Courtesy of Lizardborys from House of Ackbar
With special dedication to Mr M. Ellipsis and Mr Ed from House of Ackbar
Siku is one of the underestimated ancients. The stronger is the defense that the better for the attacker. Her ability to redirect defense allow troops with lower level win with maxed level 16.
Spell 1 abilities: Battle Lament (5mana)
Protect allies from all common debuffs from 7.2 to 10.7 seconds. Is take off and protect from any spell tower attack excluding Lighting Tower. We use this only in cases where troops are hit by the spell tower.
2. Song of the Sea (10mana)
Deals damage to all targets in medium area over 5 seconds from 229 to 595. We use it after the third spell for support troops, eliminate the most dangerous points of defense or just for accelerate end of battle.
3. Aria (15mana)
Confuses all targets in the area from 6 to 8.91 seconds. That’s a KEY TO WIN. Is direct defense against itself. The more defense have higher damage the more make destruction to the itself. The best example are Lighting Towers or Watch Towers with mithrils attach to conduits. After spell 3 used twice defense is explode and gone.
Tactic: Deploying troops is based on the defense core locations and direction of attack. If possible deploy your troops on area next to core of defense but with adequate distance for make mana and response spell.If troops will be to close defense before use 3 spell we lost because we don’t make enough mana and we don’t stop defense for target us troops.
The best targets for 3 spell are Fire and Lighting Towers with Catapults or Watch Towers attach to conduit.
TIPS 3 spell:
· activates troops from barracks
· Spell from Freeze Towers freeze buildings around
· Spell from Zillah Tower confuse extra defence
· Perfect for Watch Towers on L16 with L2-3 mithril upgrade
· beautifully making a hole in the walls
· can save the victory if used on SH
· can let ignore Zillah Spell Tower without any damage
Example of attack with Siku:
Troops deploy next to core defense (2 lightning towers with barracks attach to conduit with catapults next to they range) but far enough for make mana. The key here was lighting towers have short range and catapults are not attach to conduits so they are working with normal speed.
After when 15 mana was available the 3 spell was gone on bottom core. Lighting Towers was destroy catapults, troops from bunkers was attack defense buildings us well, defense around was target troops from bunkers and add extra damage.
Result? Big great break in layout and another mana for use 3 spell on top core defense.
When troops was demolish kingdom and collect mana, 2 spell was follow 3 spell make brake on top.
For clean rest of defense 3 spell was go on Flare Tower followed by 2 spell.
After we was can wait for win but with full mana storage..
We direct Watch Towers against itself.
L50 Siku, L60 Viscaria, L9 Soldiers x3, L6 paladin x1, L8 Wardens x1, L10 Mana Hunters.
I guaranteed that we easily won with a lower level of troops or similar layout with full SH16.