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kthx
08-04-2008, 10:57 PM
Well, I have written a couple of small guides before, but I didn't put anything together for the last two expansions. However, this is a mighty big expansion, and I feel that I could really put together something useful. Just looking at how full the rooms are goes to show me that there will be a lot more tads looking for a good starting point in the coming weeks ;)

... and not to mention, I'm forever getting tells and messages asking me if I'll update :P

Oh, and before I begin - shameless plug. If you're into FS, you should consider joining the Frogstomp guild. We're open to all - you don't need to strictly play FS, although the majority do play FS as their main faction.


Firstly, I'd like to go through the runes available to our faction, with a brief writeup about each. From there I'd like to explore deck building and champion builds briefly. Be warned that whilst I'll try and give a complete picture of the variety within the faction, I do have my bias - as a rule, for example, I think Leap 3 is a poor upgrade, but I'll explain that later on.


So, without further ado...



Champions:
----------

I will divide these into different categories. Tier 1, Tier 2, and Tier 3. Tier 1 are the very best choices, Tier 2 are very playable choices and Tier 3 are playable, but purely optional. I won't list runes like Forglar Jellyfish that are just garbage, or runes that only fit into for-fun decks.


Tier 1:
-------


Boghopper Spitter

Another staple. His only downside is he cannot hit shrines/relics/FW units. Still, he's a house - combined with the Tidemaster, he represents our best ranged module. Ultimately, there are a few good builds - I prefer 9 speed, Poison 2 and either +6 or +8 hp for 67 or 69 nora, but it is equally viable to run at 11 speed with either +4 or +6 hp for 74 or 75 nora.



Firk Sensorate

Simply a house. High damage, high hp, low cost. 69 nora for 11 speed, amphibious and some hp (or 67 without amphib and 2 more hp). Made of pure win and gold. Stay away from Stun, it is just too expensive (although can be useful on 9 speeders in a 10/10 with FW due to mobi). If you're interested in running stun, try 79 nora, 11 speed, +6 hp, Stun.



Marsh Raptor

Much better than I first thought - 54 nora for 10 speed, 44 hp, rend 3. Pretty hard hitting. Definitely include one, and possibly two. After sensorate, our best melee option.



Kartch, Finlord

Absolute gold. Probably our most flexible unit in terms of upgrades - in general you can't go wrong, so long as he gets 11 speed and stays under 108 nora. Play around and find what fits - can be worthwhile to add ranks to Poison, or Regen, or even some extra base damage. Some people go for leap, and on Kartch, that isn't a bad upgrade either - personally, I skip Leap and play with the other stuff.



Screaming Leviathan

High hp, decent range, good attacking type, reasonable damage. Combined with Boghopper Elite's BM3, he's a very good, very viable ranged unit - although he's quite good without it. 69 nora for 10 speed, either +1 damage and +2 hp or +3 hp for 68 nora. You could increase damage, hp or speed and his cost will remain good. Now that FW is so popular, he's a better option than the standard boghopper ranged module.



Tier 2:
-------


Boghopper Shaman

This guy is simply an excellent healer. In my view there is little flexibility with builds - 9 speed, +6 hp; then both heals at either level 3, or heal mass 3/heal champ 2. Roughly 78 nora, depending on which heals you go for. Never worth getting Leap, and generally not worth getting Invigorate, unless you have a particular strategy in mind.



Boghopper Tad

49 nora, 10 speed, +6 hp, Semi-Aquatic, Leap 3. Alternatively, 58 nora with 12 speed. He's a great little font contester, and would fit nicely into normal bgs if you can find the room. BkWiz runs his tad with extra hp (and +1 dam, in his case); an extra 6 hp will bring you to 64 nora and is probably worth it. You could add extra hp to the 10 speed version as well; again, another 6 hp will set you back 6 nora, so you'll be at 55.



Glowing Slider

A great healer. You can get either level of transfer life, up to you ; slap on some hp and the vulnerabilities and bump its cost to an X4 or X9 cost (explained later) and good to go.



Firk Diplomat

Simply an excellent unit - he opens up some sneaky strats and provides good melee muscle. Again, he's got some flexibility in builds - as a general rule you'll want to avoid Multi Attack, although there is some scope for damage upgrades (however, I don't touch his damage). You really need to ask yourself: Do I want him to fight, or do I want him to Truce/Majestic? I opt for 9 speed, although again you can give him 11; some extra hp is nice too. Mine runs at 74 nora, but anything up to low 80's is probably ok.



Pirahnid

Could be Tier 1, remains to be seen. 74 nora for 10 speed, +hp. Absolute house.


Tier 3:
-------

Due to popular demand, I'll be adding builds for these guys - I do have most of these guys CP'd so I can put down what I'd use.


Boghopper Bull

This guy is a very cheap melee option. Just adding 9 speed takes him to 69 nora, and adding 6 hp brings him to 72. You can add 2 more speed for 81 cost; leap is 7 more. 9 speed, +6 hp, Leap 3 is 79 nora, adding 11 speed makes him 88 nora. Pretty costly, but an option, nonetheless. I'd avoid pummel; its very expensive.



Boghopper Elite

When I said Kartch was our most flexible unit... I lied. This guy is. He can do lots and lots of different things, although, in my opinion, none of them particularly well. Still, he can be tweaked to fit almost any role in your BG, so he definitely has his uses. His biggest problem is his cost vs longevity - he's easily dispatched, but can cost as much as 100 nora. Realistically, you can go a number of ways with him, and I'll mention it all briefly.

1 - Fighter. Generally going to run either 11 speed or 9 speed, without any abilities. This is a very poor build due to having better melee options - the piranhid, mandrake, sensorate and others are just simply better.

2 - Battlemaster. My favourite. 84 nora buys you 9 speed, +2 hp, and BM3. Very useful and a great counter to SL's high defense. You're going to end up with an extra cooldown to get those last 4 cheap HPs, sadly.

3 - Init unit. Personally, I don't really like init in FS; but many do. In general, I favour a couple of builds, namely 10 speed, Riposte OR Init 2, +hp for 94 nora. However, if you want, you can give it 11 speed instead of init 2 or some other combination around that. Keep in mind though, adding init 1 to an 11 speed melee unit doesn't really make it good at anything: it isn't a great fighter, and nor is it a real initiative threat.



Electric Eel

49 nora, Semi-Aquatic, +6 hp, 10 speed. The poor eel - a mere shadow of his former glory. Still, he's cheap, and on some maps, capable of churning out some decent damage. His chain lightning is a ghetto-ranged attack that can get around Righteous Deflection and Demon Shield.

To get the most out of his Chain Lightning ability, you could try base 12 speed. Like the tad, it could be worth adding some extra hp - 12 speed, +12 hp from base will bring him to 64 nora.


Firk Psy-Sentry

I don't have one CP'd, but I understand it to cost about 78 for max detection, 9 speed and +6 hp. He's an option for detection, and not a *terrible* fighter. If you need detection, he's an option; better than the Salaman Sentry unless you're bringing expensive equips.



Fire Salaman

This guy is one of the most underrated champs in the entire game. He's got a good attacking type and a very relevant immunity (fire) and Flamestrike is just a brutal skill. 9 speed, Flamestrike 3, +6 hp brings him to 78 nora; a little costly, sure, but not bad.



Firk Spellblaster

A very poor version of the mandrake; this guy is *great* in the Trials, but sucks in multiplayer or the other campaigns. 79 nora buys you spellswallower, 9 speed and some hp - the reckless blast can be upgraded, but its not particularly great: if you're running it in the trials, don't bother, otherwise, it is ok to upgrade it for a ghetto-ranged option. Strictly worse than the mandrake, but easier to level up.



Frenzied Piranhid

The Rich Man's Piranhid. This guy is worse than the uncommon in every respect. I'd go for 69 nora, rend and some hp. You can go nuts on the cost and slap life siphons and all sorts on him; but he's just not that good and not worth investing large amounts of nora on.



Giant Crustacean

Could have been so good - I was really looking forward to this guy coming out; high defense, phys res, block, good hp... sadly, a 2x2 and a little expensive. 82 nora for 9 speed, phys res 3 and some hp. Stil, very tough and a good tank - strictly worse than the hippo rider.



Hippo Rider

Massive hp and low cost; 9 speed for 64 nora. Only worthwhile upgrade is hp. Relevant race - this guy doesn't see enough play.



kthx.

kthx
08-04-2008, 10:58 PM
Mandrake

A very solid, cheap beater. Competes well with the Sensorate - she can run below 60 nora and has some pretty nice stats. High defense, great attacking type, magic eater, spellswallower. Mine runs 58 nora (post-PtC) ; grab Fire Vuln and semi-aquatic to lower the cost. Alternatively, you could run without Semi-Aquatic, but at that point, she'll be pushing 70 nora in which case you'll be better off going for a sensorate or piranhid.



Marsh Troll

Again, not cp'd; I understand high 70s cost for 9 speed and some hp. A good 1x1 tank that could see some play. A good alternative to other melee options; strictly better than Bull if you're lacking cheap melee.



Mirevixen

49 nora; some hp, Invig 2 and First Aid 3. Great little support unit, especially in tandem with a slider or voodoo. I wish I had more space in my bg - this one might be hard to use, but is one of my favourite units. Shame Aquatic is such a penalty.



Muck Dragon

Surprisingly good. 9 speed and +4 hp is only 69 nora. Only 9 nora nora to get to 11 speed; so 79 buys you +6 hp and 11 speed. Highly underrated.



Salaman Sentry

A detection option, but supplanted by the symbiote. Still, combos nicely with octopi helm. 9 speed, some hp and detection two is only 69 nora. 11 speed, +6 hp, max detection runs at 79 nora.



Slipworm

I've always liked this guy; but since his "change" he's a little expensive for what he does. Still, there are two good ways of running him (IMHO); one as a harrasser, and one as a constrictor.

For a harrasser... 59 nora for just 9 speed, but I'd probably slap some hp on him too - 64 nora for +8 hp.

For a constrictor... 11 speed, constrict, +6 hp brings you to 81 nora. Pretty expensive - might be worth dropping 4 hp for only 79, but even that is pretty costly. I'd be tempted to add another rank of damaging aura instead and put him at 83. Don't really recommend this build.



Swamp Wurm

Another highly underrated rune, 78 nora buys you 11 speed, poison and +6 hp - along with constrict, he's quite capable of bringing some serious melee pain. Only 69 nora for the same with 9 speed.



Tide Master

Oh how the mighty have fallen :P - the poor Tide took a hard hit this last patch with the changes to Amp. Sadly, the tide's real value was taken away - 25% amp was key to the tide/spitter module (giving an 8 base spitter 10 damage and buffing DoTs). Now with only +10% amp, the Tide provides no bonus to spitters at base, nor DoTs. Epic fail!

But, he does have good range, a good attacking type and some decent abilities. My personal favourite build is 84 nora, 9 speed, +6 hp, +2 damage. Means he deploys starting at a very respectable 10 damage. The only real alternative I could suggest is the same, but without the damage to save some nora.



Toxic Anuran

Avoid.



Voodoo Shamfie

This guy gets better depending on how many semi-aquatics you're running and combo's very well with the Aquatic Talisman. Either 9 or 11 speed and some hp. Done.

For spells, relics and equips, I'll only talk about the good stuff.


Spells:
-------

Backfire
Bog Trap
Corrode
Drown
Feeding Frenzy
Marsh Song
Monsoon
Nora Drain
Soak the Earth

All great stuff; Feeding Frenzy's nerf will impact on its use a lot - personally, I'm wondering if it is worth including anymore. As for the other runes, it is personal taste - backfire works best in multiples, and corrode is only really useful in one matchup, so you need to weigh up how badly UD maul you before you include it.

I've also just added Soak the Earth to this list: Soak/Monsoon is a great water generation module in combination with a pair of fish or a drown (or both). Soak keeps up with the insta-kills nicely and costs very little. The water also hangs around a little while, which can be handy for the semi-aquatics. If you do play with Soak, don't use it just for water, unless it'll get you a font or something - its a pretty expensive spell for just water.


Relics:
-------

Poison Trap
Sacred Temple
Spirit Altar
Rejuvenation Fountain


Trap is gold; as good as bog trap really and opens up some pretty tricky manourves.

I can't really rate the Banner highly enough - if you're serious about playing FS, it is definitely worthwhile getting the banner.

I've also just added the Rejuvenation Fountain. This guy is great with the semis; it can contest fonts, counters fester, boosts semis and can be used to drown enemy units. Outside of a semi-aquatic deck, I'd avoid it though. It is a good alternative to the temple for "cleanse"; the high healing and ap generation counteracts many nasty effects (but not stuns and the like).


Equips:
-------

Aquatic Talisman
Dreadeye Symbiote
Octopi Helm
Turtle Shell

Our equips have some serious combo potential - AT on Shamfie, Octopi Helm and Sentry and Turtle Shell on anything with Constrict. All very nice. The Dreadeye is another great equip; detection and high damage for pretty low cost.



Deck Building 101:
------------------

As far as deck design and champ construction goes, I like to take a fairly minimalist approach.

As a general rule, I like to go for 12 champions/8 non-champion mix, one of which is always the Warbanner.

I also generally like 2x Backfire (but never in the campaign). As far as champs go, I like to include 2 sources of healing; usually 1 shaman and 1 slider (sometimes you might be better going for 2 shamans).

Alternative to a Backfire-based spell module, you can run instakill-heavy. 2x Feeding Frenzy, Drown, Soak the Earth, Monsoon and a Rejuvenation Fountain is a great supporting spell-base for a semi-aquatic heavy deck. You end up with a *lot* of water generation, and good spot removal.

The rest should be a good solid mix of range and melee; I like to include 1-2x Spitters, 2x Screaming Leviathan and Kartch for a ranged module. Personally, I build with losing to FW in mind - it is very difficult to beat FW if you're running at least 2 runes that are worthless, but you'll find that you can still win enough games due to maps and draws. Still, you might not like to run too heavy on Spitters, but do play with both.

Nowdays, you're likely to run quite a few semi-aquatics, so you'll want to consider running some water. Contrary to popular mythology, you don't strictly *need* to include water generation to run semi-aquatics, although it does help.


Building on the Cheap:
----------------------

Added by popular demand!


After the most recent patch, FS decks just got a *whole* lot cheaper, as tides have dropped in usefulness dramatically.

So, if you can't afford all the Tier 1 runes to build the optimum FS bg, have no fear - FS can work quite well with cheaper options. Personally, I managed to break the top 1000 with just the FS starter. It can be done, although your BG will be better with the banner, for example.


Don't have Warbanner?
---------------------

If you don't have the warbanner, it is going to be worth adding some extra HP to your guys. One of the biggest weaknesses of FS is our low HP on many of our guys. On units with sub-50 hp, slap on some extra hp to bring it to the next cost bracket - between 2 and 6 extra hp. This might seem inefficient, but HP upgrades (until they get to +3) are costed very aggressively and are generally worthwhile.


I can't afford the exos!
------------------------

If you can't afford the Firk Diplomat, Drown, or Kartch, have no fear. Include what you can, where you can. We have decent replacements for all these runes.

No Kartch!:

Kartch is great, but if you can't run him, you'll want an extra ranged unit. If you've already got 2x Levis and 2x Spitters, you could try a Fire Salaman.


No Drown:

Either go for a backfire-based spell module, or run an extra Feeding Frenzy in replacement.


Replacing the Firk Diplomat:

This guy is great because he's a tank. Majestic hoses melee damage well; in replacement, you could try a Hippo, Shamfie, Marsh Troll or Crustacean - all are adequate tanks.


I can't afford Sensorates or Elites!
------------------------------------

Have no fear! These guys too, can be replaced. I've already noted that the Elite isn't necessary at all, but it is true that the Sensorate is a mighty fighter. Still, we have many good melee options - the Piranhid is obviously the premier choice; its an uncommon and just a great fighter.

However, we've got some other good options too; the Swamp Wurm, Electric Eel, Muck Dragon and Marsh Troll are all good choices - the Eel and Swamp Wurm in particular. If you don't have 2 Sensorates and 2 Elites, a pair of Swamp Wurms and Piranhids will do almost as well.



Champion builds:
----------------


The rule of X4 and X9:
----------------------

As a general rule, you should try and get your champion costs as close as possible to costing X4 or X9 - for example 74 is better than costing 75, and 89 is better than 91. This is because of the way cooldowns are calculated; 89 cools down one turn faster than 90 (cost/5 = turns cooling down).

On the other hand, you will regain 1 extra nora for those costs that end in a 0 as against the ones that end in the 9 before it; so still something to think about.



Multiattack:
------------

As a general rule, never upgrade this skill. Multi 1 makes your first attack cost 2ap, and that is the same benefit as multi 2 or 3; much of the time you will only get one attack anyway, so you're paying nora for nothing.



DoT Upgrades:
-------------

In general, DoT (rend, poison, etc) are very cost-efficient upgrades. You get a lot of bang for your buck. This is especially true for rend, which is very "aggressively costed".





kthx.

kthx
08-04-2008, 10:59 PM
Leap:
-----

Here's where I differ from many Forglar
players - I don't believe that Leap is worth upgrading. There some exceptions, naturally, and I'll quickly mention them first: anything that starts with leap 2 or any rune that you don't want to fight, just move (like the tad), can benefit from leap.

Let me explain why I don't believe Leap is valuable.

Firstly - Cost. Leap 3 costs a total of 9 nora. This represents a pretty sizeable increase in cost - given that the spitter starts with leap 1, adding two extra levels of Leap is about a 10-15% cost increase (without running the numbers). That is a serious amount.

Secondly - Effect. What does leap actually do? 1 extra ap per turn only for movement. It also allows you to ignore terrain. However, it costs as much as +2 speed, which is 1 extra ap a turn, used for anything and a higher storage limit.

Moreover, in many cases, you're not going to use leap at all - anytime you *dont* need to move, you're paying for nothing. On any map without lots of terrain effects, you lose some of its benefit.

I know many people out there are super excited by moving four spaces and attacking twice... but really, you need to ask yourself, is it really that much better than moving 3 and attacking twice? Or 2? No.



Nine or Eleven Speed? What about Semi-Aquatics?
-----------------------------------------------

This is a question without a correct answer.

Firstly, I'll say, in general, 9 or 11 speeds are the way to go. There are exceptions, of course; Initiative units can benefit from even speeds (due to rounding), as can semi-aquatics. Some units also don't need extra speed, because they don't really move: KF's Lifegiver, or our Glowing Slider for example.

Nine speed is more efficient, no doubt; but it is easier to play with 11 speed units. Really, you need to play with whatever you're most comfortable with - if you can't handle 9s, don't play them. Play 11s.

However, people make far too much of the difference between 9 and 11 speed units. Much of the time, the 9 speed unit fights almost as well as the 11 speeder, but at 10% less cost. The three biggest criticisms of 9 speed units:

1 - Too slow!
This is only true to a point; on many maps, 9 speed is enough to get the first font at the same time as an 11 speeder anyway. Also, having 9 speed often allows you to make up for a slower start by getting more meat on the board early - if they rush you and rush into numbers, they lose. Finally, if your opponent starts with first turn init, on many maps that is gg no matter if your guys are 9s or 11s.


2 - Can't shoot twice
This seems to me a silly claim - 11 speeders don't shoot twice off base either; they need to save AP too. Seems odd to suggest that one can save ap and the other can't. It is true that you need to pay more attention to your position and AP management, simply because you have less, but firing twice is something that relies on your opponent as much as yourself.

3 - If engaged, can't really get away
This is usually raised in regard to the spitter; if engaged the spitter can no longer back up and shoot its attacker. However, saving 1 ap against 1x1s and nothing against 2x2s solves this problem.

In general, you'll want something of a mix - many melee units just work better with 11 speed: I do run my sensorates at 11, for example. Ranged units however, just don't need it, in my view; their range allows them to make up for the lesser AP generation, and massed ranged units early-game just wins.

However, for Semi-Aquatics a different rule applies.

Because these guys can't count on their speed bonus/penalty, it isn't worth giving them 9 or 11 speed - half the time they'll be sitting on an even speed.

So, for Semi-Aquatics, you'll want them at 10 speed; that way half the time they're at 9 and half they're at 11... except away from water on ice :(. But then they're no worse than everyone else. There is one exception in particular, perhaps two; the tad can work nicely at 12 speed (for a 13 speed starting rush) as can the screaming leviathan (sometimes!).


In the future, I'd like to add some strats for the campaigns, specific matchups and specific maps. For now this is a good start. Hope you enjoy. Again, if you like the guide and you play FS, join Frogstomp!


kthx.

bobzie
08-04-2008, 11:20 PM
bump and i protest for this to be sticky , so in the near future it can be updated and people wont keep asking champ builds...


greens?

Rooben
08-05-2008, 12:48 AM
Nice one getting this up!

qno2
08-05-2008, 12:17 PM
i realy liked this apart from the bit about the frenzied phiranid thats 1 of the most coolest units we have also they work great in semi-aquatic bgs if u get them sirge-aquatic!

prsasuke
08-05-2008, 01:38 PM
bump and i protest for this to be sticky , so in the near future it can be updated and people wont keep asking champ builds...


greens?

yea were do i sign ?

bobzie
08-05-2008, 01:43 PM
yea were do i sign ?

just PM greens XD

and bumpage...

KingSwampy
08-05-2008, 02:57 PM
Yay you finally posted your guide :D

That shall help theh young tads (new FS players) alot!

kthx
08-05-2008, 03:09 PM
Aye, got my forum access yesterday :)

kthx.

sinwind
08-05-2008, 03:19 PM
You need to start playing again K. All these FS trendwhores like ryvirath are posers!

KingSwampy
08-05-2008, 04:14 PM
Check out the new guide i made! Kthx, you inspired me to write a 10,500+ letter guide :) Took me only 2-3 hours.

TheScathed
08-06-2008, 12:29 AM
As I slowly dived into the world of FS (I use it with FW)...

This guide helped out a lot, teaching me how to make a deck with the... scarce resources I have.

I'm especially impressed with the section about using cheaper alternatives. I have to say Marsh troll is awesome (especially since it's practically immune to my own Festering Wounds)

Great job with this one. Too bad guides for other factions are too focused on the mainstream champs... Or does FS really just have fewer shoebox runes overall?

Anyway, great job and thanks.

barcibus
08-06-2008, 02:24 PM
Thanks for the guide; very helpful work, as usual.
If you were to build a FS to compete vs FW, what would you include and why?
Also, why does the Octopi Helm combo well with the Salamander Sentry?

Rooben
08-07-2008, 04:27 AM
Thanks for the guide; very helpful work, as usual.
If you were to build a FS to compete vs FW, what would you include and why?
Also, why does the Octopi Helm combo well with the Salamander Sentry?

I guess if you wanted to run a BG that was specifically anti-FW (but not THAT great against other factions) you could use Salaman - most of them can upgrade to Immunity: Disease (a prominant FW deck) and Immunity: Fire (a few Fire decks are being batted about). Plus some specific runes like Soak the Earth to lay over those pesky FW relics! Alternatively you could just rely more on all those Semi-Aquatics that seem to have a a bit more success against FW BGs in general...perhaps consider the cleansing properties of Sacred Temple as well (although it is pretty naff :/)

From the get go though - you have to remember that we are at a distinct disadvantage against FW - it's one of the worst match ups in the game imo!

The Sentry and Helm work well together because of the Sentry's 'RECYCLE' ability which returns the Octopi Helm to your dock and REFUNDS the Nora cost of the Helm which means you can use the Blind ability more often and also get some Nora back in the process.

Hope that helps :D

kthx
08-07-2008, 05:23 AM
Rooben's summed up most of what I'd have to say, but I'll also throw in a couple of things.

1 - Rejuvenation Fountain is probably better than Sacred Temple against FW: it counters Fester just as well, but adds in a couple of extra features (water for semis, extra AP)

2 - We're getting a couple of nice little additions in the expansion that will really help out with the FW matchup. Can't say more here, but you'll see in a few weeks, I think.

kthx.

TheScathed
08-07-2008, 06:11 AM
Actually, you'd be surprised. Disease is getting inefficient nowadays. Unless you're counting the new experimental Zombie Wall decks.

Rooben
08-07-2008, 07:40 AM
2 - We're getting a couple of nice little additions in the expansion that will really help out with the FW matchup. Can't say more here, but you'll see in a few weeks, I think.

kthx.

Yes I personally use the Rejuvenating Fountain nowadays after kthx showed me how useful it was during a mirror match on the SL map (just for tips) a couple of months ago - frankly it's *almost* an auto include for me in my decks now - spot water creation, 2 extra AP, +5 HP a turn and the chance to use it as a grid square block to great effect occasionally : )

kthx don't be a git :P Just a hint or something - a PM...SOMETHING!!!

barcibus
08-08-2008, 03:54 PM
Actually, you'd be surprised. Disease is getting inefficient nowadays. Unless you're counting the new experimental Zombie Wall decks.

Actually Disease is only one of the things they can use. Their ranged attacks + heal prevention + damage buffing (I was fighting a lich king with 49 damage yesterday) are the real problem. You just can't get to their units when they can hit you from much farther away and 1 or 2 shot your units.

kthx
08-08-2008, 05:06 PM
That massive LK is easily enough dispatched - hit it once and fish it.

kthx.

BkWiz
08-08-2008, 05:22 PM
That massive LK is easily enough dispatched - hit it once and fish it.

kthx.

Pity a Lich King cools down faster than Fish. =/

TheScathed
08-08-2008, 07:34 PM
Pity a Lich King cools down faster than Fish. =/

The fish will cool down before the LK can get back to 49 damage, though.

barcibus
08-09-2008, 08:37 PM
I was going to try and play with the idea of just losing to FW, but so far 4/5ths of the games I've played are vs FW (a couple were 10/10 with FW). Boy do I hate that faction.

barcibus
08-10-2008, 12:30 PM
kthx you mentioned running the Mandrake as Semi-Aquatic to reduce nora cost... however I only see an upgrade to Aquatic. Was she nerfed?

EDIT: Nevermind I just saw the upgrade path >_<

skuzzel
09-06-2008, 12:38 AM
bumped because of new players asking for info on the swamp.

kthx
09-06-2008, 06:08 AM
I think this guide is due for an update. I'll have to add info on the new runes and update some entries.

Kwonne
09-06-2008, 06:57 AM
Just wanted to say that this guide has helped me alot as a new Frog-player. :)

Much appreciated kthx!

I put my Firk Botanists at around 14-15 damage. :)

Totolas
09-06-2008, 10:42 AM
Man i'm sad... i remember in DoW exp. kthx was all about the Electric Eels, and taught me how good they were the hard way... too bad, that now that i'm back, to see they're no quite tha good... = (

krazyd
09-08-2008, 08:36 PM
bumped for those asking for advice...


a lot in here.

skuzzel
09-10-2008, 10:16 AM
stickied, nice job kythx.

looking forward to the update.

skuzzel
10-09-2008, 02:33 AM
okay man, its time to update...

grjsk
12-26-2008, 03:46 AM
update?:)

letters

skuzzel
01-03-2009, 12:47 AM
heh, he doesn't play FS anymore....

}:

NightB1ade
01-03-2009, 02:48 PM
We are abanddoned =( we need a new "Kthx"

yago1end
01-03-2009, 03:19 PM
Diaboliz3r plays fs.

fireball94
01-03-2009, 06:52 PM
O.o I didn't know this many FS forum-goers existed!

demonmarch
01-03-2009, 07:36 PM
this thread is full of sex and win

skuzzel
01-03-2009, 09:55 PM
this thread is full of sex and win

agreed

ten

jarzium
01-07-2009, 06:26 AM
hey guys!

i'm new here. initially chosen to play KF, but stumbled among FS and realised that poison is a good theme to based a deck on.

My current deck:

Almsgiver
Boghopper Elite
Boghopper Shaman
2 Boghopper Splitter
2 Darkmarsh Defiler
2 Dreadwing
Firk Inflitrator
Kartch
Mandrake
Poison Elemental
Sludge Wurm
Tidemaster

Backfire
Blessings of the River

Rejuvenating Fountain

Aquatic Talisman
Poison

-

considering getting another Tide Master and removing Rejuventating Fountain. any feedback? thanks!

xsoul5x
02-02-2009, 06:16 PM
What is ur input on Toxic Anuran?

skuzzel
02-02-2009, 07:27 PM
Toxic Anuran

Avoid.

.......................

xsoul5x
02-02-2009, 07:38 PM
buy why? needs some input.

skuzzel
02-03-2009, 12:17 AM
buy why? needs some input.

Because he was buffed recently, before the buff (when the guide was written, and kthx played FS) toxic was the suck.

He's a playable rune now that he's been buffed. He's not the top of our rune pool, but you can play him if you like him. I doubt he will lose you any games.

qno2
02-21-2009, 04:33 AM
this guide is going to become obsolite with the new 30 rune dock and i know that kthx dos'nt play FS anymore.

orthapox
02-28-2009, 10:18 AM
this guide is going to become obsolite with the new 30 rune dock and i know that kthx dos'nt play FS anymore.

He still does... I've seen him around playing it still...

qno2
04-24-2009, 09:39 AM
He still does... I've seen him around playing it still...

it still is obsolite

BkWiz
05-26-2009, 12:06 PM
Sadly, the guide is pretty much obsolete unless kthx comes back to update it.

A lot of the former leaders of the FS community are gone atm, but that doesn't mean others can't take up that place. :)

Get to work! :P

DaGhost
05-26-2009, 01:27 PM
Sadly, the guide is pretty much obsolete unless kthx comes back to update it.

A lot of the former leaders of the FS community are gone atm, but that doesn't mean others can't take up that place. :)

Get to work! :P

I am starting one Wiz, why not add to it

qno2
06-24-2009, 09:56 AM
I am starting one Wiz, why not add to it

because u get alot of anger from other fs players saying stuff like dervish is brill (not that i agree beacause personaly i think its not that good) and u have it at a medeocer level rated thingy

DaGhost
06-24-2009, 11:37 AM
because u get alot of anger from other fs players saying stuff like dervish is brill (not that i agree beacause personaly i think its not that good) and u have it at a medeocer level rated thingy

And you have done? And they have done? Honestly you can say whatever you want about what you think is good or bad but you guys aren't putting in the work. I have a decent rank when i am playing and tend to hover in that area so i think i have good enough sense on these things.

Stay tight lipped and we will remain one of the worst communities in the game.

krazyd
06-24-2009, 11:45 AM
because u get alot of anger from other fs players saying stuff like dervish is brill (not that i agree beacause personaly i think its not that good) and u have it at a medeocer level rated thingy


THE DERVISH IS THE BOMB.

true-letters.

skuzzel
06-24-2009, 12:40 PM
And you have done? And they have done? Honestly you can say whatever you want about what you think is good or bad but you guys aren't putting in the work. I have a decent rank when i am playing and tend to hover in that area so i think i have good enough sense on these things.

Stay tight lipped and we will remain one of the worst communities in the game.

I disagree with that, lack of activity isn't congruent with being a bad community, we are actually one of the best.

GoldWoolf
06-25-2009, 06:40 PM
maybe an update here would be nice ? :P

saad1
06-25-2009, 06:43 PM
maybe an update here would be nice ? :P

i agree... anurans are goood :P

skuzzel
06-25-2009, 07:18 PM
maybe an update here would be nice ? :P

umm, daghost made a thread about FS units.

Kthx actually doesn't play FF FS much anymore.

Slayer697
06-27-2009, 01:54 PM
maybe an update here would be nice ? :P

umm, daghost made a thread about FS units.

Kthx actually doesn't play FF FS much anymore.

DaGhost has made a thread and so has someone else. I was working on a guide, but life has me a little too busy to finish it right now. I still hope to make one but can't commit to an ETA, I've got a lot of projects on my plate and not enough time.

BkWiz
08-07-2009, 05:18 PM
I am going to go ahead and unsticky this thread within the week. If you would like to write a new guide or have an updated current one, please message me and link me the thread.