Once again we are facing a new meta shift in Game of War: Demigod. The Trap Busters are leaving, never to return. Now we have the new T12 Mercenaries with Synergy.
Before We Start...
The first and foremost thing we should take from this is that the meta will be constantly shifting. Always be ready to change with the game. From the looks of the two most recent game-changing shifts, the Mercenaries are going to be where these changes are ushered in. First, it was Trap Busters that turned the Demi community upside down. Now it’s the Mage and synergy. HOWEVER, even though 99% of players freaked out, Trap Busters were overcome. We tested, noticed patterns, tested some more, adjusted, and finally found the new normal. I fully believe this to be true with these new mercs as well. Demigod players are ever resilient.
The Basics
- Three types of Mercenaries (Mage) Water, Fire, Thunder
- Each Mage carries its own corresponding attack synergy
- Synergy is only activated when you have the plus one of the corresponding troop type
- Each Mage retains the advantages of the matching troop type combat bonus
Requirements to Train
- Stronghold 1250
- T7 resources
- Mage Tomes
Let’s Talk It Out
So basically each Mage has its troop type that it needs, in greater numbers, in order to activate the synergy boost. What does this mean? For all the nerdy math types this formula will always active type synergy:
Total Type Mage= (Total Type Troop-1)
For all the non-algebra loving players it means that in order for your synergy to be activated, you need at least one more Type troop than the SAME Mage to activate the Corresponding synergy.
Things to remember:
- Your types (Fire, Water, and Thunder) activate separately.
- If you have 100 Fire Mage and 101 Fire lords then you have activated your Fire synergy
- You can not mix the types of Mage and Troops. For example, 100 Water Mage and 101 Fire troops do not activate any synergy.
- If the above formula is true for EACH type, then you can have ALL THREE TYPES of synergy activated at the same time
Refresh Your Memory
This part may seem a bit elementary for the veteran players, but most of you need this refresher more than you care to admit.
Waterlords > Firelords > Thunderlords > Waterlords
And
Troops > Mythical Creatures > Traps > Troops
What’s the Catch?
Most of us assume that since the Mercs are filling the spot in marches and rallies for Mythics that they are taking on the same combat strengths and weaknesses. In fact, they are aligned with troops more so. Each Mage is weak to Traps and strong versus Mythics.
Wonders and Mage
So right now it’s damn near impossible to hold versus a maxed player at a wonder, even when the rally is only a third or half full. The issue is twofold. First, these Mercenaries are attack based only. Secondly, they are a tier level above all other Troops, Traps, and Mythics making them inherently stronger. This leaves wonder leads in the predicament they have been in since the mercenary release, you can kick but you can’t hold.
Stronghold Rallies and Mage
Since we are at the very beginning of the learning and testing stages, the Mage and synergy appear to be underwhelming. However, the conclusion is that there are not enough Mages in the rallies to make a difference quite yet. Perhaps similar to the Trap Busters, there is a certain threshold that needs to be met that will make a noticeable difference.
What’s to Come?
If you use logical thinking then you can assume things may be happening in the future. The first thing I think we can all pretty much assume is that tier 12 troops are released soon. The other thing I would guess is that MZs long term plan does not involve wonders that NEVER close. With that being said, we can all use our experience and intelligence to imagine what would be used to solve this issue. One thing Game of War players are known for is that everyone tests relentlessly, oftentimes finding solutions that the developers never saw possible.
Conclusion
As of right now, there doesn’t seem to be a clear cut way to continue to consistently hold a wonder against these new Mercenaries. We need to continue to test, look for patterns, realize abnormalities, make adjustments, and test again. Don’t forget to keep an eye on everything going on around you in the game, you never know when the solution will present itself.
Where to Look Next
Always be prepared to defend your city at a moment’s notice! Check out our Defense Quick Guide for all the best in one easy to use article.
Since we mentioned a refresher earlier, here are some places you can go to brush up on the basics of stats, what they mean, and how they work for you.
Last, you really want to know where you can find all the stats you need for your empire. The Building Demi Stats article is all about making sure you don’t overlook anything!
Join Us
Have you found the answer to the mercenary problem while holding the wonder? Or, maybe you have some questions that you need help getting the answers to. Join us on Line and Discord! Add me on Line, ID is slapmesilly, and send me a message to be added to the community Line Room, or the Demigod specific room.