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Shaolin - How to Play - Hero Academy


Shaolin menu art!
Shaolin menu art!
The Shaolin is the 6th team out in Hero Academy and are by far one of the most complex to play well.
That said, here are the five key strategies and rules to bring you to victory:
  1. Use Combos whenever you can
  2. Realise the importance of Poisoners
  3. Annoy the enemy with Shadow
  4. Throw Bamboo down to stomp enemies
  5. Void Monks!

1. Use Combos

  • The hardest dynamic of using the Shaolin is managing to actually use their very powerful combo ability. For those that don't know this is the (big) bonus damage you get for attacking an enemy with more than one type of unit in a given turn.
  • A maximum of x5 damage can be done by using all 5 Shaolin units but this is almost impossible to achieve (and only Crystals can withstand that kind of damage).
  • For best results, couple the Poisoner or Windblade (ranged) with the Monk, this will deal 400-600 damage depending on which you used first.
  • In some cases it may be easy for you to incorporate a Shadow with a Windblade and Monk because each have different ranges.
  • The mechanics behind combos is that they let you move your units around without losing any action points, since any you spend on moving is made up by the extra damage your combos will yield.
With it's high range and DPS, picking off vital units is very easy for the Poisoner.
With it's high range and DPS, picking off vital units is very easy for the Poisoner.
Pairing the Poisoner's power with Bamboo or the Shadow's ability to resurrect enemies to your side makes for an even better strategy.
Pairing the Poisoner's power with Bamboo or the Shadow's ability to resurrect enemies to your side makes for an even better strategy.

2. Poisoners - the Focal Point of Shaolin

The entire team simply circles around the Poisoner:
  • It is the only proper unit with range 3 - meaning that it works very easily with combos.
  • With it's ability to poison (reduce armor and resistance) it has very high damage and can kill 800hp units like Healers and Shamans in just three shots.
  • It's Poison ability also lasts for more than a turn so it allows you to 'build up' poisons on different units.
  • This is particularly important because most teams' potions and healers do not de-buff the poison.

3. Shadow Annoyance

  • The Shadow has a neat range of 3 with a powerful ability to resurrect enemy bodies (and your own) to fight for your team. This means that whilst playing Shaolin you can effectively have any of your opponent's units too.
  • Much harder than you might think, gaining somebody else's unit and then actually keeping it is very rare. Instead, you should aim to fly in with a Shadow and convert a body in order to (effectively) stomp it.
  • Your enemy will have to destroy it next turn and will use up an action point in doing so (same principle with necromancer).
  • Extra Tip: use your Shadow after a unit has just been revived because it will always have only 100hp - the amount of damage a Shadow can deal per hit.

Screenshots of a Game I Played - Challenge me @Philanthropy!

Click thumbnail to view full-size
The Priestess on the right had been recently revived and so had 100hp.This is exactly the amount of damage 1 hit from a Shadow does.With a movement speed of 3 tiles, he is able to fly in, attack once, and convert the PriestessI now have the ability to control the Priestess how I want, and with my last action point I am able to attack the nearby Void Monk.Dealing 200 damage, reducing his next attack by 50%, and healing 100 hp - all this meaning that it takes 3 action points to stomp the Priestess next turn.
The Priestess on the right had been recently revived and so had 100hp.
The Priestess on the right had been recently revived and so had 100hp.
My Poisoner attacks thrice to knock out a Necromancer and then,
My Poisoner attacks thrice to knock out a Necromancer and then,
My comical Bamboo finishes the job and stomps the body. Now there is a 1200hp obstacle for my opponent to waste his next turn on, or leave alone and have a worse off position than me (bamboo stops the enemy from firing over it).
My comical Bamboo finishes the job and stomps the body. Now there is a 1200hp obstacle for my opponent to waste his next turn on, or leave alone and have a worse off position than me (bamboo stops the enemy from firing over it).

4. Stomping With Bamboo

Although it might seem like a very simple move, using bamboos to stomp an enemy body instead of wasting 3+ action points to stomp it with a unit (and then retreat) is one of the most powerful parts of Shaolin.
Essentially, you can take two free kills with both of your bamboos. All you need to do is have your Poisoner attack a unit with 800hp three times, and then throw the bamboo down on the body.
You could do the same with other units but it may not be as effective since the Poisoner has a range of 3 (and much more damage than Shadow who has only 100).

Upgrade your monks!

A very good tank unit. Better than the Knight in my opinion!
A very good tank unit. Better than the Knight in my opinion!

5. Monks!

  • Monks are powerful tank units that outperform the Knight in most ways.
  • Instead of having the ability to knock units back (rarely used) it has the ability to permanently (against most teams) reduce a unit's health by 200.
  • This means that whatever unit has been attacked is a lot easier to kill in future turns.
  • Be careful though as you can only do this to one unit at a time, and if you attack another unit with the same Monk the reduced HP will just turn into lost HP (and then can be healed back).
  • The Monk is an excellent unit to run into your opponents base and take out a weak unit (with say 600 health) and then stomp it.
  • A lot of the time, your monk will not be able to be stomped out by your opponent and you can revive it easily using the long range resurrection that a Shadow provides. Then, you can simply retreat your Monk back to safety.
  • Reserving your armors and helmets for Monk usage is also a great idea as all of the other Shaolin units simply do not have many health points (except for the Shadow but you never want him to take damage anyway).
  • As you can see in the picture above, with both Shield and Helmet a Monk can reach 1200hp with 20% resistance and armor. Perfect for shielding vulnerable Poisoners and Windblades.

Moflavour

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