Legend of Keepers: Prologue

Legend of Keepers: Prologue

GGLoner Oct 24, 2019 @ 6:45pm
What monsters/traps are everyone using?
Since I haven't seen a topic about it, figured we could share what we find works or enjoy (and then cry when the devs nerf/buff stuff because too many people use it). XD

I've just reached Lv17 and found myself unintentionally drawn into the 'AoE Demoralized' playstyle. Originally I had trouble getting tears for buffs/debuffs because I kept killing heroes but now I'm a bit on the opposite side with my Gargoyle + Skeletons mass demoralizing them.

Monsters I use (pretty much every run):
- Boarman
- Flame Eater
- Gargoyle
- Ghost
- Orc
- The 4 Main Skeletons (All except Skeleton Lord)
- Succubus
- Yetigo

Most used traps:
- Bone Catapult
- Poison Dart
- Rallying Horn

Main Artefacts:
- Skull (% Dead Monsters revive as Skeletons)
- Wand (% Traps re-activate)
- Amulet (% Heroes start Demoralized x3)
- Tooth (Demons have lifesteal)
- Other Wand (% Monsters start with random Buff)

Most hated heroes:
- Berserker/Barbarian
- Magician
- Ninja

For my runs, I go for the highest difficulty battles and do Business Trip > Plunder > Event for gold. I skip the merchant because I get my monsters/traps from killing heroes and mainly spend the gold on the trainer (with the rare trap upgrades when there's no better alternative event).

The gargoyle is my MVP due to its high stats and AoE. I usually like combining it with the ice/fire skeletons where it can either help to stack demoralize and/or tank while the rest focus down a hero. The skeletons and ghosts are next because I find most battles last 2~3 rounds so having high speed, strong skills and just enough health to survive suits such battles. Then lastly are the rest that usually help to tank or fill in depending on the composition.

Regarding traps, due to the random nature of the game, I find most elemental traps to be too specific to be useful.

For example, having a trap that lowers fire resistance requires
1. The trap appears before monsters
2. The monsters after the trap deal fire damage
3. Said monsters be in a good position against the heroes to deal a ton of damage

Compared to the demoralize traps or traps that deal more damage (like Poison Dart), I feel that they require too much luck to be worthwhile.

Lastly, I personally dislike the Berserker/Barbarian because just by being there, he gives everyone else +50% damage for the first round. The additional damage can make a big difference with certain heroes like the Ninja or magicians which makes slow/weak monsters near useless in those battles.
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Showing 1-10 of 10 comments
HeathenSW Oct 25, 2019 @ 7:34pm 
I tend to hunt for these, can't have enough of them:
- Succubus. Not only they are pretty (I'm a bit of a succer for succubi), they are very deadly, since armoured foes are frequent. Quite often they hit not only 2 but 3 targets for me.
- Gargoyle. Upgraded to lvl3 they are hands down the best, and before that they are still awesome, since I tend to focus on morale damage a lot.
- Ghost. I tend to just use it whenever till it has kamikaze skill - after that I use it everytime.
- Spartan Skeleton. Tanky as hell, protects every other creature if placed in front. What's not to love?
- Skeleton mages. Pretty flexible little ones, can't deny that. Leaning a bit towards ice one, if I don't use that fire vulnurability trap.
- That special beefy demon boy. With the artifact for demon healthsteal he's even more tanky than the skeleton.
- Harpy. Very squisy, but man that speed manipulation is too precious to walk by.

Somewhat decent:
- Orc/boarman. Yeah, they are somewhat tanky, but it seems to me that they die very fast to pretty much everything. Weird situation.
- Goblin little boy. Pretty good damage, yet squishy.
- Flame eater. Again, they are somewhat decent, but I never use them, preferring others. Even with a lot of debuffs and with the use of oil trap they still can't do all that much damage. Maybe I just didn't level them yet, maybe they shine on higher levels.
- Orc shaman. Guaranteed resurrection of your minions in a form of skeleton is decent, but it seem to not deal that much damage or status effects as I want.

Can't see the use for:
- Skeleton Lord. He's too useless for me, especially when there are enemies that deal more damage to enraged minions.
- Skeleton archer. I just seem not to know how to use him - DoT is kinda good, since not a lot of monsters can poison, but it's still meh. Almost every other option is better.
- Yetigo. Don't know how to use him again, it seems. He is not tanky enough and don't deal as much damage as others. Didn't level him up all that much, maybe he's better in later levels.

Traps:
- Bone Catapult. Simple, reliable, decent. Not much to say.
- Bone Pile. That one is my favourite, since I focus on demoralize so heavily. This with every enemy demoralized and under terrify spell makes them take HUGE amounts of morale damage. And if lady luck triggered multishot... Welp, you win instantly.
- Oil Cauldron. Since I use beefy demon boy, fire mages and succubi it's almost always work wonders. Succubus dealing 300+ overall damage with one shot to 3 targets is an amazing sight.
- Rallying Horn. Same as Bone Catapult.

I tend to go with the same event priority as you do, with the exception that I try to level up gargoyle, succubi and the ghost as fast as I can. I consider the first ones the best, with third one being close to that :)

For the artifacts I completely agree with you, except the last one. For me it's just an open slot with whatever comes by. I tend to prefer one that gives demons a buff in damage though or the one that applies elemental weakness at the start for 3 turns. But armour one or +% to gold or the ne that you mentioned are fine as well.

For the enemies I can't tell for sure. They are all the same for me for some reason, I tend to just place minions good for almost every situation. The ones that hit before round start are annoying, as well as those that heal morale/health. Otherwise I don't really care.
Last edited by HeathenSW; Oct 26, 2019 @ 6:12am
MadArtillery Nov 30, 2019 @ 2:24pm 
Poison dart, poison plant, goblin, skeleton archer, and that frontline skeleton that protects things behind it are the real allstars for me. Never got too much use out of the other monsters other than yeti as anything but meat shields. Luckily managed to smash through everything really cleanly except for one run where the rng screwed me real bad so my boss had to do work for once. Those three boys when I got them all at once managed to outright destroy a group of champions pretty much singlehandedly. I had been worried when they just waltzed through most of my dungeon but dang that crew is unstoppable especially with the plants resistance slashing. Having 20% bonus skelly hp probably helped a fair amount though considering plant + archer can oneshot some rear heros it really pulls in the turn economy.
Last edited by MadArtillery; Nov 30, 2019 @ 2:39pm
LloydsGamble Dec 1, 2019 @ 11:40am 
Still experimenting myself, early days but +1 for the Skeleton archer. He really can carry fights alone at times if protected.

Amulet that has chance to return monsters as skellies has been really clutch for me too. Can never go wrong with it.

Shout out to the Harpy, she's ideal when the enemy have backline nukers and whoever is there is gonna die fast anyway, she's always fast enough to get her wee bit of dmg off and haste your team so they can usually get attacks off twice.
MadArtillery Dec 2, 2019 @ 12:49am 
Gotta give props to harpy, she has some SERIOUS damage, perhaps too much honestly given her ability to speed monster too. Succubus and here usual triple strike and huge resistences making her desceptively tanky against most backline attackers makes her seriously solid. Yeti is pretty good, gotta place him real careful but his slow is darn good.

Pretty much the whole Fire damage lineup is really strong as well, especially working together.
Skeleton Hoplite and the fire skeleton and fire elemental or fire demon or massive hp fire demon basically just destroyed anything in one round for me, unless first round was against some nasty combo. With lots of resistance lowering the damage they could deal was crazy. Against the right team just having 3 fire members stacking fire was often enough.
Lordwar Dec 7, 2019 @ 9:24pm 
Ok so if im using Morale damage composition its goes like this

- Dark Magus - They are fast and now whit - dmg debuff on enemies he is so great , get 2 and the debuff lasts a long time (he is great vs champions as % base reduce's there high number attack's)
-Ghost -Amazing , fast does great morale damage to front and kamikaze attack is just last resort so you will get good result(also he is realy good backline killer if you need blood for uprg's hits like a truck on lvl 3 and Demon power artefact)
-Fire skelly ( ice is ok , but he doesnt do direct morale damage) , just straight up DoT , nothing special...helps in killing the last guy
-Orc just beefy and realy good vs poisons , great front line
Gargole- insane morale damage , Dot stack...goes well whit harpy if you want to do some air damage

Health damage

Succubus- Fits poison and fire compositions...plus she deal whit high resistence enemies not much to say she's beast
Mister Beefy Fire Flex - If you want to pair him whit succubus or other fire user go for it ...great front line and great vs elementalists
Flame Eater-Perfect in poison compositions and fire , fits well whit both (shine in fire one's ), Up those stacks and burn ! (or fall from poison)
Archer skelly Aka"I laugh as you slowly die " - I like to have 1 , just for annoying backline ..does horrible things to elementalist and fire archer
Goblin- Fast and furious...great as a first monster group..not so good in second one's (always put him in middle so he can strike twice)



Monsters i dont use
Boarman- To slow , and even if i try to use anti-armor composition he just dies before he can do anything
Harpy - Usefull sometimes...goes well whit anti air compositions...beside haste nothing special..she needs to be in back and usualy dies after 1 attack
Fire Elemental- SO llitle damage make's it so less attractive
Yeti- I use it early then sell / remove from roaster
Skeleton lord- Low damage , not realy going for enrage''s so meh
Shaman- If you get lucky he can do some serious ressurection madness but you need skelly artefacts for that to work..
Sparta Skelly - He is ok..but front guys have a lot of armor most off the time so he doesnt do much damage ...and its a damage race vs most heroes anyway

Traps i use depending on compositions if i go fire i use 1 -fire resistence and 1 furnace , and same goes for poison...but ofcourse morale bonepile and catapult does the trick


The demon race is the most powerfull in both morale and health any power or regen one's do the trick ...and if you want to do damage try to get -resistence or morale DoT one..others are ok i guess ,
not worth to keep - merchant price reduction(i never buy anything from him tbh...i save all gold for training and go whit what game gives me ) , same whit bonus gold..well its ok if its third or fourth , but if you can roll for something better..then go for it

So in summery thats how i roll..
Last edited by Lordwar; Dec 7, 2019 @ 9:24pm
MTaur Dec 8, 2019 @ 12:18am 
Yeti is kind of tanky, and can hit the back line. Orc is probably better in general, and can flex from morale to physical when you have that Berserker you need to finish off first. Sometimes I use both of them, especially when I just want to survive one turn. I'm not super pro or anything, but I usually was winning most runs last week, but the game is probably not hard enough yet either.
Icthulu Dec 8, 2019 @ 7:06pm 
Interesting that I don't see the air trap on lists. I find that one is just fantastic to use for the damage and the air resistance debuff. Especially since the Gargoyle, Ghost and the Harpy are nearly mandatory creatures.
Daemos Dec 11, 2019 @ 4:29pm 
I always go for massive DoTs so I go for :

Poison plant
Poison frog
Sawblade
Furnace

And monsters I go for : (I don't know the names)

-Poison Archer Skeleton
-Earth Elemental
-Yeti
-Poison Lizard
-Axe Grunt

I always pick the frozen map to get the ice Dot from the special room.
Kensei Dec 25, 2019 @ 12:55pm 
Yeah I feel like morale dmg is a lot stronger than hp dmg, simply because lack of diversity in monsters. There is very few types of dmg u can dish out to each rank, for example you can't deal physical dmg to the 2nd/3rd rank directly, while 3rd hero usually has low armor. On the opposite it's quite frequent for last hero to have high resists, which renders a lot of monsters really bad. Morale dmg seems to always work, especially if you get matching traps and spam intimidate. I played around with killing, but lack of choice really makes this annoying sometimes. Also AOE dmg seems much better than single target, be it morale or raw dmg. Debuff/dot stacking aoe > anything else.
Last edited by Kensei; Dec 25, 2019 @ 12:56pm
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