This guide is meant to provide newer players of Legend of the Cryptids a foundation from which to learn the game, as well as to provide useful general tips which anyone can benefit from.
If you've just started the game, and the in-game tutorial isn't doing it for you, check out our main gameplay article for a quick rundown of how to play, with links to more in-depth articles when needed. Additionally, don't forget to check out our game FAQ for quick answers to commonly asked questions!
Choosing Your ElementEdit
One of the first choices you'll have to make as a player is your element of choice. Once a decision is reached, you cannot alter it. You have three choices:
Which is the best option? In general, each of them have their own advantages and disadvantages, but all three elements are very balanced in all facets of the game. On average, Fire cards are more suited for an offensive role in battle, Water cards are more suited for a defensive role, and Forest cards have a balance of both offense and defense. That being said, all three elements have options allowing players to put up a strong offense or defense, regardless of element. In terms of events, card element plays practically no part whatsoever (outside of regular battles in Battle Royales), so element should not be a concern here.
It's also rather important to note that during the course of the years, the division of each element's specialty becomes blurred, and thus not as important as in the early days. In general, the choice essentially comes down to a personal preference. Feel free to check out our Card Gallery in case there are cards that you may prefer from one element over another.
Upon first starting the game, you will be asked to enter the name of a user who has referred you. Though not required, it is recommended that you enter the name of a user as doing so entitles both you and the user who referred you to a free card. Keep in mind that the card you receive will not be particularly strong, and you will need to have another of the same card in order to Evolve and produce a reasonably powerful version of it (11 are needed to completely max it out). Additionally, the card will be bound only to you and will be untradeable, which can make evolving it difficult. That being said though, receiving free stuff is never a bad thing, is it?
If you are having trouble finding players, feel free to browse this wiki and just enter in the name of the first registered member you see. If you have a lot of friends, asking them to install the game and entering in you username is a quick and easy way of getting all of the referral cards needed to full evolve.
Throughout the game, you will encounter many abbreviations, many of which you may not understand. For a more complete list, see out Glossary. Here are a few:
- PP = Power Potion (An item used to restore Attack and Defense Power)
- EP/ED = Energy Potion/Energy Drink (An item used to restore Energy)
- Junk = A Rare considered too weak to put in the effort of enhancing or evolving
- RM = Regular Max (an unevolved card fully enhanced)
- PM = Perfect Max (an evolved card in which its constituents were fully enhanced before evolving)
- Fresh = A card that has not yet been enhanced (level 1)
- UR = Ultra Rare
- Imperfect = An evolved card that was evolved without fully enhancing both constituent cards first
- Skilled Common = A common card that possesses a skill
- PC = Price Check
- MM = Monster Maestro (a now ended game also made by Applibot)
- GS = Galaxy Saga (another game made by Applibot)
There are several types of currency being used in the game. Three of the most important ones are:
Potions are often used for trading because of their practical use, and their relative abundance. Potions can be acquired in various ways. They can earned from trades with other players, they can be obtained from Quests and Events, or received through promotional campaigns. It is important to note that potions each have a "Bound" equivalent, which cannot be traded. In general, Power Potions are more popular than Energy Drinks due to their importance in a lot of events, with the usual rate of 4 Energy Drinks for 1 Power Potion (although the exchange rate tend to fluctuate overtime).
Coins are considered the least valuable among the three, since they're pretty abundant and have very limited use, mainly only for Enhancing and Evolving. Some players will be willing to trade potions for coins; the rate fluctuates depending on the time, but usually it's in the line of 2,000,000 Coins per 1 or 2 Power Potions.
As a player, you will get a bonus reward just for logging in to the game each day. Login days do not have to be consecutive to be eligible for the login bonus, you will just receive the next bonus regardless of the time between logins.
These bonuses may include potions, Coins, or LCP Claim Ticket. During certain events, you might even get Ultra Rare limited edition cards! Keep in mind however that you won't get credit for logging in until you go to your home page! This is accessed through the "My Page" option in your in-game main menu. It's also important to remember that each 'new day' starts at 05:00 AM PST.
As you level up and gain new parameter points to invest in your personal stats, one of the hardest choices will be to decide where to put them in. Typically, people will tailor their stat allocation based on the event they intend to focus on. While it's possible to have a balanced account for all events, in the long run you will be better served by sticking to just one event so you have a better chance at ranking high. More information on ideal stats is found in the Events section of this guide.
Improving Your DeckEdit
When setting up your deck for the first time, it can be intimidating to decide how you should approach it. In general, you should ideally focus your deck-building efforts on one event, since each event has different requirements in terms of cards, and having a deck for all of them can be time consuming and costly.
Enhancing and EvolvingEdit
Enhancing and Evolving are the two steps used to strengthen a card and bringing it to its maximum potential. But in order for a card to reach that potential, the processes of enhancing and evolving must be done very carefully.
One of the mistakes newer players often make is Evolving cards right away without Enhancing the two base cards first, thinking that it doesn't matter. Because the process of Evolution carries over a percentage of the two constituent cards' stats over to the next evolution, evolving right away only cuts down on the potential ceiling that the new card has. Even worse, if two base cards are enhanced fully before evolving, they both carry over 10% of their stats rather than 5%, meaning that you'll lose out on even more of a card's potential by evolving right away.
For example, let's take the Common card Starfire Guard Gravitus and make a comparison between its stats if it's Evolved at Level 1 (minimum) and 20 (Common maximum) respectively.
Base Stats: 1180/820 Base Stats (Evolved): 1416/984 Level 1 (Fresh): Component #1: 1180/820 (5% Carryover = 59/41) Component #2: 1180/820 (5% Carryover = 59/41) Total Carryover Bonus = 118/82 Evolved Stats = 1534/1066 Level 20 (Max): Component #1: 2950/2050 (10% Carryover = 295/205) Component #2: 2950/2050 (10% Carryover = 295/205) Total Carryover Bonus = 590/410 Evolved Stats = 2006/1394
This example illustrates the difference that carefully Enhancing base cards before Evolving can have on a card's maximum potential. That being said, there are times when it may be better to simply evolve right away, such as when farming Enhance food for better cards. Because Enhancing cards costs an amount of coins, the process of Enhancing and Evolving is often left for particularly strong cards, such as Dragon Avatar Kadlig or Zulow, Briny Exterminator.
Often, Common cards and weak Rare cards are simply used as fodders to Enhance stronger cards, so it is more practical to skip enhancing these cards, unless they have special merits such as possessing special abilities (e.g. Dream World Lilith) or one of your prized collections.
Enhancing can be a very time-consuming and costly task, and if done wrong can be even more demanding. However, there are several ways to streamline the process. For one, Common cards are going to be your biggest source of Enhancer cards.
Regular Commons can be effectively foraged by going back and redoing your previously finished Quests. The earliest chapter (Chapter 2) in particular, gives a Common card for every three Energy spent, making this the most efficient way of gathering cards for enhancing.
Skilled Commons can be gathered mainly by drawing through the Friendship Card Pack. Additionally, later chapters of the main Quest are starting to give out Skilled Commons in addition to regular ones.
In terms of cost, one can save on a lot of coins by Enhancing using Common EX cards. The cost of Evolving is based on a flat rate for each card used to Enhance, a rate which increases with card level, and does not consider the type of cards used to Enhance. As such, since Evolved cards give approximately double the experience of base Enhancer cards, you can effectively cut your Enhancing cost by almost half through this method.
It should be noted that cost savings will only be felt by using Evolved Common cards for cards past Level 12. Enhancing cards lower in level than 12 using Evolved cards actually becomes more costly, since the Enhancing rate of Enhancer cards at these levels is actually lower than the cost to Evolve a card.
Evolving Referral CardsEdit
Referral cards can often be tricky to Evolve properly due to the many Evolution forms that each one possesses. There are two ways of Evolving referral cards; you can Evolve them one-by-one as you get them, or you can create several Evolved ones, and Evolve the new Evolved forms together.
The first way is the simplest, with little fear screwing up until the late stages, due to the fact that most of the early stages can't be Enhanced. This method will result in a final Evolution with reasonable stats.
The second way is much more time-consuming. This method requires that you first Evolve two cards, Evolve two other cards, then Evolve the two sets together. This step can be repeated using many more cards, up to a maximum of 1014 cards. This process will work for any card with more than three Evolution forms. Doing so will result in a card with the optimal final Evolution stats, but will likely result in you using more cards then you would likely be able to gather, not to mention the time and resource commitment.
Most opt for the first option, and practically speaking, it is likely the best option as the additional gains in stats from using the second option is too small to warrant the time or effort. However, it is ultimately up to you.
As you play through the game, you will likely encounter and receive three specific types of "baby", "young", or "ultimate" dragon cards. These cards work differently than normal cards, and each serve a practical function. These are:
- Prosperous Baby Dragon, Prosperous Young Dragon, and Prosperous Ultimate Dragon
- These cards have no function except to sell back to the game for some Coins: 30,000 for Baby, 50,000 for Young, and 100,000 for Ultimate. They have no real value on the trade market due to their underwhelming function.
- Genius Baby Dragon, Genius Young Dragon, and Genius Ultimate Dragon
- These are Skill Enhancer cards. Aside from giving experience, they also grant fixed rate of Skill Up Probability to the Enhanced card, regardless of skill level: 15% for Baby, 30% for Young, and 50% for Ultimate. These are often saved for enhancing cards at a Skill level of 8 or higher. Highly popular, they can often be bought or sold at around 1pp for Baby, 2pp for Young, and 4pp for Ultimate.
- Mighty Baby Dragon, Mighty Young Dragon, and Mighty Ultimate Dragon
- These are Enhancer cards, and will give a fixed amount of experience points, regardless of level: 300% for Baby, 500% for Young, and 1000% for Ultimate. In the market, they usually came for 0.5pp for Baby, 1pp for Young and 1.5pp for Mighty.
- Legendary Dragon Kings
- This card can be used to Evolve most cards with an equal to or lower PWR than its own. Its own PWR can be increased to enable it to Evolve higher-PWR cards. Due to being bound, the card isn't available at the trade market.
How to Get More PotionsEdit
Energy Drinks and Power Potions, are the key to success and prosperity in the game, since they are used for both actual gameplay, as well as the dominant form of currency in trade market. Whether you are making a push in an event, or trading for a coveted card, you will need potions. Here are some ways to save up some:
- Do Quests
- Both regular Quests and Event Quests will give you bound potions of both kinds for defeating bosses of the first few levels. Afterwards, they'll start giving unbound varieties once you progress far enough.
- Sell Your Junk
- Selling your Mighty Baby Dragons and Mighty Young Dragons is often more practical, since you will likely have far more than you'll know what to do with. Rates can go both ways, depending on the market.
- Drawn too many URs you don't want or need from the LCP? Rather than hoarding them, might as well sell them away; other than giving you more potions to go around, you'll also save more space in your inventory for your trouble.
- Weak Rare cards are often used to skill enhance Ultra Rare cards, and many will pay potions to get them.
- Utilize Bound Potions!
- Bound potions are often given out in plentiful supply by the game, either through Quest/Event rewards or login campaigns. Try and save enough to these in order to achieve a decent rank in an Event. This will allow you to keep your unbound potions, and will turn those untradable potions into tradable ones by selling off your event rewards.
- Watch Out for Campaigns
- Watch out for special promotions and campaigns that appear every once in a while, such as special login bonuses or game crossover tasks. Usually, these campaigns hand out free Power Potions and/or Energy Drinks to the players. More often than not, they're Bound, although you could utilize them in Events to advance through the rankings.
- Buy Low, Sell High!
- A common strategy for many is to buy cards at their low point, and then to sell them back once they've risen in price. This strategy requires careful analysis and insight into the workings of the player market, so it might not be for everyone.
- Since cards can be sold for a range of prices, many will make card for card trades in order to gain more potions than a straight potion for card trade would have yielded. This requires an in-depth working knowledge of most of the cards in the game and which cards worth how much during what time.
Skill Enhancing can be one of the most difficult and frustrating thing to accomplish. Because Skill Enhancing is based on probability rather than on a set amount of experience needed to advance to the next level, it is possible to use an exorbitant amount of Skilled cards without ever gaining the next skill level. The following tips can help you avoid, or at least reduce frustration:
- Max out your probability
- Try and aim as close to 100% probability as much as possible when Enhancing, especially at higher levels. Though gambling on lower percentages won't likely cost you much on earlier levels, it can be especially costly at higher levels. While it may require a lot of cards, in the end you will find yourself a lot less frustrated, and you will have spent less cards in the long run, rather than exhausting your cards by gambling on low percentages.
- Skill Enhance your Enhancer cards
- When Enhancing cards at higher skill levels, especially evolved Ultra Rare cards, it may be wise to skill up your Enhancers, since the skill level of Enhancer cards directly influences the percentage contributed to the overall probability. The higher the skill level of the Enhancer card, the more percentage points contributed. This is especially important because only ten cards may be selected as enhancers at once.
- Use high rarity enhancer cards
- Cards at higher rarity levels will contribute more to the overall probability than lower rarity cards. When enhancing, try and use enhancer cards of the highest possible rarity to maximize your odds of improving your skill level.
- Make use of Skilled Commons
- Skilled Commons are often handed out in fair amounts during Events or through the Friendship CP. Be sure to utilize these cards to the fullest, since these are valued.
- A good strategy is to use these to Skill-Up your Enhancer cards, and then using those to Skill-Up your main card. This is a cost-effective way of improving your odds of skill leveling without spending too much potions on Enhancer cards.
How to Maximize Your Attack/DefenseEdit
The key to maximizing the amount of damage you do/repel is in optimizing your Front Line and Back Line. Since these lines make up your entire battle unit, optimizing them will allow you to make the most out of your current Attack/Defense power.
The immediate instinct of most players (and the auto-deck AI) is to line up the Front Line with their cards that have most powerful raw Attack/Defense available. While sounds natural and self-explanatory, these lines are actually rarely effective. Rather, the most important consideration for the Front Line should be Skill. The Skills of your cards will ultimately be one of your most important deciding factors in a battle, and since only Front Line cards may activate them, those five slots should be saved for the cards with the best Skills, with overall strength come in second.
For example, let's compare Verjini of Dark Horrors and Ildaria, Reanimater when creating an Attack Front Line. On one side, Verjini has better Attack and Defense; however, its Skill is Defense-oriented, and thus will not activate during a clash. Ildaria however, despite its lower stats, has an offensive-based Skill, which is more suited to be put in the Attack Front Line.
Now on the the backstage. On your Back Line, the most important consideration should be a card's raw Attack/Defense to PWR ratio. The higher the ratio, the more efficient it is, and the more Attack/Defense you can output with your current ATK/DEF power. Skill is redundant here, since Skills won't activate on the Back Line.
An important thing to note is that the game automatically sets your Back Line for you, based on efficiency. As such, you should strive to fill your deck with as many efficient cards as possible, including duplicates if you happen to possess extras.
Checking Your DefenseEdit
When you attack, the battle report shows how much damage your Front Line did, as well as the overall damage that your entire deck inflicted (up to the limit of the attack power available). When you defend however, only the Attack of the opponent's Front Line is shown. Because of this, you must formally ask your opponent what their damage total was in order to infer your own total Defense.
What Skills Do I Want in My Front Line?Edit
Skills can often be the difference between winning and losing a battle, so it is essential to pick cards with Skills which will benefit your deck and fit with your playing style or current state.
One of the most popular form of skill is the Boost. Whether for Attack or Defense, most players will line their front line up with skills which offer a nice boost to their total power. An example of cards with such Skill is Hellchild Constantine.
A little detail that many people usually forget is that Boosts (and Drops) differ in percentage depending on their coverage. Boost that affect multiple elements have more coverage, but lesser boost. These are great for people who use cards of different elements in their decks. Boost that only affect a single element have rigid coverage, but grants larger boost. It has become increasingly common for people to use decks of one element in order to take advantage of the automatic 5% boost for their own element. Thus, using one element skills for a deck of only your element will offer you the most bang for your buck in the long term.
The other kind of skill is the Drop. The drop works exactly like a boost, except that it affects your opponent's cards instead. This kind of skill works best when dealing with opponent's with a large amount of raw or total Attack/Defense, as a good drop to an opponent with a large amount of Defense will result in a greater net loss to them due to how percentile works, compared to the net gain from a better boost to your own Attack cards. Just like boost Skills, Drop skills also come in multiple and single variants. An example of a card with Drop Skill is Christmas Commander Kris.
The least popular kind of Skills are drops to one or two elements. This is because a drop to a specific element requires situational planning, which is often too much of a hassle for most players. However, these kinds of cards can often be more effective than a drop to all elements, as the same 5% bonus found in boosts to a single element applies to drops as well. Thus, a great drop only to Water defense will be more effective against an opponent with all Water cards than a great drop to all elements.
Single element Attack drops are much more difficult incorporate in your Front Line than Defense drops, due to the random nature of match-finding. However, if defending against specific players (such as during a Heroes Colosseo event), single element Attack drops will become a more valuable skill than drops to all element Attacks.
Certain cards have Skills that are both Boosts and Drops, or a single Boost/Drop of both Attack and Defense; such Skills are called Double Skills. While very versatile, they do suffer from a 5% penalty compared to a boost or drop to only Attack or Defense, limiting their maximum output. An example of a card that possesses Double Skill is Nhiska, Wyvern Pontiff.
Not to be confused with Double Skills. Double Boost/Drop Skills are variants of the regular Boost/Drop Skills; the difference is rather self-explanatory, in that it applies a certain written magnitude twice instead of once. An example of a card with this Skill type is Chivalrous Dragon.
Special Skill TypesEdit
In addition to the above Skills, there are also some rather unique Skills that are in possession of the cards.
This Skill applies a magnitude of Boost/Drop effect relative to the amount of certain cards in your Front Line. For example, a card that boosts Fire DEF by an immense amount depending on the amount of Fire cards in your Defense Front Line. An example of a card with this Skill is Drake-Charmer Richelle.
Revenge Skill is the inverse of Amplify Skill. Instead of applying Boost/Drop effect by the amount of certain cards in your Front Line, Revenge Skills do so relative to certain cards on the opponent's Front Line. An example would be Rift Terror Darthig.
Counter Skills act proactively, depending on the skills that activate in the opponent's Front Line. If the activation requirement is met, the Counter Skill would negate the activation Skill by a certain amount. For example, a Skill that would boost DEF by 20% is activated, which is responded by a Counter Skill of 5% amount. The result would be the activated Skill only giving 15% boost. An example of cards with Counter Skill is Crusty Pagro.
Magnitude Skills grants Boost/Drop effects relative to your total amount of Attack/Defense. An example of cards with this ability is Gothic Hostess Helmina.
Enigma Skills are unique in that they don't manipulate your resulting Attack/Defense directly, but instead through other cards' skills and performance. This Skill increases the amount of Boosts/Drops of another Skill of yours that was activated. However, there's also a slim chance in which the Skill reduces the performance of said imbued Skill instead, so it's kind of a gamble. An example of cards with Enigma Skill is Roaming Brawler Keela.
Odyssey Skills increases the amount of fetch items gathered through an Odyssey Event. Prior to the update of July 2015, Odyssey Skill cards need to be set as the Leader to have its Skill take effect, which was changed in the update to be enabled just by keeping it in your inventory during the event. Odyssey Skills are only effective in its paired event, and would take not effect in Odyssey Events after it. An example of an Odyssey Skill card is Godly Demon Mansemat from the The Time Warp event.
Raid Skills have effects that correlates with a Raid Event, usually by blocking attacks from Raid Bosses or increasing damage inflicted to them. Unlike Odyssey Skills, Raid Skill are effective even after their paired event ended, although their capability would be reduced to about half. An example of a Raid Skill card is Irine the Treasonable from the Prison of Hecate event.
Battle Royale SkillEdit
Battle Royale Skills have effect that helps you and your guild during a Battle Royale event, such as by increasing the amount of BR PTs you earned during the event.Certain BR Skill cards only take effect during its paired Battle Royale event, while others are more generic and can be used anytime. An example of a BR Skill card is Lodus, Seeker of Purity from Battle Royale XVIII.
Heroes Colosseo SkillEdit
Heroes Colosseo Skills have effects similar to Battle Royale Skills, in that they give benefits during their respective effects, usually by increasing PTs earned. One example of a Colosseo skill card is Luminous Agarte.
Cryptid Assault "Skill"Edit
Although not listed as a "Skill", it's good to note that certain cards have passive effects to increase the effectiveness of your Assault Deck during its paired Cryptid Assault event. One such card is Rhys, Adrift Earl.
In summary, the kind of Skills used in battle depends on the current situation and your playing style. There is no "wrong" choice for skills (save ones that don't benefit you at all), as there are advantages and disadvantages for using different Skill types. Pick the Skill types that fit your needs, and try and get cards which offer good Boost/Drop, as there is a significant difference between the magnitudes.
The following is a brief overview of each event, along with the general requirements needed to participate and rank reasonably well.
- Check-in. If you do not go to the event page first, you will normally NOT get credit toward the event for whatever you are doing!
- Focus. If your goal is to finish high, it's usually more practical to focus on one event. Each event utilizes different attributes and skills, so focusing on one will earn you a better shot at becoming a superior player for that event.
- Calculate. Weigh the rewards you will receive against the effort it takes to get them. Unless you are optimized for the particular event, in a particularly good guild, or currently drowning in potions, you might sometimes expend more potions than the rewards are worth so take caution.
- Competition. Expect a lot of them, as LoC is a game with quite a huge amount of playerbase. Remember that there's not only 10 people looking for that UR.
For Odyssey Events, Energy will be the most useful stat as ranking depends entirely on item collection, and collecting items is a very Energy-intensive task. That being said, bosses do drop a decent amount of items which is dependent on the amount of hit points it has, which in turn is based on your game-decided 'Recommended front line'. Ultimately, the amount of attack needed to defeat these bosses depends on how good your cards are.
If you are focusing on this event, it may be a good idea to invest most of your parameter points in energy, and to leave just enough Attack to get you past the Odyssey bosses. The amount of Attack needed will depend on the demands of your Recommended front line, with more high end front lines costing from 60 to 80 attack. Additionally, since a PvP feature was added to the event starting with the Through the Rift event, it may also be useful to have a decent amount of attack power so you can win some battles (which is useful since you gain another item boost effect from winning). Defense is irrelevant for this event, so that can be left at the default of 10.
- High Energy
- At least five cards
- If you plan on just questing through to collect items, Common cards will suffice. Otherwise, if you plan on battling, you'll need better cards.
- Starting with the Wicked World event, special cards with Odyssey Skills were introduced, with the first being Wishmaker Scheherazade. These cards are highly useful for their boosts.
- Class B or higher in the Heroes Colosseo to get a 1% or higher boost to your event items, although this is purely optional.
- A lot of Energy Drinks for questing
- Power Potions to battle bosses and players
- Some Faerie's Blessing
- Easy to play solo, even at low level (as long as you have high energy)
- Good if you are not in a guild, low level guild, or in an inactive guild
- Not overly long
- Item boosts require a decent internet connection speed to be effective
- Can be really tedious and boring after a while
Odyssey events are one of the easiest to participate in as only Energy, and a certain degree of Attack power, is required to rank well. As well, this event is one of the least popular, so competition will be a bit lower compared to other events. As such, this event is one of the easiest for newer players to engage in. Here are some tips to help you do well:
- Though drop rates for event items are random, they average out when you have advanced far enough into the quests, so spending a lot of Energy Drinks will help your rank indirectly
- Make use of Faerie's Blessings as much as possible, even if you have to purchase them. These will triple the amount of event items you will receive from drops.
- Be time efficient when you are given item boosts (such as from defeating bosses and other players). Try and squeeze as much progress as you can in the limited time you have, so you get the most out of those boosts.
- Try to save most of your Energy Drinks and/or Faerie's Blessings until after you pass the twentieth chapter. This will allow you to maximize all of your item boosts as there will be fewer boss interruptions.
- Try and sync your Faerie's Blessings boost with the "Boss Fever" and "Test of Strength" boosts, since all of these effects stack, giving you a larger bonus.
- Try and put together a decent attack Front Line. Though the Odyssey bosses' health is determined by your "Recommended Front Line", so is the event item drop from defeating it. Thus, a high powered Attack Front Line will help maximize the amount of event item dropped. This will also help when battling other players.
Raid Events have a more moderate energy demand compared with Odyssey, as ranking depends solely on damage dealt to bosses rather than quest progression. Often times, you can get by without much energy if you are in an active guild - one that pulls bosses and invites you to it. If you are searching on your own, you will need considerably more energy to find bosses at a steady rate. In general, the focus should be increasing your attack power as much as possible, as having more allows more hits on raid bosses, and more value for each Power Potion spent. Again, defense is irrelevant for this event, so that can be left alone.
- High attack power
- Decent amount of energy (optional)
- Good attack front line
- Cards with Raid specific skills
- Energy Drinks for questing and finding bosses (optional)
- Power Potions to battle bosses (and gain rank)
- Orb of Sacred Light
- Rewards go straight to present list as opposed to filling up card inventory
- Rewards are often better than Odyssey events
- More milestone rewards than Odyssey
- Battling bosses can be more fun than simply questing
- Harder to play solo since having guildmates helps when trying to pull bosses
- Current event cards are numerous and costly (three Raid cards each event)
- Popularity means lots of competition
- Almost twice the length of Odyssey events
- Often more prone to crashes and errors
- Taking down bosses can be time consuming and tedious
- When putting together your frontline, aim for cards with a high attack/power ratio in order to maximize your damage efficiency
- Try and include Ultra Rare cards with anti-Raid Boss skills in order to boost your damage to bosses
- Try and include a current Ultra Rare raid cards, since they will give a larger boost to current event bosses than older cards
- A good front line composition might include two older Raid Ultra Rares, one current Raid Ultra Rare, and two high powered/high attack efficiency Ultra Rares (or three current Raid Ultra Rares since three are released every during event)
- It may be a good idea to create a low power front line to take down early Raid bosses, which have low health, in order to save power
- The same could be said of bosses with low remaining health
- Try and save your time and potions on Raid "Hidden Bosses" and "Secret Bosses" since those bosses offer 2x bonus to damage
- The same could be said of Orbs of Sacred Light, since the bonuses add up to become a 3x bonus
- When looking for Hidden or Secret bosses, try looking during the twentieth or fortieth minute of each every, since they are more likely to appear then
- Since the event is long, and competition is high, be prepared to expend a lot of time and potions on accruing damage in order to achieve a high rank
- Since elemental bonuses don't apply, feel free to use cards of any element in your frontline
- Try and have your anti-boss skills leveled to the max, in order to ensure you're getting the full boosts
This is a battle based event, so energy is completely irrelevant for this event. The main stats will be attack or defense. Exactly how much needed will depend on your role in your guild. If you plan on becoming a heavy hitter for your guild, the majority of your points should be invested in attack in order to fuel your attack cards. If you plan on being a defense leader, then you will want defense.
As a general tip, keep in mind that energy is needed to level up, which will account for the majority of your parameter points. As such, having more invested in energy will allow you to check in to the game less often, receive greater value for your Energy Drinks, and in general allow you to gain levels quicker, although this might mean sacrificing either attack or defense power.
- High attack or defense power
- A guild
- A strong overall deck (good frontline and backline cards)
- This will depend on your role. If you are an attack or defense leader, a stacked deck is a must. If you just plan on grinding for points, just get a half-decent deck going.
- A BR specific event card (the current ones are the best)
- No energy required!
- Power Potions to battle (needed to recover ATK to fight, and DEF when attacked)
- Promotes team work
- Close battles can be fun to play
- Less dependent on individual performance
- No event specific items required
- Usually only two to three days in length, so mercifully short
- Rewards are often better than Odyssey events
- Easy to burn Power Potions FAST
- Performance tied to guild, so a strong/active guild is a must to rank well
- Minimal rewards during the course of the event
Battle Royale tipsEdit
- Be prepared to expend a lot of Power Potions on this event
- Try and put together a strong backline for this event, as this will help bolster your overall attack or defense
- Don't take on the opposing defense leader unless you are confident in winning
- Since only one person needs to defeat the opposing defense leader, leave them for your guild's strongest attacker
- If your guild doesn't have a strong attacker, try using teamwork to take them down
- Skills matter, so choose them carefully in order to maximize your odds of winning
- When attacking, aim for opponent's who give a lot of Battle Royale points in order to maximize your rank (the base amount is shown under each opponent)
- Since your point rewards decrease as your opponent's defense decrease, try aiming for player's constantly using potions since their defense will constantly refresh
- Since Battle Royale points are scaled based on attack power expended, try and attack at maximum power as this will help you avoid losing battles unnecessarily
- Don't forget to gift tokens to players in your guild!
- You need at least 1 token in order to be able to gift, but you receive 2 tokens for each one you gift (ie: you have 1, gift to another player, now you have 3 - gift again, now you have 5, etc!)
- Don't forget to use your tokens before the event ends or you will lose them (some have reported tokens carrying over to the next Battle Royale, though this is not confirmed).
- When Ramparts are up for the opposing guild, anti-Rampart cards can be useful since they offer a large boost to damage against them.
- Make sure to help out with those Ramparts
- Call targets ahead of time to avoid jamming up with your teammates
Heroes Colosseo is a battle based event, similar to Battle Royale, except you will only using your frontlines. However, attacking does not use up any attack power, but instead a separate parameter available only during Heroes Colosseo known as Battle Points (BP). In general, you will want to be at a high level (preferably, the max of 220), and have equal attack and defense power, and energy, since this will maximize the amount of life points you start out with in battle. Be mindful that even though you don't expend any attack points for attacking, you will still need a decent amount of both attack and defense power in order to meet the power requirements of your main lines.
- Decent attack and defense power (enough to support your cards)
- A guild (not required but recommended)
- A strong attack and defense main line
- No energy required!
- Battle Elixirs to replenish BP.
- Lots of milestone rewards, and ranking rewards are given out quick
- Teamwork is not required as it's an individual event
- Usually only two to four days in length, so mercifully short
- Rewards tend to sell better and retain their worth more than other events
- Easy to burn Battle Elixirs FAST
- Considerable resources needed to gain a strong deck
Heroes Colosseo tipsEdit
- Press the "Support" button often if you are in a guild. This gives both you and your guildmates a bonus to life points.
- Aim for players lower in level than you to help secure victories. Be careful with this as certain low leveled players can be quite strong.
- Vacating your defense line to allow your opponents easy victories will allow you to hit them back for revenge victories, which award double the points of a regular victory.
- Try and pick the cards with the best combination of skill and stats in order to maximize your attack and defense potential. What works will depend on your style of play and budget.
- Cards with attack dropping skills are useful on defense, since this helps counteract the fact that attackers always activate their skills first
At the end of the day, Legend of the Cryptids is only a game, and as such will only be fun if everyone is playing honestly. That means lying, cheating, and scamming are a no no. While it may be tempting, all you'll end up doing is hurting your in-game reputation and making unwanted enemies.
As a newer player, you'll inevitably be taken advantage of by older players looking to steal your stronger cards or potions. The following tips will help you steer clear of con artists.
- Don't trade for Evolved cards that are still not Enhanced. These cards have the potential to be Imperfect cards, and unless this is what you want, you'll possibly end up with an unmovable asset. If you have doubt on a buy target, check that card's page on this wiki for stats info.
- Avoid paying full price for imperfect cards. Many will advertise these as being valuable, but in reality they are often valued at less than half of the original base card. Use this wiki to help determine if a card is actually a PM card.
- Beware of people who offer card enhancing services. There have been cases of cons keeping cards and run off, never to be seen again. If you must use a card enhancer, always demand collateral, even if you know them.
- Beware of new players asking for handouts. Many of these people have multiple accounts at levels higher than 100.
Take advantage of bound potionsEdit
Before using up your unbound potions to progress through an event, be sure to take advantage of your bound ones first. These are often given out in plentiful supply by the game, and can often be stockpiled to create a healthy supply. With careful planning and patience, you can stockpile enough to achieve a decent rank in an event without spending any of your hard earned unbound potions.
It's a new dayEdit
The in-game clock resets at exactly 5:00 AM (PST) daily. This is when your daily login bonus, ability to remove friends, and any other once-a-day activity will be allowable again.
Take advantage of your presents storageEdit
Excess cards and items not sent to your main inventory will automatically be sent your presents inventory instead. In this way, the presents inventory can be used as an extra storage compartment by intentionally loading your card or item inventory to the max before receiving a new card or item.
Energy is keyEdit
Keep in mind that energy is needed to level up, which will account for the majority of your parameter points. As such, having more invested in energy will allow you to check in to the game less often, receive greater value for your Energy Drinks, and in general allow you to gain levels quicker.
Using friends to restatEdit
Though the game doesn't let you rearrange your parameter points directly, you can unfriend people and then refriend them afterwards to get back parameter points which you can spend on other attributes. Using this process, you can potentially gain back 250 points (50 friends)! Keep in mind that you can only unfriend one person a day, otherwise you will start losing extra points. As well, it is important to note that points are taken out of your highest stat, so if you have too much invested in one stat, this method will not work.
While the in-game message boards are a good place to hang out when you're new, as you get better and more competitive, you will start to need a faster way of communication.