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 Crystal Clash Cheats

 
   
 
 
Crystal Clash

Cheat Codes:
------------
Submitted by: David K.

All Bonus Codes:
----------------
Written by oOSynexOo -->TTV

You get free credits, hidden profilicon and secret achievements.

-=Active Codes=-
XXBX-R0F7-BR0K-3NG4-M3SX
XR0F-7ST3-4MC0-MMUN-1TYX
XXXX-XXXX-XXXX-XXXX-XXXX
XWVX-R0F7-D1SC-0RDX-UVXX
XXYX-R0F7-Y0UT-UB3X-YXXX
XXXX-R153-0FL3-G10N-5XXX




First Wave Tips:
----------------
Written by Rangerklypf (CG)

Here is a list of basic tips to ensure your start has a lasting impact 
on the rest of the game.

-=Gameplay Basics=-
There are three general classes of cards each player has access to:

* NPCs (non-player characters).
* NPC spawners (unkillable, independent entities that continuously 
  spawn NPCs for the rest of the game).
* Spells (cards that harm, heal, shield, or otherwise affect friendly/
  enemy entities).

NPCs can be summoned infinite times throughout the game, given we have the 
mana to use the card and it’s not on a cooldown. Mana regenerates throughout 
the game and regeneration increases over time. There are Tanks, Damage-Dealers, 
Support NPCs, and Stationary Turrets. Most units move at the same speed, so 
make sure to place Tanks in front, where they will sustain most of the damage. 
Damage-Dealers should be placed behind Tanks, where they can safely dish out 
the majority of your team’s damage. Support NPCs can be placed alongside or 
behind the Damage-Dealers.

Since most entry-level NPC summons require the same amount of mana (~100), 
it doesn’t make sense to put weaker Rangers or lil’ Skeletons in front of 
your Tanks, as have less health and will die immediately in combat, then our 
Tank will survive for longer but deal little to no damage.

NPC spawners are placed at the very start of our lane, within a small grid. 
These spawners will continue to spawn NPCs for free for the rest of the game. 
As far as I know, there’s no way to destroy or disrupt them. They create a 
passively controlled wave of enemies to fight for you, free-of-charge.

-=Towers=-
If no enemies are near a Tower area that our NPCs are running past, then 
we will start to capture the Tower area. Once captured, a Tower will 
immediately spawn and we can place our NPCs further along the lane.

Towers protect sections of the lane and use Charge like ammunition. Towers 
regenerate Charge over time and use it to defend their Tower area’s diameter. 
Towers deal moderately high AoE (Area of Effect) damage and will destroy 
NPCs very quickly, however, Towers will run out of Charge and be unable to 
defend themselves over time.

Newly created Towers will boost controlling players’ domains, allowing 
players to create NPCs further into the lane.


-=#1=-
Place NPC spawners as soon as possible, ideally before the game even starts. 
This will make sure that the total number of NPCs spawned during the whole 
match equals or outnumbers that of our enemies. If our enemies place their 
spawners before the match starts, but we and our teammate places ours after 
the game’s start, then we will be at a greater risk of defeat simply by having 
less NPCs on the map.

-=#2=-
Once our NPC Spawners are in place, move to the center of the map and be ready
to place any moving NPC as far forwards as our domain allows. When the game 
starts, our NPC will reach the center Tower area instantly and potentially 
create a Tower at the very start, giving our first wave a boost of domain and 
support from the Tower’s damaging defenses.

-=#3=-
Now that the match has officially started, our NPC spawners are creating NPCs 
that are walking up the lane, and our NPC we spawned near the center is 
capturing the Tower area and expanding our influence, we should create as 
large a wave as we can. We want this wave to come into contact with enemies 
just as they reach our most outer Tower. This way, our Tower can be our 
temporary Tank, absorbing and dealing damage to enemies while our wave of 
NPCs destroys them.

Spawn NPCs alongside the NPCs created by our NPC Spawners so all of our NPCs 
will reach the enemies at the same time. Staggered NPCs might die before 
further away NPCs arrive.

-=#4=-
Spend as much mana as possible to use as many cards as we can. We want this 
first wave to crush our enemies and potentially their first Tower. Remember 
to create new NPC Spawners as soon as we are able to; keep an eye on our NPC 
Spawners and (Spacebar/Middle Mouse Click) to instantly view our NPC Spawner 
tiles.

Try to keep an even balance of Tanks, Damage-Dealers, and Support NPCs. For 
example, when using the starter Light deck, I like to create at least three 
Monks (Tanks), one pair of Archers (Ranged Damage-Dealers), and one quad of 
Soldiers (Melee Damage-Dealers). Place Tanks in front and we should clear 
through our enemies like a hot knife through butter.

-=#5=-
Cast spells and emphasize creating more Tanks as the wave progresses to 
sustain wave momentum. Spells like Shield or Surge of Light as needed to 
give our NPCs a fighting advantage.

-=#6=-
As soon as we think our wave of NPCs will all die before reinforcements 
arrive, we should stop creating new NPCs immediately. Start to save mana 
up to unleash a larger force all-at-once.

We will create a new wave at the very start of our lane once we have ~400+ 
mana to spend on ~4 new NPCs, Remember to create this wave alongside NPCs 
that are spawning with your NPC Spawners. Don’t worry if some of the NPCs 
from your Spawners run in alone and die, this will happen all the time. 
Use these automatically created NPCs as you see fit but don’t defend every 
last one.
 

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