Hi All, I just released my Strategy Mini-RPG game called Pixel Fighters which now includes Online Match Making with Game Center. In next the update (estimated 2 weeks from now) the Matchmaking leader-board will also be going live so this is your chance to hone your strategy and get ready for before every game online starts to count. I've written a strategy guide to combatants and their abilities that will help you learn the ins and outs and help you dominate your enemies in VS. or Single Player. Also, if you are looking for a PF opponent this week, add me 'pixelfighters' and I will gladly play you. Look forward to seeing you on the battlefield! Cheers, Kyle ------------------------------------------- PIXEL FIGHTERS COMBATANT STRATEGY GUIDE Basics ------- In a single player or multiplayer match of Pixel Fighters, you start by selecting 3 combatants. You are allowed to pick 3 of the same if you wish but a variety will complement each others' weaknesses. When the game starts, your team will begin in a line in the first row. There is also a back row that combatants can be moved to. Your opponents will be across from you in the same formation. Common Abilities ----------------- Attack - A basic move granted to all combatants. Some combatant types will rarely use theirs except in dire situations. MELEE ONLY - Quick Hit - All melee combatants are granted an additional attack move for about half the damage and half of the AP cost. This is an important tactical move and if no combatant on your team is capable of it, you may not be as effective when AP is at its most critical. Boost - Raise your power significantly for your next attack or heal Defend - Raise your defence until your next attack or heal Move - Move to avoid clustered attacks or stand behind another combatant to be guarded from melee attacks Save AP - This is a team move that can also be selected by tapping on the AP/Turn Indicator when there is 3AP or less available. Every turn you are granted 3AP and you may save them up to 6AP for a single turn. Combatants ------------- Each combatant has unique abilities that either buff the team or take bonus from these buffs. If you are finding that a certain ability appears weak, make sure that you are buffing up first to get the most power. Mage - The mage is the strongest class for area of effect. Her two unique spells are Fire and Oblivion. Fire is it's most useful when your enemies are standing one behind the other otherwise you're going to probably want to use Oblivion to hit all combatants possible. The mage is not good for single targets or absolute AP efficiency but she can deliver some of the most damage if a full team of enemies is not prepared. Warrior - The warrior is a good all around unit. His wide swing is very handy for hitting adjacent units, his defence is slightly strong and he gets Quick Hit for being melee. A warrior is an ideal unit for guarding other combatants and making tactical hits. Priest - The priest is the strongest healer class. His heal is significantly cheaper than secondary healers and he also boasts the ability to revive fallen allies. The priest can be a serious liability as an enemy however, he won't be alive much longer if too much AP is being wasted on revives. The priest is generally weak in offence and defence. Rogue - The Rogue is a dangerous opponent. His Hide ability is both a strong offensive and defensive move. When hidden, the rogue will have a 66% to dodge all damage directed at him and also get a large bonus to his melee attack. Setup time for optimal strength on the rogue takes a bit more AP and you also run the risk of being knocked out of hiding. For optimal offensive strategy with a Rogue, Hide and Attack in the same turn to avoid the chance of being removed by a lucky hit during the opponent's turn. On the other hand, for optimal defensive strategy, stay hidden as long as possible and waste enemy AP on attempts to reveal you. The Rogue is weakest against other melee combatants because Quick Hit is the most AP effective way to take chances on revealing a Rogue at critical moments. Paladin - The paladin is a great defensive ally. He is a secondary healer and a support unit. The Paladin's Aura ability raises all allies' defence until the next time they are hit. This is a great safeguard against imminent attacks and allows your team to reach their optimal defence levels. The Paladin is the only healer type with the Quick Hit ability. Hunter - The Hunter is the best of both worlds in terms of both area of effect as well as single target damage. However, without boosting power adequately, her attacks can be very weak. This also means that you can negate a significant portion of a Hunter's damage by defending appropriately in advance. Shaman - The Shaman is a strong ally to have at your side. He is a secondary healer and support unit. The Shaman's Song ability raises all allies' power for their next attack or heal. Song stacks on top of Boost and allows your team to reach their optimal power levels. It also makes the Shaman stronger in his attacks and heals than the Paladin (Without the Paladin directly being boosted from Song himself). Barbarian - The Barbarian is a reckless monster. While he is the most offensively strong combatant, he is also the weakest and most stupid. When the Barbarian uses Frenzy, he randomly picks an opponent to clobber 3 times in a row. While this attack is devastating, it is less controllable the more opponents the Barbarian can choose from at random. When defending against the Barbarian, guarding a combatant guarantees they cannot be selected for the Frenzy attack. Defending and using Aura are also two effective ways of significantly reducing Frenzy's damage. Lastly, the Barbarian is so defensively weak that he actually receives a damage bonus of 1 from all incoming attacks. This makes lower AP moves more cost effective at damaging the Barbarian. Warlock - The warlock is a master of life magics. He can both sacrifice his own life for damage as well as draw it from an opponent. Sacrifice is a cheaper move and very strong but will eat a significant chunk of your life. Warlocks pair well with Paladin's because Sacrifice will first eat the Aura's defence bonus before consuming life. Syphon allows the warlock to damage his opponent for a smaller amount but receive a large heal relative to the attack's size.