Legend of the Cryptids Wiki
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Description

Battle is a feature in the Legend of the Cryptids where players engage in combat with other players using their cryptid cards. Players may battle for various incentives such as other players' Treasure or Coins. Players may also battle simply to improve their Battle Record for the sake of it.

Players which initiate a battle are on offense, and utilize their cryptids' total attack rating. Players being attacked are on defense, and utilize their cryptids' total defense rating. Unlike attacking, defending against an attack is an automatic process which is done independent of players.

The winner of a battle is decided based on the total attack of the player on offense, and the total defense of a defending player. Whoever has a higher value wins the battle. The attack and defense rating of players is decided based on the attack or defense rating of a player's front line cards, as well as additional cards in the back line.


Front Line

The front line is composed of up to five cards which are usually the cards with the highest attack or defense. Cards in the front line are given priority to participate in a battle over other cards in a player's deck. There are two front lines: the Attack Front Line and the Defense Front Line.

  • Attack Front Line
    • These cards are the primary offensive unit when engaging in battle. Cards with a high attack attribute are often selected for this front line.
  • Defense Front Line
    • These cards are the primary defensive unit when defending against other players. Cards with a high defense attribute are often selected for this line.

The default recommended front line is automatically assembled by the game based on the best cards suited for offense or defense, depending on the line, with the goal of having as high an overall attack or defense as possible. A player may also choose to create their own front line.

Power Rating

When cards participate in a battle, they require a certain amount of power from the player in order to be utilized. Cards used in offense require attack power, and cards on defense require defense power. An individual card's power rating decides how much is needed in battle.

If a player does not have enough current power, the attack or defense of cryptids in the front line automatically scales down, depending on how much power is available. If a player's attack or defense power is too low, cryptids in the front line may be excluded from battle all together. The weakest cryptids are usually excluded when this happens.

Back line

If there is extra power left after the front line uses up its required amount of power, the remaining amount is automatically utilized by the game to bring in additional cryptids from a player's deck as back line support. The strongest cards are usually chosen automatically by the game to be part of the back line, depending on how much power is left. Cards which participate as part of a back line have their attack or defense capped at 80% of their value. Skills cannot be activated by any of the backline cards when attacking.


Back line efficiency

Back line efficiency is how much ATK/DEF a card will give you for a given amount of PWR. It can be represented simply by the equation:


((ATK/PWR)/100)*0.8 or ((DEF/PWR)/100)*0.8


ATK is the ATK value of the card.

DEF is the DEF value of the card.

PWR is the PWR needed to use the card.


The resulting number gives you a quick way to compare the efficiency of the cards in your deck, or any cards you plan on acquiring.


When comparing an RM Bellerophon to an RM Holy Wyvern:


Bellerophon(9 PWR):

ATK = ((3250/9)/100)*0.8 = 2.88

DEF = ((4000/9)/100)*0.8 = 3.55


Wyvern(10 PWR):

DEF = ((4000/10)/100)*0.8 = 3.2

DEF = ((4000/10)/100)*0.8 = 3.2


When we check an RM Talos @ 9 PWR


Talos(9 PWR):

ATK = ((2850/9)/100)*0.8 = 2.53

DEF = ((4350/9)/100)*0.8 = 3.86


and Unseen Titan


Unseen Titan(9 PWR):

ATK = ((4400/9)/100)*0.8 = 3.91

DEF = ((2800/9)/100)*0.8 = 2.48


and the 'Junk Rare' Nemus(6 PWR):

ATK = ((1800/6)/100)*0.8 = 2.4

DEF = ((3000/6)/100)*0.8 = 4


With these quick calculations it is evident that Talos is more efficient in a back line defense for the 9 PWR it costs to use it, and Titan at the same cost is more efficient in a back line offense. Surprisingly enough, Nemus, which is widely considered to be a 'Junk Rare' ranks higher than all the previous cards in terms of DEF/PWR efficiency.



It is unclear to me how the game chooses cards, but I doubt it takes these calculations into account. If you're trying to balance your game on both ATK and DEF it would be difficult to stack cards in a way that would definitely benefit both. For players that concentrate on either ATK or DEF then stacking based on PWR efficiency may help quite a bit.

Factors

When engaging in a battle, the total attack or defense rating of players is determined by several factors.

  • Level
    • While level does not directly impact the results of a battle, players of higher levels are more likely to win due to having a larger amount of accumulated attribute points. To prevent high leveled players from praying on lower leveled ones, the game automatically matches players with others of a similar level. As well, if a high leveled player attacks a low leveled one, the game activates a feature called "Divine Punishment", which automatically results in a loss for the attacking player. Divine Punishment does not kick in every time, but the odds are much higher if there is a large disparity in opponent levels.
  • Account Element
    • When players first create a game account, they are asked to select one of the three elements. The player automatically receives a 5% stat boost for using cards of that element in battle.
  • Card Skills
    • Each cryptid card comes with its own skill which causes a unique effect to take place during battle. Some skills boost attack of a certain element, while other skills may decrease the opponent's defense. Skills tend to activate at random, but the chances of a particular skill activating increases as the level of the skill increases. Also, the first cryptid in your front line will use its skill almost all the time.
  • Elemental Effects
    • When in battle, element matches somewhat affect attack and defense ratings. Fire cards have reduced attack against water cards, water cards have reduced attack against forest cards, and forest cards have reduced attack on fire cards. Likewise, fire cards have increased attack against forest cards, and so on. Only one element effect takes place at a time, which is usually determined based on which elements have the most cards being represented in battle.
  • Battle Boosts
    • When players initiate a battle, they receive a 10% attack boost the next time they initiate another battle. This bonus usually only lasts for a short period of time, and may only be initiated once.
  • Trap
    • Traps items that can be used to protect a player's treasure against an opponent. Players which target treasures which have been protected by traps automatically lose the battle, regardless of level and attack power. The only way to completely avoid a trap is not to target another player's treasure.

Rewards

  • Treasure
    • Players may initiate a battle in order to take another player's treasure.
  • Coins
    • A certain amount is awarded for winning a battle. Coins are awarded whether players target treasure or not. Should an attack fail, players may lose some coins instead. Note that while players may receive coins for winning, coins are not actually being taken from other players.
  • Battle Stats
    • Battle stats are comprised of the amount of victories in both Offensive and Defensive battles a player has participated in.

Additional Notes

See also:

Boss Battle

Event Battle

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