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* DesignatedHero: in Pan's Vale, Elwyn (the local QuestGiver and SpoonyBard) suggests you ''massacre the locals'' so that he can take inspiration for his next ballad from the bloodshed. It ends up mutating into a quest to defeat a local Daemon, but despite the scripted protests, you start out as nothing better than an invader.
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** The Dwarven Gate is fairly common and can make PvP hell. Its spell gives Barrier (mentioned above) to all its allies, increases its own Armor, and ''gives mana to its allies'', enabling them to dump their powerful spells faster and hampering your ability to mana-screw them. Its one [[AttackItsWeakPoint weak point]] is that, because it doesn't Barrier itself, it will inevitably get whittled down... though expect that to take a while because it also has a Trait that reduces all incoming Skull damage by 50%. It also has [[StoneWall no Attack value]], which will slow down your opponent's offense until and/or unless buffed via allied spells, allied Traits, Kingdom bonuses or even {{Set Bonus}}es.

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** The Dwarven Gate is fairly common and can make PvP hell. Its spell gives Barrier (mentioned above) to all its allies, increases its own Armor, and ''gives mana to its allies'', enabling them to dump their powerful spells faster and hampering your ability to mana-screw them. Its one [[AttackItsWeakPoint weak point]] is that, because it doesn't Barrier itself, it will inevitably get whittled down... though expect that to take a while because it also has a Trait that reduces all incoming Skull damage by 50%. It also has [[StoneWall no Attack value]], which will slow down your opponent's offense until and/or unless buffed via allied spells, allied Traits, Kingdom bonuses or even {{Set Bonus}}es.Bonus}}es.
* ThatOneBoss:
** Eternal Wulfgarok, the upgraded boss fought at the end of the Wednesday green dungeon, can be a real pain. He wields a OneHitKill ability called "Devour," which not only murders its target but adds its Skills (HP, Armor, Magic, Attack) to Wulfgarok's. Because this ability is bah-roken, it normally has drawbacks like only being useable once per battle or having a low probability of actually working. ''Eternal Wulfgarok's doesn't.'' Basically your only real options in terms of defeating him are 1) to Barrier your own team, as Devour [[GoodBadBugs for some reason]] is coded as dealing HP damage, or 2) to kill him before he can charge and fire it. Too bad he's the fourth and last member of a Lv.40 team which collectively has 158 ArmorAsHitPoints and 198 ''actual'' HP, can add Barrier to every member, and can heal 22 HP -- even before E.Wulfgarok heals himself further by chowing down on one of your party members. For context, the above Rowanne combo is considered very powerful because she can dish out about 100 damage per cast.
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** Summoners. Their defensive kit and MookMaker abilities make them the ultimate MeatShield. His spell summons a [[EliteMooks Bone Daemon]] -- which drags on the game by making you have to kill one more troop to win -- ''and'' heals his allies. Bone Daemons in turn have an ability that deals damage, increases the drop-rate of attack gems (a double-edged sword, to be sure), and ''deals double damage while this buff is in play''. The buff only lasts 8 turns, 4 of which are yours, so the Bone Daemon has a limited time to cast their ability again, but that one hit can be decisive. Lastly, the summoner has the trait "Orc Armour", a GameBreaker on its own which reads "Gain 5 armour when I take damage to Life". That's not a one-off. It happens ''every time he takes damage'' and costs ''nothing'' to use in battle (once unlocked). Oh, and it's last trait gives it a random chance to summon ''yet another dude''. All of this combined gets you an absurdly tanky character who makes their own team beefier ''and'' more populous.

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** Summoners. Their defensive kit and MookMaker abilities make them the ultimate MeatShield.meat shield. His spell summons a [[EliteMooks Bone Daemon]] -- which drags on the game by making you have to kill one more troop to win -- ''and'' heals his allies. Bone Daemons in turn have an ability that deals damage, increases the drop-rate of attack gems (a double-edged sword, to be sure), and ''deals double damage while this buff is in play''. The buff only lasts 8 turns, 4 of which are yours, so the Bone Daemon has a limited time to cast their ability again, but that one hit can be decisive. Lastly, the summoner has the trait "Orc Armour", a GameBreaker on its own which reads "Gain 5 armour when I take damage to Life". That's not a one-off. It happens ''every time he takes damage'' and costs ''nothing'' to use in battle (once unlocked). Oh, and it's last trait gives it a random chance to summon ''yet another dude''. All of this combined gets you an absurdly tanky character who makes their own team beefier ''and'' more populous.
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** Almost any character whose spell reads "Explode X random Gems". This ability selects X random Gems and explodes them... which counts as ''matching them'', even if only at 70% efficiency. In practice, these spells say, "Add a ''lot'' of mana to every Troop on my team, often enough to charge them completely." If the spell has ''other'' effects besides that... Well!

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** Almost any character whose spell reads "Explode X random Gems". This ability selects X random Gems and explodes them... which counts as ''matching them'', even if only at 70% efficiency.them''. In practice, these spells say, "Add a ''lot'' of mana to every Troop on my team, often enough to charge them completely." If the spell has ''other'' effects besides that... Well!Well! The ability is so potent that it's been nerfed twice; first the mana accrued was reduced to 70%, and then again to 50%.

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* ComplacentGamingSyndrome: {{Enforced}}. Troops can have their "rarity" increased by combining multiple copies of them together, but they can only gain levels by feeding them Souls. The problem is that, on average, you only gain 4 souls per battle, whereas you need thousands to get a Troop card to its maximum of Lv.20. In the end, even if you get a cool new card that you want to experiment with, you can't, because it's still Lv.1 and will get ripped to shreds by just about anything you face in [=PvP=] ''or'' campaign. (This is especially true because you will probably want to build a new party around it, and those other cards may or may not be leveled up either.) Once you start investing in a team, it's going to take quite a while until you can start a second one.
** However, earlier levels are cheaper than later levels. Also, there are other ways to gain larger quantities of souls[[note]] I've never been ''starved'' for souls, merely been given the motivation to keep grinding.[[/note]]:
*** [=PvP=] [[note]] awards bonus Souls from going up ranks which are reset weekly and can be obtained reasonably easily[[/note]]
*** The Treasure Hunting "minigame" [[note]] a modification of the standard gem-matching puzzle, with plays awarded via maps gained from gameplay (at random/from large matches), Guild Tasks, or purchase (with Glory)[[/note]]
*** Guild Tasks [[note]] which are completed via simple donation/contribution of Gold, and can award significant quantities of souls, Keys, or Treasure maps, depending which type is completed. Rewards are also shared with your guildmates, so you can get significant rewards via this method simply by being a guild member, and/or return the favour when you have Gold to spare.[[/note]]
*** Disenchanting Troop Cards [[note]] Any Troop card can be Disenchanted for Souls - at a minimum of 5 Souls at Common rarity. As such, Gold (and Glory) can essentially be "converted" into Souls via buying chests and disenchanting the results - or just outright ''getting'' souls in a chest, which also happens - and Keys also indirectly give you Souls for the same reasons. [[/note]]
*** Troop abilities [[note]] There are some Troop abilities that give bonus Souls in battle (and are still combat-effective), such as Banshee's, which ''straight-up gives you bonus Souls on use'' while dealing damage and changing the board, or Necromancer's trait, which increases your final soul total by 50%. A farming team based around supporting - or even just incorporating - such Troops should still be combat-viable.[[/note]]
** Finally, Souls are interchangeable no matter what team you're using, so you can use a levelled-up team to farm Souls for your next desired team layout.
** Furthermore, PvP offers you a choice of 3 opponents, from left to right - easy, moderate, overwhelming. I'd say most players should be able to beat their leftmost opponent fairly consistently, given the advantage(s) of human intelligence vs. ArtificialStupidity.

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* ComplacentGamingSyndrome: {{Enforced}}. Troops can have their "rarity" increased by combining multiple copies of them together, but they can only gain levels by feeding them Souls. The problem is that, on average, you only gain 4 souls per battle, battle (out of a {{cap}} of 40), whereas you need thousands to get a Troop card to its maximum of Lv.20. In the end, even if you get a cool new card that you want to experiment with, you can't, because it's still Lv.1 and will get ripped to shreds by just about anything you face in [=PvP=] ''or'' campaign. (This is especially true because you will probably want to build a new party around it, and those other cards may or may not be leveled up either.) Once you start investing in a team, it's going to take quite a while until you can start a second one.
** However, earlier levels are cheaper than later levels. Also,
While there are other ways to gain larger quantities of souls[[note]] I've never been ''starved'' for souls, merely been given the motivation to keep grinding.[[/note]]:
*** [=PvP=] [[note]] awards bonus Souls from going up ranks which are reset weekly and can be obtained reasonably easily[[/note]]
*** The Treasure Hunting "minigame" [[note]] a modification of the standard gem-matching puzzle, with plays awarded via maps gained from gameplay (at random/from large matches), Guild Tasks, or purchase (with Glory)[[/note]]
*** Guild Tasks [[note]] which are completed via simple donation/contribution of Gold, and can award significant quantities of souls, Keys, or Treasure maps, depending which type is completed. Rewards are also shared with your guildmates, so you can get significant rewards via this method simply by being a guild member, and/or return the favour when you have Gold to spare.[[/note]]
*** Disenchanting Troop Cards [[note]] Any Troop card can be Disenchanted for Souls - at a minimum of 5 Souls at Common rarity. As such, Gold (and Glory) can essentially be "converted" into
troops that [[http://gowdb.com/trooptable?filter-effects=generate+souls generate Souls via buying chests their spells]], and disenchanting the results - or just outright ''getting'' souls in a chest, which also happens - and Keys also indirectly give you Souls for the same reasons. [[/note]]
*** Troop abilities [[note]] There are some Troop abilities
[[http://gowdb.com/trooptable?filter-traits=necro others that give bonus Souls in battle (and are raise your Soul cap]] you still combat-effective), such as Banshee's, which ''straight-up gives you bonus Souls on use'' while dealing damage and changing the board, or Necromancer's trait, which increases your final soul total by 50%. A farming team based around supporting - or even just incorporating - such Troops should still be combat-viable.[[/note]]
** Finally, Souls are interchangeable no matter what team you're using, so you can use a levelled-up team
have to farm Souls for your next desired team layout.
** Furthermore, PvP offers you a choice of 3 opponents,
pull those troops from left to right - easy, moderate, overwhelming. I'd say most players should be able to beat their leftmost opponent fairly consistently, given the advantage(s) of human intelligence vs. ArtificialStupidity.chests, Trait them appropriately, and ''then'' start grinding.
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** Another potent team, and at much lower rarities, is the Rare [[http://gowdb.com/troops/6504 Clockwork Sphinx]], which boosts the team's Armor; [[http://gowdb.com/weapons/1075 Golden Cog]], a Hero weapon which ''doubles'' a Troop's Armor; and the Forest Of Thorns QuestGiver [[http://gowdb.com/troops/6087 Rowanne]], who deals damage, split amongst the enemy team, equal to ''twice her Armor''. This trio can easily handle teams which (on paper) are 50% stronger than them, and leaves an empty slot on your team for the Troop Of The Week and whatever bonuses it provides.

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** Another potent team, and at much lower rarities, is the Rare [[http://gowdb.com/troops/6504 Clockwork Sphinx]], which boosts the team's Armor; [[http://gowdb.com/weapons/1075 Golden Cog]], a Hero weapon which ''doubles'' a Troop's Armor; and the Forest Of Thorns QuestGiver [[http://gowdb.com/troops/6087 Rowanne]], who deals damage, split amongst the enemy team, equal to ''twice her Armor''. This trio is color-balanced (each of them uses a unique pair of colors and do not overlap) and can easily handle teams which (on paper) are 50% stronger than them, and leaves while still having an empty slot on your team for the Troop Of The Week and whatever bonuses it provides.provides. Their one downside is that you have to fire the spells in the order listed here, which requires 12 or 13 turns of matching.
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** [[http://gowdb.com/troops/6479 Divine Ishbaala]] currently defines the [=PvP=] meta. Being able to spawn a bunch of Skulls can be really handy, but her most significant asset is her final Trait: "All Divines on your team start the match with ''half their spell charged''. This makes her the centerpiece of an [[http://gowdb.com/teams/1192,6366,6553,6479 absolutely dominant team]] which also features Infernus -- "Deal a whole bunch of damage" -- and Ubastet -- "Basically, kill half the enemy team at once". All three characters are Legendary or higher, going a long way towards enforcing PowerEqualsRarity.
** Another potent team, and at much lower rarities, is the Rare [[http://gowdb.com/troops/6504 Clockwork Sphinx]], which boosts the team's Armor; [[http://gowdb.com/weapons/1075 Golden Cog]], a Hero weapon which ''doubles'' a Troop's Armor; and the Forest Of Thorns QuestGiver [[http://gowdb.com/troops/6087 Rowanne]], who deals damage, split amongst the enemy team, equal to ''twice her Armor''. This trio can easily handle teams which (on paper) are 50% stronger than them, and leaves an empty slot on your team for the Troop Of The Week and whatever bonuses it provides.
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Good summary otherwise, but had to fix that unfinished sentence.


** Ranger is by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His ability deals a strong initial hit to a single target, and ''then'' deals damage randomly spread across the entire enemy team, ''boosted by remaining enemy troops''. This little bastard can focus down priority targets ''and'' deal significant [=AoE=] damage to the entire enemy team ''at the same time''. With the right Banner, he can also get his ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board. The reason he goes here instead of "Game Breaker" is that his [=AoE=] damage does not scale well; he's also relatively easy to OneHitKill in return.

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** Ranger is by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His ability deals a strong initial hit to a single target, and ''then'' deals damage randomly spread across the entire enemy team, ''boosted by remaining enemy troops''. This little bastard can focus down priority targets ''and'' deal significant [=AoE=] damage to the entire enemy team ''at the same time''. With the right Banner, he can also get his ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board. board, getting those matches becomes that much easier. The reason he goes here instead of "Game Breaker" is that his [=AoE=] damage does not scale well; he's also [[GlassCannon relatively easy easy]] to OneHitKill in return.

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** [[https://gowdb.com/troops/6566 King Bloodhammer]] raises the bar for this trope. Most of the others can easily cross the OneHitKill threshold, but Bloodhammer's business is dealing out {{Total Party Kill}}s. "Doomskulls" are a recent addition to the game which essentially deliver {{Critical Hit}}s: it gives +5 damage and Explodes on match (see above). Bloodhammer turns ''all blue Gems'' into Doomskulls, which can easily lead to cascade multi-matches that slay each opposing character in sequence.



** Summoners. Their defensive kit and MookMaker abilities make them the ultimate MeatShields. His spell summons a [[EliteMooks Bone Daemon]] -- which drags on the game by making you have to kill one more troop to win -- ''and'' heals his allies. Bone Daemons in turn have an ability that deals damage, increases the drop-rate of attack gems (a double-edged sword, to be sure), and ''deals double damage while this buff is in play''. The buff only lasts 8 turns, 4 of which are yours, so the Bone Daemon has a limited time to cast their ability again, but that one hit can be decisive. Lastly, the summoner has the trait "Orc Armour", a GameBreaker on its own which reads "Gain 5 armour when I take damage to Life". That's not a one-off. It happens ''every time he takes damage'' and costs ''nothing'' to use in battle (once unlocked). Oh, and it's last trait gives it a random chance to summon ''yet another dude''. All of this combined gets you an absurdly tanky character who makes their own team beefier ''and'' more populous.

to:

** Summoners. Their defensive kit and MookMaker abilities make them the ultimate MeatShields.MeatShield. His spell summons a [[EliteMooks Bone Daemon]] -- which drags on the game by making you have to kill one more troop to win -- ''and'' heals his allies. Bone Daemons in turn have an ability that deals damage, increases the drop-rate of attack gems (a double-edged sword, to be sure), and ''deals double damage while this buff is in play''. The buff only lasts 8 turns, 4 of which are yours, so the Bone Daemon has a limited time to cast their ability again, but that one hit can be decisive. Lastly, the summoner has the trait "Orc Armour", a GameBreaker on its own which reads "Gain 5 armour when I take damage to Life". That's not a one-off. It happens ''every time he takes damage'' and costs ''nothing'' to use in battle (once unlocked). Oh, and it's last trait gives it a random chance to summon ''yet another dude''. All of this combined gets you an absurdly tanky character who makes their own team beefier ''and'' more populous.

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** Ranger actually more accurately goes into this category, on further reflection. While everything previously written below is still true, his secondary ability does not in fact scale so well with levels - against very low-level enemies it can easily score multi-kills, and against moderately levelled ones, it can still deal significant damage, but as only the damage of his initial hit increases with his magic level, his multi-target damage becomes less significant as enemy level increases.

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** Ranger actually more accurately goes into this category, on further reflection. While everything previously written below is still true, his secondary by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His ability does not in fact scale so well with levels - against very low-level enemies it deals a strong initial hit to a single target, and ''then'' deals damage randomly spread across the entire enemy team, ''boosted by remaining enemy troops''. This little bastard can easily score multi-kills, and against moderately levelled ones, it can still focus down priority targets ''and'' deal significant damage, but as only the [=AoE=] damage of to the entire enemy team ''at the same time''. With the right Banner, he can also get his initial hit increases with ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board. The reason he goes here instead of "Game Breaker" is that his magic level, his multi-target [=AoE=] damage becomes less significant as enemy level increases.does not scale well; he's also relatively easy to OneHitKill in return.



** Princess Fizzbang set a new record for snowballing. Her ability "Explodes"[[note]]destroys that gem, and all 8 gems around it, but only at 70% mana gain[[/note]] all Green Gems on the board. It also increases a random skill on a random ally (she can be targeted) by [Magic + 1]. This can include her own Magic, making the increase to other stats even more dramatic when they happen. ''And'' she gains an extra turn... which, more often than not, she can use to cast the spell again, because Exploding all green gems has a decent chance of refilling her mana. And she can [[CherryTapping Cherry-Tap]] the enemy while she does, because exploded Skulls do damage. Released on Monday, 4 Sept 2017, she was nerfed on Thursday the 7th so that she guarantees the extra turn but randomly chooses between Exploding all Green and the random buff.
** Ranger is by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His now-buffed ability deals a strong initial hit to a single target when levelled up, but the second ability is powerful irrespective of levels - damage randomly spread across the ''entire'' enemy team, ''boosted by remaining enemy troops''. This little bastard can focus down priority targets ''and'' deal significant [=AoE=] damage to the entire enemy team ''at the same time''. 2-3 shots basically win the game, since even if the boost decreases (from ''killing enemy troops''), the rest are already wounded by then. Scary enough as a one-off to prevent, but with the right Banner, he can get his ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board... well, that's how he earns his place here.


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*** Princess Fizzbang set a new record for snowballing. Her ability Explodes ''all'' Green Gems on the board. It also increases a random skill on a random ally (she can be targeted) by [Magic + 1]. This can include her own Magic, making the increase to other stats even more dramatic when they happen. ''And'' she gains an extra turn... which, more often than not, she can use to cast the spell again. And she can [[CherryTapping Cherry-Tap]] the enemy while she does, because exploded Skulls do damage. Released on Monday, 4 Sept 2017, she was {{nerf}}ed ''three days later'' so that she guarantees the extra turn but randomly chooses between Exploding all Greens and the random buff.

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** Ranger is by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His now-buffed ability deals a strong initial hit to a single target when levelled up, but the second ability is powerful irrespective of levels - damage randomly spread across the ''entire'' enemy team, ''boosted by remaining enemy troops''. This little bastard can focus down priority targets ''and'' deal ''significant'' [=AoE=] damage to the ''entire'' enemy team ''at the same time''. 2-3 shots basically win the game, since even if the boost decreases (from ''killing enemy troops''), the rest are already wounded by then. Scary enough as a one-off to prevent, but with the right Banner, he can get his ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board... well, that's how he earns his place here.

to:

** Ranger is by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His now-buffed ability deals a strong initial hit to a single target when levelled up, but the second ability is powerful irrespective of levels - damage randomly spread across the ''entire'' enemy team, ''boosted by remaining enemy troops''. This little bastard can focus down priority targets ''and'' deal ''significant'' significant [=AoE=] damage to the ''entire'' entire enemy team ''at the same time''. 2-3 shots basically win the game, since even if the boost decreases (from ''killing enemy troops''), the rest are already wounded by then. Scary enough as a one-off to prevent, but with the right Banner, he can get his ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board... well, that's how he earns his place here.here.
** Almost any character whose spell reads "Explode X random Gems". This ability selects X random Gems and explodes them... which counts as ''matching them'', even if only at 70% efficiency. In practice, these spells say, "Add a ''lot'' of mana to every Troop on my team, often enough to charge them completely." If the spell has ''other'' effects besides that... Well!



** The Dwarven Gate is fairly common and can make PvP hell. Its spell gives Barrier (mentioned above) to all its allies, increases its own Armor, and ''gives mana to its allies'', enabling them to dump their powerful spells faster and hampering your ability to mana-screw them. Its one [[AttackItsWeakPoint weak point]] is that, because it doesn't Barrier itself, it will inevitably get whittled down... though expect that to take a while because it also has a Trait that reduces all incoming Skull damage by 50%. It also has no Attack value, though that can be altered using allied spells, allied Traits, Kingdom bonuses or even {{Set Bonus}}es.

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** The Dwarven Gate is fairly common and can make PvP hell. Its spell gives Barrier (mentioned above) to all its allies, increases its own Armor, and ''gives mana to its allies'', enabling them to dump their powerful spells faster and hampering your ability to mana-screw them. Its one [[AttackItsWeakPoint weak point]] is that, because it doesn't Barrier itself, it will inevitably get whittled down... though expect that to take a while because it also has a Trait that reduces all incoming Skull damage by 50%. It also has [[StoneWall no Attack value, though that can be altered using value]], which will slow down your opponent's offense until and/or unless buffed via allied spells, allied Traits, Kingdom bonuses or even {{Set Bonus}}es.
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** The Dwarven Gate is fairly common and can make PvP hell. Its spell gives Barrier (mentioned above) to all its allies, increases its own Armor, and ''gives mana to its allies'', enabling them to dump their powerful spells faster and hampering your ability to mana-screw them. Its one [[AttackItsWeakPoint weak point]] is that, because it doesn't Barrier itself, it will inevitably get whittled down... though expect that to take a while because it also has a Trait that reduces all incoming Skull damage by 50%. It also has no Attack value, though that can be altered using allied spells, allied Traits or even {{Set Bonus}}es.

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** The Dwarven Gate is fairly common and can make PvP hell. Its spell gives Barrier (mentioned above) to all its allies, increases its own Armor, and ''gives mana to its allies'', enabling them to dump their powerful spells faster and hampering your ability to mana-screw them. Its one [[AttackItsWeakPoint weak point]] is that, because it doesn't Barrier itself, it will inevitably get whittled down... though expect that to take a while because it also has a Trait that reduces all incoming Skull damage by 50%. It also has no Attack value, though that can be altered using allied spells, allied Traits Traits, Kingdom bonuses or even {{Set Bonus}}es.
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** Pretty much anything which has an ability that gives [[SingleUseShield Barrier]], or to a lesser extent which gives or restores or drains Armour or [[HitPoints Health]]. Depending on the situation, level difference, and team composition, it can be just delaying the inevitable, but it still needlessly drags out the fight, especially since Barriers negate ''the whole next attack'', irrespective of level. Most troops give Barrier through their spells... but there's one Mythic-Rare troop, Jotnar Stormshield, who gives it to a random ally ''every time you make a 4+ match''. Since it's quite a lot easier to make 4+ matches than it is to charge up an ally's HerdHittingAttack (especially if Jotnar is surrounded by people who generate large numbers of gems of the same color), he can make his team essentially invincible.
** The Dwarven Gate is fairly common and can make PvP hell. Its spell gives Barrier (mentioned above) to all its allies, increases its own Armor, and ''gives mana to its allies'', enabling them to dump their powerful spells faster and hampering your ability to mana-screw them. Its one [[AttackItsWeakPoint weak point]] is that, because it doesn't Barrier itself, it will inevitably get whittled down... though expect that to take a while because it also has a Trait that reduces all incoming Skull damage by 50%. It also has no Attack value, though that can be altered using allied spells, Traits or even {{Set Bonus}}es.

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** Pretty much anything which has an ability that gives [[SingleUseShield Barrier]], or to a lesser extent which gives or restores or drains Armour or [[HitPoints Health]]. Depending on the situation, level difference, and team composition, it can be just delaying the inevitable, but it still needlessly drags out the fight, especially since Barriers negate ''the whole next attack'', irrespective of level. Most troops give Barrier through their spells... but there's one Mythic-Rare troop, Jotnar Stormshield, who whose third Trait gives it to a random ally ''every time you make a 4+ match''. Since it's quite a lot easier to make 4+ matches than it is to charge up an ally's HerdHittingAttack (especially if A version of Jotnar is surrounded by people who generate large numbers of gems of serves as the same color), BonusBoss in the Dungeon; he can make has buffs to his team essentially invincible.
spell... but not to this trait.
** The Dwarven Gate is fairly common and can make PvP hell. Its spell gives Barrier (mentioned above) to all its allies, increases its own Armor, and ''gives mana to its allies'', enabling them to dump their powerful spells faster and hampering your ability to mana-screw them. Its one [[AttackItsWeakPoint weak point]] is that, because it doesn't Barrier itself, it will inevitably get whittled down... though expect that to take a while because it also has a Trait that reduces all incoming Skull damage by 50%. It also has no Attack value, though that can be altered using allied spells, allied Traits or even {{Set Bonus}}es.
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* DemonicSpiders / BossInMookClothing:
** Hydras. Designed to give you the middle finger whether you focus them down or not, their ability deals heavy damage split among all enemies... boosted by their missing life. And they are usually pretty tanky, with ''lots'' of life to spare. So basically, if you ignore them, you take repeated hits to your whole team. If you don't, and try to focus them down, you take ''one devastating'' hit that can easily ''wipe your whole team'', at worst. And their traits (gain added life on 4-5 gem matches, deal damage ''to all enemies'' when receiving skull damage) just add extra middle fingers.
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** Princess Fizzbang set a new record for snowballing. Her ability "Explodes"[[note]]Matches that gem, and all 8 gems around it, but only at 70% mana gain[[/note]] all Green Gems on the board. It also increases a random skill on a random ally (she can be targeted) by [Magic + 1]. This can include her own Magic, making the increase to other stats even more dramatic when they happen. ''And'' she gains an extra turn... which, more often than not, she can use to cast the spell again, because Exploding all green gems has a decent chance refilling her mana. And she can [[CherryTapping Cherry-Tap]] the enemy while she does, because exploded Skulls do damage. Released on Monday, 4 Sept 2017, she was nerfed on Thursday the 7th so that she guarantees the extra turn but randomly chooses between Exploding all Green and the random buff.

to:

** Princess Fizzbang set a new record for snowballing. Her ability "Explodes"[[note]]Matches "Explodes"[[note]]destroys that gem, and all 8 gems around it, but only at 70% mana gain[[/note]] all Green Gems on the board. It also increases a random skill on a random ally (she can be targeted) by [Magic + 1]. This can include her own Magic, making the increase to other stats even more dramatic when they happen. ''And'' she gains an extra turn... which, more often than not, she can use to cast the spell again, because Exploding all green gems has a decent chance of refilling her mana. And she can [[CherryTapping Cherry-Tap]] the enemy while she does, because exploded Skulls do damage. Released on Monday, 4 Sept 2017, she was nerfed on Thursday the 7th so that she guarantees the extra turn but randomly chooses between Exploding all Green and the random buff.
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** Summoners. Their defensive kit and MookMaker abilities make them the ultimate MeatShields. His spell summons a [[EliteMooks Bone Daemon]] -- which drags on the game by making you have to kill one more troop to win -- ''and'' heals his allies. Bone Daemons in turn have an ability that deals damage, increases the drop-rate of attack gems (a double-edged sword, to be sure), and ''deals double damage while this buff is in play''. The buff only lasts 8 turns, 4 of which are yours, so the Bone Daemon has a limited time to cast their ability again, but that one hit can be decisive. Lastly, the summoner has the trait "Orc Armour", a GameBreaker on its own which reads "Gain 5 armour when I take damage to Life". That's not a one-off. It happens ''every time he takes damage'' and costs ''nothing'' to use in battle (though the owner has to have enough Traitstones to activate the ability). Oh, and it's last trait gives it a random chance to summon ''yet another dude''. All of this combined gets you an absurdly tanky character who makes their own team beefier ''and'' more populous.

to:

** Summoners. Their defensive kit and MookMaker abilities make them the ultimate MeatShields. His spell summons a [[EliteMooks Bone Daemon]] -- which drags on the game by making you have to kill one more troop to win -- ''and'' heals his allies. Bone Daemons in turn have an ability that deals damage, increases the drop-rate of attack gems (a double-edged sword, to be sure), and ''deals double damage while this buff is in play''. The buff only lasts 8 turns, 4 of which are yours, so the Bone Daemon has a limited time to cast their ability again, but that one hit can be decisive. Lastly, the summoner has the trait "Orc Armour", a GameBreaker on its own which reads "Gain 5 armour when I take damage to Life". That's not a one-off. It happens ''every time he takes damage'' and costs ''nothing'' to use in battle (though the owner has to have enough Traitstones to activate the ability).(once unlocked). Oh, and it's last trait gives it a random chance to summon ''yet another dude''. All of this combined gets you an absurdly tanky character who makes their own team beefier ''and'' more populous.

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* ComplacentGamingSyndrome: {{Enforced}}. Troops can have their "rarity" increased by combining multiple copies of them together, but they can only gain levels by feeding them Souls. The problem is that, on average, you only gain 4 souls per battle, whereas you need thousands to get a Troop card to its maximum of Lv.20. In the end, even if you get a cool new card that you want to experiment with, you can't, because it's still Lv.1 and will get ripped to shreds by just about anything you face in [=PvP=] ''or'' campaign. (This is especially true because you will probably want to build a new party around it, and those other cards may or may not be leveled up either.) Once you start investing in a team, you basically cannot use anything else.

to:

* ComplacentGamingSyndrome: {{Enforced}}. Troops can have their "rarity" increased by combining multiple copies of them together, but they can only gain levels by feeding them Souls. The problem is that, on average, you only gain 4 souls per battle, whereas you need thousands to get a Troop card to its maximum of Lv.20. In the end, even if you get a cool new card that you want to experiment with, you can't, because it's still Lv.1 and will get ripped to shreds by just about anything you face in [=PvP=] ''or'' campaign. (This is especially true because you will probably want to build a new party around it, and those other cards may or may not be leveled up either.) Once you start investing in a team, it's going to take quite a while until you basically cannot use anything else.can start a second one.



** Princess Fizzbang set a new record for snowballing. Her ability "Explodes" all Green Gems on the board (which means you get mana from the eight gems surrounding them). It also increases a random skill on a random ally (she can be targeted) by [Magic + 1]. This can include her own Magic, making the increase to other stats even more dramatic when they happen. ''And'' she gains an extra turn... which, more often than not, she can use to cast the spell again, because Exploding all green gems has a decent chance of catching the 18 Blue & Purple Gems she needs to refill her mana. And she can [[CherryTapping Cherry-Tap]] the enemy while she does, because exploded Skulls do damage. Released on Monday, 4 Sept 2017, she was nerfed on Thursday the 7th so that she guarantees the extra turn but randomly chooses between Exploding all Green and the random buff.

to:

** Princess Fizzbang set a new record for snowballing. Her ability "Explodes" "Explodes"[[note]]Matches that gem, and all 8 gems around it, but only at 70% mana gain[[/note]] all Green Gems on the board (which means you get mana from the eight gems surrounding them).board. It also increases a random skill on a random ally (she can be targeted) by [Magic + 1]. This can include her own Magic, making the increase to other stats even more dramatic when they happen. ''And'' she gains an extra turn... which, more often than not, she can use to cast the spell again, because Exploding all green gems has a decent chance of catching the 18 Blue & Purple Gems she needs to refill refilling her mana. And she can [[CherryTapping Cherry-Tap]] the enemy while she does, because exploded Skulls do damage. Released on Monday, 4 Sept 2017, she was nerfed on Thursday the 7th so that she guarantees the extra turn but randomly chooses between Exploding all Green and the random buff.



** ''Summoners''. Blurring the line between this trope and DemonicSpiders, they rarely kill you outright due to their defensively focussed ability and kit, but they can easily drag out the game long enough to win through attrition, or cover for something far more offensively dangerous, and their summons are ''also'' quite dangerous offensively, while he helps to counteract the double-edged nature of his summons' ability. His ability firstly [[MookMaker summons]] a [[EliteMooks Bone Daemon]], which is itself not only an extra face to beat in, but has quite a powerful offensive ability. But that's not the only problem - his ability ''also'' increases ''all his allies''' health by a not-insignificant amount. Worst case scenario, he's not only filled the ''only'' empty slot on the enemy team with a powerful Bone Daemon, he's ''also'' added ''another'' troop's worth of HP to his allies in total. Bone Daemons in turn have an ability that deals an averagely powerful attack, but also ''increases the drop-rate of attack blocks'', and ''deals double damage while this buff is in play''. Let them live too long, and... you're in trouble, while as previously noted, the Summoner's healing and summoning help make up for the extra hits taken, and that's assuming ''you'' get the attack gems.
*** But what ''really'' makes [[ThisTroper their opponent]] ''scream'' in frustration is the trait "Orc Armour", a GameBreaker on its own which reads "Gain 5 armour when I take damage to Life". ''That's not a one-off. It happens every time at no added cost.'' And at low levels, it ''nearly completely negates the next attack they receive'', and ''triggers again'' the next time their health is so much as ''scratched''.
*** Put all this together, and you get: They're ridiculously tanky. They make the rest of their ''team'' tanky. And they ''summon additional faces'' that ''also'' have to be killed (and can be tanked up by them). Oh yeah, and as if they needed ''another'' [[ClassicVideoGameScrewYous middle finger]]? Their fortunately-rarely-seen final trait gives them ''another'' chance to summon on death. Fortunately, this summon isn't as dangerous in any way, but it's no pushover. And again, ''another'' face to kill.

to:

** ''Summoners''. Blurring Summoners. Their defensive kit and MookMaker abilities make them the line between this trope and DemonicSpiders, they rarely kill you outright due to their defensively focussed ability and kit, but they can easily drag out the game long enough to win through attrition, or cover for something far more offensively dangerous, and their ultimate MeatShields. His spell summons are ''also'' quite dangerous offensively, while he helps to counteract the double-edged nature of his summons' ability. His ability firstly [[MookMaker summons]] a [[EliteMooks Bone Daemon]], Daemon]] -- which is itself not only an extra face to beat in, but has quite a powerful offensive ability. But that's not the only problem - his ability ''also'' increases ''all his allies''' health by a not-insignificant amount. Worst case scenario, he's not only filled the ''only'' empty slot drags on the enemy team with a powerful Bone Daemon, he's ''also'' added ''another'' troop's worth of HP game by making you have to kill one more troop to win -- ''and'' heals his allies in total. allies. Bone Daemons in turn have an ability that deals an averagely powerful attack, but also ''increases damage, increases the drop-rate of attack blocks'', gems (a double-edged sword, to be sure), and ''deals double damage while this buff is in play''. Let them live too long, and... you're in trouble, while as previously noted, The buff only lasts 8 turns, 4 of which are yours, so the Summoner's healing and summoning help make up for the extra hits taken, and that's assuming ''you'' get the attack gems.
*** But what ''really'' makes [[ThisTroper
Bone Daemon has a limited time to cast their opponent]] ''scream'' in frustration is ability again, but that one hit can be decisive. Lastly, the summoner has the trait "Orc Armour", a GameBreaker on its own which reads "Gain 5 armour when I take damage to Life". ''That's That's not a one-off. It happens every ''every time at no added cost.'' And at low levels, it ''nearly completely negates he takes damage'' and costs ''nothing'' to use in battle (though the next attack they receive'', and ''triggers again'' the next time their health is so much as ''scratched''.
*** Put all this together, and you get: They're ridiculously tanky. They make the rest of their ''team'' tanky. And they ''summon additional faces'' that ''also''
owner has to have enough Traitstones to be killed (and can be tanked up by them). Oh yeah, activate the ability). Oh, and as if they needed ''another'' [[ClassicVideoGameScrewYous middle finger]]? Their fortunately-rarely-seen final it's last trait gives them ''another'' it a random chance to summon on death. Fortunately, ''yet another dude''. All of this summon isn't as dangerous in any way, but it's no pushover. And again, ''another'' face to kill.combined gets you an absurdly tanky character who makes their own team beefier ''and'' more populous.



** Pretty much anything which has an ability that gives [[SingleUseShield Barrier]], or to a lesser extent which gives or restores or drains Armour or [[HitPoints Health]]. Depending on the situation, level difference, and team composition, it can be just delaying the inevitable, but it still needlessly drags out the fight, especially since Barriers negate ''the whole next attack'', irrespective of level.
*** Fortunately, there are no (known) traits [[note]]traits are passive abilities that have no cost to activate in battle once unlocked [[/note]] that give Barrier, only activated abilities. A trait like Orc Armour that gave Barrier would be beyond infuriating.

to:

** Pretty much anything which has an ability that gives [[SingleUseShield Barrier]], or to a lesser extent which gives or restores or drains Armour or [[HitPoints Health]]. Depending on the situation, level difference, and team composition, it can be just delaying the inevitable, but it still needlessly drags out the fight, especially since Barriers negate ''the whole next attack'', irrespective of level. \n*** Fortunately, there are no (known) traits [[note]]traits are passive abilities that have no cost to activate in battle once unlocked [[/note]] that Most troops give Barrier, only activated abilities. A trait like Orc Armour that gave Barrier would through their spells... but there's one Mythic-Rare troop, Jotnar Stormshield, who gives it to a random ally ''every time you make a 4+ match''. Since it's quite a lot easier to make 4+ matches than it is to charge up an ally's HerdHittingAttack (especially if Jotnar is surrounded by people who generate large numbers of gems of the same color), he can make his team essentially invincible.
** The Dwarven Gate is fairly common and can make PvP hell. Its spell gives Barrier (mentioned above) to all its allies, increases its own Armor, and ''gives mana to its allies'', enabling them to dump their powerful spells faster and hampering your ability to mana-screw them. Its one [[AttackItsWeakPoint weak point]] is that, because it doesn't Barrier itself, it will inevitably get whittled down... though expect that to take a while because it also has a Trait that reduces all incoming Skull damage by 50%. It also has no Attack value, though that can
be beyond infuriating.altered using allied spells, Traits or even {{Set Bonus}}es.
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** However, earlier levels are cheaper than later levels. Also, there are other ways to gain larger quantities of souls[[note]]I've never been ''starved'' for souls, merely been given the motivation to keep grinding.[[/note]]:
*** [=PvP=] awards bonus Souls [[note]]from going up ranks which are reset weekly and can be obtained reasonably easily[[/note]]
*** The Treasure Hunting "minigame" [[note]]a modification of the standard gem-matching puzzle, with plays awarded via maps gained from gameplay or Guild Tasks, or purchased for Glory[[/note]]
*** Guild Tasks [[note]]which are completed via simple donation/contribution of Gold, and can award significant quantities of souls, Keys, or Treasure maps, depending which type is completed. Rewards are also shared with your guildmates, so you can get significant rewards via this method simply by being a guild member, and/or return the favour when you have Gold to spare.[[/note]]
*** Any Troop card can be Disenchanted for Souls [[note]]a minimum of 5 souls at Common rarity[[/note]]. As such, Gold (and Glory) can essentially be "converted" into Souls via buying chests and disenchanting the results, [[note]]or just outright ''getting'' souls in a chest, which also happens [[/note]]and Keys also indirectly give you Souls for the same reasons.
*** There are some Troop abilities that give bonus Souls in battle (and are still combat-effective)[[note]]such as Banshee's, which ''straight-up gives you bonus Souls on use'' while dealing damage and changing the board, or Necromancer's trait, which increases your final soul total by 50%[[/note]]. A farming team based around supporting - or even just incorporating - such Troops should still be combat-viable.
*** Finally, Souls are interchangeable no matter what team you're using, so you can use a levelled-up team to farm Souls for your next team.

to:

** However, earlier levels are cheaper than later levels. Also, there are other ways to gain larger quantities of souls[[note]]I've souls[[note]] I've never been ''starved'' for souls, merely been given the motivation to keep grinding.[[/note]]:
*** [=PvP=] [[note]] awards bonus Souls [[note]]from from going up ranks which are reset weekly and can be obtained reasonably easily[[/note]]
*** The Treasure Hunting "minigame" [[note]]a [[note]] a modification of the standard gem-matching puzzle, with plays awarded via maps gained from gameplay or (at random/from large matches), Guild Tasks, or purchased for Glory[[/note]]
purchase (with Glory)[[/note]]
*** Guild Tasks [[note]]which [[note]] which are completed via simple donation/contribution of Gold, and can award significant quantities of souls, Keys, or Treasure maps, depending which type is completed. Rewards are also shared with your guildmates, so you can get significant rewards via this method simply by being a guild member, and/or return the favour when you have Gold to spare.[[/note]]
*** Disenchanting Troop Cards [[note]] Any Troop card can be Disenchanted for Souls [[note]]a - at a minimum of 5 souls Souls at Common rarity[[/note]]. rarity. As such, Gold (and Glory) can essentially be "converted" into Souls via buying chests and disenchanting the results, [[note]]or results - or just outright ''getting'' souls in a chest, which also happens [[/note]]and - and Keys also indirectly give you Souls for the same reasons.
reasons. [[/note]]
*** Troop abilities [[note]] There are some Troop abilities that give bonus Souls in battle (and are still combat-effective)[[note]]such combat-effective), such as Banshee's, which ''straight-up gives you bonus Souls on use'' while dealing damage and changing the board, or Necromancer's trait, which increases your final soul total by 50%[[/note]]. 50%. A farming team based around supporting - or even just incorporating - such Troops should still be combat-viable.
***
combat-viable.[[/note]]
**
Finally, Souls are interchangeable no matter what team you're using, so you can use a levelled-up team to farm Souls for your next team.desired team layout.

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** However, earlier levels are cheaper than later levels. Also, there are other ways to gain larger quantities of souls - quests and [=PvP=] both award bonus Souls (PvP from going up ranks, quests from completion), Treasure Hunting and Guild Tasks award significant quantities of souls, and any card can be Disenchanted (for a minimum of 5 souls at common), so Gold can essentially be "converted" into Souls either via Guild Tasks (which also gives your Guildmates the souls) or buying chests and disenchanting the results (or just outright ''getting'' souls in a chest, which also happens) and Keys also indirectly give you Souls if you disenchant the cards. Finally, Souls are the same no matter what team you're using, so you can use a levelled-up team to farm for your next team - and that's not even getting into abilities like Banshee's, which ''straight-up give you bonus Souls on use''. I've never been ''starved'' for souls, merely been given the motivation to keep grinding.

to:

** However, earlier levels are cheaper than later levels. Also, there are other ways to gain larger quantities of souls - quests and [=PvP=] both award bonus Souls (PvP from going up ranks, quests from completion), Treasure Hunting and Guild Tasks award significant quantities of souls, and any card can be Disenchanted (for a minimum of 5 souls at common), so Gold can essentially be "converted" into Souls either via Guild Tasks (which also gives your Guildmates the souls) or buying chests and disenchanting the results (or just outright ''getting'' souls in a chest, which also happens) and Keys also indirectly give you Souls if you disenchant the cards. Finally, Souls are the same no matter what team you're using, so you can use a levelled-up team to farm for your next team - and that's not even getting into abilities like Banshee's, which ''straight-up give you bonus Souls on use''. I've souls[[note]]I've never been ''starved'' for souls, merely been given the motivation to keep grinding.[[/note]]:
*** [=PvP=] awards bonus Souls [[note]]from going up ranks which are reset weekly and can be obtained reasonably easily[[/note]]
*** The Treasure Hunting "minigame" [[note]]a modification of the standard gem-matching puzzle, with plays awarded via maps gained from gameplay or Guild Tasks, or purchased for Glory[[/note]]
*** Guild Tasks [[note]]which are completed via simple donation/contribution of Gold, and can award significant quantities of souls, Keys, or Treasure maps, depending which type is completed. Rewards are also shared with your guildmates, so you can get significant rewards via this method simply by being a guild member, and/or return the favour when you have Gold to spare.[[/note]]
*** Any Troop card can be Disenchanted for Souls [[note]]a minimum of 5 souls at Common rarity[[/note]]. As such, Gold (and Glory) can essentially be "converted" into Souls via buying chests and disenchanting the results, [[note]]or just outright ''getting'' souls in a chest, which also happens [[/note]]and Keys also indirectly give you Souls for the same reasons.
*** There are some Troop abilities that give bonus Souls in battle (and are still combat-effective)[[note]]such as Banshee's, which ''straight-up gives you bonus Souls on use'' while dealing damage and changing the board, or Necromancer's trait, which increases your final soul total by 50%[[/note]]. A farming team based around supporting - or even just incorporating - such Troops should still be combat-viable.
*** Finally, Souls are interchangeable no matter what team you're using, so you can use a levelled-up team to farm Souls for your next team.



** Ranger actually more accurately goes into this category, on further reflection. While everything previously written is still true, his secondary ability does not in fact scale so well with levels - against very low-level enemies it can easily score multi-kills, and against moderately levelled ones, it can still deal significant damage, but as only the damage of his initial hit increases with his magic level, his secondary multi-target damage becomes less significant as enemy level increases.
*** Ranger is by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His now-buffed ability deals a strong initial hit when levelled up, but the second ability is powerful irrespective of levels - damage randomly dealt to the enemy team ''boosted by enemy troops''. This little bastard can focus down priority targets ''and'' deal ''significant'' [=AoE=] damage to the ''entire'' enemy team ''at the same time''. 2-3 shots basically win the game, since even if the boost decreases (from ''killing your troops''), you're already wounded by then. Scary enough as a one-off to prevent, but with the right Banner, he can get his ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board... well, that's how he earns his place here.

to:

** Ranger actually more accurately goes into this category, on further reflection. While everything previously written below is still true, his secondary ability does not in fact scale so well with levels - against very low-level enemies it can easily score multi-kills, and against moderately levelled ones, it can still deal significant damage, but as only the damage of his initial hit increases with his magic level, his secondary multi-target damage becomes less significant as enemy level increases.
*** Ranger is by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His now-buffed ability deals a strong initial hit when levelled up, but the second ability is powerful irrespective of levels - damage randomly dealt to the enemy team ''boosted by enemy troops''. This little bastard can focus down priority targets ''and'' deal ''significant'' [=AoE=] damage to the ''entire'' enemy team ''at the same time''. 2-3 shots basically win the game, since even if the boost decreases (from ''killing your troops''), you're already wounded by then. Scary enough as a one-off to prevent, but with the right Banner, he can get his ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board... well, that's how he earns his place here.
increases.



** Princess Fizzbang set a new record for snowballing. Her ability "Explodes" all Green Gems on the board (which means you get mana from the eight gems surrounding them, but only 70% of that mana). It also increases a random skill on a random ally (she can be targeted) by [Magic + 1]. This can include her own Magic, making the increase to other stats even more dramatic when they happen. ''And'' she gains an extra turn... which, more often than not, she can use to cast the spell again, because Exploding all green gems has a decent chance of catching the 18 Blue & Purple Gems (at 70% conversion) she needs to refill her mana. And she can [[CherryTapping Cherry-Tap]] the enemy while she does, because exploded Skulls do damage. Released on Monday, 4 Sept 2017, she was nerfed on Thursday the 7th so that she guarantees the extra turn but randomly chooses between Exploding all Green and the random buff.

to:

** Princess Fizzbang set a new record for snowballing. Her ability "Explodes" all Green Gems on the board (which means you get mana from the eight gems surrounding them, but only 70% of that mana).them). It also increases a random skill on a random ally (she can be targeted) by [Magic + 1]. This can include her own Magic, making the increase to other stats even more dramatic when they happen. ''And'' she gains an extra turn... which, more often than not, she can use to cast the spell again, because Exploding all green gems has a decent chance of catching the 18 Blue & Purple Gems (at 70% conversion) she needs to refill her mana. And she can [[CherryTapping Cherry-Tap]] the enemy while she does, because exploded Skulls do damage. Released on Monday, 4 Sept 2017, she was nerfed on Thursday the 7th so that she guarantees the extra turn but randomly chooses between Exploding all Green and the random buff.buff.
** Ranger is by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His now-buffed ability deals a strong initial hit to a single target when levelled up, but the second ability is powerful irrespective of levels - damage randomly spread across the ''entire'' enemy team, ''boosted by remaining enemy troops''. This little bastard can focus down priority targets ''and'' deal ''significant'' [=AoE=] damage to the ''entire'' enemy team ''at the same time''. 2-3 shots basically win the game, since even if the boost decreases (from ''killing enemy troops''), the rest are already wounded by then. Scary enough as a one-off to prevent, but with the right Banner, he can get his ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board... well, that's how he earns his place here.
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** Pretty much anything which gives [[SingleUseShield Barrier]], or to a lesser extent anything which gives or restores or drains Armour or [[HitPoints Health]]. Depending on the situation, level difference, and team composition, it can be just delaying the inevitable, but it still needlessly drags out the fight, especially since Barriers negate ''the whole next attack'', irrespective of level.
** Orc Armour. Just... the aforementioned Orc Armour trait. ''[[[ClusterFBomb String-of-expletives]]] Orc Armour.''

to:

** Pretty much anything which has an ability that gives [[SingleUseShield Barrier]], or to a lesser extent anything which gives or restores or drains Armour or [[HitPoints Health]]. Depending on the situation, level difference, and team composition, it can be just delaying the inevitable, but it still needlessly drags out the fight, especially since Barriers negate ''the whole next attack'', irrespective of level.
** Orc Armour. Just... the aforementioned
level.
*** Fortunately, there are no (known) traits [[note]]traits are passive abilities that have no cost to activate in battle once unlocked [[/note]] that give Barrier, only activated abilities. A trait like
Orc Armour trait. ''[[[ClusterFBomb String-of-expletives]]] Orc Armour.''that gave Barrier would be beyond infuriating.

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* DiskOneNuke:
** Ranger actually more accurately goes into this category, on further reflection. While everything previously written is still true, his secondary ability does not in fact scale so well with levels - against very low-level enemies it can easily score multi-kills, and against moderately levelled ones, it can still deal significant damage, but as only the damage of his initial hit increases with his magic level, his secondary multi-target damage becomes less significant as enemy level increases.
*** Ranger is by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His now-buffed ability deals a strong initial hit when levelled up, but the second ability is powerful irrespective of levels - damage randomly dealt to the enemy team ''boosted by enemy troops''. This little bastard can focus down priority targets ''and'' deal ''significant'' [=AoE=] damage to the ''entire'' enemy team ''at the same time''. 2-3 shots basically win the game, since even if the boost decreases (from ''killing your troops''), you're already wounded by then. Scary enough as a one-off to prevent, but with the right Banner, he can get his ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board... well, that's how he earns his place here.



** Ranger is by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His now-buffed ability deals a strong initial hit when levelled up, but the second ability is powerful irrespective of levels - damage randomly dealt to the enemy team ''boosted by enemy troops''. This little bastard can focus down priority targets ''and'' deal ''significant'' [=AoE=] damage to the ''entire'' enemy team ''at the same time''. 2-3 shots basically win the game, since even if the boost decreases (from ''killing your troops''), you're already wounded by then. Scary enough as a one-off to prevent, but with the right Banner, he can get his ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board... well, that's how he earns his place here.



** ''Summoners''. Blurring the line between this trope and DemonicSpiders, they rarely kill you outright due to their defensively focussed ability and kit, but they can easily drag out the game long enough to win through attrition, or cover for something far more offensively dangerous, and their summons are ''also'' quite dangerous offensively, while he helps to counteract the double-edged nature of his summons' ability. His ability firstly [[MookMaker summons]] a [[EliteMooks Bone Daemon]], which is itself not only an extra face to beat in, but has quite a powerful offensive ability. But that's not the only problem - his ability ''also'' increases ''all his allies''' health by a not-insignificant amount. Worst case scenario, he's not only filled the ''only'' empty slot on the enemy team with a powerful Bone Daemon, he's ''also'' added ''another'' troop's worth of HP to his allies in total. Bone Daemons in turn have an ability that deals an averagely powerful attack, but also ''increases the drop-rate of attack blocks'', and ''deals double damage while this buff is in play''. Let them live too long, and... you're in trouble, while as previously noted, the Summoner's healing and summoning help make up for the extra hits taken, and that's assuming ''you'' get the attack gems. But what ''really'' makes [[ThisTroper their opponent]] ''scream'' in frustration is the trait "Orc Armour", a GameBreaker on its own which reads "Gain 5 armour when I take damage to Life". ''That's not a one-off. It happens every time at no added cost.'' And at low levels, it ''nearly completely negates the next attack they receive'', and ''triggers again'' the next time their health is so much as ''scratched''.

to:

** ''Summoners''. Blurring the line between this trope and DemonicSpiders, they rarely kill you outright due to their defensively focussed ability and kit, but they can easily drag out the game long enough to win through attrition, or cover for something far more offensively dangerous, and their summons are ''also'' quite dangerous offensively, while he helps to counteract the double-edged nature of his summons' ability. His ability firstly [[MookMaker summons]] a [[EliteMooks Bone Daemon]], which is itself not only an extra face to beat in, but has quite a powerful offensive ability. But that's not the only problem - his ability ''also'' increases ''all his allies''' health by a not-insignificant amount. Worst case scenario, he's not only filled the ''only'' empty slot on the enemy team with a powerful Bone Daemon, he's ''also'' added ''another'' troop's worth of HP to his allies in total. Bone Daemons in turn have an ability that deals an averagely powerful attack, but also ''increases the drop-rate of attack blocks'', and ''deals double damage while this buff is in play''. Let them live too long, and... you're in trouble, while as previously noted, the Summoner's healing and summoning help make up for the extra hits taken, and that's assuming ''you'' get the attack gems.
***
But what ''really'' makes [[ThisTroper their opponent]] ''scream'' in frustration is the trait "Orc Armour", a GameBreaker on its own which reads "Gain 5 armour when I take damage to Life". ''That's not a one-off. It happens every time at no added cost.'' And at low levels, it ''nearly completely negates the next attack they receive'', and ''triggers again'' the next time their health is so much as ''scratched''.



** Dryads. Another slightly less irritating defensive unit, they give an ally Barrier ''and'' bonus life, with a slight heal on top of that if the target's damaged. So basically, at equal levels, they negate the next ''two'' attacks aimed at their target - one through the Barrier, one through just plain soaking it up. Oh yeah, and they create Green Gems, thus setting up their Green allies at no additional cost every time they use the above ability. Not a direct [[ClassicVideoGameScrewYous middle finger]], but it still makes the ability do ''three things at once,'' and slightly disadvantages you if you'd prefer [[PlayingWithFire other]] [[MakingASplash colours]] [[DishingOutDirt on]] [[BlowYouAway the]] [[BlackMagic board]].

to:

** Dryads. Another slightly less irritating defensive unit, they give an ally Barrier ''and'' bonus life, with a slight heal on top of that if the target's damaged. So basically, at equal levels, they negate the next ''two'' attacks aimed at their target - one through the Barrier, one through just plain soaking it up. Oh yeah, and they create Green Gems, thus setting up their Green allies at no additional cost every time they use the above ability. Not a direct [[ClassicVideoGameScrewYous middle finger]], but it still makes the ability do ''three things at once,'' and slightly disadvantages you if you'd prefer [[PlayingWithFire other]] [[MakingASplash colours]] [[DishingOutDirt on]] [[BlowYouAway the]] [[BlackMagic board]].board]].
** Pretty much anything which gives [[SingleUseShield Barrier]], or to a lesser extent anything which gives or restores or drains Armour or [[HitPoints Health]]. Depending on the situation, level difference, and team composition, it can be just delaying the inevitable, but it still needlessly drags out the fight, especially since Barriers negate ''the whole next attack'', irrespective of level.
** Orc Armour. Just... the aforementioned Orc Armour trait. ''[[[ClusterFBomb String-of-expletives]]] Orc Armour.''
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** ''Summoners''. Blurring the line between this trope and DemonicSpiders, they rarely kill you outright due to their defensively focussed ability and kit, but they can easily drag out the game long enough to win through attrition, or cover for something far more offensively dangerous, and their summons are ''also'' quite dangerous offensively, while he helps to counteract the double-edged nature of his summons' ability. His ability firstly [[MookMaker summons]] a [[EliteMooks Bone Daemon]], which is itself not only an extra face to beat in, but has quite a powerful offensive ability. But that's not the only problem - his ability ''also'' increases ''all his allies''' health by a not-insignificant amount. Worst case scenario, he's not only filled the ''only'' empty slot on the enemy team with a powerful Bone Daemon, he's ''also'' added ''another'' troop's worth of HP to his allies in total. Bone Daemons in turn have an ability that deals an averagely powerful attack, but also ''increases the drop-rate of attack blocks'', and ''deals double damage while this buff is in play''. Let them live too long, and... you're in trouble, while as previously noted, the Summoner's healing and summoning help make up for the extra hits taken, and that's assuming ''you'' can't get the attack gems. But what ''really'' makes [[ThisTroper their opponent]] ''scream'' in frustration is the trait "Orc Armour", a GameBreaker on its own which reads "Gain 5 armour when I take damage to Life". ''That's not a one-off. It happens every time at no added cost.'' And at low levels, it ''nearly completely negates the next attack they receive'', and ''triggers again'' the next time their health is so much as ''scratched''.

to:

** ''Summoners''. Blurring the line between this trope and DemonicSpiders, they rarely kill you outright due to their defensively focussed ability and kit, but they can easily drag out the game long enough to win through attrition, or cover for something far more offensively dangerous, and their summons are ''also'' quite dangerous offensively, while he helps to counteract the double-edged nature of his summons' ability. His ability firstly [[MookMaker summons]] a [[EliteMooks Bone Daemon]], which is itself not only an extra face to beat in, but has quite a powerful offensive ability. But that's not the only problem - his ability ''also'' increases ''all his allies''' health by a not-insignificant amount. Worst case scenario, he's not only filled the ''only'' empty slot on the enemy team with a powerful Bone Daemon, he's ''also'' added ''another'' troop's worth of HP to his allies in total. Bone Daemons in turn have an ability that deals an averagely powerful attack, but also ''increases the drop-rate of attack blocks'', and ''deals double damage while this buff is in play''. Let them live too long, and... you're in trouble, while as previously noted, the Summoner's healing and summoning help make up for the extra hits taken, and that's assuming ''you'' can't get the attack gems. But what ''really'' makes [[ThisTroper their opponent]] ''scream'' in frustration is the trait "Orc Armour", a GameBreaker on its own which reads "Gain 5 armour when I take damage to Life". ''That's not a one-off. It happens every time at no added cost.'' And at low levels, it ''nearly completely negates the next attack they receive'', and ''triggers again'' the next time their health is so much as ''scratched''.
Is there an issue? Send a MessageReason:
None


** Dryads. Another slightly less irritating defensive unit, they give an ally Barrier ''and'' bonus life, with a slight heal on top of that if the target's damaged. So basically, at equal levels, they negate the next ''two'' attacks aimed at their target - one through the Barrier, one through just plain soaking it up. Oh yeah, and they create Green Gems, thus setting up their Green allies at no additional cost. Not a direct [[ClassicVideoGameScrewYous middle finger]], but it still makes the ability do ''three things at once,'' and slightly disadvantages you if you'd prefer [[PlayingWithFire other]] [[MakingASplash colours]] [[DishingOutDirt on]] [[BlowYouAway the]] [[BlackMagic board]].

to:

** Dryads. Another slightly less irritating defensive unit, they give an ally Barrier ''and'' bonus life, with a slight heal on top of that if the target's damaged. So basically, at equal levels, they negate the next ''two'' attacks aimed at their target - one through the Barrier, one through just plain soaking it up. Oh yeah, and they create Green Gems, thus setting up their Green allies at no additional cost.cost every time they use the above ability. Not a direct [[ClassicVideoGameScrewYous middle finger]], but it still makes the ability do ''three things at once,'' and slightly disadvantages you if you'd prefer [[PlayingWithFire other]] [[MakingASplash colours]] [[DishingOutDirt on]] [[BlowYouAway the]] [[BlackMagic board]].
Is there an issue? Send a MessageReason:
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** Ranger is by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His now-buffed ability deals a strong initial hit when levelled up, but the second ability is powerful irrespective of levels - damage randomly dealt to the enemy team ''boosted by enemy troops''. This little bastard can focus down priority targets ''and'' deal ''significant'' [=AoE=] damage to the ''entire'' enemy team ''at the same time''. 2-3 shots basically win the game, since even if the boost decreases (from ''killing your troops''), you're already wounded by then. Scary enough as a one-off to prevent, but with the right Banner, he can get his ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board... well, that's how he earns his place here.

to:

** Ranger is by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His now-buffed ability deals a strong initial hit when levelled up, but the second ability is powerful irrespective of levels - damage randomly dealt to the enemy team ''boosted by enemy troops''. This little bastard can focus down priority targets ''and'' deal ''significant'' [=AoE=] damage to the ''entire'' enemy team ''at the same time''. 2-3 shots basically win the game, since even if the boost decreases (from ''killing your troops''), you're already wounded by then. Scary enough as a one-off to prevent, but with the right Banner, he can get his ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board... well, that's how he earns his place here.here.
* GoddamnedBats:
** ''Summoners''. Blurring the line between this trope and DemonicSpiders, they rarely kill you outright due to their defensively focussed ability and kit, but they can easily drag out the game long enough to win through attrition, or cover for something far more offensively dangerous, and their summons are ''also'' quite dangerous offensively, while he helps to counteract the double-edged nature of his summons' ability. His ability firstly [[MookMaker summons]] a [[EliteMooks Bone Daemon]], which is itself not only an extra face to beat in, but has quite a powerful offensive ability. But that's not the only problem - his ability ''also'' increases ''all his allies''' health by a not-insignificant amount. Worst case scenario, he's not only filled the ''only'' empty slot on the enemy team with a powerful Bone Daemon, he's ''also'' added ''another'' troop's worth of HP to his allies in total. Bone Daemons in turn have an ability that deals an averagely powerful attack, but also ''increases the drop-rate of attack blocks'', and ''deals double damage while this buff is in play''. Let them live too long, and... you're in trouble, while as previously noted, the Summoner's healing and summoning help make up for the extra hits taken, and that's assuming ''you'' can't get the attack gems. But what ''really'' makes [[ThisTroper their opponent]] ''scream'' in frustration is the trait "Orc Armour", a GameBreaker on its own which reads "Gain 5 armour when I take damage to Life". ''That's not a one-off. It happens every time at no added cost.'' And at low levels, it ''nearly completely negates the next attack they receive'', and ''triggers again'' the next time their health is so much as ''scratched''.
*** Put all this together, and you get: They're ridiculously tanky. They make the rest of their ''team'' tanky. And they ''summon additional faces'' that ''also'' have to be killed (and can be tanked up by them). Oh yeah, and as if they needed ''another'' [[ClassicVideoGameScrewYous middle finger]]? Their fortunately-rarely-seen final trait gives them ''another'' chance to summon on death. Fortunately, this summon isn't as dangerous in any way, but it's no pushover. And again, ''another'' face to kill.
** Dryads. Another slightly less irritating defensive unit, they give an ally Barrier ''and'' bonus life, with a slight heal on top of that if the target's damaged. So basically, at equal levels, they negate the next ''two'' attacks aimed at their target - one through the Barrier, one through just plain soaking it up. Oh yeah, and they create Green Gems, thus setting up their Green allies at no additional cost. Not a direct [[ClassicVideoGameScrewYous middle finger]], but it still makes the ability do ''three things at once,'' and slightly disadvantages you if you'd prefer [[PlayingWithFire other]] [[MakingASplash colours]] [[DishingOutDirt on]] [[BlowYouAway the]] [[BlackMagic board]].

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** However, earlier levels are cheaper than later levels. Also, there are other ways to gain larger quantities of souls - quests and [=PvP=] both award bonus Souls (PvP from going up ranks, quests from completion) Treasure Hunting and Guild Tasks award significant quantities of souls, and any card can be Disenchanted (for a minimum of 5 souls at common), so Gold can essentially be "converted" into Souls either via Guild Tasks (which also gives your Guildmates the souls) or buying chests and disenchanting the results (or just outright ''getting'' souls in a chest, which also happens) and Keys also indirectly give you Souls if you disenchant the cards. Finally, Souls are the same no matter what team you're using, so you can use a levelled-up team to farm for your next team - and that's not even getting into abilities like Banshee's, which ''straight-up give you bonus Souls on use''. I've never been ''starved'' for souls, merely been given the motivation to keep grinding.
** Furthermore, [=PvP=] usually offers you a choice of 3 opponents, from left to right - easy, moderate, overwhelming. I'd say most players should be able to beat their leftmost opponent fairly consistently, given the advantage(s) of human intelligence vs. ArtificialStupidity.

to:

** However, earlier levels are cheaper than later levels. Also, there are other ways to gain larger quantities of souls - quests and [=PvP=] both award bonus Souls (PvP from going up ranks, quests from completion) completion), Treasure Hunting and Guild Tasks award significant quantities of souls, and any card can be Disenchanted (for a minimum of 5 souls at common), so Gold can essentially be "converted" into Souls either via Guild Tasks (which also gives your Guildmates the souls) or buying chests and disenchanting the results (or just outright ''getting'' souls in a chest, which also happens) and Keys also indirectly give you Souls if you disenchant the cards. Finally, Souls are the same no matter what team you're using, so you can use a levelled-up team to farm for your next team - and that's not even getting into abilities like Banshee's, which ''straight-up give you bonus Souls on use''. I've never been ''starved'' for souls, merely been given the motivation to keep grinding.
** Furthermore, [=PvP=] usually PvP offers you a choice of 3 opponents, from left to right - easy, moderate, overwhelming. I'd say most players should be able to beat their leftmost opponent fairly consistently, given the advantage(s) of human intelligence vs. ArtificialStupidity.



** Princess Fizzbang set a new record for snowballing. Her ability "Explodes" all Green Gems on the board (which means you get mana from the eight gems surrounding them, but only 70% of that mana). It also increases a random skill on a random ally (she can be targeted) by [Magic + 1]. This can include her own Magic, making the increase to other stats even more dramatic when they happen. ''And'' she gains an extra turn... which, more often than not, she can use to cast the spell again, because Exploding all green gems has a decent chance of catching the 18 Blue & Purple Gems (at 70% conversion) she needs to refill her mana. And she can [[CherryTapping Cherry-Tap]] the enemy while she does, because exploded Skulls do damage. Released on Monday, 4 Sept 2017, she was nerfed on Thursday the 7th so that she guarantees the extra turn but randomly chooses between Exploding all Green and the random buff.

to:

** Princess Fizzbang set a new record for snowballing. Her ability "Explodes" all Green Gems on the board (which means you get mana from the eight gems surrounding them, but only 70% of that mana). It also increases a random skill on a random ally (she can be targeted) by [Magic + 1]. This can include her own Magic, making the increase to other stats even more dramatic when they happen. ''And'' she gains an extra turn... which, more often than not, she can use to cast the spell again, because Exploding all green gems has a decent chance of catching the 18 Blue & Purple Gems (at 70% conversion) she needs to refill her mana. And she can [[CherryTapping Cherry-Tap]] the enemy while she does, because exploded Skulls do damage. Released on Monday, 4 Sept 2017, she was nerfed on Thursday the 7th so that she guarantees the extra turn but randomly chooses between Exploding all Green and the random buff.buff.
** Ranger is by no means unbeatable, but can be pretty damn scary, especially with a team setting him up. His now-buffed ability deals a strong initial hit when levelled up, but the second ability is powerful irrespective of levels - damage randomly dealt to the enemy team ''boosted by enemy troops''. This little bastard can focus down priority targets ''and'' deal ''significant'' [=AoE=] damage to the ''entire'' enemy team ''at the same time''. 2-3 shots basically win the game, since even if the boost decreases (from ''killing your troops''), you're already wounded by then. Scary enough as a one-off to prevent, but with the right Banner, he can get his ability charged in as little as ''two matches'', and if you add a helpful ally to provide the right gems on the board... well, that's how he earns his place here.

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* ComplacentGamingSyndrome: {{enforced}}. Troops can have their "rarity" increased by combining multiple copies of them together, but they can only gain levels by feeding them Souls. The problem is that, on average, you only gain 4 souls per battle, whereas you need thousands to get a Troop card to its maximum of Lv.20. In the end, even if you get a cool new card that you want to experiment with, you can't, because it's still Lv.1 and will get ripped to shreds by just about anything you face in [=PvP=] ''or'' campaign. (This is especially true because you will probably want to build a new party around it, and those other cards may or may not be leveled up either.) Once you start investing in a team, you basically cannot use anything else.

to:

* ComplacentGamingSyndrome: {{enforced}}.{{Enforced}}. Troops can have their "rarity" increased by combining multiple copies of them together, but they can only gain levels by feeding them Souls. The problem is that, on average, you only gain 4 souls per battle, whereas you need thousands to get a Troop card to its maximum of Lv.20. In the end, even if you get a cool new card that you want to experiment with, you can't, because it's still Lv.1 and will get ripped to shreds by just about anything you face in [=PvP=] ''or'' campaign. (This is especially true because you will probably want to build a new party around it, and those other cards may or may not be leveled up either.) Once you start investing in a team, you basically cannot use anything else.else.
** However, earlier levels are cheaper than later levels. Also, there are other ways to gain larger quantities of souls - quests and [=PvP=] both award bonus Souls (PvP from going up ranks, quests from completion) Treasure Hunting and Guild Tasks award significant quantities of souls, and any card can be Disenchanted (for a minimum of 5 souls at common), so Gold can essentially be "converted" into Souls either via Guild Tasks (which also gives your Guildmates the souls) or buying chests and disenchanting the results (or just outright ''getting'' souls in a chest, which also happens) and Keys also indirectly give you Souls if you disenchant the cards. Finally, Souls are the same no matter what team you're using, so you can use a levelled-up team to farm for your next team - and that's not even getting into abilities like Banshee's, which ''straight-up give you bonus Souls on use''. I've never been ''starved'' for souls, merely been given the motivation to keep grinding.
** Furthermore, [=PvP=] usually offers you a choice of 3 opponents, from left to right - easy, moderate, overwhelming. I'd say most players should be able to beat their leftmost opponent fairly consistently, given the advantage(s) of human intelligence vs. ArtificialStupidity.

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** Princess Fizzbang sets a new record for snowballing. Her ability "Explodes" all Green Gems on the board (which means you get mana from the eight gems surrounding them, but only 70% of that mana). It also increases a random skill on a random ally (she can be targeted) by [Magic + 1]. This can include her own Magic, making the increase to her other stats even more dramatic when they happen. Finally, she gains an extra turn... which, more often than not, she can use to cast the spell again, because Exploding all green gems has a decent chance of catching the 18 Blue & Purple Gems she needs to refill her mana.
** And finally, just about anything Ultra-Rare can swing things in your favor. The good news is, completing each Campaign world automatically grants you the NPC who has been walking around with you, so it's not hard to get your hands on good troops. (Of course, you still have to level them up afterwards.)

to:

** Princess Fizzbang sets set a new record for snowballing. Her ability "Explodes" all Green Gems on the board (which means you get mana from the eight gems surrounding them, but only 70% of that mana). It also increases a random skill on a random ally (she can be targeted) by [Magic + 1]. This can include her own Magic, making the increase to her other stats even more dramatic when they happen. Finally, ''And'' she gains an extra turn... which, more often than not, she can use to cast the spell again, because Exploding all green gems has a decent chance of catching the 18 Blue & Purple Gems (at 70% conversion) she needs to refill her mana.
**
mana. And finally, just about anything Ultra-Rare she can swing things in your favor. The good news is, completing each Campaign world automatically grants you [[CherryTapping Cherry-Tap]] the NPC who has been walking around with you, enemy while she does, because exploded Skulls do damage. Released on Monday, 4 Sept 2017, she was nerfed on Thursday the 7th so it's not hard to get your hands on good troops. (Of course, you still have to level them up afterwards.)that she guarantees the extra turn but randomly chooses between Exploding all Green and the random buff.
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** Princess Fizzbang sets a new record for snowballing. Her ability "Explodes" all Green Gems on the board (which means you get mana from the eight gems surrounding them, but only 70% of that mana). It also increases a random skill on a random ally (she can be targeted) by [Magic + 1]. This can include her own Magic, making the increase to her other stats even more dramatic when they happen. Finally, she gains an extra turn... which, more often than not, she can use to cast the spell again, because Exploding all green gems has a decent chance of catching the 18 Blue & Purple Gems she needs to refill her mana.
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The YMMV for the MatchThree puzzle game ''Gems of War''.

to:

The YMMV tropes for the MatchThree puzzle MatchThreeGame game ''Gems of War''.



* ComplacentGamingSyndrome: {{enforced}}. Troops can have their "rarity" increased by combining multiple copies of them together, but they can only gain levels by feeding them Souls. The problem is that it can be ''very'' difficult to get Souls; even if you get a cool new card that you want to experiment with, you can't, because it's still Lv.1 (of a maximum of 20) and will get ripped to shreds by just about anything you face in [=PvP=] ''or'' campaign. (This is especially true because you will probably want to build a new party around it, and those other cards may or may not be leveled up either.) Once you've settled on a team that works, you basically cannot use anything else.
* GameBreaker: There are actually a lot of cards that, if properly powered up, can dominate battles, even down to very basic cards like the [[http://gems-of-war.wikia.com/wiki/Goblin Goblin]]. But a few stand out:
** Grave Knight: 11 Purple/Brown -- Shattering Blow, "Destroy an enemy's Armor, and deal [4+Magic] Damage." It happens in that order. This means the Grave Knight can OneHitKill anything with 4 Health or less -- such as itself, since it does not start with greater-than-4 health until it's Lv.8.
** Spider Queen: 9 Green/Purple -- Web, "Reduce an enemy's Armor by [1+Magic], Web them and drain their Mana." The first bit isn't all that useful, since it won't actually do Health damage, and the second just prevents them from attacking. The third? Instant AntiMagic. Opponent has built up a spell that will mess you up? Sorry, your Mana stockpile just got reduced to zero! (Whether or not ''you'' actually gain the drained mana is, frankly, irrelevant next to the ability to counterspell ''anything''.)
** Paladin: 11 Yellow/Green -- Justice, "Deal [0+Magic] damage to an enemy, Boosted by my Armor." Adding Armor to your characters is not that hard; there are actually a lot of characters that do so. This guy can get out of control ''real'' fast, especially if you stick him and his armor-augmenting buddy at the end of your lineup where it's hard to damage them.

to:

* ComplacentGamingSyndrome: {{enforced}}. Troops can have their "rarity" increased by combining multiple copies of them together, but they can only gain levels by feeding them Souls. The problem is that it can be ''very'' difficult that, on average, you only gain 4 souls per battle, whereas you need thousands to get Souls; a Troop card to its maximum of Lv.20. In the end, even if you get a cool new card that you want to experiment with, you can't, because it's still Lv.1 (of a maximum of 20) and will get ripped to shreds by just about anything you face in [=PvP=] ''or'' campaign. (This is especially true because you will probably want to build a new party around it, and those other cards may or may not be leveled up either.) Once you've settled on you start investing in a team that works, team, you basically cannot use anything else.
* GameBreaker: There are actually a lot of cards that, if properly powered up, can dominate battles, even down to very basic cards Commons like the [[http://gems-of-war.wikia.com/wiki/Goblin Goblin]]. But a few stand out:
** Grave Knight: 11 Purple/Brown -- Shattering Blow, "Destroy an enemy's Armor, and deal [4+Magic] Damage." It happens in that order. This means the InThatOrder. As a result, a Lv.1 Grave Knight can OneHitKill anything ''anything'' with 4 Health or less -- such as itself, since it does not start with greater-than-4 health until it's Lv.8.
** Spider Queen: 9 Green/Purple -- Web, "Reduce an enemy's Armor by [1+Magic], Web them and drain their Mana." The first bit isn't all that useful, since it won't actually do Health HitPoint damage, and the second just prevents them from attacking. The third? Instant AntiMagic. Opponent has built up a AntiMagic, reducing any troop's Mana stockpiles to 0. Hope you weren't depending on any given spell that will mess you up? Sorry, your Mana stockpile just got reduced to zero! (Whether or not ''you'' actually gain turn the drained mana is, frankly, irrelevant next to the ability to counterspell ''anything''.)
game around for you!...
** Paladin: 11 Yellow/Green -- Justice, "Deal [0+Magic] damage to an enemy, Boosted by my Armor." Adding Armor to your characters is not that hard; there are actually a lot of characters that do so. This guy can get out of control ''real'' fast, especially if you stick him and his armor-augmenting buddy at the end of your lineup where it's hard to damage them.fast.
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Added DiffLines:

The YMMV for the MatchThree puzzle game ''Gems of War''.
----
* ComplacentGamingSyndrome: {{enforced}}. Troops can have their "rarity" increased by combining multiple copies of them together, but they can only gain levels by feeding them Souls. The problem is that it can be ''very'' difficult to get Souls; even if you get a cool new card that you want to experiment with, you can't, because it's still Lv.1 (of a maximum of 20) and will get ripped to shreds by just about anything you face in [=PvP=] ''or'' campaign. (This is especially true because you will probably want to build a new party around it, and those other cards may or may not be leveled up either.) Once you've settled on a team that works, you basically cannot use anything else.
* GameBreaker: There are actually a lot of cards that, if properly powered up, can dominate battles, even down to very basic cards like the [[http://gems-of-war.wikia.com/wiki/Goblin Goblin]]. But a few stand out:
** Grave Knight: 11 Purple/Brown -- Shattering Blow, "Destroy an enemy's Armor, and deal [4+Magic] Damage." It happens in that order. This means the Grave Knight can OneHitKill anything with 4 Health or less -- such as itself, since it does not start with greater-than-4 health until it's Lv.8.
** Spider Queen: 9 Green/Purple -- Web, "Reduce an enemy's Armor by [1+Magic], Web them and drain their Mana." The first bit isn't all that useful, since it won't actually do Health damage, and the second just prevents them from attacking. The third? Instant AntiMagic. Opponent has built up a spell that will mess you up? Sorry, your Mana stockpile just got reduced to zero! (Whether or not ''you'' actually gain the drained mana is, frankly, irrelevant next to the ability to counterspell ''anything''.)
** Paladin: 11 Yellow/Green -- Justice, "Deal [0+Magic] damage to an enemy, Boosted by my Armor." Adding Armor to your characters is not that hard; there are actually a lot of characters that do so. This guy can get out of control ''real'' fast, especially if you stick him and his armor-augmenting buddy at the end of your lineup where it's hard to damage them.
** And finally, just about anything Ultra-Rare can swing things in your favor. The good news is, completing each Campaign world automatically grants you the NPC who has been walking around with you, so it's not hard to get your hands on good troops. (Of course, you still have to level them up afterwards.)

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