Kings and Legends Non VIP Guide
Kings and Legends Non VIP Guide by TheArtist
Just a brief introduction, I am a professional working in the TCG/boardgames industry. Kings and Legends has really captaivated me over the last few months and all this while, there is always the ongoing debate whether VIP players should be seperated from non-VIP players. Even right now, I bet somewhere in a PVP battle, a non-VIP player is complaining about how his a** is getting whooped by a VIP player. Me, as a neutral thinks that it’s necessary to have a VIP function, as players would definitely hate to lose and trying to get an advantage in the playing field. Just treat it as opening your first packet of Magic: The Gathering or your favourite TCG pack. Furthermore, the developers need to sustain their servers and this is the one of the ways we could show appreciation to them. However, the perks differ, from someone paying 4.99 USD to unlock the “bidding” function in the Auction House to someone paying 149.99 USD to unlock King’s Pack where the strongest cards are. This does not mean non-VIP players should lose hope though. Remember, it is not about the deck, it is about the player.
Introduction of KAL
KAL was first produced in Mainland China by Fire Elemental in 2011 and published by Just A Game in November 2012. It has received numerous positive reviews from gaming sites due to its appeal to both hardcore and casual gamers alike. It is in fact one of the easiest TCG to pick up ever, due to its in-depth tutorial. Also, it provides a platform where players has choices on doing the stuff they like, for example, raiding bosses in Challenge Hall for exclusive items, or even doing the classic PVP in Arena. But perhaps the biggest appeal would be the amount of strategy involved in this game. (and a bit of luck of course) Anything could happen. This guide serves to provide that strategy and hopefully, improve your overall gaming experience.
Importance of Gold
One thing that VIP players have more than non-VIP players would be Gold. Thankfully, KAL is rather generous with the amount of Gold they offer. Gold obtained, could be used for a number of functions, but primarily, it’s the currency to buy powerful cards to strengthen one’s deck. Below would be a list of ways to obtain Gold.
1) Login Daily: 10 successive days of Logging in would pocket a player some pretty nice goodies, not to mention 60 Gold.
2) Daily Quest: Each day gives a player 10 Gold. After 10 days, that’s 100+ 60= 160 Gold, including the daily login. Not bad.
3) Level Up: Level 20 would give you your first pot of Gold and every 10 levels subsequent would net you more Pots of Gold.
4) Weekly Tournaments: Play 50 PVP matches to qualify for the reward. Reward ranges from 30-240 Gold.
5) PVP competition: Rank in the top 100 to stand to win 200-1000 Gold.
6) Dungeon raids: Common Dungeons give you the chance of pocketing 20 Gold if you are lukcky. Hard Dungeons nets you 30 Gold.
7) Reputation: Each Class and Race, upon reaching level 30, nets a healthy 100 Gold. That’s 700 Gold in all, excluding the change in classes.
This would be the first dilemma everyone encounter in the start. I know I did. Unless you have your preferred class, it’s hard to determine which class to stick with. Fortunately, classes can be changed along the way with either Gold or the Class Change item. Each class has their strengths and strategies to play along with. Below are the recommended game-changing cards from each class.
Warrior: Boost your cards, destroy opponent’s cards. Simple. Game-Changers: Slash, Encourage, Fissure, Last Stand, Whirlwind: Strike
Mage: Most expansive spells when it comes to creature control. Game-Changers: Fireball, Frost Nova, Purge, Charm, Weaken
Ranger: Attacks both creatures and hero. Sneaky basatrd. Game-Changers: True Shot, Tactic: Sunder Armour, Swift Death, Disturbance, Tactic: Decay
Priest: Heals and defends. Hallelujah. Game-Changers: Blessing: Life, Blessing: Armour, Smite, Healing Prayer, Inspire
One of the factors that makes KAL stands out from other TCG/CCG would be the MMORPG feel that the game would offer. Upgrading buildings with Crystals to unlock more perks along the way is unsurprisingly the way to boost your deck’s strength. More info on buildings can be found on the official Wiki site of KAL and I will just be emphasizing on the important buildings to note.
City Hall: The Grand Daddy of them all. Build and upgrade buildings from this menu. Most importantly, all players come here at least once per day to claim their TAX!! The higher the level, the more taxes claimed. Oh.. Also, players could levy tax too, however this is only recommended if your building is at a really high level. Needless to say, this takes number 1 priorty to get upgraded.
Seaport: Every player’s best friend when they go offline. For non-VIP players, it is important to get Seaport to level 3 ASAP to unlock Haunted Mine. Spam Ghost Mine for more crystals till Seaport level 7 map, Ghost Ship is unlocked. From there, spam Ghost Ship to get to level 35 ASAP in order to unlock the “bidding” function in Auction House. This is ultimately the key, in getting the cards desired for your deck.
Auction House: The place to go to scout for cards that would ultimately boost your deck’s strength and a higher chance to get that elusive card to complete your deck. If one stare long enough, one would notice that there are some cards that sells better than other cards. I do not want to state any examples for fear of manipulating the market. These cards once put at a high price, would entice a VIP player with Gold to spare to bite the bait. In turn, we get rubies to open more packs and increasing our chances of getting more Epic cards.
Guild Hall: It is often looked over. In fact, it is one of the most useful buildings. Donate to your Guild daily to gain Contribution Points(CP). These would unlock more research functions, that could be used to boost the success rate of combining cards or enchancing items to acquiring more exp or silver in dungeon raids.
Finally, we get to the important section which is deck building. The beauty of TCG is that everyone plays differently and there are many variables in a battle which would determine the tide of the battle. One could look at a deck as one’s identity. Some players prefer to go for the fast kill, some like to dominate the playing field with spells, some even like to annoy the hell out of opponents. Irregardless, this sections is dedicated to provide an insight to Deck building, both dungeon raids and PVP.
Dungeon raids are done regularly by players who want to gain exclusive items that can only be obtained doing such quests. The unpredicatability of doing such quests can be hilarious at times, seeing players snatching each other precious spawning points to satisfaction, upon seeing players co-ordinating to take down lanes of tough brutes.
: A player’s deck could hold up to 30 cards and it is advised to fill the deck to the brim. It is well known that bosses has tons of spells, and I do mean TONS of spells, so it’s better to be better equipped rather than risk getting decked out and not having enough cards to assist your team.
: Always put out units of low importance first for the boss to take them out with spells. It happens most of the time, so don’t worry if your Peg gets roasted before it even deals any damage. The battle always forces your party to be on the defense first, so do get cards that could hold the fort for a few turns at least. (cards with Armour, Flying, Vigil)
Placement of cards
: As the battle drags on, spawning spots get limited along the way too. If the spawning spot suits a ranged character, let someone else play it there if you are not holding on to any. It doesn’t mean you need to play a card every turn. I am used to holding 7 cards in hand always due to players AFK and meaningless units being played on vital spawn spots. Not only is it frustrating for the team, it diminishes the chances of winning too.
Be a team player
: One, if your unit is in the way and you can see it, shovel it out. If someone spots an opening and tells you to do so, don’t question and waste the precious 30 seconds but do so anyway. Communication is key, especially in higher level dungeons. Next, if one is unable to provide any strong units into the playing field, assist with spells and boosts. Your allies would not be more grateful that you are on the team and not against them.
Cards that are necessary
: Vigil/ backstab cards (you never know when the boss’s units could break through a lane of defence and get to you.)
Boosts/ Spells (Spells turn the tide of the game. Boosting a unit that is open to attack the Boss could make the battle a whole lot faster to finish.)
: Lane Domination (Own a whole lane with units that are able to attack the Boss. Then play units away from that lane to draw Spells from bosses away from the dominated lane.)
Deck Out (Hold the defence till the Boss runs out of cards and bomb the playing field with the strongest cards when he does, so that he has a lower chance of removing your strongest cards.)
PVP: Strategy needed for PVP would be slightly different than dungeon raids as every player wants to win and would probably be playing their strongest decks. C’mon, no one likes to lose. As much as it is true that a strong deck would increase your chances of winning, it doesn’t gurantee a victory. Without any card synergy and understanding of the deck, a strong deck played by a weak player could be defeated by a weak deck played by a strong player. In this section, I would list out as many ideas as possible and of course, feel free to contribute. (Keep it in a way so that even non-Gold players could acquire cards used in the deck)
1) Rush Deck (EdgedCarbine credited): In a rush deck, the objective is to get rid of the opponent ASAP. As mentioned by EdgedCarbine, by turns 4-5, one would pretty much know the outcome of the battle. Carry on if you are winning. Surrender if you are losing. This deck is popular due to its ease of construction and the least amount of time consumed in a battle too.
Strategy: Pegs and Cals with 1 or 2 CD to be played in a single lane first. Once lane superiorty is gained, play Mifzuna and Encourage in an open lane when opponent’s health is below 12 or remove all units in your lane and do the same thing.
Weakness: Vigil/ Backstab
Used cards: Pegs and Cals with low CD. Mifzuna the Wind
Additional notes: Mifzuna the Wind when encouraged deals a minimum of 12 damage to opponent in an open lane.
2) Juggernaut (Creature Control): Next most common deck type would be the Juggernaut, where a card is made into a tank to absorb all damage and multiple range units behind it to deal massive damage.
Strategy: Bless a unit that has Armour or Resistance with more Armour or Resistance to make it a tank. Spam Snipers behind it to take out those pesky mages.
Weakness: Sunder Armour/ Holy Light/ Fear
Used cards: Liazrd or Human that has High Armor, Peg that has Resistance. Blessing cards. A team of Snipers.
Additional notes: Peg Raid Leader with Armour makes it a perfect air-tank
3) Juggernaut (Hero’s Bane): This is a variation of the above mentioned Juggernaut deck. However, instead of looking to gain lane dominance, the idea is to jam a lane with your tank against his tank, with multiple heroes that has Hero’s Bane in the back of your tank.
Strategy: Create a tank and place units that has Hero’s Bane to burn opponents . 3 Epic Elven Fire Mage deals 6 damage to opponent directly every single turn.
Weakness: Snipers/ any creature control spells
Used cards: Any card that could be used as a tank. Cards that has Hero’s Bane.
Additional notes: Cloaked Shot would finish the opponent off much faster.
4) Terminator: It is everyone’s fantasy to have an unit that has high attack value and owning any units in its way. In bosses battles, I’m sure we seen units being boosted to over 30 attack value and if these units ever gets near any opponents, they are goners for sure.
Strategy: One of the combos would be the Ogre Berserker and the Blessing:Life card. Another variation would be Ogre Berserker, Encourage and Elven High Priestress.
Weakness: Fear/ Purge
Cards used: Cards with rage, Blessing: Life, Elven High Priestress
Additional notes: There are endless variations on this tactic. One would be to get a Cal or Peg in a position where it could attack the opponent directly and play Command: Heroic on it.
5) Distraction: This is a rather fun deck to play with as it annoys the hell out of your opponents with Distraction. If the opponent cannot play any cards, there’s nothing much they can do but wait to get beaten.
Strategy: Play cards with Distraction as soon as you get it to delay the CD of opponent’s cards. Or keep cards in hand and take out your opponent’s creatures with creature control spells like True Shot. Play your cards with Distraction after when you are sure you have a card advantage (more cards in hand than opponent)
Weakness: Creature control spells as most of these cards have low health.
Cards used: Cards with Distraction, True Shot.
Additional notes: If opponents are annoyed, they will mostly surrender even before the battle is over.
1) Fear/ Push Back: This is a deck that would mostly see the daylights of group battles (2vs2, 4vs4). Its objective is to clear creatures using unconventional methods, not to mention it is rather cool to do it this way too.
Strategy: Let your ally build a tank. Place a card that has Fear directly behind it, and Icy Gale Ghost behind it. If the opponent’s unit isn’t returned, it would be pushed back too.
Weakness: High CD.
Cards used: Dread Wraith, Dread Phantom, Icy Gale Ghost.
Additional notes: Dread Phantom could be used as a Tank too, blessed with Resistance and healed by an Elven High Priestress in the same lane.
2) 360: Another deck that would blend well in a group battle. The idea behind this is to clear enemies in all directions.
Strategy: Make a card that has Whirlwind into a tank. Place a card that has Cone of Fire behind it and lastly, place a card that has Vigil behind the recently placed card.
Weakness: The first card needs to be protected, else the formation would be broken.
Cards used: Merc Captain, Wind-Dancer Elke, card that has Cone of Fire, Templar, Crusader Lucanus.
Additional notes: An Elven High Priestress as the fourth card in the same lane would complete the formation.
If you have come all the way to this last section here, hopefully you would have a better understanding of the game mechancics now. These last few tips serves as a reminder to complete your overall playing experience and maybe one day, own the world of KAL.
1) Always check your opponent’s hand: Hand advantage is a must for any TCG and KAL is no exception. With lesser cards in your opponent’s hand, you will be more confident to place cards on the playing field without fear of getting destroyed.
2) Whoever whose life point reaches 0 loses first: It’s all about thinking of strategies to reduce an opponent’s life to 0 and not attempting to destroy every single opponent’s unit.
3) Lane Dominance: The more spawning points your units occupy, the lesser options your opponent has and the higher chance of securing that victory.
4) Group Battle: Not everyone’s deck may be strong initially. An alternate option is to engage in group battles and play the supporting role with creature control spells or boosts. Your ally would most definitely appreciate that alot.
5) Play the psychological game
: There are instances where I would delibrately let the opponent know what card I have in hand by typing in public, thus giving the opponent time to think how to counter that card. (Eg. Everyone knows Elven Sharp Shooter is a card that is hard to deal with due to its ability to pick off weaker cards. This card would be revealed to an opponent. A rational opponent would either react with a barrage of calvary, trying to get close to my defence line ASAP or store creature control spells in his hand. For the rest of the battle, I could play the 360 and not play Elven Sharp Shooter at all, thus controlling the battle.
6) Be gracious: The more friends you make in the game, the easier it is to find groups who are willing to do raids or group battles with you. Furthermore, they would communicate with you often in battle, increasing chances of a win.
7) Communicate in battle: Most don’t do it as they think their decks are strong enough to win the game on its own. Imagine your ally placing a wall and you placing a lizard behind it at the same time. Not only will it be amusing for the opponents, it would be extremely annoying for your team.
8) Shovel: This is espeically essential in defence. Many times, players do not use this and lose an entire lane to an opponent. (Eg. an Elven Longbow Archer that is 2/2 might be facing two Peg Scouts units that is 2/4. Under normal circumstances, the Archer would get 1 of the Peg but be defeated by the 2nd Peg that would be taking its space instead. This is where Shovel is so important, where one could get Archer out of the way and place a stronger unit in its place.)
9) Take breaks: Take breaks in between. Not able to focus and losing your temper would only affect your decision making.
10) Have Fun: If you are not having fun, you are not doing it right.