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 Stormbound Cheats

 
   
 
 
Stormbound

Cheat Codes:
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Submitted by: David K.

Tips and Tricks for New Players:
--------------------------------
Written by Toxicdolfin

These are just a few suggestions and strategies that can help those who are 
new to the game. While I may not be the best player, I find these useful in 
climbing the ranks quickly.

-=Introduction=

Stormbound is a great game for all levels of player skill. however, there are 
many tips and tricks to the game that many players may not see if theyre new 
to the game. This is a guide for those who are new to the game and want to 
succeed early.

-=Choosing a Kingdom=-
There are (currently at time of posting) 4 kingdoms to choose from for each 
deck you create, each with a specialty and strategy set. The first thing to 
take into account is your own playstyle if youve played similar games; whether 
you like to rush a win, play the long game, swarm and overwhelm, etc. Obviously 
the random cards you get will be the main factor in your deck decision but you 
may find that even with lower level cards you can do better with a different 
deck.

Each kingdom is made up of 3 unit types (one of which is always dragons) the 
two types each have a playstyle specific to them but a mix and match of each 
type can be especially lethal to your opponent. Look through the cards in 
each deck type and look for a pattern in each unit type. For example, you 
may find that you like the toad unit strategy of poisoning but dislike the 
raven units absorbing strength from other units. Once you choose a kingdom 
it is up to you to find a build that works for you.

Remember, what you dont fill with kingdom cards you'll fill with neutral 
cards so choose wisely.

-=The Swarm of the East=-
-=Overview=-
The first kingdom is the swarm of the east. This deck set is popular with 
players and has been described as overpowered by many in the mobile forums. 
While this deck set is extremely formidable in the hands of veteran players, 
is does have it's weaknesses.

This deck set is made up of the undead and satyr unit types along with dragons. 
These cards specialize in quickly moving across the board and dealing direct 
damage to the opponent. When players discuss rushing they are usually refering 
to these swarm decks. 

The cards range from 1-6 mana and are usually low in strength. They capitalize 
on their abilities and the amount of spaces they can move upon placement. 
Players should build their deck with the idea of ending the ASAP in mind. pack 
your deck with high movement cards with low mana costs so you can beat opponents 
within the first 10~ish turns. If you keep your opponent from advancing, you 
keep control of the board.

-=Quick tips=-
* Advance quickly and set "fort of ebonrock" near their base to keep you close 
  and keep them back.
* The "Execution" spell is great at destroying any opponent progress quickly.
* The "Needle blast" spell does direct damage as well as unit damage so keep 
  that handy.
* "Herald's hymn" can easily be used to instantly win if you have a strong 
  enough unit(s) bordering the enemy base.
* Us e the "call for aid" spell on a unit bordering the enemy base to quickly 
  limit their space to play more cards.

-=Weaknesses=-
The only weaknesses I have seen this deck being vulnerable to are the poison 
and swarming nature of shadowfen cards. Poison rips through low strength units 
and can cripple you if enough units are poisoned each turn. The structures 
"Trueshot post" and "seige assembly" can also be troublesome if you can't get 
your opponent on the defensive early enough so be careful when opponents use 
Ironclad decks.

-=The Winter Pact=-
-=Overview=-
This deck is my personal favorite so pardon my bias. The Winter pact is a deck 
set specializing in mana use and stopping power. This deck set is great for 
players looking for a slow victory. Unit cards for the winter pact tend to be 
on the high side with over half of the cards costing more than 5 mana. Don't 
start a match using this deck unless you've got time to spare. The Winter pact 
is a deck that builds like a snowball rolling down a hill; the longer you're 
alive the harder you are to beat.

The Winter pact is made up of frostlings, dwarves, and a healthy amount of 
spells. Frostlings make use of the freezing spells for stopping and eliminating 
enemy units. Dwarf cards are based around giving strength to other units. Most 
players I've encountered will base their decks around frostlings rather than 
dwarves dues to dwarves costing more mana. Along with the unit types, the spells 
consist of freezing, enemies, destroying/damaging frozen enemies, and gaining 
mana.

The most successful strategy is to make constant use of freezing and damaging. 
You can easily clear enemies off the board in a single turn with the right 
combination of cards. The key is to freeze and push back over and over while 
building up your units where they cant be damaged next turn.

-=Quick tips=-
* Count out your potential damage and think ahead for what you can use on 
  the next turn.
* Place useful structures directly in front of frozen enemies so they're less 
  likely to be damaged the next turn.
* Keep "Freebooters" in your deck for longer games when you have more mana than 
  you can actually use.
* Freezing is a great way to stop "Mech Workshop".
* Freezing can stop progress of a whole column.

-=Weaknesses=-
The winter pact is definitly vulnerable to quick rushes from swarm decks. Mobility 
is not a winterpact strength so if you're best chance is to try and outlast your 
opponent even if it means being on the defensive for a while. The units "Finite 
loopers", "Shady ghoul", and "Azure hatchers" are the archenemy of any freezing 
effect since they spawn an additional unit(s) on death so do not waste freezing 
on those units specifically.

-=The Ironclad Union=-
Overview

This is a great starter deck type due to it's over-all useful cards. The Ironclad 
union is a deck that fully makes use of structures and unit placement malipulation. 
This deck is simple to use but takes a fair amount of stategy to beat more complex 
decks. This is a well balanced deck for both offensive and defensive which makes 
it hard to beat at higher levels.

Made up of constructs and rodents, the Ironclad union can be hard to beat once 
structures are put down. Constructs are all about staying alive as long as possible 
while constantly being on the offensive. On the otherhand, Rodents are designed to 
push or pull opponent units. This can keep your opponent on the defensive while you 
continue merciless offense.

Your ace in the hole is "Mech workshop" a structure that spawns a new unit each 
turn is insanely hard to beat if youre on the defensive. Push your opponent back 
to the base and when you know they can't reach you and place "Mech workshop" for 
a devistating blow. After that point your opponent will be fighting an uphill 
battle; they will be, as I call it, "Fighting the river".

-=Quick tips=-
* The structure "Fort of Ebonrock" is insanely valuable for defense.
* Do not cover more than 3 of your base bordering spaces with structures! 
  You need a space to spawn units if you need to.
* The spell "execution" is helpful to create the start of an offensive attack.
* Stack multiple "seige assembly" structures in the same column for massive damage.
* Use structures to keep from being pushed back.
* "Crazy Bombers" is your best friend when attacking or defending.

-=Weaknesses=-
"Execution" is your structures' biggest threat; easily undoing progress before 
they ever get to activate. Low strength units spawned from toad units can gum-up 
your offensive and block "mech workshop" from spawning units for multiple turns. 
The most lethal threats are the conversion effects of both "Blood ministers" 
and "Curse of Strings" these can turn the tide of an offensive back into a defensive. 

-=The Tribes of Shadowfen=-
-=Overview=-
The final of the 4 kingdoms is quite a tricky beast. The Trbes of the shadowfen is a 
deck set I would not recommend to start off with due to their most useful cards not 
being useful at low levels. This deck is the only one to use poison and conversion 
to their advantage; this creates numerous different strategies types you can make 
use of.

The deck is made up of toads (which make use of the poison mechanic) and the ravens 
(which can steal strength from enemies and sometimes allies). The conversion effect 
is limited to one spell and one unit; "Curse of strings" and "blood ministers" 
respecivly. 

The toads are best used to fill up the board quickly to limit enemy movement and 
advance yourself quickly early in the match. Ravens are great for taking strong 
oppenents and using their own strength against them; even a weak raven unit can be 
very effective when faced with a high strength enemy units. the poison mechanic, while 
effective, takes time and is best used on high strength units and then attacking with 
"Amberhides". Finally, the conversion mechanic is best used when facing multiple low 
level units or one high strength unit.

-=Quick tips=-
* Keep your cards leveled up to get the maximum use out of them.
* Poison (unless stated) doesn't damage until your opponents next turn so keep that 
  in mind.
* Poisoned units with 1 strength won't advance or damage units in front of them.
* Converting poisoned units does not negate poison.

-=Weaknesses=-
Shadowfen cards lack base strength so youll have to add highg strength neutral cards 
to fill in the gaps. Cards that do scattered damage such as "Bladestorm" "Needleblast"
can cripple your advances and destroy all your low strength units. Stopping swarm decks
can be hard especially if youre stuck with low strength cards.
 

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