Rival Kingdoms mithril allows for customization of your defenses to better protect your Stronghold. Mithril upgrades defenses to help you do more damage. 1) kill troops faster, or 2) slow down the attackers so they take more damage. Since every base configuration is different this guide is designed to help you better understand the various mithril trees and why you may want to pick a particular tree over another rather than making hard and fast recommendations.
Mithril can be obtained in any of 4 ways:
Option 1; Sometimes Rival Kingdoms will sell a bundle that contains a single mithril along with gems, this usually runs $40. While that might seem high it contains the same number of gems you would normally get for $40 plus a bonus mithril.
Option 2; Is to complete the elemental campaigns everyday and hope to get lucky. While you might get 2 in a row through luck the payouts seem to be more like once every 2 weeks on average.
Option 3; Complete the trial by leveling up Houjin, Aegis, and Admiral Lee to 35 to earn 3 mithril.
Option 4; Compete in Individual or Kingdom Events and mithril will usually be the last prize on the prize ladder. You need to expect to do about 50 battles a day for 3 days in order to complete most events.
Mithril Effect Watch Towers (WTs):
Flame: Gives 20% extra damage. The damage from WTs is physical damage that is cut in half by soldiers. Flame is at it’s best when it can target troops other than soldiers like dragons, paladins, birds, etc. WTs in a common dragon sweep path or on the exterior of the base with little to no supporting fire from splash damage defense are its best uses. Flame also has additional benefits with the Catapult mithril tree of Antipode. Kill troops faster option.
Execute: Kills troops instantly that fall below 10% of max health. Execute is at its best when the WTs have supporting fire from splash damage defenses where the WTs can potentially target and kill more troops. Kill troops faster option.
Chill: Affected troops become chilled, slowing movement by 50% and attack speed by 25% for 5 seconds. WTs target 1 troop at a time so the chill affect will be limited to that single troop. Chill is at its best when the WT is in a compartment where less troops will potentially breach. Chill also has additional benefits with the Catapult mithril trees of Antipode and Shatter. Slow troops down option.
Arrow Launchers (ALs):
Unlike the WTs the Arrow Launcher is almost always located on the interior of the base to take advantage of its range and mitigate the down side of not being able to target troops close to it. ALs also has splash damage and the effect from Mithril will hit multiple troops from each launch. The information below is based on using the ALs in the interior of the base.
Flame: Gives 20% extra damage. The damage from ALs is physical damage that is cut in half by soldiers. The ALs only target ground troops and the flame option is best used when you are just looking to burn the troops faster or in combination with Antipode option for Catapults. Kill troops faster option.
Execute: Kills troops instantly that fall below 10% of max health. Execute on an AL is one of the most common choices for mithril. The ALs range means that nearly any troop hit by the AL will be taking fire from another source and therefore will die faster. The splash damage from Execute will make more troops able to be killed instantly than with a WT. Kill troops faster option.
Chill: Affected troops become chilled, slowing movement by 50% and attack speed by 25% for 5 seconds. Chill slows down troops and with the ALs splash damage the effect will affect more troops than a WT would. ALs can easily chill an entire squad of troops with a single launch. Chill also has additional benefits with the Catapult mithril trees of Antipode and Shatter. Slow troops down option.
Flare Tower (FT):
Power: Flare Tower is fully charged at battle start. Power allows the flare tower to hit multiple targets before a single spell is cast during a battle. With the FT’s high damage output this can help kill the troops faster. Since most battles have multiple spells cast before the attackers reach the interior of the base Power is best suiting for base configuration where the FT can target troops sooner rather than later to take advantage of additional charges from casting spells. Kill troops faster option.
Discharge: Attack speed halved and damage doubled (Charges are twice as efficient) Discharge is for people really wanting to hit people hard. Discharge is best used when the FT is placed on a primus conduit or 2 which will lessen or remove the down side of attacking at half speed. Discharge is also great when the FT is placed within range of a common dragon sweep route. Kill troops faster option.
Bastion: While the Flare Tower stands the Castle takes 20% reduced damage. Bastion is used to help slow down the death of the most important building on defense your Stronghold. Bastion is best used when the FT is placed in a location that makes it harder to kill before the attacking troops get to the SH. The Bastion effect can often make it difficult for attackers to choose a direction to attack from. If they try to kill the FT first they will take a lot of additional damage and may not make it to the SH or risk getting stuck at the SH unable to destroy it before all the troops die. Slow troops down option.
Skywatchers can currently only target 2 things in the game Dragons, and Mana Hunters.
Reinforced: Skywatcher takes half damage from Mana Hunters and Dragons. Reinforced is a good option when the SW is protected from being destroyed by troops before it gets to fire on air units. Reinforced also makes the SW a potential cluster point for mana birds to take damage from other sources that can potentially kill them quickly (ie Flame Bolt Spell Tower). Slow troops down option.
Dragon: Skywatcher will prefer to target Dragons over other air units. Dragon is best used when the SW is placed on the interior of the base when you’re trying to protect your SH from a potential dragon snipe, or when your defenses are setup to deal with the easier to kill mana hunters but not so much with the dragon. Kill Dragon faster option.
Cripple: Targets struck by the Skywatcher suffer 25% reduced damage for 5 seconds. Cripple is all about slowing mana hunters and dragon down a little bit to allow the other defenses to get some damage in. Cripple is a decent option to choose regardless of where on the base the SW is located. Slow troops down option.
Catapults like Arrow Launchers are almost always located on the interior of the base to take advantage of its range and mitigate the down side of not being able to target troops close to it. Cats also have splash damage and the effect from Mithril will hit multiple troops from each launch. The information below is based on using the CATs in the interior of the base.
Density: Affected units are stunned for 1 second. Density allows you to slow down the troops so they take additional damage from other sources. When a Cat on density is used in conjunction with a primus conduit or especially 2 primus conduits they can keep a group of troops stunned until they are dead. Slow troops down option.
Antipode: Affected troops that are burning, chilled or frozen take 25% additional damage. Antipode mode is best used in conjunction with ALs on chill or flame or Spell towers using flash freeze or flame bolt. The additional damage output from the catapults can add up quickly. The damage buff only takes effect when the troops are in the burning, chilled, or frozen state and shots in the air before troops are in any of those states are not buffed. For this reason and the relatively short duration of the chilled, burning and frozen states those Cats will be most effective when used on a primus conduit. Cats with Antipode are best placed in close proximity to the defenses mentioned. Kill troops faster option.
Shatter: Affected troops that are chilled or frozen take 50% more damage but the effect is dispelled. Shatter works just like Antipode mode but only works with ALs or WTs on chill and flash freeze spell towers. The additional damage is huge but at the cost of not slowing the troops down. Cats on shatter should have overlapping ranges with the defenses mentioned above. The window of the additional damage is very short since the chilled or frozen state is dispelled by shatter itself and the chilled or frozen state must happen again before shatter does anything additional to the troops.
We hope you now have a better understanding of Rival Kingdoms mithril effects and that should help you decide where to place them. The most common current strategy is to give preference to defenses with splash damage to hit more troops at once. Finish Arrow Launchers first, then Catapults, and finally Skywatchers. If you are interested in specific recommendations for combinations that work well together stay tuned for part 2 coming soon.
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