo-disc Barrage

PQ 47 - Daddy! Don’t Die!

Plot:
Broly joins the battle between Majin Buu and Vegeta, but Vegeta is planning to sacrifice himself! Don't let him self-destruct!

Win Conditions:
• Defeat Broly and Majin Buu
• Clear with Vegeta's health over 50%
• Defeat Broly

Lose Conditions:
• All team HP depleted
• Trunks is defeated
• Time expires

Basic Reward:
• 2140 Zeni
• All-Aura Shard
• A monster? No, I'm a devil!
• Broly's Clothes

PQ 48 - 2nd World Tournament Tag Team

Plot:
Once isn't enough! This is the 2nd Irregular World Tournament! The winner might get the chance to fight the champion Hercule!

Win Conditions:
• Defeat Android 18, Goten, and Trunks
• Clear in under 5 minutes
• Defeat all enemies that appear

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2160 Zeni
• Small Mix Capsule
• Med. Mix Capsule
• Kamekameha

PQ 49 - Namek Berserker

Plot:
This time, you're training with Gohan and Goten! What?! Piccolo, too?! All right! Let's beat all 3 of them!

Win Conditions:
• Defeat Goten, Gohan, and Piccolo
• Clear in under 5 minutes
• Defeat Nail and revived Piccolo

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2190 Zeni
• Piccolo's School Clothes
• Do or Die

PQ 50 - Majin Chaos

Plot:
Majin Buu there. Majin Buu here... Majin Buu everywhere?! Gah! Just clean up the entire town!

Win Conditions:
• Defeat 30 Majin Buu (Small)
• Clear in 10 min
• Defeat Majin Buu and Super Buu

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2220 Zeni
• Mr. Shape Up M
• Explosive Buu Buu Punch

PQ 51 - Great Saiyaman is Here

Plot:
Enemies that you have defeated before have appeared again! This is a job for...a hero!!!

Win Conditions:
• Defeat Cell
• Clear with Great Saiyaman still alive
• Defeat revived Cell and Frieza

Lose Conditions:
• All team HP depleted
• Great Saiyaman 1 & 2 are defeated
• Time expires

Basic Reward:
• 2250 Zeni
• Great Saiyaman Bandana 1
• Burst Rush

PQ 52 - Super Saiyan Bargain Sale

Plot:
They say only 1 Super Saiyan appears every millennium. There's 1, 2, 3...lots of them! These Super Saiyans are strong!

Win Conditions:
• Defeat Gohan and Goku
• Clear in under 5 minutes
• Defeat Goku and Gotenks

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2280 Zeni
• Aura Capsule M
• Final Cannon

Just a quick note: To unlock this parallel quest you need to complete the PQ 53. I know this does not make much sense, but that's how I did it.

PQ 53 - The Fist of Justice!

Plot:
The Great Saiyaman is here to save the city! But wait! Some friends are there already?! Let the fist of justice restore their senses!

Win Conditions:
• Defeat all enemies
• Defeat all Saibamen
• Defeat Majin Buu

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2290 Zeni
• Great Saiyaman Bandana 2
• The Great Saiyaman is here!
• Justice Pose

PQ 54 - Majin Revival

Plot:
Majin Buu has just awakened from his seal! Defeat his assailants in Buu's place!

Win Conditions:
• Defeat Hercule
• Clear with Majin Buu's health over 50%
• Defeat revived Hercule

Lose Conditions:
• All team HP depleted
• Majin Buu is defeated
• Time expires

Basic Reward:
• 2340 Zeni
• All-Energy Shard
• All-Guard Shard
• Take care...of your mother...
• Victory Cannon

PQ 55 - Tag with Gotenks

Plot:
Gotenks obtained great power by succeeding in the fusion technique! But he's getting carried away! Punish him to put him in line!

Win Conditions:
• Defeat Gotenks
• Clear in under 5 minutes
• Defeat Super Buu

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2380 Zeni
• Energy Capsule M
• Super Donut Volley

PQ 56 - Hercule is Number One

Plot:
In this version of history, Hercule really is the world's strongest?! Defeat Hercule and set history straight again!

Win Conditions:
• Defeat Hercule
• Clear in under 5 minutes
• Defeat Hercule

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2450 Zeni
• Aura Crystal
• Videl T-Shirt
• Stone Bullet

PQ 57 - Hell is Picture?

Plot:
Buu and Janemba discover they're kindred spirits and hell has become their playground! Team up with Goku and restore the peace!

Win Conditions:
• Defeat Janemba and Majin Buu
• Successfully fuse Goku and Vegeta
• Defeat Janemba

Lose Conditions:
• All team HP depleted
• Goku or Vegeta are defeated
• Time expires

Basic Reward:
• 2520 Zeni
• Med. Mix Capsule
• I will defeat you!
• Gogeta's Clothes
• Rakshasa's Claw

PQ 58 - Majin Banquet

Plot:
Majin Buu is wreaking havoc at the Sacred World of the Kais?! The world may be sturdy, but even the Supreme Kais are troubled!

Win Conditions:
• Defeat Majin Buus
• Clear in under 5 minutes
• Defeat Hercule and the revived Buus

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2570 Zeni
• All-Aura Shard
• Aura Crystal
• Killed all Earthlings!
• Vanishing Ball

PQ 59 - Potara Warrior

Plot:
Fight the warriors together with Majin Buu! Hm? But it seems like Goku has a secret weapon!

Win Conditions:
• Defeat Vegito
• Clear with Super Buu's health over 50%
• Defeat Super Vegito

Lose Conditions:
• All team HP depleted
• Super Buu is defeated
• Time expires

Basic Reward:
• 2630 Zeni
• Vegito's Clothes
• Force Shield
• Dimension Cannon

PQ 60 - Blast the Super Spirit Bomb!

Plot:
This is the only way to defeat Kid Buu! Gather spirit from everyone on Earth and blast away the Super Spirit Bomb!

Win Conditions:
• Defeat Kid Buu
• Clear with Majin Buu surviving
• Defeat revived Kid Buu

Lose Conditions:
• All team HP depleted
• Vegeta & Goku is defeated
• Time expires

Basic Reward:
• 2690 Zeni
• Energy Shard
• Energy Crystal
• Majin Kamehameha

PQ 61 - The Cell Games Continued

Plot:
The Cell Games are here again! But nothing is how it's supposed to be! Don't worry about it and just fight all the challengers!

Win Conditions:
• Defeat Gohan, Videl, and Piccolo
• Defeat Videl and Piccolo before Gohan
• Defeat Gohan with Cell still alive

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2740 Zeni
• Regen Shard
• Battle Suit (CC)
• Recoome Kick
• Fighting Pose H

PQ 62 - Frieza’s Nightmare Returns!

Plot:
A distortion in time made a crowd of Majins stand in front of Frieza! On top of that the golden Saiyan warriors have gathered, too! Protect Frieza from the Saiyans!

Win Conditions:
• Defeat Vegito and Gotenks
• Defeat Gotenks before Vegito
• Defeat Super Vegito and Super Saiyan 3 Gotenks

Lose Conditions:
• All team HP depleted
• Frieza is defeated
• Time expires

Basic Reward:
• 2760 Zeni
• Guard Shard
• Frieza's Suit (Final Form)
• Teleporting Vanishing Ball

PQ 63 - Appetite for Destruction

Plot:
After hearing that "hunger is the best sauce," Beerus and Whis started causing turmoil in space! Join them on their pre-dinner workout!

Win Conditions:
• Defeat Beerus and Whis
• Defeat Beerus last
• Defeat Beerus

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2790 Zeni
• Goku Wig (Super Saiyan)
• Energy Crystal
• Guard Crystal
• Before creation comes ruin...
• Kai Kai

PQ 64 - Beerus the Impulsive

Plot:
"Show me how strong you really are!" ...And so began this test of might! Destroy the onrushing enemies, and make it snappy!

Win Conditions:
• Defeat all enemies
• Clear with at least 8 minutes left
• Defeat Beerus

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2840 Zeni
• Med. Mix Capsule
• Regen Shard
• Janemba! Janemba!
• Ill Rain

PQ 65 - The New Warriors

Plot:
Train with the new crop of warriors - the inheritors of Goku and Vegeta's strength!

Win Conditions:
• Defeat all enemies
• Clear in 8 min
• Defeat Goku and Vegeta

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2880 Zeni
• Energy Crystal
• Guard Crystal
• I never knew this world existed!
• Gohan's Gi (Adult)
• Scissors Paper Rock

PQ 66 - Stop Beerus’ Destruction

Plot:
The God of Destruction is mad! No more pudding? Then it's time for destruction! Stop him before he destroys Earth!

Win Conditions:
• Defeat Beerus
• Clear without any ally defeated
• Defeat Whis

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 2950 Zeni
• All-Energy Capsule S
• Candy Beam

PQ 67 - Power of a Super Saiyan God

Plot:
God of Destruction Beerus is battling Goku. But Beerus doesn't feel like fighting! You're fighting the Super Saiyan God in his place!

Win Conditions:
• Defeat Goku
• Clear in under 3 minutes
• Defeat revived Goku

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3010 Zeni
• Aura Capsule M
• Super God Fist

PQ 68 - Old Rivals and Dragon Balls

Plot:
Dragon Balls have appeared in West City?! But your former enemies don't care for it at all!

Win Conditions:
• Recover 3 Dragon Balls
• Clear by defeating Frieza, Cell and Kid Buu
• Recover 7 Dragon Balls

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3090 Zeni
• Med. Mix Capsule
• High Mix Capsule
• Angry Shout

PQ 69 - God of Destruction and His Master

Plot:
God of Destruction Beerus and his master, Whis, are challenging you to a fight?! Their power is the strongest in the universe!

Win Conditions:
• Defeat Beerus and Whis
• Clear in under 5 minutes
• Defeat revived Beerus

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3140 Zeni
• All-Guard Shard
• All-Guard Crystal
• Goku's Work Clothes
• Headshot

PQ 70 - Things are Getting Serious!

Plot:
The ultra-powerful Cooler is attacking Earth! Defeat the ever-transforming Cooler once and for all!

Win Conditions:
• Defeat all enemies
• Clear in 8 min
• Defeat Golden Frieza and Metal Cooler

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3200 Zeni
• All-Regen Shard
• All-Regen Crystal
• I've come back from the dead...
• Emperor's Blast

PQ 71 - Abominable Saiyans

Plot:
Frieza's army is attacking a fervently practicing Trunks! They probably have the wrong guy, but you must help Trunks anyway!

Win Conditions:
• Defeat all enemies
• Clear with Trunks1 health over 50%
• Defeat Golden Frieza

Lose Conditions:
• All team HP depleted
• Trunks is defeated
• Time expires

Basic Reward:
• 3260 Zeni
• Energy Capsule L
• Last Emperor

PQ 72 - First Training

Plot:
Lord Frieza has returned with a vengeance! Go and work with Lord Frieza for his very first training stint!

Win Conditions:
• Defeat Golden Frieza
• Clear in under 5 minutes
• Defeat all enemies with Golden Frieza still alive

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3340 Zeni
• Jaco's State-of-the-Art Radio
• Burst Kamehameha

PQ 73 - Frieza’s Siege Against Earth!

Plot:
Frieza revived with greater powers and have arrived on Earth with his subordinates! Stop their siege at once!

Win Conditions:
• Defeat Golden Frieza
• Defeat all enemies before Golden Frieza appears
• Defeat all enemies

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3390 Zeni
• Tagoma's Scouter
• Qipao (CC)
• Psychic Move

PQ 74 - Galactic Patrol, Away!

Plot:
Frieza's army is obliterating planet after planet, but the Galactic Patrol is on the case! Join Jaco and defeat Frieza's forces!

Win Conditions:
• Defeat all enemies
• Clear in 10 min
• Defeat Golden Frieza

Lose Conditions:
• All team HP depleted
• Jaco is defeated
• Time expires

Basic Reward:
• 3420 Zeni
• The gold represents the new me.
• Final Pose

PQ 75 - Room to Spare

Plot:
Wilis' sudden training pits powerful fighters to the battle! But if you can't beat them, Whis won't accept you!

Win Conditions:
• Defeat Beerus
• Beerus enters battle with Whis remaining
• Defeat Beerus and Whis

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3450 Zeni
• Counter Burst

PQ 76 - Eternal Rival

Plot:
The battle commences against the greatest of rivals! Will you be able to keep up with the 2 who have went beyond their limits to the real of gods?!

Win Conditions:
• Defeat SSGSS Goku and SSGSS Vegeta
• Defeat SS4 Goku after SS4 Vegeta appears
• Defeat SSGSS Goku and SSGSS Vegeta

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3490 Zeni
• SSGSS Goku Wig
• Whis Symbol Gi
• Warp Kamehameha

PQ 77 - Parent and Child

Plot:
The child trains to challenge their parent! The parent trains to foster growth in their child! Now help both of them train!

Win Conditions:
• Defeat Goku, Vegeta, and Hercule
• Clear in 10 min
• Defeat all enemies

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3550 Zeni
• Aura Capsule L
• Ki Explosion

PQ 78 - Heated, Furious, Ultimate Battle

Plot:
Broly awakened as Super Saiyan! Stop Broly before he destroys everything!

Win Conditions:
• Defeat Broly
• Clear with revived Goku surviving
• Defeat revived Broly

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3600 Zeni
• High Mix Capsule
• Dust Attack

PQ 79 - Great Ape Festival

Plot:
Great Ape, Great Ape, Great Apes! Nappa, Vegeta, and Bardock turned in to Great Apes! Hunt them before they take over Earth!

Win Conditions:
• Defeat 3 Great Apes
• Clear in 10 min
• Defeat the Time Patroller in training

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3670 Zeni
• Energy Capsule L
• Vegeta's Shirt
• Mighty Explosive Wave

PQ 80 - The Return of the Giant Ape-Fest!

Plot:
That super festival is back! This time, the Golden Ape appears?! Protect Earth from the wild Giant Apes!

Win Conditions:
• Defeat Janemba and 3 Great Apes
• Clear with Jaco and Pan surviving
• Defeat all enemies

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3720 Zeni
• Energy Capsule L
• Dimensional Hole

PQ 81 - Wake UP!

Plot:
Something's wrong with the fighters! Fight them and bring them to their senses!

Win Conditions:
• Defeat all enemies
• Clear in 8 min
• Defeat Gogeta

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3770 Zeni
• All-Aura Crystal
• All-Regen Crystal
• Afterimage Strike

PQ 82 - Ultimate Brotherly Battle

Plot:
Just who are the strongest brothers in the universe? Defeat the siblings who claim that title belongs to them!

Win Conditions:
• Defeat all enemies
• Clear in 8 min
• Defeat Golden Frieza and Metal Cooler

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3810 Zeni
• All-Aura Crystal
• All-Guard Crystal
• Dragon Burn

PQ 83 - Dangerous Duo! Warriors Never Rest

Plot:
Videl, Goten, and Trunks are searching for the Dragon Balls when they come across the legendary Super Saiyan!

Win Conditions:
• Recover 3 Dragon Balls
• Defeat Broly with Gohan surviving
• Recover 7 Dragon Balls

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3860 Zeni
• Energy Capsule L
• High Mix Capsule
• Charge

PQ 84 - Saiyan Warriors

Plot:
Saiyans are the universe's strongest class of warriors! Fighting is their life! A relentless battle is about to begin!

Win Conditions:
• Defeat Broly
• Clear in 10 min
• Defeat Broly, Vegito and Gotenks

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3920 Zeni
• Power Capsule L
• Saiyan Spirit

PQ 85 - Power Berserkers

Plot:
The warriors are defiled by an evil power?! Beat it out of them! It'll work! Defeat all the enemies to return them to normal!

Win Conditions:
• Defeat Gohan, Piccolo, and Vegeta
• Clear in 10 min
• Defeat Gohan, Broly, and Bardock

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 3990 Zeni
• Aura Capsule L
• Zigzag Express

PQ 86 - Yamcha is Number One

Plot:
Sensing a powerful ki, the fighters assemble! The powerful foe they seek is none other than.... Yamcha...?!

Win Conditions:
• Defeat Yamcha
• Clear in under 5 minutes
• Defeat Yamcha

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 4020 Zeni
• Med. Mix Capsule
• High Mix Capsule
• Neo Wolf Fang Fist

PQ 87 - Saiyan Battle

Plot:
While fighting with Gotenks, a large ki is coming closer! Defeat all the enemies and attain victory!

Win Conditions:
• Defeat Gotenks, Gohan, and Vegeta
• Clear in under 5 minutes
• Defeat Goku and the revived warriors

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 4080 Zeni
• Training Suit
• Energy Crystal
• Atomic Blast

PQ 88 - Evil Seeks Dragon Balls Yet Again!

Plot:
Evildoers are gathering Dragon Balls again! No good can ever come from this! Take back the Dragon Balls to defend the peace!

Win Conditions:
• Recover 6 Dragon Balls
• Clear by defeating all enemies
• Recover 7 Dragon Balls

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 4120 Zeni
• Antidote Drop
• Antidote Essence
• Buu Buu Ball

PQ 89 - Super-Super Ultimate Series of Battles!

Plot:
Warriors are appearing one after another! Defeat them all in this series of battles!

Win Conditions:
• Defeat Goku, Gohan, and Goten
• Clear in 10 min
• Defeat Vegito and Gotenks

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 4190 Zeni
• Videl's Clothes
• Victory Rush

PQ 90 - Gathering of the Great Evil Alliance

Plot:
The villains of each era have joined together to attack Earth! Defend Earth from their evil invasion!

Win Conditions:
• Defeat all enemies
• Clear in 10 min
• Defeat revived Frieza, Cell and Majin Buu

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 4220 Zeni
• Energy Capsule L
• III Bomber

PQ 91 - Saiyan Revolt

Plot:
The Saiyans who could not become Super Saiyans, Nappa and Raditz. Help them with their challenge!

Win Conditions:
• Defeat Goku
• Clear with Raditz and Nappa surviving
• Defeat Vegito

Lose Conditions:
• All team HP depleted
• Raditz & Nappa are defeated
• Time expires

Basic Reward:
• 4280 Zeni
• Energy Capsule L
• Final Kamehameha

PQ 92 - Revenge of the Tuffle

Plot:
A survivor of the Tuffle Race has appeared! Baby is going on a rampage with Vegeta's body. You've got to stop him!

Win Conditions:
• Defeat Great Ape Baby
• Clear in under 5 minutes
• Defeat Goku

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 4360 Zeni
• Everyone, lend me your energy!
• GT Goku's Gi
• Maiden Burst

PQ 93 - Small but Strong!

Plot:
Goku's gotten smaller! Now is your chance to defeat him! Go for it!

Win Conditions:
• Defeat Goku
• Defeat Goku (GT) and Trunks before Pan
• Defeat Goku and Vegeta

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 4390 Zeni
• Pan's Bandanna
• Finally, some excitement.
• I...hate you!!!
• Pan's Clothes

PQ 94 - Ultimate Power, Ultimate Saiyan

Plot:
Earth's strongest have fused and have no equal! Defeat him now and claim your place as the ultimate warrior!

Win Conditions:
• Defeat Gogeta
• Clear in under 5 minutes
• Defeat Gogeta, Eis, Nuova, and Omega Shenron

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 4420 Zeni
• All-Energy Capsule M
• Strengthen me, Shadow Dragons!
• Bluff Kamehameha

PQ 95 - Super 17, the Ultimate Android

Plot:
An old nemesis has revived from hell, and he's coming after you! Defeat the ultimate android, Super 17!

Win Conditions:
• Defeat Super 17
• Defeat Super 17 with Goku surviving
• Defeat revived Super 17

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 4470 Zeni
• Super 17's Clothes
• Flash Bomber
• Drain Field

PQ 96 - The Shadow Dragons

Plot:
The cracked Dragon Balls have produced not Shenron, but the Shadow Dragons! Don't let them destroy the universe!

Win Conditions:
• Defeat Omega Shenron
• Clear with all allies surviving
• Defeat all enemies

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 4500 Zeni
• GT Vegeta's Jacket
• Absolute Zero

PQ 97 - Insidious Plot

Plot:
Someone is plotting to revive the Demon Realm from the shadows of history. Show these villains a good beating!

Win Conditions:
• Defeat Mira and Towa
• Clear in under 3 minutes
• Defeat all enemies

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 4520 Zeni
• Yamcha's Baseball Hat
• Power Capsule S
• High Mix Capsule
• Someone, satisfy me...
• Revival of the Demon Realm is at hand
• Charged Ki Wave
• Phantom Fist

PQ 98 - Villains Regroup!

Plot:
A swarm of heinous villains has gathered on Earth, and the planet is under grave threat!

Win Conditions:
• Defeat all enemies
• Clear in under 5 minutes
• Defeat Janemba and Turles

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 4550 Zeni
• Lord Slug's Clothes
• Dimension Ray

PQ 99 - Frieza Race Revivified

Plot:
Frieza's army has attacked Earth, and he has a powerful helper along for the ride. It couldn't be... Could it?!

Win Conditions:
• Defeat all enemies
• Clear in under 5 minutes
• Defeat Frieza and the avatar

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 4580 Zeni
• Mr. Shape Up L
• Emperor's Edge

PQ 100 - The Ultimate Rivalry

Plot:
These warriors have trained to the ultimate level! And now you're on a par with them! Trade blows and see who's the best!

Win Conditions:
• Defeat all enemies
• Clear in 8 min
• Defeat SSGSS Goku and SSGSS Vegeta

Lose Conditions:
• All team HP depleted
• Time expires

Basic Reward:
• 5030 Zeni
• SSGSS Vegeta Wig
• Whis Symbol Battle Suit
• X 100 Big Bang Kamehameha

Credits: Special thanks to Khonziel for the video guides.

Why You Should be Stockpiling Obliterum Now for World of Warcraft Legion Patch 7.1.5

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Obliterum is now super cheap on many realms and now is not the ideal time to sell it. If you want to make gold out of it, I recommend to stockpile it and wait until Patch 7.1.5 goes live. Why?

There are many reasons why the prices of Obliterum will be rising.
  • In Patch 7.1.5, we will be able to increase a crafted item's level up to 865 (the item level cap was increased to 855 in Patch 7.1).
  • Patch 7.1.5 brings a new Artifact Knowledge catch-up that will encourage people to level up their alts.
  • This results to more demand as most players will want to quickly gear their alts and what's better than crafted items upgraded using Obliterum?
How to Get Obliterum?

Destroying most of the crafted Legion gear will yield Obliterum Ash. We've got some neat guides that talk about Obliterum taking various professions into account.
  • Obliterating Ancient Healing Potions - the slowest but one of the most profitable and easiest methods.
  • Obliterating Enchants - the huge price decrease of enchants allows their profitable destruction.
  • Obliterating Amulets - a complementary method revolving around prices of crafted JWC amulets being lower than the usual price of Obliterum. Buying and destroying Infernal Alchemist Stone is also worth noting here.

Tips
  • Allocate your investment (the more gold you invest, the higher your profit).
  • Check your Auction House regularly for cheap amulets that are below the price of Obliterum. Destroy them and slowly build up the amount of Obliterum you will have available with 7.1.5.
  • If you've got Alchemy, try to find a supplier or check the Auction House for cheap Yseralline SeedYseralline Seeds.
The Future of Obliterum

Blizzard mentioned during BlizzCon they want crafted gear to stay relevant throughout Legion and they achieve this by increasing the amount of times you can upgrade crafted gear using Obliterum with every patch. I suppose the same will happen in Patch 7.2. What do you think?

Credits: Special thanks to MadSeasonShow for the video guide.

The Pros & Cons of All 20 Civilizations in Sid Meier's Civilization VI

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Stuff you should read first

DISCLAIMER:
Believe it or not, I am open to suggestions. I know I'm a pretty good civ player, but certainly I don't know everything. This is a work in progress, so I'd actually really like to hear what you think so I can make my ratings more accurate.

DISCLAIMER 2: 
This is your one warning, below I try to be funny, with limited success. It's a civ guide, give me a break.

GLOSSARY:

Putting this first so you know my abbreviations ahead of time...

CA - Civ ability 
LB - Leader bonus
UA - Unique ability/bonus (pertaining to both items mentioned above)
UI - Unique infastructure
UU - Unique unit
GR - Goodness Rating
VR - Versatility Rating

THE GRADING SYSTEM

It's not that hard to figure out, so you can probably skip this. This is here if you're interested in my rationale.

Okay so basically I'm going to grade each civ like this...

For the aptly named "goodness rating", there are 7 possible points for both UA's, 4 possible points for the UI, and 2 possible points for the UU... that's 20 points total! Woah math!!

I put different point values on each component to parallel their impact on the game. The UA's are usually in effect from the start, so they get the most points allotted, while the UU usually is only in use for a short period of the game, so it gets the least.

But you see, besides the GR, I am also going to rate each component on its versatility. My method here is a little more unbiased, every component is good for something , I give one point to the abilites and infastructure for each ADDITIONAL victory condition (religious, science, domination, cultural) that they assist towards... if they are only good for one thing, they get no points, if they're good for all 4, they get 3. The UU can earn one additional point if it's good for anything besides military, *spoiler* only two of them get it. So that makes 10 possible points for versatility.

Gold helps out with everything except religion (opposite of real life, I know) so gold boosters automatically get at least 2/3 VR. Production boosts automatically get 3/3.

Finally, I calculate the total civ rating by adding the GR to half the VR.
(I'd rather have a civ that is really good at one thing than a civ that is really average at everything. You can only win one way in one game.)

BUT WAIT, THERE'S MORE...
I'm going to award bonus points at the end for reasons... you'll see

Breaking Down America

Oh America, we're so glad you're at least not ♥♥♥♥ anymore. The +1 sight will not be missed.

Civ ability - Founding Fathers

Earn all government legacy bonuses in half the usual time.

Pretty useful, actually. I recall getting a 25% bonus to wonder production from the autocracy gov't thanks to this ability and being like "ohh yes I am going to take ALL the wonders, ♥♥♥♥ YOU EGPYT". Also I'm a big fan of percent bonuses to anything, because they can lead to some ridiculous results.

GR - 5/7

And since it can help with absolutely any victory condition (just pick your gov'ts wisely)...

VR - 3/3

Leader bonus - Roosevelt Corollary
Units receive a +5 Combat Strength on their home continent. +1 Appeal to all tiles in a city with a National Park. Gain the Rough Rider unique unit when they research the Rifling technology.

There is a lot to this one... I like the +5 combat strength for the home continent, it's what "manifest destiny" from Civ 5 SHOULD have been. The national parks bonus is very late game, but obviously helpful for culture. The extra UU is just another small addition to this UA.
On pangea this is godlike for obvious reasons, but you can also get screwed over in the map generation. For that reason I'm going to give it a just above average score.

GR - 4/7

Military bonus with additional culture flavor (or other way around, I don't care)

VR - 1/3


Unique infastructure - Film Studio
+100% Tourism pressure from this city towards other civilizations in the Modern Era.

Double tourism is pretty much as good as it gets when you're going for a cultural victory, but it's late game and I prefer unique districts over other UI, so I'm deducting one point.

GR - 3/4

VR - 0/3


Unique unit - P51 Mustang
Gains +5 attack against fighter aircraft, has +2 flight range, and gains +50% experience.

Ah, I remember looking through the unit list of civ 5 thinking "OH BOY I HOPE THEY GAVE AMERICA THE P51 BECAUSE THAT'S MY FAVORITE PLANE" like the windowlicker that I am. I was disappointed to see that I got the B17 instead... but then I saw that Japan got the zero and I was like "WTF JAPAN GETS THAT OVERRATED PIECE OF ♥♥♥♥ BUT MURICA DOESNT GET THE P51".
In civ 6, I am disappointed to find that the P51 suffers the same way the B17 did, it's too late game to really make a difference... Still giving it a point for being the p51 though.

GR - 1/2

VR - 0/1


CONCLUSION:

America, despite being one of the world's most prominent scientific and industrial powers, is a little ♥♥♥♥♥ cultural civ (because you know other countries are so enchanted by our fatass people and reality show presidential elections) but hey, it's pretty good.

Total GR - 13/20
Total VR - 4/10

Civ Rating - 15/25

Breaking Down Arabia

Congrats Arabia, you get to be the new Babylon or Korea... you son of a ♥♥♥♥♥.


Civ ability - The Last Prophet
Guaranteed Great Prophet if the second-to-last Great Prophet is chosen. +1 Science for each foreign city following Arabia's religion

You get a free religion for jerking off the whole early game. Also you get more science because WHY NOT?

GR - 6/7

Obviously a science and religion bonus, but since this lets you focus on any victory type early game, knowing you're going to get religion... it actually gets full points.

VR - 3/3


Leader bonus - Righteousness of the Faith
The worship building for their Religion can be purchased by any player for just one-tenth of the usual Faith cost. This worship building is enhanced to add 10% to the Science, Faith, and Culture output of Arabian cities.

mmmm those percent bonuses.... but also... ♥♥♥♥ you arabia. Knocking off points because it allows your enemies to get your faith building as well.

GR - 5/7

This worship building is enhanced to add 10% to the Science, Faith, and Culture output of Arabian cities

VR - 2/3



Unique Infastructure - Madrasa
+1 Science, Bonus Faith equal to the adjacency Science bonus of its district.

Small bonus to science, potentially substantial bonus to faith if you combo with poilcies that double campus adjacency bonuses.

GR - 2/4

Faith + Science

VR - 1/3


Unique Unit - Mamluk

heal at the end of every turn

Do I really need to comment here

GR - 2/2

VR - 0/1


CONCLUSION:

As much as it pains me to do this, Arabia is getting a bonus goodness point... Science victory is the easiest victory to get, and Arabia is one of the best at getting it. However, I'm also taking away a VR point because Arabia is really confined to focusing on religion and science, not one or the other either. Both.

Total GR - 16/20
Total VR - 5/10

Civ Rating - 18.5/25

Breaking Down the Aztec

The Aztec are fun, and I feel special because I get to play them a few months early.

CA - Legend of the Five Suns
Spend builder points to complete 15% of district construction.

Remember to train a builder before any district. there's almost no reason not to, almost. Combo this with policies that allow you to train builders faster and/or give them more charges,. For example, with the feudalism policy you can complete 75% of any district in 5 turns, which is great for upstart cities. Here's the thing though, this ability is much more powerful on longer games (marathon, epic) than shorter games (quick, online). The reason is that 5 turns on Marathon is insignificant compared to 5 turns on online... Hell, you can often complete entire districts in less time on online speed. I'm still going to give it 5/7 because it combos so well with the UU, but keep what I just said in mind when setting up your game.

GR - 5/7

Works with any district

VR - 3/3


LB - Gifts For The Tlatoani
Units get +1 combat strength for each unique luxury resource. Luxury resources provide amenities to 3 more cities than usual.

I like this because as you conquer more lands, your army gets stronger. The amenities thing alright too.

GR - 5/7

Technically the amenties bonus would help you with any victory, but this ablity is obviously geared to military victory.

VR - 0/3


UI - Tlachtli
+2 Faith, +1 Great General Points
The problem with this building is that it is built in the Entertainment Complex. Sure, by the end of the game your cities will be large enough to accomodate that, but if you're going for a military victory (which you definitely should be) I think it would be much better to focus on Encampments and Industrial Zones early on. Also the Aztec already get an amenities boost, so having to build an Entertainment Complex is counterintuitive to the benefit of that ability!

GR - 0/4

Military, faith

VR - 1/3


UU - Eagle Warrior
Stronger than the warrior, turns defeated enemies into builders.

This unit, along with the no warmonger penalties for ancient era wars, is why the Aztec are so much fun to play. Play your cards right, and you will have tons of builders to rush districts with!

GR - 2/2

VR - 1/1


CONCLUSION:
The Aztec took a big hit from the lack of a decent UI but I'm going to let it stand because the UI can really provide a critical boost and the Aztec just dont have it.
The VR is also apparently high for an obviously military-focused civ, but when you break down their components, you see the Aztec have a very viable strategy of using their UU to gather builders to rush districts for any victory you want.

Total GR - 12/20
Total VR - 5/10

Civ Rating: 14.5/25

Breaking Down Brazil

In civ 6, great people have become essentially their own little world wonders.
And now that great people are world wonders, Brazil is the mother-♥♥♥♥ing Egypt of great people. Because that's just what everyone wanted, another civ 5 Egypt.

CA - Amazon
Theater Square, Holy Site, Neighborhood, Campus, and Commecial Districts all get adjacency bonuses from rainforest.

This ability can be very good if you play like a ♥♥♥♥♥ and set the map generation to "wet" and "hot" to produce more rainforest... like I may have... but it suffers from the overdependence on rainforests.

GR - 3/7

The commercial and housing bonuses are universally good alone.

VR - 3/3


LB - Magnanimous
20% of great person points are refunded when you earn or patronize a great person.
Okay, so maybe when we get more leaders it won't be Brazil itself that's the new Egypt, because the real ♥♥♥♥♥ ability is the leader bonus. But for now... of course it's good and completely versatile.

GR - 6/7

VR - 3/3


UI - Street Carnival
Replaces entertainment district. Unlocks carnival project that gives Great Engineer, Writer, Artist, and Musician points.

Unique districts are inherently the best form of UI because all unique districts do not have population requirements. This means you can build them in any city as long as you have space. The carnival project is great because you know Brazil just needs more great person points! It loses a point because I don't use projects that often, generally you don't need that many entertainment districts anyway.

GR - 3/4

The carnival project is very culture focused, but I'm giving it one VR point for the great engineer points.

VR - 1/3


UU - Minas Geraes
Stronger than battleship which it replaces. Unlocked with nationalism.

Usually, I would be like "it's not that useful because late-game yadda yadda" but not for this. It's unlocked by the nationalism perk on the civics tree, so when I did my culture focused play through as Brazil I ended up unlocking it before I even had frigates. 80 ranged combat strength with a range of 3, all while my contemporaries were still using sails.

GR - 2/2

VR - 0/1


CONCLUSION:
Pedro is an ♥♥♥♥♥♥♥.

Total GR: 14/20
Total VR: 7/10
Civ Rating: 17.5/25

Breaking Down China

"China!" - Donald Trump

CA - Dynastic Cycles
Eurekas and inspirations give 60% boosts instead of 50%

This is a solid ability that keeps China competitive in tech and culture throughout the game. You definitely want to focus on getting these boosts though, like when I play China I try to rush for the great library (which combos well with the LB) and for great scientists.

GR - 5/7

VR- 1/3


LB - The First Emperor
Builders get 1 extra charge and can expend charges to complete 15% of ancient and classical wonders.

If you have been reading consistently up to this point, you should know I hate an Egypt. Fortunately, they only get to be Egypt for the first two era but during that time they are very powerful! If you can't get Stonehenge as China, barring having nowhere to put it, you're doing something wrong. Each builder can complete 60% of the wonder over the course of 4 turns, thanks to the extra charge which lasts throughout the game.

GR - 6/7

VR - 3/3

UI - Great Wall (improvement)
Gives bonus defense, gold, culture, tourism

Personally, I didn't find these to be that useful, in fact it was often hard to find a good place for them.
Since this is clearly geared towards a culture victory, I just can't compare it to massive culture boosters like the film studio and give it the same rating. Although, it is fairly early game which is nice.

GR - 2/4

Small gold boost is still a gold boost.

VR - 2/3


UU - Crouching Tiger Cannon
Unlocks at machinery, 30 melee strength, 50 ranged strength, 1 attack range

I don't like this unit, not because it's bad necessarily but because it seems kinda stupid and unnecessary. I guess the devs were paying homage to the fact that China had gunpowder first, but this game is a rewrite of history so who cares? To be fair, you can unlock infantry before you get gunpowder too, and I've already explained Brazil's UU... anyway, I haven't gotten too much combat use out of this unit in game, but from what I have done, it was okay. Personally, I'd rather have the extra range of crossbowmen than the extra damage of the crouching tiger, considering they both have the same defensive strength and unlock at the same time. However it doesn't replace anything so it's kinda just there if you want it.

GR - 1/2

VR - 0/1

CONCLUSION:
China is a very solid civ to play with, and its LB is absolutely a kick in the nuts to other player's early game strategies. That's why, along with Pedro, Qin is one of the two most obnoxious AI in the game. Yay....

Total GR - 15/20
Total VR - 6/10
Civ rating - 18/25

Breaking Down Egypt

The eponym to my jokes about wonder ♥♥♥♥♥s... is actually not as much of a wonder ♥♥♥♥♥. As much.


CA - Iteru
+15% production towards districts and wonders if next to a river. Floodplains do not block placement of districts and wonders.

Haha, no more +20% to wonders in general you stupid ♥♥♥♥♥. I like this ability because I feel like it's a lot more reasonable, and it gives Egypt access to floodplains (pretty critical to being Egypt) which other civs can't build on for whatever reason...

GR - 5/7

VR - 3/3


LB - Mediterranean's Bride
Your Trade Routes to other Civilizations provide +4 Gold for Egypt. Other civilizations' Trade Routes to Egypt provide +2 Food for them and +2 Gold for Egypt.

I like the name of this ability, because it kind of flaunts the fact that Cleopatra is a ♥♥♥♥♥, but I'm not too fond of the ability itself. The AI in this game are so obnoxious that I usually avoid trading with them, rendering it useless for me, personally. You might find it more useful, but I still don't think it's as good as other abilities in the game.

GR - 3/7

Gold boost.

VR - 2/3


UI - Sphinx
Gives faith and culture when next to a Wonder.

It's okay. I can't think of something insightful to put here for everything, okay?!

GR - 1/4

VR - 1/3


UU - Maryannu Chariot Archer
23 melee strength, 33 ranged strength, 2 range, 4 movement when starting in open terrain

This son of a ♥♥♥♥♥ costs more than twice the heavy chariot which it replaces (140 production vs 65 production). It's just a jacked up archer.

GR - 1/2

VR - 0/1


CONCLUSION:
It's nice to not feel compelled to ban Egypt from online matches anymore. Wonder whoring honestly isn't even that good of a strategy anymore! Get stonehenge and the forbidden palace and you're good.
Egypt gets a bonus VR point because the reason the LB lost one VR point was that it didn't help with faith, but since the UI gives bonus faith I want to give it back.

Total GR - 10/20
Total VR - 7/10

Civ Rating - 13.5/25

Breaking Down England

England is no longer dependent on playing archipelago, at least
CA - British Museum
Museums have double aritifact slots and can support two archaeologists.

This is a confusingly culture-oriented bonus for a civ who is otherwise very expansionist. In a different civ, I think it would be good, but I just don't think it works for England. Another reason it loses points is that you don't get archaeologists until later in the game, so you can't really argue it helps England keep up with culture as that is more dependent on early game actions.

GR - 2/7

VR - 0/3


LB - Pax Britannica
Get a free melee unit when you settle on a continent other than your home continent. Unlocks redcoat UU with military science.

The redcoats are good, the other part of the ability is just okay... I do like the synergy within the ability of getting redcoats for settling cities.

GR - 4/7

VR - 0/3


UI - Royal Navy Dockyard
Ships built in cities with this district get bonus movement, bonus gold for dockyards on other continents and great admiral points.
This is the saving grace for england, providing a decent bonus for expansionist empires, but what's really good is that, being a unique district, you can build it in every eligible city regardless of its population size.

GR 4/4

Gold boost

VR - 2/3


UU - Sea Dog
Can capture enemy ships

Potentially very dangerous.

GR - 1/2

VR - 0/1


CONCLUSION:
Sorry, England, but you should really blame your CA for this... it's just out of place IMO.
Bonus 2 points to versatility for obvious military + culture focus, but none of the components had both in them.

GR - 11/20
VR - 4/10

Civ Rating: 13/25

Breaking Down France

Catherine De Medici is definitely the best Italian French leader choice. Definitely. But let's not get into that.

CA - Grand Tour
+20% Production toward Medieval, Renaissance and Industrial era Wonders. Tourism from wonders of any Era is doubled.

♥♥♥♥ing ♥♥♥♥♥.

GR - 5/7

VR - 3/3


LB - Catherine's Flying Squadron
Has 1 level of Diplomatic Visibility greater than normal with each of the Civilizations she's met. Receives capacity to build an extra Spy with the Castles Technology.

I really don't use espionage that much, so originally I gave this 1/7 but immediately someone brought up that the extra level of diplomatic visibility lets you see hidden agendas, which is useful for making friends. I'm still only giving it 2/7 because I don't make friends >:(

GR - 2/7

VR - 3/3


UI - Château
Gets bonus gold and culture from adjacent luxuries and wonders. Must be build next to rivers.

It's kind of obnoxious that it must be built next to rivers because that is where a lot of wonders require you to build them. Also I'd rather have a commercial district on any river tile than this.

GR - 1/4

VR - 2/3


UU - Garde Impériale
65 Strength, replaces nothing. Bonus strength when fighting on home continent, gets great general points from kills.

Very good. Next.

GR - 2/2

VR - 0/1


CONCLUSION:
I'm taking two point aways from versatility and putting them on goodness... because we all know France is very strong as a culture civ, even if most of it's abilties are technically helpful for any victory.

Total GR - 12/20
Total VR - 6/10

Civ Rating - 15/25

Breaking Down Germany

I'm very pleased that Germany turned out to be a lot better than I imagined from the reveal trailer.

CA - Free Imperial Cities
Build one more district than the population limit would usually allow.

Germany can easily develop the most well-rounded cities thanks to this ability and the fact that its UI is a unique district. Population is usually the biggest limitting factor for developing cities, because often you find that you want to build another district but can't. This ability remedies that issue very nicely, and German cities often end up being "do-all" cities like in civ 5 with access to more districts. The downside here, is that districts take a lot of production and sometimes you have slots open that you either don't know what to do with or just can't afford to build.

GR - 5/7

VR - 3/3


LB - Holy Roman Emperor
+7 combat strength vs city states and their units. Extra military policy slot.

This ability is definitely better than I thought it would be. When I first heard this, of course I thought of Genghis Khan from civ 5 (speaking of which, why the ♥♥♥♥ isn't he in this game?). In civ 5, the mongol's ability sucked because taking city states usually wasn't worth it; However, now that the global happiness penalties are gone and that you no longer need city states for the world congress, taking a few of them is absolutely a great way to expand your empire in the early game... just don't go crazy because you're going to want some of the bonuses they give later on. Also, if you plan out which city states will live or die ahead of time, your enemies will waste envoys on those ill-fated places while you get the upper hand in becoming the suzerain of the ones you want.

I think the devs were thinking of the mongols too, since they felt it was necessary to tack on the extra military policy slot. That extra slot is very useful throughout the game, and it's also the only thing that makes me take the double xp for recon units at the start of the game, since the bonus against barbarians is often required to defend yourself.

GR - 5/7

"integrated space cell" and "military research" are military policies for a science victory. You can also argue that policies like "bastions" (increases defense) and "retainers" (amenities from garrisons) increase versatility, maybe even to full VR, but I'm just going to call it at one point.

VR - 1/3


UI - Hansa
Unique district, replaces industrial zone. Gets +1 production from all adjacent resources, and +2 if adjacent to a commerical district.

My favorite UI in the game. First, you should know by now I love unique districts. You already get an extra district from the CA, but now you also can always get an industrial zone in every city regardless of populaton! The adjacency bonuses can add up pretty well, you still get the bonus from mines and quarries so mines and quarries over resources grant +2 production instead of 1. Fun fact, districts get adjacency bonuses from the districts of other cities, so if you combine the commercial hubs and hansas of two cities, you get +4 production per hansa.

GR - 4/4

VR - 3/3


UU - U boat
Gains +1 Sight and +10 Combat Strength when fighting on Ocean tiles. Cheaper to produce.

Pretty useful for late game. Considering that submarines for some reason can torpedo people on land, it is actually good for covertly covering land forces.

GR - 1/2

VR - 0/1


CONCLUSION:
Germany is one of the strongest civs in the game. You can use the Hansa to build large forces and blitzkrieg the ♥♥♥♥ out of your enemies' little friends, setting yourself up to take down bigger game. But you can also use that extra production and Germany's CA to create cities capable of doing anything. If you noticed I haven't complained about Germany being OP like I did with Arabia, it's because Germany takes more skill to unlock its mighty potential, while Arabia gets ♥♥♥♥ like a free great prophet for doing NOTHING.

Total GR - 15/20
Total VR - 7/10

Civ Rating 18.5/25

Breaking Down Greece

Everyone hated playing against Alexander in civ 5 because he was such a ♥♥♥♥♥ about city states. Pericles retains the "I MUST HAVE ALL CITY STATES" mentality, so he's still a ♥♥♥♥♥, but at least he doesn't get anything to help him do it.


CA - Plato's Republic
Extra wildcard policy slot
This is easily the easiest ability to get use out of... and holy ♥♥♥♥ is it really useful. It makes it so that you can get both +1 production per city AND +1 gold and +1 faith for the capital (or so that you can get a bonus against barbarians and double xp for recon units if you're a wierdo). It makes it so that you can rush the "mysticism" civic and start getting +2 great scientist or great prophet points well before anyone else is able to (suck on that, Pedro). It makes it so that you will be able to take that one extra policy that can change the course of the game. I love this ability, it used to be the only 7/7 ability in this guide, but I deducted a point because Plato's Republic isn't incredibly powerful like the ability that got 7/7. (There can be only one 7/7)

GR - 6/7

VR - 3/3



LB (Pericles) - Surrounded by Glory
+5% culture per city state you are suzerain of

Becoming Suzerain of city states is such a pain in the ♥♥♥ now. I wish this ability reduced the time it took to get envoys, because often I find myself being outcompeted for city states at higher difficulties. But still, percent bonuses are always good, and even being suzerain of one city state can give you a bit of an edge.

GR - 3/7

VR - 0/3


LB (Gorgo) - Thermopylae
Combat victories provide Culture equal to 50% of the Combat Strength of the defeated unit.

Gorgo's abilty is potentially much better than Pericles in the early game, and I'd rather have the head start

GR - 4/7

Gorgo's VR actually gets -1 points. You see, in order to use Gorgo's LB effectively, you HAVE to play militaristically, but it doesn't really give you any direct military benefits. If this LB gave an advantage in battle along with the culture bonus, it would get 1/3, but since it doesn't, it gets -1/3

VR - (-1/3)


UI - Acropolis
+1 culture from adjacent districts instead of +1/2, additional +1 from City Center. Must be built on hills.

I love unique districts because they expand how utilitarian a city can be. The Acropolis negates this partially by forcing you to build it on a hill. First time I played greece, I set up all of my wonders around one tile, expecting to put down one hell of an Acropolis... except that the tile wasn't a hill. I know that it was my fault for not knowing, but I'm still taking a point.

GR - 3/4

VR - 0/3


UU - Hoplite
+10 combat strength if there is an adjacent hoplite unit.

Sounds cool on paper, but my personal experience with it has just been "meh". It essentially has the same strength as swordmen, but swordmen still get a bonus against it for being an anti-calvary unit.


GR - 1/2

VR - 0/1


CONCLUSION:
Greece's CA is super awesome, but I don't like that the rest of it's components force you into a cultural victory. I also wish Gorgo had a military boost instead of a culture-from-military boost. Regardless, Greece is one of the strongest picks for a culture victory, but keep in mind that a cultural victory is very hard to get, especially relative to the science victory.

Total GR (Pericles) - 13/20
Total GR (Gorgo) - 14/7
Total VR (Pericles) - 3/10
Total VR (Gorgo) - 2/10

Civ Rating (Pericles) - 14.5/25
Civ Rating (Gorgo) - 15/25

Breaking Down India

*Insert mandatory joke about Ghandi and nukes here*

CA - Dharma
Receives Follower Belief bonuses in a city from each Religion that has at least 1 follower.

I don't like this ability because when I go for religion I absolutely want every other religion purged from my cities, and I don't like having to accomodate for something I don't want.

GR - 2/7

Depends on what follower bonuses you get

VR - 3/3


LB - Satyagraha
+5 Faith for each civilization (including India) they have met that has founded a Religion and is not currently at war. Opposing civilizations receive double the war weariness for fighting against Gandhi.

This is better, mostly for the second part. Who honestly plays Ghandi like real Ghandi would? I want to strike fear and misery into my enemies' hearts. I want their children to tire from sleepless nights spent tormented by the thought of their fathers and brothers dying by my hand... only to find their worst nightmares come true the next morning. I want them to weep in their mothers arms as my forces roll into their cities and destroy everything they've ever known!

GR - 4/7

Faith + military

VR - 1/3


UI - Stepwell
Provides Food and Housing. Bonus Food if built adjacent to a Farm, and bonus Faith if built adjacent to a Holy Site.

The extra food and housing is very useful, as population greatly improves the productivity of a city.

GR - 3/4

VR - 3/3



UU - Varu
Adjacent enemy units get -5 combat strength

A line of these things can easily overwhelm an enemy force.

GR - 2/2

VR - 0/1


CONCLUSION:
Hey, I want to apologize for what happened back there... you know when I was talking about the LB. I don't know what came over me, but trust me, I'm fine now. I swear.
Seriously though, I think it's hilarious that both India's LB and UU specialize in psychological warfare. The LB drives the enemy population into anarchy, and the UU strikes fear into enemy units. India is a true religious civ, it makes people adopt your peaceful ways... by force! (and manipulation)

Total GR - 11/20
Total VR - 7/10

Civ Rating - 14.5/25

Breaking Down Japan

Am I the only one who's really happy they removed the zero?

CA - Meiji Restoration
Districts get extra adjacency bonuses from other districts

This ability is good because it provides a small boost to basically everything. Combo with policies that double adjacency bonuses for maximum effect. However, what I don't like about this ability is that it reduces the flexibility of city planning for Japan, but not that much.

GR - 5/7

VR - 3/3


LB - Divine Wind
+5 Combat Strength for land units on the coast and for naval units in shallow water. Build Encampment, Holy Site, and Theater Square in half time.

This is great, especially the boost to the holy site which gives Japan a leg up in the race to grab the great prophets.

GR - 5/7

VR - 2/3


UI - Electronics Factory
+4 Culture after researching Electricity. +1 Production.

+4 culture late game for each one you build is really meh. At first I thought the culture bonus extended to nearby cities like the production bonus, but it isn't. The 1 extra production is multiplied by the fact that the bonus spreads to nearby cities, but it's still also meh.

GR - 1/4

+1 production still gives it full VR

VR - 3/3


UU - Samurai
No combat penalties for damage. 45 Combat Strength, unlocked at military tactics.

Basically it has the same bonus that every Japanese unit got in civ 5 and the fact that it unlocks at the same time as pikemen while being +3 stronger is great. Your enemies will not have any comparable front line infantry.

GR - 2/2

VR - 0/1


CONCLUSION:
Japan is a solid civ, and I think it has the highest VR of any civ I have graded so far, which is very fitting considering all of the boosts you get for different aspects of your civ. Clearly you get more bonuses towards faith, culture, and military, but the CA provides bonuses to production, gold, and science as well. This is a civ you can feel confident going for any victory you want.

Total GR - 13/20
Total VR - 8/10

Civ rating: 17/25

Breaking Down the Kongo

I've looked at lot of other people's simplistic "tiered" lists of civs, and saw that most of them put the kongo low on their lists. This is why merely listing civs from best to worst doesn't work. As you can see from my gradings, all civs so far have fallen in the range of 13-19, with most gravitating around 15. (I am going to do actual statistical anaylsis after I've finished all of them) With most civs actually being fairly balanced, people are forced to find excuses to rank one civ over another in their lists or tiered lists. For example, people put the kongo low on their lists because it's easy to "justify" by pointing out that the kongo can't win a religious victory, even though that doesn't matter because there are three other ways to win the game (besides score).

CA - Nkisi
+2 Food/Production +4 Gold from each relics, artifact, sculpture. Double points for great writers, artists, musicians, and merchants. Palace has slots for 5 great works.

Ah yes, the Kongo is renowed worldwide for their writers, artists, musicians, and merchants. I mean, they did in fact make lots of sculptures for their king, so the bonus from sculptures and palace bonus makes sense. Also there were a lot of great merchants in the kongo... slave merchants (especially after they started selling slaves to Portugal) but still, merchants. Okay, my personal beef with this ability aside, I think this ability is excellent. Though it definitely takes some time and effort to really get going, those double points give you quite a head start, and the gold, food, and production bonuses will carry you to the end.

GR - 6/7

VR - 3/3


LB - Religious Convert
Can't build holy sites, or gain Great prophets. Gain's all bonuses from the majory religion. Recieves an Apostle for that religion each time a Mbanza or Theatre Square district.

This ability doesn't suck because you can't found a religion, in fact I kind of like not feeling pressured to found a religion so that I can focus on other things. No, this ability is just kinda lame, with only some subpar bonuses.

GR - 2/7

Takes away a possible victory

VR - (-1/3)


UI - Mbanza
Replaces neighborhood, can be built earlier, gives +5 housing regardless of appeal, +2 food, and +4 gold. Can only be built on rainforest or woods.

This is why the Kongo don't suck. This gives your cities a significant population boost over your opponents, which allows your citizens to utilize more tiles and make your cities a lot more powerful. I would honestly give it 5/4 if it didn't require you to build it on rainforest or woods, so keep in mind if you do spawn in an area with lots of trees, this is going to be your best friend. (or in my case, my only friend)

GR - 4/4

VR - 3/3



UU - Ngao Mbebe
+10 Combat Strength when defending against ranged attacks. Can move and see through Woods and Rainforest. Doesn't require iron.

Not needing iron is pretty good as it is, the rest of its abilities just push it one point higher.

GR - 2/2

VR - 0/1


CONCLUSION:

The Kongo doesn't suck. In fact, it's one of the better civs out there. It's also ironically MORE versatile than many other civs thanks to it's bonuses to food, production, and gold.

Total GR - 14/20
Total VR - 5/10

Civ Rating 16.5/25

Breaking the ♥♥♥♥ing ♥♥♥♥ out of Norway

Remember how in the last section I said that most civs were fairly balanced? Well, guess what, Norway just ruined everything. Unless of course your definition of "balanced" is "COMPLETE AND UTTER GARBAGE."


CA - Knarr
No movement cost for embarking and disembarking. Units can sail on ocean tiles after discovering shipbuilding. Naval melee units can heal in neutral territory.

This is one of the few redeemable aspects of Norway, yet it's only slightly useful if you are playing on a map with a lot of water.

GR - 3/7

VR - 0/3


LB - The Thunderbolt of the North
Naval melee units can perform coastal raids. Grants the "Viking Longship" UU.

Hey, hey, did you know that every civ has units that can pillage coastal riles? They're called "naval raiders" and they consist of the privateer and submarines. Sure, no other civ will be able to do this early-game because they have to wait for the privateer... BUT JUST HOW MANY COASTAL IMPROVEMENTS ARE THERE GOING TO BE EARLY GAME? Also this begs the question of "JUST HOW HELPFUL IS COASTAL RAIDING ANWAY?". You get a little bit of gold and maybe some other goodies. That's it. Congratu-♥♥♥♥ing-lations. This awful ability only got saved from being the 0/7 ability because it also gives you a UU that I would grade 1/2.

GR - 1/7

It doesn't really give you access to gold that other civs can't obtain (raiding coastal tiles), it just lets you access it earlier with early game naval melee units. So I don't think it deserves the 2/3 VR rating that gold boosts get.

VR - 0/3



UI - Stave Church
+1 faith for each adjacent woods tile. Replaces temple.

At max benefit, this gives you +6 faith tops, but only if your district is completely surrounded by woods. That's it. It's not even early game for a religious bonus, as all of the great prophets will probably be taken by the time you get temples, so good luck if you didn't get a religion. Finally, you are going to have a lot of faith if you take the time to build a lot of temples. Period. The stave church is hardly a boost.

GR - 0/4

VR - 0/3


UU - Beserker
40 combat strength, +7 when attacking, -7 when defending, only costs one movement to pillage, 4 movement speed when starting turn in enemy territory.

I haven't used this unit before because I haven't actually played Norway (I know, I'm terrible), but I have fought against it and it was incredibly easy to counter with ranged units. The extra movement speed does help it run down your exposed units though, so be careful. To be fair, part of the reason I devastated Norway was that Norway sucks and they were way behind me in everything. I guess you can use them effectively if you aren't a suicidal imbecile like the AI is, but be prepared to get rekt by ranged units (as they only have 33 strength, which is less than swordmen, when defending against attacks) or run down as soon as knights come out. (48 strength vs 33 on defense)

GR - 1/2

VR - 0/1


CONCLUSION:
Yes, I haven't played Norway before, but do I really need to? I mean, let me know if I'm missing something here, but basic logic defeats almost all of Norway's abilites in most situations save for a few. Like obviously, playing on a water map is one situation that makes Norway slightly less useless, and also if maybe your enemy decided to put all of his/her improvements on the coast early in the game for some reason.
So there you have it, a civ that is almost completely trapped in going for a military victory with bonuses that are only effective on water maps. If you want anything other than a military victory on a water map, literally any other civ is a better pick. Not only that, but Japan and England are arguably better choices for military victories on water maps, meaning Norway isn't even the best at the only thing it does well.

It does get one single VR point for having an awful faith boost along with its awful military boosts.

GR - 5/20
VR - 1/10

Civ Rating - 5.5/25

Breaking Down Rome

Rome holds a special place in my heart because they are the first civ I played as when I got this game.

CA - All Roads Lead to Rome
All cities start with a trading post, and new cities in trade route range of your capital will automatically have a road going to them. Trade routes going through your cities earn extra Gold.

This is not a stunningly powerful ability, but it is very useful. In a playthough as Rome, a brand new city I established was almost immediantly attacked by a force from the Kongo. I only had one scout there, but thanks to that handy-dandy road I could move my forces from my capital to defend the city very quickly. You also get roads to captured cities, which allowed me to once again move my troops efficiently in the subsequent invasion and conquest of the Kongo. The gold bonuses you get aren't amazing, but trust me, they add up over time.

GR - 4/7

For the gold boost

VR - 2/3


LB - Trajan's Column
Get a free building in your city center when founding a city

Again, super useful. You don't need to choose between "scout or monument" early game because you already have a monument, an instant headstart on culture. Personally, I just like knowing I'm going to somewhat keep up with culture while I focus on more expansion.

GR - 4/7

Usually you get a monument, but it can be other city center buildings once you unlock them

VR - 3/3


UI - Baths
+2 Housing and +1 Amenity. Replaces Aqueduct.

It kind of confuses me that they replaced the aqueduct for Rome, since Rome is kind of known for buildings aqueducts, right? I digress, this unique district doesn't have the same inherent bonus that other unique districts get because you could already build the aquaduct in any eligible city regardless of the population. But +2 housing and +1 Amenity over the normal aquaduct is still, just like everything else so far, useful but not exciting.

GR - 2/4

VR - 3/3



UU - Legion
+5 strength, doesn't require iron, costs more (110 base production vs 90 for swordmen), can build forts or remove resources/improvements with one build charge

The legion, in my humble opinion, is the best unique unit in the game not just because it is strong, but because incredibly formidable in a critical period of the game for a substantial amount of time. You get it early enough to truly impact the game, but not so early that you won't be able to mass produce them. You don't even need iron to start pumping legions out, although that is weird because they certainly look like they're clad with quite a bit of metal. What makes the legion extra useful, is that only unit more powerful than the legion before knights are unlocked is the japanese samurai. Pikemen technically have 1 more combat strength, but legions get bonuses against them for being anti-calvary units. I wouldn't even say that knights mark the end of the legion, as you will have far more legions available when knights make their appearance. The worst case scenario is that you have to build a bunch of forts and hold out until you can upgrade to musketmen.

This is the personal experience with the legion that drove me to rate them so highly, but feel free to skip
The legion carried me to victory. Starting only with 4 legion, I steamrolled the Kongo. But America and Sumeria wanted the lands I took too, so they both sent almost everything they had at me. I only needed two legion to build forts in a chokepoint to hold off America, but the rest of my empire was being overrun with seemingly infinite Sumerian warcarts. Yes, warcarts are easily killable by basic swordmen, but the enhanced survivability of the legion cannot be underestimated when you are outnumbered by such a ridiculous amount. The loss of even a single unit is significant in such a scenario, and I didn't lose anything.
Both eventually made peace, and I used that time to regroup and then steamroll the fractured Sumerians. Meanwhile, I had to hold off America again in the same spot because they were trying to convert my cities. The age of the legion ended only after conquering all of Sumeria and about half of America when I upgraded to musketmen, but by that time, I had already won the game. None of the civs on the opposing continent could keep pace with that much expansion in such a short amount of time, and I don't believe I could have gotten as far as I did with basic swordmen (I wouldn't even have iron until after I took the Kongo).

TLDR: I love the legion

P.S. You get one build charge per legion, but I'm pretty sure boosts to builder build charges also effect legion. When I fact checked myself before writing this, I was confused to see they had one charge because I'm sure I could use them twice. I think it was because I had the pyramids but I didn't notice at the time.

GR - 3/2

Can clear forests for production

VR - 1/1


CONCLUSION:
Rome is a very inviting civ to play, and I highly recommend it to anyone who is new to the game but also just to anyone who hasn't played them yet. The free infastructure keeps you competitive in the race to grab land, and even if the best spots are claimed by rivals, you can use your legion to take them for yourself. Don't stop expanding, and Rome will never fall.

Total GR - 13/20
Total VR - 9/10

Civ Rating 17.5/25

Breaking Down Russia

This is one of the ranked lists I came across when searching for reference points.
https://mic.com/articles/157321/civ-6-best-civs-and-leaders-ranked-which-civilization-will-bring-you-to-sweet-victory#.lSucaLTFK
Reading this list, I was geniunely surprised to see Russia in the number one spot. Their rationale was this: "In a game where cities are unpacked from their center, a Civ that gets all those extra tiles when it founds a city is seriously overpowered" Civ 6 is definitely all about building wide, so I thought maybe they were on to something. I decided Russia would be the first Civ to try Immortal with (I've been mostly testing things out with Emperor, especially for the sake of this guide). I won, but I definitely didn't feel overpowered. So now I'm back to see just how OP is Russia really?

CA - Mother Russia
Gain extra tiles upon founding a city, +1 faith and production from tundra tiles

Read @Braggi's comment for a much better take than what I originally put here.

"Having more tiles allowes you to use the best of 9, more good or special tiles than best of 6, subtle boost. Early cities are more versatile switching between several outputs.
After the patch you can only chop wood you control.

Tundra gave lots of plain tiles to explore - fewer dense rainforest or hillsides that cripple speed. Bottom line? Way better chance to discover bonus villages, nature wonders or get first encounter with city states. Enormous starting boost.
Being usually top or bottom - less directions to control and defend midgame."

Thank you for your well thought out response.

GR - 6/7

VR - 3/3



LB - Grand Embassy
When trading with other civs, get +1 science for every three techs that civ is ahead of you and/or +1 culture for every three civics.

They didn't even mention this in the article above, and it's pretty clear why. In my playthrough, this ability gave me +6 culture from 2 trade routes to Greece while I was going for a science victory. That's it, and it's definitely not going to make up for the fact that I'm at least 9 civics behind. I promised one UA would get 0/7. Grand Embassy is that UA.

GR - 0/7

This will give you culture when you're going for science, science when going for culture, and both when going for faith or military. It still sucks, but it gets full VR points.

VR - 3/3


UI - Lavra
Unique district, replaces holy site, add one tile to your border every time you expend a great person in a city with a lavra

Why did the devs think Russia needed something else to give it more tiles? Originally I took away a point because it's stupid and it doesn't deserve to have the same score as the other great UI... but being able to build a holy site in every city is still great.

GR - 4/4


VR - 0/3



UU - Cossack
+5 strength, can move after attacking

It's very good, but I've never really used the base unit, calvary, extensively in any of my games. Comparing it the other units of its time though, it is hard to beat, you can use hit and run tactics even after it is outclassed.

GR - 2/2

VR - 0/1


CONCLUSION:
To answer the question posed in the intro: No, not really... but it sure isn't bad either!

Russia gets a bonus 3 VR points because it is generally the first civ to a pantheon/religion (thanks to the lavra and CA) giving it a jump start on any victory it wants.
Thanks again to Braggi for pointing this out to me

GR - 12/20
VR - 9/10

Civ Rating 16.5/25

Breaking Down Scythia

I have been annoyed with Scythia's leader bonus from the moment I learned what it was

CA - People of the Steppe
Receive a second unit each time you train a light cavalry unit or Saka Horse Archer.

Synergy bonuses are saved for the conclusion, I'm grading this ability in its own right. There are three light cavalry units in the game that you can build, the horseman, the cavalry, and the helicopter. Make sure you have the required resources, because you will be able to field a super-mobile army in the classical, industrial, and atomic eras very quickly. This ability isn't hard to understand so let's move on.

GR - 5/7

VR - 0/3


LB - Killer of Cyrus
All units receive +5 Combat Strength when Attacking wounded units. When they eliminate a unit, they heal up to 50 HP.

Who thought this was a good idea? Who thought that it was fair to make a civ whose entire army gets bonuses attacking wounded units AND gets to heal HALF THEIR HEALTH every time they get a kill? Like, why? WHY? Needless to say, if you are fighting against Scythia, you better hope you are either way ahead of them in tech or outnumber them by a ridiculous amount (preferably both) because Scythia's army is inherently superior to any comparable army. Earlier I gave the ability "Plato's republic" 7/7 and said no other ability could get 7/7, well I changed my mind. Plato's republic is really good for its utility, but Killer of Cyrus is raw power and I think it deserves to be the 7/7 with a 0/3 VR.

GR - 7/7

VR - 0/3


UI - Kurgan
+1 Faith, +1 Gold. +1 Faith for each adjacent Pasture

This UI is good because it is really early game, and you can certainly get a lot of bonus faith and to a lesser degree gold if you spam them, but that also takes a lot of effort. It's a respectable UI, but it's definitely not the reason people play Scythia.

GR - 2/4

VR - 2/3


Saka Horse Archer
4 movement, 15 melee strength, 25 ranged strength, 1 range

Several people have vouged to me that this is a really good unit. I have only played scythia through the Early game so I'll take their word for it.

GR - 2/2

VR - 0/2


CONCLUSION:
Scythia gets 2 bonus GR points from the synergy between the UU, the CA, and the LB. The CA lets you spam a ridiculous number of both the UU and horsemen to act as your front line. Then, considering your entire horde has the stupidly powerful boosts from the LB, you can overrun just about anyone. The way Scythia's bonuses have broken down here is really conducive to understanding how Scythia works... it's all about the horde, individually they might not be the best components (except the LB) but together they form what is easily the most powerful civ in the game.

Also... there is a hidden bonus to Scythia, an exploit with the UU and the CA.
I don't want to explain it, but I am acknowledging that it exists so you can look it up if you really want to be THAT guy.

GR - 18/20

VR - 2/10

Civ Rating - 19/25

Breaking Down Spain

NEW CRUSADE NOW!

CA - Treasure Fleets
Traders between continents get extra yields. Spain can also combine ships into fleets earlier than other civs.

The first part of the this ability is super dependent on the map generation, the other part is potentially very powerful but I also don't like the new fleet/army system. I'm going to mod it out of the game as soon as I find one.

GR - 4/7

VR - 2/3


LB - El Escorial
Combat bonus against units of civs following other religons. Inquisitors can remove heresy one additional time.

When you are playing Spain, imagine yourself as the single most aggressive Jehovah's Witness ever.
"KNOCK KNOCK"
"who's there?"
"JESUS!"
*proceeds to kick door down and murder everyone inside*

GR - 5/7

VR - 1/3


UI - Mission
Tile improvement* bonus faith on other continents and science from adjacency to campus districts.

Not a unique district, don't trust everything you read on the internet kids.

GR - 1/4

VR - 1/3



UU - Conquistador
Musketmen replacement, bonus for being accompanied by a religious non-combat unit like a missionary, and converts conquered cities to Spain’s religion instantly

Great for kicking ♥♥♥ and praising Jesus.

GR - 2/2

Helps spread religion

VR - 1/1


CONCLUSION:
DEUS VULT!
Taking a VR point and putting it on GR, because Spain is very powerful when you focus and both faith a military.
I'm also giving another bonus GR point because I faith and military just blend so well together. Many many many times have I started wars just to wipe out enemy religious units with my military units. Spain arguably the best for faith+military.

GR - 14/20

VR - 4/10

Civ Rating: 16/25

Breaking Down Sumeria

Look, I'm just going to rush through this one today because I don't feel like doing it tomorrow!
Also I've been working on a graphic that I want to be able to finish.

CA - Epic Quest :
Every time you capture a barbarian outpost, you get a Tribal Village reward.

Gives you a pretty good headstart, but don't expect this ability to carry you all the way, as the bonuses become less significant and the barbarians become harder to find.

GR - 5/7

VR - 3/3


LB - Adventures with Enkidu:
When fighting a joint war, Sumeria shares pillage rewards and combat experience with the closest allied unit within five tiles.

This isn't the worst ability in the game but it is my least favorite. Just like in real life, in civ 6 I'm always flying solo... not because I choose to be that way but because EVERYONE HATES ME!

I'M SORRY I DIDN'T SPAWN WITH A HUGE ARMY LIKE EVERYONE ELSE DID, CLEOPATRA
I'M SORRY I CAN'T GIVE YOU MY RELIGION RIGHT AFTER I FOUNDED IT, MVEMBA
I'M SORRY I'M JUST BETTER AT THE GAME THAN YOU TWO, PEDRO AND QIN
I'M SORRY I'M TERRIBLE AT LIFE, MOM

GR - 2/7

VR - 0/3


UI - Ziggurat
+1 science, +1 culture if next to a river. Can't be built on a hill.

It's only good because it is available right from the start of the game.

GR - 2/4

VR - 1/3


UU - Warcart
Replaces chariot, suffers no penalties against anti-calvary units, available from start of game

Great for taking out barbarian encampments, and remains formidable until swordmen come out. If you building enough of these, you can wipe another civ

GR - 2/2

VR - 0/1


CONCLUSION:
One of the earliest civs in history is fittingly very good at the start of the game. It would be much better if they would replace the LB with like... anything else. Personally, I think adventures with enkidu should be related to improving relations or bonuses for city states, instead of forcing you to work with the people you are trying to defeat! I'm giving a bonus GR point for synergy between the warcart and the CA. When you play Sumeria, i'd recommend building a warcart first so that you can start raiding encampents, then either a settler or a builder so you can start building ziggurats before they become useless.

GR - 12/20

VR - 4/10

Civ Rating - 14/25

How to Get Circle Reticle for First-Person Shotgun in H1Z1

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Here's a simple guide on how to get circle reticle for first-person shotgun in H1Z1

Step #1: Go to H1Z1: KOTK on steam

Step #2: Right click it and go to properties

Step #3: Click Local Files and Browse Local Files

Step #4: Scroll down and open up Useroptions file

Step #5: Copy and paste reticleClassicMode=1 under the "UI" sub heading.

Step #6: Save the file and open game

Not sure if anyone has posted about this already. Good luck in your games. For some demo on how to do this, just go check out the video below by Napo II.

Paladin Gameplay and Items Guide

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Gameplay tips

Ok, this section is very personal base on my own opinion so feel free to apply it on your gameplay if you like and agree with it, or you can just ignore it if you think it's not very useful.

Understand champions role

Sometimes people play champion not according to their role, for example there's a lot of people playing pip as flank. I'm not saying it's wrong but just in case if someone in your team pick pip at least make sure someone pick one healer that always stick with your tanker. This not only goes for pip but for other champion that have 'multi roles'. You'll discover every champions potential the more you play.

Overtime

Most people doesn't know how overtime works and some people i know are assuming it happens randomly.

NO. Overtime happens in siege mode, it'll happen if one of this condition is met :


If you or you teammates enter the objective circle when your enemy team capture progress is 99%, therefore overtime will happen.


When the time runs out while your team push the payload, you need at least one member from your team to be near the payload in order to activate the overtime.

So make sure you use overtime wisely, because it can really flip the condition upside down.

Stop being a d1ck


Just how am i supposed to tank ruckus while bomb king is throwing bombs at me and barik's turrets aiming my ♥♥♥♥♥♥♥ face without a healer. Understand your team situation, at least change your champion when you know your team lack at one role. Please throw away any kind of selfishness, at least when you play competitive. Also stop b1tching around if you don't get the champion you want, we all tired of teammate like this.

Grind at least 1 champion from each role to mastery 4

When you play competitive you need at least one champion from each role, trust me mate, being a top player might be the thing you want. But be able to win the game is the exactly thing you need. Imagine there's someone saying "I have no supp to select" or "I have no tank to select" i have met some of them and it sucks. Just a friendly advice don't play competitive if you can't play at least one hero from each role.

Experiment with loadout
This might take some time but it worth the effort. Don't just copy a loadout from top player at leaderboard without even knowing how they play or how to use the cards properly. Every player have their own unique playstyle, therefore i suggest you to make your own deck(s) without copying the others so you can maximise your own playstyle.

Understand when to blame and not to blame, and stop trashtalking

Blaming won't get you nowhere, won't make you win the game either. People playing doesn't mean they play the way you want to, and you sometimes doesn't play the exact way your teammates want to. Telling them once or twice is enough but blaming is just useless mate.
Sometimes your enemy is just to OP and your teammates already did their best, so try to understand the situation before you talk.

Learn the counter of each champions

You know, things like
If enemy team got kinessa, my team need at least 1 flank.
If enemy team got 2 or more front liners, my team need drogoz or bomb king as a main damage.
If enemy got 1 or more flank, i should refrain from picking kinessa.
If my team got 2 front liners i should pick drogoz so enemy team will find it hard to break our formation.

There's still a lot of it, you should be able to figure some while playing.

Properly use and understand the VGS system

Memorise the useful VGS command like
"VVVE" for on my way and "VBE" for enemies behind us. This will be very useful since the game doesn't have any mic option. This also means you need to pay attention to you teammates command.
Just don't abuse it by spamming it. It's really annoying. I have played with someone who keeps saying "Enemies behind us" every single time even tho there's no enemies behind. And i always look behind everytime he said that, believe me it's really annoying.
Learn how to earn credit fast with the proper way

Front Line
These champions are good at holding the line and protecting their teammates. Front Line champions gain 100% more Credits for standing near an objective.

Damage
These champions are capable of consistently dealing high amounts of damage. Damage champions gain 100% more Credits for dealing damage to enemy 

Support
These are high utility champions, helpful in both offense and defense. Support champions gain 100% more Credits for healing allies.

Flank
These champions excel at flanking and taking out key targets from the opponent's rear. Flank champions gain 100% more Credits for eliminations on enemies when they are behind enemy lines.
According to the wiki.[paladins.gamepedia.com]

Be wise when buying items

You can only buy 1 of each type of items, don't assume that one items that you find works great on one champion that means you just need to buy the exact same items for that champion. Items is very situational, you can also buy items after your enemies buy theirs to easily counter them with items.
i will try to explain what i know in the items section below.

Hide in the grass

Staying in a grass for a few second will hide your prescense from your enemies, you can also halt the payload while hiding in this grass in Timber Mill. (idk why Ying's weapon start to glow since OB38)



Do not try to be a superhero and defending the objective by yourself alone

Sometimes, you will met some people that are going YOLO trying to secure or defend the objective all alone. And if you are one of them. then listen to me. A much better act is to wait for your teammates to reach you before you attack the point instead of pointles suicide. You would be quite suprised at how much difference a little patience affect your teamfights. Rather lose small ammount of precentage of the point than all of your teammates die one by one and lose 100% of the objective point.

Use ultimate for securing the objective instead of gaining kill purpose

It's best to see an ultimate less as a killing tool but more as a disruption tool.

A great example of this is using an ultimate when your team is pushing the payload, and it's overtime, but your team only progress like 35%. You still need 65% and it's almost impossible to win on that condition. It's better to save your ultimate for the next round when you're trying to secure the objective. 

Another example is, when all of your team is dead and all of your enemies is alive. Don't use ultimate yet, wait until your teammates to respawn because it will be more advantageous. It's pointles if you use your ultimate on a team that is not fighting at the momment, cause damage to them, but there is no one helping you to finish them off. The only thing you did is just feeding the enemies ultimate gauge by dealing damage to them.

Ying's illusion can defend you from Drogoz ultimate

It can shield you or your teammates from Drogoz ultimate, simply place your illu in front of Drogoz while he is flying to his target and your illu will act as an shield and defend you or your teammates.

This section is full, we had to make another section of gameplay tips below.

Gameplay tips part 2

As you read above, the first section is full. But fear not, we made another section for the tips :p

Sometimes, you just need to die

Sorry if i make it sounds too harsh, but this is the example of what i mean.

Your team formation is broken. most of your teammates is dead, you are alone at the momment and surrounded by your enemies, there is a small chance that you will survive and made it back to the safe zone. In this situation, i'd rather jump off a cliff to suicide or just give myself in to my enemies. Why ? because the longer you stalling your death, means the longer your teammates will wait you to respawn. Ii's also means you make it harder for your team to regroup and fight.

Sometimes, you need to accept death, and die, like a real man, and make the greatest comeback ever.

Ultimate combo

There's a plenty ultimate combo out there, the easiest one will require Evie. Because her ultimate is really useful to hold the enemy team in a single place. It could work amazingly with other ultimate like Pip, Barik, or Skye ultimate.

So be sure to explore and communicate often with your teammates.

Pay attention to Barik's turret

As his turret will aim anyone who is inside the fire range, regardless the enemy is invisible or not. So consider picking Barik if your enemy got Skye, it is also useful if there is an enemy behind you, just pay attention to the turret's aim line and you will easily find where is your enemy at the momment. His turret also mark the target for 3 second, so if the target move away from the turret firing range, he/she is still visible for 3 second.

This will goes the same if your enemy got Barik with them, don't walk around without a good purpose or your enemies will easily spot you.

Find a good time to rettreat and refill your HP

Maybe a lot of people already know this, but i'll just leave it here just in case somebody don't.

When you take damage, after a few second a thin green line will appear below your health bar and it will keep decreasing. After the green line is empty, you will heal very fast. So when you are in danger and there is a chance you could flee from the battle, just find a safe spot and stay there for a few second, you will regain your health. Also don't shoot while you are regenerating, it will stop your healing and reset the cooldown again. (Sry i had to take screenshot from training ground)



Few useful command

You can spectate someone by typing this in the "System" chat when you are in the main menu
/spectate *Player Name*. Example /Spectate hatsunehazu

You can also watch a match replay, but not every match. Only match that have at least 1 spectactor that are able to be watched. Simply type this in the "System" chat.

/replay *Match ID* (You can find a match ID inside your match history, or simply go to "paladins.guru" web. This could be an example[paladins.guru])

You can also check your FPS and Ping inside a game. Simply press "F9" button and it will show itself.

Pay attention to every sound inside the game

Some example is the sound that Skye make when her invisibility run out, you should notice where is she if you use stereo speaker or headphone, even more easy to spot her if you use 5.1 or 7.1 speaker. Another one is Evie blinking and flying sound, if you hear that pretty close then you should immediately watch around you. Another crucial sound is footsteps, it's a common thing in FPS game to listen to enemy footsteps.

Makoa's hook can cancel some champion skill

You can cancel Androxus Reversal just simply by hook him while he use the skill, the other one that i found is if you hook Fernando from behind while he's activating his shield, it will stop immediately.

Items guide


Here's the available items for now and i'll try my best to explain every single of it base on my experience and opinions in Paladins.

Defense


Illuminate

"Increase the range at which you see nearby stealthed targets by 50%/100%/150%" 

Only buy when enemy team got Skye or Sha Lin. Some people only buy tier 1, i never upgrade it to beyond tier 2 either.

I find it useful for Kinessa with tier 2.

Consider buying if you find Skye or Sha Lin player is annoying at that time.

Resilence

"Reduce the duration of Crowd Control and Slows by 30%/60%/90%"

I can't say much about this because i rarely buy and rarely find people buying this. But it might be useful if your enemy teams got Bomb King, Pip, Mal'damba, and Evie.

Blast Shields

"Reduce the Damage you take from Area of Effect attacks by 10%/20%/30%"

I rarely buy this either but wlll be a lot of help if your enemy got a champion that mostly aim ground like Drogoz, Evie, Pip, and have area damage ultimate like Skye or Bomb King.

Haven

"Reduce the Damage you take from Direct attacks by 10%/20%/30%"

One of the most useful item from Paladins. Top priority for every champion, and negate the effect of Aggression.

Utility

Master Riding

"Increase your Mount Speed by 15%/30%/45%"

Only useful for Kinessa so she can be at the sniping point before enemies arrive. And if you play front liners and find it a little hard to capture the objective, so you'll arrive a bit faster before enemies tank.

Only consider buying when you play Kinessa or front liners.

Morale Boost

"Increase the rate at which you charge your Ultimate by 15%/30%/45%"

This item could flip conditions upside down when it's already tier 3.

A must buy for Pip, easily kill enemy front lines.

Consider buying for every flank, Bomb King, and Drogoz.

Avoid buying for Fernando, Ying, Mal'damba, and Grover.

Nimble

"You gain +10%/20%/30% Movement Speed."

I only find this useful on flank champions so i can get behind enemies fast and escape as soon as possible if they found out i was behind them.

Consider buying when playing Pip or Cassie as flank.

Chronos

"Reduce the Cooldown of all your abilities by 10%/20%/30%"

A must buy for healers, especially Mal'damba and Ying.

I find it useful for Bomb King and most flanks.

Not a top priority for damage and flank so think again before buying this if you play as damage or flank.

Healing


Kill to Heal

"Getting a kill or elimination heals you for 300/600/900 Health."

I find this useful for short to mid range damage champions, and every flank champions.

Consider buying if you play Makoa or Ruckus as if your team got 2 front line.

Avoid buying if you play support champions, Kinessa, and Sha LIn.

Rejuvenate

"Receive 10%/20%/30% more healing from other players."

Buy this only on front liners. Never buy this if you are a healer because this doesn't increase you healing output and if there is no healer in your team.

Avoid buying if your healer is Grohk and Pip. Unless you sure your Pip won't flank and stick with you the whole time.

Veteran

"Heal for an additional 4%/8%/12% of your max Health every second when out of combat."

Could be useful if you are a tank but your team got no healer.

I also find it useful for every support and flank.

Avoid buying if you play long range champions.

Life Rip

"Your weapon shots gain +10%/20%/30% Lifesteal."

Only consider buying if you are confident in your close range aiming.

I find it useful on Cassie, and every flank.

Avoid buy for front liners except ruckus, and long range champions.

Offense


Bulldozer

"Your weapon shots deal +50%/100%/150% Damage to Deployables."

Now this is a very useful item if your enemy team got at least one of these champion : Barik, Ying, and Grohk. If your enemies doesn't have any of them you should not buy this item.

For me this is a must buy item if my enemy got Barik.

I find this useful mostly on every front liners and short to mid range damage and flank like Viktor and Androxus.

Cauterize

"Your Weapon shots reduce the effect of healing on your target by 30%/60%/90% for 2s."
This'll be very useful if enemy team got 2 healer or more. Don't buy if enemy team got no support at all.

A must buy item for me if the healer is Grover or Mal'damba.

Will be useful for evey front liners and damage who mainly target enemy tanker.

Avoid buying if enemy support is only Pip or Grohk, their healing is very short range, small ammount and limited time, for Grohk id' rather buy Bulldozer

Wrecker

"Your weapon attacks deal 75%/150%/225% increased Damage to Shields."

Must buy item if enemy team got 2 or more front liners. Even if they only have one you should consider buying this to crush their formation easily.

Usually i never upgrade this item to tier 3, tier 2 is more than enough for me.

I find it useful for : Ruckus and Makoa as front liner, Cassie, Kinessa, Drogoz, and Viktor as damage, Evie and Buck as a flank.

Aggression

"Your weapon shots deal +5%/10%/15% more damage."

NEVER BUY THIS WHATEVER CHAMPION YOU PLAY. For now it's still useless, seems like a newbie trap but other offensive items will be more helpful than this.

Imagine if you buy this and your enemies buy haven.

10% enemy bonus defense - 5% your bonus damage = 5% enemy bonus defense.

It negates automatically if your enemies buy haven.

Deft Hands

"Increase your Reload Speed by 20%/40%/60%"

A very useful one for flank and damage. And don't buy if your champion doesn't need to reload.

A must buy for Buck and Skye.

I also find it very useful on Viktor.

Avoid buying for every front liners, Cassie, and Evie. When you play Cassie you only need 3 or 4 arrow to kill low health enemies (champions with 2000hp or around) so i'd rather improve my aiming than spending Credits on this for Cassie, the same goes for Evie.

Eight Nest Migration Occurred in Pokemon GO, How Can You Track the Changes

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Pokémon Go's nest locations are on the move again! Are you one of the fearsome Pokémon hunters that will chart the course for all to follow because you like dropping waypoints on maps?

The Pokémon Go experts at the Silph Road have reported the eighth nest migration. The Global Nest Atlas developed by the Silph Research group, one of the best third-party Pokémon tracking tools on the web, is already processing reports on the best places to find the Pokémon you're looking for. 

Pokémon Go nest location changes: Migrations mean wiping the maps clean

There hasn't been a proper Pokémon tracker in Pokémon Go since the game was launched in July. Niantic has been developing variations of a tracker that measures the distance between player and Pokémon they are tracking, using a vague icon of up to three footprints. The system has always been a struggle to understand, and not very useful as a result.

Third-party tools for tracking Pokémon that scraped data from the Pokémon Go servers were immensely popular for a brief period after the game's release. Then developer Niantic forced those data tracker services to shut down.

Crowdsourced data aggregation tools like the Global Nest Atlas have become Pokémon Go players' next best alternative. But every time the nests migrate, all that data has to be rebuilt from scratch.


Pokémon Go nest location changes: How to report Pokémon sightings after migrations

You have to join the Silph Road community in order to contribute data to the Global Nest Atlas. Once you've signed in you can select the Pokémon species and nest you want to report. "Nests" in Pokémon Go are locations on the map where the same species of Pokémon is unusually plentiful. 

There are three different kinds of nests. At a cluster spawn nest, many individual Pokémon of the same species appear simultaneously and on a predictable schedule. Frequent spawn area and frequent spawn point nests are more concerned with individual Pokémon spawns that take place within a predictable schedule and area.


The Pokémon Go community itself is the ultimate Pokémon tracker for nest location changes

Once reports on the Global Nest Atlas begin to be confirmed, the atlas becomes a very effective Pokémon hunting tool. If you know when and how many Pokémon are expected to spawn at a specific area, you can plan very efficient Pokémon safaris!

Niantic recently released a new "nearby" tool for Pokémon Go. It's supposed to serve as a Pokémon tracking tool. It does, barely, and isn't very fun to use. As always, third-party tools like the Global Nest Atlas are your best tools for tracking Pokémon in Pokémon Go, until and unless Niantic delivers a better system.

Some Basic Info About All Champions/Characters in Battlerite

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General Hints

Anyone
Practise your aim. Don't miss stuff.
Don't run off from the centre. You need that orb.
Don't lose sight of your allies.
Don't eat things that you can dodge. Stay out of range until you're ready to go in.


Any Melee Champion
Stay out of range or behind corners to avoid poking. Use the orb as a wall (and then steal it).
Don't waste cooldowns if not needed. Walk to your target if possible.
Use your outs to avoid big damage and stay on your target.
Jump to your target when his most powerful outs are on cooldown.
Don't dodge heals.

Any Ranged Champion
Keep your outs for when you need them. Don't use them more than one at a time.
Poke and keep moving, you don't always need to use the big guns and they make you vulnerable.
Escape toward your allies when you have to.
Don't escape out of your healer's line of sight no matter what.
Keep sight of the orb and be ready to steal it (especially with strong ranged attacks).

Any Support Champion
Don't miss your heals; wait a moment to be sure they won't be dodged if needed.
Don't use your outs offensively even if they're strong.
When out of heal charges poke your enemies and the orb.
Keep your CC for when it can't miss.
Don't CC targets that are being attacked by your allies (many CCs break with damage).
Chain powerful stuff on your CCs but let them run out to have more time for cooldown recovery.

Melee Champions

Bakko
Bulky hero with many ways to stick to the opponent and protecting allies.
Right click every 3 left clicks and every time you can't reach your target.
Shield Bash whenever your enemy is between yourself and a wall.
Disrupt and disturb the most dangerous or vulnerable target. Be unbearable.


Croak
Independent assassin with many poisons and a lot of mobility.
Get close when you have Camouflage ready, use it to stun and keep damaging.
Keep stacking damage and make any squishy target's life hell.
Jump away when enemy starts to react to you, wait for cooldowns, then come back and repeat the above.

Freya
Very high damage output but few defensive options.
Inflict Static, then left click.
Use Thunderclap before Static expires (it deals lots of bonus damage and reapplies Static).
Use Thunderclap after ultimate.

Rook
Very aggressive tank with many tools to stick to the enemy and deal lots of damage.
Bait your rush a few times to make the enemy nervous and perhaps waste a counter.
Once on the enemy, wait for them to react and dodge using your right click.
Left click. A lot.
Use Berserk to counter any further reaction, then left click again like crazy.
Rinse and repeat.

Ruh Kaan
High damage melee with self-heals.
Pick double charge spacebar and curse spacebar.
Use Shadowbolt while poking and waiting for other cooldowns.
Drag your target with Claw, don't miss your left-click charge and keep attacking.
Use Consume to recharge left-click when they react.
Use Spacebar to reposition and curse enemies.

Shifu
Aggressive champion with lots of abilities to avoid damage and stay into the fray.
Get in with Kunju if you can, otherwise use Javelin.
Left click to charge weapon, then right click, rinse, repeat.
Dodge un-Kunjuable stuff with Fleetfoot.
Tendon Swing when multiple enemies are close or when switching targets.
Javelin on walls or orb to reach collectibles/allies when in danger.

Sirius
Offensive healer with strong crowd control and abilities to aid his allies with dealing damage.
Attack with allies when left click is ready, go away and recover when they start to react.
Keep non-focussed enemies out of the fight with Lunar Strike.
Sunrise to switch targets or reach your ally. Not as reliable as Celestial Split to escape.

Ranged Champions

Ashka
Lots of damage and opportunities to combo.
Left click.
Use Fire Storm when safe or having appropriate set-up. Don't if you'd be a sitting duck.
Use Flamestrike to set-up combos or supplement on-going combos by your allies.
Left click some more. Especially on targets ignited with Fire Storm.

Iva
Short range shooter with many crowd control abilities.
Left click until someone comes to you.
Escape passing onto them with Jet Pack, then ignite them with right click.
Save yourself/allies in danger or heavily debuffed with ZAP.
Stun enemies channelling ultimates or being annoying using Tazer.
Bonus: set up ally ultimates and combos with Tractor Beam.

Jade
Long range attacks and many abilities to escape.
Left click. A lot.
Right click when safe or having appropriate set-up. Don't if you'd be a sitting duck.
Use Stealth, Blast Vault and Junk Shot only for defence, try to get rid of an enemy by only using them one at a time. Then go back to left click.
Ok, you can use Stealth for other clever moves too.
Use Disabling Shot to interrupt ultimates or stop an enemy's momentum/combo.

Jumong
Very long range single target specialist with some CC.
Left click three times and then at any free moment.
Right click from long range to secure orb and to apply Mark (1st round Battlerite).
"Harvest" Mark with left click.
Chain trap on incapacitated targets and other places where they can't escape it.
Chain Rain of Arrows on trap.
Use spacebar to dodge ranged stuff, Prowl to do the trap combo on melee/close attackers.

Taya
Mobile champion with piercing projectiles and abilities to set-up strong combos.
Left click everything. Left click enemies through orb to get both.
X-Strike when enemies are close together or after set-up.
Wind Bomb to set-up.
Use Haste and Wind Strike only defensively, never all at once.
Use Tornado if you or an ally is taking a beating.

Varesh
Ranged tank with abilities to disrupt the enemy, inflict debuffs and transmute them into positive effects.
Left click everything.
Shatter after left click to snare and make it easy to land another left click and a right click.
Shatter after right click.
Guard yourself or allies when being damaged.
Use Wuju to stick to an enemy and make his life hell.

Support Champions

Lucie
Supportive champion with strong healing, crowd control and protective abilities.
Heal, heal, heal. Left click when out of charges.
Use Barrier and Clarity Potion to help anyone in danger. Don't waste them, don't use them all at once.
Use Panic Flask if you're being attacked.
Roll out of dangerous AoEs and big shots/ultimates.

Oldur
Bulky healer with decent offensive abilities and many tools against ranged foes.
Alternate heals and left clicks.
Parry dangerous projectiles with Time Bender, press again to shoot them back.
Quicksand after hitting a couple of left clicks.
Petrify pesky melee attackers on you, or any nearby enemy your team is not focussing.
Use Shifting Sands only defensively.
Use Time Travel to dodge ultimates. Use it on your allies. Be patient, don't waste it.

Pearl
Supportive champion with many disruptive abilities against enemies and strong heals for allies.
Heal everyone. Left click when waiting cooldowns.
Bubble Barrier between projectile healers (not Sirius) and his allies to disrupt healing.
Bubble Barrier between your team and theirs to easy-dodge dangerous projectiles.
Left click enemy healer after Tidal Wave, or any other enemy if you're being focussed.
Dive only defensively.

Poloma
Offensive healer with many ways to deal damage and disrupt the enemy.
Left click everything, always.
Ghost Wolf every time you can when opponents are close to each other.
Dodge dangerous stuff and save focussed allies with Other Side.
Use Spirit Rift only defensively if Other Side is on cooldown.
Don't use Spirit Guide and Spirit Rift at the same time, you need at least one to stay safe.

World of Warcraft: Legion Patch 7.1.5 Secondary Stats Tweaks

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World of Warcraft:Legion Patch 7.1.5 brings tweaks to secondary stats as mentioned in the post-BlizzCon Q/A. The developers shared their insight how they are fixing the issue and highlighted several goals.

Players are currently passing up +15 item levels in favor of secondary stats. This issue is fixed by increasing the amount of rating you need per percentage of a secondary stat.

To improve rings and necks by only having secondary stats means that your choices of secondary stats in Legion are impactful, however, secondary stat distribution still dominates the choice of which items to equip. In 7.1.5, they increased how item level affects the amount of stats on Legion rings and necks. Significant item level jumps will be a clearer indicator of an upgrade. There are still situations where secondary stats are still a prevailing indicator to item level on Legion rings and necks.

The last goal is not to lower player power. While in the latest build, player power is down a few percent compared to live. To make up for this As a compensation, a future build will increase the amount of stats granted by all items above item level 800 to account for this gap, such that the overall power of equipped items is the same if not slightly higher than it is now in 7.1.

Additional tuning on a spec-by-spec basis will be done, because this will affect all classes differently.

TL;DR
  • Item level will become a more impactful indicator related to upgrades in Patch 7.1.5.
  • The amount of rating required per percentage of a secondary stat has been increased.
  • These changes will impact classes differently and more tuning will come on a spec-by-spec basis.

Here's a blue post by Josh Alen.
Blizzard  
The changes to secondary stat ratings in 7.1.5 have a few goals, and certain pieces are not yet in the current build. 
Goal 1: Increase the importance of item level as a guideline for upgrading items. Moreso than in the past, large item level increases are not a reliable indicator of an upgrade due to the variance in power of secondary stats on an item. Increasing the amount of rating that you need per percentage of a secondary stat tips the balance of an item’s power more heavily toward primary stat. We’re okay with very small item level upgrades being a tougher choice, but some specs are currently passing up 15+ item levels in favor of secondary stats. That shouldn’t be something players are encouraged to do – with the occasional exception on rings and necks, which brings us to our second goal. 
Goal 2: Improve rings and necks. The removal of primary stats from those slots on Legion gear means that your choices of secondary stats there are impactful, which we like. However, they still suffer from the problem of secondary stat distribution dominating the choice of which item to equip. We’ve increased how heavily item level affects the amount of stats on Legion rings and necks in 7.1.5, which will make significant item level jumps a clearer indicator of an upgrade on these slots. You’ll still find situations in which secondary stat choice is more important than item level for rings and necks, which is intentional; we’re just dialing it back a bit. 
Goal 3: Don’t lower player power. This is a key part of the overall strategy that isn’t yet complete. Right now, on the PTR, player power is definitely down a few percent compared to live. The next build will have changes that increase the total amount of stats given by all items above level 800 to account for this gap, such that the overall power of your equipped items should be about the same (if not slightly higher) than it is currently in 7.1.  
As you might expect, these changes will affect some classes more strongly than others. More overall character power will come from your primary stats than it did before, so all of your abilities will hit harder, even if they crit less or happen less frequently. Additionally, as we continue tuning for Patch 7.1.5, we’ll make adjustments as necessary on a spec-by-spec basis. 
Apologies if I'm reading this wrong. But it sounds like the plan is to make us require more of a secondary stat, then provide us a higher value of secondary stats on existing gear. Isn't this counterproductive or am I just derp? 
It's a tough bit of mathematical gymnastics that's tough to explain succinctly, but the long and the short of it is that the way that the item's primary stat (or sheer amount of secondary stats, in the case of rings and necks) make the higher-ilevel piece an upgrade more often. 
I think they need to look into specs that rely on extreme cases of secondary dependence and adjust those specs accordingly. This blanket nerf is going to cause more problems.
That's what I was getting at in the last paragraph. 
(Source)

How to Create Your Very Own Procedurally Generated ARK/Map in Ark Survival: Evolved

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How To Configure your first PGARK

Launch the game, goto Play Local ARK: Survival Evolved, select "Create New Procedurally Generated ARK" in the upper-left of the Host UI, and then you can play around with all the different PGARK settings to construct an ARK to your liking. Give it unique ARK name in the lower-right, and click Host. After a long wait (this will be further optimized shortly), you'll be on your new ARK! The procedural ARK data is cached to disk so subsequent loads of it are much faster (in Saved\GenerateMapCache, which you can delete if you ever wish to clear up disk space or force regenerate the procedural data in case it becomes corrupted). You can delete existing saved Procedurally Generated ARK's (by name) in the Host UI. Furthermore, you can save multiple PGARK configurations in the Create New Procedural ARK UI, if you wish to retain them for later tweaking or to create multiple unique saved ARK's from the same configuration.

Here's a really rough guide to some of the PGARK settings you can edit in the UI:

VARIABLE
PURPOSE
VISIBLE ON UI AS...
ErosionIterations
Number of droplets which are used to simulate erosion
Erosion Iterations
GrassDensity
Density of foliage in the grasslands biome
Grasslands Grass Density
IslandBorderCurveExp
The exponent used in the curve to smoothly interpolate between island and water floor
Island Border Curve
JungleBiomeStart
The height value at which the jungle biome start
Jungle Biome Start
JungleGrassDensity
Foliage density in the Jungle biome
Jungle Grass Density
JungleTreeDensity
Trees & rocks density in the jungle biome
Jungle Tree Density
LandscapeRadius
The radius of the landscape, outside of this radius it is water (to avoid cutting the landscape by the terrain border)
Landscape Radius
MapSeed
The seed used in the noise & random functions
Map Seed
MaxSawnPointHeight
The maximum height of land for a spawn point to be created
Max Sawn Point Height
Mountain Height
A multiplier for mountain height
Mountain Height
MountainBiomeStart
The height value at which the mountain biome starts
Mountain Biome Start
MountainGrassDensity
Foliage density in the mountain biome
Mountain Grass Density
Mountains Frequency
The frequency of the noise used to generate mountains
Mountain Frequency
Mountains Slope
How hard the transition is from land to mountain, the higher the value the smoother the transition (from 0 to 2)
Mountain Slope
MountainsTreeDensity
Density of trees and rocks in the mountain biome
Mountain Tree Density
North/South/East/West
Regions 1, 2, 3


OceanFloorLevel
The height value for the ocean floor (from -1 to WaterLevel)
Ocean Flool Level
RedWoodGrassDensity
Foliage density in the Redwood biome
Redwood Grass Density
RedWoodTreeDensity
Density of trees and rocks in the redwood biome
Redwood Tree Density
RWBiomeSize
The radius of the Redwood biome (from 0 to 1)
Redwood Biome Size
RWForestBiomeLocation
The location of the redwood biome (X,Y from 0 to 1)
Redwood Biome Location
Shore Slope
How hard the transition is from water floor to shore, the higher the value the smoother the transition (from 0 to 2)
Shore Slope



ShoreTreeDensity
Foliage density in the shore biome
Shore Tree Density
SnowBiomeLocation
The location of the snow biome (X,Y from 0 to 1)
Snow Biome Location
SnowBiomeSize
The radius of the snow biome (from 0 to 1)
Snow Biome Size
SnowGrassDensity
Foliage density in the snow biome
Snow Grass Density
SnowMountainGrassDensity
Foliage density in the snow mountain biome
Snow Mountain Grass Density
SnowMountainsTreeDensity
Density of trees and rocks in the snow mountain biome
Snow Mountains Tree Density
SnowShoreTreeDensity
Density of trees and rocks in the snow shore biome
Snow Shore Tree Density
SnowTreeDensity
Density of trees and rocks in the snow biome
Snow Tree Density
TerrainScaleMultiplier
X,Y,Z to scale the whole terrain
Terrain Scale Multiplier
TreeDensity
Density of trees and rocks in the grasslands biome
Grasslands Tree Density
Turbulence Power
The power of the turbulence function used to randomly perturb the coordinates input to the noise function, to add some realism to the noise
Tubulence Power
UnderwaterObjectsDensity
Object density in the underwater biome
Underwater Objects Density
Water Frequency
The frequency of the noise function used to generate land/water
Water Frequency
WaterLevel
The height value for the water surface, from (Ocean Floor level to 1)
Water Level
ShorelineStartOffset
The distance from the water that the shoreline begins. Raise this for a shore that goes farther up to the land.

ShorelineThickness
The overall width of the shore. Raise this along with ShorelineStartOffset to get a thicker, larger shore.


Hosting a Dedicated Server on PGARK

The actual PGARK configuration is stored in your \Saved\Config\Windows (or WindowsServer or LinuxServer etc)\Game.ini file, here: 

[/Script/ShooterGame.ShooterGameMode]
PGMapName=YourPGARK1
PGTerrainPropertiesString=MapSeed=412;LandscapeRadius=1.2;Water Frequency=11;Mountains Frequency=11;Mountains Slope=1.4;MountainsHeight=1.3;Turbulence Power=0.0125;Shore Slope=1.0;WaterLevel=-0.72;GrassDensity=1.0;JungleGrassDensity=0.02;ErosionIterations=200000;OceanFloorLevel=-1.0;SnowBiomeSize=0.3;RWBiomeSize=0.11;MountainBiomeStart=-0.55;MountainsTreeDensity=0.01;JungleBiomeStart=-0.65;IslandBorderCurveExp=4.0;MaxSawnPointHeight=0.1;SnowGrassDensity=0.25;MountainGrassDensity=0.05;SnowMountainGrassDensity=0.15;UnderwaterObjectsDensity=0.5;SnowMountainsTreeDensity=0.01;TreeDensity=0.003;JungleTreeDensity=0.66;RedWoodTreeDensity=0.35;SnowTreeDensity=1.0;RedwoodGrassDensity=0.1;ShoreTreeDensity=0.05;SnowShoreTreeDensity=0.025;DeepWaterBiomesDepth=-0.24;InlandWaterObjectsDensity=0.5;ShorelineStartOffset=0.04;ShorelineThickness=0.0045;TerrainScaleMultiplier=(X=1.0f,Y=1.0f,Z=1.0f);SnowBiomeLocation=(X=0.2f,Y=0.2f);RWForestBiomeLocation=(X=0.5f,Y=0.5f);NorthRegion1Start=(X=0.25f,Y=0.0f);NorthRegion1End=(X=0.416f,Y=0.5f);NorthRegion2Start=(X=0.416f,Y=0.0f);NorthRegion2End=(X=0.582f,Y=0.5f);NorthRegion3Start=(X=0.582f,Y=0.0f);NorthRegion3End=(X=0.75f,Y=0.0f);SouthRegion1Start=(X=0.25f,Y=0.5f);SouthRegion1End=(X=0.416f,Y=1.0f);SouthRegion2Start=(X=0.416f,Y=0.5f);SouthRegion2End=(X=0.582f,Y=1.0f);SouthRegion3Start=(X=0.582f,Y=0.5f);SouthRegion3End=(X=0.75f,Y=1.0f);EastRegion1Start=(X=0.75f,Y=0.0f);EastRegion1End=(X=1.0f,Y=0.333f);EastRegion2Start=(X=0.75f,Y=0.333f);EastRegion2End=(X=1.0f,Y=0.666f);EastRegion3Start=(X=0.75f,Y=0.666f);EastRegion3End=(X=1.0f,Y=1.0f);WestRegion1Start=(X=0.0f,Y=0.0f);WestRegion1End=(X=0.25f,Y=0.333f);WestRegion2Start=(X=0.0f,Y=0.333f);WestRegion2End=(X=0.25f,Y=0.666f);WestRegion3Start=(X=0.0f,Y=0.666f);WestRegion3End=(X=0.25f,Y=1.0f)

After you configure an ARK to your liking in singleplayer mode, copy the values to your dedicated server's Game.ini file, and then host the server on the map called "PGARK" (ala "ShooterGameServer.exe PGARK?listen". The server will automatically load whatever PGMapName you have set. So if you want to do a different Procedural ARK, change the PGMapName value to "YourPGARK2" and you'll get a different savedata for that. You can revert back to any previous PGMapName to load the data of a previously saved PGARK. Note that if you have no existing save data for the PGMapName, it will use the PGTerrainPropertiesString to create the new ARK. But after you have save data for a PGMapName, the INI's PGTerrainPropertiesString will not take effect when loading that save data -- instead, it will use whatever procedural settings are contained within the PGMapName's existing savedata. In other words, to try out a new PGTerrainPropertiesString configuration, you either would need to delete your PGMapName's savedata, or use a different PGMapName.

To get a PGARK configuration that you like, we recommend experimenting in singleplayer through the in-game UI, and then once you have settings you're happy with, copy the PGTerrainPropertiesString from your Windows\Game.ini into your dedicated server's WindowsServer\Game.ini (into the [/Script/ShooterGame.ShooterGameMode] section as described above). Then, as long as you're hosting a new PGMapName, those settings will take effect just as they were in your singleplayer game! You can also easily share good PGARK configurations by sharing that string with other server hosts, just copy the text of PGTerrainPropertiesString to them, and they can put it in their own INI. Share your best PGTerrainPropertiesString settings on the Forum! Hosts can put the PGTerrainPropertiesString value into PGLastUsedSettings as well, which will then become visible to the in-game UI for further custom tweaking/iteration.

New System: Overriding/Modifying Map Spawners via INI

There's a powerful new INI-driven system to override, add, or substract all NPC spawners within the ARK. In particular you can use this to adjust the spawners of a PGARK to your precise liking. Here are some examples of how it works:

Add these INI values, as many as you want, into your Game.ini's [/Script/ShooterGame.ShooterGameMode] section. 

For example, this will REMOVE Trikes and Sauropod entries from the PGARK's Grassland Spawner, and it will remove Trikes and Ptero's from the PGARK's Jungle Spawner (you could then do a ConfigAddNPCSpawnEntriesContainer afterwards, to add them back in with different rates, if desired):

ConfigSubtractNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesGrassland_PGM_C",NPCSpawnEntries=( (NPCsToSpawnStrings=("Trike_Character_BP_C")),(NPCsToSpawnStrings=("Sauropod_Character_BP_C")) ), NPCSpawnLimits=( (NPCClassString="Trike_Character_BP_C"),(NPCClassString="Sauropod_Character_BP_C") )  )

ConfigSubtractNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesJungle_PGM_C",NPCSpawnEntries=( (NPCsToSpawnStrings=("Trike_Character_BP_C")),(NPCsToSpawnStrings=("Ptero_Character_BP_C")) ), NPCSpawnLimits=( (NPCClassString="Trike_Character_BP_C"),(NPCClassString="Ptero_Character_BP_C") )  )

This will ADD a Giganotosaurus Spawner to the PGARK's beach spawner, but limiting it to only 1 Giga per spawner (via the NPCSpawnLimits):

ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesBeach_PGM_C",NPCSpawnEntries=( (AnEntryName="GigaSpawner",EntryWeight=1000.0,NPCsToSpawnStrings=("Gigant_Character_BP_C"))), NPCSpawnLimits=( (NPCClassString="Gigant_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.01) )  )

This will OVERRIDE the PGARK's beach spawner to spawn NOTHING but Gigas and Rexes in equal weights and limits... OUCH!

ConfigOverrideNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesGrassland_PGM_C",NPCSpawnEntries=( (AnEntryName="GigaSpawner",EntryWeight=1.0,NPCsToSpawnStrings=("Gigant_Character_BP_C"))    ,   (AnEntryName="RexSpawner",EntryWeight=1.0,NPCsToSpawnStrings=("Rex_Character_BP_C"))    ),    NPCSpawnLimits=( (NPCClassString="Gigant_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.5) ,  (NPCClassString="Rex_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.5)  )  )

Using this technique, you can modify all of the spawners of any map. It will even take Mod creature class names, as long as you know their short (summonable) class names!

Here's a list of all the spawner class names on TheIsland, TheCenter, ScorchedEarth, and PGARK for your handy reference:

PGARK
DinoSpawnEntries_InlandWater_PGM_C
DinoSpawnEntries_TheDeepwater_PGM_C
DinoSpawnEntries_TheOcean_PGM_C
DinoSpawnEntriesBeach_PGM_C
DinoSpawnEntriesGrassland_PGM_C
DinoSpawnEntriesJungle_PGM_C
DinoSpawnEntriesMountain_PGM_C
DinoSpawnEntriesSnow_PGM_C
DinoSpawnEntriesSnowMountain_PGM_C
DinoSpawnEntriesSnowShoreline_PGM_C
DinoSpawnEntriesSwamp_PGM_C
DinoSpawnEntriesRedwoodsPGM_C

TheIsland
DinoSpawnEntries_Beavers_C
DinoSpawnEntries_DarkWater_C
DinoSpawnEntries_DarkWater_Mosa_C
DinoSpawnEntries_DarkWaterAngler_C
DinoSpawnEntries_DeepWater_C
DinoSpawnEntries_InlandWater_C
DinoSpawnEntries_Ocean_C
DinoSpawnEntriesRedwoods_C
DinoSpawnEntries_RedwoodWater_C
DinoSpawnEntries_ShallowWater_C
DinoSpawnEntries_SwampWater_C
DinoSpawnEntriesArcha_C
DinoSpawnEntriesBeach_C
DinoSpawnEntriesCave1_C
DinoSpawnEntriesCave2_C
DinoSpawnEntriesCave2-LowSpiderScorp_C
DinoSpawnEntriesCave3_C
DinoSpawnEntriesCave5_C
DinoSpawnEntriesCave5_Tough_C
DinoSpawnEntriesCave7-Fliers_C
DinoSpawnEntriesCaveIceWater_C
DinoSpawnEntriesCaveLava_C
DinoSpawnEntriesCaveWater_C
DinoSpawnEntriesDamiensAtoll_C
DinoSpawnEntriesGigant_C
DinoSpawnEntriesGrassland_C
DinoSpawnEntriesIceCave_C
DinoSpawnEntriesJungle_C
DinoSpawnEntriesMonsterIsland_C
DinoSpawnEntriesMountain_C
DinoSpawnEntriesPelican_C
DinoSpawnEntriesPenguins_C
DinoSpawnEntriesQuetz_C
DinoSpawnEntriesSnow_C
DinoSpawnEntriesSwamp_C
DinoSpawnEntriesSwampCave_C
DinoSpawnEntriesSwampCaveWater_C
DinoSpawnEntriesTinyCave_C
DinoSpawnEntriesTitano_C
DinoSpawnEntriesWater_C

TheCenter (which also uses many TheIsland spawners)
CustomAnglerSpawner_C
CustomPenguinSpawner_C
DunkEurSpawn_C
GrasslandsUnderArea_WaterSpawn_C
IceCave_Spawner_C
IceCaveWater_Spawner_C
Lava_Spawn_C
Lava_Upper_Spawn_C
LavaBeach_Spawn_C
LavaWater_Spawn_C
MiniCaveBearSpawner_C
SnowGrasslands_Spawn_C
SnowGrasslandsUnderArea_Spawn_C
SnowyLake_Mosa_C
SnowyMountain_Spawn_C
SpiderCaveSpawner_C
UnderwaterCaveSpawn_C
DinoSpawnEntries_OceanUnderworld_C

Scorched Earth
SE_DinoSpawnEntries_DeathWorm_C
SE_DinoSpawnEntries_RexSolo_C
SE_DinoSpawnEntriesBadlands_C
SE_DinoSpawnEntriesCanyonCave_C
SE_DinoSpawnEntriesCanyons_C
SE_DinoSpawnEntriesDunes_C
SE_DinoSpawnEntriesEZMode_C
SE_DinoSpawnEntriesGreenDesert_C
SE_DinoSpawnEntriesMountain_C
SE_DinoSpawnEntriesMountainCave_C
SE_DinoSpawnEntriesOasis_C
SE_DinoSpawnEntriesRuinsCave_C
SE_DinoSpawnEntriesRuinsCaveNoGolem_C
SE_DinoSpawnEntriesSandworm_C
SE_DinoSpawnEntriesWater_C
SE_DinoSpawnEntriesWyvern_C
SE_DinoSpawnEntriesWyvernTrench_C

Procedural Generator Modding Guide

The Procedural ARK Generation is nearly 100% Blueprint-driven, so it is super moddable (and the Generator Blueprints used can be overriden by any Mod!). We have no doubt that enterprising modders will be able to create even better algorithms and logic paths than us, for more lifelike and detailed procedural ARK's. Here are the first details about how to get involved with creating a unique Procedural Generator Mod in the ARK Dev Kit: 
https://forums.unrealengine.com/showthread.php?90664-9-28-ARK-Dev-Kit-v247-8-has-been-posted-to-the-Epic-Launcher!

Ark: Survival Evolved Level 120 Dinos Kibble Taming Guide

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ARK: Survival Evolved Offical Website for I use for information Tame Calculate: 
http://ark.gamepedia.com/Taming

All Dino's are calculated for level 120!! But you can Calculated Like;
120 T-Rex Eats 54 Kibble 54/120=2.22 Means a 10 LvL Rex Eats 20-22 Kibble,
The number presented here is based on estimations and may not be entirely accurate,
and Remember always have 5 more kibble and Some Mejos and Raw Meat inventory.

The dinosaur has to go down by 270 hunger before it eats the prefered kibble and  there is POSIBLE 1-5 Kibble Differents for Calculations.

Dino's Without favorite kibble;

(Mantis, Meganeura, Eurypterid, Araneo, Onyc, Compy, Dilo, Dodo, Dimo, Parasaur, Phiomia, Oviraptor, Piranha, Pulminoscorpius, Titanosaur, Arthropluera, Chalicotherium, DungBeetle, JugBug, Kairuku, Leech, Lystrosaurus, Salmon, Titanoboa, Titanomyrma, Trilobite, Vulture, Wyvern for them Favorite Food for tame = Mejoberry, Raw Meats, Eggs Mushroom, Angler Gel, Rare Flower and Beer even Poop :) )

All items use for Kibble and Tame;


All Egg and Kibble Table;



Some Eggs Pictures;


Format: Taming Dino's Favorite Food /# Eats(Kibble) /# of Narcotics /#Time 
(Estimated Time to Tame=Hours:Minutes:Seconds)
List= Dino Name-Eats-Fav.Kibble = Kibble Qty. / Narcs. / Time(Hour:Min:Sec)

1.Carnotaurus Eats Ankylosaurus Kibble = 35 / 98 / (2:05:56)
2.Rex Eats Pulmonoscorpiuss(Scorpion) Kibble = 53 / 211 / (2:49:30)
3.Spinosaur Eats Argentavis Kibble = 53 / 1162 / (3:47:54)
4.Raptor Eats Parasaur Kibble = 21 / 4 / (0:27:59)
5.Sabertooth Eats Bronto Kibble = 21 / N-A / (1:02:58)
6.Ankylosaurus Eats Dilo Kibble = 53 / 87 / (2:07:08)
7.Triceratops(Trike) Eats carno Kibble = 53 / 36 / (1:03:34)
8.Stegosaurus Eats Sarco Kibble = 105 / 71 / (2:05:56)
9.Gigantopithecus(Bigfoot) Eats Titanoboa Kibble = 28 / N-A / (1:42:00)
10.Sarco Eats Triceratops(Trike) Kibble = 27 / 66 / (1:47:56) 
11.Cardonemy(Turtle) Eats Pteranodon Kibble = 53 / 40 / (0:39:46)
12.Megalodon(Shark) Eats Spino Kibble = 35 / 16 / (2:05:56)
13.Mammoth Eats Raptor Kibble = 88 / 90 / (2:27:45)
14.Argentavis Eats Stego Kibble = 35 / 53 / (2:05:56)
15.Plesiosaur Eats T-Rex Kibble = 88 / 755 / (2:48:52)
16.Pteranodon Eats Dodo Kibble = 21 / 86 / (1:23:57)
17.Ichthyosaurus(Dolphin) Eats Dodo Kibble = 11 / N-A / (0:45:14)
18.Brontosaurus Eats Cardonemy (Turtle) Kibble = 175 / N-A / (2:47:54)
19.Doedicurus Eats Dilo Kibble = 55 / 239 / (2:11:56)
20.Paracer Eats Pachy Kibble = 114/ / (2:12:28)
21.Gallimimus Eats Dimetrodon Kibble = 34 / 376 / (0:54:22)
22.Pachy Eats Dilo Kibble = 21 / 3 / (0:28:00)
23.Giganotosaurus Eats Quetzal Kibble = 57 / 2373 / (3:25:05)
24.Allosaurus Eats A Kibble = / / (1:18:46)
25.ThornyDragon Eats Camelsaurus Kibble = 53 / 241 / (2:38:55)
26.Tapejara Eats Allosaurus Kibble = 36 / 103 / (1:18:46)
27.Diplocaulus Eats Archaeopteryx Kibble = 28 / 167 / (2:41:11)
28.DireWolf Eats Carno Kibble = 21 / 50 / (1:02:58)
29.DireBear Eats Carno Kibble = 48 / 278 / (2:15:07)
30.Woolly Rhino Eats TerrorBird Kibble = 47 / 196 / (1:30:21)
31.Quetzal Eats T-Rex Kibble = 108 / 1203 / (4:53:42)
32.Pelagornis Eats Compy Kibble = 21 / 86 / (1:23:57)
33.Megaloceros Eats Dimorph Kibble = 21 / 21 / (0:41:59)
34.Mesopithecus Eats Dodo Kibble = 16/ N-A / (0:17:04)
35.Terror Bird Eats Gallimimus Kibble = 30 / 376 / (1:11:58)
36.Castoroides Eats Gallimimus Kibble = 35 / 521 / (2:05:56)
37.Diplodocus Eats Lystrosaurus Kibble = 191 / 36 / (3:03:15) -K.O.
38.Diplodocus Eats Lystrosaurus Kibble = 64 / N-A / (2:02:49) -Passive
39.Dimetrodon Eats Quetzal Kibble = 31 / 1608 / (2:28:43)
40.Beelzebufo Eats Pulmonoscorpius Kibble = 27 / 41 / (0:28:47)
41.Archaeopteryx Eats Pelagornis Kibble = 8 / N-A / (0:04:27)
42.Morellatops Eats Vulture Kibble = 53 / 25 / (1:03:34)
43.Lymantria Eats ThornyDragon Kibble = 35 / 62 / (2:05:56)
44.Angler Eats Kairuku Kibble = 32 / 885 / (2:33:31)
45.Dunkleosteus Eats Titanoboa Kibble = 22 / 103 / (1:19:10)
46.Kaprosuchus Eats Tapejara Kibble = 28/ 12/ (0:37:19)
47.Mosasaurus Eats Quetzal Kibble = 151 / 2143 / (3:43:34)
48.Rock Elemental Eats Mantis Kibble = 114 /N-A/ (1:23:00)
49.Lystrosaurus Eats Rare Flower= 26 /10 / (0:11:17) 
50.Jerboa Eats Plant Species Y Seed= 26 /10 / (0:11:17) 

All informations, Pictures and Copyrights ARK Survival Evolved Devalopers and www.ark.gamepedia.com

How to Max Level & EXP of Players Super Fast in Ark: Survival Evolved

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Where to find all the configuration files

First you go to whatever hardrive Steam is installed to and go to 
steamapps → common → ARK → ShooterGame → Saved → Config → WindowsNoEditor → Game.ini









The code line

The very first line "[/script/shootergame.shootergamemode]" just tells the game that there will be instructions for the game.

The second line "LevelExperienceRampOverrides
(ExperiencePointsForLevel[0]=5," overrides the game's original level, experience, and engrams code.


If you would like to follow along, here is a blank code line. (Make sure to add a space after each line of code you make.) 

(NOTE: You must always start with LevelExperienceRampOverrides
(ExperiencePointsForLevel[0]=5 in order for this to work.

LevelExperienceRampOverrides=(ExperiencePointsForLevel[#]=#,

Editing these codes

You can adjust how much xp you must have to level up and adjust how many engram points you get per level.

Editing the highlighted sections will override the amount of xp per level.


To edit how many engram points you get per level, you edit these highlighted areas to whatever you desire. I just set them to 20-35 just for the purpose of this guide.


Example code

Here's an example of an edited code with edited parts highlighted.


5,993 is the exact amount needed to learn all the engrams in vanilla ARK Survival
Applying code to game

All you have to do is save the Game.ini file and it will automaticly override the levels and engrams for you character.

If you're lazy and don't want to do all this. Here's the download
Max Level Cap (800)[www.mediafire.com]

Again, this is only for the first 5 levels in ARK. You will need a ton more of these code lines to enable your character to level up higher than 94. Here is a program that will help you with that.
ARK: Survival Server Manager[arkservermanager.freeforums.net]

Well I hope this guide helped you better understand ARK's config and I would be pleased if you gave this guide a ★Favorite and 👍Rated it. Make sure to send pictures of you and your overpowered character!

Singleplayer Settings

Settings

Rules:
✔Enable PvP
✔Disable PvP Friendly Fire
✔Pisable PvE Friendly Fire
✔Enable Tribute Downloads
Difficulty=400%
Max Players in Tribe=30
✔PvE "Tribe Warfare ✔Allow Cancelling Tribe Warfare
✔Allow Custom Recipies ✔Effectiveness Multiplier=2x ✔Skill Muliplayer=2x
✖Enable Diseases

HUD and Visuals
✔Allow Crosshair
✔Allow HUD
✔Allow 3rd-Person View
✔Allow Map Player Location
✔Allow Gamma Settings in PvE/PvP
✔Show Floating Damage Text
✔Allow Hit Markers

Player Settings
✔Enable Flyer-Carry
XP Multiplier= 10x
Max XP= 1,368,538
Damage= 3x
Resistance= 5x
Water Drain= 0.25
Food Drain= 0.25
Stamina Drain= 0.25
Health Recovery= 10x
Harvesting Damage= 3x
✔Per-Level Stat Multiplier
Health= 100
Stamina= 100
Torpidity= 600
Oxygen= 100
Food= 20
Water= 20
Temperature= 400
Weight= 200
Damage= 20
Speed= 40
Fortitude= 80
Crafting= 10

Dino Settings
Max XP= 1,000,000
Damage (Wild)= 0.5x
Tamed Damage= 1x
Resistance= 0.5x
Tamed Resistance= 1x
Max Tamed Dinos= 4,000
Food Drain= 0.5x
Stamina Drain= 0.5x
Health Recovery= 10x
Dino Spawns= 1x
Harvesting Damage= 3x
Turret Damage= 1x
✔Allow Raid Dino Feeding (Titanasaur)
Food Drain Multiplier= 0.25x
✔Allow Flyers in Cave
PvE Dino Decay Period= 1x (Changes how long a dino will remain yours)
✔Per-Level Stat Multipliers (Wild) (Everything is the same except the listed)
Torpidity= 0.5x
Damage= 0.25x
✔Per-Level Stat Multipliers (Tamed) (Everything is 10x except listed)
Weight= 20x
Speed= 5x
✔Per-Level Stat Multipliers (Tamed) - Add (Same as Above)

Mating Interval= 0.25x (Decreases the time between mating)
Egg Hatch Speed= 5x
Baby Mature Speed= 5x
Baby Food Comsumption Speed= 0.5x

Cuddle Interval= 10x
Cuddle Grace Period= 1x
Cuddle Lose Imprint Quality Speed= 0x

Environment
Taming Speed=10x
Harvest Amount= 5x
Resources Respawn= 0.5x (Lower values speeds up resource spawning)
Suppress Replenish Radius (Player)= 0.5x
Supress Replenish Radius (Structure)= 0.5x
Harvest Health= 1x
✔Custom Harvest Amount Multipliers (Everything is 2x expect listed)
Black Pearl= 100x
Rino Horn= 5x
Leech Blood= 10x
Narcoberry= 4x
Plant Species X Seed= 10x
Rare Flower= 10
Rare Mushroom= 10
Raw Prime Fish Meat= 4x
Raw Prime Meat= 4x
Sap= 1x

Day Cycle= 1x
Day Time= 1x
Night Time= 5x
Global Spoiling Time= 1x
Global Item Decomp Time= 1x
GlobalCorpse Decomp Time= 1x
Crop Decay Speed= 1x
Crop Growth Speed= 1x
Lay Egg Interval= 0.05x
Poop Interval= 1x

Generic (Over Time XP)= 3x
Crafting= 2x
Harvesting= 2x
Killing= 5x
Special Events= 10x

Structures
Structure Resistance= 10x
Structure Damage= 5x
Structure Damage Repair Cooldown= 0 seconds
PvP Zone Structure Damage= 6x
Max Structures Visible= 1,300 items
Per-Plateform Structures Multiplier= 1x
Max Platform Saddle Structures= 50 items
✔Override Structure Platform Prevention (Allows auto-turrets to be buildable/workable on platform saddles)
✔Force All Structure Locking (Locks all containers by default)

Engrams
You may learn any engram without the need to learn the previous engram.
For example, to learn Gunpowder, you needed to learn Sparkpowder. Now you can learn Gunpowder without learning Sparkpowder.

How to Change Your User Home Directory Names in Mac OS

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How to Change User Home Directory Names in Mac OS

The method we’re going to show here works to change a users home folder name in Mac OS and Mac OS X, including versions Sierra, El Capitan, Yosemite, Mavericks, and Mountain Lion.

1.Back up the Mac before doing anything else, do not skip this.

2. Log in to a different Admin user account, it must be different from the account folder being changed

3. From the Finder of Mac OS, go to /Users/ directory and rename the folder of the user account you wish to change as you would any other file/folder, authenticating when requested



4. From the  Apple menu choose “System Preferences” and then choose “Users & Groups”

5. Click the lock icon and authenticate to gain access to making changes to Users

6. Right-click on the user account you wish to change the Home folder for and choose “Advanced Options”


7. Look for the “Home Directory” option and edit the path to match the newly renamed folder in step 3, be certain the directory name and the proper directory path match otherwise the user account will not work at all


8. Click “OK” and then restart the Mac for changes to take effect

9. Log into the user account whose user home folder was changed and insure that everything is accessible and working as expected, including customizations, preferences, settings, apps, file access, data access, photos, media, apps, permissions, and any other relevant item

It is critical to insure that everything in the changed user directory is accessible and works as intended, do not skip verifying data, files, and preferences, as things can go awry and lead to issues down the road.

Note there can be some unusual side effects with doing this, including having the user account lose various customizations and settings, or sometimes even an inability to access certain files or data. For example, you may lose all Dock and Finder settings on log out persistently, until you either fix the user library folder permissions with chown or your method of choice. Additionally, users may lose access to some files or folders if they are referencing a directory that no longer exists due to the name change. This is just a small sample of the many things that can go sideways, which further should emphasize why this is truly only relevant to advanced Mac users and not a casual undertaking.

Note that we’re changing only the user folder name in this example, and not moving the location of the user home directory, which is sometimes undertaken to relocate a users files to a different hard drive or volume. The task is similar, however.

How to Find/Get a Legit 6IV Ditto in Pokemon Sun and Moon

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Yes, It is possible to get legitimate 6IV Ditto in Pokemon Sun/Moon.

With some preparation and patience you can be on your way to breeding your competitive Pokemon with a Ditto.

This guide was inspired by the previous guide on How to chain for IV Dittos.

I've gone into detail to explain exactly what's needed beforehand and how to get it. If you follow these steps you'll receive a great, legitimate Ditto.

Step 1 - Prerequisites - Do these first; Save yourself time later.
  • Breed and hatch at least 20 eggs from the Nursery. If you don't have access to the nursery or don't know what it is you may save this post for later and go back to playing until you do.
  • Beat the Pokemon League and become champion. If you are not yet champion please consult the Rotom Dex.
  • Reach the Battle Tree on Poni Island and talk to the IV Judge. You hatched 20 eggs right? Congrats.

Step 2 - Item Procurement - Useful Stuff to Farm
  • You need Leppa Berries. They may be found on Melemele Island's Route 2 to the right of the Pokemon Center and Route 3 overlooking Kala'e Bay. They may also be found on Ula'ula Island's Route 17 and the Secluded Shore. It's good to plant a few in PokePelago's Isle Aplenny so you can build up a comfortable stock. You can't have too many. Get all 18 plots and keep farming. Get a ridiculous amount. If you find yourself asking yourself if you have too many first, call a doctor because that's crazy and second keep farming.
  • Buy as many Adrenaline Orbs as you can. 1 Adrenaline Orb = 1 chain = 1 Ditto = 1 chance = 1 name = 1 like = 1 prayer = 1 share = 1 permanent residency in the Nursery and a long lineage as a proud progenitor.. Follow the link and explore Locations and Shopping Details to find out how to get yours. Buy today! Go. Do it now.
  • Buy as many Pokeballs as you can. Ditto can be tricky and you may encounter a shiny. You've got to be prepared. Follow your own practical, or aesthetic reasons. If you're frugal you can follow this:
On the second island, after clearing the 3rd crystal trial and visiting the Battle Royal Dome, head over to the Mega-Mart directly to the Dome's right.

When you step foot into the store, the attendant hands you a coupon that returns half the money you spend at checkout. From here it should be pretty self-explanatory.

Go to the cashier that sells pokeballs.

Buy as many individual increments of 10 pokeballs (or 11 since it's faster) as you can afford. For each one of these you get a free premier ball.

When you are broke sell back all the pokeballs- you will regain 100% of the money you spent, but keep all your premier balls.

Repeat until you realize that premier balls kinda suck anyway. OR until you discover they can be sold for a whopping 10 poke-dollars. Cha-ching! Max money, that is if you want to waste hours just wearing out the buttons on your 3DS. - Source

Check that you have a Smoke Ball. It's in Ula'ula Isand's Po Town.

Farm some Heart Scales.

Step 3 - Utility Pokemon 1 - The Munchies
  • Now that you have the items you'll need to acquire the right Pokemon. The aim is to have a Ditto at 1 HP that's transformed into a Pokemon that only knows Recycle; is holding a Leppa Berry and an Adrenaline orb has been used on it to maximize the chance that it calls for another Ditto. To do this you'll need a Pokemon with access to Recycle.
  • Go to the Move Reminder at Mount Lanakila's Pokémon Center on Ula'ula Island and re-teach Recycle to your Pokemon at the cost of a Heart Scale if the Pokemon doesn't already know it. Take note that move tutor remembers any move in the level-up moveset. Confirmed by Serebii. Then go to the Move Deleter in Hau'oli City on Melemele Island Pokemon Center to delete all other moves. Keep Recycle. You'd think that would be obvious but sadly you would be wrong. Don't do it. OK Good talk.
Step 4 - Utility Pokemon 2 - Pokemagicians
  • Now you'll need a way to get a Leppa Berry onto the Wild Ditto you'll be encountering. There are two moves that can do this best: Trick and Switcheroo. Bestow isn't used because Ditto could be holding one of its two Powder Items.
  • If you want to Trick the Leppa Berry on, you'll have to use either Kadabra/Alakazam. To get a Kadabra you'll have to evolve an Abra; raise it to lv 16 and let it evolve into Kadabra. Go back to the Move Reminder allow it to relearn Trick.
  • For those of you that didn't or don't want to raise a Kadabra (1 in 5 Wondertrades are an Abra for me btw) you have the option of Switcheroo.
  • Hypno 20% is the easiest option but Alolan Persian is another if you caught and raised an Alolan Meowth but it's a friendship evolution: Catch in a Friend or Luxury Ball and Tauros ride, feed berries pamper etc. When you have either Pokemon go to the Move Reminder and let it re-learn Switcheroo then give it a Leppa Berry to hold.
Step 4 - Utility Pokemon 3 - The Beatdown
  • Beating down your initial Ditto encounter to low health increases the chance that it will call for backup (E for Everyone). You'll need it to stay alive and remain unstatused so that it can keep calling it's family and watch as they all get wrecked. You'll need a Pokemon with a good physical attack stat and is able to use False Swipe. Take your pick, teach it False Swipe. [You may also want to teach it Substitute so that the incoming Ditto does not transform into your swiper.] Raise its level so it can fight. Then Beat It.
Step 5 - Am I ready to chain yet?
  • Nope. We've only just begun.
  • Grab your Netflix, get a drink, you're going to be at this for a while. Get something to take your mind off of the monotony unless you're a masochist, then enjoy I guess.
Step 6 - Preparation H. Heal.
  • Fly to Mount Hokulani on Ula'ula Island. Heal your Pokemon at the Pokemon center.
  • Give your Recycle user the Smoke Ball and put it first in your party.
  • Ensure that your Trick/Switcheroo user is holding a Leppa Berry.
  • Give your False Swiper a leftovers to hold.
  • Check that your inventory is stocked as per step 1. Adjust as necessacary.
  • Save your game.

Step 7 I'm ready!
  • Exit the Pokemon center and go down route 10 and enter the first patch of grass. If you don't encounter a Ditto then run, rinse and repeat until you do. 10% Encounter
  • When you see a Ditto immediately use an an Adrenaline Orb. It will most likely be a Limber Ditto so it will need at least 1 turn to transform into your recycle user.
  • After Ditto transforms switch to your Tricker/Switcheroo user. On the next turn use Trick/Switcheroo to give the Ditto the Leppa Berry.
  • Then switch to your False Swipe user. On the next turn use Substitute. Then use False Swipe until you get Ditto down to 1 HP.
  • Ditto should call for help. When it does, knock out the incoming Ditto. Keep track of how many you KO.
  • On turns where there is no Ditto present you may attack Ditto with False Swipe, or use consumable items to pass the turn. You may also use another Adrenaline Orb without the inventory number lowering. You can use a revive on a Pokemon who isn't KO'ed to waste a turn and still have the revive.
  • Once you've reached a chain of 30, you may catch any of the incoming Ditto 31+. You must KO the initial Ditto encounter before catching the Ditto that was called Image Proof below:

  • After catching the Ditto, check it's stats by selecting "Judge" in the Pokemon's PC summary. If your party is already full, you can check its summary before sending it to the box or you may choose to set it in your party.
  • Repeat ad infinitum until you're satisfied. You may find it useful to use the markings to indicate which stats are perfect on your Ditto and the rest of your Pokemon general in order from left to right HP=Circle; ATK=Triangle; DEF=Square; SPA=Heart; SPD=Star; SPE=Diamond.

Calcs

Both stats are independently 1/32 of hitting max IV. Meaning 31/32 NOT being max.

To get 5 max IV would be 1 - (31/32)2

Approx 6.15% or 1/16.25 4 max IV will have a 5th max IV. Source

More Calcs

Your chance of getting a perfect ditto at the point where you've chained it so you get 4 IVs is 1/32 X 1/32, giving you odds of 1/1024. With these odds the number of dittos you'd have to catch to give yourself a 90% chance of getting a perfect ditto is:

(1023/1024)x = 0.1
x log(1023/1024) = log(0.1)
x = 2357 rounded to an integer value.

Now I'll assume it takes about 30 minutes to chain and catch each ditto. This means that to get a 90% chance of catching a 6 IV ditto you would have to be catching dittos for 1178 and a half hours, or just over 49 days solid.

More calcs again?

(1/32)2=.097% chance of 6IV -

Numbers

According to Serebii, Ditto has a 10% encounter rate, so it's less rare to encounter a Ditto in the grass than it is to get a 5 IV Ditto after the 30th encounter in an SOS battle.

Using a geometric distribution, we can see that the probability of encountering a Ditto on Mount Hokulani as the kth Pokemon is found by:

P(Y = k) = p(1 - p)k , where p = 0.1 is the probability of encountering a Ditto, and Y is the number of failures.

Then we have the following table.

Number of Pokemon Encountered Before Ditto
Probability
0
10%
1
9%
2
8.1%
3
7.29%
4
6.561%
5
5.9049%
6
5.31441%

So there's a 52.17031% chance of encountering Ditto within your first 7 encounters.

Because of how short the time is between encounters, a 10% spawn rate seems much higher in a Pokemon game. That doesn't change the fact that it's still an uncommon-to-rare occurrence.

Using the same geometric distribution for the 5 IV Ditto, where p = 1/16 is the probability of getting a 5 IV Ditto, we have the following table:

Number of Strictly 4 IV Dittos Chained Before 5 IV
Probability
0
6.25%
1
5.859375%
2
5.4931640625%
3
5.14984130859375%
4
4.827976226806640625%

You can continue this process indefinitely. If you want to find the expected number of failures until the first success, then we use the following formula:

E[Y] = (1-p) / p , where p = 1/16 is the probability of success, and Y is the number of failures.

This gives us E[Y] = (1 - (1/16)) / (1/16) = 16 - 1 = 15. Hence, on average, we should get 15 4 IV Dittos, before our first 5 IV Ditto. The problem with this is that we have no idea which Ditto is a 5 IV until after we catch it, meaning we have to restart the chain if our catch was a failure.

All of this results indicate that getting a 5 IV Ditto is not likely.

How to Get IV Dittos Super Fast in Pokemon Sun & Moon

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This method called chaining will help you gain IV Dittos in Pokemon Sun and Moon in no time. In fact, this is the most legit and fastest way to get IV Dittos in the game.

Preparation

1) Catch Munchlax in route 1 or use Munchlax from the mystery gift. Use a heartscale to make it relearn Recycle at the Pokemon League pokemon center. Go to the move deleter in Hau'oli City Pokemon Center to delete all other moves.

2) Catch a Hypno from the Poni Plains (use Pokedex to see the exact area). Use a heartscale to make it relearn Switcheroo if it does not have it. Equip a Leppa Berry to it. (I forgot where I got my Leppa Berry but i used Pelago to multiply it)

3) Get one or more high leveled pokemon with false swipe and a strong move with high PP. (I used my Decudieye)

4) Buy some balls (I used Timer balls) and Adrenaline Orbs from the Pokemon Center. Make sure you have Leppa Berries to refresh your False Swipe user.

Chaining!

1) Go to Route 10 (Hokulani Observatory) and go south. Go to the first patch of grass you see and start looking for pokemon till you find a Ditto. (Or use the Pokedex to see where Dittos spawn)

2) When you encounter a ditto, switch out your pokemon to Munchlax so it transforms into it.

3) Switch out the turn after ditto transforms into Munclax to your Hypno and use Switcheroo. The ditto will now only have Recycle and a Leppa Berry.

4) Switch to your False Swipe user and False swipe the ditto to 1HP

5) Use the Adrenaline Orb.

6) Use False swipe on the original Ditto if no help comes to the ditto, otherwise, faint the new dittos he calls. (use Leppa Berries when you are running low on PP)

7) Chain till you are satisfied!

I chained till about 40+ dittos and caught a 4IV ditto (HP,Atk,Sp Atk, Speed).

Hope this helps someone, happy chaining!!



Final Fantasy XV New Game Plus Will Be Included In Holiday Pack DLC, Tabata Confirms 'Mystery Disk' Still A Thing

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In a NicoNico livestream, Weekly Famitsu presented Final Fantasy 15 director Hajime Tabata as a special guest. While on the livestream, Tabata discussed some information about Final Fantasy XV ’s upcoming December Holiday Pack.

Final Fantasy XV ’s December Holiday Pack will include the much-anticipated New Game Plus mode, as well as a level limiter feature that allows you to cap your party’s level in order to challenge yourself.

Additionally, Tabata confirmed that the “Mystery Disk” is still on the way:



abata did not confirm when the Mystery Disk would be released, nor did he give a release window, but it’s good to know that this touching and funny tribute to the Final Fantasy XV team and development process is slated for some manner of public release… at some point… possibly soon and possibly not.

in an interview on JeuxVideo, Final Fantasy XV producer Haruyoshi Sawatari previously stated that the team was considering an additional piece of DLC allowing players to play as Luna, Noctis’ fiancee with a mysterious role in the plot. Seems fair considering King Regis and his men got a whole movie in Kingsglaive.

While the Holiday Pack DLC will be free for anyone who owns the game, those who purchased the  $24.99 season pass will receive a more robust version of the DLC. The DLC will decorate the game’s cities for the holidays to put the boys in the winter festive spirit.

The three other major DLC packs will allow you to play as Gladio, Ignis or Prompto. Episode Gladiolus will be the first DLC to be released, followed by Episode Ignis and Episode Prompto, all of which will be available for individual purchase also. The “Comrade” DLC that allows co-op multiplayer will be available after each character’s episode DLC.

Destiny's Next Holiday Event is Called "The Dawning"

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Destiny's newest holiday event is called "The Dawning" and starts December 13th.

It brings back the Sparrow Racing League and adds a bunch of new Sparrows and other Gear.

Along with new Quests, there will be new Bounties, a new Record Book with challenges, two new Sparrow racing tracks on Earth and Mercury, and a new game mode called Strike Scoring.

As always with these events, players will be able to find new Ornaments, consumables, Shaders, emblems, Emotes and so forth.

Here's the PSX trailer:


The Dawning will run until January 3rd. It's kind of a weird name, I think, but it's always nice to have an excuse to jump back into Destiny for a bit.

A Comprehensive Guide on the Graveyard Card in Clash Royale

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Here's a very comprehensive guide on the pros and cons of the graveyard card in Clash Royale. In addition this guide will help give you knowledge on how to use the graveyard card properly, how to counter it and how to counter the counters for this card. Enjoy!

What the hell is it's place in this meta?

This has a very good place in the meta! It's a very powerful card, but that's only when used right (Why I made the guide) Golem is becoming a considerable tank to tank for it for once with the recent buff it got (Death damage now has the ability to hit air, killing minions) and lavahound is rising too because of the meta mega minion, and is another great tank that is hard to deal with. And of course, there is always the classic giant that people are still using, even after it got nerfed SEVERAL times. Graveyard has an excellent place in the meta because of the rise of beatdown decks, and because of golem and lavahound becoming the most used tanks it takes the VIP seat in the meta! 
                         
How to Properly use this card?

How does this card work?

The Graveyard is a hit or miss type card, similar to the 3 musketeers if you've ever tried them. This card has multiple counters, so it doesn't have much accuracy. However, if you can completely hit with it, it becomes one of the most destructive cards in the game, even stronger then a Sparky that got a hit on a tower because you lagged! BUT, it only can be that powerful when used right. Treat this card as a support type, like a princess. Don't try to win with it on it's own, you will most likely miss with it. (Like in hit or miss) So, use something else with it too. For example, let's say you have a lumberjack you send down a lane. Use the graveyard as a SUPPORT to your lumberjack. If you actually have a lumberjack consider trying this, I do it with my lumberjack all the time and it is a very destructive combo. You will learn more about it in a few sections.

How do you use this card on defense? 

Graveyard can be even better than tombstone on defense, hell maybe even Ice Wizard! Probably not, just exaggerating. But it's still very nice on defense! Graveyard isn't a reactive card, as when you place it, it takes 1.5 seconds for the first skeleton to spawn. Then all you need to do is predict it! It works really well on defense against slow tanks, because the seconds don't matter. But it becomes a solid defense when you combine it with Inferno Tower. It can destroy huge pushes like Pekka Double Prince! Graveyard skeletons distract while the Inferno Tower kills them! Only use on big pushes (that are worth more than 10 elixir or equal to 10 elixir), cause graveyard + inferno tower = 10 elixir. Remember, only use this as a last resort defense. It shouldn't be your go to defense, as you want the card to help take towers. And it's true, a good offense is a good defense!

How would a noob use this card?

1. This is basically a "What not to do" list. First off, a noob would:

2. Place the graveyard in a bad position. DO NOT DO THIS, as it can activate the king tower when you place it wrong. I will go more into the positions later in the guide.

3. Use the graveyard by itself. DO NOT DO THIS, as if they have a counter in rotation you'll have just lost 5 elixir. Use it as a support to another card.

4. Use the graveyard as their only win condition. DO NOT DO THIS, as graveyard has many counters and if they have even 1 of them it's almost impossible to win, unless you make smart plays like baiting out your opponent's counter. So use it as a support to your main win condition, OR use it as a 2nd win condition, a backup.

5. Place down a graveyard on the king tower, mirror it and freeze like they saw in the leaks. DO NOT DO THIS, as you will obviously lose. Only do this when you're having fun with a friend, or just looking to drop a few thousand trophies. It may seem obvious to you, but remember these are noobs we're talking about.

Difference between playing this card in double elixir time, and playing it during the first 2 minutes: 

This card is so much better during 2x elixir than the first 2 minutes.(especially in beatdown decks) It works really well, and you can be more care free when using it. But, you probably will need to use it during the first 2 minutes. Of course, you can always keep it as a surprise but if you're planning to use it during the first 2, just know it'll be harder. All you have to do is be careful when using it. If you know your opponent has a counter, then make sure it isn't in their hand or in their rotation. A good way of getting it out of there is by baiting it out, or cycling to graveyard faster than they can cycle to their counter. These will be explained later in the guide. Be careful when placing it too, as you do not want to activate the king tower. Just keep in mind that you need to be careful!

Difference between using in ladder and using in tourneys: 

(Ladder means the normal battle system, you enter it through the battle button. Tourney means tournament, which has capped levels. It basically means you can only have a card up to a certain level depending on rarity, it will be lowered down to that level if you have it higher than the capped level) Honestly, each one is equal. Both are very situational. For example, it's better in tourneys when your opponent has overleveled cards. An example within this example is when your opponent has overleveled goblins, that he's using to counter your graveyard that you can't even zap! But it's better in ladder when you have graveyard at lvl 2 or higher. Or if you are using a beatdown deck with lavahound that is lvl 2 or above. Also, some decks are better in ladder, and some are better in tourneys. In ladder you'll want to use if you have your legendaries lvl 2 or above, and tourneys if you hate stuff like overleveled cards. It all comes down to your preference.

Difference between using in lower arenas and using in higher arenas: 

It's kind of like Sparky. It completely wrecks unprepared players who don't know how to deal with it in lower arenas (A4, A5, A6) and will push you up some arenas. However, in higher arenas (A7, A8, A9) it takes more brain power to use, because players will be more experienced and they will easily deal with it. You have to be smarter, like I said you have to do all these cool plays like baiting out the counter, cycling to graveyard faster than they can cycle to their counter and stuff like that. Don't expect easy wins when you get up there in the arenas. Even if you lose remember this is a game. Graveyard has the potential when mastered to get you to 4k, maybe even more!

Difference between playing it when there is 1 tower, when there are 2 towers and when there are 3: 

This is CRUCIAL to the graveyard. It's one of the things you really need to know if you are planning to get to legendary arena. When there are 3 towers you can almost instantly take a tower. However, when you take a tower you can't use it without a tank, it becomes harder to get the 3 crown or 2 crown. Why? Because both the king tower and the other tower are in range, meaning they can both attack it, meaning it becomes obsolete. But when there is only the king tower left, it becomes easier to destroy the tower because you don't even have to worry about activating the king tower--You can place it wherever you want!

The proper placement of this card:

Listen up guys, this is the most important section! I was originally planning to put it as a subsection for the section before this, but it's so important it needs it's own section. To show how important it is, even if you read this guide multiple times without ever reading this section, you'll never win with graveyard. YEAH. THAT IMPORTANT. Enough blabbering, let's do this! First off is....

Here is an album (think that's what it's called) on where NOT to place your graveyard


DO NOT DO THIS, as it has an extremely high chance to activate the king' s tower. (If you want to know the statistics, it's a 9/10 chance of activating it.
It's slightly better than placing it directly on the center, but there's still a risk so do not do this. (1/10 chance) As you can see in the picture, there is the lone doot heading toward the king tower.
This may seem like a good play because the elixir collector is there, BUT since both towers are in range to attack it, the graveyard won't get any hits it to the tower and the elixir collector! Also if the elixir collector wasn't there, it would activate the king tower. The worst position to play it in...

Here is an album (think that's what it's called) on where to place your graveyard

These are all good spots, there is a 0/10 chance of activating the king tower with them! The first position is actually my favorite, as it forces more skeletons to spawn behind! The second position is also good, as it allows the skeletons to spawn more evenly. The third position is good if for some reason you want your doots to spawn in front of the tower. "The downside of this is your skeletons will clump up near the wall, making them easier to counter"

Cards with great synergy with the graveyard:

There are wayyyyy too many cards that power up the graveyard, so I will only be showing the best ones, and the ones that were close to being the best. All of these are tanks of some sort, obviously because you want it to be left alone so all the skeletons attack the tower. (Remember, just tell me about a card and I will consider adding it to the list) But before I go on to these I have some honorable mentions!

Knight (Nice tank for it, however it is too slow and gets taken out too quickly)

Giant Skeleton (Good tank, however the death bomb always goes to waste for me cause the graveyard takes the tower too quickly, and the giant skeleton dies in the spot the tower was in)

Any ranged unit (I like these, however they are too fragile to tank for the graveyard...)

Those were the honorable mentions, they're good but not good enough. Try those if you don't like any of the combinations here, use them as a last resort. Now, onto the real list!

Lavahound/Golem/Giant: These are some of the more expensive combos, but it is definitely the most destructive. Graveyard and either of these cards can 3 crown people in an instant if the opponent isn't ready. Use the combo during double elixir so you can keep adding to the destructive army, and try to overwhelm your opponent so much they give up and leave. When you got a massive army with the combo they pretty much can't stop it without perfect plays and hard counters. One of my favorite cards to use with graveyard, use this if you love to 3 crown and just destroy everything. It really works well in double elixir.

Freeze: Definitely one of the best cards to use with graveyard. I like to call this combination the Glaciated Grave! Really destructive, but the bad thing is freeze only lasts for 4 seconds.....But that's all graveyard needs to kill a tower! Basically how you use this is you play a lone graveyard on the opponent's tower. DO NOT use your freeze yet. When they try to counter it, that's when you bring it out. Freeze their counter AND their tower. However, you need to be a somewhat skilled to use this, because you can only use this once at any point in the match as a suprise against a skilled player. Because they will probably pull out some weak counter to it, then after you freeze it they pull out their real counter. Similar to how people countered hog freeze back in the day. So basically use this as a suprise when you need to, and use a backup tank in the deck if you are using glaciated grave. And use this if you are familiar with freeze, and if you aren't but want to use this guide

Miner: The miner is the cheapest good combo to use with graveyard! Use this as a quick push that goes right to the tower! Put the miner behind or to the side where his back isn't facing the opposite tower, and you got a destructive combo! This isn't the most destructive combo, so you should only use if you like quick cheap combos. Even if it isn't as destructive as the others, it's still very destructive! The only downside is that Miner is a legendary, so you can't use it if you don't have these 2 specific legendaries. BUT, ice golem/knight can be a good replacement! (Best one out of the 2 is ice golem)

HogRider/LumberJack: My god, combining either of these cards with graveyard can take a tower in mere seconds! One of my favorite combinations, I like it even more than the lavahound/golem combination! These 2 cards are fairly tanky, and really destructive! Supporting it with graveyard = Good Game! The only sad thing is that the push doesn't last long enough to take a tower then take the king tower like golem/lavahound. Use this if you like to be really destructive but the high cost of golem/lavahound drove you away.

How to counter graveyard and how to counter those counters for graveyard?

If you don't have the graveyard, you probably find it hard to counter if you are in the lower arenas. I'll explain the graveyard's counters, and for those who have the graveyard I'll explain how to counter these counters. I'll explain all the common counters and how to deal with them. If you have any questions when they use another card then the ones here, just ask me in the comment section. If you want a deck that uses these counters, I recommend the graveyard cycle deck in the next section.

Goblins/Spear goblins: These pesky goblins are really fast and take care of it easily, so a zap/arrows will kill them.

Barbarians: Whenever you see barbarians dropped, you fireball + zap. Lightning only works a little, as there are 4 barbs and lightning only hits 3 targets.

Musketeer/Witch/Wizard/IceWizard: Same as barbarians! Also, a little tip. If your opponent has multiple of these units, you can use lightning. It'll one shot them all! Of course, fireball + zap can one shot them all too. TIP: Lvl 1 Ice Wizard and Witch can't one shot the skeletons, so it can still deal lots of damage!

Valkyrie: Unfortunately this is the strongest counter the graveyard, and I think only rocket works. If it doesn't work, do rocket + arrows/high leveled zap. Or just any high damage dealing unit, such as Mini P.E.K.K.A.

Minions: Unfortunately, zap cannot one shot it at tourney standards. So a nice arrows will do! TIP: Don't always focus on making positive elixir trades. Sometimes you won't have the cards to do it. Think of it as a value trade. If you don't have arrows, and those pesky minions are making your graveyard obsolete, I dare say fireball it! Think of the value: You lose 1 elixir to save your graveyard, taking his tower. Losing 1 elixir to take a tower is a good value trade! (Plus you can maybe hit the tower with the fireball too!)

Bomber: Same as minions! And same tip as minions!

Lumberjack: Lightning plus arrows/Rocket should work! Again, if Rocket doesn't work just use rocket + arrows/high leveled zap. Again, any damage dealing unit could work too.

Archers: This is a good counter, as it can't be zapped/arrowed/logged! Only thing you can use is fireball for the best elixir trade, or maybe some 3/2/1 elixir troops.

Guards: Ugh, I hate this counter! Arrow the shields then zap them!

Skeleton Army: Zap/Arrow away!

Graveyard: That's right! Graveyard can counter itself! When you use it and you know they have graveyard, place it down a lone lane. They will probably counter it with their graveyard. When they do, send any of these counters at the bridge to stop it.

What are the archetypes does this card work in?

You can use this card in many different archetypes! It goes in almost every deck (Remember, almost. Not every single deck in the game) and surprisingly works! Enough blabbering, and on to the archetypes! First off we have.....

Beatdown: Okay, this is obvious. It works just too well! In beatdown decks, we usually have big strong tanks wrecking towers. These are usually the more expensive decks, hovering around the 4.0 average elixir cost. So graveyard fits right in! It SEVERELY powers up these kinds of decks (especially tanks), and your opponent will have a hard time dealing with it! Use it if you love unstoppable yet expensive decks!

Bait: It works too well in these decks! Not really zap bait, but rather Valk Bait! The idea for a normal bait deck is to have tons of cards that easily die to the card you are trying to bait out in the deck. This can be baited out many ways. One of the most popular bait decks is zap bait, and what they usually do at the beginning of a game is send a lone skeleton army down a lane, and they are forced to deal with it! They will use zap/any area damager, then you kill it and send down a bunch of easily zappable things down a lane and completely wreck their tower, because they already used their zap! Easily one of the most annoying decks to deal with, and graveyard fits in perfectly! I've seen tons of valks now days, and they will probably use it on the lone skeleton army. Then you can wreck the tower with graveyard care free! Adds a great offense to this archetype. And this hovers around an average elixir cost of 3.0 because most easily zappable troops are low cost except for minion horde.

Spawner: Even though graveyard is classified as a "spell" it is basically just a spawner that can go anywhere! You can either use it as a normal spawer, or a spawner that can go anywhere! Every spawner user dreams to have it, because it adds such a powerful offense to the archetype! Most spawners usually have a tank of some sort. So graveyard will power up that tank, plus add another spawner! This archetype usually hovers around 4.0 average elixir cost because spawners take up a ton of elixir!

Siege: This works amazingly well in siege decks! Siege is where you play it safe by attacking from their own side by using ranged buildings (Mortar, X-Bow) or spells! (Rocket, fireball) These decks never have any troops, and hover around 4.0 for building siege and 3.5/4.0 for spell siege, it all depends on what spells you use. Spell siege only attack the king tower (they have nothing to lose, they don't have any troops) and building siege usually goes low for the 1 crown or 2 crown because they have to play it safe on their side. It goes awesomely well with both types of siege, fits more into the spell siege though. As it does to most of these archetypes, it adds an amazing offense and allows easier 3 crowns!

Cycle: This is actually my favorite type of archetype to use this card in! So much I made a deck on it that you'll see in the next section. But this archetype hovers around 3.0 average elixir cost, hell maybe even lower! This archetype always have low cost cards to cycle to your main win condition! The main idea of the archetype is to cycle to your win condition (Hog, Graveyard) faster than your opponent can cycle to their counter! Players who use this archetype usually have a very fast paced and offensive playstyle and never stop attacking because if they do they will have an elixir overflow! I hate these types of decks cause I run a beatdown deck with graveyard, and sometimes I need to recharge elixir. But for people who constantly attack I'm forced to deal with it, never allowing me to pull out my high cost tank. So keep in mind, you can use cycle to completely deny beatdown. But this works really well in cycle decks because graveyard is a really offensive card, and if you use it as a second win condition and as a support for the main win condition, you can just say Good Game at the beginning of the match and easily win!

Which deck should I use?

There are tons of good decks, but like last time I will be only mentioning the best ones, and the ones that were close to the best. These are awesome decks I've found from youtube videos, subreddit posts and TV Royale. BUT, I want to say 2 honorable mentions!

HogYard: (Good, but not good enough for a spot here. Use if you like the playstyle of freeze!)

Giant Grave: (Couldn't find any videos on it, but the deck is Giant, Graveyard, archers, MM, skarmy, tombstone, zap, fireball.

On to the real hellish decks!

The Graveyard Cycle Deck: This is actually one of the decks I made! And no, I'm not trying to get you to look at it. I mention it because I actually think it's pretty good, the best deck I could make! The idea of this deck is well, to just cycle to your tank and your graveyard! It's extremely strong when you use it right, because the second main idea of cycle decks is to cycle to your push faster than your opponent can cycle to their counter, and graveyard has tons of counters, so if they don't have it you can just say GG and win! Even if they do have counters, the deck is designed to counter almost any counter to the graveyard! (Curse you, valk!) Play this deck if you really like playing really fast paced!

Grave Rider: This deck is awesome! It has the potential to be one of the best decks in the game! Hogrider and graveyard have near perfect synergy, it has the potential to beat every deck in the game when used right, and has an amazing offense/defense, and the best part is it won the youtuber 12 wins in a grand challenge--FIVE TIMES. Not lying at all! Look at the video he shows you! This deck has so many synergies with the graveyard, you got hogrider, ice golem, archers. Use this if you love to destroy the hopes of players.

Golem Graveyard: This deck is becoming the meta, and for a good reason. It's just good. There are many variations of golem graveyard, but I like this one the most. If you don't have Ice Wizard, you can just use baby dragon! I THINK you can use lavahound instead of golem, but again I'm not sure. But all that out of the way, it is amazing! The best part about golem graveyard is you don't really need support troops. But as you can tell, all you gotta do is let that golem tank for your tower! And destroy the hopes of players! That's.....pretty much it.....

A comprehensive video about Graveyard:

The video below will show you how to use and counter the graveyard. This is probably the best video guide out there for the graveyard, covers everything. In just how to use it, it's probably better than mine! Watch the video below and combine the knowledge you learned from this and with the video to become the ultimate graveyard user.

Conclusion:

Overall, graveyard is a good card. It works in many decks and many archetypes. It has many counters but those counters also have counters. If you don't have any defense, if you must you can use graveyard as an option. It's a hit or miss card, and when it hits it kills. It works extremely well in the lower arenas, but at the top arenas you need a bit more brain power to use it. It has a very nice place in the meta.

Dataminers Discover Overwatch Holiday Event and New Character Skins

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With the Halloween event over, the next unconfirmed (as of yet) event on Overwatch's calendar is the Christmas (or Holiday) event. 

Dataminers have discovered that there are 4 new map files coming to Overwatch. One of them appears to be a holiday event similar to Junkenstein's Revenge, while there will be at least one Christmas/holiday themed map. There might be up to three, but its unclear because of the way the key is coded.

According to the datamine, everyone will be getting a holiday themed spray, voice line and victory pose just like in Halloween. 

Widowmaker, Reinhardt, Mercy, Symmetra, Reaper, Sombra, Roadhog, D. Va, Ana, Soldier: 76, and Lucio have been mined to get either a costume, emote, or a highlight intro. 

And then these characters will have two of either a costume, emote, and highlight intro: Winston, McCree, Mei, Pharah, Zarya, Tracer, and Zenyatta. 

Lastly, Torbjorn is getting all three of an emote, costume, and a highlight intro - which suggests the earlier rumors of Santabjorn being true. 

Here's the datamine:

A couple of things:

First off, here's the key for Oasis:

90CA73B2CDE3164B 5CBFF11F22720BACC2AE6AAD8FE53317

2nd: I have no idea what the 6DD3212FB942714A key brings to the table, but Overtool seems to be able to handle it by it's own, so I'm not going to bother with it. (For now...)

3rd: I am 100% positive that the elusive 11DDB470ABCBA130 key is the Christmas holiday key. As such, I will be making the following predictions:

There are 4 new map files, so,

1) There will be an event, like Junkenstein's Revenge.

2) There will be at least 1 Christmas/Holiday-themed map. There might be up to three. (Possibly celebrating different holidays?)

Assuming items listed in Event_3 are Christmas event items:

3) Everyone will be getting a spray, a voice-line, and a victory pose, just like in Halloween.

4) The following people will also get either a costume, an emote, or a highlight intro:

Widowmaker
Reinhardt
Mercy
Symmetra
Reaper
Sombra
Roadhog
D.Va
Ana
Soldier: 76
Lúcio

5) The following people will have two of the following: a costume, an emote, and a highlight intro:

Winston
McCree
Mei
Pharah
Zarya
Tracer
Zenyatta

And then there's Torbjörn... Who is getting an emote, a costume AND a highlight intro. (Santabjörn confirmed?)

My suspicion is that the Holiday event will drop on December 13th. That will give us 3 weeks to enjoy the event, and it'll end on January 3rd. However, they MAY drop it on December 6th, and take it off December 27th, to make room for a 1-week New Years event, but I think that's unlikely this year.

The speculation of the dataminer is that the event will kick off on December 13th, which will give the community 3 weeks to enjoy the event.

Clash Royale Inferno Dragon Guide for Newbies

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Pros and Cons 

The Inferno Dragon is very similar to Sparky in the sense that it can either be your opponents worst nightmare or a "trash can with wings".

Pros
  • It's a flying unit so ground attackers cant do much do it besides distract
  • When fully charged it has the highest dps of a single troop in the game
  • It can absolutely melt tanks and towers if it has the right support
  • It can survive all spells except rocket
Cons
  • Its pretty bloody slow (although this can have benefits when behind a tank)
  • Deceivingly low range
  • It can takes a long time to re-target
  • Small units basically distract it indefinitely
  • Zap can reset its charge
  • Has significantly less damage than the Inferno Tower
  • Still fairly frail hp wise
How to use the Inferno Dragon 

In my opinion, beatdown is the only type of deck suitable for the Inferno Dragon. Using him as a cheaper Inferno Tower in cycle decks is a HUGE no, and siege decks don't offer enough protection to use him offensively. You only want to use your inferno dragon offensively or defensively with the intent of counter pushing. In my experience, the Golem and Lava Hound are by far the most effective tanks for the Inferno Dragon so we will be examining them in this guide, however more advanced players may find success with the Pekka, Giant or even Giant Skeleton.

Building your deck

Golem

This guy is my preferred tank for three reasons: he offers the best hp-per-elixer, his death blast can kill small units that might otherwise distract your Inferno Dragon, and his golemites can allow your Dragon extra time to power up his attack. An Inferno Dragon/Golem deck will follow this format:
  • Inferno Dragon
  • Golem
  • Building (Elixer collector strongly reccomended, but I have seen success with tombstone etc.)
  • Fireball
  • Zap
  • Alternative dps (Mega Minion, Mini Pekka etc.)
  • Group unit (3x Minions, Archers)
  • Aoe unit (Valkyerie or Baby Dragon)
There is always room for flexibility in this deck and I have seen people succeed with lighting and fire spirits instead of fireball and zap. The general strategy for this deck will be to either build an elixer advantage with the pump and send out a massive push or use your troops to make positive trades and wait until 2x elixer to attack. Make sure to ALWAYS put your Inferno Dragon on the far left/right (depending on the tower) to ensure the highest chance of having it lock onto the crown tower. Your support units will keep the pressure off and clear the path so that your Inferno Dragon can damage the tower.

One of the best parts about this deck is that if your opponent is unable to stop the initial push and you still have golemites and your inferno dragon, they will likely be out of elixer and you can very often immediately go for a 3 crown win. I would say anywhere from 15-20% of crown tower kills translate directly into a 3 crown win with this deck so make sure you pay attention to the opportunities.

Lava Hound

With this deck you have the added benefit of building an all air deck, rendering any ground attacking troops your enemy might have useless. I highly recommend going with an all air deck when using the lava hound because it can really limit your opponents defensive options. A sample deck would follow this template:
  • Inferno Dragon
  • Lava Hound
  • Spell 1(Lightning/Fireball)
  • Spell 2(Zap/arrows)
  • Mega Minion
  • 3x Minions
  • Tombstone/Elixer Collector/Furnace
  • Support(Baby Dragon, Valkyerie, Miner etc.)
The main threats to this deck are Inferno Towers and Minion Hordes. Always make sure you have a card or spell on hand to deal with these threats before building up a push.

The Lava Hound deck also has the best opportunity to use the Inferno Dragon in a counter pushing role. Since the Hound deploys much faster than the Golem, you can send out your Inferno Dragon and your support units first to dismantle an oncoming push and then quickly drop a Lava Hound for a surprise attack. If you have the miner it is HIGHLY recommend for this deck because it can tank not only for the pups, but also to allow the ID to build its dps even more. Make sure to deploy it just BEFORE your hound "pops".

Do's and Don't's 

This applies to basically any deck with the Inferno Dragon and following these tips can help improve your game with it.

Do's
  • Always have spells on hand to deal with threats like the Inferno Tower on Minion Horde
  • Always have support units in your push with your Inferno Dragon
  • Always have an alternative win condition if your opponent has many counters to the Inferno Dragon
  • Only use your Inferno Dragon on defense if you have the intent of building a counter push
  • ALWAYS put your dragon on the far right/left of the lane your attacking to increase the odds if it targeting the tower
Don't's
  • NEVER EVER send an Inferno Dragon alone
  • Never send an inferno dragon without a tank
  • Never substitute an Inferno Tower with an Inferno Dragon and expect the same results
  • Never build a push with the Inferno Dragon without ample support troops/spells to clear the path
  • Never put the Dragon in the middle of the lane
Conclusion 

All in all, the Inferno Dragon might not be the super-OP card we thought it was going to be, but it serves a niche role that, when built around, can be devastating to your opponents. Hopefully this guide has helped some of you tame this little bugger and roast, toast and coast your way up the ladder.
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