XRay Posted December 7, 2021 Share Posted December 7, 2021 Feel free to discuss all kinds of things related to Summoner Duels here. Share strategies and tactics, venting asinine units and skills, celebrate your achievements, and anything else in between. In Game Tutorial Transcript: Spoiler Battle in Real Time! — — — — — — — Favored Heroes: Select a Hero to be your captain, raise their Favor, and battle! Win or lose, you can raise your Favor Level and earn rewards. — — — — — — — Favor Level: - Win: gain 10 points - Win or lose: KO Score and Capture Score add to the total. Maximum of 10 points added. Read on for more details. — — — — — — — Winning Conditions: - Defeat all foes within five turns. - Survive five turns and earn the higher score. — — — — — — — Move Order: - After you perform an action, your opponent will be able to. - Using a Duo or Hamonized Skill counts as an action. They can be used by only one Hero per turn. - If neither team has a remaining action they can use, the next turn will begin. — — — — — — — Move Order, Continued: If an action remains, you can still use a Duo or Harmonized skill, even if all Heroes have moved. (If all Heroes have performed an action, and no Duo or Harmonized Skills can be used, the turn will end even if actions remain.) — — — — — — — Move Order, Continued: The player with the most actions remaining at the end of a turn will move first on the next turn. If the number of actions remaining is equal, the move order will not change from the prior turn. — — — — — — — Range-1 Bonus: If a Hero with a range of 1 is in combat with a Hero with a ranged of 2, they will gain Def/Res+7. Notes: This includes area-of-effect Specials. This bonus will not apply if your unit uses Savior. — — — — — — — Earning KO Score: - Defeat a foe: +2 - Defeat a foe using a captain: +1 - Defeat opponent's captain: +1 Example: Your captain defeats your opponent's captain. 2+1+1=4. — — — — — — — Capture Score: At the end of each turn, if the number of Heroes on your team occupying the Capture Area in the center of the map is at least two more than your opponent's, you'll earn two points. — — — — — — — Free Duel: Does not affect Favor Levels. Passwords and custom rules can be set. Battle the way you want to. — — — — — — — Passwords If you set a password, you will ba matched only with opponents who set the same password. — — — — — — — Custom Rules: You can choose to set the rules yourself or leave them to your opponent. If you set the rules, you will be matched only with opponents who set the same rules, or those who leave it up to their opponent. — — — — — — — Practice Duel: Does not affect Favor Levels. Custom Rules can be set. Instead of a live opponent, you will battle an auto-generated team. — — — — — — — Win Count Limit: There is a limit to the number of tracked wins. (This limit is subject to change in the future.) — — — — — — — Quests: Battles fought in Summoner Duels will not progress quests. Disconnections: Disconnecting in the middle of a match may be treated as forfeiting and be counted as a loss. — — — — — — — Turns: A turn consists of action phases taken by both sides, not just one player. Skills with "During unit's first combat in player phase or enemy phase" trigger their effects only once, during the turn's first combat. — — — — — — — Settings: Your usual settings may be overwritten by settings specific to Summoner Duels. In Game Edit Duels Team Tutorial: Spoiler Edit Duels Team: This option allows you to create a team for use in Summoner Duels. — — — — — — — Team Creation: - A team comprises of five Heroes. - Duplicate Heroes are not allowed. - You can include only one ally that can use Sing or Dance on your team. - You can include only one ally that can use Savior. — — — — — — — Blessings: In Summoner Duels, Heroes other than Legendary or Mythic Heroes may receive Legendary or Mythic Effects regardless of whether they have a blessing. — — — — — — — Pair Up: Pair Up cannot be used when playing Summoner Duels. Legendary Heroes with Pair Up will receive stat bonuses only when their season is active. — — — — — — — Captain Skills: When creating a team, you can set a Captain Skill. If your captain is defeated, the Captain Skill's effect will no longer be granted. I think I can do a better tutorial than that. Summoner Duels is basically an amalgam of chess with Fire Emblem Heroes. In this mode, you make a five man team. You cannot have duplicate Heroes, and you can only bring 1 Dancer/Singer and/or 1 Save tank. In my opinion, this mode should have been called Pawns of Loki and that mode should have been called Summoner Duels. Anyways, the biggest mechanical difference between Summoner Duels and other modes is that you can only move one unit per turn like in chess (I will refer to this type of turn as a mini turn if clarity is needed), but there is also this concept of a bigger turn/round and you can only move each unit once per round (I will refer to this type of turn as a mega turn if clarity is needed). Another way to explain this is that the game basically squishes and blends your turn and your opponent's turn into one large round, and you and your opponent get to take turns moving units in that large round. Another difference between this mode and other modes is that this mode is a true PvP mode. You are fighting opponents in REAL TIME, not a defense team that is set up by a player and played by an AI! This is pretty exciting! You win the game by scoring more points than your opponent, and there are two ways to do so: kill foes or have more units than your foe in the Capture Area (this is usually in the center of the map). Killing foes is pretty self explanatory. For the Capture Area, the closest parallel I can think of is Domination in Call of Duty or Conquest in Battlefield, and if you have two or more units than your opponent in the Capture Area, you get two points at the end of a mega turn. Due to this Capture Area mechanic, at least at the time of this writing, you want to control the center of the board similar to how you want to control the center of the board in chess. In my opinion, the two best ways ways to exert control is by placing duel phase units with strong enemy phase performance (generally Spd based melee super tanks with Distant Counter) on the center directly, or use high mobility ranged player phase units who can threaten and attack foes in the center without actually being in the center. Each team has a captain, and you get to designate who your captains are. Captains get more points when they kill something compared to other teammates. This means that you should only designate combat units as captains, and support units should not be captains. If you are using a super tank team, your super tank should be the captain. If you are using a player phase team, your nuke with the best performance and highest mobility should be the captain; if it is between a nuke with stronger performance compared to a nuke with higher mobility, I lean towards making the nuke with higher mobility the captain. And for one last tidbit on nukes, since Galeforce gives the Galeforcer another action, that basically means the opponent can interrupt and kill the Galeforcer before they can take another action; Trace on the other hand does not give the Tracer another action, but it gives the Tracer the ability to continue their action after combat. If you a more traditional player phase experience in Summoner Duels, utilizing Tracers will probably give you a better experience than using Galeforcers and Dancers/Singers. Captains also get access to three Captain Skills: Earth Rendering, Adroit Captain, and Secret Maneuver. Earth Rendering will move the capture area closer to your side if your Captain is in it. Adroit Captain gives your Captain and allies within two spaces of it Null Follow-Up. Secret Maneuver is basically Impenetrable Dark for your Captain, and Time's Pulse for the whole team. And remember, if your Captain dies, their Captain Skills will no longer take effect. Win or lose, your Captain gets Favor, and the higher their Favor level, the more rewards you get. You gain Favor based on the amount of points you have in that match, and you can gain up to a maximum of 10 Favor this way. If you win, you get another 10 favor on top. If you gain 10 or more points and win, you can earn up to 20 Favor per match. I do not think there is ranking in this mode right now, so I would not worry too much about losing. I think that is about it so far. Have fun! Quote Link to comment Share on other sites More sharing options...
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