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Might & Magic: Duel of Champions Game Guide by gamepressure.com

Might & Magic: Duel of Champions Game Guide

Table of Contents

Mission: Wolf Soldiers | Campaign M&M: Duel of Champions Guide

Last update: 11 May 2016

Flammschrein

To start this series of matches against the AI, you need the 3rd experience level, at least. You start the game with one unit already deployed in the battlefield.

Your opponent will put up resistance in the form of a large number of units that can drain health and regenerate theirs. Still, he will soon run out of cards so, it suffices to block all of the access routes to your hero with as many units as you can, and to use all the possible spells. After you raise attributes to 4-4-3 (start by raising the might attribute to 4), draw cards from the deck. It is best if the start hand is cheap and mostly with units. The number of your units is a key to success.

Whispering Forest

It can be quite troublesome to fight this opponent, as he has a whole lot of Lost Souls, who take half the damage from non-magical units. I.e. from the majority of your units. .

Haven: the only way to win is to defend the hero with weak units and to focus on magical attacks at the beginning. A good hand for a start has four offensive spells and cheap units. Start by raising might attribute to 2, and then increase magic to 4 and then, raise might to 4. If you can, lay down the magical unit cards, i.e. Radiant Glory and Lesser Air Elementals, and keep using Blessing on such cards only. In this round, you need to focus on attacking mainly with two magical units that you have, i.e. Radiant Glory and Lesser Air Elementals. It is an important thing to deploy them in the front row and to heal them because you have only few of them in your decl. Use the other cards in the form of cannon fodder, to protect your hero. If you manage to play properly at least one card with magic attack, you stand considerable chances to win.

Inferno: Try to defend at the very beginning of the round and use the House of Madness, as soon as the opponent starts running out of units in the battlefield. This will make him throw one card after another, thanks to which you will win by having more cards than him.

Necropolis: Your cards are similar to those of your opponent's. Many of them are magic cards, which will help you deal with the enemy.

Altar of the Spider Goddess

Haven: Start with a cheap hand. You need to deploy as many units as you can, in a short period of time, to block the enemy's attacks. The enemy has a great power of poisoning at his disposal, but you can easily counter-act against this one, by deploying devoted Sisters next to the poisoned units. The attributes need to be raised as follows: 3-4-3, starting with might and ending with destiny. The enemy will be fast to deploy new units but, you can easily maintain control over the battlefield by using offensive spells. Attack as soon as you can with whatever you can. Heal your units with the blessing, but the poisoned units. If your units will make through the initial phases of the match, unlike the opponent's, and both of you will be left with few cards on the hand, this will mean your victory.

Inferno: It is a good idea to use the House of Madness to prevent the torrent of the enemy's cards. In general, there is no huge bonus in the game for you to remove poison. Counter-attack the stronger creatures by using the Fire Shield on the poisoned unit.

Necropolis: Another battle with a clone of yours. You can try and mirror the opponents moves to get him cornered.

You start the game at a disadvantage, when it comes to deployment - Mission: Wolf Soldiers - Campaign - Might & Magic: Duel of Champions - Game Guide and Walkthrough

Denstadt

You start the game at a disadvantage, when it comes to deployment. This will be easy to remedy, though. Try to start the match with a hand, where there are, at least, two units for 1 resource units. This will help you survive the initial phase.

At first, invest in the magic attribute, and try to clear the battlefield, even if it comes at the cost of your own units. At the beginning, try to use cards that will block the opponent's attacks. After you have protected your hero for, around, 5 turns, you will finally be able to fight and deal some damage to the opponent. Use the Campfire card to gain more cards.

Your opponent will rely on manipulation and, to a large extent, he will be also eliminating his own units. A good way to survive is healing one of the stronger cards. After you dominate one line, you stand more chance to win, even if you are made to defend yourself at the other lines and to sacrifice your units.

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