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I’m testing my “TriggeringTeam” even during arena season 14th and I made some crucial changes that are improving the winning rate dramatically leaving the team very funny to play with, too.
Triggering Team
– Chuck, Wizard with Last Chance;
– The Blues, Marksmen with Forest’s Call
– Matilda, Witch with Enduring Chant
– Banner, Valiant head and body, Mythic Resurrection Emblem
Playing against Rovio A.I. means that the opponent’s moving sequence involves killing my Chuck first, quickly followed by The Blues. They had two major triggering effects that will unbalance the game in your favour. Killing Chuck gives you two additional attacks while killing Blues gives you an uncomparable damage/stun/disenchant effect all’ at once. If you are playing with a Chuck very very very low on defences like me, during opponents’ first turn, they could bè able to kill it more than once if Resurrection emblem will trigger, too. When you are facing strong teams with TimeWalk emblems, they could bè able to kill both Chuck and Blues many times in a single turn; if I’m Lucky my emblem triggers more than once. Any single effect produce an heavy chain of “side effects” that are both funny and strong. Marksmen hit always opponents’ banner: it means that any recurring further hit will add additional bonus damages for free. Both Chuck and Blues weapons can dispel opponents’ enchantments, useful against mythic protections as much as when the “triggering time” will bè stretched to its maximum by luck or kinky game situations. My Chuck and Blues have very very very poor defences (old special weapons casually survived to the Fury of the Ancient Forge :-)) while the attack weapons are pumped to its maximum ( actually E10 on L92 or ancient L82): they die often and often hit hard. very hard. Matilda has been my last addition: sometimes bardic or druidic healing are not enough to prevent your loss. Massive banner healing coming from witch is needed, as much as the last triggering effect coming from its weapon: every rage will heal the most wounded ally for free. Due to the facts that Matilda is usually the last team member to survive, its stunning weapon will hit many times, hopefully triggering often. Valiant set provides a quicker way to resume your birds and this “High speed” put your “weaker on porpouse birds” in condition to bè killed again with the consequent effects cascade, each time. Matilda and banner defences are the only ones pumped to its maximum, because they have to “tank” while the remaining part of the team “recurs and triggers” for free.
Vengeance Emblem: tried and rejected. While it adds MORE damages to your gauntlet of options, It can’t provide you to have MORE damages MORE often. Resurrection emblem easily fill this gap, perfectly.
Skullkers and Treasure Hunter: I extensively play with them before trying Marksmen. Again, they can apply MORE damages singlehandly but this team shines all’ together and only Marksmen let the other birds to apply MORE damage MORE often.
Bards and Berserker and Samurai: they are easily good choices. Bard stuns better than anyone else, Berserker Can kill your birds and Attack for a pletora of damages, samurai is perfect coupled after marksmen. again, while all’ these options are cool and stylish, anytime I won they were perfect but anytime I Lost I missed banner’s healing power coming from witch. Easy choice, put in the very last essential bird that Can Save your games/ass more than the others.
Have a nice day,
Maxx