Thursday, March 29, 2012

Backyard Monsters Champion Korath

Did you missed Backyard Monsters Champion Korath? I got Korath the last 7 hours of Monster Madness. But I didn't make it to unlock its special abilities like the "Fist of Doom" and  " "Breath of Fire". It's fine though because I can still unlock the abilities once it grows.

If you ever missed the event, you can still get this Inferno champion. It is rumored that it will be available for everybody including its abilities. But the question is when? The date is still unknown.
Backyard Monsters champion Korath
Image from Kixeye

Korath General Information

Spawned in the magma pits of Inferno, Korath uses his massive body and fiery core to eliminate enemies. - Kixeye
A.K.A. Korath the Killer, is Moloch's pet in Inferno. Players were able to capture him between March 22nd 12 PST and March 26th 12 PST dring the Monster madness event.

How to obtain Korath

  • Take over outposts until the progress reaches 100%.
  • Take over more outposts to unlock its special abilities.
  • You will reach 100% faster if you taken over higher level outposts.

Special Abilities

  • Breath of Fire - Allows Korath to shoot Fireball to flying monster like Fomor, Zafreetti and Teratorn.
  • Fist of Doom - Causes AOE damage to monsters. Can damage buildings if the monster being attacked is nearby it.

Fast Facts about Champion Monster Korath

  • It is the first Inferno champion and 4th Backyard Monsters champion to be introduced during the Monster Madness event. During the event, you only have 4 days to capture this monster
  • The only champion that has two special abilities.
  • Came from Inferno, can'y be place in Inferno.
  • Can only be fed using Inferno monsters.

Monster Stats and Feeding

Wednesday, March 7, 2012

Tips on How to Attack on Backyard Monsters

This guide is not my original concept though I have them in mind for so long. I would like to credit all my attacking experience to The Little One; the one who made the Ultimate Attacking Guide on Backyard Monsters.

In this guide, I will share to you my style in attacking main yards effectively and efficiently. You may have better strategies than me, but this is for the sake of the newbie players who are struggling to take down their enemy's main yard. Pay attention to detail.


I. Main Objective

  • Destroy the main yard without using nukes. We don't want to waste more resources other than Goo and Putty.
  • Take down all the 6 Silos and Town Hall and even the entire base.
  • The attack should be 3-4 waves. 
  • First two waves will be for Tower take down. 

II. Predict The Pathing - Tower Take Down

Do not build your army of monsters yet. View the yard that you are going to attack. Take a closer look to the arrangement of blocks and position of towers. Identify the best location to fling the monsters and which towers will be attacked first. Monsters won't path on the Yellow and Violet.

block pathing backyard monsters
Image credit to Little One


Know the Strengths and Weaknesses of the Towers

Tesla Tower: High damage, slow charge. Targets only one but shocks can be transferred if monster dies without consuming the whole damage.
Sniper Tower: High damage, long range, slow reload. Targets only one monster.
These towers are usually built for high health monsters. Spam attack these towers with Octo-oozes or Ichis.

Laser Tower, Cannon Tower: Splash damage, short range. Add some Zafs to your group of monsters in taking these down.

Aerial Defense Tower: This tower is often placed inside the base. Take down outside towers first. Do not send flying monsters like Teratorns until this tower is taken down.

Bunker: Bait the monsters inside and blow them up with Eye-ra. Or use the new weapon, Marilyn Monstroe. Often the content of bunkers are Rocket D.A.V.E.s and Eye-ras. Use Ichi to bait the Eye-ra. However, baiting D.A.V.E.s is hard. So my suggestion is to use Crabatrons. Fling some Crabs near the bunker. Wait for the D.A.V.E.s to come out and fling your Eye-ra near as possible.

Railguns: This generates an infinite line of attack although its range is short. Do not fling in low health monsters without Zaff or putty support.

Quake Tower: This tower is like the Laser Tower. The only difference is Quake Tower does damage around it while Laser does damage in one direction. They say this tower is OP but I think it's not. It has low HP and short range. It can easily be taken down.


III. Using Champions


Drull: It has the highest damage but of low health. If you are going to use this champion during the first 2 waves, fling in Zaff.

Gorgo: This is best used to tank Booby traps and bunker monsters.

Fomor: Best used in attacking. I use this on wave 3 for faster looting.



IV. When to use Nukes


I don't use nukes but if you want to, use it wisely. I suggest to use it only on towers like Bunker, Laser Tower, ADTs (Aerial Defense Towers) and Tesla. But used it if they are clumped up.



V. Damage Protection


Don't do anything that will trigger DP during the first 2 waves.
Read this information about Damage Protection.



VI. Looting

At this point, you must be on wave 3 or 4 and all the towers are gone. So this wave is now free looting. I use bunch of Bolts! I use as much as my Housing can hold.

These are so far the best tips that I can think of. And I always implement this on my attacks. These may not be the best but I hope this helps. Harsh comments are welcome! Thanks for reading!

Friday, February 10, 2012

Inferno Monsters Special Abilities

Have you got your Inferno base yet? If not, you may want to consider having it by upgrading your Town Hall to Lv. 5 and destroying Moloch's last base. Having an Inferno yard changes the way you attack and defend through out the game. If you're skeptical then read this fact:

Monsters from inferno can be transferred above.

Yeah thanks to Captain Obvious! What does this mean for you? This will mean a lot because different monsters will come and attack your precious yard. Inferno monsters have different strength and abilities. Your current base design may or may not work to them. 

Now speaking with abilities, Inferno monsters have them too! And we don't need a Monster Lab to research these monsters special abilities.



Inferno Monsters Special Abilities

While this is not complete and not official, this is so obvious.

ZAGNOID - It's attack is only 80 (Lv.1) but when you fling them, you can see 160 damage dealt. Double Attack skill?

MALPHUS - Jumps over blocks.

SABNOX - Long range fireball. Good in taking down short range towers.

KING WORMZER - Splash Damage. When it pops, it damages nearby enemies and buildings.

You must have encountered these abilities during Wild Monster Invasion II. Can you imagine how much damage it may cause to your yard? Now go! Act now!

Friday, February 3, 2012

Inferno Base Layout: The Moth V0.1

I stumbled upon this cool Inferno base layout called " The Moth V0.1 " in the official Backyard Monsters Forum. The base layout was designed by Orlando Wams. I bet he is a veteran player and he knows a lot of stuff about the game. You can view his active profile here.


Introduction - Exact wordings from Orlando Wams


My previous design wasn't build to have another 4 towers added, at least not with the current amount of blocks, so i decided to redesign it, below you can see what i came up with.
Also posted this in STY, but someone told me that it shouldn't be there, i'll let the mods decide which is the right place, and delete the one on the wrong place (:



The Yard Planner View




Pro's & Con's

Pro's:
- Centered Compound.
- 3 out of 5 Incubator's are well placed, 2 out of 5 are a little exposed, but not too much.
- Pod's and UH are covered by Quake towers as well the Magma towers, making Malphus bombs useless.
- Probably working NEC(oRG) and tower pathing, making sure that the quake towers stay up till the end.*
- Towers are covered by traps to piss off attackers that use groups of tower monsters.
- It's symetrical (except for the Strongbox, need more yardage!! (: )

Con's:
- I'll let you guys decide what they are (:


* Need baiter to be sure.

Changelog:
02-01-2012 = none so far.


Some other stuff here:
So, what do you guys thing that should be changed?
Oh, and i thought it looked a little like a Moth, so decided to call it ''The Moth'' (:

Monday, January 23, 2012

How To Beat The Last Inferno Stage (Moloch's Last Base)

I have been reading threads and comments about players having difficulty beating the last inferno stage or Moloch's last base. As far as I remember, I used 9 Level 6-Level 3 Rocket D.A.V.E., 3 Level 4 Zaffs and a Level 4 Fomor. It went smoothly and I didn't have to rebuild my army of monsters and attack again. However, if your level is low, you might not have Level 6 D.A.V.E.

So I have gathered resources for you. You might want to try what other's did to beat Moloch's last base. Taken from the Backyard Monsters Official Forum. Here is what other's did. You can follow the thread here.

TheWeirdo said:
i used :
2-10 worms, 4-7 daves, 3-5 zafs, 1-9000 6.3 fomors, 1 eyera for the king worm, and chuck pokey.
unnessecary but i dont like waiting for buildings to go down quick

God Zeus said:
I only use 5 DAVE lvl 6 With Rocket Lvl 3 4 Zafreeti Lvl 4 And Fomor Lvl 5

littleguy said:
I only used 4 daves(level 5 with rockets 2) , one zaf(level 4) and on l5 formor. I totally destroyed it.

Ian Ho said:
I used 2 Lv4 Daves Lv2 Rockets,3 Lv6 Zafs and a maxed out Drull with bonus feeds

Well, these are just some of what others did to beat the last base. I am not an expert when it comes to attacking but I have my own line up on attacking wild monster bases. On every attack that I make, I always include at least 3 Zaffs. Also, I always include my champion Fomor to aid my front line monsters. I always use Rocket D.A.V.E. on the front line.

This video shows how to beat Moloch's last base.