Tactics FAQ
- Creating a squad
- Moving and fighting on the Battlefield
- Maneuvers
- Battlefield points and their features
- Battlefield interface
- Moving on the Battlefield and discipline
- Rating
- Premium subscription bonuses
- New buildings
- New guests
- New Items
Creating a squad
Squad is a battle unit at the Battlefield. Squad consists of 4 pets.
You need at least one free squad slot and 4 adult pets to make a squad.
You can get squad slots by constructing the Military Academy (1 squad slot for every Academy level) and by using the Mercenary License from the premium shop.
To create a squad, move 4 pets in a separate group. Click "Edit Group" icon which appears near the group name when you hover over it.
Click "Upgrade to Squad" button in the popup and you're done. You can also downgrade the squad to a normal group if needed.
Moving and fighting on the Battlefield
All of your pets in the squad require 10 energy to move, fight or make maneuvers reroll at the Battlefield. You start your way from any of the shore zones. Then you will be able to move to any adjacent zone if the access here isn’t blocked by impassable objects like mountains, forests or ravines. You need to make a defensive roll every time you move. Your opponent will fight against this roll if he decides to take the zone occupied by your squad. The battle starts when one squad wants to occupy the zone where another squad is standing. Then the attacker makes an attacking roll where he needs to score more points than his opponent.
Battle consists of 4 rounds. You roll 4 maneuvers in every round, 1 maneuver for every squad pet. Then you can reroll any number of maneuvers. After the 4th round is finished, the scored points are compared with the points of the opponent. The squad that scored more points is a winner. The loser retreats to the free adjacent zone or leaves the island if there is no free zone next to him. The winning squad makes a defensive roll after the battle. The opponent will fight against this roll if he decides to take the zone occupied by the winning squad.
You have 5 minutes to make your attacking or defensive roll. The roll will be cancelled if it’s not finished within this time. You can’t attack the opponent when he moves or fights. Also the squad can’t be attacked more often than once every 5 minutes.
All wins and losses on the battlefield are logged. You can check pet's profile and squad page to see how many battles were won and lost by this pet or squad.
Check this video to see how tactic battles work in action:
Maneuvers
You can select 3 maneuvers in the pet profile, and your pet will use them in battle. The fourth maneuver is a negative one. It doesn’t score any points or even gives -1 point. The type of this maneuver depends on the red negative genes that your pet has.
Every maneuver has its own features. You need to research the respective genes to reveal the genetic-dependent maneuvers.
Attack maneuvers |
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Icon | Title | Points | Special notes | Requirements | Stats to set 2 of the same maneuvers |
Attack | 1 | A simple attack with no battle ruse. | None | Courage > 100 | |
Sneak Attack | 1-3 | The earlier it's used, the more points it will score. Scores 3 points at the 1st turn, 1 point at 2nd, 3rd and 4th turns. | Silent pace | Agility > 100 | |
Unbridled Attack | 2 | Discards all of your defensive maneuvers and tactics for this turn. Discarded defensive maneuvers are also excluded from the calculation for the tactics like Hold The Line. | Berserker or Boiling Blood | Courage > 100 | |
Counterstrike | 1 | This maneuver is considered an attack and a defense at the same time. It's considered a normal attack when scoring Critical Attack, and a defense when counting defenses for tactics. | Quickmind and Agile Paws | Agility and Intuition > 100 | |
Strafing Strike | 1 | The pet strikes the enemy and then shifts into a more favorable position. This maneuver is considered an attack and a movement at the same time. It's considered a normal attack when scoring Critical Attack, and a movement when counting movements for tactics. | Gracefulness or Sharp Feathers or Ice Spikes or Hound | Agility > 100 | |
Fire Attack | 3 4 if Constitution and Intelligence > 100 |
Forbids you to make a reroll. | Fire gland and Spitting Muscle | ||
Acid Attack | 3 4 if Constitution and Intelligence > 100 |
Forbids you to make a reroll. | Acid gland and Spitting Muscle | ||
Electric Attack | 3 4 if Constitution and Intelligence > 100 |
Forbids you to make a reroll. | Electric Gland and Steel Beak | ||
Blizzard | 3 4 if Constitution and Intelligence > 100 |
Forbids you to make a reroll. | Ice Breath | ||
Blinding Attack | 1 | The opponent can't score any defense points for this attack. Does not trigger Hold the Line when used by a GP3 pet with 20 tactic wins. | Magic Horn | Intelligence > 100 | |
Petrifying Attack | 1 | The opponent can't score any defense points for this attack. Does not trigger Hold the Line when used by a GP3 pet with 20 tactic wins. | Petrifying Gaze | Intelligence > 100 | |
Poison Attack | 1-3 | The earlier it's used, the more points it will score. Scores 3 points at the 1st turn, 1 point at 2nd, 3rd and 4th turns. | Poisonous teeth or Poisonous claws or Venomous skin | Constitution > 100 | |
Battle Cry | 1 | The opponent can't score any defense points for this attack. Does not trigger Hold the Line when used by a GP3 pet with 20 tactic wins. | Musical beak or Musical larynx | Strength > 100 | |
Terror | 0 | If this pet rolls an attack on the next turn, it will score twice more points. | Fearsome Look | Constitution > 100 | |
Confusion | 0 | If this pet rolls an attack on the next turn, it will score twice more points. | Fragrance or Stench | Constitution > 100 | |
Ice Aura | 0 | If this pet rolls an attack on the next turn, it will score twice more points. | Ice Aura | Constitution > 100 | |
Leadership | Up to 5 | Special maneuver available for heroes. Your pet gets first Leadership maneuver with Genetic Power 2 and second with Genetic Power 3. It scores the same amount of points that was scored by other pets in this squad for this round. Tactics are not counted here. There can be only one leader at the same round. |
Genetic Power 2 | Genetic Power 3 |
Movement maneuvers |
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Icon | Title | Points | Special notes | Requirements | Stats to set 2 of the same maneuvers |
Movement | 0 | You will get a bonus for rolling 4 Movement maneuvers in one round and taking the opponent on the flank. All of your attacks will score double points in the next round. | None | Agility > 100 | |
Tornado | 0 | Flapping with its strong massive wings, your pet rises a tornado that brings disorder to your opponent's rows. Randomly changes one of the opponent's moves to Wait each time it is rolled. Affects all negative and positive maneuvers except another Tornado. There can be only one Tornado at the same round; if more than one was rolled, no one will work. | Massive Wings | Strength > 100 and GP 3 |
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Second Breath | 0 | Your pet is not done fighting. Adds an extra reroll per line for the current round if normal reroll isn't possible. | Second Breath | Agility > 100 and GP 2 |
Defence maneuvers |
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Icon | Title | Points | Special notes | Requirements | Stats to set 2 of the same maneuvers |
Defence | 1 | Defence maneuvers can't score more points than opponent's attack points. Defence won't score any points if the opponent didn't attack. | None | Constitution > 100 | |
Regeneration | 2 | Scores points for attack maneuvers. Defence maneuvers can't score more points than opponent's attack points. Defence won't score any points if the opponent didn't attack. | Regeneration | Constitution > 100 | |
Scales | 2 | Scores points for attack maneuvers. Defence maneuvers can't score more points than opponent's attack points. Defence won't score any points if the opponent didn't attack. | Robust Scales | Constitution > 100 | |
Song of Peace | 2 | Scores points for attack maneuvers. Defence maneuvers can't score more points than opponent's attack points. Defence won't score any points if the opponent didn't attack. | Song of Peace | Intuition > 100 | |
Plates | 2 | Scores points for attack maneuvers. Defence maneuvers can't score more points than opponent's attack points. Defence won't score any points if the opponent didn't attack. | Defender grade 3 | Constitution > 100 |
Tactics |
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Tactics are special maneuvers that can be learned by heroes. They are intended for planning the battle and gathering a certain combination of maneuvers. Tactics score points at the last round when all of the maneuvers are already rolled. | |||||
Icon | Title | Effect | Special notes | Requirements | |
Compensation | Every Movement compensates 1 negative maneuver so it doesn't score negative points. | Your pet can move the squad pets in that way so they will cover each other in case of failure. | Genetic Power 1 | ||
Complete Confusion | You score the same number of attack points with your opponent if he rolled more attack points than you. | You're using the pheromones and odours to confuse your opponent so he ceases to understand who is the friend and who is the enemy. Conditions: You rolled 4 or more Confusion maneuvers. |
Fragrance or Stench, Genetic Power 2, 10 battle wins | ||
Hold The Line | You score 1 point for every attack maneuver of your opponent. | You allow your opponent to attack you and to fizzle out his attack. Conditions: You rolled more defence maneuvers than your opponent. It doesn't matter if these maneuvers had scored points or not. |
Genetic Power 3, 15 battle wins | ||
Maneuvers | You score 1 point for every movement maneuver. | You move skillfully and choose the best location to take action at the battlefield. Conditions: You rolled 4 or more Movement maneuvers (3 if your pet has Watchman). |
Genetic Power 2, 10 battle wins | ||
Theory of Chaos | 1. You score 1 point for every movement maneuver. 2. No tactics will work for your opponent except Maneuvers and Theory of Chaos, and no tactics will work for you except Theory of Chaos. |
Your forces are moving chaotically at the battlefield but in fact there's a hidden system in their movements which your opponent fails to understand. Conditions 1: You rolled 4 or more Movement maneuvers (3 if your pet has Watchman). Conditions 2: You rolled 4 or more Movement maneuvers (3 if your pet has Watchman) and you rolled more Movement maneuvers than your opponent. |
Genetic Power 3, 20 battle wins | ||
Phobos and Deimos | The attacks of your opponent are failing, he runs away and do not score any points. | You make your opponent to tremble from fear and he takes the smallest mistake as a total failure. Conditions: You rolled 4 or more Terror maneuvers and opponent has at least 1 red negative maneuver which is not compensated with Compensation tactics. |
Fearsome Look, Genetic Power 2, 15 battle wins | ||
Deadly Frost | The attacks of your opponent do not score any points. | Your opponent's forces are frozen to death. Conditions: You rolled 4 or more Ice Aura maneuvers. Your opponent has less than 3 movement maneuvers. |
Ice Aura, Genetic Power 2, 15 battle wins |
Negative maneuvers |
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These are maneuvers granted by the negative genes. If your pet doesn't have any negative genes, it will get the Wait maneuver instead. | |||||
Icon | Title | Points | Special notes | Requirements | |
Fracture | -1 | As a result of unfortunate move, you got a fracture because of your fragile bones. | Fragile bones | ||
Bruises | -1 | Your skin doesn't protect you. You got several big painful bruises. | Thin Skin | ||
Exhaustion | -1 | While your squad is fighting with the opponent after a rushing attack, you're standing behind deafened by the blood bumping in your ears and trying to get your breath. | Weak Muscles or Dystrophy | ||
Hindering | -1 | You're constantly getting under the feet of your squad members. | Slow-minded, Silly, Poor Hearing or Deaf | ||
Panic | -1 | You're running away blinded by fear. | Faint-hearted | ||
Sprain | -1 | You stumbled over a stone and sprained your paw. | Clumsy Paws | ||
Wait | 0 | It's not the time to act yet. You're patiently waiting. | No negative genes from the listed above |
Maneuver combos |
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Title | Points | Condition |
Critical Attack | Point value of one more maneuver of the same attack type | All squad pets rolled the same attack maneuver for this round and get a horizontal row of the same blue maneuvers. |
Flank Attack | Attack points x2 for the next round | All squad pets roll Movement maneuver for this round. |
Battlefield zones and their features
In the center of the map there's The Portal. You will earn rating points, silver coins and a Symurgh or Throdama every 10 hours if you're holding this zone.
The more battles have you won while defending the portal, the better pet will join you. Every battle adds 15% probability to get the positive and avoid the negative genes (but no more than 50% in total). Also the number of battle wins affects rating points: 3 points for every victory, basic value is 3 points and silver: 1000 for every battle win, basic value is 4000.
There are 3 points that produce Vermillion: The Crimson Tree, The Ancient Battlefield and The Old Mine. You will earn 3 rating points, 2000 and 10 Vermillion every 10 hours if you're holding one of these points.
The Swamp zone located on the east decreases defense points by 1. Also there are 3 Watchtowers that provide 2 additional defense points.
Some zone borders are impassable. Mountains, forests and ravines are blocking the movement between zones.
Battlefield interface
Movement and attack are performed with the help of buttons at the bottom right corner of the map. Also there's a button that allows your squad to leave the island. You can't disband your squad while it's on the island.
You can see your own squad and other squads on the Battlefield. Red flags mean opponent squads, green flags mean your squads.
Your current squad. | |
The squad is doing nothing. You can attack this squad. | |
The squad is moving or attacking another squad. You can't attack this squad. | |
The squad was attacked recently. You can't attack this squad. | |
The squad is defending. You can't attack this squad. | |
Another squad is moving to this zone. You can't move here. |
Moving on the Battlefield and discipline
Let's suppose that you occupied a point and want to hold it as long as possible. You rolled a good combination and don't want to change it. But it's not as easy as it seems. Your pets are live creatures. The discipline weakens with time and the combination starts to change. The rules are the following:
- First 10 hours cycle - the discipline is stable
- Second 10 hours cycle - 1 random maneuver is re-rolled
- Third 10 hours cycle - 2 random maneuvers are re-rolled
- Fourth 10 hours cycle and later - 3 random maneuvers are re-rolled
The discipline will start to weaken only from the 3rd cycle if your squad has 2 or more Determined or Ice Heart pets.
The maximum of 2 maneuvers instead of 3 will be re-rolled if your squad has 2 or more pets with Paws Memory.
Rating
You can earn rating points by holding the points on the Battlefield and battling there. You will get the discount for auction bids depending on your position in the tactics chart.
- 1st place - 20% discount
- Top 5 - 15% discount
- Top 10 - 10% discount
How this works: for example, you want to buy a pet for 1000 and you take the first place in chart. You will pay only 800 while the seller gets the full price of 1000 for his pet.
The rating doesn't affect private sales.
Premium subscription bonuses
Premium users can see the maneuvers of opponent's pets directly on the Battlefield. This pretty much like the bonus that Strategist guest provides.
New buildings
Battle Academy. The level of this building determines how many squads you can have. It has 3 levels, each one is giving one additional squad slot.
Laboratory level 2. This building provides the storage for genetic material which allows to research pet genetics even if the pet is busy.
New guests
Conquistador. Increases the amount of Vermillion and silver earned from the Battlefield zones by 50%.
Strategist. Allows you to see the maneuvers of opponent's pets directly on the Battlefield.
Tactician. Reduces the energy required for re-roll by 50%.
Financier. Increases the income from Townhall by 100%.
New Items |
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Icon | Title | Effect |
Squad Energy Pack | Replenishes the energy of all pets in squad to maximum. You can find and use the recipe to craft this box from 3 Energy Potions and to disassemble it into 3 Energy Potions. | |
Mercenary License | Increases the squad limit by 1. | |
Conquistador Invite, Strategist Invite, Tactician Invite, Financier Invite | Invites for the new guests. | |
Banner | Required for Battle Academy construction. | |
Bugle | Required for Battle Academy contruction. | |
Microscope | Required for Laboratory level 2 contruction. | |
Test Tubes | Required for Laboratory level 2 contruction. |