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Peace Time Throne Room +
Load Debuff
A Peace time TR is when you are not attacking or defending but you want it to
have as many attributes as possible for several reasons:
Raiding, cresting, crafting, Training, resource production, reviving, load, march
size, march speed, upkeep reduction, construction, morale boost, storehouse
protection, chance to find items, etc etc. NOW we add HIGH load debuff.
While we try to keep as many attributes as possible as described above, we add
as many load debuff as possible. In case our AP rotation runs out or else, and we
get attacked, we want to slow down the attackers looting resources at a high
rate. Load debuff slows that down. The TR that we will discuss today has load
debuff, at a reasonable obtainable level. This level you could increase or be
“forced” to decrease if you want to keep other attributes. For example, in this
preset there will be Troop Training Speed (TTS), but if you have a lot of troops
already and do not have to train so much, you may swap out the TTS jewels for ,
for example load debuff jewels.
Another approach is , to have 2 AFK presets and try to obtain best of both
worlds. You could have TTS in 1 AFK set, and high load debuff in the 2nd
AFK set.
If you need to train you switch to AFK1 , if not training and need load debuff
protection, for when you are sleeping or else, you switch to AFK2.
If you have the additional cards in inventory, you can make same cards with a
different 6th line , by using different jewels. For example The Minstrel with TTS
in 6th
line and another with load debuff in 6th
line. That way you get the
maximum out of each set.
If you have high load debuff, you force the opponent to use high load to
overcome the debuff. This makes your attacker “vulnerable” as well as he has to
sacrifice combat stats to overcome the load debuff.
If he doesn’t overcome the load debuff he will only loot what wagons standard
can hold ( -5%) and looting will take considerable longer.
This gives you also a possibility to defend with your champ against championless
waves. Or it gives your alliance the possibility to Reinforce and catch the waves
without champions.
Many options exist, you can raise the load debuff even higher then this
example. From experience, looting a player with high load debuff is painfull. It
takes way longer and the chance of an alliance reinforcing and forcing you to
send champ with every wave slows you down considerably.
The TR equipped above in pic has the following TR items:
• Throne : Miraculous Throne of Celerity
• Window : Miraculous Window Of Lethargy
• Tapestry : Miraculous Tapestry Of Burden
• Pillar : Miraculous Pillar of Transmution
• Hero : Miraculous Hero Of Courage
• Candelabrum : Miraculous Candelabrum Of Magnitude
• Trophy : Homesteading Trophy
• Banner : Relief Banner
• Statue : The Huntress
• Pet : Noble Stag
• Table : Castellan’s Table
• Advisor : Minstrel
Thus your TR can Equip 12 Cards at the time. And by choosing simular cards then
you reach most of the objectives outlined above. This will & can be furthermore
enhanced by choosing the correct BRIGHT jewels ( max lvl jewels). So you tweak
the peace time TR with load debuff to what you want and need.
Note* you see I don’t use Robin the Courageous, I switched with a different Hero,
for the simple reason that I don’t care about the food bonus. If you have trillions
in AP, why create more food? Then use a different card. In this case I gave more
importance to defense stats so I can occasionaly attack Dark forests as well.
Below a overview of the 12 TR cards in Pics.
This gives the following combined stats . After each stat it is indicated if a cap has
been reached by a * or close by a *
• 1417.00% Attack *
• 5112.00% Defense *
• 69.00% Life
• 805.00% Combat Speed *
• 755.50% Range *
• 1410.00% Bonus to Wall
• -805.00% Combat Speed Debuff *
• -7731.00% Load Debuff **
• 627.00% Infantry Life *
• 856.00% Ranged Attack
• 155.00% Ranged Defense
• 209.00% Ranged Range
• 311.00% Horsed Attack
• 489.00% March Size *
• 670.00% March Speed *
• 138.00% Attack March Speed
• 2029.00% Troop Training Speed
• 641.00% Construction Speed *
• 316.00% Upkeep Reduction *
• 627.00% Crafting Speed *
• 2144.00% Resource Production *
• 846.00% Food Production
• 3180.00% Ore Production *
• 469.00% Aetherstone Cap *
• 1871.00% Storehouse Protection*
• 293.00% Morale Boost *
• 138.00% Chance to Find Items *
• 254.50% Revive Speed*
• -86.50% Revive Cost
• 156.00% Bonus Aethersone from Dark Forest
• 313.00% Spellcaster Defense
• -156.00% Spellcaster Defense Debuff
Below are the current caps
This means that I reach in peacetime at least 20 caps for various tasks. Let’s go
into detail, I have removed the lines that are not important.
1417.00% Attack
5112.00% Defense
69.00% Life
805.00% Combat Speed
755.50% Range
627.00% Infantry Life
856.00% Ranged Attack
155.00% Ranged Defense
209.00% Ranged Range
311.00% Horsed Attack
-805.00% Combat Speed Debuff
These above lines will help me cresting barbs, or wilds, or even Mercs.
• 489.00% March Size
• 670.00% March Speed
• 138.00% Attack March Speed
These lines will increase the max amount of troops I can send from a Rally point
and at max speed as well. Excellent for scouting, sending attacks, transports,
reinforcements & reassign.
March speed is all you need, speed wise. It is the general buff that covers every
march, regardless if that is an attack march, scout, transport, re-assign, transport
et.
Transport, reinforcement speed, re-assign speed, scout march speed, attack march
speed etc etc, are SPECIFIC speeds that cover only 1 aspect and that’s the aspect
that they describe in their description.
So its important to have the general MARCH speed at cap of 500% or above.
2029.00% Troop Training Speed
The cap for troop training speed is 4000% , so I now train at HALF max speed
641.00% Construction Speed
The cap for construction speed is 600% , so I now build at at max speed
316.00% Upkeep Reduction
The cap for upkeep reduction is 33%, this takes 33% of your upkeep ( feeding
troops) and combined with a horn ( 50%) that makes a drastic impact at your food
bill/upkeep.
627.00% Crafting Speed
The Cap for crafting speed is 200% , so you want this at max while crafting the
items you program in the spires ( via BOT tab CRAFT)
2144.00% Resource Production
846.00% Food Production
3180.00% Ore Production
Resource Production is capped at 2000%. Again resource production is a
GENERAL cap that covers ALL production, thus wood, food, stone ore.
If it says food production, then that obviously only covers food production.
Thus you want to have RESOURCE production and at max or close to cap.
The others are resource specific , and are also capped at 2000%.
You can of course combine, 1000% resource production + 1000% ore production,
produces all 4 resources at 1000% but ore at 2000% ( 1000+1000)
*However, due to the fact, that Kabam has made an “error” in the coding or has
mis-implimented general production & specific production it is possible to stack
2000% resource production and 2000% specific production. This would give you a
total of 4000%.
For Example: you could combine 2000% resource production & 2000% ore
production, giving you a total of 4000% ore production.
NB:This is NOT how it is supposed to be. The description in blue above is correct,
and this is a “glitch” or wrongly coded by Kabam, (that could get fixed at some
point.) and thus an exception.
469.00% Aetherstone Cap
The Astone cap is 200% . When reached you can hold 6 million Astones per city
BUT! When you CHANGE TR and therefore you un-equip the card with
Astone cap then it reverts back to the max you can hold WITHOUT the cap
card. ( with no astone cap card the max you can hold is 2 million par city) I
found that it goes back to 2M in your first city after about 30 seconds, then
roughly about 10 seconds per city after that. SO KEEP THAT IN MIND PLS!!
1871.00% Storehouse Protection
1250% is the cap, this protects a little under 1.5billion food, wood, stone, ore. ( not
gold & astone) meaning if attacked, you cant be taken to 0, there is always food in
city.
• 138.00% Chance to Find Items
The cap is 20%. This is the general buff, so it covers all places where you can find
items, thus Dark Forests, Wilds, Players Castles, Mercs.
254.50% Revive Speed
The cap is 235% , it takes time off the reviving process in apothecary.
• -86.50% Revive Cost
Takes the cost down to revive troops
156.00% Bonus Aethersone from Dark Forest
The cap is 100% , when equipped and you are attacking Dark Forest you bring
back more astones.
The Cap is 125% , when raiding barb camps, you get more yield from it.
Note, whenever you upgrade the card, you need to stop all raids, then edit each raid in order for
each raid to benefit from the increased value.
• 293.00% Morale Boost
The cap is 100% ,you can tax your cities more without suffering a lower morale
and thus keep population higher for training or working the resource production.
• -7731.00% Load Debuff The
cap is -5% for debuff.
This Gives you an idea how to use LOAD DEBUFF to your advantage and make it
your enemy more difficult to loot you when you loose AP. IN general everything
above 5k load debuff creates a hurdle, for the other to overcome.
They will need a special LOAD preset to overcome, which we will show in the next
tutorial.
I have seen LOAD DEBUFF AFK sets at 5k, 10k, 15k
You can switch the banner out for a DF banner if you want to occasionally hit
DF’s. The defense stat is already in this TR at 5k+ and attack stat is also more then
1k+.
This will raise it more and include the life stat too and get it over the 250% cap as
well.
(Def+attack+Life are only stats that work in DF battles)
For quickly advancing to next level of ascension, without using crystal or gems,
you temp switch Minstrel out with an advisor with increased city value. Cap is
100% for city value.
.
Praedam Canibus Production

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Afk throneroom load debuff

  • 1. Peace Time Throne Room + Load Debuff A Peace time TR is when you are not attacking or defending but you want it to have as many attributes as possible for several reasons: Raiding, cresting, crafting, Training, resource production, reviving, load, march size, march speed, upkeep reduction, construction, morale boost, storehouse protection, chance to find items, etc etc. NOW we add HIGH load debuff.
  • 2. While we try to keep as many attributes as possible as described above, we add as many load debuff as possible. In case our AP rotation runs out or else, and we get attacked, we want to slow down the attackers looting resources at a high rate. Load debuff slows that down. The TR that we will discuss today has load debuff, at a reasonable obtainable level. This level you could increase or be “forced” to decrease if you want to keep other attributes. For example, in this preset there will be Troop Training Speed (TTS), but if you have a lot of troops already and do not have to train so much, you may swap out the TTS jewels for , for example load debuff jewels. Another approach is , to have 2 AFK presets and try to obtain best of both worlds. You could have TTS in 1 AFK set, and high load debuff in the 2nd AFK set. If you need to train you switch to AFK1 , if not training and need load debuff protection, for when you are sleeping or else, you switch to AFK2. If you have the additional cards in inventory, you can make same cards with a different 6th line , by using different jewels. For example The Minstrel with TTS in 6th line and another with load debuff in 6th line. That way you get the maximum out of each set. If you have high load debuff, you force the opponent to use high load to overcome the debuff. This makes your attacker “vulnerable” as well as he has to sacrifice combat stats to overcome the load debuff. If he doesn’t overcome the load debuff he will only loot what wagons standard can hold ( -5%) and looting will take considerable longer. This gives you also a possibility to defend with your champ against championless waves. Or it gives your alliance the possibility to Reinforce and catch the waves without champions. Many options exist, you can raise the load debuff even higher then this example. From experience, looting a player with high load debuff is painfull. It takes way longer and the chance of an alliance reinforcing and forcing you to send champ with every wave slows you down considerably.
  • 3. The TR equipped above in pic has the following TR items: • Throne : Miraculous Throne of Celerity • Window : Miraculous Window Of Lethargy • Tapestry : Miraculous Tapestry Of Burden • Pillar : Miraculous Pillar of Transmution • Hero : Miraculous Hero Of Courage • Candelabrum : Miraculous Candelabrum Of Magnitude • Trophy : Homesteading Trophy • Banner : Relief Banner • Statue : The Huntress • Pet : Noble Stag • Table : Castellan’s Table • Advisor : Minstrel Thus your TR can Equip 12 Cards at the time. And by choosing simular cards then you reach most of the objectives outlined above. This will & can be furthermore enhanced by choosing the correct BRIGHT jewels ( max lvl jewels). So you tweak the peace time TR with load debuff to what you want and need. Note* you see I don’t use Robin the Courageous, I switched with a different Hero, for the simple reason that I don’t care about the food bonus. If you have trillions in AP, why create more food? Then use a different card. In this case I gave more importance to defense stats so I can occasionaly attack Dark forests as well. Below a overview of the 12 TR cards in Pics.
  • 4.
  • 5. This gives the following combined stats . After each stat it is indicated if a cap has been reached by a * or close by a * • 1417.00% Attack * • 5112.00% Defense * • 69.00% Life • 805.00% Combat Speed * • 755.50% Range * • 1410.00% Bonus to Wall • -805.00% Combat Speed Debuff * • -7731.00% Load Debuff ** • 627.00% Infantry Life * • 856.00% Ranged Attack • 155.00% Ranged Defense • 209.00% Ranged Range • 311.00% Horsed Attack • 489.00% March Size * • 670.00% March Speed * • 138.00% Attack March Speed • 2029.00% Troop Training Speed • 641.00% Construction Speed * • 316.00% Upkeep Reduction * • 627.00% Crafting Speed * • 2144.00% Resource Production * • 846.00% Food Production • 3180.00% Ore Production * • 469.00% Aetherstone Cap * • 1871.00% Storehouse Protection* • 293.00% Morale Boost * • 138.00% Chance to Find Items * • 254.50% Revive Speed* • -86.50% Revive Cost • 156.00% Bonus Aethersone from Dark Forest
  • 6. • 313.00% Spellcaster Defense • -156.00% Spellcaster Defense Debuff Below are the current caps
  • 7. This means that I reach in peacetime at least 20 caps for various tasks. Let’s go into detail, I have removed the lines that are not important. 1417.00% Attack 5112.00% Defense 69.00% Life 805.00% Combat Speed 755.50% Range 627.00% Infantry Life 856.00% Ranged Attack 155.00% Ranged Defense 209.00% Ranged Range 311.00% Horsed Attack -805.00% Combat Speed Debuff These above lines will help me cresting barbs, or wilds, or even Mercs. • 489.00% March Size • 670.00% March Speed • 138.00% Attack March Speed These lines will increase the max amount of troops I can send from a Rally point and at max speed as well. Excellent for scouting, sending attacks, transports, reinforcements & reassign. March speed is all you need, speed wise. It is the general buff that covers every march, regardless if that is an attack march, scout, transport, re-assign, transport et. Transport, reinforcement speed, re-assign speed, scout march speed, attack march speed etc etc, are SPECIFIC speeds that cover only 1 aspect and that’s the aspect that they describe in their description. So its important to have the general MARCH speed at cap of 500% or above. 2029.00% Troop Training Speed The cap for troop training speed is 4000% , so I now train at HALF max speed 641.00% Construction Speed The cap for construction speed is 600% , so I now build at at max speed 316.00% Upkeep Reduction
  • 8. The cap for upkeep reduction is 33%, this takes 33% of your upkeep ( feeding troops) and combined with a horn ( 50%) that makes a drastic impact at your food bill/upkeep. 627.00% Crafting Speed The Cap for crafting speed is 200% , so you want this at max while crafting the items you program in the spires ( via BOT tab CRAFT) 2144.00% Resource Production 846.00% Food Production 3180.00% Ore Production Resource Production is capped at 2000%. Again resource production is a GENERAL cap that covers ALL production, thus wood, food, stone ore. If it says food production, then that obviously only covers food production. Thus you want to have RESOURCE production and at max or close to cap. The others are resource specific , and are also capped at 2000%. You can of course combine, 1000% resource production + 1000% ore production, produces all 4 resources at 1000% but ore at 2000% ( 1000+1000) *However, due to the fact, that Kabam has made an “error” in the coding or has mis-implimented general production & specific production it is possible to stack 2000% resource production and 2000% specific production. This would give you a total of 4000%. For Example: you could combine 2000% resource production & 2000% ore production, giving you a total of 4000% ore production. NB:This is NOT how it is supposed to be. The description in blue above is correct, and this is a “glitch” or wrongly coded by Kabam, (that could get fixed at some point.) and thus an exception.
  • 9. 469.00% Aetherstone Cap The Astone cap is 200% . When reached you can hold 6 million Astones per city BUT! When you CHANGE TR and therefore you un-equip the card with Astone cap then it reverts back to the max you can hold WITHOUT the cap card. ( with no astone cap card the max you can hold is 2 million par city) I found that it goes back to 2M in your first city after about 30 seconds, then roughly about 10 seconds per city after that. SO KEEP THAT IN MIND PLS!! 1871.00% Storehouse Protection 1250% is the cap, this protects a little under 1.5billion food, wood, stone, ore. ( not gold & astone) meaning if attacked, you cant be taken to 0, there is always food in city. • 138.00% Chance to Find Items The cap is 20%. This is the general buff, so it covers all places where you can find items, thus Dark Forests, Wilds, Players Castles, Mercs. 254.50% Revive Speed The cap is 235% , it takes time off the reviving process in apothecary. • -86.50% Revive Cost Takes the cost down to revive troops 156.00% Bonus Aethersone from Dark Forest The cap is 100% , when equipped and you are attacking Dark Forest you bring back more astones. The Cap is 125% , when raiding barb camps, you get more yield from it. Note, whenever you upgrade the card, you need to stop all raids, then edit each raid in order for each raid to benefit from the increased value. • 293.00% Morale Boost The cap is 100% ,you can tax your cities more without suffering a lower morale and thus keep population higher for training or working the resource production. • -7731.00% Load Debuff The cap is -5% for debuff. This Gives you an idea how to use LOAD DEBUFF to your advantage and make it your enemy more difficult to loot you when you loose AP. IN general everything above 5k load debuff creates a hurdle, for the other to overcome.
  • 10. They will need a special LOAD preset to overcome, which we will show in the next tutorial. I have seen LOAD DEBUFF AFK sets at 5k, 10k, 15k
  • 11. You can switch the banner out for a DF banner if you want to occasionally hit DF’s. The defense stat is already in this TR at 5k+ and attack stat is also more then 1k+. This will raise it more and include the life stat too and get it over the 250% cap as well. (Def+attack+Life are only stats that work in DF battles)
  • 12. For quickly advancing to next level of ascension, without using crystal or gems, you temp switch Minstrel out with an advisor with increased city value. Cap is 100% for city value. . Praedam Canibus Production