We have plans for additional strategic elements in the future, but this is the start!
You are eligible to participate in the Guild Clash if you have at least three creatures of each color, are level 12, and belong to a guild. That guild must have at least four people participating in order to start the Clash.
A Clash is three days long:
One preparation day, where you can choose three unique defensive squads and look over your opponent. You won’t be able to see the opponent’s defensive squads until you meet them in combat. Guild members who do not join during the prep phase may not participate in the challenge. The AI will choose defensive squads for guild members who do not choose during the prep phase.
Two challenge days, where your guild will work together to take down the opposing guild.
There are several components when it comes to matchmaking: Total Hero Level, where we just add up the Hero Levels of everyone who has participated, and where your guild ranks on the Guild Dungeon leaderboard. The Hero Level total plays a bigger role for most guilds, and the leaderboard element plays a bigger role the further up the rankings you go. The last important factor with matchmaking is the number of opted-in players. If you can’t participate, the best thing for your guild is not to join the clash - just be a spectator.
When the challenge days begin, you survey all the people in the enemy guild and choose one to attack. (The AI will play defense for you when the other guild attacks. You control all the moves when you are attacking.) You are trying to bring that player’s Embla down to zero points. Even if you don’t succeed during your turn, the defending player’s points persist from attack to attack and do not reset (unless there’s a wipe - more on that later). As an attacker, your hit points reset after each attack.
Each guild member gets seven attacks. You may use them all at once, or over the course of the two fighting days. Your creatures become exhausted after use when you are attacking, but your defense squads never get exhausted.
Let’s say that Ratatosk starts out with 100 points. You begin the challenge with an attack on Ratatosk and do 75 points of damage with your four chosen creatures. Afterwards, those creatures are now exhausted until the end of the challenge, and you have six attacks remaining. You may now go after Ratatosk with four new creatures and attempt to finish off that crazy squirrel...or leave the 25 remaining points for someone else in your guild to attempt. No one else in your guild can attack Ratatosk while you are fighting him. Once you’ve brought Ratatosk to zero, his second defense squad will appear. Once you and your friends have killed poor Ratatosk three times, he will stay dead until his whole guild is wiped out.
The members of the most successful guilds will work closely together to decide who should attack whom, and when.
To get credit for each duel, you must complete the duel. Don’t close the game! The damage you did will not be saved. (You should still get _participation_ credit, though, so if your wifi goes out, at least you won’t miss out on that at the end of the Clash.)
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