Pit People

Pit People

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.VM8RA Jan 20, 2018 @ 9:34am
some good PvE and PvP teams?
just picked this up, been watching it for a long time though.

just wondering what would be considered priority for capturing fighters?

I let a hair troll go so I could capture a robot, but wish I'd gotten the troll now.

Other ones I have captured are a cupcake, am octopus, a pixie and the large snake-woman.

So far the 2 humans and the demi cyclops with the cupcake and the octopus is the safest set up I have as the robot can't be healed and got wrecked off the big snake women, the pixie will probably kill my own guys and the snake-woman (are they gorgons?) takes up 2 slots.

I'm also wondering what is a good general PvE set up I should aim for, or will I constantly need to adjust anyway.

and what is PvP like, is there a meta of sorts? What sort of teams tend to do OK?

Thanks.
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Showing 1-15 of 18 comments
Pip Jan 20, 2018 @ 9:54am 
You should capture all units and try them out.
For pve, anything works, but some teams obviously work better. For best results don't use more than 2 support units in a team.
I like 5 spidaurs and 1 shroom for capturing and 2 troll moms for everything else. But if you are just starting out then you should keep a cupcake in every team.
Stuns are currently the most popular thing in pvp, but spidaurs and mortars also perform well, especially in 2v2. Some units (trolls) have important traits that don't scale with level and therefore you should avoid using them.
Last edited by Pip; Jan 20, 2018 @ 9:58am
The Maris(she/her) Jan 20, 2018 @ 10:26am 
Originally posted by Young Pipistrella:
Stuns are currently the most popular thing in pvp, but spidaurs and mortars also perform well, especially in 2v2. Some units (trolls) have important traits that don't scale with level and therefore you should avoid using them.

To elaborate on this: There are alternate weapons for humans to use. Some of these carry a chance to stun the enemy. Their damage is only about 5-10% lower than other weapons of the same type. A stun causes the targetted unit to lose its turn, with some other additional effects depending on the kind of stun it is. Despite their slightly lower damage, stunning enemies will actually result in more damage than higher damage weapons, as the enemy will lose a turn not attacking and not dealing damage if they're stunned. Especially since stun chances go up with unit level. Filling your team with 6 humans that each have a weapon with a chance to stun is very, very effective. Of course, might also want to replace one of them with a cupcake to take advantage of the enemy's lost damage and another one with an octoclops, as they have a different kind of stun that is much better(their stun denies healing).

I feel it's dumb how effective this currently is in-game, I consider it kind of scummy but who cares about stuff like that in pvp amirite-
Last edited by The Maris(she/her); Jan 20, 2018 @ 10:27am
.VM8RA Jan 20, 2018 @ 10:49am 
Originally posted by SketchedPhilo:
Originally posted by Young Pipistrella:
Stuns are currently the most popular thing in pvp, but spidaurs and mortars also perform well, especially in 2v2. Some units (trolls) have important traits that don't scale with level and therefore you should avoid using them.

To elaborate on this: There are alternate weapons for humans to use. Some of these carry a chance to stun the enemy. Their damage is only about 5-10% lower than other weapons of the same type. A stun causes the targetted unit to lose its turn, with some other additional effects depending on the kind of stun it is. Despite their slightly lower damage, stunning enemies will actually result in more damage than higher damage weapons, as the enemy will lose a turn not attacking and not dealing damage if they're stunned. Especially since stun chances go up with unit level. Filling your team with 6 humans that each have a weapon with a chance to stun is very, very effective. Of course, might also want to replace one of them with a cupcake to take advantage of the enemy's lost damage and another one with an octoclops, as they have a different kind of stun that is much better(their stun denies healing).

I feel it's dumb how effective this currently is in-game, I consider it kind of scummy but who cares about stuff like that in pvp amirite-

thanks. I currently have the main guy with the axes so have been employing stuns. I didn't think to maybe add more stun weapons for PvE as was trying to have varied damage types. I did pick up some more of those weapons like the axes. I got french fries and a few other things.

can the cupcake heal from long distance? I am not sure how the range work on everything and have just been using everything at relative close distance like how the axe thrower works, keeping my ranged units 2 squares away from their target, while i rush down 1 enemy at a time with my 3 mele characters.

at the moment I have been just running horatio, the cyclops guy with the axes, the princess with the crush damage, the spanish lady with the net, the cupcake guy called gluten and an octopus.

I have also captured a robot, a pixie and gorgon so far.

PS: the stun exploit does sound a little scummy though.



Originally posted by Young Pipistrella:
You should capture all units and try them out.
For pve, anything works, but some teams obviously work better. For best results don't use more than 2 support units in a team.
I like 5 spidaurs and 1 shroom for capturing and 2 troll moms for everything else. But if you are just starting out then you should keep a cupcake in every team.
Stuns are currently the most popular thing in pvp, but spidaurs and mortars also perform well, especially in 2v2. Some units (trolls) have important traits that don't scale with level and therefore you should avoid using them.


thanks. so you're saying I shouldn't use hair trolls or something? I thopught they were good.

I will just kep capturing stuff.

what would you say is priority though on stuff to capture? I guess it is down to preference really.
Pip Jan 20, 2018 @ 10:54am 
The cupcake can heal from 2 hexes away (one hex between it and its target). Both of the trolls are not good for pvp (especially troll mom) but in pve they're fine. There's no priority on capturing, stuff respawns so you don't need to worry about missing anything. Except for stuff from story quests (which you'll be able to repeat after the full story releases)
Last edited by Pip; Jan 20, 2018 @ 10:54am
.VM8RA Jan 20, 2018 @ 11:45am 
Originally posted by Young Pipistrella:
The cupcake can heal from 2 hexes away (one hex between it and its target). Both of the trolls are not good for pvp (especially troll mom) but in pve they're fine. There's no priority on capturing, stuff respawns so you don't need to worry about missing anything. Except for stuff from story quests (which you'll be able to repeat after the full story releases)


thanks.
Jhonny G Jan 20, 2018 @ 11:56am 
Speaking of PvE builds.. I just tried a robot/gnome team for the first time and jebus it sucks!

The robots range attacks are constantly deflected back at my own units and their melee damage seem horrible. Then there are the gnomes that can't heal, deal damage or move even if their life depended on it.

Considering all the people praising robots I thought this would be an OP build but alas.. Am I doing something wrong or do they just suck?
Jack Vitae Jan 20, 2018 @ 12:21pm 
Octoclops are also very popular because they scale higher then they should with level, so people will come in with full lvl 99 teams so the level average is much higher. If the level average is higher, stuns, octocs, snares (etc) has a higher chance. So the team with those do get better odds. Which is one of the reason they're so spammed.
.VM8RA Jan 20, 2018 @ 1:32pm 
how on earth do i capture a Spidaur? they always have people on them and you will kill the spidaur first always. I can't work this out and there is NO info online.
Jack Vitae Jan 20, 2018 @ 2:20pm 
Archers get off of spiduars once the spidaurs are low in hp
Pip Jan 20, 2018 @ 2:27pm 
Originally posted by Dogmatius:
Speaking of PvE builds.. I just tried a robot/gnome team for the first time and jebus it sucks!

The robots range attacks are constantly deflected back at my own units and their melee damage seem horrible. Then there are the gnomes that can't heal, deal damage or move even if their life depended on it.

Considering all the people praising robots I thought this would be an OP build but alas.. Am I doing something wrong or do they just suck?
Electrobot chain won't hit allies as long as it has enemies it can hit. That means, it prioritizes hitting an enemy over hitting an ally. Melee attack is meant to be used for stunning.
You should use shrooms in bot teams to have a damage sponge
.VM8RA Jan 20, 2018 @ 2:34pm 
Originally posted by Young Pipistrella:
Originally posted by Dogmatius:
Speaking of PvE builds.. I just tried a robot/gnome team for the first time and jebus it sucks!

The robots range attacks are constantly deflected back at my own units and their melee damage seem horrible. Then there are the gnomes that can't heal, deal damage or move even if their life depended on it.

Considering all the people praising robots I thought this would be an OP build but alas.. Am I doing something wrong or do they just suck?
Electrobot chain won't hit allies as long as it has enemies it can hit. That means, it prioritizes hitting an enemy over hitting an ally. Melee attack is meant to be used for stunning.
You should use shrooms in bot teams to have a damage sponge


also gnomes to heal the bots, right? I have not seen a gnome yet, but hoping to find some soon so I can ake a bot/shroom/gnome list.
Pip Jan 20, 2018 @ 2:40pm 
Yes, their wrench attack heals ally bots and can be used to position stuff. They're not very necessary in 1v1 / singleplayer though
Last edited by Pip; Jan 20, 2018 @ 2:43pm
Mr.Evolution Jan 20, 2018 @ 3:03pm 
robot/shroom/gnome team used to be stronk as hell, then shrooms and bots got nerfed iirc
Jhonny G Jan 20, 2018 @ 3:05pm 
Originally posted by Young Pipistrella:
Electrobot chain won't hit allies as long as it has enemies it can hit. That means, it prioritizes hitting an enemy over hitting an ally. Melee attack is meant to be used for stunning.
You should use shrooms in bot teams to have a damage sponge
Yeah well, in my experiments so far the robots chain-lightning have been completly unrealiable. Even with +4 enemies clustered together I tend to hit the first 2 targets at most and then bounce back into one of my units.. Seriously, I don't understand this ability.

Originally posted by VM8RA:
also gnomes to heal the bots, right? I have not seen a gnome yet, but hoping to find some soon so I can ake a bot/shroom/gnome list.
The gnomes seems mostly useless imo.. No real damage, slow movement and a lvl25 gnome will only repair between 1-3 points per turn which is absolutely crap compared to the damage a robot might recieve on any given turn. Without their 'fling' ability they would be total trash imo.
Last edited by Jhonny G; Jan 20, 2018 @ 3:09pm
Pip Jan 20, 2018 @ 3:16pm 
Chain lightning won't hit enemies placed right next to each other, there needs to be a hex between them.
According to the devs the gnome is in a good spot in terms of balance.
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