Saturday, 26 January 2013

Monster Legions: Walkthrough Guide

Monster Legions: Walkthrough Guide

List of Bosses on Monster Legions
War - Commands a special army of elite troops. Most powerful Horsemen in single combat.
Death - Does not summon units of its own. Gains a copy of your defeated units.
Summons - Bone Golems and an endless army of skeletal warriors.
Pestilence - Poisons your entire army. Regains health over time from its own poison.
Beast - Ultimate Beast. Defeat all four horsemen at least once to fight the Beast!

List of Spells on Monster Legions
Death Pact - Both army instantly loses a single random unit.
Attack - Move 50% faster and deal 15% more melee damage for 5seconds.
Champion - Your General combat abilities are boosted for 5 seconds.
Healing - Your units on the battlefield recover 15% of max health.
Reinforcements - Your army gains 1 Reinforcement Point.
Defend - Take 99% less damage for the next 5 seconds.
EarthQuake - All enemies lose 5% of max HP, 20% for buildings and machines.
Thunderstorm - Fire quenching rain and lightning bolts for 5 seconds.

List of Starting Cards on Monster Legions
Rabbit Rider - Cavalry. Equivalent to an Elite Knight, but heals itself over time.
Horse Lancer - Cavalry. Equivalent to an Elite Knight, but deals double damage versus mounted units.
Snake Cultists - Defensive Infantry. Equivalent to Elite Spearmen, but poisons enemies.
Monkey King - Infantry. Equivalent to an Elite Swordsman, but creates two weaker clones when killed.
Tiger Archers - Ranged Infantry. Equivalent to Elite bowman, but with additional damage.
Dragon Skirmishers - Defensive Infantry. Equivalent to Elite Spearmen, but sets enemies on fire and is immune to flames.
Chicken Archers - Ranged Infantry. Equivalent to Elite Archers, but teleports back when hit by melee.
Bull Axeman - Infantry. Equivalent to Elite Swordsmen, but with additional armor.
Rat Champions - Infantry. Equivalent to Elite Swordsmen, but with a small chance to dodge attacks.
Goat Bowmen - Ranged Infantry. Equivalent to Elite Archers, but heals allies for 1% of max HP.
Horse Lancer - Cavalry. Equivalent to an Elite Knight, but deals double damage versus mounted units.
Dog Raider - Cavalry. Equivalent to Elite Knight, but deals double damage to building and siege weapons.
Pig Warrior - Defensive Infantry. Equivalent to Elite Spearman, but deals double damage to monsters.

List of Collectible Cards on Monster Legions
Melee
Recruit Swordsmen - Infantry. Excellent damage, but can be picked off at a distance by archers.
Veteran Swordsmen - Infantry. Excellent damage, but can be picked off at a distance by archers.
Elite Swordsmen - Infantry. Excellent damage, but can be picked off at a distance by archers.
Blade Berserker - Infantry. Regains some health for each hit, and 25% of maximum health for every kill.
Recruit Spearmen - Defensive Infantry. Deal bonus damage to mounted units such as cavalry.
Veteran Spearmen - Defensive Infantry. Deal bonus damage to mounted units such as cavalry.
Elite Spearmen - Defensive Infantry. Deal bonus damage to mounted units such as cavalry.
Recruit Riders - Light cavalry. Can reach the front very quickly. Deals bonus damage to other cavalry units.
Armored Brute - Heavy Infantry. High health and armor, but moves and attacks slowly.
Veteran Knight - Heavy Cavalry. Can reach the front very quickly. High health and decent damage.
Elite Knight - Heavy Cavalry. Can reach the front very quickly. High health and decent damage.
Ultimate Knight - Heavy Cavalry. Can Reach the front very quickly. Very high health, armor, and damage.
Recruit Ninjas - Assasin. Has a chance of critical strikes and dodging. 50% arrow dodge. Immune to poison.
Veteran Ninjas - Assasin. Has a chance of critical strikes and dodging. 50% arrow dodge. Immune to poison.
Elite Ninjas - Assasin. Has a chance of critical strikes and dodging. 50% arrow dodge. Immune to poison.
Silent Assassin - Assassin. High chance of critical strikes and dodging. 75% arrow dodge. Immune to poison.
Bull Rider - Monster. Charges into battle. Weak versus spears.
Charging Minotaur - Monster. Very high health and movements speed, making it an excellent offensive tank.
Giant Spider - Monster. Attacks very rapidly, allowing it to decimate groups of weaker units.
Dragon Rider - Monster. Slow and powerful. Deals a lot of damage with each bite.
Venomous Scorpion - Monster. Poisons enemies when it strikes, dealing additional damage over time
Daemon Balrog - Monster. Regains HP from Flames. Spreads flames when it hits and when it is hit.
Ancient Treant - Monster. Attack Slowly, but deals a lot of damage per hit vulnerable to fire.
Shadow Vampire - Monster. Able to fly short distances. Regains some health from each attack.
Giant Sandworm - Monster. Able to hit every unit within range when it dives. Best versus large groups.
Bone Golem - Monster. Very high armor and health, but does not deal much damage.
Armored Dragon - Not as much damage as normal Dragons, but has additional health and armor.
Stone Golem - Machine. Very high armor and health, but does not deal much damage.
Battle Puppet - Poisons anything it hits, and fires darts when struck. Spawns a puppeteer if killed.
Archangel Guardian - Archangel. Has a powerful Golden Sword that produces a shockwave when it strikes
Wolf Pack - Animal. Summons three Wolves, each costing only 1 Reinforcement to respawn when killed.
Polearm Slayer - Defensive Infantry. Deals triple damage to mounted units and Monsters.
Healer Monks - Monk. Periodically heals an ally for 5% max HP and cures poisons. Small chance to dodge.

Ranged
Recruit Archers - Ranged Infantry. Good damage at a distance, but easily killed at close range.
Veteran Archers - Ranged Infantry. Good damage at a distance, but easily killed at close range.
Elite Archers - Ranged Infantry. Good damage at a distance, but easily killed at close range.
Flame Archers - Ranged Infantry. Sets fire to anything it hits. Be careful: Flames damage all units in range.
Longbow Archer - Ranged Infantry. Vastly improved firing rate and range. Teleports back when to hit.
Siege Tower - Seige Machine. Slow moving but touch. Rains down arrows on nearby enemies.
Siege Ballista - Siege Machine. Moves very slowly. Fires a high damage projectile that punches through armor.
Fire Monk - Throws fireballs that explode into flames when it strikes. Immune to fire.
Spitting Spider - Monster. Spits spider goo at the enemy: low damage but high attack rate.
Death Monk - Turns defeated friendly unit into Skeletal Warriors to fight for you.

Recommended Build on Monster Legions
Starting Build: x2 Recruit Spearmen, Goat Bowmen, x2 Recruit Archers, x3 Recruit Swordsmen and x2 Recruit Riders

There's a reason why I chose goat Bowman in my starting build because he regularly heals all your units for 1% of their health. A lot of healing is done over time as it accumulates bit by bit especially when you're starting to have 2 to 3 hundred HP units. He also deals out sizable 4 damage per second. He is overpowered, particularly compared with other options you presented with to start out. If you don't, Rabbit Riders and Monkey King are good alternatives too.

After winning first few rounds, you will get cards that are higher level or if you're lucky you get veteran spearmen or veteran swordsmen. Remember to replace recruit riders with these better cards. Then you may find yourself winning and losing occasionally... Don't worry! Losing is okay in Monster Legions. This is just part of the process/gameplay. Meanwhile, you will be collecting better cards.

If you win 4 battles consecutively, you are now qualified to try and defeat one of the four horsemen. I would recommend trying to fight Pestilence. However, there is some random factor to win this boss; you only have a higher chance of winning this boss, only when you pull out your goat Bowman early. Your goat Bowman is good at healing you from the poison over time.

2nd Stage Build: x2 Venture Spearmen, Goat Bowmen, x2 Veteran or Flame Archers, x3 Veteran Swordsmen, Armored Brute and Venture Knight

Once you successfully defeat Pestilence, you can now replace all your recruit to veteran respectively. You can retry the stage until you get the cards you need. To clear the stages here... Basically, I like to have archers that are on defense because they are highly overpowered even with their little damage. As the hero just keeps respawning as soon as it dies, you never get a chance even to hit an archer. Having 2 archers and hugging your castle is almost guaranteed a win. Armored Brute is a beefy tank which definitely will help you taking damage.

Now try fighting Death. When fighting this boss, remember to summon your weakest units like the lowest health first. When you hit the 1-minute 15-second mark, summon all your strongest monsters. Do not forget to select the spells without must hesitation; you will get around 5 to 7 spells in every round... The more spells you click, the better your chances of you winning.

3th & 4th Stage Build: Experiment your build.

Things get interesting and experimental here. Basically after defeating death, you collect cards that are level 6 and higher. You can start experimenting your build from here; replace your cards with monsters, dragons or even machines in your deck. Afterward, defeat the remaining bosses and lastly the beast. Congratulations!

Multiplayer Build: Giant Sandworm, Daemon Balrog, Healer Monks, x2 Longbow Archer, Polearm Slayer, Blade Berserker, Archangel Guardian, Ultimate Knight and Shadow Vampire

You are now more than ready to battle in multiplayer mode, however winning in multiplayer mode isn't as easy as you think it would be. These are the best army created by other players but clearing them will entitle you with good cards. My build above is certainly not the best build in Monster Legions, but I won quite a decent number of people with it. Hey don't laugh, I am proud of it alright! ^^

Overpowered Build #1: x5 Wolf Pack, x3 Death Monk, x2 Longbow Archer

Units like the death monk and Longbow archers can kill advancing units quickly without being in any real danger because the general respawns with no reinforcement point loss immediately and wolf packs come in three with 1 point. The death monks especially are dangerous as they can spawn dozens of skeletons that serve as a protective wall. Currently, no one unit can get behind an enemy's front line, so I can safely say this build is very OP.

Overpowered Build: x4 Longbow Archer, x2 Fire Monk, x4 Stone Golem

This army comprised with mostly ranged units. I fought with a guy with this build twice with a different build and to my surprise, the combination he designed worked well. Superbly well. Stone Golems have the highest armor among all the other units which make him an excellent tanker. Longbow Archers and Fire Monks have the ability to take out units relatively quickly in any situation. I think it's worth trying this build.

Fun Build #1: x10 Archangel Guardian
Fun Build #2: x10 Blade Berserker
Fun Build #3: x10 Polearm Slayer


I've spent hundreds of thousands now, trying to max out one of a kind deck. These fun builds are purely for my curiosity only.

2 comments:

  1. Nice guide! I cleared the game pretty easily after following. :]

    ReplyDelete