QQ's Introduction to Deck Building

Hello this is QQinfinity, your resident Top Hat lover. I am biting the bullet and writing the first strategy guide for this channel here because being informative is kind of my whole deal™️ (ask the other old members of the discord). You can find table of contents in the Pins 📌 Now disclaimer: I am a player of the Taiwanese server, which first came out in 2021 autumn, and I joined HPMA in 2022 January; I then 'quit' HPMA in 2022 July, and now I came back 2023 June after a full year of hiatus. The information within this guide will not perfectly match the current state of global server nor the current state of taiwan server (since I am literally one year behind the others). But seeing as no one seems willing to share, this is all you're getting. Besides, knowledge is knowledge anyway. The aim of this guide: This guide will attempt to explain the basic mindset and attitude necessary to build a decent deck that will compliment the echo of your choice. Hopefully after reading this guide you will make better informed choices when adding cards and formulating strategy. While this guide will include a few sample builds, please DO NOT take it as gospel, and adjust the cards to your preferences and playstyle. Also this is mostly dueling. Not forest. The Venn Diagram: Imagine a Venn Diagram (two circles that overlap). One circle is SPELLS, and the other circle is CREATURES, while the central intersection is MIXED. Generally, Harry and Hermione echo will want a deck predominantly composed of Spells, Newt will want a deck full of CREATURES, and everyone else is a different degrees of MIXED where they lean closer to having more spells or having more creatures. It is highly discouraged to make a harry/hermy deck with more than one or two creatures (which are usually either Three Headed Dog, or Skrewt, or Golden Snitch*), same for Newt decks having more than one or two spells. 【continued......】
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Reading your effects (cards and echoes) The reason Harry and Hermione want to stick to spells, is because Harry's spell that are 3 mana and less will get damage/healing buff, and Hermione will boost the most expensive spell in her hand after using three other spells. Their echo effect do not benefit from the addition of creature cards at all. Which is why to maximize their echo effect, less creatures is always better for them. On the other side of the spectrum, Newt's echo effect will generate a 1 mana cost creature after playing three creature cards. Again, to maximize his effect, less spell is better. While the other echoes are still dependent on specific cards and will lean more heavily towards more spells or more creatures, the final result will generally be a mixed deck. Like Neville or Hagrid, their main focus will be one or two creatures, but will include supportive spells. And Snape or Bella, who prefer spells but will bring creatures of specific functions for support. Picking your cards: While it is possible to separate cards into categories like 'support' or 'damage dealing', etc. For the purpose of DECK BUILDING, I propose an alternative sorting system that will make it slightly easier to pick your cards. Your Main Focus/Central Card The One (or Two) card that will be central to your strategy. Your complimentary cards/support Four or five cards that will boost your central card or will give extra value to your central strategy. Counter-Picks/Tech Cards One or two cards picked specifically to deal with weaknesses or problems that your strategy struggle with. Picking your Echo Bonuses The mentality for echo bonus is usually "It's got ONE bonus that I really like. It will have to do." and not bother trying to optimize echo bonuses too much until you get to a really high level. You need to farm gold echoes and spend lots of coins, even then you won't always get bonuses you like.
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yEr a WIzaRD, heRRy Harry's echo grants damage and healing boost to all spells that are 3 cost or lower. Naturally, we include cheap spells. Your main combo are the following: Oppugno + Broom & Inflatus + Bewitched Snowball. These are the cards that deal the highest damage in Harry's arsenal. Due to the fact that Harry spams a lot of cheap spells, we can benefit from the discount effect of Three Headed Dog. Note that you should ONLY use the dog when its 0 cost. Not when its 3 cost, not when its 2, and not when its 1. Only use at 0 cost. With that in mind, here are a collection of cards that synergise well with Harry, written in the aforementioned three category format: ⭐Central Cards: Bewitched Snowball, Oppugno :MagicalWand: Supports: Inflatus or Incarcerous (for snowball) Broom (for Oppugno) Expulso (very useful for Harry after damage buff) Nebulus Stupefy Expelliarmus Episkey or Essence of Dittany Portkey Prior Incantanto (Note: copied 3 cost cards becoming 4 cost CAN benefit from echo buff. Have fun with double Snowball) Three Headed Dog (discount) Golden Snitch *function includes extra mana for casting and movement cards for kiting) Manticore (not recommended, but you could use this if you desperately need more movement) Skrewt 🗒️ Techs: Acromantula Venom Incendio Atmosphere Charm Crucio Ideally, Harry echo should not include any of the cards listed in the Techs section. Harry echo demands high precision and a noticeably higher skill level to play well. Using your cheap spells smartly to dispatch swarm of creatures, stupefy to pinball Piertotum Locomotor, breaking dragon eggs with Max Range snowballs, etc. Instead of relying on the tech cards like venom or atmosphere charm. Echo bonuses to look out for: Priority, in order, Bewitched Snowball, Oppugno, Expulso, Broom, Stupefy (or Expelliarmus), everything else in the support card section. https://youtu.be/UdRphSFXxfg
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Among harry's choice of companions, there are TWO very important cards that you will wish to squeeze into the roster. Luna Lovegood Companion and Prof. McGonagall companion. Unfortuntately, neither Luna companion or Prof. McGonagall are available in global yet. But as they are integral to future Harry echo combos, we will talk about them for a bit. The moment you summon Prof. McGonagall, she will transfigure every unit on the map into a small critter. Transfigured units take extra damage, and are slowed (and unable to attack, if they are creature or companion units). This is essentially a screen wide time-out button. While she is on the field, every time you use a card, she will transfigure a random unit on the field. Which means if there is only the enemy wizard, she will consistently transfigure them, constantly slowing them and let you deal extra damage. After you have cast 8 cards, she will summon a single piertotum locomotor statue. Ideally, you wait until 9 or 10 mana, put down Prof. McGonagall, and spam all your spells in quick succession. You can hide/protect her with Nebulus, prolonging her presence on the field and creating pressure through slow effect/summon statue. ----- While Luna Lovegood companion is on the field, every time you cast a spell, she will summon a random creature of corresponding cost -1. For example, cast a 3 mana spell, she will summon a random 2 cost creature for you. After accumulating a total of 20 mana, she will summon a Thestral, which deals high damage in a small area. Again, protect her with Nebulus, and spam your spells after waiting for 10 or 9 mana. She will summon a swarm of creatures for you, and if enemy doesn't kill her quickly, will summon a hard hitting thestral. But for now.... In global, we suggest using Lottie, Ron, Hagrid. Replace Lottie with Grawp or Frey Twins, or Cassandra. Hermione Granger, Minister of Magic, Queen of HPMA It is no exaggeration that Hermy echo has dominated (and continues to dominate) the HPMA meta with her simplistic yet powerful echo effect. Her echo effect involves halving the most expensive card in hand and boosting it's card level by 1 (50% probability for 2 level boost) after playing three spells. And so the usual way to build her is to pick One very expensive spell, and bring a whole bunch of cheap spells to facilitate her echo buff. Some variations pick Two very expensive spells and let the echo effect buff them in rotation. However we will discuss the two most popular hermy deck, the Hermy Thunderstorm, and the Hermy Firework/Whizbang. I am not kidding when I say that Thunderstorm and Whizbang are almost always banned every month. ⭐Central Cards: Thunderstorm, for thunderstorm or Whizbang, for Whizbang :MagicalWand: Supports: Oppugno+Broom (solid damage and cheap spell) Expulso Nebulus Portkey (for thunderstorm) Prior Incantanto (if aiming for double thunderstorm) Incarcerous (whizbang component) Inflatus (whizbang component) Incendio or Sectum Sempra (your secondary source of dps) Three Headed Dog Stupefy Expelliarmus Side Along Apparition Essence of Dittany or Episkey Snowball Blast Ended Skrewt Golden Snitch* 🗒️ Techs: Acromantula Venom (grounded creatures) Accio (snipe companions and dragon eggs) Atmosphere Charm (healing reduction, vs. hagrid and neville) Confringo (newt creature swarm) Crucio (ron or grawp or fiendfyre) Aquamenti (all of the above mentioned functions, but with less efficiency)
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Sample of Thunder Hermy and Whizbang Hermy. Again, Luna and Prof. Mcgonagall are very strong picks for her, but its not available yet. Lottie/Grawp/Frey Twins are all worth considering. Cassandra is helpful in dealing with creatures but bad against spells. Use Hermy companion as 1st if you want double thunderstorm. Ron as second companion, or Hermy. Hagrid as third.
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Thunder Hermy brings Portkey? Why Portkey? You can throw the boot into enemy nebulus and break the fog. The portkey will grant vision, allowing Thunderstorm to hit things that are hiding inside. Bewitched snowball follows a similar logic. The snowman with the aoe slow effect also grants vision into nebulus, but it is a lot less reliable than portkey since people can just dodge snowball, potentially letting it roll past the nebulus entirely. If you don't find snowball to be a good fit for your deck, replace Snowball for something more useful, like three headed dog. Proof that boot can pierce nebulus https://youtu.be/PliDf95F7mI
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Sample of Whizbang
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Remember that your echo discount occurs after three spells. So generally you'll be using: cheap, cheap, cheap spell, then play the buffed expensive spell. For thunderstorm, cheap cheap cheap (example, oppugno into broom, then expulso) to discount the thunderstorm in your hand. Then you play thunderstorm. If enemy has nebulus, you wait for 2 additional mana, play thunderstorm and immediately throw portkey into enemy nebulus. For the sake of optimization, cheap->cheap->portkey->thunderstorm (after waiting for mana to play both portkey and thunderstorm immediately). For whizbang, cheap cheap spell, then a control spell, then whizbang. (example: oppugno into broom, then wait 7 mana, incarcerous into discounted 4 mana whizbang). Additional footages of Thunder Hermy: https://youtu.be/SiCZcWDwt2I https://youtu.be/ssUWv5phr64
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What is Double Thunderstorm? And Triple Thunderstorm? Prior Incantanto allows you to copy a spell you previously used. Through precise control of card rotation, it is possible to play two thunderstorms in quick succession. This is known as the double thunderstorm. To achieve this, the sequence of cards should be: Cheap, cheap, cheap, buff the thunderstorm but don't play it yet. Then, cheap, cheap, discounted thunderstorm, into discounted prior incantanto copied thunderstorm. The Hermione companion will immediately use an identical spell when you put her down and cast a spell. So Hermy companion is required to achieve triple thunderstorm. (In the future, after Dumbledore companion releases, its possible to achieve quadruple thunderstorm, because dumbledore will enhance a spell you cast to trigger twice. So its dumble-enhanced thunderstorm that triggers twice + priori thunderstorm + hermy companion thunderstorm)
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Regular thunderstorm sequence
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Regular Whizbang Sequence
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Echo bonuses to look out for: Thunderstorm or Whizbang Prior Incantanto, Oppugno, Expulso, Nebulus, Inflatus, Incarcerous, Three headed Dog, and anything in the support card section. You can also fish for bonuses on your companions, particularly Hermy companion. Every level she gains means the spell she copies hits harder, she has slightly more HP to survive a bit longer. Newt: Fantastic Duels and How to Win Them Technically, as long as your newt deck is filled with creatures, it will have a decent chance to work out fine. However we will dig into the finer points of what makes a good newt deck. Newt excells in the 'zerg rush' strategy, where the aim is to fill the field so full of creatures that enemy has no heads or tails on what to kill first, and every attempt at kiting the creatures just means getting attacked every step of the way from different angles. Hence, slow creatures or creatures with high cost are not recommended to be included into newt decks. (Looking at all of you Opal Eye, Piertotum Locomotor, Dragon Egg and Fiendfyres....) Although "Fast" is the keyword here, Newt could use some immobile creatures to great effect too. Like Firework Box, Acromantula Nest or Whomping Willow. But these are counter measures for going against creature decks. Their value diminishes greatly when up against spell decks. Which is why we will not include them in our sample build. I will provide you with the sample build of Ashwinder Newt ⭐Central Cards: Ashwinder, Bombtastic Bomb :MagicalWand: Supports: Niffler Phoenix * (this is complicated. we will explain later) Golden Snitch Manticore Matagot Pixie Monster Book (primarily to pierce nebulus. books have low damage and are really frail, spend mana elsewhere until necessary) Centaur Blast Ended Skrewt 🗒️ Techs: Acromantula Nest (against grounded creature decks, like Hagrid Fiendfyre/Statues, or Neville Dragon Egg) Firecrab (creatures in general, good at tanking thunderstorm) Whomping Willow (slightly more useful against spell deck, can tank thunderstorm but badly) Firework Box Crucio (if you REALLY hate Ron :VolCry: :VolCry: :VolCry: :VolCry: )
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Wait a minute, but what about including ___ (insert creature name here)? Oh, you mean things like Fwooper, Troll, Unicorn, Erumpet, Thunderbird and countless other creatures that have not been listed? Sorry to say, but they are just not good creatures overall. Newt's echo effect will randomly create thunderbirds and erumpets for you. For 1 mana cost. There is no reason to draft the actual thunderbird or erumpet cards into the deck. Troll is too slow, Unicorn takes too long to heal (and gets countered by atmosphere charm and venom). Fwooper is too frail and flies around randomly, potentially sending enemy creatures into random directions as well. Though Fwooper is very excellent at countering enemy creature decks, it is still a frustrating card to use and easily killed with 2 mana oppugno or 3 mana cards. Most damning is the fact that these are all 5 mana. Too costly but not providing much value in return. Spiders and Occamy is Just Bad™️. Stack of Monster Book of Monsters takes 7 mana but dies to a single cast of Incendio which is 4 mana, putting you at a 3 mana disadvantage. Please don't ever use stack of books with Newt. Swelling Solution? Not necessary. You could use it if you want, but Bombtastic Bomb is so much better, and we are already using Bombtastic Bomb. Consequently, Manticores (after they finish dancing) grant a substantial speed boost to anything nearby. A well timed Manticore dance finish can make your pixies and matagot blazingly fast along with Bombtastic Bomb. For companions, we suggest Lottie or Cassandra first. Again, Cassandra is bad against spells but good against creatures. Ron second, OR, bring Ivy as second companion. Ivy can vanish enemy Ron, and since most people put him as the second companion, Ivy is placed second to counter him. If you really hate Ron for sweeping away all your creatures, consider including Ivy. Hagrid or Prof. McGonagall (once she becomes available) as 3rd. And yes, Prof. McGonagall can trigger off creatures too. Which is why she is also valuable addition for Newt.
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Video samples of me playing Newt (I forgot to remove Hagrid as first companion, that was embarrassing :IvyCry: ) https://youtu.be/WFjjQBcCEqc https://youtu.be/rpvjsdwg7bQ
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Putting aside the fact that some cards are not available, the general strategy is clear: You play a few creatures, then once you have a couple of echo generated 1 mana cards in hand, and an Ashwinder (or are about to draw the Ashwinder), wait till 10 mana. Then place down Ashwinder, and quickly spam all of the other cards. When against spells, place Ashwinder closer to the center so the little fire snakes can reach the wizard at the backline. When against creatures, place Ashwinder further back, since enemy creatures will be running towards us you don't need to place Ashwinder too close and put them in danger. Personally I found that the sequence of: Ashwinder + Bombtastic Bomb + Niffler, then spamming all the 1 mana cards, to be my most comfortable way to play. Sadly, Golden Snitch is not available. So the spam will be a lot slower. But it should still be frightening to go up against. ----- Echo Bonuses for Newt Whatever your central card is. For this sample deck, it happens to be Ashwinder and Bombtastic Bomb. Then, in order of importance: Matagot, Pixie, Acromantula Nest/Whomping Willow, Firecrab. And literally any other creature under the sun that you could feasible include into your deck. (that are not named in the 'why not these creatures?' section) Addendum: echo bonus no longer apply to generated cards, sorry guys. Don't aim for thunderbird or erumpet bonus now. What's up with phoenix? Phoenix, on its own, is a very bad card actually. However it brings some very interesting side benefits, of which we are aiming to take advantage of right now. The hidden function of phoenix is that it compresses your deck. every deck must contain 8 cards. But if you have phoenix, after playing phoenix it does not cycle back into the deck anymore until it dies three times. This essentially makes your deck become only 7 cards temporarily at the cost of spending 7 mana. This is very important because if your deck is 7 cards and you can arrange your card order correctly, it will loop seamlessly, and you will always get the cards you want. however if you have 8 cards, then there is an element of RNG in your card cycling, there is a chance that you wont get the card you want. This is very advantageous for decks that aim to cycle through cards quickly to spam their cards. Of which we are doing with our Ashwinder Spam. Consequently, some Harry or Hermione decks included Phoenix! Yes, they did. And they also were aiming to compress their deck through phoenix. However I've never personally liked them. So for any brave souls wanting to experiment with quick-cycle Harry or quick-cycle Hermy, this is the clue of one of their gimmick. Good luck figuring out the rest of the deck. Snape: What is that Mysterious Ticking Noise™️? :SnapeReally: It's a time bomb!:VolCry: 💣 It's a time turner! This is the section on how to build a Snape deck. Snape's echo effect will enhance his normal attack damage, and allow it to bounce to an extra target every second attack. Which is why to build his deck, we must play around this strength of empowered normal attack. The unique thing about Snape deck is that Time Turner and the Kevin Companion are absolutely mandatory. No room for negotiations. You want to play snape, you bring these two. No exception. But consequently, Snape can include literally every card in the game into their support category, depending on what strategy you're aiming for. Creatures, spells, as long as they are not Really Bad Cards™️, you can give them a try. ⭐Central Cards: Time Turner (MANDATORY) Kevin (also Mandatory) :MagicalWand: Supports (TOO MANY TO COUNT): (But for consistency's sake, here I will include my personal preferred cards for snape) Prior Incantanto (for double time turners Oppugno Nebulus Expulso Golden Snitch Expelliarmus Stupefy Incarcerous Acromantula Venom Inflatus Accio Swelling Solution Niffler Matagot Whomping Willow Firecrab Pixies Ashwinder Bombtastic Bomb (ESPECIALLY if you are a snape deck with extra creatures) Portkey (if you run creatures, also funny with firecrab) Manticore+Bludger Incendio Acromantula Nest Crucio 🗒️ Techs: Howler Atmosphere Charm Sectum Sempra
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Disclaimer, I am not very good at Snape, but here are some video footages of me playing Snape https://youtu.be/7cuV3ya4nfk https://youtu.be/KKJf4MqVULg
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Time turner will create a clone that normal attacks automatically, but at half of your damage. This is fine though, since your echo already boosts your normal attack damage. And with Kevin, your attack damage will rise even higher. So high in fact that you will never need to bring Confringo to deal with creature swarms; maybe only need the occasional Expulso or Incendio to kill creatures placed too far away from you. The main strategy is to put your time turner in the center of the field so it can reach enemy wizard hiding in the back line, as well as any creature back there. I prefer Firecrab Snape mostly because firecrabs will restrict enemy's field of movement, they either move into firecrab range or move into snape attack range or time turner clone attack range. Whomping Willow is great as well because it periodically tries to pull enemy forward, saving you a cast of Accio. Swelling Solution? I am not a fan of it, but it does synergize pretty well with Snape. Include or exclude per your preferences. Snape Companions? Kevin 1st, no exception. Don't like it? Don't play Snape. For second, its either Ron or Ivy (if you're creature heavy and don't want enemy Ron to wreck you). Third is Hagrid.
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(the thing between oppugno and stupefy is portkey, by the way)
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OH MY GOD! THEY KILLED kenny KEVIN!! (again) Once you place down Kevin, he will start to 'record' how many times you have done a normal attack. After 24 times, you will receive his full normal attack damage buff. However, if Kevin dies, you will still receive a buff, though it will be much less. Kevin's recording occurs in 6 tiers, and depending on how many times you attacked before he dies, you will receive a small boost. In theory, every four attack will advance the record by one stage. At stage 6 you gain full buff. If your Kevin dies before you get full buff, your chances of victory will literally plummet. Which is why snape is overall not a popular echo for dueling. He is so much better in Forest Explorations. There are an unfortunately high amount of ways to torment Kevin. Kevin is a sitting duck, a single cast of Acromantula Venom will see him dead unless your level is way higher than the enemy. An Accio can pull him forward into slapping range. Swarming creatures could reach him before you manage to fully stack your normal attack buff. He could die to a Whizbang or Avada to the face. etc.etc.etc. Some Snape players try to protect him by placing down Protego Totalum, or put the Whomping Willow in front of Kevin, or bring healing spells to heal him, Side Along Apparition to relocate him. etc. Success may vary, but at the end of the day..... Oh my God They killed Kevin!!(again) Echo Bonuses for Snape? Priority is always Kevin, then Time Turner. Then seek bonuses on any of the support cards that you like to use. Giving Kevin one or two extra levels gives him extra HP which could often mean the difference of surviving enemy attacks, and a higher buffed normal attack damage, which is good for us. Although higher levelled time turner only increases Clone health, if clone survive longer = more chance to normal attack, so its still good for us. ======================================= Neville: St. Mungo Neville's Hospital for Magical Maladies and Injuries Neville's normal attack has a special function where if there are no enemy units nearby, it will instead heal friendly units within attacking range. Additionally, since this 'healing' normal attack is still considered a normal attack, it can be boosted by Kevin's buff. Which is why a vast majority of Neville decks will include Kevin and Time Turner. But unlike Snape decks where the K&T (kevin time turner) combination is mandatory, this is not the case for Neville. It is a possible strategy that is helpful for Neville, but he is hardly beholden to it. Time turners are often included without Kevin. Nevilles should endeavour to use creatures that lose health to function, or start with missing health to maximise his potential. Unicorn and Dragon Egg were clearly designed for Neville in mind. For this guide, we will include a Dragon Egg Neville deck that can easily be adapted into Unicorn if you don't have egg. (Though unicorn is far inferior) Try and keep nifflers alive as long as you can. Dragon egg is a hefty 7 cost card, and Whomping Willow, Time Turner, Protego Totalum cost 5. You will want all the mana you can get. Ideally Golden Snitch is included, but global no snitch. We get the drift. ⭐Central Cards: Norwegian Ridgeback Egg, Time Turner (with Kevin, if you like) :plus: Supports Niffler Golden Snitch * Phoenix Nebulus Side Along Apparition Protego Totalum Essence of Dittany Protego Portkey Acromantula Nest or Whomping Willow Incendio Bombtastic Bomb Manticore Prior Incantanto Swelling Solution Inflatus/Incarcerous Expulso Oppugno Ventus :tasks: Techs: Acromantula Venom (very rarely) Confringo Crucio (for Ron) Atmosphere Charm Sectum Sempra Aquamenti Glacius Maxima (!!!)
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All your companions love (Professor) Neville Neville synergizes very well with many companions and would dearly wish he could bring more than three. We've already mentioned Kevin, so we will skip that. Slot 1 if you do bring him. Lottie will generate mana by decreasing her own health. As Neville, we can continuously heal her (and nearby nifflers and golden snitches) for a continuous stream of free mana. If you want to bring her, we recommend slot 1 or 2. Daniel is necessary for late game, to instantly hatch a dragon egg and help hatch any future eggs during 'regen speed up' phase. He will be good at slot 2 or 3. Cassandra is a very good bodyguard for Neville and can deal with swarms of creatures for a very long time as long as you support her properly. If you want to bring her, we recommend slot 1 or 2. Ivy can be used to vanish annoying Rons trying to crash your mobile hospital. She will be good at slot 2 or 3. (Ivy can also be used to vanish enemy Hagrid's Bike, so your dragons have easier time attacking wizard) For Neville, Ron brings immediate value by sweeping away creatures, but cannot generate additional value like any of the other companions listed above. Use Ron if you really can't handle creatures despite having Cassandra. Same for Hagrid. Good immediate value, but not what we're looking for. You can use him, but whatever you do, DO NOT kick Daniel to make room for Hagrid. For dragon eggs, Daniel is very powerful for hatching.
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Nebulus and Side Along Apparition and Protego Totalum Hide inside Nebulus to let Lottie and Dragon Egg work in peace. Nebulus will also block Atmosphere Charm, Thunderstorm, and Confringo. Atmosphere Charm and Thunderstorm have a -60% healing received effect, which heavily hinders the hatching of the dragon egg. Confringo is dangerous since our creatures and companions will be close to each other and are liable to die in that big chain of explosions. The corner stone of a good neville is being smart about Side Along Apparition... which we will shorten down to Apparition, and Protego Totalum. If enemy throws acromantula venom onto your egg and companions, relocate to a safer corner. If enemy tries to whizbang, apparate away or shield with protego totalum. And vice versa. Another strategy is to avoid putting eggs in the same basket, by putting eggs and companions in different corners. Use time turner clones to heal a different corner. Like you standing near dragon egg, while clone stands near Kevin. Enemy will have to decide whether to whizbang kevin OR the egg, and not both. However this is match up dependent, and will not always work. There is a risk of spreading yourself too thin and losing everything. The key is to not be at 0 mana. Always keep some reserve mana at all times. So instead of waiting for 7 mana and putting down an egg then get hit by whizbang, you wait for 10 mana, put down the egg, hold Apparition in hand, teleport away when enemy tries to whizbang. https://youtu.be/oYvTARMWaKo https://youtu.be/HSmE-qHRgms https://youtu.be/CvnzdCwShu8 (With Unicorn; Unicorn is much weaker than egg, so the fights drag on.) https://youtu.be/njpM8OY0Vh8 https://youtu.be/7N8X42cMz4A
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Glacius Maxima....? Oh yes. Glacius Maxima will shoot off additional ice beams from your time turner clones and any existing companions. However Neville decks tend to have many hefty cards, and Glacius Maxima really isn't that good. Snape will never want to use Glacius Maxima since normal attack damage is much more consistent and better overall, but Neville is one of the only echo that could potentially use Glacius Maxima. The other is Glacius Maxima Hermy (with time turner, without kevin), but that is mostly a meme deck. How good is Neville in dueling actually? He is not very good. Neville suffers immensely from card level power creep. If his card level is not higher than enemy, his chances of victory are greatly reduced. And if enemy happens to be higher level, then your prospects become extremely thin. Whizbang could break Protego Totalum bubble before the final hit. A dragon could hatch, but just dies to high level acromantula venom. Your Whomping Willow or Cassandra cannot withstand high level swarm of creatures and your line of defense falls apart....... The list goes on. If you do not have high level cards in general, we do not suggest playing Neville at all. Wait, what about Occamy and Thunderbird? Thunderbird expends health to grant a shield, which is nice, but they are much too frail. They cannot survive long enough for Neville to heal them. Occamy attack too slowly, tend to miss moving targets, have low health, and the damage isn't even that great. Occamy bad. Don't play Occamy. Bombtastic Bomb expends health to create bombs, which is a good thing since we are Neville. But it is also rather frail, and its difficult to fit into Neville's deck, so it is mentioned as a viable support card but rarely included in actual Neville decks. Bonuses? Egg, naturally. Then Kevin and Time Turner if you used those. Whomping Willo/Acromantula Nest, depending on which you use. Then anything from the support list. Neville and Swelling Solution? This is a 'maybe'. It CAN synergize well with Neville, but he usually doesn't have enough space in the deck to include it. Include or exclude per your preferences. Question of the Day: How do I counter Neville? Atmosphere charm plus either Incendio or Acromantula Venom is the answer that most echoes will use. Hermy thunderstorm can include either atmosphere charm or just destroy egg with Incendio. Hermy Whizbang can just Whizbang (if enemy doesn't have Apparate/Totalum). However, the next Echo that I am about to introduce is not only strong in their own right, but will also heavily counter Neville. Bellatrix: Killing by a Thousand Cuts Bella's echo effect involves dealing as many multiple-hit attacks as possible to quickly charge her Death Eater Gauge. Each time you inflict damage, it increases by 1. If you inflict damage against Player Wizards (including Time Turner Clones, but not wizard companions), it increases by 4. Once the bar is filled, she will summon one death eater, the next time it is filled, summon two, until finally she can summon up to three death eaters each time the bar is full. Death eaters will fire off powerful Crucios for you, that you don't need to channel the spell or spend mana for. Due to the fact that she gets quicker charges from time turner clones, she heavily counters Snape and Neville who rely on them, and will easily win against those two echoes unless you misplay (or somehow meeting those two but DONT use time turner, but nobody in their right mind do this). The crucio damage of the death eaters WILL ESCALATE up to four times. Each time the damage increases by 35% (same effect as the actual spell), so its only going to hurt more and more as the game goes on and she summons more death eaters more often. Bella is the mistress of the mixed deck archetype, as she can lean into both pure spells, pure creatures, and anything in between. As long as it can hit more than once, its a possible choice to include in her deck. There are many ways to build her. Thunderstorm Bella is a thing, Bludger Bella is a thing, Creature Swarm Bella (mostly copying the Ashwinder Newt deck) is a thing. Listing the number of ways to build a Bella deck will face a similar problem with Snape's "theoretically too many choices" of support cards, but it's not exactly the cards that determine her success, rather how you handle the not-very-well-hinted/explained mechanics of her Death Eaters that determine your success in Bellatrix. (Ironically, Avada is the least likely card you would ever take as a Bella player :VolCry: ) To put a bit of spice and variety into this guide, I have decided to introduce the Bludger Bellatrix with a side of Creatures. ⭐Central Cards: Bludger (no buff is fine) Manticore (no need for echo buff) Bombtastic Bomb (buff if possible) Matagot (buff if possible) 📔 Supports Oppugno + Broom 🧿 (IMPORTANT! will explain later) Atmosphere Charm Acromantula Venom (+Incarcerous or Inflatus) Incendio Confringo Thunderstorm + Portkey Ashwinder Pixie Monster Book (frail, bad damage, it could attack multiple times very quickly, but use it to break nebulus, only use when necessary) Sectum Sempra Acromantula Nest Howler Crucio Aquamenti Orb of Water Ventus (👎 bad card. bad damage, laughable effect of gently pushing away enemies. why push enemies when you can just kill? anyway, its multi hit, whatever) Stack of Monster Book of Monsters (👎 Bad card, but Bella is literally the only person that could use it) 📖 Techs: Tech? What Tech? Bellatrix herself IS the tech. Besides, your Bella deck probably includes most of the cards usually listed here anyway.
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Companions: Your first choice should always be the Frey twins. They hurt a lot, are difficult to kill simultaneously (unlike Malfoy who's whole gang usually die to a single Incendio or Venom together), and will greatly speed up your death eater gauge if enemy don't deal with them quickly. You may also choose Grawp if you like. Second slot is either Ron or Ivy. If you use more creatures, pick Ivy. Third is Hagrid. Hagrid is too good. Kiki's Deadly Delivery Under normal circumstances, when Bellatrix summons death eaters, they will usually touch down on her side of the field, generally behind or beside your wizard. However it is possible to deposit death eaters into enemy side of the field through the use of Broom (and in the future, a certain card called Obscurus). Oppugno+Broom at around 90~95% death eater gauge will ensure it will be summoned on the other side. However, the timing of this combo is very strict, it is much easier to do with Obscurus. Master the Death Eater air delivery, and you will Master Bella. Gold Echo takes less 'charges' to reach full bar (124 charges for gold echo), so use Gold Echo Bella if you can find one. Successful Air Deliveries are also very important when going up against Neville. Instead of letting them walk slowly and be intercepted by the likes of Cassandra, Willow, or Firecrab, deliver them right onto the doorsteps of Neville, and let him experience first-hand how you turned his parents into vegetables. Death Eaters meander slowly towards your enemies, so depositting them on enemy side of the field is crucial if you want to increase your win rate as a Bella player. Bombtastic Bomb will boost speed (and yes, it benefits the death eaters too!), and Manticore dance can boost speed when its done. Adding Matagot that is already fast on its own rounds up the core of the deadly delivery strategy.
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Each cast of the Bludger spell will be able to hit the enemy 4 times on average, plus or minus any creature it passes through. But it will burn through your movement cards very quickly, which is why it is usually paired up with Golden snitch...... but no snitch global, yada yada yada, we instead use Manticore that enables us to move without spending movement cards to make sure we catch as many bludgers as possible. The theoretical maximum damage of Bludger is really high, so do not underestimate its damage output. Just from that video alone, I used bludger four times and dealt a total of 1789 damage, while matagot that came in second only dealt 935. However Bludger will 'lose target' if enemy hides in Nebulus. I attempted to deal with that by using Venom to deny enemy Nebulus, but I misplayed on that part. (I don't like monster book Okay!? I didn't want to use it to break nebulus) Swelling Solution? I am not a fan of swelling solution in general. I say no. But if you've given it a try and like using it in your creature centric Bella deck, go ahead. So what's with your hatred of Monster Book and Stack of Monster Book of Monsters? Monster Book is a grounded unit that cannot touch pixies, a unit that is highly popular in creature decks. Monster book can be kited with ease. Monster Book is frail. Monster Book damage is pitiful (although it can hit really quickly). Monster Book costs 3 mana and can be neutralised by Expulso (with a few more slaps of normal attack) or one cast of Oppugno, which are 2 mana cards. People can hide in Nebulus again (after kiting said book away from the nebulus). As mentioned in the Newt section, Stack costs 7 mana, but can die to 4 mana Incendio, Venom, Sectum Sempra. Harry could kill them with buffed Expulso or Stupefy or Snowballs, 2 or 3 or 3 mana. Hermy's Thunderstorm (6 mana, technically 3 due to discount) can zap them silly, whizbang (7 mana, technically 4) would be a waste but kills them too. Confringo is 5 mana and can kill them. Pixies are 3 mana. Firecrab are 5 mana. Ashwinder is 3 mana (plus a few more mana to spawn smaller snakes). People can walk a bit further away and hide inside 2 mana Nebulus. They can be neutralised with 3 mana Incarcerous or Inflatus. Even 6 mana Opal Eye can deal with them since its Airborne. The list goes on and on and on and on and on. NO MONSTER BOOKS! I don't care if Bella is literally the only person that could potentially benefit from monster book and stack of monster book! NO MONSTER BOOKS! NO! MONSTER! BOOKS!!!!!! Sure, a newbie Harry with level 1 expulso, stupefy, snowball isnt going to kill automatic lv6 Stack of Monster Book, but that isn't a reasonable comparison, that doesn't count. NO MONSTER BOOKS! And Merlin help anyone dumb enough to use Stack of Books PLUS SWELLING SOLUTION! One Incendio and that's 9 mana wasted entirely for NOTHING!!!! NO MONSTER BOOKS!
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More on Bella and Death Eaters Bella's Death Eater gauge has a 'cool down' after you fill and summon death eaters. It will go green, and rapidly go down. During this 'green' period, your bar WILL NOT CHARGE no matter how many attacks you land. Try to avoid over-expending resources at that point in time, like throwing out 10 mana's worth of spells or creatures for example. The level of your summoned death eaters will be your total average deck level (level of all cards in the bella echo deck, averaged). Do your best to include all your highest level cards that are still relevant to Bella's needs. Please avoid shenanigans like lv15 Episkey just to boost average. You're not gonna use it. Your Death Eater has attack range identical to regular wizard and regular companions. This means its just a tiny bit longer than Cassandra's slapping range. They could eventually poke her down if left alone. Your death eaters are quite frail, but its okay if they die so long as they managed to 'initiate' a crucio on enemy wizard. Even if they don't zap crucio until the very end, it still allows crucio damage to escalate by 35% for any future zapping. Death Eater AI is kind of dumb. They will automatically try to Crucio anything they first walk in range to. It is possible to misdirect death eater Crucio by placing a more convenient target within their range. For example, see approaching Death Eaters? Throw out a niffler and walk backwards out of range, with only niffler within range it zaps the niffler and spares you. (You monster) A very good scapegoat for this scenario is Matagot. Instead of dying, it splits in two. Throwing a cat at death eaters will keep them distracted. Death Eater CAN Crucio again given enough time (imagine a cool down similar to Hermione Companion, taking a bit longer). But since death eaters are really frail, this doesn't usually happen. If you are against a Bella, its better to kill them than to delay them, with say, Stupefy or Ventus. Echo Bonus is same old. Bonus for your central cards first, then your support cards. Due to the number of possible Bella deck variations, there is no good rule of thumb here except that anything with Multi-hit is nice, any creature that is quick or hits many times is good. Things that hit once, creatures that are slow, or have no offensive value (avada, troll, healing spells/phoenix) are all bonuses you should avoid. Heyyyyy I saw Orb of Water mentioned for the first time in this guide..... The problem of orb of water is that its 6 mana, yet can be easily interrupted or neutralized by cheap spells like Broom, Expulso, Portkey(random), Stupefy, Incarcerous, Inflatus, Expelliarmus, Side Along Apparition, Tebo Assault (if Newt), Accio, Howler. All of which are much much cheaper than Orb of Water. Additionally, Orb of Water burns through movement cards like craaaaaazy, there is a high chance you run out of movement cards and become a sitting duck at the middle of the duel. One possible build is the Manticore Orb of Water. With Manticore enabling you to move without spending movement, increased movement speed for better dodging, it makes it slightly safer to use Orb of Water with Bella. Since Orb of Water hits many times, it accumulates your charges decently quickly. It can also stop enemies from running away, which means easier access for Death Eaters to zap with crucio. It is a build that works, but not one I recommend. Crucio (spell) with Bella? 5 mana is on the costly side, and it is also easily interrupted by all the aforementioned cards that stops Orb of Water. Not to mention the power of just running away out of range. Perhaps Manticore will help here. It is rather redundant though; you couldve included some other utility card that might be more helpful than the pure raw damage of Crucio. Unless you picked it specifically for Ron or Fiendfyre. Then sure, whatever I guess. Dobby: It's Dobby time! And proceeds to Dob all over you. Golden Snitch has arrived. It's Dobby time! I will mention the MOSTE DREADED, MOSTE TERRIFYING deck in all HPMA meta: The Avada Dobby.
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渡夢
YouTube
【哈利波特:魔法覺醒】多比索命合輯 feat.小哈利
久等啦~~ 第一次做這個弄超久 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 音樂來源:Drop That Skirt (Radio Mix) - Croatia Squad
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It is due to the notoriety of Avada Dobby that Dobby has been nerfed many times, but Avada Dobby is eternal. The nerfs make it more difficult for Avada Dobby to survive long enough to stack avada fully, but once it is stacked, still no stopping skilled Avada Dobby players. ⭐Central Cards: Avada Kedavra GOLDEN SNITCH* Inflatus :plus: Supports Nebulus (hide from creatures, thunderstorm) Incarcerous (not quite as important as Inflatus, but still has its uses) Prior Incantanto (potentially double Avada, quicker stacking) Cheap spells to quickly cycle through deck, including but not limited to: Oppugno, Broom, Expulso, Snowball, Expelliarmus, Stupefy, Portkey, etc. Niffler Blast Ended Skrewt (basically Three Headed Dog but discount with movement) Episkey (heal self while teleporting around) Phoenix (quicker cycling for faster Avada stacking) Bludger (easy to catch with your teleport. Good damage to clear creatures and harass wizard) Confringo Incendio Sectum Sempra Tebo Assault (literally the only echo to ever use this card) Accio Aquamenti Matagot :tasks: Techs: Acromantula Venom Atmosphere Charm Crucio
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(Disclaimer: I never could handle playing Dobby. It didn't click for me and I'm bad at it. The following sample deck is probably very bad for actual Avada. Take it with extra grain of salt.)
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As you can see, it includes the Golden Snitch. The Golden Snitch is the absolute core of Dobby gameplay in general. Without it, Dobby echo is borderline unplayable. Dobby echo will let you teleport/apparate every two movement card, and leave behind a clone that will counter attack for slightly increased normal attack damage. This means that Dobby is extremely reliant on having movement cards to take advantage of his peerless mobility (straight up teleportation), but also runs out of movement quickly if you aren't careful. It is possible to use Kevin to boost the clone counter attack, and increased normal attack in general will allow Dobby an easier time to clear swarm of creatures. Other companions like Cassandra or Frey Twins or Grawp can be considered as well. Ron is used to clear creatures. Dobby is scared of creatures, and too many creatures will mean Dobby is dying or make it harder to snipe enemy wizard. Ivy on slot 3 is very important. Hagrid Bike can block Avada for wizard ONCE. Increased movement speed and immunity to control effects while on bike makes inflatus+avada impossible. Use Ivy to vanish Hagrid's bike and snipe enemy wizard.
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Avada? Stacking? Yes. Avada is a single target spell that hits for high damage. Every time you land a killing blow, Avada's damage increases by 25%. Eventually after landing a total of 4 killing blows with Avada, it becomes fully charged and any future Avada will instantly kill the target regardless of health, including enemy wizard. https://youtu.be/PQHmoP95Q2s
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However 6 mana is really costly, not to mention needing to cycle through your deck again to draw Avada. Even with flawless execution, usually it takes around 2 minutes and more to fully charge it. The difficulty is doubled in actual duels because there are a lot of things going on, needing to dodge, needing to neutralize enemy attacks, calculating best position to move, to snipe, calculating mana and card cycle..... Avada Dobby is super hard. Avada (in general) is terrible in three situations: 1. When enemy just doesnt give you anything to kill. No creatures, no companions, nothing for you to stack buffs on. Pure spell decks like Harry and Hermy can just decide to withhold the Three Headed Dog, or not play companions. Although you could just Avada them for the damage and kill them the normal way, you are still at a disadvanatge 2. When enemy throws waaaaay too many creatures in your face. Like Newt's creature zerg rush strategy. Avada can only shoot one by one, smart Newt players could try and interrupt you with Erumpet, so unskilled players will just die before they make it to max stack and snipe the wizard with it. Oh and, its hard to snipe the wizard through the wall of all the minions. 3. Avada is terrible on echoes that are not Dobby or Hermione. However, due to the lack of golden snitch, I strongly discourage using Avada with these echoes at all; and since no other echo can utilise Avada well, this just means don't use avada in general. (at least until golden snitch comes out) Avada excels in winning against Mixed decks that lean towards more spells with a few creatures, but struggles when its full spell or full creature, or mixed with few spell and extra creature. Does Manticore help Dobby? Not really. Manticore also disables teleportation while the dance is going on. I don't know how 'disabling your own echo effect' will count as being helpful for Dobby. But Bludger Dobby decks could use Manticore to compensate, I guess. Defying Canon: Dobby HARD COUNTERS Bella You heard that right. Though Bellatrix kills Dobby in Canon, here in HPMA, Bella stands absolutely no chance against Dobby. Her multi-hit spells cannot touch him as he teleports around, her choice of creatures usually speedy but frail and thus easy fodder for Avada Stacking, teleportation can easily run away from Death Eaters. Basically 95% of Bella's winning conditions are invalidated by Dobby echo's high mobility.
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Unlike Dobby who naturally has teleport built into their echo effect, Hermione must use Side Along Apparition to convert one existing movement card into teleport. This means she needs to spend 3 mana to do this, but that is okay because thanks to Hermy's discount effect, she turns Avada 6 cost into 3 cost, so it evens out. She also has an easier time clearing creatures, because she can just slap on convenient cards like Incendio Sectum Sempra or even Confringo without losing too much value. But again, required skill floor is very high, this deck should not to be attempted by the clumsy or faint hearted. Intricacies of Sniping with Avada Every time you teleport, your character will face the direction you click depending on which direction you're teleporting from. It's a bit hard to explain, but think of the dueling field in terms of a XY graph, where high-low is X, front-back is Y. The most important thing is to calculate your Y when you teleport, and the way you face will be changed depending on the direction of X position trying to find the most efficient way to keep you facing toward the direction you click. Anyway, since I really don't know how to explain it in a way that people could undersyand, I made a video and tried my best to show the correlation between the direction you teleport and the direction the avada will shoot after teleport. Addendum from @ Kateberly (thanks a bunch Kateberly):
Where you face after you teleport is relative to the place you chose to teleport, based on your original position. ie. if you teleport left you face left.
https://youtu.be/Jec0Id75Vb4 (Gosh I'm really bad at Avada.... so many mistakes were made...) https://youtu.be/_4lnMzPGnQo
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Calculating Mana for full Avada combo If you've watched both of the Avada killing spree video played by players who are much more skilled in Avada than I am, you would have seen some fancy things like Inflatus+Avada or the super difficult Inflatus+Expulso+Avada. I will attempt to explain how it is done here. For Dobby players, Inflatus+Avada is naturally gonna take 9 mana. So saving for 9 mana is really important. Trying to add Expulso into the mix takes a total of 11 mana, which is impossible under normal circumstances, and will only be an option after dueling for more than 1 minute and 30 seconds (when you enter the 'mana speed up' phase). You also need to be SUPER LUCKY to have niffler or golden snitch provide you with one extra mana at exactly the right time. Thanks to Inflatus control effect being juuuust long enough for you to wait for one extra point of mana for the necessary Expulso+Avada, you can squeeze it into the combo and knock enemies out from behind their wall of creatures. Hermy has a much easier time, since she can discount avada into a 3 cost, she just needs 6 mana for the Inflatus+Avada, and 8 mana for Inflatus+Expulso+Avada. However she can't get teleportation movement on demand, needing side along apparition to be set up beforehand. Echo Bonuses for Dobby Avada, for obvious reasons Golden Snitch, when its available (eventually) Bludger, if thats what youre playing For easier time with creatures, Sectum Sempra/Incendio and Expulso For Turtling, Nebulus and Episkey And anything inside the support card list
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Hagrid: The Not-so-gentle giant Dreadnought Hagrid's echo effect involves boosting the most expensive creature in your deck, giving them extra attack speed and a healing factor that triggers when the creatures reaches 50% health, this healing can occur twice. In the case of having multiple creatures with identical costs, only one random creature (that you can't determine until actually playing them) will benefit from this echo effect. This effect is best paired with expensive and bulky creatures, because being bulky means they are less likely to immediately die before/while healed, and the healing in general will heal for more HP. The common mistakes of newbie Hagrids are the following: 1. putting in multiple creatures of the same cost (Fiendfyre+Dragon egg ; Piertotum Locomotor+Opal Eye*) 2. putting creatures that are not suitable for Hagrid in general (Opal Eye*) 3. putting in way too many creatures when you realistically only needed less than four types. Hagrid is one of the representative echoes for the Mixed deck archetype but generally leaning towards SPELLS. Like in Fiendfyre, you bring fiendfyre, spiders, maybe pixie or matagot, then the rest should just be spells. Full creature fiendfyres will get their ass kicked, so don't build full creature fiendfyre, okay? Why are you against Opal Eye in Hagrid? Opal eye is rather frail for a 6 mana creature, and often cannot survive long enough for Hagrid's healing factor to kick in. To put into context, much cheaper cards like Incendio and Sectum Sempra are almost capable of one-shotting Opal Eyes. Follow it up with something like Oppugno or Stupefy and it will be dead before it can regenerate health to survive any other spells. You can get much better value out of Piertotum Locomotor and Fiendfyre. And Egg? Easy counter with Atmosphere Charm. You can't even save egg with Portkey because you might end up sending egg to enemy side of field to its death. https://youtu.be/93AJOrpbsTA
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We will be writing about Fiendfyre Hagrid, because Hagrid is literally the only echo that will ever use fiendfyre. No other echo should include fiendfyre in their deck. Just don't. Fiendfyre will get stronger when something dies while its alive, which means we want cheap and plentiful creatures like Spiders, Pixies, Matagot, and Manticore. Spiders is actually a super awful card, and no one in their right mind should be using them. However, the mere fact that it summons 6 units at once cements their place within the Hagrid Fiendfyre archetype, there simply is no other substitute for this quick 6 unit. Manticore can summon 4 units and after the dance is finished, apply a movement speed buff to anything nearby. This is helpful for Fiendfyre because it moves really slowly, and no reason to not have 4 units feed it. You can adapt this deck into Piertotum Locomotor or Dragon Egg by switching out Fiendfyre and Spiders. What card to replace spiders? ANYTHING. Spiders are that bad. ⭐Central Cards: Fiendfyre :MagicalWand: Supports Spiders (mandatory, unfortunately) Manticore Portkey (highly recommend) Niffler (because mana) Golden Snitch* Pixies Matagot Acromantula Nest/Firecrab Bombtastic Bomb Episkey Inflatus (for Ron, and to stop enemy from running) Incendio/Sectum Sempra Essence of Dittany (more useful in Piertotum Locomotor, less efficient for Fiendfyre) Protego (same as Dittany, more useful in statue) Swelling Solution Expulso Oppugno Crucio (for Ron, and enemy fiendfyre) Monster Book (bad, but its for breaking nebulus) Side Along Apparition (if Dragon egg) Nebulus (if egg) 🗒️ Techs: Acromantula Venom Atmosphere Charm Confringo Aquamenti Orb of Water (bad, but combines damage and control) ------ Companions, we bring Lottie because Mana. Heal her with Episkey when possible. Or choose Grawp or Frey twins otherwise. Ivy to counter Ron. Hagrid Bike is always useful.
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For this sample deck, we didn't include Pixies or Matagot, instead bringing Inflatus and Incendio for direct damage. Spiders+Manticore is 10 units. You might wish to switch for creatures if you find Fiendfyre isnt getting fed quickly enough to your liking. We don't really need Fiendfyre to be fully fed. Being fully fed allows it to attack three targets, which is better against creatures but not that helpful against spells. If you're up against creatures, enemy units can feed you anyhow. Portkey is crucial for the survival of Fiendfyre. Acromantula Venom is a card that heavily counters Fiendfyre, and we are using Portkey to randomly relocate it to somewhere else. Of course, theres a chance that you are super unlucky and the Fiendfyre is teleported back into the venom puddle again, but there really isnt any other choice. Side Along Apparition only works while its within your side of the field after all. This also helps with Atmosphere Charm, but to prevent Atmosphere Charm to slowly home back onto the Fiendfyre once its done teleporting, YOU the wizard, need to stand under the Atmosphere Charm (if you can; not gonna work if its on enemy side of field) to prevent it from sticking back onto Fiendfyre. This is trading a bit of your health for the survival of your central strategy. To play fiendfyre, ALWAYS WAIT FOR 10 MANA. Then you play both fiendfyre and spiders together, in that order. You should bring fiendfyre out first, wait a little bit to see if enemy wants to acromantula venom or incendio or Ron or whatever, if the coast is clear then you play spiders, if the coast is not clear you play portkey. To ensure your Fiendfyre can continuously put pressure on enemy, use Episky to heal it. If you are going up against Whizbang Hermy, you can choose to Episkey early (before 50% that triggers healing factor) because Whizbang has enough damage to kill at 50%, so you should heal it to stay above executing range, or Portkey to escape whizbang or Ron. F00k these Whales with max level Fiendfyre Hagrid. How do I counter them? Atmosphere Charm and Acromantula Venom are highly recommended. You can also try Crucio, though this card is much harder to include for certain echoes, and Fiendfyre CAN survive a Crucio if they have immense level advantage or are backed up by Episkey, or relocated by Portkey. Buying yourself time to slap it with normal attack with Nebulus, Expulso, Stupefy is very important, then once it reaches about 50% range for the healing, you use atmosphere charm. Or wait until 60%~55% and use a very powerful card to execute it, like Incendio or whizbang. Neville, when played well, can stop Fiendfyre in its tracks, unable to pressure Neville while he hatches more and more dragon eggs to counterattack. Try Neville if you have trouble against Hagrid. How to deal with Fiendfyre if I'm playing creature deck? Since you could hardly include Acromantula Venom, you will have to settle for Acromantula Nest. The little spider leave behind puddles of Venom. You just let the little spider die, then once Fiendfyre walks into the puddle, walk forward and let it attack you, or throw out a creature to distract it (this ensures it stops moving out of the puddle), with your normal attack it should die really soon. Bombtastic Bomb is also a viable answer. A sufficient swarm of creatures with multiple bombs will be able to kill the Fiendfyre in record time. Unfortunately this is a pyrrhic victory and does not work if enemy has much higher level than you. Which is why Crucio is a viable tech card listed in the newt section of the guide. Hagrid Echo Bonus? Fiendfyre, and whatever central card you picked. Spiders does not need bonus. Portkey does not need bonus. Episkey and the other spells like Incendio/Sectum Sempra could benefit from bonus. Swelling Solution!!!!!! Okay, finally, the ONE situation Swelling Solution is helpful. Yes, you can use it for Hagrid if you like. It's helpful but not mandatory. How good is Hagrid Actually? Ironically, Hagrid isn't actually that good in dueling. His popularity and winrate is on the bottom half of the echo tier list in CN/TW servers. It's mostly due to card level power creep that enables Hagrid to bully other players. In a perfect world where card levels are all equal, Hagrid will always lose against skilled players. Neville especially counters Hagrid. Neville's superb defensive capabilites mean that any big bulky creature Hagrid brings out will be worn down, or unable to break through the Protego Totalum+Apparition core to actually prevent Neville from accumulating more advantages. (WARNER BROS MAKE IT HAPPEN! OR WE F2P PLAYERS WILL RIOT!!!!! 🧑‍🤝‍🧑 🔥 🧑‍🤝‍🧑 ) My Rant on Card Level Differences in Dueling Online PVP games across all genres all use a synced level system. Pokemon locks everyone at lv50, even if fine tuning by IV/EV and move sets is a thing. Player account levels (summoner levels) dont impact gameplay in league of legends and other DOTA. Medieval fighting games like For Honor and what not arent going to give you extra HP or stronger damage because you got higher levels. Online gambling games like mahjong everyone starts at 25000 points and I doubt online poker will give extra chips to players due to levels. Online racing games that are not gacha cash grabs wont give you better or faster cars due to levels. Strategy games like cid meiers civilization or crusader king isnt going to give you better starting tiles because youre a player who pumped one thousand hours into the game But no. HPMA uses players levels, and then each card have card levels. Its like playing yugioh where neither player starts at 8000LP, and each card have power boosts depending on what 'level' it is, instead of having the ATK/DEF for what is written on the card, and having extra effects due to levels and not because its written on the card. Or magic the gathering. Or pokemon TCG. Or gwent. Of course im going to take every chance to dunk on this sh_tty excuse of a matchmaking system Remember how in the disclaimer I mentioned that I quit for a year? Yeah. This is why. Forcing low level players to constantly match against players with higher levels SHOULD NOT BE ALLOWED. But its been like this in 2021, so it remains the case in 2023.
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(me and my lv13 cards, up against lv21 and lv19 cards)
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DO IT WARNER BROS. MAKE EVERYONE EQUAL!!!!!! YOU COWARD!!!!!
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(I've also been told by a guildmate that initially the game DID have a synced dueling mode in the test server where everyone was same level. but then no one played that mode so it was removed in test server and didnt make it into the actual game. But I cannot verify this claim, so take it with a grain of salt. well that just speaks of how problematic the balancing issue of the game is.) So..... uhm..... about that Weasley Twins deck..... I have never played Weasley Twins. I have never touched their echo. I do not know anything about Weasley Twin decks. Although, I have asked some of the CN/TW players I know who play them, they say that currently global does not have the cards that will allow for a successful weasley twin deck. So uhhhhhh..... if you don't mind watching me trying to pull some nonsense out of my ass, here is what I think could work as a Weasley Twins deck...?
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Twins are all about Value and battle of attrition. The longer you survive, the more frequently you can use your randomly replenishable companions to swing the advantage into your favor. Twins can use companions slightly earlier than others, they will have a bit more HP. So picking cards that have bigger value than their advertised cost is very important for twins, because you don't have an echo effect to strengthen any of your regular cards. Which is why I suggest Matagot and Acromantula Nest. These two are Big Value™️ cards. Matagot is fast, hits hard, very sticky, and less likely to die to a single spell often needing two spells or more to kill, forcing enemy to waste extra mana. Acromantula Nest will constantly create little spiders that leave puddles of venom behind, its damage and zoning potential is really good. Then I decided to include the Bludger and Manticore combo, because Bludger's damage is pretty significant, and having Manticore to help alleviate movement card restriction, and dodging in general, will ensure you survive long enough to spam companions. For companions, we suggest Grawp and Twins and Hagrid. Despite the fact that twins technically can use companions for unlimited amount of time, these three are picked because of their highest value in general. Grawp is tanky and hits hard, Frey Twins hit hard and are not easy to kill, Hagrid Bike is literally S tier in terms of usefulness, you can use Hagrid Bike to tackle enemy creatures too. ⭐Central Cards: Your three companions Matagot :plus: Supports: Incendio/Sectum Sempra Bludger Manticore Bombtastic Bomb Niffler Acromantula Nest Nebulus (turtling) Episkey or Essence of Dittany (supporting Grawp and Frey) Protego (same as above) Whomping Willow or Firecrab Erumpet (value) Glacius Maxima(!!!!) Time Turner(!!!!) :tasks: Techs: Confringo Crucio Acromantula Venom Atmosphere Charm
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Top Secret: Glacius Maxima Twins Glacius Maxima will fire off additional beams from time turner clones, and COMPANIONS. It is possible to build a deck that utilises Weasley Twins echo, Time Turner, Hermy companion and Malfoy. Although I have never personally seen one, so cannot provide you with a more detailed sample deck, this was a build that was whispered in the early stages of the game. It probably fell out of favor because it just wasn't good. But you can try experimenting with it if you're bored or have too much time. Heres a video showing that yes, this is a thing. Dunno how well it works or how strong it is, just that it exists. https://youtu.be/_Wdwy_hAe40
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Table of Contents Due to lacking foresight, I can no longer add any links to the very first entry of this guide (exceeding word count), so here is the table of contents for easier navigation. Harry here: https://discord.com/channels/769046926825750538/1125483823380058142/1125489052704047194 Hermy here: https://discord.com/channels/769046926825750538/1125483823380058142/1125497683025612971 Newt here: https://discord.com/channels/769046926825750538/1125483823380058142/1125511836654121051 Explaining Phoenix: https://discord.com/channels/769046926825750538/1125483823380058142/1125518404770598942 Snape here: https://discord.com/channels/769046926825750538/1125483823380058142/1125521133614141582 Neville here: https://discord.com/channels/769046926825750538/1125483823380058142/1125575761923948645 Countering Neville: https://discord.com/channels/769046926825750538/1125483823380058142/1125587749022482482 Bella here: https://discord.com/channels/769046926825750538/1125483823380058142/1125588961499291761 "Monster Books are Bad actually" Rant™️ here: https://discord.com/channels/769046926825750538/1125483823380058142/1125600972857671771 Dobby here: https://discord.com/channels/769046926825750538/1125483823380058142/1125650767710277633 Showcasing Avada Hermy: https://discord.com/channels/769046926825750538/1125483823380058142/1126178509769945169 Hagrid here: https://discord.com/channels/769046926825750538/1125483823380058142/1126218180029857892 Countering Hagrid here: https://discord.com/channels/769046926825750538/1125483823380058142/1126233631761903798 "Level Differences Shouldn't Be Allowed To Exist" Rant™️ here: https://discord.com/channels/769046926825750538/1125483823380058142/1126239086768828416 Weasley twins here: https://discord.com/channels/769046926825750538/1125483823380058142/1126247726129098873 That's all folks! This has been Introduction to Deck Building, and I hope you all learned something from reading all of it. See you next time! Oh, and please direct any further discussion or questions into the #✨charms-talk or other channel. If we start chatting here its only going to get longer and longer (it's already 75 posts here!) then navigation will be a nightmare. And if any of you are wondering "Hey, what about 2v2?", well the decks are mostly the same, but you need to add more tech cards like Confringo or Acromantula Venom to deal with creature swarms. Try those tech cards yourself, pick one or two you like, and learn to play around creatures through smart kiting or targetting. So I decided to not explain them in the main entries. . . . . . . Pssst!! I'm writing a forbidden forest guide. Dunno when it will be done, but I'm trying my best. Nevermind, forest went through a remake, guide not needed anymore :DobbyF:
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Professor McGonagall is here! As of 2023/07/15, prof mcg. has arrived in global. Remember how I mentioned her in Harry, Hermy, Newt deck? This is what it looks like: https://youtu.be/3gjKKlnttDc Basically, save till 10 mana, spam cards. While prof mcg. CAN function in slot 2, it is generally better to put her in 3rd for max value, because being in 2nd means she will be just a bit too early for mana regen speed up phase (1:30), and cant profit from it. Generally you can get two locomotor if you put her 3rd, but only one statue when 2nd. As you can see in the final match with Newt VS Dobby, she came off cool down at 1:00. Unless you purposely waited 30 seconds (which is big value loss), you won't be able to have her within the mana speed up phase. But its okay to use her 2nd if your aim isnt extra statue. If you are behind, she can swing some situations around for you, but not always. It is especially difficult when up against opponents with higher level cards in general. She is comparatively frail (same health as Hermy), also easily dies to direct assault, such as a venom or incendio. Standing too close to try body block for her is also liable to set off Confringo or Sectum Sempra. After a short while when she walks out of her corner, its also really easy to just expulso her into the center of the field into slapping range, same with just a straight up well aimed Accio or Harry's boosted Bewitched Snowballs or Hermy's Whizbang. Although Prof McG. can put all creatures on the screen on time out with transfiguration, she only delays the inevitable and will still be in danger if you do not take advantage of that window to clear the field. Her random transfiguration won't protect her from a creature swarm for too long. Her value is highest when against spell decks, or mixed decks with minimal creatures, where each random transfiguration won't have any other target except the enemy wizard, and thus constantly apply a slow and extra damage taken debuff on wizard.
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The Importance of SLAPPING🫲 THAT🫱 NIFFLER🖐️ Disclaimer, this is not a post intended on propogating needless niffler cruelty.... but the unfortunate truth is that in HPMA, niffler cruelty is a necessity. The function of niffler is very intuitive. You summon it for 2 mana, it stays around for a while and digs up mana by spending health, able to dig up to 3 total mana if they have been left alone and uninjured through the entire time. This means you will receive a net gain of 1 mana. This means that as long as we attack it, we can significantly reduce the total amount of mana it will produce. Injuring it enough to produce 1 mana or killing it before it can produce any will eventually swing the situation into our advantage, because the enemy has not been able to gain any mana from it, and in fact summoned the niffler at a loss. It's still a cheap card used to cycle your deck though, so that's nice. Theres also the fact that usually one must spend more than 2 mana to actually kill the niffler. Oppugno is a good trade but would only work if it wanders too close to the center field, so usually broom is needed to tackle it in the back, spending 4 mana to kill a 2 mana creature (with potential 3 mana total value) is honestly not a good trade; same with using Sectum Sempra to bounce and kill the niffler, but sometimes needs must. Expulso can reduce it enough to only produce 2 mana, so its also kind of an equal trade. In the future, Golden Snitch will be pretty much the same. It's a 5 cost card that if left unscathed can produce up to 6 mana (and 8 movement cards), so you should always try to at least smack it for a bit, to ensure enemy gains less total mana from Golden Snitch. Golden Snitch has a tendency to fly to the center of the field and loiter there for a long time, so as long as you havent lost the field to a creature swarm or something you can always take the opportunity to walk up and slap it.
Jellychews
Jellychews2y ago
Awesome guide! I'm currently building a site, would you be interested in me adding it to the site? It would be an entire page dedicated to you https://hpmagicawakened.netlify.app/
Harry Potter Magic Awakened Guide
Harry Potter Magic Awakened Guide
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Sure go ahead, but I will still be doing micro-edits here from time to time
Jellychews
Jellychews2y ago
Awesome do you have a YouTube or something so I can link your stuff?
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no, all of these videos are uploaded on my channel but not open to public (since im not an actual youtuber), you can use the links already included here Explaining Obscurus Obscurus is a 5 cost spell card that will rapidly hit 7 times in a target circle. The first 6 hits count as normal attacks (and can scale from bonuses like Snape Echo or Kevin buff, but its very minor), while the last one is just a straight up explosion. Enemies getting attacked have a brief and minor slow effect, to ensure they are less likely to walk off scott free; but generally if you just walk out of it, you take 25% less damage from Obscurus. This spell also counts as 'your body' flying over to the target location, which means it can be combo-ed with Oppugno, much like Broom can be. This spell is super useful and nigh-mandatory for Bella to do Death Eater Air Delivery, for a total of 13 hits and 52 charges (Oppugno+Obscurus); or often included in Snape decks as you get good value due to scaling normal attack (as well as rapidly advancing Kevin's 24 attack counter, already being 6 hit on its own), or used in Hermy decks that need a hard hitting 5 cost spell in their repertoire (using Nebulus, Side Along, and Broom to play keep away). Much like punishing Broom, smart players can counter Obscurus by simply aiming at where you started the casting and are about to return to. This is especially devestating as you take 40% extra damage for five seconds after using Obscurus. I have been killed by many Hermy Whizbang simply waiting me to go back and finish me off with Inflatus+Whizbang, or just punished by Incendio. Keep in mind that Obscurus does not include a 'remove control' effect that allows Broom to escape Incarcerous, so use it to escape sticky situations at your own risk. Obscurus is often paired with Side Along Apparition, or sometimes Dobby decks, to take advantage of teleporting away from dangerous situations while you wait out the debuff. Currently in global where snitch isn't available, you can also slightly mitigate the risks by jumping on your Hagrid companion bike or use Manticore to quickly walk away.
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Additional Notes on the video: Although with Bella I mostly won due to my super high level Matagot (the highest level card in my entire spellbook), you can see that Obscurus flying over and throwing a death eater in their face also had a lot of value. Obscurus first six hits are random target, which means that if there are many things within the circular range, there is a chance that you won't hit what you want. To make bella using it do less hits on wizard, remember to block some hits with creatures and walk away. This also means Obscurus as a whole is slightly less valuable in 2v2, because the field will be swarming with too many creatures to reliably hit the wizard & when you return you will get pressured by creatures while taking 40% extra damage. While it might be tempting to play that Obscurus Hermy, I mainly used it as a demonstration on how Obscurus functions, please do not take that deck too seriously.
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Using Obscurus as a non-snape, with and without Kevin
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WHAT THE F00K WARNER
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Both of these are lv11 Obscurus, but they have different stats compared to CN/TW? :wbruh: Explaining Golden Snitch Seems like Golden Snitch will soon arrive in global. F00KING FINALLY!!!! So anyway. It's a 5 cost card that will generate up to 6 mana and 8 additional movement card. It will periodically teleport/flit around the field in random locations, but it is programmed to have a tendency to fly to the middle of the field (where enemy can, and should, slap the snitch; refer to the "slap niffler" entry of the guide). You can manually walk to the snitch when it's at low health to 'catch' it, doing so will provide 1 mana and 3 movement cards (hence the 8 total). Take good note on how much health your snitch loses each time it flies around, and make sure to catch it when it can no longer survive after expending its health. For example, if your snitch burns 150hp each time it flies, then you can still let it fly when it has 154hp, then catch it at 4hp. But if it has 145hp, then you might as well go catch it right then. If left alone/undamaged, snitches always fly 6 times. Firecrabs positioned in the middle of the field will eat golden snitches for lunch, and thus is a counter to snitch. Whomping Willow is also effective in reducing snitch health, and so is firework box (3 cost whizbang). Literally every echo can run golden snitch; however the three spell mains (harry hermy luna) will feel torn when they run it, because its still a creature despite how extremely useful it is. Some still do, but it will feel weird. But the main main main user of snitch is dobby, and always will be dobby. a dobby without snitch is no dobby at all, which is why I've mentioned that one shouldn't play dobby in global at all until snitch comes. Then its newt and neville, they get the best value out of snitch in general, newt can spam it as part of their creature rotation, and neville will appreciate both the mana and the movement card, while being able to keep healing it to milk extra value Then everyone else can run snitch, just because its so useful. Will it be Skrewt's time to shine? Blast-ended Skrewt is very similar to three headed dog. Three headed dog is a high cost creature that gets discount everytime you cast a spell while its in hand, while Blast-ended Skrewt gets a discount everytime you spend a movement card while its in hand. Skrewt has not been useable before now, due to the lack of golden snitch. But now with Snitch coming soon, it might be time to consider including it into your deck. Skrewt is mainly used by Dobby and Newt (and eventually, Flitwick). Dobby will be constantly burning movement, and Newt needs a 0 cost card to help facilitate creature spam to trigger Ashwinder snakes. If you need to discount Skrewt quickly for one reason or another, you can purposefully 'waste' movement by taking short tiny steps.
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How do you find a word that means Maria Luna Lovegood? 1. Your 'hand' is normally 4 cards, but Luna will have 1 card locked away, allowing you to freely use three. The locked away card will be a "Piglet", which can "Evolve" once to a creature that is one cost higher. Piglets are treated as 2 cost creatures. 2. You can "Evolve" the piglet (or any subsequent creature) by playing SPELL CARDS. By playing a 3-cost spellcard, it evolves once. By playing a 5-cost spellcard, it evolves twice. By playing a 7-cost spellcard, it evolves thrice. A plain example would be like this: you got a piglet in hand, you play stupefy, it evolves into a creature one cost higher than the original, in this case it becomes a random 3-cost creature like pixie or centaur or manticore etc, you play another 3-cost spell, the 3 cost creature becomes a 4 cost creature. So on so forth. Starting from the piglet, after playing a 5 cost spell it will evolve twice and become a 4 cost creature. Starting from the piglet, after playing a 7 cost spell, it will evolve thrice and become a 5 cost creature. *3. You can spend 2 mana to summon the evolved creature (no matter its original cost). The summoned creature will have +40% extra HP, but deal -30% less damage, and after attacking five times, will SPLIT INTO TWO fresh summoned units with -55% less hp. For example, a regular lv14 Centaur card has 116 HP, and deals 53 damage per arrow. A centaur summoned by evolving Luna's piglet will have 162 HP and deal 41 damage. After the centaur shoots five arrows, it splits into two centaurs, with 73 HP but still shooting 41 damage per arrow. *Exact statistics pending official confirmation from global patch notes. https://media.discordapp.net/attachments/769053045757444106/1161654503314051082/image.png?ex=65391610&is=6526a110&hm=07a5f0e0827a285b7386d69ded4c338d3c794011fc51f13739ac830263a753e7&=&width=397&height=523
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4. You can evolve a total of FIVE TIMES, from the 2 mana piglet, into a random 7 mana creature. While holding the 7 cost creature, the next time you play a spellcard of any cost, the evolved creatures becomes a THESTRAL card, which is a medium radius AOE creature that quickly inflicts a total of 7 hits, then will repeat another 7 hits but with reduced power (it essentially 'split' from Luna's echo effect). It is entirely possible for you to just walk out from the Thestral's range, reducing its power; think of it like Incendio where you can't stop the spell itself but you can just walk out of it to reduce its power. Spoiler: You don't want to ever resort to using Thestral. You always want to use the beefy creatures that will eventually split in two. Thestral is a last resort when every single randomly evolved creature you had were trash and you just ended up evolving all the way to the end, and have to throw a thestral out instead. Like evolving from "piglet -> centaur -> occamy -> troll -> opal eye -> phoenix" kind of random trashy evolutions that you dont ever want to use, then realize you got a thestral and must use it to reset your echo effect. 5. Additionally, whenever you cast a 2 cost spell, it will randomly reshuffle your current evolved creature into another of the SAME COST. Imagine: You evolved your piglet into 3 cost Pixies. You use Expulso, and the pixies will become a different random 3 cost like let's say manticore. Or you have a 6 cost opal eye, you use expulso, it will become locomotor. 6. Your echo's evolution will not include cards like Three Headed Dog or Skrewt, and technically would not allow you to summon niffler unless you hold onto a piglet and use a 2 cost spell card to reshuffle piglet into niffler. 7. The level of Luna's summoned creatures will depend on your drafted deck's average level. So don't bring anything that will drag down your average. 8. Luna's echo bonus (that increase specific drafted card's level) will impact the level of your summoned creatures.... in a weird round about manner. Take for example: Your deck average without any echo bonus is lv13. So your creatures will be lv13. Let's pretend you have a perfect echo where it boosts every single spell card in your drafted deck by +2, making it a whole lv13+2 deck; but nope, your creatures will still be lv13. But if your Echo Bonus happens to have a +2 to a creature directly, then it WILL apply. If your deck average is lv13, your creatures will be lv13, but if your echo bonus has a +2 to matagot, then all creatures will be lv13 but matagot will be summoned as lv15.
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If my deck average is lv13, all my creatures will be lv13; but with echo bonuses like these, it means that my Dragon Egg will be lv14, while my Acromantula Nest, Locomotor and Fiendfyre will be lv15.
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9. And lastly, spell cards that cost 4 mana will evolve once (as if it was a 3 cost), 6 mana will evolve twice (as if it was a 5 cost). You can and should include a few 'even cost' spells, but know that it is less efficient in terms of evolution, and that you shouldnt add too many even cards. A deck full of 'odd cost' spells is more efficient for evolution, but lacks coverage from superb cards like Incendio or Sectum Sempra. Luna Lovegood's echo effect is rather hard to explain, but very intuitive once you gain sufficient understanding (hopefully through much practice). TLDR: Luna Lovegood echoes are pure spell decks that nonetheless uses creatures, acquired in a random but predictable method, have higher hp and can split in two
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Luna: ODD-ball Loony's Lottery Lunacy True to Luna Lovegood's personality, there is no 'singular best way' to build a Luna deck. Everything is essentially freestyle and hoping it will work out. However there are a few references that players tend to adhere to when playing her, and I will, again, futilely try to explain them. Luna is a pure spell deck at its core, and you generally don't want to draft any creatures. She is highly dependant on her echo effect's beefy creatures, and your playstyle will mostly revolve around protecting/supporting the evolved beefy creatures long enough to ensure they make 5 attacks and split into two. You will also want a whole lot of 'odd' spell cards to ensure efficient evolution, with a few 'even' cards mixed in because lots of even cards tend to be good counters or answers to things you struggle with (Acromantula Venom and Atmosphere Charm, for obvious reasons). ⭐ Central Cards: Protego Totalum Your evolved high cost creatures (don't draft these!) such as Piertotum Locomotor Opal Eye Kelpie (not yet released) Demiguise (not yet released) Fiendfyre Norwegian Ridgeback Egg :MagicalWand: Supports: FREESTYLE! TOO MANY TO COUNT Anything can be mixed together to make a deck But some good cards, in order of importance: Side Along Apparition Inflatus Incarcerous Confringo (duo mandatory) Incendio Sectum Sempra Whizbang Azkaban Expelliarmus Episkey Essence of Dittany Stupefy Obscurus Protego Legilimens Crucio Time Turner Aquamenti Glacius Priori Incantantem (big maybe) Expulso (if shuffle) Portkey (functions include evolution shuffle, break fog, get creatures out of danger; sounds good on paper but highly inconsistent in every possible manner) Snitch (only if needed) 🗒️ Techs: Acromantula Venom Atmosphere Charm Accio (sniping, drag companions) Howler Orb of Water (only sometimes) Nebulus (trying to hide from thunderstorm) 👪 Companions: Everything except Draco Malfoy could work with Luna. Currently CN/TW meta always includes Young Hermy companion, as 1st slot. Other popular choice and order: Firsts: Young Hermy, Frey Twins, Grawp, Lottie, Cassandra, Ron, Kevin (if time turner) Seconds: Young Hermy, Ron, Ivy, Frey Twins, Harry Potter, Daniel, Robyn Thirds: Hagrid, Daniel, Luna companion (not yet released), Prof Mcg. Luna doesnt have spells that work well with Hermy companion, and is slow tempo and have much harder time capitalising on Prof Mcg. While it would be better to pair Prof Mcg or Luna companion with fast tempo echoes like Harry or Hermy, a good Luna player can use side along apparition to cover and protect Prof Mcg. or Luna long enough to get good value out of them. 💎 Echo Bonuses to look out for Bonuses for all of the high cost creatures are good, but in order of importance: Locomotor Demiguise Kelpie Dragon Egg Fiendfyre Opal Eye Wizard Chess Piece Acromantula Nest Whomping Willow Fantastic Suitcase Thunderbird Matagot Swooping Evil Bombtastic Bomb Dessert Master (usefulness inconsistent.) Seek bonuses for any of the spells you really like, and bonuses for companions you really like.
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Climbing with Luna, 4450 ~ 5400; ended up defaulting to my old Time Turner deck that I was most comfortable with. (It's not the best variant of Luna even back in the day, just happened to be the one I like the most) Luna's win condition is usually just "Summon 6 cost creatures as often as possible". Which can be achieved by evolving four times total, you can do this by either playing 3 costs spells four times, or 5 cost spells twice, or a mix of 5 cost and 3 cost to achieve four total evolutions then playing the 6 cost creatures. Some extreme decks run Whizbang (or in CN/TW's case, Azkaban) which evolves thrice, but both whizbang/azkaban are way too costly and slow to use effectively, so I don't recommend that for average players. Sometimes a situation could be improved by not playing the 6 costs, and instead play other evolved creatures; an obvious example is to play the firecrab that just happens to be in hand when enemy uses thunderstorm to help tank it, instead of risking the lottery for locomotor and hoping you get it. https://youtu.be/K1G0cCUc42M
minaly22
YouTube
Climbing with Luna
Many thanks to those higher level players who just surrendered for free points. I feel bad for the lower level players, wouldve surrendered but it was Ranked... I blame Warner Bruhs and matchmaking.
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More climbing with Luna, 5400 ~ 6400. Initially I didn't want to play too many cards that weren't available in global (make it harder for global peeps to learn from the guide), but eventually figured that CN/TW players wouldn't give me the courtesy of an even playing field and just ended up using stuff like Young Hermy, Azkaban, Legilimens. Did some more experimenting, but once again settling back into ye olde time turners... https://youtu.be/i7fvbwiXTfw
minaly22
YouTube
Climbing the Electric Luna-loo
For fks sake Warner, make everyone have equal card level in duels and fix your damned matchmaking already.
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Got to 7.5k in three days right before pvp season reset. God I hate matchmaking. https://youtu.be/sj-Z9NKWLbI
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I first fell in love with the Luna echo back when I first started in CN/TW server, which was 2022 February, and have since consistently gotten to 7.5k with Luna despite starting late (CN/TW server started in 2021 september) and having low card level. Glad to finally have a chance to talk about her.
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2022 March
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2022 April
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How do you catch a cloud and pin it down? AKA, the section on countering Luna. Luna doesn't strictly counter or get countered by any echo (at least, right now in global. She is countered by Ron echo and Ginny echo.) While she might struggle the most against Harry and Snape, Luna could still win with the right cards and strategy too. As long as Snapes manage to keep Kevin alive long enough for the full buff, Luna creatures should no longer pose any threat. Luna can draft venom or accio to deal with Kevin. Harry's high damage and advantageous trades will make it frustrating for Luna to play against, and sometimes it might even be a better idea to purposely let the creatures split (thus reducing their max hp) and killing them together with Expulso, etc. Luna players facing either Snape or Harry should switch gears and stay at the back, building a fortress out of Acromantula Nest and Whomping Willow, pressure with Locomotor, while taking the opportunity to slip attacks in. Creature Bella is more likely to win against Luna compared to Spell Bella. Newt and Neville and Hagrid will win with level advantage. Whizbang Hermy will fare slightly better than Thunderstorm (as long as Luna isn't running Side Along). Avada Dobby hard counters Luna, but technically Avada Dobby counters everyone so it doesnt count. Luna vs Luna is a battle of attrition and is all about trying to get better creatures in a given situation than your opponent, slowly build an advantage, and eventually win. Luna is in the unique position of being utterly helpless against level disparity. If Luna echo player happens to be the one with lower level in a duel, your chances of victory plummets even more than Hagrid, Neville, or Newt. The Chinese (fireball dragon) Dilemma Chinese Fireball, which we will shorten into CFB, is a good card, but not good enough to dump all your resources on. It's simply a matter of low priority. Every echo already has other specific cards they want to max out first; perhaps NEED to max out first. Which do warrant dumping all their resources on. Like, even if snowball and CFB are not the same rarity, but they take the same amount of gold to upgrade to max. not counting on getting enough copies from luck/trading, you still need to decide which card to spend gold on. or whizbang or time turner/kevin or thunder, locomotor, dragon egg, fiendfyre are all legendaries too but they have higher priority over CFB, not to mention the untradeable avada, and the extremely useful crucio for events. You simply can't justify spending your gold trading tokens on CFB first, or gold. If you've already upgraded everything else you need, then sure, diverting your spare resources to CFB is not a poor investment. But you'll have to choose CFB over other good coverage cards like Incendio, Sempra, Accio, etc. But thats assuming one has any spare resources. Which, as we all know, is never, 2.4k gold per day from forest and however much you get from dailies is never enough to spare. Even assuming you somehow got enough resources to get all your needed cards up to max and still have enough spare resources to upgrade CFB, the final question: what echo/deck are you going to use it with? what deck will obtain genuine unmistakeable improvement by having CFB (of higher-than-usual level) in it? CFB is both paradoxically easy to use but hard to build. Anyone that isnt newt will generally have a hard time squeezing CFB into their deck. And CFB isnt even irreplaceable for newt either; they can use other flexible five cost cards to round out the deck instead.
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𝓐𝓵𝓫𝓾𝓼 𝓟𝓮𝓻𝓬𝓲𝓿𝓪𝓵 𝓦𝓾𝓵𝓯𝓻𝓲𝓬 𝓑𝓻𝓲𝓪𝓷 𝓓𝓾𝓶𝓫𝓵𝓮𝓭𝓸𝓻𝓮 While you summon this companion, everytime you play a card near him he will apply a buff to the played card. And next time you use it, the buff will activate and either: 1. Cast it twice if its a spell, 2. Resummon the creature when it dies if its a creature. The 'double cast/resummon'ed version uses dumbledore's level. So for example using a lv13 thunderstorm while having lv10 dumbledore, next time you cast it you get a lv13 and lv10 thunderstorm occur at the same time. Same principle to creatures; will be resummoned at lv10. Much like Hermy companion, his double cast has terrible aim, so its usually used for thunderstorm or oppugno that don't need to be aimed. Dumbledore's buff does not apply on dark cards (avada crucio obscurus azkaban), and also not on temporary cards (priori, luna piglet evolutions, legilimens copy) Additionally, if dumbledore is under attack, he will use side along apparition to teleport himself and units around him to a random location on your side of the field (also doing some minor healing, as per side along effect). This is entirely random and dumbledore could unwittingly throw you into danger if youre unlucky. This allows dumbledore to escape atmosphere charm and acromantula venom, etc. Dumbledore is frail and usually dies to a single incendio. Blasting him with Expulso can displace him and make it difficult for enemy players to buff their cards. Dumbledore is a very popular companion in CNTW server, and can be used by almost every echo. He is a staple in Newt, Dobby, Snape, Hagrids, Twins, Hermy, Flitwick, Ron, Ginny decks, usually as 1st or 2nd. Other echoes can use him too but will have to adjust build accordingly. Exceptions mostly being Luna who usually doesn't use cards that benefit from him and doesn't want him to drag down average level, and Harry who uses many cards that require precise aim , which dumbledore lacks.
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When using dumbledore, you want to at least buff Snitch or Dog/Skrewt while he is out, and either your core card or other things that benefit from it like oppugno. https://youtu.be/DMk-fVkmgS4
QQinfinity/萊特Light
Some compiled notes on Dumbledore Echo
CNTW server has not yet managed to create a meta viable deck for dumbledore. So these are just knowledge on the echo mechanics itself. 1. For every 16 mana he will be able to refine spells. Refining is 1 mana on its own, and the refined spell is 2 mana, the refined card is permanently added to the deck after. 2. The refined spell's original cost will climb the more you refined. Initially giving 3-4 cost cards, then 4-5, then 5-6, then 6-7. 3. Deck average level affects the refined spells. And then any existing echo bonus will be added on top of it. 4. Please for the love of god use Niffler and Snitch. These are pretty much mandatory for Dumbles. Phoenix is another option, but not too imperative. 5. Any refined spell can be copied with priori, but it will be at its original cost. (A refined whizbang costing 2 mana will still be a 8 mana priori-whizbang). Also, priori echo bonus can still affect the level of the card.
The case of the Suitcase So we got some teaser that newt's suitcase is probably coming soon. Thought I might talk about it here. Newt's Suitcase is a 4-cost creature card that will first summon a suitcase. The suitcase will then slowly charge over time by spending its own health, or by sucking in other nearby creatures. Once either its hp goes to 0, or when its fully charged, a hippogryff will emerge from the suitcase. The hippogryff is a flying unit that attacks quickly, with mediocre HP; if the suitcase was fully charged, the hippogryff will emerge with a bulky shield (while shield is active they are immune to control effects). Although its a 4 cost, it is ideally used together with Spiders and/or Pixies to feed the suitcase quickly, which effectively makes it a 7 or higher cost card. While its true that since it expends its own health and thus could synergise with healing (such as Neville, or healing cards like Dittany), the charge speed is abysmally slow and thus not practical. It is currently not dueling meta-viable in CNTW server. It's subar health makes it very easy to kill even if used by Hagrid (imagine opal eye hagrid, but with even less health). So far the most consistent way to use it in dueling would be with Flitwick Echo, using its descending order duplication of 543, double summon spiders to instantly charge a suitcase. Otherwise it is commonly used by Sirius echo in PVE (forest, bosses, etc).
QQinfinity/萊特Light
Red Bull (does not) give you Wiiiiinged Catapult Winged Catapult is a 5 cost creature card. It summons a winged slingshot at target location, and it will shoot TOWARDS your wizard's location. You can guide its aim by moving your wizard around. Each volley will shoot 5 bullets; as long as at least one bullet from the volley manages to hit something, you will gain 1 movement card (you do not gain more than 1 movement per volley). The winged catapult will expend its own hp in order to shoot, and will be able to release three volleys if left unmolested. This card has surprising amount of synergy with Neville, and gave birth to the fad of Catapult Neville for a while. Sadly, catapult neville has fallen off the meta just as quickly as it emerged, but at least the card has a niche. Dobby and Luna (through her evolution) also used winged catapult for a bit and saw some success, but dobby still finds bludger and avada more consistent, and luna can't reliably churn out winged catapult with evolution. Much like some other cards that wastes movement cards (bludger aquamenti orb of water), Winged Catapult also has a tendency to burn through movement very quickly. In best case scenario, you spend exactly 1 movement to aim winged catapult and get back 1 movement. But generally you will end up spending at least 2 movement (especially if you use it with dobby). Currently I believe Winged Catapult might be used in global in conjunction with Manticore and Bombtastic Bomb. But further testing will be needed.
QQinfinity/萊特Light
Mooncalf and Dessert Master Observations:
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1. When your dessert master creates a mooncalf, the mooncalf will reduce the cost of the two other eligible cards, but not itself 2. Further free mooncalfs will also no longer reduce cost of anything if there are no eligible cards to discount (first mooncalf: reduce 4 to 3. since there are no other 4 costs right now, it discounts nothing)
QQinfinity/萊特Light
(image of completing a dance but nothing got discounted)
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3. Dessert Mooncalf's dancing speed is still very fast (still counts as 'first dance') despite already discounting thunderbird and occamy; basically the dance counter does not advance unless you actually summon a real mooncalf yourself 4. Playing an actual mooncalf will reduce its own cost no problem
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5. After playing an actual mooncalf, the next dessert mooncalf (reduce 3 to 2) discounts thunder bird and occamy as normal. Once again it doesnt discount itself. Dancing speed has gotten slower.
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6. Dessert master does not create discounted creatures (2 cost thunderbird/occamy's) any faster. The creation speed still seems like its creating a 4 cost creature 7. I find extra mooncalfs from the dessert master to be extremely undesirable, as you get frequently locked into dancing animation without your consent, especially problematic when the its the longer dances. Kelpie After the release of Chinese Fireball baby dragon, Kelpie is not useful and you should not splurge your keys to level it. Kelpie is a 6 cost creature and functions like this: You aim at a target location to summon Kelpie, it will appear and deal damage to that area. Then the Kelpie will slowly swim back to you, and once it reaches you and settles, the next time YOU THE WIZARD deal damage (with spell or normal attack), the Kelpie will leap to the damaged target and attack once more, then slowly swim back to you again. This happens up to three times; if the Kelpie successfully attacked and survived long enough for three times then any further subsequent attacks the Kelpie will no longer swim back but instantly teleport to return to your side. Kelpie does not benefit from attack/movement speed bonuses by becoming faster, but instead converts those bonuses into extra damage. (A concrete formula of conversion for this has never been revealed, so we don't know exactly how much damage is increased from speed buffs) While it deals respectable damage, it often doesnt survive long enough to justify its high cost, as it is very vulnerable while swimming back to you after attacking and tends to die very easily. Unless you're level bullying others with a super high level Kelpie, its performance will be poor. And trying to use Kelpie against high level opponent (where you are the victim of level bullying) certainly won't work. And most damningly it only attacks when you the wizard deal damage. Unlike Chinese fireball which will attack even if your creature or teammate or teammate's creature deals damage. TLDR, use chinese fireball instead. More consistent and much easier to use. Deck building wise, it is NOT a good idea to include in Newt decks. It used to be in Dobby decks but has been replaced by CFB. It is a win condition for Luna echo (6 cost evolution) but you dont actually use the card in deck. Neville could run it with Dessert Master, but CFB is better.
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Weasley Is Our King? Disclaimer: I dont play Ron and the meta seems to have moved on from the way I used to see Ron opponents run their deck, so I dont have any concrete recommendations available. Take this particular section of the guide with a grain of salt. Ron Weasley is the king of mixed decks. His echo revolves around spending 5 mana from SPELLS to accumulate a random chess buff, which can be granted onto the next CREATURE they summon. These chess buffs can accumulate up to three times (total 15 mana from spells) and used all at once. The effect of the chess buffs are as follows: Rook 🏰 : Grants shield based on creature's max HP, and immunity to control effects while shield exists. Bishop ⛑️ : Grants +99% attack speed and greatly enhanced damage for three initial attacks, then fades. Knight 🎠 : A singular creature will fly towards enemy wizards, crashing into them, inflicting stun and damage. With this in mind, it is clear that Ron's aim is always to spend 15 mana and then send a strong creature into the enemy's face. Note that the knight buff only affects a single creature, hence cards that summon multitudes (pixies, locomotor) are NOT preferred; those will affect only one single copy of creature and you cant choose which. ⭐Central Cards: Firecrab Firework Box (the 3 cost 'whizbang') Swooping Evil Demiguise Standard Book of Spells :MagicalWand: Supports: Inflatus Incarcerous Orb of Water Portkey Flipendo Whomping Willow Erumpet Chinese Fireball Monster Book Wizard Chess Piece Troll (!!!) Side Along Apparition Incendio Sectum Sempra Stupefy/Expelliarmus Accio Azkaban Fanged Frisbee Obscurus Priori Incantantem (big maybe) Expulso/Oppugno Aquamenti (hard to use) 🗒️ Techs: Glacius/Confringo Protego Totalum Nebulus Crucio Atmosphere Ideally Ron wants two or three creatures in their deck, which they can then rotate and summon as necessary, while the rest are spells. Due to Ron's nature to YEET creatures to the enemy side a third of the time, he is forbidden from using Niffler and Snitch for mana. While it could be possible to only play them when there is no Knight buff, this is not worth your time and trouble. As such Rons must be very meticulous in their use of movement and Mana, the first step of playing Ron successfully is to ensure nothing is wasted. The classic combo is to prepare a creature with three buffs ready, then hold for enough mana to summon creature and instantly followup with inflatus/incarcerous. (Such as Firecrab+Inflatus needs 8 mana) Ron heavily relies on displacing the enemy wizard through things like Orb of Water, Accio, Stupefy, to send fleeing wizards back into the heated embrace of the firecrab or firework. Portkey can be used to preserve and relocate firecrabs or any other creature similarly sent YEETing into the enemy field, as well as saving yourself from trouble. (Except Willow, who ignores portkey and flipendo) Side Along is for dodging, relocating companions, and relocating creatures on YOUR side of the field during instances where you didn't manage to get a Knight buff but had to summon something. During moments where you don't have a knight buff but have bishop, you can summon Monster Book and send it over to the enemy side. These are cheap and useful for assassinating enemy companions hiding in the backline, and chasing opponents to apply pressure. Or just use Flipendo. Chinese Fireball work very well with knight buff. They can crash into enemy face, spit a fireball at them, then fly back to you. Yes, you can send a whomping willow flying into enemy's face with Knight buff. It is both funny and horrific. Standard Book of Spells can generate a lot of cheap nonsense for you to use creatively. But be careful not to let it affect your card rotation, such as overcapping your chess buffs but still not having an appropriate creature to summon. You can summon creatures even when you don't have a suite of three buffs; this has strategic value like summoning a Rook+Bishop firecrab to help defend, or a Monster Book with only Bishop, or Whomping Willow with Knight just to disrupt the enemy. Companion wise, Rons appreciate Dumbledore, Hermini, Abigail. Frey Twins, Grawp, Ron companion are sometimes used as well. Then theres the universally useful Hagrid and Harry (or Dobby in CNTW server). Due to being a mid-range deck Ron does not work too well with spammy companions like Prof McG, Luna, or Hermy. Baby Harry could work but its harder to use. Depending on deck composition, overtly defensive Daniel, Lottie, Cassandra might work but they are niche picks. Trolls??? REALLY??? Yes, really. Rons can make Troll work. Is it great? Not really; but the fact that it works at all is pretty amazing already. No Suitcase or Squid? Ron cannot run cards that summon multiple creatures, makes feeding the suitcase rather difficult though not impossible. The problem lies that a third of the time you might end up shooting the suitcase into enemy field, which is just not ideal. I have never used Squid and I don't imagine it could work with Ron. What is Swooping Evil and Demiguise? These are cards currently not available in Global; they work EXTREMELY well with Ron echo. Swelling Solution? Possible, but I've never seen anyone use it. Struggling Against Ron echoes? Consider these strategies: Ron is a zone-bully, he sends creatures into your field and usually there is nothing you can do about it. They kill Nifflers and Snitch very easily, robbing you of mana and movement recovery. If you do run these cards, unfortunately the best thing to do is to simply not play them and save the mana for something else. Due to the fact that its only a single creature, its possible to run either Crucio or Ivy to deal with them, but they are terrible against other echoes, so only use those as last resort or during times you are sure you will get a lot of Ron opponents. Harry has an easier time dealing with Ron, due to mandatory inclusion of Expulso, and frequently running Stupefy, so they can just push anything back where they came from. Boosted Oppugno also murders singular creatures just fine. Using Flipendo is an option too, I guess.
QQinfinity/萊特Light
Knight buff AI is like a homing missile aiming at enemy wizard. Cards that displace yourself, such as Portkey, Broom, Obscurus, can potentially be used to dodge them if used well. It's very easy with Obscurus, this usually ends with the knighted creature landing on Ron's side of the field. It's much harder with Portkey and Broom. If you run a deck that doesn't have these things, you must bait the knighted creatures elsewhere into less problematic territory, such as purposely walking to the front, having the knighted creature crash into you there, so it won't crash into the back of the field where your companion or other backline creature are staying. You could bait Knighted creatures with Side Along; you target the back, then use the single teleport movement card to go the front, let the creature crash there, then get transported by the spell to the back. This is difficult and impractical, only mentioning it here that its possible. Snapes tend to run Obscurus so they can bait Knighted creatures away, as well as having plenty of attack damage to just slap anything down. Nebulus can also help avoid Knighted creatures, but they will trigger instantly when you are visible again. Hide in nebulus, then use a decoy to bait them away. Rons will force you to constantly burn movement, and any attempt to summoning snitch will end in tragedy. So you must be very smart in your maneuvers. Try Manticore if you must. Ron has advantage over most spell decks (Luna in particular can only cry), and hard-counters bludger decks due to killing snitches and bludgers potentially needing to walk into creature attack range to be caught. Ron will usually have trouble against creature decks. https://www.youtube.com/shorts/WKF5NzTmHD0
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癲瘋愛好者 Insanity Lover
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[哈利波特:魔法覺醒] [要打敗雷米,你的走位也要很好才行] [1V1] 榮恩vs哈利飛盤 (銀色盟約 vs 雷米半夜睡不著) 哈利波...
哈利波特:魔法覺醒 影片擷取自遊戲內的「精彩決鬥」 影片標題中,vs左邊的為勝利者 影片中的兩次對局一模一樣 第一局顯示其中一位玩家的手牌 第二局顯示另一位玩家的手牌
癲瘋愛好者 Insanity Lover
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[榮恩的法術這樣帶,效果不錯!(對手法術也打不錯)] [1V1] 榮恩vs哈利飛盤 (月色半眠の熙 vs 攔不住的海棠少爺) 哈利波特...
#harrypottermagicawakened #hpma #harrypotter #harrypottergame 哈利波特:魔法覺醒 影片擷取自遊戲內的「精彩決鬥」 影片標題中,vs左邊的為勝利者 影片只顯示其中一位玩家的手牌,另一位玩家手牌見下方連結: https://youtu.be/FoWYuh_UdJs
癲瘋愛好者 Insanity Lover
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[標咒+1,倒轉標咒+2,這榮恩迴響根本無敵了!] [1V1] 榮恩vs孚立維 (狼奶卢娜难拿蓝 vs 小白不熬夜.) 哈利波特:魔法...
#harrypottermagicawakened #hpma #harrypotter #harrypottergame 哈利波特:魔法覺醒 影片擷取自遊戲內的「精彩決鬥」 影片標題中,vs左邊的為勝利者 影片只顯示其中一位玩家的手牌,另一位玩家手牌見下方連結: https://youtu.be/u8uqgGxpT-I
QQinfinity/萊特Light
Due to never having had the chance to play prof mcg echo since I uninstalled, and don't plan to come back any time soon, there will not be a Prof. Mcgonagall Echo deck guide forthcoming. :MCWhat: Have a nice day.
Juniiiior
Juniiiior4mo ago
No QQ Guide update. :DobbySad:
Faithful  Sparrow
@🎩QQinfinity, ✨CharmsTalk Lurker still waiting on that Mc. Gonagall deck guide update 🥺
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Fanged Flyer (more easily identified as Fanged Frisbee), The Shredder of All Hope Fanged Frisbee is a 3 cost spell that will send frisbees to a target location in a coned path, they will then linger at their destination for a bit before returning towards the wizard. When you shoot it out, it will force you backward as if its a gun with big recoil. The damage also has a slowing effect built in. It is a bit like a mix of boomerang and circular saw. While it can deal damage while flying out and back, the primary source of pain is when its temporarily lingering at the target location. It hurts. A lot. And is particularly deadly in the hands of Harry echo. The popular way to use it is walk a bit forward to angle a good Fanged Frisbee shot, inflatus into fanged frisbee, let recoil carry you backward, then follow up with far-ranged snowball. Although it has some blind spots, particularly at 'close-range', and has some trouble hitting the far corners, its range is good enough for most instances, and is very adept at killing immobile or slow targets. It heavily counters Luna and Neville. Its 'recoil' is both a blessing and a curse, its possible to dodge attacks with it, but also means you must spend extra movement to maneuver if you end up retreating into undesirable locations. As such, including Snitch is mandatory if you want to use it effectively (both angling for a good shot, and have enough movement to walk off the recoil). Currently as of 2024/09/14, Fanged Frisbee is without a doubt, one of the strongest and most popular spells in the game, widely used by every deck that can fit it - even Newt who doesn't want spells could use it. Though it works better with some echoes than others. Luna for example would have to be forced to use Snitch or else run out of movement, Neville traditionally can't run it (but could, if built around it). As of 09/17, it has been nerfed to the ground. RIP frisbee. Snape Companion, Always Awkward If you played LOL, you might know of Fiora and her W that can parry attacks. Snape is basically that. When you summon him onto the field, he will enter a Parrying Stance which lasts for 5 seconds, immediately parry any ranged projectile (be it spell or creature attack), deleting said projectile entirely and nullifying any lingering effect it might cause. For example, if you shoot Confringo at him, and he parries it, it won't bounce at all. After parrying, he will directly shoot the enemy with highest HP with a counterattack. He then goes into 10 second cool down and will attack normally with their wand like any wizarding companion that does so. Once he's ready again, he can use his parrying stance again, he will automatically detect if a projectile is flying towards you (the wizard) or Snape himself, he will teleport and parry. But it will cost him HP to do so, costing more and more HP for subsequent parrying stance. Snape companion is, in one word, Awkward. His effect is awesome on paper but extremely weak in practice unless you have level advantage and run around with a very high level Snape companion. Which is borderline impossible because he's mythic :CloudsWhite: rarity. His base HP is not high enough to survive for long, and not even Nevilles can keep him alive long enough to maybe parry one extra time. You can essentially wait until he is no longer parrying, then kill him right away with a single Incendio. He is usually only good against spells, and entirely useless against creature swarms. Snape companion isn't terrible, but he is very low priority in terms of upgrade and deck building. Most everything else is either more useful (Dumbledore, Hermini, Abigail, Hagrid) or more important (Kevin, Prof McG.), than him.
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Welcome to Dueling Club Azkaban, where Suffering is found. Azkaban is a 7 cost spell card that target a location with two circles, one big and one small. Targets in the small circle cannot escape, and targets in the big circle will slowly be sucked into the smaller circle. After a small delay (when big circle shrinks and touches the small circle), the small circle will explode and deal damage to everything within, it will execute all non-wizard entities that are under 20% HP (wizard only includes player and time turner clones). If something dies from this explosion damage, it will explode and deal damage again, up to one extra time. It is without a doubt, a pretty powerful card. However it is rather more difficult to aim than one would expect, and anyone not immediately stuck in smaller circle can just walk out of it. It's damage is decent, but not high like Whizbang or Zou-Wu (or even Orb of Water, unless Azkaban explodes twice), though its execution effect is very good at cleaning trash. If you do get caught in the inner radius, the only two known ways to escape is through Portkey (and hope you don't get teleported right back into the circle), or flying out with Obscurus. No other method can escape it. Not side along, not apparition/blink movement, not hagrid bike, not broom or fanged frisbee recoil, nothing else. Be careful when using Protego Totalum or Hagrid Bike to block Azkaban damage, because Totalum bubble and the bike counts as 'an entity', if it dies from Azkaban damage it WILL trigger the extra explosion. This card is most often used by Hermione echo, sometimes Luna. Others may run it if they decide to, but not often due to steep cost and high rarity dragging down the card level. https://youtu.be/pgRJ59dokPI?si=I_VZqxWTD7cHleYy&t=50
阿月TheAm
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【哈利波特:魔法覺醒】新卡阿茲卡班簡評,超強控制卡登場,把不良學生一個一個抓去關,端正校園風氣從你我做起 |阿月TheAm
#哈利波特 #新卡資訊 #阿月TheAm 新卡阿茲卡班心得簡評 提供一些我自己的看法 也歡迎大家說說看有沒有甚麼有趣的搭配 00:00 開場 00:47 卡片介紹 02:20 評價與推薦迴響 03:41 露娜坐牢 06:23 妙麗坐牢 有想知道更多的也歡迎來以下的地方找我 DC:https://discord.gg/uH7kn9jPPV 實況台:https://www.twitch.tv/fishgod11989 粉絲團:https://www.facebook.com/%E9%98%BF%E6%9C%88TheAm-147633427443835 素材取用: https://www.youtube.com/@shookt
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Patronus, made from joy, made for killing Patronus is a 3 cost spell card, that summons a veil of light near you, and any projectiles that passes through this veil will be empowered. This boost will include, but not be limited to, extra base-damage, extra percentage-damage, extra radius size, extra projectile speed, extra healing. Which boost they receive depends on their original function. A damage spell can't gain extra healing, naturally. Projectiles passing through multiple patronuses can be boosted multiple times, but the benefits will have diminishing returns from any extra boost. Projectiles include, but are not limited to, spell projectiles, a wand's basic attacks, creature's projectiles (such as centaur arrow or the fireball of all three dragons), the ranged attacks of any eligible companions (wand wielders, and yes even Cassandra's zapping, though it is strict about positioning patronus between her and her target). Patronus does not boost 'taboo' spells, such as Avada, Azkaban, Crucio, Obscurus, and oddly enough, Diabolica. As it is a 3 cost spell card that also deals damage, it WILL be empowered by Harry echo. However this only increase the base damage boost of the card, and not the percentage damage. Although this card sounds very powerful, it is not used too often during duels. It will probably be used more often on release (especially if it has level protection), but otherwise will fade into obscurity very easily. It's not as easy to use as one would think, its boost, while noticeable, cannot make or break a build, it is rather predictable (forcing you to stand near the veil, which the enemy can now know to aim their attacks there). This card is usually found in PVE content such as forest or event bosses (but only if Crucio isn't automatically the best solution...), where the strategy is boosting Cassandra with patronus and slapping anything into oblivion.
QQinfinity/萊特Light
Patronus demonstration and additional notes: Patronus will grant a flat amount of base damage to one spell, they gain this bonus ONCE PER CAST. And it increases all projectile damage by a certain percentage. A lv13 Patronus gives +55 base damage, and +26% percentage damage. So for example, one cast of oppugno makes 6 birds, all 6 birds have their damage increased by 26% percent. But even if all 6 birds get the patronus buff, they only gain one instance of +55 base damage. Same principle applies to all other eligible spells. Every normal attack can have the bonuses applied seperately (each hit +55 damage and +26%), so its technically stronger for normal attacks over the long run. My aim is so bad, I'm sorry :DobbyF: :DobbyF: :DobbyF: :DobbyF: :DobbyF: :DobbyF: :DobbyF: :DobbyF: https://youtu.be/yZ4vKQBybRw
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