Ruby Temple [Revisited]

Since the later half of 2016, a good number of my posts have been registered as defunct and outdated due to the massive changes in gameplay mechanics and strategies. Combat, stronghold and the way to select and customise gear are now much different from the way they were since the time of writing.

In this post, and many others down the line, I’ll be working on reviewing and updating the old posts starting with the stronghold ones. This will be seen as a replacement to the original entries.


For this scenario, let us start with the Ruby Temple, one of the strongest fire-based trap rooms currently existing in DH5.

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Spring Festival 2017

28th January marks the start of 2017’s Lunar New Year (also known as ‘Spring Festival’ and ‘Chinese New Year’), which commemorates the start of the year based on the lunar calendar. This 15 day long event is celebrated by Chinese all over the world, and is a time for families return to their home countries and gather with their families in celebration (source).

Like last year, DH5 also presents their version of celebration in the form of a special event (Wanted Challenge), but is much much more generous compared to 2016’s edition. Hence, similar to the Halloween post last year, this will briefly review the event with emphasis on the cultural ties it has to the real-life festival.

Be warned, this will cover more than just traditional customs and folklore so hopefully you’re in for a relatively long read.

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Trial Optimisation

Amidst the SHv2.0 commentaries (and recent update to the fresh new interface of Google Chrome), I decided to work on something currently less spoken about, yet still on everyone’s daily to-do list: Trials of Elements.

(Edited on 18/09 – Corrected map with new info on certain minions and a segment on persistent zone skills)

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Colossal Sear

Amidst the Pokemon GO madness which just touched-down in my country last Saturday, walking around ‘aimlessly‘ has been one of the major self-assigned tasks that I’ve been engaged in over the weekend… …perhaps it is time to do something productive and commence on writing this post.

Anyway, if you’re wondering about the title of the post, it’s another way you can say ‘Massive Burn‘, but we’ll get to that later.

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Minion Classification [Part 3]

Hi there!

This is going to be the last out of the constantly extended Minion Classification series of posts. For this post, we’ll be covering Melee Strikers and wrap up with a conclusion.

You can read the previous posts in this series here:

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Minion Classification [Part 2]


To continue the post last week, here is the second part of the Minion Classification which covers the two out of the remaining of the minion categories, Defenders and Ranged Strikers.

Also, I’m going to put up the same disclaimer to the post: The information here is actually quite ‘meh’ for the experienced/ seasoned player and raider. If you’re bored, do come back soon when I’ll get my Ruby Temple post up and going. Alternatively, you can check out the new site map, which organises all of my previous posts.

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Minion Classification [Part 1]


Here’s a post to chew on as I’m planning my second post of the Combat 2.0 series, this time, focusing on the different types of minions in the game and also setting up a general referential database for all of the minion strategies for readers to refer to.

The main motivation behind this post would be classify all the different types of minions (aka toons, pets) based on their strengths, weakness, abilities and giving them a label because I’m that lazy to type in all of the minions I’m referring to whenever I say ‘Chaser Champions’. It will also briefly explain some strategies of how to take these general group of minions down if encountered in Strongholds.

A minor disclaimer to the post, the information here is actually quite ‘meh’ if you’re an experienced player. If you’ve played at least for a few months and have been involved in raiding in some way or another, you’ll probably find that everything very straightforward.

Enough talk…Let’s go!

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Trap Room Part 2.3: Nettle Grove

Requested by Pornpote, and after seeing some comments made on Facebook, the next post in the stronghold trap series is going to be Nettle Grove. You know, the irritating one with the seemingly unavoidable highly damaging poison arrows? Yeah, that…

Here’s what I have written up so far just in case you’re new to these posts:

Part 1: General Overview
Part 2.1: Valenthian Guardhouse
Part 2.2: Ashkardian Crypt
Part 2.3: Nettle Grove 
(<- you’re reading this now)

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Trap Room [Pt 2.2: Ashkardian Crypt]

Another post within 24hrs!
/Achievement Unlocked!

It’s  a (much overdue) request from Aqvi Teig (and also something I’ve been pondering of for a while). Here I present to you the Ashkardian Crypt strategy guide which talks about how to build and how to break them.

Just an overview of the posts, this is part of the trap room series where I’ll write about trap rooms in general and go into each one specifically in weeks to come.

Part 1: General Overview
Part 2.1: Valenthian Guardhouse
Part 2.2: Ashkardian Crypt (<- you’re reading this now)

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