Another great battle has concluded… yet another is just about to begin.
We saw tons of action in Season 5. The -30% building time buff certainly changed some strategies and accelerated the rise to power for the greatest Captains! Dark soldiers and Mercenaries were more powerful than ever, leading to some different lineups being used.
The Victorious
The 7-week battle for Elysium tests a Captain’s endurance and planning. While many Captains achieved great things this season, there are always those that rise to the pinnacle of power.
Total $ETIME in seasonal rewards: ~1.1038 million
Battle Power – 20% of Season Rewards
The following Captains dominated the rankings across all aspects of warfare. Their fortresses grew fast, and their forces overwhelmed their opponents with their raw power.
[BTB] HelloWorld
[XII] SydneySando
[DUB] DubstepRod
[F2P] Elof
[XII] NoodleBoy
Arena – 20% of Season Rewards
The following Captains didn’t have to hide behind their soldiers or walls. Their Mercenaries were powerful and their battle tactics sound. They repeatedly demolished their opponents to receive the most AVP throughout all 49 days of play.
[XII] Anti91
[XII] Firstblood
[XII] Bianca
[XII] FirstLove
[F2P] Elof
Conquest – 60% of Season Rewards
The true point of preparing is the battle itself. These Captains contributed more than any other players as they drove their guild toward victory. It should be noted that while we salute these individuals, all members of XII should be congratulated. They dominated the rankings and in the end held the top 32 places within their guild.
[XII] Bianca
[XII] beckoned
[XII] Alp_Er_Tunga
[XII] PasinduDE
[XII] DaniDC
Congratulations to the Only Triple Threat This Season!
Huge shoutout to [XII] Alp_Er_Tunga, who was the only Captain to reach top 10 rank in all three categories!!! (Battle Power: 6th, Arena: 7th, Conquest: 3rd)
Want to see how your score stacked up?
Check out the top 50 for arena and top 100 for Conquest and battle power below:
Season 6 is coming tomorrow, and it will be another epic battle.
In this season, players will finally have a chance to push their Mercenaries beyond their previous limits using the new Breakthrough system. By using additional Mercenary Fragments, players can squeeze even more out of their most elite Mercenaries.
Captains will also be seeing an all-new 5th operational slot this season when their HQ gets high enough!
Here comes Laila! This new water Mercenary specializes in debuffing opponents and buffing allies.
Any returning Captains will see a major welcome back gift this season! Players who played previously but not at the end of Season 5 may qualify for a 1000 Summoning stone bonus at the end of season 6. To get the bonus, players must meet all these conditions:
The account reached Head Office level 10 or higher at any point during Seasons 1-5
The account did not login between the periods of 6 July to 6 August UTC (approximately the last 3-4 weeks of Season 5)
The account reaches Head Office level 20 or higher during Season 6 before the end of the season.
If players meet all these conditions, they’ll receive 1000 Summoning Stones after the start of Season 7.
Make the returning Captains feel welcome! Every member of a guild will also get an extra 100 Summoning Stones for each qualifying returning player in their guild, up to a maximum of 20 (2000 Summoning Stones).
As in the past, expect some celebratory daily extras the first week of Season 6! Make sure you keep up on Discord throughout the first week for daily coupon codes for tons of free resources, Summoning Stones, speedups and more!
The final blows have been dealt. The Ring has been conquered. The power of Elysium rests in the hands of SquareXII!
Alex: A riveting battle. I must have exploded four… maybe five Torstens!
Emma: Your bragging is minor indeed, pyroclastic one. I have defeated nine Torstens.
Alex: Oooho, I’m usually the spicy one Emma! Bwuahahahahaha!!!
Emma: This Conquest was indeed eventful. Many interesting gambits were tried. Only one was victorious.
Alex: Thank you for, once again, stating the obvious Emma! Now I believe we have some business to get to?
Opening Moments
Conquest begins with only the 16 ruins in play, and over half a dozen guilds were quick to get to work trying to get in place and start climbing the leaderboard.
Firmly controlling the eastern quadrant and several other ruins, SquareXII got a commanding lead early on.
The Ring Enters Play
As The Ring of Ruin opened, it was still really anyone’s game. XII was holding a strong lead, but BTB, GFX and EPx weren’t too far behind to catch up. With the big points from the ruin starting, the battle was still far from over.
XII secured The Ring early on after it opened, ready to fight off any resistance that came at them (even with that nasty -30% defense debuff!). No one was coming to contest it anytime soon though.
XII was able to not only sit in the ring safely, but also they held onto three or sometimes four other Ruins consistently. It’s no surprise they started to run away with it on the scoreboard.
BTB and GFX both almost evenly doubled their scores during this period, but EPx had far less luck putting points on the board this period and fell to 4th.
Final Push
GFX and BTB gained almost the same number of points through the third period, but the early lead kept a solid advantage for BTB ending them firmly in 2nd.
EPx fell behind in the second, but in the final period they nearly doubled their score leading to a solid finish. More importantly…
XII continued to occupy The Ring… and rack up the points. It wasn’t only The Ring though – they held two, three or even four ruins consistently throughout the match while also holding The Ring of Ruin. It was a fantastic performance and a well earned victory.
Congratulations to XII on both their victory and long reign over The Ring in this battle!
A Battle to Remember!
Alex: Honestly I don’t know why no one attacked XII for so long in the RIng! If my Captain would’ve sent me in, I’d have bombs aplenty to take care of the job!
Emma: You are incorrect, pirate. Their defenses were strong, and their zone of control consistent on both the North and East side.
Alex: I’m going to pretend you didn’t just say that I couldn’t raid that ring. I was ready and chomping at the bit!
Emma: Impetuousness is often the door to disaster.
Alex: Oh forget your stupid riddles. Act now, think later.
Emma: Luckily not all Captains are like you, pirate.
Alex: Alright, that does it you–
And that’s all the time we have today! Thanks Alex and Emma!
Don’t forget the season isn’t over yet! There’s still the final arena competition to wrap up in a few days. You all have a little less than three days to bulk up that battle power! It’s not over until it’s over!
We’ll see you again very soon to discuss the winners of Season 5 and the dawn of Season 6!
Roughly three days remain before the final Conquest of the season. Are you prepared? Will your forces carry the day or be crushed by your opponents?
Conquest 101
Quick review for those who haven’t fought hard in a Conquest in the past:
Conquest is vastly different from the rest of the season. If you’ve only scratched the surface of these epic battles so far, it’s definitely worth it to dive in and fight for your guild. If you haven’t joined a guild, Conquest is one of many great reasons to do so. War is a team sport!
During the Conquest, guilds will compete for control of the 16 Ruins positioned around the map. Normally these can be explored by any player, but during Conquest they become positions that can be occupied. Guilds will plan which to attack and make large rallies to fight off the competition.
Guilds gain points for each second they occupy a Ruin, but they’ll also get a large chunk of bonus points every 30 minutes for the 90 minute duration of Conquest. After the first 30 minute period, the Ring of Ruin will open for conquest in the center of the map. This provides more points than each Ruin and is often a critical factor in determining the winner.
Points gained in Conquest are based on the rank of your guild, and each guild’s members will get a portion of those points equal to their contribution percentage, which is viewable on the “Share” screen in the guild menu. At the end of the season, 60% of all season rewards will be distributed to individual players according to their Conquest rank.
The Battle for Season 5
Now that we’re all caught up with each other, let’s break down where we’re at in season 5. SquareXII is firmly in the lead with their members occupying more than the top 30 spots on the leaderboard!
BTB isn’t going down without a fight though, and they’re not too far behind. EPx and GFX could still be players in the top ranks yet with some fireworks in this last Conquest.
Dome seriously dramatic action will need to happen to unseat XII from the Season 5 throne… but unexpected things happen in Conquest.
Conquest Tips
Let’s run down some quick tips and best practices for Conquest.
Even if this is the first time you’re going to join the fight, there’s more battles in the future. Season 6 is just around the corner. Give it all you’ve got this time to sharpen your tactics for bigger battles ahead!
All you seasoned veterans may find one or two things in here to improve your game… no captain knows everything!
Synergy, synergy, synergy…
War Synergy is everything in Conquest. Hunting Synergy does not count in PvP combat.
This is very important. This means your 9m power fire troop will be much less powerful than your 7m light troop with 40% War Synergy. Light and Dark are crucial in Conquest, and don’t mix them in your troops when possible.
No T1s
During normal gameplay, a lot of captains will mix in a few T1s with their troops to absorb any losses they may take. The lowest tier soldier dies first.
Don’t do this in Conquest. It lowers your troop power by a lot, but also your War Synergy. There are no light and dark T1s. If you are very short on high tier soldiers, use T6 light and dark. Make a pile of them the day before Conquest and mix them into your saved troops.
Follow the Leader
If everybody in the guild is doing their own thing, you won’t get very far. Designate rally leaders, then designate backup rally leaders. Listen to your rally leaders – argue about strategy before and after Conquest. Make sure you’ve got at least a few groups working on different goals at the same time, but coordinate them towards one greater goal.
At a last Conquest like this, most players will have at least three if not all four operational slots unlocked. That means you could potentially have your whole guild involved in four battles at once. Some of those troops will get locked up in Ruins scoring points though… be careful to not put all your power into holding ruins and not be able to fight back against attackers!
Defend the Rally Points!
A rally disbands when the rally leader’s fortress warps. This means that if you’re holding the Ring of Ruin solidly with only minutes to go, an enemy can make your rally disband by attacking the rally leader’s fortress.
Save some arrows for when those attackers come. Try to hide your rally leaders if you can. Iif the enemy knows who they are, make sure you can defend them!
Don’t forget you can support an ally’s fortress with your own troops! It takes an operational slot to do so and you won’t score any points for your guild from it, but if it saves an entire rally from disbanding it could be an amazing help.
For Elysium!
The battle is almost here. Good luck captains!
Of course Alex and Emma will be back to recap all the action next week. Get out there and give them something to talk about!
Miss the last conquest? Check out the recap below!
Alex: You know, this mysterious voice is always asking if we’re ready. I’m pretty sure you can tell from my bombs that I was born ready! BWAHAHAHAHAHA
Emma: Yes, that bomb is indeed already lit. How irresponsible.
Alex: Oh they’re always lit. I just make sure and pass them along before the party starts.
Emma: Hmm… it would seem that you are wise, even if insane.
Alex: It took you that long to realize my genius, Emma?
Emma: We are prepared, voice!
The Road to Conquest
The second Conquest event wrapped up the early gameplay of the season over the weekend. We’re headed into the finale now.
During the second conquest, several guilds distinguished themselves on the field of battle. We saw some familiar names top the leaderboard, but there were also a few surprises.
SquareXII ran away with this one. With over a 50% lead compared to second place, they were the undisputed champions of this Conquest event! Congratulations to them for all their hard work and strategic thinking.
The real fireworks during this battle, however, happened between places 2-4. With BTB, EPx and GFX neck and neck headed into the final bonus tally, there was a critical moment to make one last push.
EPx wasn’t going to let that opportunity go. They launched a furious assault in the last moments against GFX, destabilizing their control over ruins and directly attacking the GFX hive to throw off rallies they could use to recover.
While EPx was not successful in their bid to shift upwards into the number 2 or 3 rank, their attacks did successfully prevent GFX from being able to challenge BTB in the last moments of the battle.
XII goes into this coming Conquest with a huge point advantage, but there’s still room for other guilds to close the gap!
The Coming Battle
The final Conquest is when things will really reach their glorious climax. With players no longer able to convert prisoners beyond their own barracks level, T10 soldiers are very rare to see in the first two conquests.
Some of the biggest and baddest Captains out there may have been sporting some T10s, but the ultimate power of T10 Dark and Light soldiers will be in quite a few players’ hands in the upcoming battle.
Bigger forces means bigger battles. Some tips to remember:
The bonus points for holding a Ruin at :30, 1:00 or 1:30 into Conquest are HUGE. Plan your strategy around these and know that others are doing the same.
Hunting synergy means nothing vs other players. War synergy can get you up to +40% power against your opponents. Dark and Light Mercenaries and Soldiers are the best here.
Pay attention to Mercenary Command Skills when you’re making your teams.
Sometimes T1s in your troop are nice to minimize losses. This hurts your war synergy and troop power though. If you want to minimize losses in conquest, make some T6s of the appropriate Dark or Light soldiers ahead of time.
If the rally leader’s fortress warps, the entire rally is disbanded… even if in a Ruin.
Battle Looms
Alex: So Emma, who are you looking to cross off your list this next Conquest? Are we both racing for a chance to KO Torsten again?
Emma: I will be seeking to battle Bianca. I do not trust that pirate. She knows more than she lets on.
Alex: Oooo, coming after us pirates, huh? That may not end well for you!
Emma: All is fair in Conquest boomy one. I shall relish a chance to meet you fairly on the field of battle.
Alex: It’s a date, Emma! MWUAHAHAHAHA! Now, if you don’t mind mysterious announcer… I seem to have some preparation to do.
Thanks Alex and Emma. Good luck to you in the upcoming final battle, and good luck to all the Captains out there. Make your guilds proud!
Want to hop in and prepare for Season 6? The upcoming fresh start at the season transition is a great time to start playing Eternal Paradox!
Greetings Captains! Today we’re here to dive deeper into Arena strategy and discuss some of the winning combos that players frequently use to rise up the ranks.
There are many ways to win in the Arena, but as with any competitive game, some meta trends develop. These will fluctuate depending on updates and season features over time.
Below, we’ll walk you through some of the strategies that can lead to Arena success, but you’ll need to experiment to find out what works best for you.
Val Speed
This is by far the most popular Arena strategy at the time of writing this article. Valentine is a Mercenary that can only be achieved in-game through the end of season rewards based on HQ Level. She’s fast, hits hard and has two area of effect skills that blast the entire opposing team with tons of damage.
Valentine has one weakness though… she’s often so fragile she crumbles as soon as she’s hit! If you have a fast, high enough attack Valentine though, she won’t need to do anything beyond that first devastating hit to win.
That brings us to one other key component of this strategy… Akari! Akari’s Leader Skill is Blade Unleash: “In Arena combat, increase ally ATK by 20% and ATK SPD by 10%.” Regardless of Akari’s level, everyone on the team will receive these bonuses. This is great for Valentine, which is why you’ll often see a very low level Akari at the head of an opposing team. She doesn’t need to do anything but lead at the start to be a game changer.
Big Boys
This strategy has been growing more popular in response to the previously mentioned technique. In this strategy, you prioritize bulk on your team so you can survive Valentine’s match-starting nuke. You don’t care as much about going first. Your game is to survive the first wave and knock them down one by one.
A usual staple of this team will be William and/or Lucas. Their ability to create shields and defense boost while also soaking up a ton of damage can’t be overlooked. Most of these Mercenaries will feel like Val’s first hit is a scratch at best.
You still need to do some damage though, which is where Mercenaries like Torsten, Alex or Zahra could come into play. Torsten’s Berserker Rage deals more damage the more damage he’s taken… so if Valentine hits him early, she could be signing her own death warrant! Alex’s AOE bombs finish the battle for you if you can just stay alive long enough. Zahra will take extra damage from Valentine due to type advantage, but she’s bulky enough to survive and she claps back with some powerful hits.
Perhaps the most crucial lynchpin of this strategy is Jin Ryu. In the leader spot, he’ll slap a stun on the entire enemy team when they first hit you. This may miss a few, but often you’ll absorb that first hit then find the entire opposing team sitting ducks. It also doesn’t hurt that Jin Ryu can deal MASSIVE damage with his Dragon’s Might Skill – this will hit three times, remove all the enemy’s buffs AND call a joint attack with two allies. Between this and Torsten’s Berserker’s Rage, you usually have two one-shots to toss around.
Debuff to Death
This strategy isn’t quite as popular as the two above, but it has some definite merit if you can build your team right. It won’t KO people as fast as the above options, however, which means you’ll have to work harder to hold that top spot in the last moments of an Arena Season.
To make this work, you’ll need to employ Mercenaries that specialize in debuffs. Think Laction, Emma, Zarkhan, Wang, etc. You’ll use them to paralyze the enemy and easily walk to victory.
Zarkhan is big here. His ability to slap sleep, heal blocks and damage over time on all enemies simultaneously makes him a great choice for an opening salvo.
Emma can also play a critical role. Her attacks deal more damage per debuff on the enemy, making her absolutely deadly single target damage once you’ve stacked a healthy amount of status effects on the opposing team. Perhaps most enticing, her Taboo Wave can spread debuffs from the target to everyone else. When pointed at sleeping or stunned enemies, this can be game-changing.
Some less often thought of debuffers that can round out your team are out there too. Camilla’s Boulons Multiple AOE can silence everyone. Alex’s bombs can tick away while the enemy is sleeping before explosively finishing them off. Feeling too squishy? Wang’s Judgement Day is one of the most powerful stunning attacks in the game, and also has the potential to revive an ally.
Tons of Ways to Win
The arena is a bit more nuanced than it seems at first glance. Just because everyone is using one set of tactics doesn’t mean you have to. What’s your winning formula in the arena?
You never need to lock into one style. You can always switch your team up in the arena… and indeed you should based on who your opponents are in that match!
We’ll be back next time to focus on the Guild Arena. Until then, get out there and fight for that rank! That God of the Arena title isn’t going to win itself!