Rage of Bahamut eBook

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Transcript of Rage of Bahamut eBook

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Rage of Bahamut: The Essential Guide

Publication date February 2013

Co-Author: Jack Kieffer, Founder Cool Gizmo Toys

http://www.coolgizmotoys.com

Co-Author: Lucarda, Founder Misfit Gamers and Rage of Bahamut Guide (dot) Blogspot

http://www.misfitgamers.com and http://rageofbahamutguide.blogspot.com

Published by: Cool Gizmo Toys and Misfit Gamers

Version 1.0 ©Copyright 2013

All rights reserved

No part of this publication may be reproduced, stored or transmitted in any form or by any means, electronic, mechanical or otherwise, without prior written consent from the publisher, except for the inclusion of brief quotations in a review. You may store the pdf on your computer and backups. You may print one copy of this book for your own personal use.

Disclaimer: The information contained in this book is based on the authors’ experience, knowledge and opinions. The authors will not be held liable for the use or misuse of the information in this book. Rage of Bahamut: The Essential Guide is not affiliated with any game producer or publisher. This product is not an official guide. The copyright to Rage of Bahamut belongs to © DeNA and © (C)Cygames, inc.

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Table of Contents

Credits and Copyright_______ 2

A word from Jack & Lucarda_ 4

Ch 1: Choosing a realm_____ 5

Ch 2: Items______________ 10

Ch 3: Distributing attribute points______________ 12

Ch 4: Enhancement and evolution___________ 17

Ch 5: 4-6 vs. 4-7__________ 22

Ch 6: Lingo of R.O.B._______ 27

Ch 7: Battles & Quests____ 29

Ch 8: Orders_____________ 31

 

Ch 9: Card values________ 34

Ch 10: Trading___________ 37

Ch 11: Building your deck___ 39

Ch 12: Noteworthy cards___45

Ch 13: How to generate Holy Powder__________ 47

Ch 14: Maximizing card skill combinations______ 53

Ch 15: Best defense decks_ 58

Ch 16: Best offense decks__ 67

Ch 17: Best balanced decks 76

Ch 18: Events___________ 79

Ch 19: Holy Wars: Ranking_ 82

Ch 20: Holy Wars: Skills____ 84

Ch 21: Holy Wars: Tips for leaders___________ 88

Ch 22: Holy Wars: Prep is key______________ 94

Ch 23: Holy Wars: My strategy_______ 96

Ch 24: Building a strong order____________ 98

Ch 25: Miscellaneous tips _104

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A Word from Jack and Lucarda

If you bought this eBook, it’s likely that you are one of two things.

You are either new to R.O.B. or…

You are tired of relying on paid card packs and uninterested Order

members to help you build your deck.

In this guide, we’ll go through all of the most important basics in Rage of Bahamut, such as choosing a realm,

moving up the ladder of card rarities, and succeeding in events, but we’ll also give you special tips that will put

you above the rest.

You’ll learn how to generate HP so that you can buy that SR card that you’ve always wanted.

You’ll learn how to build a top Order from scratch, assign and use the different Holy Wars positions correctly,

and much more.

We’ll outline the best decks in the game for each of the realms at each of the different player levels, so that the

information can help everyone from a strong player to a first-timer.

Are you ready to stop being pushed around and to start being one of the high rankers that you have always

envied? All right. Let’s get started.

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Chapter 1 – Choosing a realm

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Chapter 1 Choosing A Realm

Choosing a Realm is the first major decision that a player has to make in Rage of Bahamut, and it is a decision

that holds a lot of long-term weight. Because of this, it can be a very difficult choice to make.

Players are given vague descriptions of the realms, which are less than helpful, and are not provided a list of the

advantages or disadvantages of any of the three realms (God, Demon, and Man).

From a power standpoint, no realm is better than any of the others until later in the game, but it is important to

make sure that you’re made aware of the long term benefits that each realm provides. Additionally, the Rage of

Bahamut developers are always adding new cards to the game, creating a dynamic balance of power between

the realms.

When picking a realm, it’s important to base your decision upon criteria that stays relatively constant over long

periods of time.

There are two criteria on which you should base your realm choice:

Card Art:  Choosing a realm that has card art you enjoy is important. This is a trading card game, and players

should enjoy the art styles of the cards in their primary and secondary decks. Think of Rage of Bahamut cards

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as trading cards as opposed to pieces of code that have very little real world value. (In fact, if you choose to sell

them, they are worth just as much as real trading cards, if not more in some cases.)  

Card Pricing:  The popularity of a realm plays a significant role in trading card games. A lot of new players

assume that the most popular realm is the best option and then opt to join that realm.

This is actually the opposite of what you should do in Rage of Bahamut, as card prices are dictated by supply

and demand. Because of this, you will want to pick the least popular realm in order to ensure lower card prices.

Man Realm

The Man Realm consists of cards that are based on human figures. This realm has the highest number of male

cards in the game and the least amount of titillation, to the joy of some and the dismay of others. Due to the

more modest card art, the Man Realm is the least popular of the three available choices.

Some of the most powerful cards in the game, both defensively and offensively, belong to the Man Realm. As a

result, its popularity has slightly increased, but it still retains the least expensive cards in terms of bang for your

buck.

While the Man Realm does have slightly weaker offensive and defensive skills at the top levels, this really has no

effect in practice. Players will never be able to obtain all of the best cards available, due to the constant addition

of more powerful cards by the developers, meaning that players will always be in a state of “almost at the top.”

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Because no one will be able to build the “quintessential deck,” players in the Man Realm will always be able to

obtain newer, more powerful cards quickly due to lower costs. This means that the Man Realm should have a

higher percentage of top players. Having said that, the top Demon Realm account would most likely be able to

take down the top Man Realm player.  

Demon Realm

The Demon Realm consists of monsters and scantily clad demons, providing much more titillation than the

other two realms. (Again, to the dismay of some and the giggly joy of others.) This is the realm where cat-girl,

dragon, and succubus cards can be found.

It is also the realm where players can enjoy demonically inspired cards such as Satan and Bahamut, a couple of

the game’s most powerful cards. Having the most provocative designs quickly made the Demon Realm the

most popular, resulting in high card prices and a difficult path for new players to traverse.

Keep in mind that the Demon Realm has the most powerful attack cards and possesses some of the best skills

in terms of boosting attack or decreasing enemy defense. There are cards within the Demon Realm that do

have high defense, but they pale in comparison to those of either of the other two realms. Having the highest

attack power out of the three realms gives Demon decks the ability to power through defense leaders in Holy

Wars, which could be considered an important factor.

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Unfortunately for the authors of this eBook, who both have Demon Realm accounts, the disadvantage of high

card prices far outweighs the advantage of high attack stats. As the game progresses, the God Realm cards

are showing only a slight difference in attack capability, but a big substantial difference in price.

God Realm

The God Realm is the second most popular realm in Rage of Bahamut. Its card art is heavily populated with

pictures of ancient gods, something that everyone except Latin and Greek scholars find interesting, the latter of

whom complain about gender discrepancies. (Hermes happens to be a female in Rage of Bahamut.)

Cards like Odin and Shenlong are dominating and artistic, while cards like Haniel and Cassiopeia offer more

stimulating images. In terms of how the realm’s popularity has affected its value, God cards have interesting

pricing. Although the realm has some overpriced cards, they also have some of the least expensive cards,

meaning that the God Realm suffers from some of the largest disparities in card pricing and power.

The bottom line for the God Realm is that its cards have the best defense stats in the game. Because of this,

God cards can be used to create a very powerful defensive deck early on in the game. Furthermore, later in the

game, they have the strongest defense and follow that up with solid offensive cards, second only to those of the

Demons Realm.

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I believe that the defensive advantage that the God Realm offers far outweighs the fact that there are fewer

viable offensive cards than in the Demon Realm. As far as endgame viability, it should be the most powerful

alignment.

Suggestion: I would advise players to choose either the Man Realm or the God Realm, and would urge them to

avoid the Demon Realm. High card prices make the Demon Realm exceedingly difficult to do well in.

Make sure that you’re aware of the long-term benefits that each realm provides.

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Chapter 2 – Items

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Chapter 2

Items

Throughout Rage of Bahamut, at all levels of gameplay, items play a vital role in your success. Whether it is

quest events, raid boss events, or holy war events, you will need items to succeed.

Here’s a guide to all the items that you’ll need in order to rise to the top.

Cure Water: Fully Restores Stamina

Obtained from: Boss, Shop/Moba Coins, Gem Exchange, Events

Holy Powder: Fully Restores Attack Points and Defense Points

Obtained from: Boss, Shop/Moba Coins, Gem Exchange, Events

Magic Circle: Protects one treasure from being targeted by defeating an opponent at start of one defensive

battle. (One time use.)

Obtained from: Boss, Shop/Moba coins, Gem Exchange, Events

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Chapter 2 – Items

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Personal Cure Water: Non-tradable version of Cure Water

Obtained from: Bosses, Events, Campaigns

Personal Holy Powder: Non-tradable version of Holy Powder

Obtained from: Bosses, Events, Campaigns

Evanescent Holy Powder: Non-tradable version of Holy Powder

Obtained from: Given out during Holy Wars

Item Values

Personal Items have no trading value, as they cannot be traded or sold on the Bazaar (discussed later), and

should be saved for events. Holy Powder is currently valued at around two Cure Waters, but its value fluctuates

and can occasionally be traded equally with Cure Water at a one-to-one exchange rate.

Cure Water has the highest value during events that require players to use large amounts of Stamina, and

value maxes out at one Cure Water for one Holy Powder in these circumstances. Magic Circles are notorious

for being nearly worthless.

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Chapter 3 – Distributing Attribute Points

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Chapter 3 Distributing Attribute Points

There are three attributes to which you can allot your attribute points:

1. Stamina

2. Attack

3. Defense

Each stat has a specific use, advantage and disadvantage, and we will discuss them in this section so that you

are better prepared when it comes to leveling up wisely.

Players gain attribute points by increasing in level and by adding fellows. You can gain three attribute points for

leveling and five attribute points for adding a fellow, and all stats recover at a rate of roughly one point per

minute.

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Stamina

Completing quests requires stamina. Having high stamina gives you the ability to maximize the value cure

waters that you possess, but often leaves you with little to no attack or defense power. These accounts excel in

farming for feeders and in quest events but falter when it comes to any battle-related tasks.

I always recommend that beginners put the majority of their attribute points into the Stamina category until they

have garnered 80-100 points in this category. Doing this will allow you to level up quickly, giving you the

opportunity to add more fellows, earning you even more attribute points.

Another advantage of having high stamina is that you feel the need to play Rage of Bahamut less often. Every

minute that goes by with your stamina full is a minute of lost value, since the stat cannot replenish beyond the

number of points that you have allotted it.

Since most people check their accounts every hour and a half or so, if you push to 120 stamina points, you only

need to check your account every two hours to quest. I consider 80-120 Stamina the minimum range for any

level of player - any less than that and you will regret it during events that involve heavy questing.

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Attack

Attack power is used to battle raid bosses as well as other players within the game. Attack points play a couple

roles: the first is that you need to meet a certain threshold of attack power in order to hold certain cards and

use them in your deck. Each card has a cost, and your total attack power must exceed the costs of whatever

cards are being placed in your deck.

Having high attack power allows you to maximize the value of each holy powder, a major advantage, but players

with heavy attack accounts often have lower stamina and defense stats.

These accounts excel at raid events and attacking enemies during Holy Wars, but struggle as defense leaders.

When compared with stamina-focused accounts, players who have chosen to allot the majority of their points to

attack also have the burden of finding a way to get over 100 points in stamina in order to level efficiently.

Defense

Defending against attacks from other players is the primary reason to build up your defense power. Like attack

power, you will need a certain number of defense points in order to use certain cards in your defense deck.

Having high defense power allows you to defend against attacks several times without losing cards from your

deck due to reduced defense power.

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Generally, players should have about thirty points more than the cost of their defense deck in defense points.

This way, they can withstand more than one solid attack. The advantage of having a high defense attribute is

that you will be able to fend off several attacks before your power is lowered to a point where they can no longer

support your deck.

Defense points, however, are only useful for withstanding player attacks, and thus will allow you less points to

use in other categories and limit your success in raid boss and quest events.

Example Stat Builds

All Stamina: Max Stamina, 10 Attack, 10 Defense.

These types of accounts are used primarily for farming cards and participating in quest events. They will level

faster than any of your other decks, but will be useless the majority of the time.

Attack Deck: 120-150 Stamina, 120-150 Defense, Max Attack

This is a core account build. The stamina is high enough to level effectively and to proceed through raid events.

The defense is high enough to ensure that players will not be able to easily farm you during Holy Wars. The

heavy attack points will grant you the ability to unleash multiple attacks against raid bosses and other players.

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Attack Deck Version 2: 120-150 Stamina, 10 Defense, Max Attack

This is a gimmick build. It ensures that players are very effective during raid events and can attack constantly

during Holy Wars, but there are several drawbacks to this approach. Players that utilize this build are easily

farmed during Holy Wars, a huge negative to any order, but keep in mind that they can also farm as they are

being farmed. This is what I would call a glass cannon.

Defense Deck: 120-150 Stamina, 120-150 attack, Max Defense

This build is basically a defense leader deck build for the express purpose of high performance during Holy

Wars. Although limited by only being able to attack once for each HP used, this build allows you to defend

against many attacks – something that is very important for prospective defense leaders to keep in mind. If

you’re trying to be recruited by an Order, they will most likely ask you what your defense power is, and some

Orders require that it be 250 plus.

Defense Deck Version 2: 120-150 Stamina, 10 Attack, Max Defense

This is a deck that is generally never used by a player outside of Holy Wars. It is normally an alternate account

for an Order and is given defense cards and HP during Holy Wars, but is otherwise untouched. It can become a

very effective tool, assuming that players want to spend time on its maintenance and invest in its construction.

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Chapter 4 – Enhancement and Evolution

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Chapter 4 Enhancement and Evolution

Enhancing and Evolving your cards are the two main ways that you build them up in strength. You will need to

know the basics of these two principles in order to get started out on the right path, and there is some valuable

information to learn in terms of which builds are worth the time and resources and which are not.

Enhancement

Enhancement refers to the leveling process of cards in Rage of Bahamut. Leveling is accomplished by

sacrificing lesser cards to a main card – the lesser cards will then be converted into experience for the card

that you are enhancing. (Keep in mind that you will lose the cards that you are using to enhance.)

The cards that are being sacrificed to your main card are called feeders, which is a general term for cards used

for the purpose of enhancing as opposed to appearing in decks. There are also skilled feeders that you can use,

which serve a purpose in skill enhancement. Most feeders will be low- level, high-availability cards.

A good place to find Normal feeders are levels 2-2 and 2-5 in the game’s quest section. The max level a card to

which a card can be enhanced is determined by its rarity.

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Chapter 4 – Enhancement and Evolution

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Normal: Lv. 20

High Normal: Lv. 30

Rare: Lv. 40

High Rare: Lv. 50

S Rare: Lv. 60

SS Rare: Lv. 70

Legend: Lv. 80

There are generally two schools of thinking when it comes to enhancement. The first involves farming for

Normals and using them in enhancements. The second is to farm for Normals, evolve them into their final

forms, and then use them.

First School: Doing it this way (farming for Normals) is less time consuming than evolving Normals to their final

forms before using them. With that having been said, this method is also significantly more expensive than the

second school, as un-evolved Normals will provide less of a boost than final form cards will.

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Second School: Evolving this way requires significantly less Rupies than using the First School of thought for

evolution. This method takes a lot longer, however, because it requires that you spend time evolving the cards.

Evolution

Evolution refers to the combining of cards of the same type in order to increase its power and rarity. The new

card gains a percentage of the stats from the cards it was evolved from, depending on the level of

enhancement that the evolver card has been put through.

Most cards can be evolved into four different forms, ending in a form that increases its rarity. For example, a

card that begins as High Normal will be increased to Rare after it undergoes its final evolution. Cards can also

be evolved in such a way that you use up to eight cards in creating the final form.

A card that is evolved with another will only retain 5% of its stats unless it is enhanced to max level, in which

case it will retain 10% of its stats. Because of this, it is recommended that you max cards out (enhance them

fully) before leveling.

Each style of evolution retains a certain percentage of power, and these percentages are outline on the next

page.

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Power Percentages In Different Evolution Builds

8-­‐14:  100.00%

8-­‐13:  99.963%

8-­‐12:  99.925%              7-­‐12:    99.813%

8-­‐11:  99.888%              7-­‐11:    99.775%

8-­‐10:  99.850%              7-­‐10:    99.738%          6-­‐10:    99.625%

8-­‐9:      99.813%              7-­‐9:      99.700%              6-­‐9:      99.588%

8-­‐8:      99.775%              7-­‐8:      99.663%              6-­‐8:      99.551%              5-­‐8:      98.502%

8-­‐7:      99.738%              7-­‐7:      99.625%              6-­‐7:      99.513%              5-­‐7:      98.464%

8-­‐6:      99.700%              7-­‐6:      99.588%              6-­‐6:      99.476%              5-­‐6:      98.427%                    4-­‐6:      96.629%

8-­‐5:      99.251%              7-­‐5:      99.213%              6-­‐5:      99.101%              5-­‐5:      98.052%                    4-­‐5:      96.592%

8-­‐4:      98.783%              7-­‐4:      98.764%              6-­‐4:      98.727%              5-­‐4:      97.678%                    4-­‐4:      96.554%

8-­‐3:      98.333%              7-­‐3:      98.296%              6-­‐3:      98.277%              5-­‐3:      97.303%                    4-­‐3:      96.180%

8-­‐2:      97.865%              7-­‐2:      97.846%              6-­‐2:      97.809%              5-­‐2:      96.854%                    4-­‐2:      95.730%

8-­‐1:      92.509%              7-­‐1:      92.491%              6-­‐1:      92.453%              5-­‐1:      92.266%                    4-­‐1:      91.985%

8-­‐0:      87.135%              7-­‐0:      87.116%              6-­‐0:      87.116%              5-­‐0:      86.910%                    4-­‐0:      86.629%  

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There  are only a few popular styles of evolution, despite the large number of possible evolution combinations

that are available. Generally, you will only see 4-0, 4-6, 6-2, 6-6, 6-10, 8-14. Although cards are occasionally

done outside of these guidelines, they are oddities. 4-6 is the most common evolution of any card HR and up.  

(The  first number is the number of cards used, and the second number is the number of enhancements.)  

It is recommended that you max cards out (enhance them fully)

before leveling.

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Chapter 5 Discussion  Of  4-­‐6  Versus  4-­‐7    

This piece has been inserted in order to ensure that you will never become a noob who betrays the trust of

Rage of Bahamut and its vibrant community. The 4-7 cannot exist, because the 4-6 exists, and that is final. So, why is it called a 4-6 if there are 7 enhancements by the time it's done? The reason has nothing to do with

the final form, but it has everything to do with the lower forms.

In the beginning, there was a question:

HOW WAS THIS CARD EVOLVED?

And a player answered:

4max.

And it was good. Then the question was repeated:

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HOW WAS THIS CARD EVOLVED?

And a player answered:

Using 6 cards, I enhanced the last two forms before combining.

And it was too long. So, the question was repeated:

HOW WAS THIS CARD EVOLVED?

And a player answered:

6-2

And there was silence. This simple abbreviation answered the age-old question of how this card was evolved,

and it made everything easier. The world continued to turn and player trading began to flourish. Players were

happy and able to trade with a simple way to answer to the question, “how was this card evolved?”

But everything changed when noobs attacked. Armed with Wikipedia, spewing forth their ignorance into the

world of trading, and destroying what the community had built, they bathed in the ensuing chaos.

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So the question was asked again:

HOW WAS THIS CARD EVOLVED?

And a player answered:

4-7.

And it was vile, for this was not how the card was evolved - the card was evolved using a 4-6. The noobs didn't

realize that calling a card a 4-7 merely answers a question that nobody asked – “did you enhance the final

form?” The card was a fully enhanced 4-6, not a 4-7.

But the noobs didn't realize the error of their ways, and they fought on, claiming they should get credit for that

last enhancement. They didn't know that by constantly using 4-7 and 6-11 as examples, they were killing the 4-2,

the 4-4, the 6-2, and the 6-4. Soon, the gentle 4-0, who never hurt anybody, would be called to the stand.

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And the question was asked:

HOW WAS THIS CARD EVOLVED?

And the player answered:

4-0, Because calling it anything but 4-0 would be wrong. For it is the worst of evolutions and deserves no

number, for no number of enhancements were used in its evolution.

And the question was asked:

HOW COULD A 4-0 AND A 4-7 EXIST?

And the player answered:

They cannot.

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And the question was asked yet again:

HOW WAS THIS CARD EVOLVED?

And the player answered:

IT IS A 4-6 BECAUSE WE MUST COUNT FROM ZERO TO SIX, NOT FROM SEVEN TO ONE!

And the noobs wretched at the brightness of the words and returned to darkness, hoping for the day upon

which they could come forth again, spreading misinformation in an attempt to destroy the community.

THE END.

When evolving and consulting the chart, it's important to note that the cards closest to the final form are the

most important cards to enhance. For example, a 6-2 is only achieved if both of the Card++ versions are

enhanced to their max potential. Enhancing two of the base cards is not considered a 6-2 build, it is actually

viewed as a 6-0 build.    

Note that when you combine a Card and a Card, you receive a Card+. Combining a Card+ with a Card+ yields a

Card++. Combining a Card with a Card++ will yield the final form of the card.

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Chapter 6 – The Lingo of R.O.B.

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Chapter 6 The Lingo of R.O.B.  

When you’re looking through your Supports (messages that appear on your profile) and at your Order’s chat

wall, don’t get confused. Know the lingo of R.O.B. in order to prevent yourself from looking ridiculous and to

make sure that you always know what’s going on.

Proc: Programmed Random Occurrence. Refers to a card skill going off, or the chance of skilling up a card

when enhancing.

Evo: Evolution

FF: Final Form. Refers to a card being in the final stage of evolution.

X-Y: Two-number sequence in which X is the number of cards used in the evolution of the current version of the

card and in which Y is equal to the number of times that the card was enhanced throughout its evolution

process. For example, a 4-0 Evolution would be a card that is in its final form but that was never fully enhanced

along the way.

(#)Max: # refers to the number of cards used to reach the final form of the card, while Max implies that the

card was fully enhanced at all stages of evolution.

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HP: Holy Powder

CW: Cure Water

HW: Holy Wars

CP: Card Packs

SK(#): Skill and the level of the skill. SK7 would be skill 7.

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Chapter 7 – Battles and Quests

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Chapter 7 Battles and Quests

This section will give you an overview of two of the most important activities in Rage of Bahamut: Battles and

Quests. Understanding the fundamentals is very important in Rage of Bahamut, especially when you’re first

starting out.

Quests

Completing quests is how players level up and gain feeders to use for enhancing in Rage of Bahamut. Players

complete quests by using their stamina to proceed through the different areas and sub-areas.

Every five quests, players will have to defeat a boss in order to proceed to the next zone. The boss normally

drops treasure for the player in the form of personal HP, personal CW, Magic Circles, or Rupies. Players also

have the ability to go back and replay quests in order to farm for feeders.

It is vital that you always run through quests when your stamina is full, as this is the only way to gain experience

points aside from adding fellows, which requires leveling, which requires quests.

Players also gain treasure through questing. This treasure can either be donated to their orders or used to

create a card. The cards created vary in quality based on which treasures are combined, and keep in mind that

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each treasure set can only be completed once. Generally, treasure cards have okay stats, but cannot be

evolved, something that severely limits their value.

Battles

Players have the ability to battle against other players for honor and Rupies. During a battle, your attack deck

will be pitted against the other player’s defense deck.

If you defeat a player, you gain points that are put towards your daily battle ranking. You also receive a certain

percentage of their Rupies, the max amount being 10,000, and one of their treasures, assuming that you

targeted one initially. If you lose, Rupies will be taken from you. You can be battled at any time, and the same

player can battle you up to three times per day.

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Chapter 8 – Orders

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Chapter 8 Orders

Players have the option to either make an Order (once you are at least level 20) or to join an Order in Rage of

Bahamut. An Order is a team of players with whom you collaborate during events in order to rank highly as a

group. In addition to having a team to work alongside of, players are able to trade with anybody in their order

after that person has been a member for two weeks.

Because of this, one important purpose that an Order serves is increasing a player’s trading pool. In addition, as

an Order levels up and gains resources, it can purchase buffs to realms that increase the power of players’

decks.

Orders have a hierarchical setup, and there are four major positions that members can hold:

1. Order Leader

2. Vice-Leader

3. Attack Leader

4. Defense Leader

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Order Leader

The Order Leader serves as the lifeblood of the group. They were the ones who first created the group, and

they need to organize any coordination that occurs during events. Defeating an Order Leader in Holy Wars

provides you with 1.5 times the regular amount of Holy War Points, and these members are endowed with a

5% boost to attack and defense at all times.

Vice-Leader

The Vice-Leader is the co-coordinator, and his job is really to help the Order Leader run things smoothly. He’s

essentially a “right-hand man.” The Vice-Leader, if defeated, awards the opponent with 1.2 times the regular

amount of Holy War Points and has a 3% boost to attack and defense at all times.

Attack Leader

The Attack Leader, and there can be more than one, is meant to be able to take down Defense Leaders of other

Orders during Holy Wars so that the rest of the team can attack regular Members of the enemy Order. Like

the Vice-Leader, defeating an Attack Leader grants you with 1.2 times the regular amount of Holy War Points,

and these Order members receive boosts to their attack.

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Defense Leader

The Defense Leader is a position where, similar to the Attack Leader position, an Order can have more than

one. Many Orders do not go this route, however, as the primary role of a Defense Leader is to protect the other

members from attack. Defense Leaders, if beaten, award 1.2 times the regular amount of Holy War Points.

They also have boosts to their defense.

It is important to check your Order’s message board on a regular basis, to make sure that you don’t miss any

important announcements, and it is vital that you donate Rupies and treasures to your Order. With more

resources, you will be able to purchase stat buffs as well as increase your Order size and make room for new

members.

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Chapter 9 – Approximate Card Values

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Chapter 9 Approximate Card Values

All cards have constantly fluctuating values. It used to be that Rare cards were worth up to 3 HP, but they are

currently worth 1 HP at the most. These numbers fluctuate, however, and there are tricks to determining card

values that you should learn and put into practice. Generally, Holy Powder is considered to be the “currency” of

Rage of Bahamut.

Rares (R): 1 CW - 1 HP

Rares from events can usually be sold for 1 HP, since people want to collect them for their archives. If it’s a rare

from a card pack, then it will generally sell for 1 CW at the most.

High Rares (HR): 2 HP – 70 HP

The prices of High Rare cards vary heavily based on a few key aspects: skill, stats, realm, and rarity are the

major factors that determine the price of an HR. Certain skills, primarily buffs to a specific realm, increase a

card’s value. If the card has high stats in conjunction with a skill that is sought after, such as a buff to a specific

realm, then its value will be increased even further.

Cards can also gain value purely by being in a certain realm – generally, this is how the pricing works:

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Demon > Gods > Man

Finally, if a card has just been released or was limited in quantity during an event, it will normally retain a higher

value simply because it is scarce.

SR Cards: 20 HP – 200 HP

Once again, the prices of SR cards will be based on skill, stats, realm, and rarity. If the card has an HR

counterpart that is either similar to or more powerful than the SR card, expect its value to be extremely low. An

example of this is Temptress Vampire - her skill is terrible, and her defense is very close to that which can be

found in some higher-end High Rare cards. This puts her demand into the gutter, bringing her value down with

it.

On the other hand, a card like Hekate is limited in availability, has a desirable buff, has desirable stats, has a

desirable realm, and, therefore, holds an extremely high value.

SSR Cards: 100+

There are similar guidelines for SSR card pricing as there are for HR and SR card pricing. Certain SSR cards

will be very inexpensive, while others will astound with prices upwards of 600 HP! These differences are caused

by the desirability of a card, which is based on its stats and skill, as usual.

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Generally, players purchasing or selling cards at this level don't care about a card’s realm or rarity as much as

they do about the other two parameters. These cards may start at 100 HP, but average around 300 or more

HP in price, unaffordable for the majority of players.

When looking at prices of cards, it’s important to note that cards are generally the highest in price during their

initial release and that these prices drop steadily before eventually balancing out. After the initial jump, the

balance price will be determined by skill, stats, realm, and rarity.

Card values fluctuate . . . know how cards are priced based on realm, skill, stats, rarity, and release dates.

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Chapter 10 – Trading

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Chapter 10 Trading

Trading can be stifling to some players who join Rage of Bahamut, as there is a required wait of two weeks

before you are able to trade with your fellows or your Order members. Because of this, there are several

trading groups that exist where players act is middlemen for other players. If you are hoping to find a more

comfortable way to trade, however, it is recommended that you use the Bazaar system that Rage of Bahamut

has recently implemented.

The Bazaar is an auction-house type system through which players buy and sell cards. Each day, players are

given five bazaar tickets that they can use to conduct Deals in the Bazaar. The number of tickets used is based

on the rarity of the card involved in the transaction, with a minimum use of one ticket. High Normals, Normals,

and Rares all require one ticket.

Two tickets are used when an HR is sold or bought, and five tickets are used when conducting deals involving

SR, SSR, and Legend cards. This system was put in place in order to limit a hacker’s ability to quickly liquidate

your cards.

When listing cards, you have the ability to request CW, HP, other Cards, or Rupies in the trade. Generally,

players will list cards for a certain amount of HP. Once that deal has been established, they will then turn

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around and use it to purchase a different card on the Bazaar. Sometimes, though, players will simply trade a

card for another card.

It is important to note, however, that when you are listing the final form of a card, the system doesn't take into

account the evolution of that card. So, if you wished to get the 4max version of a card in return for a card that

you listed, you may simply receive a 4-0, since the system does not distinguish between the two. For this reason,

you should not list cards for final form versions of cards.

Note of Caution:

When buying at the Bazaar, be cautious of people who put several things on their sale wish list. Some players

will ask for HP and a small amount of Rupies, but on the next line they may ask for something additional that you

do not see. Read through the full purchase before you finalize it to make sure that you didn't miss something in

the price. Many players have lost cards because they did not read the fine print.

Read the fine print carefully . . . or you’ll risk losing cards you didn’t plan on including in a transaction!

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Chapter 11 – Building Your Deck

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Chapter 11 Building Your Deck

Moving From R to HR to SR

A lot of people are struggling to put together powerful decks, since Rage of Bahamut only gives you four legend

card packs to start out with, and nearly all players have thrown rage fits over the Rares that these things

constantly spit out. On top of this, few players have the proper stat point distributions needed to create both a

powerful attack deck and defense deck.

I'm going to give you a few tips that will make your life a lot easier when you’re starting to build your decks. I am

assuming that you have already leveled your stamina to between 80 and 100 points and that you are now

working on either your attack or defense stat.

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Starter Deck (25-60 Attack Points/Defense Points)

A deck like this should be comprised of Normals and High Normals - many Normals have attack point ranges of

between three and twelve. A key thing to remember is that you should always attempt to have a full deck (five

cards) when attacking.

The next thing to note is that a fully evolved card uses the same amount of points as the first form of the card.

This means that Normal cards that have been fully evolved into High Normal cards will be the most efficient

cards to use at this stage. Do not waste your time leveling the card until it is in its final form, as it is too weak for

these bonuses to matter.

After the card reaches its final form, enhance it until it is level 10-15, and then just leave it alone. Eventually

you'll use this card as a "feeder" in order to enhance a better card. You should start out with a 12-point card

and four 3-point cards in your deck, meaning that you will need a minimum of 24 attack points to start out.

As you gain more attack points, start adding fully evolved 12-point cards into your deck as you accumulate

them. Don’t worry about the card’s realm when you’re creating the deck - you should be doing this until you hit

roughly 60 attack/defense points, since at that point you will have five 12-point cards in your deck.

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Leveling Deck (60-120 Attack Points/Defense Points)

You should now have a deck comprised of 12-point High Normal cards. At this point, you should be noticing that

cards with 11-16 point usage values are showing up. Some of these cards begin as High Normals, and become

Rares when you combine four of them to create a final form card.

These cards often have "skills" that boost your attack/defense or hit your enemy’s attack/defense associated

with them. You should now be aiming to acquire four of these cards, evolve them, and level them until they are

level 10-15. Replace the weakest card in your deck with the card that you have just created by evolving.

Soon, you will start to see Rare cards appearing. These cards will make up the bulk of your next deck, so save

them and proactively search for six matching cards.

After you have six of the same Rare card, perform what is called a 6-2 enhancement by combining three cards

into the ++ version and then combining the other three into a separate ++ version. Here, you max out both of

the cards’ levels and combine them together. These cards often have a cost of 16 attack points and boast 8-

12k attack/defense stats.

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Core Deck (120+ Attack Points/Defense Points)

Once you have built a decent deck through leveling and combining High Normals into Rares, and have built a

deck of 6-2 Rare cards, you’re ready to create your Core Deck. This deck consists of High Rare cards, which

can be evolved to create final form cards that get bumped up into the SR category.

If you have five 6-2 maxed Rares, which you should have by now, then you will not be needing any more feeders

for a while. This means that all of the “small” cards you get can be sold to players who are looking for feeders.

Typical Feeder Prices: 30k for nine Normal cards, 100-130k for nine High Normal Cards (sometimes 1 HP)

Get Normals From: Quest 2-5 (Goblins)

Get High Normals From: Quest 2-5 (Evolved Goblins)

To sell feeders, you should find a buyer who is either somebody in your Order or somebody on your Fellows list.

The best way to find players who are willing to purchase feeders is to send support and rally messages stating

that you offer the service.

This is important because you can only accumulate High Rares by trading them for other High Rare cards or by

buying them with Holy Powder. The typical High Rare card will go for 2-60 Holy Powder, depending on its skill

and stats.

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As you start to accumulate these cards, you can create what's called a 6max, where you max out the card

before evolution. You can also work on building a 6-6 version of the card, where you max the card six out of the

eight times that you evolve it. I do not recommend creating a 6-2 with High Rare cards, though you can build

4max versions of cards if you intend to sell them in a short amount of time or find yourself struggling to

accumulate HP.

When selecting High Rares, I suggest that you look for cards with high final stats and a low market price. (An

excellent way to check the price of a card is to look at the current Bazaar sales and come up with an

approximate.)

A 4max Berserker, for example, offers 17k attack at a price of only 2-3HP per card, since its ability only affects

demons. Every realm has cards like this, and you should be sure to seek them out.

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Moving On

This concludes the how-to portion of the guide, and you should have everything that you need to work towards

creating powerful decks. If it seems like it's a lot of trouble, it's because it is. If it were easy to get solid cards,

then everybody would have great cards.

Breaking into the SR rank can only be done effectively by earning large amounts of HP to trade for the highest

tier cards, and you'll learn more about how to do this when we discuss methods for generating HP.

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Chapter 12 – Noteworthy Cards

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PART  2:    PLAYING  THE  GAME

Chapter 12 Noteworthy Cards

Gods

Starter: Ogre, Hamsa, Thunder Elemental, Wind Elemental, Water Elemental, Jiao

Leveling: Altas, Wyrm, Salamander, Archangel, Sylph, Gnome

Core (Rare): Kratos, Agni, High Pixie, Yinglong, Daphne

Core (High Rare): Ifrit, Trow Elf, Pan, Apsara, Xuanwu

Man

Starter: Thief, Ronin, Ninja Trainee, Young Gunner, Kunoichi Trainee

Leveling: Warrior, Lancer, Samurai, Shaman, Dancer, Ninja, Lady Gunner

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Man cont’d.

Core (Rare): Gladiator, High Ninja, High Dancer, Castor, High Lancer

Core (High Rare): Paladin, Claymore Maid, Master Archer, Holy Dragoon

Demons:

Starter: Cat Vixen, Dark Elfling, Lilith, Baby Dragon

Leveling: Dragon, Hobgoblin, Empusa, Naga, Skeleton Fighter

Core (Rare): Elder Dragon, Succubus, Melusine, Garmr, High Daemon

Core (High Rare): Nightmare, Trow Elf, Bloody Mistress, Mad Hatter, Demonic Knight

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Chapter 13 – How to Generate Holy Powder

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Chapter 13 How To Generate Holy Powder

Generating HP is one of the toughest tasks for new players to get a grasp on. The biggest mistake that they

make is to start buying High Rare cards that they’ve been eyeballing as soon as they get 20 HP in their pockets.

One of the things that I have always repeated to players is that it’s a lot harder to make money when you don't

have any. If you have 100 HP and use it intelligently, you can gain 20-30 HP a day. If you have no HP, it will take

you a week just to get back to 20-30 HP.

There are several ways to generate Holy Powder, but the overarching key to doing well in this area of the game

is to understand that saving and investing your HP into making more HP is more important than buying new

cards.

Invest, Save and Build your HP . . . Don’t be in a rush to use it before thinking it through . . .

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Method 1: Feeder service This method is less effective than it used to be, but it is a great way for new (or struggling) players to

consistently generate Holy Powder. The key succeeding in the feeder business nowadays is to attempt to gather

skilled High Normals.

The best mission for this is 18-4, since the quests use up only 10 stamina and do not contain treasure. Save

the Shaman cards that you gather and then sell a group of nine for 2-3 HP.

Method 2: Enhancing

This method involves searching for popular cards, such as Nightmare and Claymore Maid, and then checking

the pricing. Normally, you will find that a lot of them are either not enhanced or only partially enhanced.

Since the Bazaar has made it difficult to buy feeders, a lot of people are less likely to buy unenhanced versions of

cards. If you buy a popular card on the bazaar for less HP than the average asking price, you can normally

enhance it yourself and sell it for a 5-10 HP profit.

This profit margin, of course, depends on the price that you paid and the demand that exists for the card.

Enhancing cards for profit requires that you have access to feeders and HP to purchase cards, bringing us back

to the idea of HP breeding HP.

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Method 3: Enhanced Enhancing

This is just a more in-depth version of the last method that we discussed, and it involves buying four of a popular

card for low prices and creating a 4max version of it. You can normally sell this card for 30-50 HP in profit if you

check the prices well before you buy the four cards.

This method requires you to put in a few days of effort, but the payoff is generally worth it, and is especially

effective when new cards are released. For example, when the Mad Hatter card was released, it was selling for

10 HP unenhanced and 15 HP enhanced. The 4max version of the card was selling for 100 HP. This means

that a player could invest 40-60 HP, and if they were able to enhance and evolve the cards the same day, they

made a 40-60 HP profit (assuming that they had the required amount of Bazaar tickets).

Method 4: Trading Up

This method is time consuming, but it results in big payouts if done properly. The key to this method is to list

cards for cards as opposed to listing them for Holy Powder until you move up enough in value to make a large

profit.

Let’s say that you have Elaine, who has a rough value of 3 HP. If you set up a trade swapping an Elaine for an

Inugami, there is a fair chance that a God Realm player with an Inugami would see that as a fair trade. Of

course, Inugami has a resale value higher than Elaine - about 5 HP.

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Now that you have the Inugami, you list it for a Sword Valkyrie, and there is a good chance that a player would

make that trade. That's another 10 HP gain. Finally, you list the Sword Valkyrie for a Dragonewt Princess, a

legitimate trade involving two cards that are powerful in each of their realms.

This results in another 10+ HP profit. The final thing that you need to do is either sell the Dragonewt (or Apsara,

or Nightmare, whatever card you're working with) for HP. Alternatively, you can try your luck and put up a

Dragonewt for a Gilgamesh, as I know someone who did something similar and the deal paid off.

The “Trading Up” transaction cost was about 6-8 Tickets and 2-3 days, and resulted in about 50+ HP in profit.

Remember that prices fluctuate based on the criteria that we discussed earlier, and the key to succeeding here

is being in tune with values and trades across realms.

Method 5: Trading Down

This is another fun method that can yield big payoffs if you have low-end SR/SSR. It involves getting something

like a Temptress Vampire, which has an approximate worth of about 20 HP and putting her up on the Bazaar

for the price of Three Claymore Maids. If you get an interested buyer, this results in a gain of 10 HP.

This method requires more Bazaar tickets than method four, since you'll be listing SR/SSR cards and using five

tickets to sell them, not to mention the tickets that you need to sell or trade what you get in return. With that

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having been said, it's still a good way to liquidate poorly valued SR cards. Remember that using SSR cards in the

same manner gives you the ability to gain much higher values from similar transactions.

Method 6: Stockpiling

This can be a pricey way to generate Holy Powder, but can result in mammoth gains. It involves taking

advantage of the values of CW and HP and knowing how they fluctuate in the context of the game.

Buying 3000 CW at a rate of 3CW for 1 HP and waiting until CW were selling at a rate of 1CW for 1 HP would

net you a 2000 HP profit. Unfortunately, it would also tie up an absurd amount of resources in the meantime.

This is a method reserved for players who deal with absurdly high amounts of HP/CW and are able to wait

months before they see a return on their investment.

They may tie up 50-70% of their HP/CW using this method, but are using other methods to steadily gain Holy

Powder in the meantime.

Method 7: Cross-Game Trading

Although Rage of Bahamut may very well be your card game of choice, you should not rule out using other

similar apps. You can gain mammoth amounts of HP by leveraging other games against Rage of Bahamut - I

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have a friend that started playing Marvel: War of Heroes and managed to trade two cards in that game for 300

HP in Rage of Bahamut.

He had no intention of playing the Marvel game, but used the cards to trade with people who wanted to stop

playing Rage of Bahamut and play Marvel instead. I have seen this same method used when players trade

World of Warcraft gold for Raiderz gold, and I assume that it occurs in other games as well. Obviously, you need

to trust the person in order to do this, as it’s easy to get ripped off.

The one thing to remember is that the best players diversify among all of these HP generating methods, and

they try to tie up most of their HP/CW into generating more HP/CW. Remember that the market is a harsh

mistress: diversify.

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Chapter 14 – Maximizing Card Skill Combinations

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Chapter 14 Maximizing Card Skill Combinations

Building a deck is not all about getting the rarest cards or building cards with the highest stats. More than

anything, it’s about who has cards with the best balance of stats and skills. I've always tried to educate Rage of

Bahamut Players, reminding them that looking for players with a base attack of 90k+ isn't as important as

looking for a player whose top three cards have great skills, all of them leveled to skill level 10.

Rage of Bahamut’s card skills activate on a waterfall system. A waterfall system is where the first card in your

deck has a 100% chance of its skill going off and your next card has a 50% chance of its skill going off.

If the third card in your deck does not have its skill go off, your fourth card’s skill retains this 50% chance of

being activated. After two skill cards have been activated, however, the 3rd skill card has a 25% chance of

activating.

Rage of Bahamut has also capped these skill activations at three cards, which will lead us into the topic of wing

cards later. Offensive skills only go off when attacking, while defensive skills only go off when defending. Cards

with dual skills activate both when attacking and defending.

The waterfall system does, however, have a catch. Once a specific skill activates, its chance to activate on a

different card is reduced by around half.

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So, for example, if you have three Ifrits as your first three cards, your first Ifrit will have 100% chance of

activating. This is unchanged. What is different is that your second Ifrit will now only have a 25% chance of

going off, as opposed to the normal 50%.

If you have an Ifrit followed by two Sword Valkyrie cards, then the second card (Sword Valkyrie) will have the

normal 50% chance, but its activation will reduce the second Sword Valkyrie’s chance of going off to only

12.5%. Because of this, it is beneficial to use at least two different types of card buffs in your deck.

It’s also important to note that different ability modifiers change the strength of the skill. The more specific the

target of the skill is, the more powerful it is. For example, a skill that effects only the attack of a specific realm

will have a much higher effect than a card that increases the attack and defense of all realms.

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Here is a chart outlining the stat differences.  

Affects    ATK/DEF    Boost/Hit    Small    Medium    Big    Great    Massive    Absolute    

1  Realm     ATK     Boost     5%     10%     13%     15%     20%     25%    

1  Realm   ATK   Hit   5%   10%   13%   15%   20%    

1  Realm   DEF   Boost   5%   10%   13%   15%   20%    

1  Realm   DEF   Hit   5%     10%   13%   15%   20%    

1  Realm   ATK/DEF   Boost   2%   5%   8%   10%   15%   20%    

1  Realm   ATK/DEF   Hit   2%     5%   8%   10%   15%    

2  Realm   ATK   Boost       10%   13%     18%    

2  Realm   ATK   Hit       10%     13%     18%      

2  Realm   DEF   Boost       10%     13%     18%      

2  Realm   DEF   Hit       10%     13%     18%      

2  Realm   ATK/DEF   Boost              

2  Realm   ATK/DEF   Hit              

All   ATK   Boost   2%   5%   8%   10%   15%    

All   ATK   Hit   2%   5%   8%   10%   15%    

All   DEF   Boost   2%   5%   8%   10%   15%    

All   DEF   Hit   2%     5%   8%   10%   15%    

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Affects    ATK/DEF    Boost/Hit    Small    Medium    Big    Great    Massive    Absolute    

All   ATK/DEF   Boost   2%   5%   8%   10%   15%    

All   ATK/DEF   Hit   2%   5%   8%   10%   15%    

Self   ATK   Boost   25%   40%     50%        

Self   DEF   Boost              

Self   ATK/DEF   Boost     20%   25%   30%     40%    

 

The power of the skills also depends on their levels, which can be upgraded through effective enhancement.

Each level of a skill from 1-9 increases its power by 1% while leveling from 9-10 increases its power by 2%,

yielding a total overall increase of 10%.

This means that the increase in power that you will gain through leveling your cards’ skills will often far surpass

the gain you would experience from getting a more powerful card.

So, when creating a deck, you will want to maximize your skills by using the most powerful buffs possible. At the

same time, you will need to make sure that you have as few duplicates as possible. Ideally, you will want to have

close to a 100% chance of two powerful buffs going off, and a mild chance of a third buff going off.

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To accomplish this, you may use a Big Boost to God/Demon attack in the first slot, two Big Boost to Gods

attack in the second slot, and two final cards with very powerful stats. Examples of how to balance skills and

stats will be shown in best decks, the next few sections of the guide.

To maximize card skills, look for a player whose top three cards have awesome skills, all of them leveled to skill level 10.

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Chapter 15 – The Best Defense Decks

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Chapter 15 The Best Defense Decks

With the ever-fluctuating releases in the R.O.B. market, it’s impossible to narrow down the game’s entire

collection to create a 'best' deck that would remain the best for a long period of time. Because of this, these

decks are made with currently available cards, and yield the best results in their tiers. The key thing that this

section will teach you is how to combine skills and stats in order to create powerful decks.

Rare Card Demon Defense Deck

Leader: Eligos - 12.2k Defense - Medium Boost to Gods/Demons Defense

Second: Jack-o-Lantern - 12.5k Defense - Medium Boost to Defense (All)

Third: Jack-o-Lantern - 12.5k Defense - Medium Boost to Defense (All)

Fourth: Manticore - 12.7k Defense - Medium Hit to Foes Demons Attack

Fifth: Manticore - 12.7k Defensse - Medium Hit to Foes Demons Attack

Scorpio can easily be substituted into Manticore's spot, if that’s what you want to do. Also, if you have a

Destroyer Golem, then it would be considered better than the Manticore. That card, however, very rarely makes

it onto the market since it was for an event and a lot of people have gotten rid of theirs by now.

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If you can pick one up, use Destroyer Golem cards in the last two spots. Eligos is placed in the lead spot due to

its strong buff due to the fact that it increases the chances of Jack-O-Lantern procing.

High Rare Demon Defense Deck Leader: Wraith - 15k Defense - Big Boost to Demons Def

Second: Marsyas - 17.5k Defense - Big Boost to God/Demon Defense

Third: Marsyas - 17.5k Defense - Big Boost to God/Demon Defense

Fourth: Bloody Mistress - 18.5k Defense - Big Boost to Defense (All)

Fifth: Bloody Mistress - 18.5k Defense - Big Boost to Defense (All)

This one was a head scratcher for me. There are actually a couple of setups that work well here, one of which is

to use Marsyas, Xuanwu, Xuanwu, Mistress, and Mistress. This ensures an astoundingly high base stat, a

resistance to realm specific debuffs, and a high chance of three procs going off.

Another possible setup is to use one Wraith and four Mistresses, keeping in mind that only two of the buffs will

go off in most cases. In a situation where three buffs go off, this actually beats the recommended one up top,

and I just can't resist the extra shot at that third buff.

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SR Demon Defense Deck

Leader: Hamelin - 20.1k defense - Great Boost to Gods/Demons Defense

Second: Temptress Vampire - 18.7k defense - Great Hit to Foes Man Attack

Third: Death - 19.8k defense - Great Hit to Foes Gods Attack

Fourth: Temptress Vampire - 18.7k defense - Great Hit to Foes Man Attack

Fifth: Death - 19.8k defense - Great Hit to Foes Gods Attack

Important Note: Demon SR defense is still as awful as it used to be - use Hamelin with Xuanwus and Bloody

Mistresses.

Considering that the goal was to build an SR Demon Defense Deck, this is the only available way to create a

workable one. The setup is made with the intention of having a high base defense and then shuffling the debuffs

around in order to account for either Man or God realm cards in an attack.

Realistically, for Demons, 3 Skill 10 Wraiths and 2 Deaths (as wing cards) would be a much better build. This

setup yields just under 100k defense, coupled with debuffs for God/Man cards, whereas a 3 skill 10 Wraith

and 2 Death combination would yield an optimistic 108-122k defense.

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Rare Card God Defense Deck

Leader: Rhea - 11.4k defense - Medium Boost to Def (All)

Second: Anemone - 12.5k defense - Medium Hit to Foes Man Attack

Third: Anemone - 12.5k defense - Medium Hit to Foes Man Attack

Fourth: Vayu - 12.4k defense - Big Hit to Foes Gods Attack

Fifth: Vayu - 12.4k defense - Big Hit to Foes Gods Attack

There is no reasonable option for a second buff in a defensive Rare Gods deck. So, instead, what we are doing is

maximizing the base defense in order to ensure that the stats, combined with Rhea’s buff and Vayu /

Anemone’s debuffs, will fend off most attacks.

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High Rare Card God Defense Deck

Leader: Aspara - 18.3k defense - Big Boost to Gods Defense

Second: Xuanwu - 18.5k defense - Big Boost to Defense (ALL)

Third: Xuanwu - 18.5k defense - Big Boost to Defense (ALL)

Fourth: Xuanwu - 18.5k defense - Big Boost to Defense (ALL)

Fifth: Xuanwu - 18.5k defense - Big Boost to Defense (ALL)

Since Xuanwu has a higher base defense and weaker buff than Apsara, it only makes sense for Apsara to get

the sure proc and for Xuanwu's skill to be secondary.

Another possible variation of this deck would be to use Marsyas from the demon realm in the lead spot, followed

by two Apsara and two Xuanwu. I personally prefer Apsara and Xuanwu because it's a sure two proc. Marsyas

is also a sure two proc with a possible third, but he has lower stats and an increased chance to miss the

Apsara skill, which is invaluable.

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SR God Defense Deck

Leader: Sleipnir - 18.9k Defense - Great Boost to Gods Def

Second: Sleipnir - 18.9k Defense - Great Boost to Gods Def (read below)

Third: Sleipnir - 18.9k Defense - Great Boost to Gods Def (read below)

Fourth: Sleipnir - 18.9k Defense - Great Boost to Gods Def (read below)

Fifth: Sleipnir - 18.9k Defense - Great Boost to Gods Def (read below)

All right. Let’s be honest here. All that's really happening is Sleipnir, Apsara, Apsara, Xuanwu, and Xuanwu, if you

know what you're doing. God SR in general are just awful, and you might as well stack five Sleipnir in hopes of

getting the two proc. Otherwise, use Sleipnir, Apsara, and Xuanwu in your defense deck.

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Rare Card Man Defense Deck

Leader: High Lancer - 10.3k defense - Medium Boost to Defense (all)

Second: Holy Knight - 11.9k defense - Medium Boost to Man Defense

Third: Holy Knight - 11.9k defense - Medium Boost to Man Defense

Fourth: Castor - 12.5k defense - Medium Boost to Self Defense

Fifth: Castor - 12.5k defense - Medium Boost to Self Defense

This deck is set up in such a way that you are ensured the best chances of High Lancer and Holy Knight having

their skills go off. High Lancer is used in the lead spot because Holy Knight has higher base stats and because it

allows you to stack two of the second card.

The other option would be to use Holy Knight in the top spot and put two High Lancers in the second and third

slots, but that reduces the overall stats of the deck.

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High Rare Card Man Defense Deck

Leader: Paladin - 15.8k defense - Big Boost to Man Defense

Second: Queen of Hearts - 17.2k defense - Big Boost to Man/Gods Defense

Third: Queen of Hearts - 17.2k defense - Big Boost to Man/Gods Defense

Fourth: Master Astrologist - 17.4k defense - Big Hit to God Attack

Fifth: Master Astrologist - 17.4k defense - Big Hit to God Attack

This deck is pretty simple. It capitalizes on Paladin's solid buff while at the same time using Queen of Hearts and

Master Astrologist for the solid stats. Players can also use four Queen of Hearts cards in order to try for a

second proc.

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SR Man Defense Deck

Leader: Lancelot - 20.1k defense - Great Boost to Man Defense

Second: Longinus - 20.3k defense - Great Boost to Defense (All)

Third: Longinus - 20.3k defense - Great Boost to Defense (All)

Fourth: Longinus - 20.3k defense - Great Boost to Defense (All)

Fifth: Longinus - 20.3k defense - Great Boost to Defense (All)

I’ll be honest: I hate this setup. Longinus has a higher base defense than Lancelot, and coupled with the fact that

Lancelot offers a more powerful buff than Longinus, the signs point to using only one Lancelot.

This completely changes, however, if you are using 5 Card Evos. Since the five-card evolution of Lancelot gives

you 21.5k defense, you should use four of him and one Longinus, assuming that you have four five-card

evolutions.

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Chapter 16 The Best Offense Decks

This section will be similar to the last, except now we will focus on attack decks. The key here is to learn why

certain combinations work better than others, and not to just blindly follow the builds. (Though you will have an

awesome deck if you do.)

Rare Card Demon Attack Deck

Leader: Succubus - 11.7k attack - Medium Boost to Demons Attack

Second: Demonic Slave - 12.4 attack - Medium Boost to Attack (all)

Third: Demonic Slave - 12.4 attack - Medium Boost to Attack (all)

Fourth: Elder Dragon - 12.6k attack - Medium Hit to Foes Gods Defense

Fifth: Elder Dragon - 12.6k attack - Medium Hit to Foes Gods Defense

Demonic slave serves as a supportive buff and a high base damage. Overall, this setup increases the chances of

getting both your Succubus and Demonic Slave to proc while still retaining a high base damage.

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High Rare Card Demon Attack Deck

Leader: Nightmare - 15.5k Attack - Big Boost to Demons Attack

Second: Mad Hatter - 17.9k Attack - Big Boost to Gods/Demons Attack

Third: Demonic Knight - 17.6k Attack - Big Boost to Gods/Demons Attack

Fourth: Trow Elf - 19.6k Attack - Big Boost to Gods Attack

Fifth: Trow Elf - 19.6k Attack - Big Boost to Gods Attack

There are actually a couple of combinations that yield almost identical attack stats. I chose this one based on

the price of the cards needed. Nightmares have come down to low enough prices that using Dragonewt cards

would be silly. Pan in the lead spot is very viable as well, and while that combination comes out about 3% ahead

of the one shown above, I just prefer Nightmare because I'm stubborn.

A final build that is also very viable is to substitute the Trow Elf cards for Dragonewts in order to gain some

additional chances in terms of procing a useful buff. Although in most cases this will end up weaker, the extra

chance at a 3rd skill being activated might be worth it for some players.

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SR Demon Attack Deck

Leader: Hekate - 20K attack - Great Boost to Demons Attack

Second: Jabberwocky - 20.2K attack - Great Boost to Gods/Demons Attack

Third: Jabberwocky - 20.2K attack - Great Boost to Gods/Demons Attack

Fourth: Sutekh - 20.8k attack - Great Hit to Defense (All)

Fifth: Sutekh - 20.8k attack - Great Hit to Defense (All)

The Jabberwocky! It's just fun to say. This deck is set up with Hekate offering a boss buff, Jabberwocky coming in

with the next best one you could ask for, and Sutekh bringing a high base and a decent buff in the third spot. I do

not use Tiamat in the setup because, even with the higher stats, his buff is weak. He is, however, viable.

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Rare Card God Attack Deck

Leader: Agni - 11.3k attack - Medium Boost to Gods Attack

Second: Centaur Knight - 12.9k attack - Medium hit Foes Defense (all)

Third: Centaur Knight - 12.9k attack - Medium hit Foes Defense (all)

Fourth: Reshef - 13.2k attack - Medium hit to Foes Gods Attack

Fifth: Reshef - 13.2k attack - Medium hit to Foes Gods Attack

The best attack deck using rare God cards would be five Valkyrie Hilds, but since these were referral cards and

are no longer obtainable for the same cost as rares, it doesn’t make sense to use them in this composition.

Our Gods rare card build uses 5% debuff cards instead of the 8% buff that Agni offers because the stat

difference is just too high, meaning that an extra 3% won't make up for the loss.

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High Rare Card God Attack Deck

Leader: Trow Elf - 19k attack - Big Boost to Gods Attack

Second: Pan - 18k attack - Big Boost to Gods/Demons Attack

Third: Pan - 18k attack - Big Boost to Gods/Demons Attack

Fourth: Sword Valkyrie - 17.7k attack - Big Boost to Attack (all)

Fifth: Sword Valkyrie - 17.7k attack - Big Boost to Attack (all)

Crystal Lily could just as easily be used in the last two spots. This build offers a high chance of three procs going

off: Trow Elf will buff the four other cards, while Pan and Sword Valkyrie will both end up buffing all five of the

cards in your deck. Not only does this composition give you a very high base damage, it also has a nice balance

of buffs.

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SR God Attack Deck

Leader: Haniel - 20k attack - Great Boost to Gods Atk

Second: Cait Sith - 20.7k attack - Great Boost to Atk (all)

Third: Cait Sith - 20.7k attack - Great Boost to Atk (all)

Fourth: Thor - 21.4k attack - Great Hit to Gods Def

Fifth: Thor - 21.4k attack - Great Hit to Gods Def

Haniel in the lead spot, supported by two Cait Sith cards, offers the optimal boost combination. Another viable

option would be to use Jabberwocky in the lead spot and to follow him up with two Haniel. Both come out pretty

close to each other, since Jabberwocky has a stronger buff, but it isn't affected by Haniel’s buff, which lowers

the overall damage.

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Rare Card Man Attack Deck

Leader: High Shaman - 10k attack - Medium Boost to Man Atk/Def

Second: High Ninja - 11.2k attack - Medium Boost to this Cards Atk/Def

Third: High Ninja - 11.2k attack - Medium Boost to this Cards Atk/Def

Fourth: High Gunner - 13.6k attack - Medium Hit to Foes Man Defense

Fifth: High Gunner - 13.6k attack - Medium Hit to Foes Man Defense

This deck uses three different cards - the initial card is there purely for the 100% buff, which yields an additional

3k attack. This stacks with the Ninjas’ two self-buffs, providing you with additional boosts. In terms of Rare cards,

the Man realm lacks cards with a solid attack buffs and high stats.

An alternate configuration for the attack deck would be to stack five High Gunner cards and only attack Man

opponents.

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High Rare Card Man Attack Deck

Leader: Claymore Maid - 17.9k attack - Big Boost to Man Attack

Second: Master Archer - 18.4k attack - Big Boost to Attack (all)

Third: Master Archer - 18.4k attack - Big Boost to Attack (all)

Fourth: Holy Dragoon - 17.9k attack - Big Boost to Attack (all)

Fifth: Holy Dragoon - 17.9k attack - Big Boost to Attack (all)

The lead card here is Claymore Maid, since it allows you to use two Master Archers, which have higher base

stats. The Master Archers are still likely to go off, and using Holy Dragoons in the last two spots makes likely to

proc as well.

Another alternative is to use Master Archer in the top spot and then add four Claymore Maids in the remaining

slots to ensure that you would almost always get a Claymore skill.

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SR Man Attack Deck

Leader: Griffon Rider - 19.8k attack - Great Boost to Attack (All)

Second: Achilles - 20.9k attack - Great Hit to Foes Defense (All)

Third: Achilles - 20.9k attack - Great Hit to Foes Defense (All)

Fourth: Achilles - 20.9k attack - Great Hit to Foes Defense (All)

Fifth: Achilles - 20.9k attack - Great Hit to Foes Defense (All)

Griffon Rider is used as the leader card in this setup in order to ensure that both the Griffon Rider and at least

one of the Achilles cards will proc. Both buffs are 10%, meaning that they are pretty much interchangeable.

Another viable variation is to use Master Alchemists in the last two spots, resulting in a slightly weaker base

attack but giving you Gods realm debuff and a few spare HP, since the latter setup is also cheaper.

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Chapter 17 The Best Balanced Decks

It’s virtually impossible to narrow down the best “balanced” decks in Rage of Bahamut. Realistically, it depends

on what you are balancing for.

For example, one of the best realm-balanced HR decks in Rage of Bahamut would be made up of the following

cards:

Realm-Balanced HR Deck

Leader: Trow Elf - 19k attack - Big Boost to Gods Attack

Second: Mad Hatter - 17.9k Attack - Big Boost to Gods/Demons Attack

Third: Demonic Knight - 17.6k Attack - Big Boost to Gods/Demons Attack

Fourth: Sword Valkyrie - 17.7k attack - Big Boost to Attack (all)

Fifth: Sword Valkyrie - 17.7k attack - Big Boost to Attack (all)

This deck would be resistant to single realm debuffs, since it utilizes both God Realm and Demon Realm cards.

All of the buffs in the deck also buff all five of the cards that you are using.

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Players may also, however, want to balance decks so that they only need to purchase one set of cards for both

attack and defense. For decks such as these, it’s important to look for cards that modify a specific realm’s

ATK/DEF.

Unfortunately, until you reach the highest levels, many of these cards have much lower stats than their pure

attack and pure defense counterparts. They also suffer from the fact that many of these decks are one-sided

and would require you to stack one card in all five slots, reducing the chances that the skills would proc.

Wall-Smashing Decks

During Holy Wars, it is important for at least a couple of players to have Wall-Smashing decks. Generally, these

decks will consist of two Ares, a Mythril Golem or Master Gunner, and two remaining cards with high attack

stats.

Wall-Breakers are not affected by a reduced proc chance for using the same skills on the same cards, a

condition that other cards suffer from.

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Holy-War-Point-Boosting Decks

During Holy Wars, it is beneficial to use a Point-Boosting card. This card needs to go into the leader card spot

so that it will activate 100% of the time. When integrating these cards into your deck, it’s important to

understand that they will be using one of your skills, thus slightly weakening the attack of your deck.

Because of this, if your deck is comparatively weak, you may not want to use Point-Booster cards because the

lower stats would reduce your chance of winning.

Integrate these special cards into your deck by removing whatever you have in your third card slot and moving

your leader card and second-slot card down a space, since you will be adding the Point-Booster to the leader

spot. You can also remove a wing card and move the first, second, and third cards into the second, third, and

fourth spots.

Determine what your goal is . . . then choose a balancing strategy geared toward that goal.

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Chapter 18 – Events

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Chapter 18 Events

Quest and Treasure Events

Quest and Treasure events revolve around players using Cure Water to progress through as many quests as

possible and gather treasure pieces.

The first facet of these events is the collection of treasure cards. Each alignment can acquire two colors of a

treasure, and treasures accumulated during events can't be gifted to other players. Because of this, you'll need

to acquire them via battling players of a different alignment.

Be prepared to use quite a bit of Holy Powder doing this - not because weak opponents will be hard to find, but

because of Magic Circles. People will often use these to protect event treasure, which can be a real pain.

If you are of the Man realm, it is highly advisable that you use Magic Circles on your Blue treasure, as other

players will target it. Treasure cards will sell at high prices for the first couple of event days, but will slowly settle

down.

The second facet of these “Quest and Treasure” Events is the individual ranking. Your ranking is increased as

you move through the quest lines and defeat monsters. Cure Waters can be used to replenish your stamina,

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allowing you to move through the quests more quickly. When you reach the end of the event, you will further

accumulate points by proceeding through the final quest repeatedly.

The rewards for a player’s individual ranking are better than those that can be acquired through treasure cards

- the highest ranks will receive SSR, SR, and HR cards.

Quest events are generally the least exciting of the events, since they primarily consist of pumping Cure Water

and clicking the next button.

Raid Boss Events

Raid Boss Events are the most frequent events in Rage of Bahamut, and they generally have heavy participation.

Players will progress through quests and bosses will spawn randomly as you move through the levels.

A player is given a certain amount of time to destroy that boss, and players will receive rewards based on how

much damage they do to the monster. These rewards are typically some type of event-related currency, which

can be traded in for a random card or item.

Every five quests, players will also have a “normal” quest boss to deal with. This boss will normally yield Rupies

and personal CW/HP. Before you reach the boss, you will have to choose a path by tapping one of a few

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pictures - if you choose correctly, you move to the boss, but if you choose incorrectly, you must go back to the

previous quest.

The bosses summoned in these Raid Boss Events have varying degrees of health. Players attack the boss using

their attack deck - the more powerful the deck, the more damage done to the boss. Using event cards with boss

damaging skills significantly increases the overall power of the deck. These cards are necessary for players

who wish to perform well.

Upon taking down the boss, players are rewarded with presents, which can then be traded for items. The

rewards you receive are based on whether or not you discovered the monster, how much damage you dealt to

the monster, the critical bonuses at 66% and 33% that were used, whether or not you received the takedown

bonus for killing him, and whether or not you dealt the most damage (MVP).

Because of the critical bonuses, it is recommended that you attack every boss that appears at least once since

you will be eligible for those bonuses regardless of how much damage you do.

Doing well in these events is heavily dictated on event cards. The more powerful the event cards that you have,

the better you will perform. It is usually worth it to pick up the event cards early in the event and sell them near

the end of the event, before they drop in value. This way, you are simply renting the cards. Oftentimes, the

rewards that you receive for defeating the bosses and the HP that you saved due to the damage bonuses pays

for the card.

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Chapter 19 Holy Wars: Ranking

Holy Wars are the most important events in Rage of Bahamut. Holy Wars entail attacking random enemy

orders to establish an overall ranking, though you also establish an overall ranking for yourself (individual

ranking).

Ranking high in Holy Wars gives you access to the highest SR and SSR cards available. The highest-ranking

orders receive the best rewards, while the lower ranking orders are given rewards of lower value. Because of

the importance of rankings, everybody needs to know how to contribute during Holy Wars.

Individual Ranking

Individual ranking is based purely on the amount of points that you gather. You'll find that more powerful

opponents yield more points, though losing to an opponent will earn you no Holy War Points, so be careful.

Attack Leaders, Defense Leaders, and Order Leaders have multipliers applied to the points that they give out

when beaten, so these guys are worth the most. The more points you have, the higher (lower) your ranking

goes. It's a simple system.

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If an Order that you’re up against has a "Wall," you gain 1/2 as many points as usual. Taking down that wall will

remove that hit to your points, so it’s a good idea to remove it with those Wall-Breakers we talked about earlier.

Order Ranking

Order ranking is based on points as well, but there are some differences here. Gain the most points by defeating

an opponent by a large margin, and remember that you won't be able to achieve a high rank for your order by

working solo. Getting a high order ranking requires teamwork, since the points are calculated by your total

order’s points versus the other order’s total points, and the spoils only go to the victor.

If you continuously attack the same opponent, their defeat becomes worth less and less. This encourages you to

attack different opponents.

As you can see, being able to accumulate points through attacks is very important. You should also note that

since you can't score a lot of points unless your order coordinates in doing things like taking down Walls,

ensuring your Order’s victory in rankings also ensures your personal victory in rankings. Also, since the rewards

stack, you can double your rewards by maintaining high rankings in both categories.

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Chapter 20 Holy Wars: Skills

Full-Force Attacks

Rage of Bahamut has introduced an automatic weapon - players can attack three times per HP, and can burn

three HP instantly by using Full-Force Attacks. That's nine attacks per click. You will see quite a few last minute

power explosions when this skill is coupled with the bonuses from Skill Chains and Shingeki.

Skill Chains

Players start a Skill Chain by attacking twice (successfully) within a 10-minute period. In order to keep the chain

going, players need to attack successfully once every five minutes. While the bonus is active, your order gains a

10% ATK boost and a 1-2% holy war point bonus.

As you get more and more chains, you can attain up to a 50% holy war point bonus. This makes it more

important than ever for a lot of players to attack constantly and remain active, since it would be a shame for an

Order to lose a chain bonus.

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Position Skills

Something to note about position skills are that skills of the same type cannot be simultaneously active. Also,

skills are activated by SP and have cool-down times based on their power.

Order Leader: Shingeki

By far the best skill available in Holy Wars, the Order Leader bonus can be activated when a player gains 1000

SP, and the bonus will last a full 10 minutes. The cool-down of the skill is five minutes long, and Shingeki

increases players’ ATK by 20-25% and the Holy War Points received by 50-60%.

Vice Leader: Braveheart

This skill is a baby version of Shingeki and cannot be active at the same time as the previously discussed skill. It

costs 500 SP and lasts 5 minutes, increasing ATK and DEF by 10-15% and the points received by 20-25%

while active. This skill also has the benefit of removing opponents’ abilities to use Full-Force attacks, making it a

powerful skill to activate during the last few minutes of battle.

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Attack Leader: Warcry

This skill will decrease an opponent’s defense for a SINGLE ATTACK by 30-45%. It costs 60 SP and should be

used ONLY WHEN THE ENEMY DEFENSE LEADER ACTIVATES PHALANX.

Defense Leader: Phalanx

Using this skill properly makes or breaks Orders in Holy Wars. It increases the Defense Leader’s defense by 30-

40% and, when activated, only the Defense Leader can be attacked. This skill lasts until either the Defense

Leader is defeated or until the 6 minute time period passes. Phalanx costs 300 SP to use. Obviously, the Attack

Leader's Warcry negates the bonus, making an Attack Leader presence mandatory.

Support Leader: Boost

Boost  is basically a Holy Powder, and it should be used on Attack Leaders and Defense Leaders only. It

increases the ATK/DEF of a member by 300-350 ATK/DEF PWR, and the cool-down time ranges from 3

minutes to 100 seconds – the skill consumes 50 SP.

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Support Leader: Magic Shield  

This is the second skill available to Support Leaders, and it increases defense by 20-30% and works in

conjunction with Phalanx. Generally, when a Defense Leader is attacked, he will lose defense points. If Magic

Shield is up at the same time as Phalanx, the Defense Leader will not lose Defense Points, and the other team

will have to defeat him outright.

Regular Members: Yell

This skill is the reason why you'll want a lot of members on simultaneously. It has no cool-down time and

increases the ATK and SP of a player by 10-30 ATK/SP. 30 SP is needed to use Yell, but if you're not a leader

you don’t need the SP to activate other skills anyway.

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Chapter 21 How To Succeed In Holy Wars: Tips for Leaders

Succeeding in Holy Wars depends on players working as a team to take down enemy walls and to use

Leader/Order skills to effectively buff your team and disrupt the enemy.

Communication through an outside program is also mandatory, since players will have to message quickly and

easily if they want to know whether an enemy is getting too far ahead or if an enemy is catching up.

It is also needed so that Leaders can let members know when they will use their abilities. If an Order doesn't

communicate, the chances of that Order being successful are virtually zero. That being said, here are some tips

for the various leaders.

Defense Leader Tips

Defense Leader: Phalanx

Knowing when and how to use this skill will be very important for Defense Leaders. Additionally, it's important for

a Defense Leader to have a high number of defense points so that they can sustain an assault for as long as

possible. As a result, a Defense Leader that starts losing cards after being attacked twice is nearly worthless.

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Using Phalanx

C-c-c-c-c-combo breaker: This is one of my favorite times to use Phalanx: right after the enemy Order reaches

50 on their skill chain. Using this skill immediately halts their progress, and if they can't break you in the 6

minutes allotted for the skill, their combos are reset to zero. This gives your Order the ability to earn 150%

points, while the opponents are forced to earn points at 100% rate, since you’re breaking their chains.

Alternating Defenders

This is one of my least favorite uses for Phalanx, though it is very powerful. Two players with strong defenses

can rotate using Phalanx. If they are heavily active, they can possibly keep an enemy from being able to attack

for a vast majority of the match. The reason I don't like using Phalanx this way is that you gain more points from

enemies who have points to lose. This method encourages enemies to be inactive, thus reducing your points as

well as theirs.

Holding The Lead

If your Order takes a significant lead when the match is nearing its end, Defense Leaders can hold the lead long

enough to win the match. Many Orders may attempt to do last minute comebacks, but using Phalanx near the

end of a War can prevent this.

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Attack Leader Tips

Attack Leader: Warcry

This skill will decrease an opponent’s defense for a SINGLE ATTACK by 30-45%, and it costs 60 SP to use.

A good Attack Leader is heavily active and farms a lot of points. Ideally, the best of these players are pure

bruisers who love pummeling enemies. The key to being a good Attack Leader is having a deck that no defense

can stop and being active enough to use Warcry during every Phalanx in order to bring the Defense Leader

down. Inactive Attack Leaders are, frankly, awful.

Using Warcry

Only during Phalanx should you be using Warcry. Again, there is no reason to use it to defeat anybody but an

enemy who is using Phalanx.

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Order Leader Tips

Order Leader: Shingeki

This is the most powerful skill that you can use during a Holy War. Because of this skill, it is recommended that

an Order Leader be online during virtually every Holy War. They should also be the one to declare Wars. The

attack boost that Shingeki offers is nice, but the main reason why this skill is awesome is the point boost.

Increasing your points received by 50% is increasing the effectiveness of your HP by 50%.

Using Shingeki

The  key to using Shingeki is saving it until your Order has a 50-chain combo, an Attack Leader is ready to break

an enemy Phalanx, and the enemy is not using Braveheart. By doing this, your Order members will be able to

use Full-Force Attacks and gain massive bonuses. Also, you should always warn your Order a couple of minutes

before you use the skill so that they can be ready to destroy.

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Vice Leader Tips

Vice Leader: Braveheart

The Vice Leader also has the ability to activate Shingeki in place of the Order Leader so long as the Order

Leader has the SP to use it.

Vice Leaders are often viewed as simply an additional person that can use Shingeki, but Braveheart shouldn't be

underestimated. It can be one of the most powerful abilities in the game if used properly.

Using Braveheart

Braveheart is a Shingeki stopper: when an enemy team uses Shingeki, it can be assumed that Full-Force attacks

are coming. Using Braveheart prevents enemies from using Full-Force attacks, meaning that their point

generation can be cut down significantly for five minutes.

It also boosts the defense of your Order as well as the Holy War Points received from battling opponents. The

only downside to this ability is that Shingeki lasts 10 minutes, while Braveheart only lasts five. Because of the

time discrepancy, it is useful to use this skill and use Phalanx immediately after it wears off.

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Holding The Lead

Many Orders try to coordinate last-minute comebacks. Preventing an enemy team from being able to use Full-

Force attacks for the last five minutes of a War will usually break them. This is the best way to use Braveheart

as a substitute for Shingeki.

Support Leader Tips

Using Boost Properly: Healer

Every two to three minutes, a Support Leader is able to replenish any members ATK/DEF power by 300-350

points. Generally, this should be used on an Attack Leader to help offset their constant Holy Powder

expenditures, but can also be used on a Defense Leader to replenish their defense points during Phalanx.

Using Magic Shield Properly: Phalanx Enhancer

Magic Shield allows a defender’s defense stats to outstrip almost any Attack Leader’s attack, even while using

Warcry. There is also a special bonus: when Magic Shield interacts with Phalanx, Defense Leaders won’t lose

defense power. Because of this, it is recommended that the Magic Shield skill be used on Defense Leaders

when they use Phalanx.

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Chapter 22 Holy Wars: Preparation Is Key

People need to prepare for Holy Wars well ahead of time, and here is a quick checklist of the basics:

1) Every player should have a low-level matching leader card to make it difficult for the enemy to decide whom to

attack and to remember which players are weaker.

2) Attack, Defense, Support, Order, and Vice Leaders should all be chosen and should all be active. Not too

many things ruin an Order’s chances more than finding out that your Attack Leader is on vacation that

weekend.

3) Gather Holy Powder and liquidate what you can ahead of time. Nobody is shopping during Holy Wars, so get

all of the HP that you need before the wars start.

4) Set up standards and goals before Holy Wars. Players should know that if they spend 30 HP while the rest of

the order spends 200 HP, they are getting the boot. Find out what players are planning on spending so that you

can develop teams and strategies.

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5) Set up a schedule. Wage at least five big battles a day. This way, players can be sure to be on during the

predetermined times, allowing them to generate huge points. By setting up times before the Holy Wars start,

you save yourself three hours in chat trying to figure out whether or not you have enough people to win.

6) Develop a strategy and make sure that people are aware of it. If you are trying to keep your scores low for

the first few days but have members accumulating 50k points a match, you have an issue.

7) Make sure that you have Line/Palingro/Kakao for active chatting. Anybody who is not using it and has not

proven himself to be extremely effective should be removed. The in-game communication in R.O.B. is awful, so

alternatives are needed.

Create a strategy and make sure all players are on the same page.

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Chapter 23 Holy Wars: My Strategy

Step 1) Wall goes down (200% HW points)

Step 2) Players attack to start the Skill Chain and generate SP. Each time a player reaches 30 SP, they use Yell

to give it to the Order Leader.

Step 3) The Order Leader sees that the Skill Chain is maxed and that he has 1000 SP, at which point he says

that he will use Shingeki in 5 minutes, ordering members to keep the chain active.

Step 4) The Order leader uses Shingeki and the Order uses Full-Force attacks until Shingeki’s time limit is up.

(200% more HW Points, plus the wall, brings us to a 400% point boost).

Step 5) The Defense Leader uses Phalanx in the last five minutes of the War.

Win or lose, this method will generate the highest number of points, and your ranking is built on points, not on

wins and losses.

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What if an enemy uses Braveheart when you use Shingeki?

-You hold off Full-Force attacks for the 5 minutes that Braveheart lasts.

What if an enemy uses Phalanx?

-Your Attack Leader should use Warcry in conjunction with Shingeki, at which point he should have the

power to take down the Defense Leader.

Aren't you underselling other skills?

-No, not really. A Support Leader should be using Boost regularly, and although both Braveheart and

Phalanx are nice for slowing down enemy point generation, they create a double-edged sword. (Both you and the

enemy Order are earning fewer points). Instead, I prefer to focus on making sure that you get the most value

per HP.

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Chapter 24 Building a Strong Order A lot of people become frustrated with their Orders - they find themselves contributing more than their fair

share and watching inactives and weak players escape being booted from the Order. It can be a frustrating

position to be in, especially if you don't have the time to start, recruit, and run your own Order.

When done properly, an Order Leader’s job is easy to accomplish and should help the Order run smoothly.

When done improperly, it can seem like an uphill battle in which the recruitment of great Order members is

canceled out by the loss of other great Order members.

Luckily for Order Leaders, this job isn’t as tough as it seems. Oddly enough, it parallels running a business in

most aspects.

Start, Build, & Maintain an Order

The first part of the next section will be a guide on how to start and build a top Order. The second part of the

section will list ways to improve or maintain a strong Order while keeping it fun for all involved.  

 

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First Steps

When you begin creating an Order, it’s important to understand that with the high amount of recruits needed in

high-end Orders, there is little reason for somebody strong to join yours. In fact, there is pretty much no reason

for somebody to join yours.

Understanding this is important because it helps you appreciate the members that you do manage to recruit.

When I see new Orders with three members trying to recruit players with 85k+ base stats who are required to

spend 200 HP, I laugh.    

When creating a post on a forum for Order recruitment, it's important to hit on a few key things. Everybody is

putting 75-90k base as a requirement, which means that there is a huge pool of players below 75k base attack

who are strong and active. These players are probably pretty annoyed and discouraged, and they will appreciate

an Order looking for members in their stat range.

As these players ramp up in power, they will be more likely to stay in your Order. An 85k+ member will jump ship

the first time you perform poorly, keeping you in a vicious recruitment cycle. Nothing is much worse than always

having to look for strong members, since people will eventually pick up on this will not want to join.  

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As people join your order, it’s important to create a welcoming atmosphere. (This is especially important when

you are first starting out). You do this by answering questions as members ask them and by participating in

chat.

By doing this, you foster an environment of participation. As new members ask new questions, you get more and

more veteran members to participate, which helps the Order run itself. An Order with no messages on its

forum is bound to have a constant trickle of members who are leaving.

Events can make or break a new order. A player a while back posted a comment saying that spending the extra

Holy Powder during a Holy War, even if you won't make it back in rewards, is worth it because it increases your

rank and allows you to recruit stronger players. Your first few events should be run with this mentality – strong

performances increase confidence that current members have in the Order, and they increase your chances of

picking up strong members down the road.

It is, however, inevitable that some of your members will leave or become inactive, so keep an eye out for these

players and replace them as needed. If you're serious about making a strong Order, you will push the first couple

events with all that you’ve got.

If your first event goes well, chances are that you will retain strong members and have the chance to purge

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inactive members. If the first event goes poorly, you may have a lot of recruiting to do as people jump ship. It is,

however, important to take some time and find out why you did poorly.

Post in chat and ask how much Holy Powder everyone spent, who wasn't able to participate, etc. You do this to

check for participation and effort, which can be more important than base stats.

If a guy with a rare, 50k attack deck spent all 20 of his saved HP but didn't do well because he could only attack

once, that's significantly different than the guy with 75k stats who bought an SR card before the event and left

himself with only 30 HP to spend in War. You want people who want to get stronger as a group, and not lone

wolves who just want to build their decks.

Finally, make sure that you have outside chat apps like Line and Palingro. It’s necessary for quick

communication, since the in-game chat is so limited, and the extra chat can help build community.

How to Improve and Maintain an Order

If your Order is strong, chances are that it maintains itself unless a big hitter quits the game, in which case you

have a list of possible replacements a mile long. If your Order is new or mid-ranked, it can be tough to maintain

quality membership.

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General Rule For Life: Be Nice

Do not complain and RAGE at your members for not doing enough during war. Remember that you are a

Leader and that this is a game. People have enough real life problems to last them a few lifetimes, and they

don’t need your comments. Keep your criticism positive. Don't talk about what they didn't do, talk about what

they did and can do.

 

Chances are, people know when their decks are weak or they didn't contribute enough HP. Let them know how

they can make more HP, how they can improve their deck, and what times you will be pushing for attacks. It will

cut down on drama and increase your Order’s respect for you. You might want to read How To Win Friends

And Influence People by Dale Carnegie, also, as it will really help you out in this area of the game.

Participate Constantly

Not only should you be participating heavily in events, but you should also be active in conversations. An Order

that talks a lot generally maintains members. People build connections with each other and feel bad about

leaving. - it's a comfort thing.

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Whatever Happened To Contests?

Back in the days of Ultima Online, guilds ran contests and events regularly. As games progressed, it seems that

the need for contests has disappeared. Instead of focusing on community, games focus on progression, gear,

and ranks, which is really a shame. Contests and events within an order are still one of the best ways to build

community.

Contests can strengthen a community.

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Pay attention!

I had an order on my alt account that didn't notice that 12 members were completely inactive for over three

weeks. I had an Alliance, which I had recently left on Marvel, that had six accounts that had not leveled from 10

in over a week. Your Order members notice things like this. They notice people who don't contribute, they notice

people that aren't playing and, worst of all, they notice that you don't notice.

It makes you look like you don't care about your Order, and if you don't care about it, then why should your

members?

Order members notice when things are amiss . . . do you?

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Chapter 25 Miscellaneous Tips

If you are worried about losing Rupies in battle, you can trade them with a friend and then cancel the trade. This

will result in the Rupies being safe until you redeem them.

If you want people to attack you more often, you can change your lead card to a weak card. This, obviously, will

make people think that you are weak.

On an Android, if you force stop and clear your cache, you will have the option to log in as a different account.

Assuming it is authenticated, this allows you to play multiple accounts on the same device.

During Holy Wars, the penalties for attacking low-level players are removed, so if you have a weaker attack deck,

go ahead and feel free to farm them.

Mobage lays down heavy bans for having multiple accounts, but will usually not take action unless the number

starts to inch upwards of nine or ten. Do so at your own risk.

Get more of the latest Rage of Bahamut Game Tips and Strategies at Rage of Bahmut Guide