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What does your creature team consist of?  (Read 50293 times)

Offline Tinyboss

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Re: What does your creature team consist of?
Reply #110 June 05, 2015, 12:32:07 PM
I'm still in the early game, tier 10 creatures. A combo that was working really well for a while was a Sand Giant with Bullet Ride on his artifact. This gives him a 100% chance to stun the target and the creature behind it, and a 65% chance to stun the creatures to either side of the target. I gave him plenty of speed, and most of the time there were four enemies stunned before they had a chance to act. A Stronghold with Penant Reprisal (deal damage to attacker equal to defense) and a couple of Brim Smiths provided the damage.

Recently I've reconfigured to a pure attack build, though. I've given my Brim Smith a Cleave weapon, and paired him with a Cinder Devil (splash to everyone) with the Brim Smith's enchant on his weapon. This gives me two huge hitters with splash (and one with Cleave), and I have a Topaz Paragon to make sure they go first. I still have the Sand Giant, but everything's typically dead by the time he acts, so I'm looking for something to swap into his place. Maybe a healer so I can try the Arena seriously.

Beyond the effectiveness, the rate at which I chew through battles is amazing. It's common to wipe the entire enemy team in two turns (as in actions, not rounds). This makes farming loot and resources much faster. I hear that big attack builds fizzle out later, but for the place where I'm at in the game now, it's really working great.

Edit: I think I'm in the middle game now, with a couple hundred legendary mats in the bank. My core team is just three creatures:
  • Topaz Paragon with Blood Dance
  • Nether (pure Sapphire) Stronghold with Refraction
  • Nether (pure Emerald) Brim Smith with Midnight Feast

This setup is much more reliable than anything I've had before, since it has two separate ways to destroy the enemy team. And it leaves the entire back rank free for whatever I want to put there--right now I have a Nightwing Gargoyle and a Diamond Paragon, each with +resource enchants. The last slot is used for whatever creature I want to level up quickly.

My next goal is to put together a great Arena team. I've found that Scorn or Disarm on my Stronghold can really ruin my day.
« Last Edit: June 10, 2015, 08:25:31 AM by Tinyboss »
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Offline mtc1031

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Re: What does your creature team consist of?
Reply #109 June 01, 2015, 02:21:32 PM
Iron Golem Team for laughs.  Doing pretty decent though through realm 35.  Raid is a must, thus Nature mage being my choice. Simple Gameplan: boost the Iron Golem's attack and let him pick off enemies one by one.

Iron Golem (Midnight feast) - The MVG and conductor of the Midnight Chain Train! optimal if he goes last. Thanks to low base speed that should be possible.
Disease Crafter (Dark Braze) - Boost the Golem's attack.  Needs to be in the same row as him.
Emerald Paragon (Sacrimony) - Another IG booster. Sacrimony benefits IG in the scenario that some enemies are dead when his turn is next.
Unicorn Vivifier (Everything's Gone) - Another Tier 1 OG in the house! Here to lower everyone's HP and rez anybody (especially IG) since I can't cast any spells due to the guy below.
Bone Reaper (Curse of the Silent) - No Magic/No death activated abilities.
Mummy Lord (Final Breath) - Power Spell Combo. Final Breath gives IG one last chance to go down swinging.  Death Beckons ensures his survivability to keep Final Breath.

Obviously this team isn't built for long fights.  Fighting a Scourge Mummy speeds the death timer up even further.  It's basically kill or be killed.  This is not an Infinite Depth team by any means, but I have found it really fun to use.  And going into a battle where victory is not guaranteed fuels the adrenaline rush. Plus it's always good to never forget the Tier 1 trailblazers that introduced us to Siralim. Show them some love.


Offline Ignatius

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Re: What does your creature team consist of?
Reply #108 May 26, 2015, 10:24:20 AM
Just got the game this week, so this is very much a look at an unfinished, uneducated player's party. I don't even have all the monsters unlocked yet!

Stronghold: Penant Reprisal -- This delicious combo is what got me hooked, and was the first combo that actually made sense.

Fallen Carnage: Blood Magic -- Just duh. Trying to find out other possible combos, but this seems pretty nice.

The rest of my team, the artifact combos aren't as fascinating, but I've also got the typical Raven Acolyte, raise defense/raise attack when HP low set up going.

Servant Hunter: FrostFire Embodiement, which I think is wasted on him, and he should have something that benefits his attack directly. Blugh.
Raven Acolyte
Pit Wraith Liberator
Cinder Devil: Because more damage.


Otherwise nothing too exciting. Trying to find ways to further exploit this. Feel like I've got like three themes going here. Up to a measly realm 19 with this set up.

Offline Cephyric

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Re: What does your creature team consist of?
Reply #107 May 17, 2015, 05:26:05 AM
Currently running the following at realm 220 as a lvl 900 chaos mage :

Nether Blood Hound (Lvl 371) with hail to the king (Creature always has death knight), used mostly to punch something really hard/kill it.

Diamond Paragon (Lvl 1073) with Curse of the silent. Mostly used to let my lower leveled nethers catch up a bit.

Nether Hell Hound (Lvl 262) with Misconception to boost my Blood Hound into oneshot range.

Nether Paranormal Slime (lvl 1109) with Calamity. Get that baby to hit something and steal its attack, proceed to calamity everything.

Raven Acolyte (lvl 724) with A Little Piece of Hell. Another buffbot basically, there for the health reduction on everyone as well as giving my stuff cleave. Runs a bunch of different debuffs on its artifact.

Nether Pegasus (lvl 741) with Cradle to the Grave, to procc calamity and soak stuff.

Basically, its another endless setup that only loses to Eternal Rest. 4 out of 6 creatures are interchangable (Anything but paranormal slime and pegasus) and 3 out of 6 artifact enchantments (Pegasus needs Cradle, Para Slime needs Calamity and you need a Curse of the Silent on the team). If you're running into a lot of Bone Reapers, switch your Paragon to a Topaz one, put Para Slime and Blood Hound with it and oneshot the Reaper.

Offline Arcane Howitzer

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Re: What does your creature team consist of?
Reply #106 May 16, 2015, 08:16:00 PM
Recently finished making my first all-Neather team. Fairly hodge-podge, and it hasn't gone past realm lvl 36 yet, but I really like some of the numbers it puts out.

1) Spider Occultist, stacked to the nines with Topaz gems (28 of them, if I recall) to feed his main ability, Enchantment (deals damage after every attack equal to (my Luck - their Luck)*1.5). Thanks to her ring being enchanted with Luck, Speed, and the Jailbreak ability (adds Speed to Luck and Max HP), she's almost guaranteed to go first and deal upwards of 25K damage to anything that might get in the way, bypassing any defenses that don't out-right negate the initial attack.

2) Skeleton Sniper, with boosted Attack and Speed to bring him in right behind the Occultist. If she can't take out something that Needs To Die, the job then falls to this guy. If his Headshot ability (% chance to auto-kill that goes up as the target's health goes down) doesn't proc, his weapon also has a 25% chance to inflict Doom and Haunt, doubled by its Gift of Evolution enchant (literally, doubles artifact's buff/debuff chances). One way or another, that thing is going to die.

3) Cosmic Giant, stacked with Health so he can stick around and do that voodoo that he do (meaning bop anything that casts a spell for a good chunk of damage). I have him decked out in the toughest armor I could make for the very same reason, and added Wild Stabs (after defending flail randomly at things for 20% of their health until something dies) because A) I don't have the material for Garrote, B) I only found out after the fact that this includes my creatures :o, and C) to make sure that dammit something's gonna die this turn!

4) Blood Reaper, complete with as much Attack as I could stuff into him. His sword also has as much attack as possible and still have room for the main killer of my party: Calamity (whenever anything dies deal half his attack to all enemies). This synergises quite well with with his other ability Death Pack (if an attack would kill him, kill another ally instead and give him a barrier at the victim's Max Health). This ensures that, barring spells and indirect shenanigans, the enemy will have to go through my entire team before they can kill him, setting off at least five Calamities along the way.

5) Unicorn Vivifier, with moderate bonuses to Defense and Health (I think I actually used the Tutorial Orb for this one, for some odd reason). In addition to his natural 50% chance to rez something when he attacks, I have him wearing a nifty hat I found somewhere with the ability Day of the Dead (when your other creatures die, they have a 50% chance to rez immediately with 35% health). With chances for Invisibility, Shell, and Rebirth when hit, this guy's main focus is staying alive and keeping the Calamity train a-rolling.

6) Demon Alcazar Vardarul, with more Defense than sense (a full 30/10 Orb's worth), and he's the only neather demon of the bunch (sadly, the Demon Dust didn't take on the Occultist or the Sniper :'(). His ability Penant Reprisal (when attacked, hit back for half your defense) hits like a brick wall at 75 MpH, and I'm thinking of changing his Artifact and Demon abilities to this Chrysaor's/Cradle Combo I've been hearing about since right now they're Radiant Eclipse (your creatures have 50% more luck, basically just to buff the Occultist), and Coerced Coexistance (heal a damaged creature for 50% each turn), neither of which really do anything for me in the long run.

Right now (meaning Tier 18), the only thing I really see as a threat is Bone Reapers shutting down my Calamity, and all of those evil, evil spells killing my Blood Reaper.
Also, no gonna lie, I am really not looking forward to finding whatever terrible beasty actually comes with Calamity :o.

Offline Cephyric

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Re: What does your creature team consist of?
Reply #105 May 10, 2015, 04:58:11 AM
Currently grinding major sigils at realm lvl 120 with the following setup:

Chaos Mage (lvl 380ish)

Nether Viper Occultist (All Attack, 35kish attack) - Calamity
Basically, It's currently my calamity proccer as well as something I use to weaken low health creatures for calamity proccs.

Viper Occultist - Unguided Entity
One of my two main punchers. Oneshots whatever it targets (Mostly enemy nethers) and splashes a big chunk of damage to everyone else.

Viper Occultist - Unguided Entity
Same as above, takes out key targets (Pegasus and the likes) instantly.

Topaz Paragon (Whetstone)
Mostly there for the passive. Whetstone allows my vipers to never get glancing blows, which is important for the setup.

Diamond Paragon (Splash for all my creatures)
Also another buffbot. This slot is interchangable, but I find the extra XP helps lvl up my nethers somewhat.

Nether Stronghold (All health) - Mummy Lords passive, reduce all damage to 1.
Basically there just in case. Rare to give enemies an actual turn to do stuff but just in case, he'll probably soak it.

For spells I'm running double ressurection scrolls and mostly utility spells such as farsight and identify creature.


Offline Chumsie

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Re: What does your creature team consist of?
Reply #104 May 10, 2015, 12:33:36 AM
Didn't manage to put this one together and playtest it, due to accidentally deleting my save, but it's the team I'm aiming at:

Djinn Pyromancer x3
Rain of Embers: When you cast a spell that consumes a turn, deal 60% of your Spell Power to all enemies.
Epiphany: When this creature casts a spell, there's a 75% chance that it won't consume any mana or a scroll charge.
The main attraction. Their ability triggers on any spellcast that consumes a turn. Which just so happens to include all AoE's, Mass Dispel, Mass Invisibility(!) and most hard-control spells. Throw in the Wizard class' perks Sorcery (25% chance to not spend charges on spell casts) and Mania (50% of your Power Balance goes to Spell Power) and the enemies are in for a nasty surprise. Untill you either get too deep, and your Spell Power can't keep up anymore, or you suffer a lot of bad RNG.

Witch Doctor Shaman
Dark Signs: Your spells deal 50% more damage and cost 50% more.
Topaz Attunement: Your creatures act first each combat and start with critical.
Mo' damage, less problems. Also, starting is pretty crucial for the build as it wants to set up Mass Invisibility ASAP. Potential mana issues are fixed by adding Magic (restore 10% mana when its this creatures turn) to all the creatures on the team, save for the Viper Occultist, and by casting Dark Ritual/Night Sword at stuff.

Cosmic Giant
Planetary Wrath: After an enemy casts a spell, deal damage to it equal to 200% of your Spell Power.
Storm to Pass: Enemy spells have a 50% chance to fizzle.
This build can't win on turn 1, without abusing Fireballs and Fire Bolts, and it can't run Nightmare Mummies. So this guy is the best option when it comes to enemy spells. The fact that he looks awesome and synergizes with Spell Power is only icing on the cake. Also, all but the Viper Occultist will probally be having -Spell Damage on their artifacts. Don't wanna get out-magic'd.

Viper Occultist
Incantation: This creature deals damage equal to the original damage multiplied by your Power Balance.
Unguided Entity: This creature always deals damage equal to 40% of the targets health.
Kills Nightmare Mummies, noms buff-spells all day long and can pull off some silly things with Haste.

The major problem for the build? Spell Power just can't keep up in the long run. It scales waaay too slowly to be of any real impact on the lower floors. Also, it's well-easy to run out of good spells and you have to invest a ton of royalty points into otherwise "meh" perks. But I don't need none of your fancy "logic" when I've got reality warping magic!
« Last Edit: May 10, 2015, 12:43:00 AM by Chumsie »

Offline VagrantSun

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Re: What does your creature team consist of?
Reply #103 May 09, 2015, 01:02:28 AM
Ruby Paragon gives 10% max per provoke.

Flesh Mender gives +20% current/max HP to a random ally.

Pit Wraith Redeemer / Frostfire Efreet give you +1 defense / attack for each missing point of health, which obviously has its uses for you.

Siren Oracle's barrier is equal to 25% Max Health.


Offline jamosup

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Re: What does your creature team consist of?
Reply #102 May 08, 2015, 08:58:48 PM
Finally got my Nether set up for the start of a Horde-based team.  I only have two abilities set in stone, currently, but a surprise with how abilities scale means it's already a powerful setup.

Six Diabolic Watchmen, one being a ruby-orb Nether with pure ruby gems. The nether has Anomaly on its artifact, and one of them will likely have a Topaz Attunement artifact, though I may be able to cut it for this group due to how unbelievably tanky it is. I'll likely grab other max health-based abilities in the future to help cement the team as a wall of death.

Thanks to how the ability multiplies, having six watchmen increases the entire team's health by about 16 times! While my Nether only has 3300 health or so out of combat, it jumps to 55000 in combat - and that's a  lot of power combined with Anomaly! I also may look into the Lich health to attack ability, since gaining 7000 attack a turn would be quite nice. Due to how much health my team has with this setup, too, they can take a serious beating, too.

I'll likely be picking up the Ent ability that gives Grace and Mend for immense regeneration; any other max-health scaling abilities I should keep my eye out for?

Offline Respwner

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Re: What does your creature team consist of?
Reply #101 May 06, 2015, 07:02:48 AM
If you add the dodge from the creature category and the dodge from the nature mage, you are up to 95.4% dodge.

Then, for theory lols, if you make the party consist of nether demons, you can either add the aura with 15% dodge from the wyvern, then you should be up to 99.4% dodge. You could also give direwolves to 3 of your creatures, then make em dodge for each, then make them do more damage, and not leave the field, would be slightly less dodge, but at least that way you can deal some damage as well :P. This last one gives you about 98.3% dodge, while still giving some offencive punch through the wolves, as long as the 3 with direwolf goes first, you should get them on all your creatures as well, right?

Edit: removed rounding down, since this is no real stat ingame, merely the average amount of attacks you will dodge based on all your dodge-sources.
« Last Edit: May 06, 2015, 08:59:56 AM by Respwner »

Offline VagrantSun

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Re: What does your creature team consist of?
Reply #100 May 06, 2015, 06:21:18 AM
Fair enough; I'm probably too used to dealing with the Steam crowd by now to remember that, comparatively, my playtime isn't all that extensive here.

Also, a deeply annoying team concept I fuzzedly thought up: did you know a team full of Crypt Bats all equipped with the Lash of Undeath ability have a ~92% chance to prevent damage on any given attack?

Who needs Airslayers?

Offline Juncboks

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Re: What does your creature team consist of?
Reply #99 May 06, 2015, 05:00:44 AM
I'm with you crumple. It's not really my style. I mean sure it might make my team pretty strong, but I just like playing it a bit more in the gritty.
It's not the name of the bread, but the skill in its making, that determines its quality.

Offline crumplecup

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Re: What does your creature team consist of?
Reply #98 May 06, 2015, 02:16:48 AM
I never use Topaz Attunement, am I the only one who find it boring?

It is also unnecessary for a good power build.  And boring.

Offline Juncboks

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Re: What does your creature team consist of?
Reply #97 May 05, 2015, 07:38:23 PM
Hmmm, I don't use any of those three in my teams that I take to the mid realms. But my team generally focuses on-death abilities and such, so going first isn't always a must. Though I occasionally use curse of the silent, since I don't use spells often.
It's not the name of the bread, but the skill in its making, that determines its quality.

Offline VagrantSun

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Re: What does your creature team consist of?
Reply #96 May 05, 2015, 03:09:07 PM
It's like this: anywhere past about realm 10, you're running one of three things:

  • A Topaz Paragon
  • Nightmare Mummy
  • Pegasus

These are the proactive defenders, and require no action at all on your part in order to prevent damage, which is hugely important in a game where your enemy has increasing speed, attack, spellpower, and spell lists. Without one of these three, your enemy's first few turns will demolish you.