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[[Category:Here Be Monsters]] |
[[Category:Here Be Monsters]] |
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[[Category:Raids]] |
[[Category:Raids]] |
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− | [[Category:Mage]] |
Revision as of 04:57, 3 August 2014
Here is the list of some base designs. Base designs are primarily build to beat the HBM. There are too many variables that have influence on which HBM wave you can beat, therefore are concepts sorted by Town Hall level.
TH level 8-11
Design Concept: Peon Clover
HBM wave: A
Credit: DirtyDistaggio(GodFuzzy)
No towers.
Heroes' levels:20-70
Description: It's a DeathClover modified base,where the vaults tank for you,and you have no towers due to the low might. It's very good if you want an account with very low might.
TH level 13
Design Concept: Maze
HBM wave: C
Credit: IGG Forums
Tower levels: 5 - 7
Heroes: Levels 60-100
Description: Monsters walk around in the maze giving your heroes and towers enough time to take them out before they reach their your towers.
Design Concept: Modified Deathbox
HBM Wave : D - E
Credit:BKF666
Tower levels:5-7.
Heroes: 60-92.
Description: Tower based design. Monsters target your towers while your heroes take them out.
Towers can be interchanged with mana/gold vaults if your towers are low levels
Two ranged heroes required, preferrably Engineer and Druid at the edges closest to the towers
Note: Monsters break through the walls on the east and wide a lot. Not recommended.
Design Concept: Modified Clover
HBM wave: C
Credit: IGG Forums
Tower levels: 5 - 7
Heroes: Levels 80-100
Description: 4 entrances help spread monsters and reduces the number that can aggro on your heroes at a given time. Buildings outside the wall are arranged in such a way that the monsters cannot complete path around your walls. Monsters make an L shaped/ V shaped path from one entrance to the next.
TH level 15
Design Concept: Modified Diamond
HBM wave: F
Credit: 柯里昂
Tower levels: Arrow levels 7-8
Garrisons: Yes
Heroes: TG & Druid lvl 100. Engineer 80, Champ level 90+ and AC (Succubus ) level 80+ or a level 60 Ninja
Description:This setup is tower based, your heroes must be capable of taking out all the enemies while they focus on the towers. Thunder god , Engineer and Atlanticore at 4/9 skill. Putting vaults or any other building inside your walls is counterproductive and will lead to failure. This is because enemies will target towers until they are destroyed but for other buildings your heroes can be targetted before the building is destroyed and the monsters will break through your wall to get to the buildings.. It is possible to beat D using two cannon towers with this setup. This setup is vulnerable to raids. Placing two buildings or decorations at the tips can resolve this. For Here Be Monsters the buildings have to be removed. Decorations can stay.
Note: Putting a very low HP building at the tip can be a good strategy as it would be destroyed by wave 3 by Griffins. Its a risky strategy as non flying ranged heroes and troops( Serpent Queen and Centaurs) will try breaking through your walls. Its also risky if it lasts past wave 3 as it can be targetted by the Dino and destroyed instantly and your heroes will not survive.
TH level 16
Design Concept:Fashist
HBM wave: D-F
Credit:
Tower levels: 5-7
Heroes: Description: Beginning with Wave D, your base will be swarmed by packs of Griffins. As they completely fly over walls, you will need to have a base design that immediately attracts their attention toward buildings, while your towers and heroes kill them off. If you have been using Cannon Towers, which are great for A through C, you will need to exchange them for Arrow Towers , as the former are completely useless against flying troops. It is recommended that you keep at least one Cannon Tower to deal with the large amount of ground troops that can overwhlem other towers..
This base design is highly effective in drawing troops into the base and having them circle around the paths towards their target building, while heroes and towers pick off the invaders. Out of 100+ completed HBM runs, there are only rare instances losing due to a time out. (This may happen in D, but far less often in E and F.)
TH level 17
Design Concept: Fighting L's
HBM wave: E & F
Credit: BalisticRain
Tower levels: Green and Pink garrisons in arrow towers to take out heroes quickly, Blue and Purple garrison in Cannon tower to maximize damage to ground units.
Heroes: 80-120
Description: Design focuses fire to single units to bring down enemies as quick as possible. Enemies run around the perimeter through wave E4 and reaches the center by E5 and die quickly afterwards.
TH level 18-19
Design Concept: Modified and enlarged Deathbox
HBM wave: I
Credit: YouTube contributors
Tower Levels: L10 Arrow Towers with garrisons of your choice depending on your needs.
- Purple garrisons are not recommended since enemy heroes have such high hit points towers will have little affect on them.
- Green garrisons are not recommended since they prioritize targeting to heroes and that will not help you in high levels.
- Blue garrisons are probably the best choice since they raise the hit points of the towers substantially at high levels. Your towers and other buildings are in your center base for one purpose - distracting enemy heroes and soaking up damage. High hit points equals survival.
Heroes: 140-160 depending on lineup. Druid/TG/PD are mandatory and ranged/AOE with high hit points are recommended in addition to these.
Description: Base design focuses on control of enemy hero multi-targeting. This includes SM and TG and is accomplished using the "4 corner" design and placing Guardian troops in all Barracks. This increases the chance enemy heroes will not target your heroes dramatically. As in wave H, you must protect your towers from the Ornithopters and increase their pathing time by placing them closer to the center of your base. Use your highest hit point buildings on the outside center of your base. Hero base levels should be 18 plus depending on your hero level. If using TH 18 the zig-zag entry on each side of the death box is optional. I recommend bomb placement around both entrances.
Recommended Heroes For Free to Play
Here are the lists of possible Heroes which Free to Play players may use on Here Be Monsters.
Druid - His ability and strength is a mark-up choice in HBM. He acts as a one man army but very useful since he heals and attacks at the same time even and during the game play. Probably one of the best Hero to use in HBM. Druid should be placed at the center, and one ranged hero paired with a melee hero..
Immortep - One of the best hero you can come up with. His skills and added talents can clear up attacking troops from A-J depending upon his levels.
Thunder god - one of the best AoE and multiple target hero in HBM. He is one of the key player, the other one is Druid and Immortep. With his multiple Target attacks he can manage to wipe out troops on every waves.
Paladin - Because of his high hitpoints that makes him second invincible blocker of the game. Able to hold attacking troops and monsters.
Pain-da - His procs prove him almost same with Immortep giving an area of attack a best play in HBM.
Cyclops - He has decent damage and with his skill he can take out many enemies at once
Serpent Queen - Although her skill damage isn't very high, she can be very useful in the early hbm challenges, where tier1 or tier2 troops attack
Engineer - out from Ordinary Hero List He is one of the best Heroes proven useful in Raids and HBM. His capability upon HBM has been proven to be powerful in regards with multiple target attacks.
Marksman - is more useful than a level 80 Succubus in Here Be Monsters. She is one of the second Ordinary Hero that proven to be in par with Legendary.
The difference between almost completing and completing a Here Be Monsters letter could be the addition of a mutiple target skill hero.