Notes: Used Banzai's Stratagy as the base. I used a Water tank in place of Earth, and she was in the middle most of the battle. The battle wasn't too bad until around 2/3 the way through, when my Wind pet was knocked out, nullifying his ent flask. Every time I switched wind to the lead, he was taken out (which was two of his ko's.) The final two cycles I wasn't able to defeat the smaller worms due to losing the flask. Toward the end, I was able to use Raith's Fury again, which saved the battle. My wind pet did about 90% of the damage during the battle, while Ice Sphere protected my team. Ice Sphere does block most of the damage on turns you would otherwise need to block. If I'm remembering correctly, I used 3 Exceptional Grove Elixers and 5 Exceptional Grove Draughts.
~
Edited By SerenityEather on 4/25/2022 at 1:01 PM.
Slytherin7
Level 75
Grand Protector
Joined: 4/12/2019
Threads: 75
Posts: 1,023
Posted: 4/30/2022 at 3:42 PM
Post #22
Attempts needed to Win: At least ten. Used different gear every time except this one
Rounds in final fight: 115
Barracks info
Training Grounds Rank: 3
Possible Tactical Bonuses active: Mega Boss + Elites
Other: Greater Ent Flasks from advent calendar (mit + dex + dex)
Primarily followed Xavion's guide since they have the same team setup as me. Used attack two at last turn of miniworms to do some extra damage to Woerm. Used Attack 5 at the very start and again at the reconstruction. If your pets are more powerful than mine, you might not get a chance to use it again, as I was about three turns into reconstruction before the cooldown ended and I could use attack 5 again. Understand your pets' strengths and weaknesses and decide accordingly when would be the best time to use attack 5.
Edited By Slytherin7 on 5/8/2022 at 7:08 PM.
Renic
Level 75
Guardian of the Realm
Joined: 11/14/2018
Threads: 12
Posts: 110
Posted: 4/30/2022 at 5:14 PM
Post #23
Attempts needed to Win: 7
Rounds in final fight: 59
Training Grounds Rank: 3
Possible Tactical Bonuses active: Had all bonuses active, mega-boss, named boss, and elites
Other: Lights Renewal, Lesser Ent flasks (Mitigation on light, Intelligence on fire, Strength on air)
Notes:
Block at 48 mana and 120 mana. Built mana up at the start as best I could, aka until worm decided to do that draining mana thing and then I used as much of it as I possibly could. Started with 5th move, used the F move whenever the thing for draining mana happened, didnt want whatever happened with that to happen, especially since I had been focusing on building mana. I did use one revive I think on my light pet and did end up switching my light with my air when worm was charging up for second charged attack before swapping back.
I also included additional info on each of my attempts in this google doc that also includes the above info and a little bit of commentary from myself.
Ysereh
Level 75
Crystalline Cleaver
Joined: 1/3/2022
Threads: 3
Posts: 20
Posted: 5/6/2022 at 12:10 AM
Post #24
Attempts needed to Win: More than 10, less than 20?, lost exact count.
Barracks info:
Training Grounds Rank: 1
Tactical Bonuses active: Mega-Bosses and Bosses
Other: Temple of Light Rank 1 (Reduced cooldown for Mend). No Ent flasks used
To be honest I only really succeeded once the Worm reached Rank 5 exhaustion, and my pets reached Rank 4 in all their moves.
Upgrading their equipment helped a bit (at some point I was battling the worm unaided over and over, to stop wasting Battle Trinkets, just to see if I was progressing as I reforged their equipment bit by bit), but the real difference in progress came when my Air pet reached Rank 4 in their key 5 move, so apparently I was lacking attacking power more than staying power.
edit: I don't remember 100% if I used Elixirs or Draughts, I could swear I didn't? The final attempt was surprisingly smooth-sailing.
edit 2: You are basically in a damage race against that one empowerment ability the worm has that goes up rank by rank. Once you can reliably kill all the mini worms (or at least get them all in the first 3 rounds of mini worms, at least?) and try to keep your mana empty when it absorbs it, AND still manage to deal enough damage the next round of mini worms to demolish them like you did in the previous one, etc. that's when you know you are doing good.
Basically if it reaches like Rank 5+ in their empowerment thing and it still has a lot of health left, you are in trouble.
Edited By Ysereh on 5/6/2022 at 12:20 AM.
YureiNeko
Level 75
Hand of Destiny
Joined: 2/21/2017
Threads: 83
Posts: 1,883
Posted: 7/21/2022 at 11:55 AM
Post #25
Attempts needed to Win: 4, 2 were test runs and 2 were serious attempts
Rounds in final fight:110 turns
Barracks info: Everything was built and upgraded as far as it could go with the exception of the tracker
Training Grounds Rank: 3
Possible Tactical Bonuses active: BBEG Buff (Mega-Bosses and Bosses)
Other: Light's Renewal, 2 Lesser Mitigation Ent Flasks, 1 Strength Lesser Ent Flask (I used 1 Greater Revive)
Notes:
I used the buffs from the barracks and 3 lesser ent flasks, during the fight I only needed 1 strong revive.
I followed Unstaeble's Guide and Skor's Quickguide.
Edited By Yureineko on 7/21/2022 at 11:58 AM.
Serrorai
Level 75
The Fortuitous
Joined: 1/1/2020
Threads: 22
Posts: 217
Posted: 9/8/2022 at 8:37 PM
Post #26
Attempts needed to Win: 7-9 (Don't quite recall exact number)
I began attempting with Earth/Light/Air but was unsuccessful, iirc it took around 4 attempts after swapping to Earth/Light/Fire
Rounds in final fight:150-250 (Again, don't fully recall but by the end behemoth was rank 6 empowerment and I had been defeating both minis each time they were summoned)
Barracks info
Training Grounds Rank:2
Tactical Bonuses active:
Mega-Bosses and Bosses
Other: None used on the winning attempt
Level:75
Base stats:
900 Health
120 Mana
72 Str
72 Int
72 Dex
71 Agi
Element: Light
Profs: 1 Health 2 Dex 3 Int
Equips:
Pyromancers SW Relic +1
Pyromancers SW Armor
Pyromancers SW Bracer +1
Pyromancers SW Bracer +1
Move Ranks:
1 = r4
2 = r4
3 = r4
4 = r4
5 = r1
Tumble
Level:75
Base stats:
700 Health
120 Mana
61 Str
61 Int
60 Dex
68 Agi
Element: Fire
Profs: 1 Health 2 Dex 3 Int
Equips:
Pyromancers SW Relic
Pyromancers SW Armor
Pyromancers SW Bracer +1
Pyromancers SW Bracer +1
Move Ranks:
1 = r4
2 = r4
3 = r4
4 = r4
5 = r1
Notes:
Used exceptional grove draught to revive Tumble and Strasa near the ends of the fight, as the attack that causes pos/neg charge deals quite a hefty chunk of damage, put negative charge combo on Tumble, pos charge on Strasa, and the next negative on Sardon. As my pets were KOed at a few points it reset their charges allowing me to have more leeway when it came to that mechanic, used Banzais guide for mechanics knowledge.
Edited By Raika on 9/8/2022 at 8:48 PM.
Voidborn
Level 75
Guardian of the Realm
Joined: 3/5/2022
Threads: 27
Posts: 245
Posted: 2/7/2023 at 3:44 PM
Post #27
Attempts needed to Win: more than 5 (Really suggest not trying until gear is +4 and all skills are rank 5)
Fight: 36 turns
Barracks:
Training Grounds Rank: 3
Possible Tactical Bonuses active: Mega-Bosses and Bosses and Elites
Other: eg Light's Renewal, Ent Flasks(Mitigation on Light, Strength on Air, Int on Fire)
Notes:
Started off fight with key 5, defeated before the second charge attack
Edited By Voidborn on 2/7/2023 at 4:30 PM.
Drakonis
Level 75
Grand Protector
Joined: 9/18/2020
Threads: 29
Posts: 629
Posted: 2/8/2023 at 7:57 AM
Post #28
Attempts needed to Win: 4 (got obliterated during my first 3 attempts last year. Decided to get better equipment and rank up my pets a little more before my winning attempt today)
Rounds in final fight: I forgot to check, but probably about 100-110
Barracks info
Training Grounds Rank: 3
Possible Tactical Bonuses active: Mega-Bosses and Bosses
Other: Light's Renewal, Lesser Ent Flasks (Mitigation, Strength, Intelligence)
Notes:
Followed Unstaeble's and Xavion's guides very closely. During my first 3 (rather futile) attempts, I think I was only using plus 2 or three vinethorn gear. My water pet's 4th move, and all my light pet's moves were at rank three (if I recall correctly). I think changing to upgraded SW gear, and ranking up ice sphere, beam and fairy light to rank 4 helped a lot. I also remembered to block whenever the woerm reached 48 and 108 mana (from after its first burrow onwards). I did not do this during my first 3 attempts and died terribly :')
Used key 5 for my air and light pet during the very first round, but only used my water pet's key 5 move right after casting key 4 ice sphere (when the woerm first reached full many). Not sure if this helps, but it does extend the effect of ice sphere quite a bit. I basically used ice sphere as much as possible, especially when the woerm reached full mana (or, if possible, 108 mana in later rounds) and before I finished off the baby worms.
Placed the "- -" charges on my air pet, while "++" charges went to my water pet.
I used 2 exceptional grove elixirs: the first was for my air pet when she nearly fainted due to the charged attack (despite blocking), and the second when I tried to give my air pet more mana to decimate the woerm during the reconstructing stage, only to realise that grove elixirs don't give mana oops (in the end, I managed to finish off the woerm without decimate)
(to be honest, the bolded line is the only important thing out of these whole bunch of words XD)
Edited By Drakonis on 4/26/2023 at 3:09 AM.
Moderation Team
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Protector of the Forums
Site Moderator
Posted: 9/24/2023 at 12:10 AM
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