Topic 22: The Human Rogue

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Topic 22: The Human Rogue

Post by Essence Team » Mon Feb 04, 2013 8:50 am

In this topic I'll talk about the Human Rogue.

1) The Human Rogue is a hero character, that can be chosen by you to play with.
2) The Human Rogue is from the race of Humans. This means that all cards, skills and combos that are labelled with "Common for Human" will be usable for the Human Rogue.
3) The Human Rogue is Range hero class. This means that all cards, skills and combos that are labelled with "Common for Range" will be usable for the Human Rogue.
4) All cards, skills and combos that are labelled "for Human Rogue" will be usable only for the Human Rogue hero character.
5) In the hero profile section you can change your Human Rogue's appearance. For some Credits you will be able to purchase more visual customization options.
6) Starting parameters:
- 50 Hit Points
- 40 Energy Points
7) The stat point cost of the hero stats of the Human Rogue are:
- cheap stats: Resistance
- average stats cost: Energy and Hit Points
- expensive stats: Might and Regeneration
8) Stat investment strategies:
- boost your Energy Points first - you want to have enough Energy to play all the cards you have gathered;
- after you boost your Energy, you can invest most of your stats into Hit Points and less stats into Resistance. This strategy is advised if you have very strong damaging cards, which is highly unlikely. So this is more unorthodox strategy. You should know that in this case you must kill the enemy within 7 turns - the long combats will not be profitable for you (see example 1).
- after you boost your Energy, you can invest most of your stats into Resistance and just small amount into Hit Points. This strategy is advised in most of the cases, because you will have hard time to finish the enemy in 6 turns (see example 1). In this case you must prolong the combat to more than 7 turns - the short combats will not be profitable for you (see example 2).
- you can try the strategy with more Hit Points or more Resistance or something hybrid, the best stat investment depends on your playing style and tactics. You can always make a stat reset and try another strategy.
9) Cards and Combos profile:
- over average attribute values: Defence, Reduce Opponent's Defence, Reduce Opponent's Heal
- under average attribute values: Heal
10) Core strategy: long combat, defence + damage + reduce opponent's damage/defence/heal until the end.
11) Core strategy profile:
a) Against Orc Warrior:
- Low levels (1-20): You start with more Energy Points than the Orc Warrior, but also your cards cost more Energy Points. So in the beginning you have to invest in Energy in order to play your game. And your game here is: try to pacify the damage from the Orc Warrior and deal him some damage in the meantime. This can be hard, actually the Human Rogue is hard to play at low levels against any opponents. The Orc Warrior will have more Hit Points and will do more damage. Your secret trump is your Hero Special Card, that can pacify the Orc Warrior for a whole turn (he has very low Energy Points). Stalk him in the right moment, when he doesn't have active cards, drain his Energy Points for the next turn, and make a massive attack at him. If you succeed in bringing his Hit Points at low levels, he could panic and try to heal or defend, which is not his strength and you will finish him with ease.
- Medium levels (21-40): It is mandatory for you to have increased your Energy Points to the optimum max level in order to play all the cards you want, even the strongest ones. The Orc Warrior should have increased his Energy as well, but still your Hero Special Card will cripple him for one turn, which is a good advantage for you. He'll have more Hit Points than you (whatever stat distribution he chooses) and it is very important for you to start investing in Resistance. The high Resistance will block the Might of the Orc Warrior if he has boosted mostly his Might and will greatly reduce his damage if he has invested in Hit Points. Another advantage is that you don't need to play defending cards in order to activate your Resistance (the Resistance is pure Defence) as does the Orc Warrior and his Might (the Might is Bonus Damage and needs a card with attribute pure Damage to be activated). Thus you and your opponent will be even in strength and your use of combos and playing skills will be the most important factor for the victory.
- High levels (>40): This is the easiest combat for you. If the Orc Warrior has lots of Hit Points, and less Might, your high Regeneration will make his attacks very uneffective and because he can hardly finish the combat in few turns, you will be able to prolong the battle and take full advantage of your Resistance. It will be uneven battle and only a supreme use of combos from the Orc Warrior (and none from you) can shake your winning position. If the Orc Warrior has reasonable Hit Points (but still more than you) and a lot of Might, you need to have a lot of Resistance, otherwise he will smash you and finish you in few turns. But if you have at lest the same value of Resistance, you will block his Might successfully. Your defending card will help you prolong the battle and you'll deal reasonable damage to the Orc Warrior. There is no need to play any defending cards to activate the Resistance (as the Orc Warrior needs to play a card with pure damage every turn to activate his Might) and this will free your hands to prepare whatever strategy you want, strong combos, etc. You have the advantage, but only if you use it, playing more combos than your opponent and managing the length of the battle.
b) Against another Human Rogue:
- Low levels (1-20): Each one of you can cripple the other for one turn, using your Hero Special Card. So you must stalk your opponent to cripple him when he has small amount of HP left and make sure not to fall into such trap from his side. Everything is tactics - the stats are not high at low levels and there is small difference in the stat distribution. The only important thing is to boost your Energy if you want to be able to play your game. Defend when he's attacking, reduce his defence when he's defending, make traps, try to avoid traps.
- Medium levels (21-40): Make sure to bring your Energy Points to the optimum max level in order to play all the cards you want. If your opponent has more Hit Points, you should have more Resistance and a long battle will be profitable for you. It will be easy to prolong the combat as he will not be able to deal a lot of damage to you. Be aware however of him using Reduce Defence cards - they will reduce your Resistance. If he has mostly Resistance, and you have more Hit Points, it will be hard to beat him. You must have very strong attacking combos to finish him in few turns, which is unlikely to happen. So it si wiser if you also have more Resistance. Thus you will obligate him to use more Reduce Defence cards and the whole battle will be a matter of tactics: who will use more combos, who will stalk his enemy into a trap.
- High levels (>40): This is maybe the most tactical combat. It is most likely that both of you have almost the same amount of Resistance and Hit Points. So only the quality of your cards and combos, the wise use of buff cards, cards with longer Duration, some crippling attributes like forbid his Collector Deck, etc. will turn the scales to the one or the other player.
c) Against Elf Keeper:
- Low levels (1-20): Here you must be very careful. You can steal one turn with your Hero Special Card (even the Elf Keeper will be crippled at low level), block his attacks, take advantage of your higher Hit Points, but you will still not have enough Energy Points and he can put you in tough position in some of the turns with his Reduce Opponent's Energy cards. Nevertheless if you make consistent damage to the Elf Keeper, reduce his defence and block his damage, you can beat him with ease.
- Medium levels (21-40): Make sure to bring your Energy to an optimal max level in order to possess all the possible tactical options. The Elf Keeper will have huge amount of Energy and your Hero Special Card becomes almost futile. If he has invested in Hit Points and almost nothing in Regeneration, he has no chance, because you will have the same amount of Hit Points (worse case) but also some Resistance, which will block his attacks and make him an easy prey. If he has invested almost everything in Regeneration and very little amount of stats in Hit Points, you will need to do just one thing: prepare a single massive attack, strong enough to kill him on one or two turns, making him unable to heal. For that attack you should use strong cards and maybe combos.
- High levels (>40): This is the hardest combat for you. At high level, the Elf Keeper is the most inconvenient opponent for the Human Rogue. Now the Elf Keeper will have most likely huge amount of Regeneration - much more than your Resistance. He will have less Hit Points than you, but it will be hard to drain them in one turn (as was in medium levels). He will do small amount of damage to you, because of your Resistance, but will do some damage, draining a little your Hit Points every turn. In contrary - whatever damage you deal, the Elf Keeper will heal it easily. You both will be obligated to play a long combat with a lot of turns, which is much more profitable for the Elf Keeper. You will run out of strong cards from your Collector Deck and eventually die first. You have chance against the Elf Keeper only if you use mighty combos very aggressively, use a lot of Reduce Opponent's Heal cards, use a lot of cards with increased Duration in order to deal huge damages in a few turns (as does the Orc Warrior).


Example 1:
You have 35 stat points to invest.
Case 1: You invest all of them into Hit Points. This means 35*(5/5) = 35 Hit Points.
Case 2: You invest all of them into Resistance. This means 35/7 = 5 Resistance.
In the first case if the combat is long 6 turns, you will have 35 HP more. In the second case if the combat is long 6 turns, you will block 6*5=30 damage within these 6 turns. So if the combat is long 6 turns or less, you have more net value in the 35 HP than in the 30 blocked damage points. The break even is 7 turns - for seven turns you will block 7*5=35 damage, which is equal to 35 HP more. It will be hard to you to kill an opponent with a lot of Hit Points for 6 turns or less.

Example 2:
You have 35 stat points to invest.
Case 1: You invest all of them into Hit Points. This means 35*(5/5) = 35 Hit Points.
Case 2: You invest all of them into Resistance. This means 35/7 = 5 Resistance.
In the first case if the combat is long 8 turns, you will have 35 HP more. In the second case if the combat is long 8 turns, you will block 8*5=40 damage within these 8 turns. So if the combat is long 8 turns or more, you have more net value in the Resistance and the more damage you block than in the 35 HP. The break even is 7 turns - for seven turns you will block 7*5=35 damage, which is equal to 35 HP more.


That's it, check the other topics as well!

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