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Have you ever felt like you could be a stronger player for your current Power? Or maybe you wanted to avoid speding your precious Soul Crystals on the wrong skills?? Or you just want to have an unique playstyle and still be competitive???
You have come to the right place! Here is a dive into how you can create your own viable ToK Skill Builds. ^^
The Short -Guide:
- 💙 Choose 3 DPS skills for your main DPS (usually the mage).
- 💙 Choose the support skills: 2-4 auras and 1-3 blessings, they can go anywhere but preferably on Defense or Support immortals.
- 💙 Choose special effect skills based on possible combos. (Fighting Master, Adrenaline Rush, Assist, Duel Master...).
- 💙 Spread the other DPS skills for the Attack/Range immortals or condense them with Anger.
Congratz!!!! Thank you for reading it ^^
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What is it..? You want to know how to use this guide??? Well I'm glad you asked!!
🔹🔸🔹To better understand each topic, we will go into more detail🔹🔸🔹
Firstly, ToK Skills are the Tower of Knowledge skills you can buy for Soul Crystals in the game to enhance your marches' DPS, Control or Sustain, as well as to grant some special effects.
1st part: 💙 Choose 3 DPS skills for your main DPS.
Generally speaking, Mages have the highest Damage per Second(DPS) of any skill. For that reason, the mage is the one immortal you want carrying 3 DPS skills, avoiding any aura.
You can use the following chart which depicts the DPS for each skill in the total value column. have in mind these are base DPS and that Chase and Concentration heavily scale as you add new skills, with Concetration reaching a max DPS of 1057 and 1090+ for Chase. Energy Burst is a great skill on some mages but we will cover it on the 3rd topic.
2nd part- 💙 Choosing what I call Support skills: Blessings and Auras.
Asking for what is the best blessing or aura on a specific immortal wouldn't be the correct quesiton. Instead, you should ask what are your team's strengths and vulnerabilities so you know what auras and blessings best fit your team as a whole.
As an example, Fire has a very strong DPS while being very vulnerable to physical damage. That way, you can push this strength by adding Weakness(increases crit), while adding Oaken(reduces physical damage taken) and Misleading(increases your dodge) to protect you against Physical damage.
You can think about your teams vulnerabilities but some of the best combos are:
For blessings
- Oaken+Resist: Strong protection for 18s, so it's the safest option when it comes to blessings.
- Rage Bless+Energy Suppression: Useful at getting first hits on enemies, meaning they don't get to do as much damage back to you. Take into account this combo doesn't work properly for fire*.
- Oaken+Energy Suppression: Uses the best sides of each of the skills above. Useful for delaying Khan from casting his skill before your Water dragon heals.
- War Bless+Defense Blesss: More useful for second or third marches, but still a good combo.
For Auras, you can choose 2 to 4 of the following:
- Malice is such a powerful defensive skill for it's reduction in crit rates by 20% for the enemy, which basically means you take around 20% less damage. Almost a must have skill for a main team.
- Weakness: Like Malice but offensive. You buff your crit rate by 20%, so very usefull for any team and a must have for fire or teams that want to use Energy Burst or Chase.
- Misleading: Increasing your Dodge by 20% means a big reduction in enemy DPS, but also soft-counters Crowd Control(CC) effects like Attila's silence, as you can dodge 20% of his ultimates.
- Coercion: Can be used in any team but it is a must have skill on teams that have no mages, such as Lightning and Holy. Not using this skill would make you very vulnerable against Misleading users.
- Shelter: Very strong healing in a single aura. It is best used in sustain marches like Earth, as the value there only increases as the fight prolongues.
- Sacrifice: This is a mini version of Weakness. Buffing the DPS of 2 immortals by 15% is still solid and worthy using on second marches.
- Berserk: Not the best aura but this skill brings some healing and attack speed, so it's best used in Earth or Wind, since both benefit a lot from increased attack speed.
3rd part 💙 Choose special effect skills based on possible combos.
These special effect skills include some Tanky skills like Absolute Defense and Life Link, as well as Fighting Master and Duel Master, that bring protecting against effects such as CC and anti-heal.
Covering the most important ones for you to note:
⇒Adrenaline Rush(AR) is great on frontline** immortals who have very strong Ultimate Skills and low innate Energy Regen(ER). So it goes great on Charles, William, Saladin, Peter and Attila.
⇒Energy Burst(EB) is equivalent to AR but made for backline immortals or immortals with high crit rate. Since Damage over Time(DoT) skills can actually crit, this skill is very well used on Gilgamesh and Elizabeth. But also does very well on the immortals with highest crit in the game: mages(not so good on Wu tho, her natural energy regen is too high already).
Just make sure you are using Death Breath or other high hit rate skills such as Cleave, Nova or Chaotic Blade for the number of crits to be even higher. Other honorable mentions of immortals that go well with EB would be Hippolyta and William, since fire has such high crit rate.
⇒Demon Body is an underrated skill. I would call it a mini-Khan, as it bring an anti-heal effect around 1/3 as good as Khan's.
⇒Silence is another underrated skill. It is a mini-Attila! And very good investment early on, as it is a blue skill, only falling behind other stronger skills at the late game.
⇒Duel Master is a weaker version of Anger, but brings you immunity to anti-heal, so you could use it on heal based teams.
⇒Absolute Defense(AD) is the best defensive skill for backline immortals, as it allows our squishy backlines to negative huge amounts of damage. This skill is very RNG based and needs to be at a high level to be consistent enough
⇒Life Link(LL) is a hybrid skill, since it reduces incoming damage while dealing damage back to the enemy. It can be used on any frontline immortal and is best used on Sustain based teams, since healing means you can take and reflect more damage.
⇒Fighting Will(FW) does some damage but it's main use is to root the enemy, disabling them from doing normal attacks and casting ToK skills. A very strong skill in any team, but, again, best used in teams that posses healing, since you can recharge it's uses.
⇒Fighting Master(FM) is great on Crowd Control immortals or mages. The idea is FM is used to protect skills of big value from getting stunned or silenced. So it can be used on Attila, Hippo, Charles or any Mages... to protect their Ultimate skills, and preferably let it protect other big value skills like Annihilation, Fighting Will and Assist.
⇒Speaking of Assist, this is one of the best skills in the game. Instead of having multiple immortals carrying Damage skills, this skill allows you to condese all DPS skills on one or two immortals, while the rest of the team focuses on keeping them alive!
There are two main ways of using assist:
- You can use it on a frontline immortal, by running Assist+FW/LL/FM.
- Or, you can have it on your Range/Support immortal, by running Assist+AD/FW/LL/FM.
All of these 2 skill combos meantioned are viable . And it is recommended to leave the 3rd skill slot for an aura.
4th part 💙 Choose the other DPS skills
After adding 2-4 auras, 1-3 blessings and 3 main DPS skills, and some Special effect skills, you may have some open skill slots left over. Ideally, you want to run the DPS combos with 2 skills only, leaving the 3rd skill slot for an aura.
On the chart are some Skill values calculated, taking into account that more than half of Silence's and FW's value being Crowd Control value instead of DPS.
You can notice these skills can are way weaker than Magical. But you can still build a very strong Physical Main DPS with Anger+DB+Chaotic, or EB+DB+Anger for the crit build route.
I hope you now have a better basis for how to build your own teams, be unique and effective in your own way and find out new builds noone has tried out before :)
As an example of how it can go: you can usually build two main build Arquetypes:
💙 Hyper Carry: Focuses all DPS skills into a single immortal and protects him at all cost
Attila— Fighting Master + Adrenaline Rush + Weakness
Harald— Oaken + Resist + Malice
Yoshi— Assist + Fighting Will + Shelter
Merlin— Concentration + Annihilation + Nova
💙 All-Round: Spreads the DPS skills among many immortals, so if your main DPS dies you still have a chance of winning
Attila— Fighting Master + Oaken + Weakness
Harald— Assist + Fighting Will + Malice
Yoshi— Anger + Death Breath + Shelter
Merlin— Concentration + Annihilation + Nova
Which one do you think is the best?! Comment below and thank you for taking your time to read the whole thing ^^
(*) Weird thing, but since the Fire dragon casts his skills in such rapid succession, immortals remain stuck with full energy bar without being able to cast their Ultimates for some 5 seconds, and that is enough to make Rage Bless+Energy Suppression really bad in Fire.
(**) It is a common mistake to run AR and Cleave in the backline. Since frontline does normal attacks 50% faster, these skills are needed to be run on frontline immortals.