MEDUI, you have some amazing champions.
The only thing I don't see on your Roster is a Damage Dealer which is Defense or Health based.
However, you did say you are making Rhazin.
Rhazin can be built to do damage.
Rhazin is very strong Defensive Damage Dealer.
The question is how fast can you Fuse Rhazin?
Rhazin can be huge for your Tanky set up.
I am seeing 2 different Tanky set ups you can make.
The 1st set up is Resistance:
Leader: Resistance Aura
1st move: Turn Meter Filler + Increase Defense
2nd move: Shields
3rd move: AOE Damage Dealing Defender
4th move: AOE Freeze/Stun/Provoke/True Fears/Sleep
Everyone on your team would need Resistance on this set up.
The goal would be to resist all the debuff's the enemy put on you.
You are in Silver 1 -----> I am guessing your heroes would all need to have around 200 RESIST.
When you get into Gold, You will probably need more RESIST.
I'm just giving you an estimated amount based on what I often see + current arena tier ranking.
Your Leader would be Rhazin.
Rhazin will give you the best Resist Aura.
Rhazin has 90% Resist Aura.
1st move: Best Champion for this job is Seeker - Hands down
Seeker is a God at Turtling Defense teams.
I do know Seeker is on your Offense set up.
You could try another hero named Doomscreech.
Doomscreech is a rare hero which you own in your Roster.
Doomscreech can be used, but he isn't as powerful as Seeker.
Ultimately, you will have to decide what you want to do.
2nd move: Would be Zelotah
Your going to want Zelotah with tons of HP.
You are going to want Zelotah in a Shield set.
Zelotah also has a move which apply's more Shields. lol
Zelotah is a Shielding God
I wish I had a Zelotah.
3rd move: Would be Rhazin.
You would want Rhazin to be your Damage Dealer.
You want him with 100% C.Rate
You want him with tons of C.Damage.
The other stats would be a combination of Resistance - Defense - Health
4th move: Would be Umbral Enchantress
You would want Umbral in Frost Set.
You would want Umbral to have crazy amounts of Accuracy.
The other stats would be a combination of Resistance - Defense - Health
The Resistance set up above is good against Speed Nuking set ups similar to yours.
This is your Speed Nuking set up:
Leader: Speed Aura
1st move: Turn Meter Filler + Speed Buff
-----------------------------------> High Khatun
2nd move: Turn Meter Filling + Increase Attack
+ Extra Turn ---------> Seeker
3rd move: Provoke ---------------------------------------------------------------> Seeker
4th move: Decrease Enemy Defense
---------------------------------------> Warmaiden
5th move: AOE Damage Dealing Attacker
---------------------------------> Rae
or 5th move: AOE Freeze + Remove Enemy Buffs -----------------------> Rae
Your Speed Team is putting Debuffs!
Seeker --------> Provoke
Warmaiden --> Decrease Defense
Rae -----------> Remove Buffs + Freeze
What happens if you do all of these above things and you see a green text saying RESISTED?
You are in big trouble!
With Out Warmaiden reducing Enemy Eefense ---> Enemy Defense will be at full power
With out Rae removing Enemy Shields -------------> Enemy health is much safer.
The chances of your Rae killing them in 1 shot is very unlikely at that point.
If your not able to kill them in 1 shot, They will have a turn.
Any return fire done to your squishy speed team could be Fatal.
If your Rae dies from there return fire, The chances of winning are close to impossible.
You can see how the Resist set up can be a good counter to your Classical Arena Speed Nuking set up.
However, the Resist set up isn't invincible.
I told you every set up has a weakness.
There is no perfect set up.
Resistance teams have problems against different Speed Nuking set ups.
The Classical Arena Offense Speed Nuking set up you have is merely 1 set up out of many.
There are tons of different variations to the set up.
People alter the set up so it can perform differently vs. what they are fighting against.
The Draw backs of a Resistance team is:
- Heroes which can't be resisted ------> Some heroes have the ability to bypass Resistance with there moves
- Artifiact Sets ------------------------------> 4 Piece Sets bypass Resistance + Accuracy Checks
- Teams which have no debuffs -------> Some teams try to burst you down with no debuffs!
For Example:
Here is a Speed Nuking set up which is known as the Blender set up.
Leader: Speed Aura
1st move: Turn Meter Filler + Increase Attack
2nd move: Rally with Allies
3rd move: AOE Damage Dealing Attacker
4th move: AOE Damage Dealing Attacker
What debuffs are they doing in that Blender set up?
None! they are just blitzing you down with AOE Damage Dealing attacks!
What is your Resistance doing?
Nothing! They don't have any debuffs.
Do you see the brilliance?
Image your Rae attacking 5 times with her AOE moves.
The Enemy has Shield up, but do you really care?
By the time the 2nd AOE move comes from your Rae, The enemy shield is gone.
And your Rae is still attacking with 2-3 more AOE moves.
Its so beautiful.
Now we reach the next set up which I saw for you.
A Tanky set up with a Defense Aura!
Why are we using a Defense Aura?
Let the Blender teams rush us now!
We dare you!
We have a Defense Aura now!
We are the Lords of the Defense!
Our heroes feet are planted on the ground.
They will not Budge.
They are like a Mountain!
Do your worst Blender teams.
You got nothing!
Your weak!
The sad part is the player using the Blender team don't fall for it.
They are to smart for that my friend.
You can't trick them so easy.
Previously, We used Resistance Aura to stop there Debuff's.
They noticed our Defense was more vulnerable with out a Defense Aura.
They created a Psychical Assault on our heroes trying to burst us down.
We now are using a Defense Aura.
We can shut down there Psychical Assault, but they will not do it!
They have noticed a new Vulnerability in our set up?
Can you see it? We are now Vulnerable to Status Condition Assaults.
Oh My Gosh - My Mountain Team is Frozen!
Wake up from your Sleep Debuffs heroes.
Oh no no no no no - You cowards - Fight us like a real men.
So guess what we are going to need now?
FlaRaven told you - Your going to need a hero who Cleanses Debuffs.
At the time, you probably didn't understand why.
I have explained it to you now - So now you perfectly understand.
The 2nd set up is Defensive:
Leader: Defense Aura
1st move: Turn Meter Filler + Increase Defense
2nd move: Cleansing + Healing
3rd move: AOE Damage Dealing Defender
4th move: AOE Freeze/Stun/Provoke/True Fears/Sleep
The main difference between the previous set up + this set up is your more vulnerable to debuff's.
The 2 heroes which will be the most vulnerable will be the Damage Dealer + Crowd Control hero.
The heroes moving 3rd + 4th.
The heroes going 1st + 2nd will need Resistance.
You want as much Resistance as you can, but you will be missing out on the +90 Resistant Aura from Rhazin.
You will lose the +90 from the Aura, but you still want Resistance on those 2 heroes.
Here is the main issue:
In a perfect world, You would want the Cleasner to go first.
You would want the Cleasner to remove all the debuffs from your other heroes.
Than they would go with out being obstructed by any debuffs.
The problem is most Turn Meter Filling Champions are built with speed.
Turn Meter Filling hero enables your other heroes to take turns.
I haven't been able to make a Cleansing Hero go faster vs. my Turn Meter Filling hero.
I am trying to find the words to explain what I am thinking.
It's very difficult.
Ok - Let me use your Speed Team as an example:
Your Speed Team has Speed Aura.
Your Speed Team has High Khatun who gives you Turn Meter Filling.
Your Speed team has Seeker who gives you Turn Meter Filling.
The Defense team I am talking about is going to use a Defense Aura.
In a Perfect World, I am having the Cleanser go First.
This never works out for me because the Cleanser is built with Tons of Resist + 4 piece Immunity set.
I only have room to add 2 piece of Speed gear.
You can only have 6 gears on your hero (4 Immunity + 2 Speed)
My turn meter filling champion in this perfect world situation can only have 2 Speed gears on.
If he has more than 2 speed gear on, He will go before the Cleanser.
And it is a huge problem because I need the turn meter filling champion faster!
Remember, What the enemy is doing!
- Speed Aura
- 1 Champion Full Speed gear + Turn Meter
- 2 Champion might even be Full Speed Gear + Turn Meter
They are move at 100 miles an hour - Its like a race track.
They are running lap after lap.
They will take 2-3 turns before I ever have chance to move.
You can't win if they start lapping you.
If the enemy team is going so fast, There whole team moves.
Than there whole team moves again.
By the time you have your chance to move, There will be no hero left on your team standing.
I have found having the Turn Meter Filling hero with 4 pieces of Speed gear is enough.
Your Defense team isn't trying to be faster vs. the enemy Speed team.
Your Defense team is trying to "keep up" with Speed team.
Enemy takes 1 turn.
You take 1 turn.
Enemy takes 1 turn.
You take 1 turn.
Everything is ok.
Enemy takes 2 turns.
You take 1 turn.
You lose!
This is why I think the only way to do it is to have the Turn Meter Filling champion go first before Cleanser.
Than you put Resistance Banner + Resistance in Substats to hope he doesn't get Debuffed.
If you think you can get the Cleanser to go first + work, You can give it a try.
Let me know if you can get it to work.
Maybe, my gear is not good.
Maybe, I am not doing something right.
I wish to learn + Improve as well.
Leader: Defense Aura
1st move: Cleansing + Healing
2nd move: Turn Meter Filler + Increase Defense
3rd move: AOE Damage Dealing Defender
4th move: AOE Freeze/Stun/Provoke/True Fears/Sleep
I just haven't had much luck getting it to work.
Every time I tried to do it - The enemy runs over me.
They have Lyssandra + Abriter
I have to deal Lyssandra reducing my turn meter on top of buffing there Speed.
It's impossible.
Maybe, It is my own Fault.
I should be using a Resistance Aura vs. those teams.
I'm just stubborn.
I use the below set up:
Leader: Defense Aura
1st move: Turn Meter Filler + Increase Defense
2nd move: Cleansing + Healing
3rd move: AOE Damage Dealing Defender
4th move: AOE Freeze/Stun/Provoke/True Fears/Sleep
Lets give an example:
Lyssandra ----> Turn Meter + Speed Bufff + Reduce Enemy Meter
Abriter --------> Turn Meter + Increase Attack
Venus --------> AOE Def Down + Weaken
Big Un -------> AOE Nuke
This is the move order the enemy is using:
Lyssandra ----> Abriter ----> Venus ----> Big Un
Enemy Team will go first:
1st move:
Lyssandra -------------> Turn Meter + Speed Bufff + Reduce Enemy Meter
2nd move: Abriter ----------------> Turn Meter + Increase Attack
Lyssandra + Abriter do a lot of Turn Meter Filling + Buffs.
It would trigger my Tormin Passive on there turn - It could potentially freeze them.
Lets say Big Un gets Frozen.
3rd move: Venus ------------------> AOE Def Down + Weaken
Venus will attack all my heroes.
If Venus hit is Critical, It will trigger my Seeker Passive on there turn.
My Seeker will put Increase Defense up on my team
4th move: Big Un -----------------> Frozen -----> Turn Is Skipped.
My Team will go second:
My team still has Increase Defense up from Seeker Passive which triggered
1st move: Seeker ------------------------> Turn Meter Filler + (The Atk buff doesn't matter) + Extra Turn
2nd move: Seeker -----------------------> Provoke
3rd move: M.Mage ----------------------> Cleansing the Defense Down + Weaken
4th move: Rhazin ------------------------> AOE Nuke + Reduce Enemy Meter
5th move: Tormin ------------------------> AOE Provoke
Yeah, you can see it works.
Also the Damage Dealer doesn't have to be an AOE nuker.
It could be a Single Target Nuker which hits really hard.
Altan - Rotos - Mountain King
In this example, you would want your Single Target Nuker to kill Big Un.
The rest of the team is all Bark.
Big Un is the Bite.
If you take out Big Un, The rest of the team will go down.
There isn't a lot they can do.