TR11 Sets In-Depth Version 0.4
TR11 Sets In-Depth Version 0.4
SETS IN DEPTH
DISCORD:
CATEGORIES:
-Lobby: Introduction page of the guide.
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Introduction page of the guide.
Please read the messages above
and in the other tabs. They could
contain useful information
BEWARE:
Keep in mind that every month a new update is
released with balance changes with an event
and a lot of new items. The META (= Most
Effective Tactics Available) can change in a
single update. Best example is the relatively
recent (and still ongoing) meta of the mage
squads.
DISCORD:
though you will be able to find a lot of information on the sets, these should still be used only as a GUIDELINE! As the game evolves
Made & Maintained by:
Seditiar (Seditiar#2694 Discord)
How do I cho
Disclaimer: This game evolves very often, this should be used as a GUIDELINE ONLY, always ask questions
to actual players don't just follow any guide, including this one. It's always good to know *why* something is
working so well, that way you can start learning patterns and meta changes yourself too.
When choosing a set, it's important to keep in mind how many materials you can farm. Incinerator is a very
strong set and one of the 2 must-haves for any high end player, the other being Paladin. However, Incinerator's
legendary materials come from Portal which is the most expensive and limited source of materials.
After the top 2, the order is going to be different for everyone. Preferences play a big part in this but also material farmin
Incinerator: Mandatory because of fire blocking resurrects on the enemy team. Also deals significant damage.
Paladin: Mandatory because of the stun removal + (Once in a while) immunity it provides to your whole squad.
Not to mention being immune to Angel Wand's mind control (only the Paladin itself). Build your Paladin 4-set
and stop. Make Paladin ring, necklace, armor and armor soul. 6-set Paladin isn't that big of an upgrade and
wastes a lot of your time building it for a minimal increase in performance. More info in the "Gear choices" tab.
Oracle: Deals pure damage, which means armor nor any other effect can reduces its damage. It will always
deal 3x 100k (118k with flag) damage to enemies no matter what. With the increasing amount of damage
reduction effects and recently the Alien Scepter being introduced, pure damage has become a lot stronger.
Darkula: The king of mage sets, although it doesn't block resurrects it blows any other mage's damage out of
the water with both hands tied behind its back. Also helps your other fighters stay alive by healing often and a
lot.
Annihilator: Bad in the early days, now badass. Relies heavily on good gear though so this one might be hard
for some to finish. Deals the most damage out of any tank wearing set without breaking a sweat. Can be very
easy to kill if missing certain items.
Legionnaire: Great set, close to a perfect mix of tankiness and damage output. Reduces any damage (except
pure damage) that's higher than 30k (30.000), making it very sturdy against almost any opponent.
Necromancer: Very underrated for way too long. Now getting used by more players every day. Very strong
weapon options and a small secondary healer on top of that. Minion summons also help activate your own
"When an Ally dies" effects on sets/gear/artifacts.
Honorable mentions:
Storm*, Shadow, Bane and Ranger are all very strong too. They may not be the absolute best in the current
meta (* Storm might be an exception), but it's still a good idea to keep an eye out for gear for this set.
Storm: High damage reduction, requires specific gear to survive until set damage reduction starts working.
Deals decent damage when left alone. Probably needs a buff.
Shadow: Once a very popular set, now starting to lose popularity not only to Legionnaire but also Storm. Is still
very tanky when built right and can deal decent damage. Legionnaire will outperform Shadow in both tankiness
and damage when built right. Storm is much tankier but deals less damage.
Bane: In the past an incredible set to start out with, deals massive damage if you can manage to keep it alive.
Which is almost impossible in the current meta.
Ranger: Doesn't deal a lot of damage but does throw 2 grenades that silence mages. Even if it dies early,
those grenades will always hit. Not good enough to build it right now, though.
Snake charmer: Although it has a decent damage output, can rival the damage of Oracle/Incinerator often if
built right. On top of that throws a lot of negative effects on all enemies, synergizes well with a Necromancer in
the squad. Negative effects aren't as great anymore because of the recently added Alien Scepter/Runed Alien
Mage armor.
Illusionist: Supportive mage, tries to overwhelm enemies by summoning clones. Can only have 1 clone up at
the same time, but resummons clones once the cooldown is gone and there is no clone alive at that moment.
Haven't seen it often enough yet to add something more useful for now.
Priest: Damage buff is pretty good, but the healing buff isn't that great and if you have the Pizza artifact it's
negligible. Makes 1 allied fighter immune to a few negative "control" effects. Control being things like fear, stuns
and mind control. Made even more obsolete by the recently added Alien items.
Demon Hunter: Big wolf at the start of the battle helps quite a bit as it is often the target of an enemy Angel
Wand, giving your fighters more time to prepare for the next Angel Wand cast. Spawns a smaller wolf once in a
while that helps tank a little bit but it's not that great. Lacks damage bonuses too, so doesn't deal a lot of
damage compared to more popular sets.
Bastion: Sturdy tank with a lot of control but does near 0 damage. Paladin does near 0 damage too but Paladin
gives an important buff, Bastion does not.
Inventor: Has the potential to be amazing, but this requires having fewer mages than the opponent. You're
essentially cutting off your own 2 legs to cut off 1 leg of the enemy in the current meta.
NEW LINK :
The new version of this sheet is available! BUT NOT IN THIS SHEET!
The new link to the updated guide will be the following: https://docs.google.com/spreadsheets/d/1eWZla6b-kYxCUIv6
do I choose my sets?
6x100 7x100
2. Paladin 2. Paladin
Mage*/Incinerator Mage*/Incinerator
3. Darkula 3. Darkula
4. Annihilator 4. Annihilator
5. Oracle 5. Oracle
6. Legionnaire 6. Legionnaire
7. Necromancer
8x100
1. Incinerator/Paladin Mage*
2. Paladin
Mage*/Incinerator
3. Darkula
4. Annihilator
5. Oracle
6. Necromancer I don't have time to update the entire guide right now, but don't build Necro for now.
7. Legionnaire
Weapon Soul:
Armor:
Armor Soul:
Ring:
Necklace:
Annihilator
Weapon:
Weapon Soul:
Armor:
Armor Soul:
Ring:
Necklace:
Shadow
Weapon:
Weapon Soul:
Armor:
Armor Soul:
Ring:
Necklace:
Mage
Incinerator
Weapon:
Weapon Soul:
Armor:
Armor Soul:
Ring:
Necklace:
Necromancer
Weapon:
Weapon Soul:
Armor:
Armor Soul:
Ring:
Necklace:
Illusionist
Weapon:
Weapon Soul:
Armor:
Armor Soul:
Ring:
Necklace:
Weapon Soul:
Armor:
Armor Soul:
Ring:
Necklace:
o exceptions. Dodge too, generally they don't occupy the same items so you can use both
choice between further tankiness (armor/magic armor gems) or spellpower/damage gems.
not use them.
1. Ice mace 2. Decrease Armor mace 3. Alien mace (If a mace has 0 dodge, skip
it, go to the next in the list)
1. Alien 2. Wolf 3. Healing armor. 4. Sea tank is also an option but preferably use
Sea Tank armor on Annihilator instead.
1. Health increase soul (yes, that's your only option at the moment)
1. Sea armor 2. Angel armor 3. Dino armor 4. Turtle armor (archer armor)
1. Selfres 2. Healing
1. Res soul
1. Stasis
1. Stasis
Weapon:
Weapon Soul:
Armor:
Armor Soul:
Ring:
Necklace:
Storm
Weapon:
Weapon Soul:
Armor:
Armor Soul:
Ring:
Necklace:
Oracle
Weapon:
Weapon Soul:
Armor:
Armor Soul:
Ring:
Necklace:
Paladin Mage
Weapon:
Weapon Soul:
Armor:
Armor Soul:
Ring:
Necklace:
Darkula
Weapon:
Weapon Soul:
Armor:
Armor Soul:
Ring:
Necklace:
Ranger
Weapon:
Weapon Soul:
Armor:
Armor Soul:
Ring:
Necklace:
1. Damage increase spear 2. Sea Spear 3. Dino Spear 4. Damage increase on
any resurrection spear
1. Sea armor 2. Alien armor 3. Angel armor 4. Dino armor (archer armor)
1. Alien ring 2. Sea ring 3. Mighty ring 4. as many crit/damage slots as possible.
5. If chosen a dodge soul, as many crit/dodge slots as possible.
1. Alien necklace 2. Sea necklace 3. As many health slots as possible.
1. Angel armor. 2. Sea armor 3. Alien armor 4. Dino armor (archer armor)
1. Stasis
As many dodge slots as possible, no event ring needed
Note: Paladin mage is very versatile, tons of options. If you have Dino
Wand/Angel Wand/Alien
1. Angel Wand Scepter/Sea
2. Sea Wand 3. InstakillWand
4. resat level 85 or lower, use those first
1. Health increase
1. Stasis
1. Dino Bow. 2. Eagle bow 3. Angel bow 4. Wait for future event bows