In Battle Camp players have the ability to engage in matches against other players that happen in real time. This can sometimes be very intimidating for new players and many players struggle to perform well.
The real time system of PvP is very fast paced and intense and performing well requires many factors.
Rule 1 of Battle Camp PvP: Match 5
5 Gem Matches every time you can. When against an opponent they will always have a full team of monsters so the best way to push heavy damage is to use full gem matches. This way every attack you make does 5x the damage. IF you're able to make combos in addition that is important.
Rule 2 of Battle Camp PvP: Speed and Combos
During the normal game many players will take the fact that there is time still left while moving a gem for granted. Because of this when both players are out of the gate they might spend time moving around a gem but if you release yours first your attack comes first. When you attack first it's a players reaction to look at the damage they took, this then takes time away from their next combo. Try to be moving quickly very often and if you don't see a big combo, go for a fast one.
Rule 3 of Battle Camp PvP: Heal early, not late
Healing is a double edged sword. When you take time to heal you're giving the opponent a free attack and a chance to heal as well. Also, healing can also get you killed because when at low health a heal probably won't be enough to save you.
BUT, healing early in the battle a few times can often be enough to get things done. Most players will go, attack, attack, attack, and not heal until they need to. When they need to though is when it's most dangerous to heal because if they barely live through your attack, they will need to heal again, and again.
If you develop a habit of throwing in heals along with your attacks during the course of the battle, you will save yourself from crits/combos that would otherwise finish you off.
Just think of MMOs, you don't wait until you're at 10% health to cast heal.
Rule 4 of Battle Camp PvP: C-c-c-c-c-c-ombo
Use combos. If you are up against another player who is using Match 5s every time, who is attacking quickly, and healing constantly, the difference between victory and defeat is the 20%-100% bonus you can earn with combos. One player hitting them will be doing more damage and more healing.
Hopefully this tips help you along in your Battle Camp PvP. Overall, the biggest key is turning combinations into habit. The more this becomes a habit the faster and better you get.
Battle Camp Guides
Guides for various aspects of the popular Mobile Game Battle Camp by Pennypop. Battle Camp Tips, Guides, Hints, etc.
Wednesday, October 2, 2013
Thursday, September 26, 2013
Battle Camp Passive Skill List
One Star Passives: These passives require 1 of the same zodiac to activate
Confident
This monster gains % increased attack when health is above 75%. Arguably one of the best one star passives.
Glass
This monster gains % increased attack at the cost of 25% decreased health.
Gutsy
This monster gains % increased attack when health is below 25%
Healthy
This monster gains 35% increased health at the cost of 25% decreased attack.
Lucky
This monster gains 30% chance to deal double damage when health is above 75%
Resistant
This monster gains % increased element defense.
Restorative
This monster gains % increased recovery when health is below 25%.
Spirited
This monster gains % increased defense when health is below 25%.
Striker
This monster gains % chance to deal double damage when health is below 25%.
Strong
This monster gains % increased defense when health is above 75%.
Two Star Passives: These passives require 2 of the same zodiac to activate
Brawler
This monster gains % increased attack.
Defensive
This monster gains % increased defense.
Favored
This monster gains % chance to deal double damage and % increased attack when health is above 75%. Arguably one of the best two star passives
Guard
This monster gains % increased defense and % increased recovery when health is above 75%.
Healer
This monster gains % increased recovery.
Precise
This monster gains % chance to deal double damage.
Robust
This monster gains % increased health.
Scrapper
This monster gains % increased attack and % increased recovery when health is below 25%.
Starter
This monster gains % increased attack and % increased recovery when health is above 75%.
Survivor
This monster gains % increased defense and % increased recovery when health is below 25%.
Underdog
This monster gains % chance to deal double damage and % increased attack when health is below 25%.
Three Star Passives: These passives require 3 of the same zodiac to activate
Barbarian
This monster gains % increased attack and % increased defense.
Crusader
This monster gains % increased attack, % increased defense and % increased health.
Deadly
This monster gains % increased attack and % chance to deal double damage.
Defender
This monster gains % increased defense and % increased health.
Guardian
This monster gains % increased defense and % increased recovery.
Holy
This monster gains % increased attack and % increased recovery.
Juggernaut
This monster gains % increased attack, % increased health and % increased recovery.
Paladin
This monster gains % increased health, % increased recovery and % increased defense.
Savage
This monster gains % increased attack and % increased health.
Warrior
This monster gains % increased attack, % chance to deal double damage and % increased defense. Arguably the best passive in existence.
Special Passives: These passives are always active
Charged (1 Star)
Triple XP when using this monster to fuse.
Energized (3 Star)
Five times the XP when using this monster to fuse.
Potent (2 Star)
Double XP when using this monster to fuse.
Confident
This monster gains % increased attack when health is above 75%. Arguably one of the best one star passives.
Glass
This monster gains % increased attack at the cost of 25% decreased health.
Gutsy
This monster gains % increased attack when health is below 25%
Healthy
This monster gains 35% increased health at the cost of 25% decreased attack.
Lucky
This monster gains 30% chance to deal double damage when health is above 75%
Resistant
This monster gains % increased element defense.
Restorative
This monster gains % increased recovery when health is below 25%.
Spirited
This monster gains % increased defense when health is below 25%.
Striker
This monster gains % chance to deal double damage when health is below 25%.
Strong
This monster gains % increased defense when health is above 75%.
Two Star Passives: These passives require 2 of the same zodiac to activate
Brawler
This monster gains % increased attack.
Defensive
This monster gains % increased defense.
Favored
This monster gains % chance to deal double damage and % increased attack when health is above 75%. Arguably one of the best two star passives
Guard
This monster gains % increased defense and % increased recovery when health is above 75%.
Healer
This monster gains % increased recovery.
Precise
This monster gains % chance to deal double damage.
Robust
This monster gains % increased health.
Scrapper
This monster gains % increased attack and % increased recovery when health is below 25%.
Starter
This monster gains % increased attack and % increased recovery when health is above 75%.
Survivor
This monster gains % increased defense and % increased recovery when health is below 25%.
Underdog
This monster gains % chance to deal double damage and % increased attack when health is below 25%.
Three Star Passives: These passives require 3 of the same zodiac to activate
Barbarian
This monster gains % increased attack and % increased defense.
Crusader
This monster gains % increased attack, % increased defense and % increased health.
Deadly
This monster gains % increased attack and % chance to deal double damage.
Defender
This monster gains % increased defense and % increased health.
Guardian
This monster gains % increased defense and % increased recovery.
Holy
This monster gains % increased attack and % increased recovery.
Juggernaut
This monster gains % increased attack, % increased health and % increased recovery.
Paladin
This monster gains % increased health, % increased recovery and % increased defense.
Savage
This monster gains % increased attack and % increased health.
Warrior
This monster gains % increased attack, % chance to deal double damage and % increased defense. Arguably the best passive in existence.
Special Passives: These passives are always active
Charged (1 Star)
Triple XP when using this monster to fuse.
Energized (3 Star)
Five times the XP when using this monster to fuse.
Potent (2 Star)
Double XP when using this monster to fuse.
Wednesday, September 25, 2013
Battle Camp Passives Guide
In Battle Camp passives play a huge role in monster power. Activating monster passives can increase damage output by upwards of 500 per monster as well as other stats. They are very powerful and should never be overlooked.
Zodiacs:
Passives are activated in Battle Camp by using monsters of the same Zodiac signs. The number of zodiacs required to activate the ability is based on the power of the passive. A one star passive only requires one matching zodiac while a 3 star passive requires 3 matches.
Overall, this means it can take quite a bit of time to get a full matching team, but when you do the power increase is mammoth.
Passives:
Passives modify your monsters stats while in battle. So in Battle Camp when you look at the stats of the monster you won't notice a buff to the stats. Instead the buff only takes effect while in battle.
There are currently a limited number of stats that passives currently modify and they are pure buffs/debuffs.
Attack -- Health -- Recovery -- Crit -- Defense
Now, Attack, Health, and Recovery are fairly straight forward but Crit and Defense can be tough for people to understand because people might say 'hey those stats don't exist'.
Critical: Critical offers a % Chance of dealing double damage. This ability is AMAZING. Especially when stacked with Attack increase (yes, there is a 3 star passive that increases both the attack and critical). Although it is random, the damage can be devastating and lead to instant PvP wins with the right team.
Defense: Probably one of the most underrated buffs Defense is very powerful. In PvP defense offers reduction to the pet with the passive, but in PvE it can be confusing because of the shared health bar. The way it computes is if you have one monster with 50% defense, it results in a 10% reduction to damage if none of your other monsters have defense passives.
What are the Best Passives?
The best passive in the game right now is Warrior. It increases Attack/Crit/Defense and multiple monster with this passive active are powerhouses.
Crusader, Juggernaut, and Deadly are also extremely powerful passives. Deadly increases Attack/Crit, Crusader increases Attack, Health, and Defense, and Juggernaut increases Attack, Health, and Recovery.
Special Mention:
Specials have their own passives that increase the experience earned while fusing. The general rule is 1 stars specials should be used in Evolution, 3 star passives should ALWAYS be leveled and used in Fusion. 2 Star Passives can be used in leveling or evolution, but it's preferred to use them for leveling since they still offer a powerful XP bonus. Hopefully this was a helpful Battle Camp Passives Guide.
Zodiacs:
Passives are activated in Battle Camp by using monsters of the same Zodiac signs. The number of zodiacs required to activate the ability is based on the power of the passive. A one star passive only requires one matching zodiac while a 3 star passive requires 3 matches.
Overall, this means it can take quite a bit of time to get a full matching team, but when you do the power increase is mammoth.
Passives:
Passives modify your monsters stats while in battle. So in Battle Camp when you look at the stats of the monster you won't notice a buff to the stats. Instead the buff only takes effect while in battle.
There are currently a limited number of stats that passives currently modify and they are pure buffs/debuffs.
Attack -- Health -- Recovery -- Crit -- Defense
Now, Attack, Health, and Recovery are fairly straight forward but Crit and Defense can be tough for people to understand because people might say 'hey those stats don't exist'.
Critical: Critical offers a % Chance of dealing double damage. This ability is AMAZING. Especially when stacked with Attack increase (yes, there is a 3 star passive that increases both the attack and critical). Although it is random, the damage can be devastating and lead to instant PvP wins with the right team.
Defense: Probably one of the most underrated buffs Defense is very powerful. In PvP defense offers reduction to the pet with the passive, but in PvE it can be confusing because of the shared health bar. The way it computes is if you have one monster with 50% defense, it results in a 10% reduction to damage if none of your other monsters have defense passives.
What are the Best Passives?
The best passive in the game right now is Warrior. It increases Attack/Crit/Defense and multiple monster with this passive active are powerhouses.
Crusader, Juggernaut, and Deadly are also extremely powerful passives. Deadly increases Attack/Crit, Crusader increases Attack, Health, and Defense, and Juggernaut increases Attack, Health, and Recovery.
Special Mention:
Specials have their own passives that increase the experience earned while fusing. The general rule is 1 stars specials should be used in Evolution, 3 star passives should ALWAYS be leveled and used in Fusion. 2 Star Passives can be used in leveling or evolution, but it's preferred to use them for leveling since they still offer a powerful XP bonus. Hopefully this was a helpful Battle Camp Passives Guide.
Battle Camp Raid Guide
One of the best ways to gain powerful monsters in Battle Camp is through raiding. Players are able to Raid once they join or start a troop, an admin just needs to start the raid and once started players in the troop have a certain amount of time to beat that wave. To access the raids players just need to click the Raids button in Troop menu and click engage.
Each Raid has five waves so it can take new troops some time, but if they are victorious they will earn one piece of an SR, after 6 pieces they will have a complete SR monster.
There are five raids in total, one for each element. The raids increase in difficulty as players complete them they earn troop achievement banners for them.
Raid 1: High Tides Low Prices
Element: Water
Raid 2: Quest for the Lost Kitty
Element: Leaf
Raid 3: Tacos are Awesome
Element: Fire
Raid 4: Rock Monster of Ages
Element: Stone
Raid 5: Hallmark the Occassion
Element: Wind
The monsters are only slightly more powerful in the more difficult raids so many players opt to continually do High Tides.
How much damage do you need to do to complete them?
I'm not exactly sure of the exact but I know for the most pertinent one, High Tides Low Prices the first wave has about 100000 health and the increase isn't that great with each wave. This means that a troop of 10 who are able to 5k damage each should be able to complete the raid in it's entirely in a day.
Hopefully this helps players some.
Each Raid has five waves so it can take new troops some time, but if they are victorious they will earn one piece of an SR, after 6 pieces they will have a complete SR monster.
There are five raids in total, one for each element. The raids increase in difficulty as players complete them they earn troop achievement banners for them.
Raid 1: High Tides Low Prices
Element: Water
Raid 2: Quest for the Lost Kitty
Element: Leaf
Raid 3: Tacos are Awesome
Element: Fire
Raid 4: Rock Monster of Ages
Element: Stone
Raid 5: Hallmark the Occassion
Element: Wind
The monsters are only slightly more powerful in the more difficult raids so many players opt to continually do High Tides.
How much damage do you need to do to complete them?
I'm not exactly sure of the exact but I know for the most pertinent one, High Tides Low Prices the first wave has about 100000 health and the increase isn't that great with each wave. This means that a troop of 10 who are able to 5k damage each should be able to complete the raid in it's entirely in a day.
Hopefully this helps players some.
Battle Camp Fusion Guide
Although some players will haphazardly feed whatever they find to their pets, that can end up with a broke player pretty fast.
Early on it's important to fuse what you can get, but as you level you can start to be more discerning about what you fuse.
Fusion Math:
The amount of experience a monster gives is: Feed*Level. So if a monster has a feed value of 200 and it's level is 5 it will give 1000 experience.
The amount it costs to feed a monster is: Monster Level * 5 of the monster being fed. So if a monster is level 10, it will cost 50 stone to feed that monster, whether the monster being fed is level 1 or level 5.
Because of what I note above, I generally sell any monster I find that is a low level rather than waste time feeding it to another one. Since it often costs me upward of 200 + stone to Fuse, I'm not interested in fusing a level 2 to the monster.
But for those with a little more time there is an alternative. Math.
I have a monster that's level 10. That means that it will cost 50 stone per monster to feed it. I have 10 level 1 monsters each with a feed value of 200.
If I feed 5 to him, it will cost 250 stone for 1000 experience. Or, 4xp per stone.
If I feed 4 monsters to one of the level 1s, and another four monsters to the other level one. It will cost me = 40 stone total and bring each monster to level 5 (Possibly 6 or 7). Now, I will feed those two level 5s to the level 10 monster. The cost? 100 stones + 40 stones for previous levels. The amount of experience? 2000. So my cost per xp becomes 14.2xp per stone.
This is obviously a vast improvement. Keep this in mind while fusing. All the numbers are there.
SPECIALS:
It's important to take note that Special Monsters have the highest feed value in the game at 800 per level. This makes them greater than most UR monsters. ALSO, it's important to note that these same monsters come equipped with an always active passive to multiply their feed values by UP TO 5x!
Because of this, when leveling monsters that go especially high, it's recommended to fuse monsters into a Special then feed THAT to your high level. It saves a fortune in Stone.
Hopefully this Battle Camp Fusion Guide helps.
Early on it's important to fuse what you can get, but as you level you can start to be more discerning about what you fuse.
Fusion Math:
The amount of experience a monster gives is: Feed*Level. So if a monster has a feed value of 200 and it's level is 5 it will give 1000 experience.
The amount it costs to feed a monster is: Monster Level * 5 of the monster being fed. So if a monster is level 10, it will cost 50 stone to feed that monster, whether the monster being fed is level 1 or level 5.
Because of what I note above, I generally sell any monster I find that is a low level rather than waste time feeding it to another one. Since it often costs me upward of 200 + stone to Fuse, I'm not interested in fusing a level 2 to the monster.
But for those with a little more time there is an alternative. Math.
I have a monster that's level 10. That means that it will cost 50 stone per monster to feed it. I have 10 level 1 monsters each with a feed value of 200.
If I feed 5 to him, it will cost 250 stone for 1000 experience. Or, 4xp per stone.
If I feed 4 monsters to one of the level 1s, and another four monsters to the other level one. It will cost me = 40 stone total and bring each monster to level 5 (Possibly 6 or 7). Now, I will feed those two level 5s to the level 10 monster. The cost? 100 stones + 40 stones for previous levels. The amount of experience? 2000. So my cost per xp becomes 14.2xp per stone.
This is obviously a vast improvement. Keep this in mind while fusing. All the numbers are there.
SPECIALS:
It's important to take note that Special Monsters have the highest feed value in the game at 800 per level. This makes them greater than most UR monsters. ALSO, it's important to note that these same monsters come equipped with an always active passive to multiply their feed values by UP TO 5x!
Because of this, when leveling monsters that go especially high, it's recommended to fuse monsters into a Special then feed THAT to your high level. It saves a fortune in Stone.
Hopefully this Battle Camp Fusion Guide helps.
Battle Camp Gem Matching Guide
Alright, so you're killing monsters in Battle Camp but it isn't coming along well? Well, to help you along I'm writing this handy dandy Battle Camp Gem Matching Guide. This is what I do to hit the highest damage possible.
Single Target Monsters:
Battles that require a single target are often the easiest to do damage on. The reason being that in these battles the strategy is to make as many 3 Gem matches as possible. So, for example if you have 6 Fire Gems on the board, it is customary to try to make a 5 Gem match, avoid this. A 5 Gem match accomplishes an 'Attack All' but with one monster that's wasted. It's better to do two three Gem matches which will result in 2 fire attacks + 20% for the combo.
Three gem matches and combos are the key to single target.
Groups of Monsters:
Battles with multiple targets are arguably some of the most fun because of the ability to hit extremely high damage numbers. The key with groups of monsters is in hitting an 'Attack All' 5 Gem match every turn. This can be done however you wish by displacing other gems around the board, but every turn there should be a 5 gem match.
--It's good to note that the 5 Gems don't have to be in a line. They can be in a T or in a + or an L shape. As long as they are grouped as 5 it will activate.
Groups of Monsters 2.0:
Here comes the fun part with groups of monster damage. The way damage is calculated is that if a player matches 5 gems, the attack all is activated for that element, that means ever additional group of 3 gems or more of that element will stack fully.
So, when you have 8 gems on the board of Fire, you should attempt to match 5 Fire and 3 Fire separately on the same turn. This will result in double damage fire damage to every monster on the board. This is extremely useful in raiding.
Diagonal Movement:
It's worth mentioning that you can move gems diagonally. You need to be very precise when doing it but this will allow you to get around sticky situations when you get used to it. It allows you to get out of many sticky situations.
Displacement:
Finally, it's very important to get used to the way displacement works. As you start to get used to displacement you'll find yourself moving much more quickly. Displacement occurs when your gem swaps with any other gem. When you can, practice moving the gems around the board and the ways to do it. This will help you in making very large combos later on.
Combo's from above:
Try to ensure that any remaining pairs of gems are aligned upward if the space above them will have no incoming gems. This is because it's much more likely that one of the matching element will drop than two. It's pretty hard to do while doing the other things, but once you get used to it, it's second nature.
Single Target Monsters:
Battles that require a single target are often the easiest to do damage on. The reason being that in these battles the strategy is to make as many 3 Gem matches as possible. So, for example if you have 6 Fire Gems on the board, it is customary to try to make a 5 Gem match, avoid this. A 5 Gem match accomplishes an 'Attack All' but with one monster that's wasted. It's better to do two three Gem matches which will result in 2 fire attacks + 20% for the combo.
Three gem matches and combos are the key to single target.
Groups of Monsters:
Battles with multiple targets are arguably some of the most fun because of the ability to hit extremely high damage numbers. The key with groups of monsters is in hitting an 'Attack All' 5 Gem match every turn. This can be done however you wish by displacing other gems around the board, but every turn there should be a 5 gem match.
--It's good to note that the 5 Gems don't have to be in a line. They can be in a T or in a + or an L shape. As long as they are grouped as 5 it will activate.
Groups of Monsters 2.0:
Here comes the fun part with groups of monster damage. The way damage is calculated is that if a player matches 5 gems, the attack all is activated for that element, that means ever additional group of 3 gems or more of that element will stack fully.
So, when you have 8 gems on the board of Fire, you should attempt to match 5 Fire and 3 Fire separately on the same turn. This will result in double damage fire damage to every monster on the board. This is extremely useful in raiding.
Diagonal Movement:
It's worth mentioning that you can move gems diagonally. You need to be very precise when doing it but this will allow you to get around sticky situations when you get used to it. It allows you to get out of many sticky situations.
Displacement:
Finally, it's very important to get used to the way displacement works. As you start to get used to displacement you'll find yourself moving much more quickly. Displacement occurs when your gem swaps with any other gem. When you can, practice moving the gems around the board and the ways to do it. This will help you in making very large combos later on.
Combo's from above:
Try to ensure that any remaining pairs of gems are aligned upward if the space above them will have no incoming gems. This is because it's much more likely that one of the matching element will drop than two. It's pretty hard to do while doing the other things, but once you get used to it, it's second nature.
Battle Camp Beginner's Guide
After finishing the immediate Tutorial players are told to Battle Monsters but for some people they may not understand what exactly to do. To simplify it, complete quests, collect monsters, make monsters stronger. But it's a little bit more than that.
Getting Started:
The first thing you need to do as a new player is Battle Monsters in camp. Upon completing a battle you will either earn Stones or Monsters. Stones are the main currency and shouldn't be used frivolously. Monsters can either be swapped onto your team, or fed to other monsters via fusion. This is how a lot of your early time will be spent.
-- Quick Tip: Only turn quests in when you are at 0 energy if they will result in leveling. Any energy left on the table is lost.
After completing camp which if you follow the quick tip for energy will happen on your first sitting, you will hit level 5 and Teepee Hollow (the first real zone) opens up to you. Don't go!
Rare Farming:
Farming Rares early on should be done in Camp. The reason is that camp Rares only take 2 Pieces to complete while rares in other zones take more. This means that farming camp is the fastest way to attain a team of Rares. They are slightly weaker than other zone rares, but they make farming much faster and easier. A team of full rares decreases the chance that you'll lose battles, resulting in more energy and experience in the long term.
Every zone has 5 Rare monsters that appear at different frequencies so they take time to farm, also, the higher level zones have more powerful Rares (although the variance isn't huge).
Gem Matching:
Monsters attacks are accomplished by matching gems of their elements. So 3 Fire Gems will cause all your fire monsters to attack. The attack receives a bonus based on how many gem matches were made. So, in order to make the most of each attack try to match as many gems as you can each round. You can drag around the gem to make this easier.
Fusion:
As you level your team you'll start to collect lots of monsters. When using fusion to level your monsters keep in mind that monsters of the same element offer bonus experience. Also, every monster has a 'Feed' value that can be seen in the catalog. The amount of experience a monster will gain from being fed another monster is the 'Feed Value * Level' of the monster being fed. The amount it costs to feed a monster increases with the receiving monsters level. For example a level one monster requires 5 stone per monster being fed to it. A level 2 monster requires 10 stone per monster. Because of this it's better early on to save stone by leveling monsters evenly rather than feeding all the monsters to one. The formula for price is 'Level*5'.
So, because of this there is an optimal way to keep your price down on Feeders. Early on the best option is to sell any monster that is not at least a minimum level (you can decide what's acceptable) and feed the high level ones to your monster, with preferential treatment to same element.
Evolution:
Evolution is expensive and difficult, but makes a monster much more powerful. Personally, I only evolve rare monsters in Battle Camp for one reason, To unlock the catalog spot for it. As a player it's up to you to evolve, but it requires 2 of the same monster and 4 Specials of the same element to evolve a monster. This isn't particularly harsh, but early on those Specials are more useful in leveling than evolution.
Keep in mind in evolution monsters carry over 5% of their stats to the final forms base stats. If the monster is max level in evolution it carries over 10%. This can result in a HUGE difference. So, I normally say Evolution should be left for monsters SR or higher unless you are looking to unlock the catalog.
Events:
Always, Always, Always, participate. Not only because you can normally earn Ultimate Grabs, Stones/Specials/SR but because it lets other players know you are active and increases your chances of being recruited to an active troop. Active Troops raid, which helps increase your power VERY quickly.
Raiding:
Players in Troops can Raid whenever the admins start one. Raids consist of 5 Waves of powerful monsters and once defeated within the time frames yields a piece of an SR monster. After 6 Pieces you earn that SR. This is the BEST way to quickly become more powerful,.
Troops:
Join up in troops to Raid, Complete in Events, and just overall have a good time. Troops are a huge part of Battle Camp. To find Troops you can search for one in general, but I recommend using an event rankings to hunt for troops that may be looking for people.
Thanks:
Hopefully this helps as a general beginner's guide. I'll be adding more detailed guides about each key aspect.
Getting Started:
The first thing you need to do as a new player is Battle Monsters in camp. Upon completing a battle you will either earn Stones or Monsters. Stones are the main currency and shouldn't be used frivolously. Monsters can either be swapped onto your team, or fed to other monsters via fusion. This is how a lot of your early time will be spent.
-- Quick Tip: Only turn quests in when you are at 0 energy if they will result in leveling. Any energy left on the table is lost.
After completing camp which if you follow the quick tip for energy will happen on your first sitting, you will hit level 5 and Teepee Hollow (the first real zone) opens up to you. Don't go!
Rare Farming:
Farming Rares early on should be done in Camp. The reason is that camp Rares only take 2 Pieces to complete while rares in other zones take more. This means that farming camp is the fastest way to attain a team of Rares. They are slightly weaker than other zone rares, but they make farming much faster and easier. A team of full rares decreases the chance that you'll lose battles, resulting in more energy and experience in the long term.
Every zone has 5 Rare monsters that appear at different frequencies so they take time to farm, also, the higher level zones have more powerful Rares (although the variance isn't huge).
Gem Matching:
Monsters attacks are accomplished by matching gems of their elements. So 3 Fire Gems will cause all your fire monsters to attack. The attack receives a bonus based on how many gem matches were made. So, in order to make the most of each attack try to match as many gems as you can each round. You can drag around the gem to make this easier.
Fusion:
As you level your team you'll start to collect lots of monsters. When using fusion to level your monsters keep in mind that monsters of the same element offer bonus experience. Also, every monster has a 'Feed' value that can be seen in the catalog. The amount of experience a monster will gain from being fed another monster is the 'Feed Value * Level' of the monster being fed. The amount it costs to feed a monster increases with the receiving monsters level. For example a level one monster requires 5 stone per monster being fed to it. A level 2 monster requires 10 stone per monster. Because of this it's better early on to save stone by leveling monsters evenly rather than feeding all the monsters to one. The formula for price is 'Level*5'.
So, because of this there is an optimal way to keep your price down on Feeders. Early on the best option is to sell any monster that is not at least a minimum level (you can decide what's acceptable) and feed the high level ones to your monster, with preferential treatment to same element.
Evolution:
Evolution is expensive and difficult, but makes a monster much more powerful. Personally, I only evolve rare monsters in Battle Camp for one reason, To unlock the catalog spot for it. As a player it's up to you to evolve, but it requires 2 of the same monster and 4 Specials of the same element to evolve a monster. This isn't particularly harsh, but early on those Specials are more useful in leveling than evolution.
Keep in mind in evolution monsters carry over 5% of their stats to the final forms base stats. If the monster is max level in evolution it carries over 10%. This can result in a HUGE difference. So, I normally say Evolution should be left for monsters SR or higher unless you are looking to unlock the catalog.
Events:
Always, Always, Always, participate. Not only because you can normally earn Ultimate Grabs, Stones/Specials/SR but because it lets other players know you are active and increases your chances of being recruited to an active troop. Active Troops raid, which helps increase your power VERY quickly.
Raiding:
Players in Troops can Raid whenever the admins start one. Raids consist of 5 Waves of powerful monsters and once defeated within the time frames yields a piece of an SR monster. After 6 Pieces you earn that SR. This is the BEST way to quickly become more powerful,.
Troops:
Join up in troops to Raid, Complete in Events, and just overall have a good time. Troops are a huge part of Battle Camp. To find Troops you can search for one in general, but I recommend using an event rankings to hunt for troops that may be looking for people.
Thanks:
Hopefully this helps as a general beginner's guide. I'll be adding more detailed guides about each key aspect.
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