Halloween Gifts (2018)

The Halloween Update was launched a few weeks ago with the game introducing a few unique event-specific(?) items to spice up the current game meta.

We’ll review these 3 items and how to get/find them during this holiday period (31 Oct – 5 Nov). Moreover, I’ll also throw in some suggestions about how to improve the implementation of these items or rewards.

Time for some Treats?

Continue reading “Halloween Gifts (2018)”


Spring Festival 2018

Happy Lunar New Year to all my readers! ūüôā

As the event is on its second day of run and that the mechanics of it is fairly straightforward, this will be a short post on the appreciation for the event and its special dungeon design. Moreover, it will include the cultural references which the bosses, characters and gears in this update were drawn from.

Continue reading “Spring Festival 2018”

Summer Event (2017)


With the Summer Event of 2017 in place, here’s a quick post to discuss¬†the flow of the event, explain the workings of a custom-made calculator and give some insights about known issues.

Unfortunately, I wouldn’t be working on a cultural post for this round, like my other event posts, since I’m knee deep in real-life work at this point. Perhaps I’ll do it sometime later since I just read that the Fire Colossus might actually be a ‘she‘ based on Polynesian folklore.

Continue reading “Summer Event (2017)”

Getting your WC Rank Pt. 2

No new WC gear this week so the comparisons are taking a break.

On the other hand, with the increasing amount of repeat runs of WC, I’ve been doing a bit of research and study as to the statistical trends of Victory points (VP) for each of the various WC runs.

Well, put yourself in the situation where you probably didn’t get the full 6 evolution materials¬†¬†(or insert any number here) or you probably missed a few rankings away from being within the 500 range and the¬†gear just isn’t good enough at T4.

Thus, fortunately for all of us, the re-runs/ re-re-runs of WC are here (YAY!) and we can look forward to having another stab at getting our desired number of evolution materials and rank, and at a much cheaper rate.

Hence, this I present to you: Getting your desired WC Rank. Part 2!

Continue reading “Getting your WC Rank Pt. 2”

Spring Festival WC Calculator



The Chinese(/Lunar) New Year is just round the corner and we’re looking at DH5’s recently released new event, Temple of Bells. The objectives are fairly straightforward so I won’t be going in depth into the mechanics of the mission.

All I can say is that even with 5.5k/6.3k stats (light gear), the legendary run is pretty tough without potions and a strong death ally.

Last wave of minions for the event mission

However, what I can go in-depth into is how to get the Armor.
Since this is a WC-type of event, I’ve revisited the Christmas event calculator and the existing WC event calculator to give you the Spring Festival Calculator…which probably explains why the format is similar to its predecessors.

Download the Spring Event Calculator HERE!

Like the other calculators, to download it, go to the top-left corner of the screen for ‚ÄėFile‚Äô -> ‚ÄėDownload As‚Ķ‚Äô->Excel (.xlsx)

Continue reading “Spring Festival WC Calculator”

Nature Gear [Old vs New]

Even with the festivities in place, this week’s Wanted Challenge (WC) still runs as per normal, proving how much WC is *cough*really essential*cough* to DH5. Well…the show MUST go on!

This week marks the 3rd elemental gear set and features the strongest nature set to date and showcasing some noteworthy attack/armor multipliers (13%). Something of which might possibly highly sought after for due to the absurd number of voror knights in strongholds.

However, as¬†the mid-way point of the ‘beetle coin’ WC gear and reviewing this week’s results, I’m starting to wonder whether my initial statement about the new WC gear (and how it made the previous edition obsolete) might be true after all.

Let’s look at the facts before we jump to conclusions.

*Special thanks to Higira for correcting some of the figures inside this post! 

*Note: If you use auto-mode, do note that it is slightly broken in this map. It is advisable for you to check on it at the end of the match as there is a high chance that your character might do one of the following:
– Stand around the map after the boss is dead because the chest does not spawn only unless your character moves about after killing the boss
– Stand in the swamp pit till death
– Constantly walking into a tree and dodge rolling (?!)

The Armors

Swamp Monster Hide

Base Armor 2467
Nature Skill Cooldown 10%
Crit Hit Damage 30% (54.8%)
Health 6%
Nature Attack 13%


Titan Hornplate

Base Armor 2322
Nature Skill Damage 10%
Damage to Attacker 75 (95)
Nature Skill Cooldown 12%
Nature Armor 10%

Quite an obvious difference here. The Swamp Monster hide has traits that focuses more on attack while the Titan Hornplate focuses more on defense. Both have nature skill cooldown reduction, though I question how much a 2% difference would make a significance during actual combat.

The Weapons
Dragon Bile Blade (Greatsword)

Base Attack 2467
Nature Skill Damage 8%
Attack Speed 13% (14%)
Health/Hit 11 (15)
Nature Armor 13%


Asgirr (Glaive)

Base Attack 2322
Nature Armor 10%
Nature Skill Damage 10%
Nature Skill cooldown 12%
Attack 75 (140)

Again, the newer variation takes the cake. Despite having the same base attack (the Asgirr boosted by its raw 140 attack), the Asgirr loses out by one trait and lacks the 14% attack speed that the Dragon Bile Blade has. This means the new Greatsword makes your character a hard-and-fast hitting machine, which is advantageous against Vorors and other pesky dark minions.

In the latest update, the Asgirr loses out on the raw attack bonus but is balanced out by the armor bonus addition. Although¬†it doesn’t have as much ‘punch’ as before, it makes your character slightly hardier, especially beneficial in Voror fights and tanking swarms of Voror knights. (back to normal!)

Seriously, is there any point in comparing?
Both weapon and armor are already individually superior than their predecessors.

Anyway, just for the sake of it, here we go!

As a Nature set, let’s try gear with health bonuses this round.

Fixed gear and attributes which I used for this comparison would be:
Back ‚Äď T5 Healing Shield¬†(+10% armor)
Hand ‚Äď T5 Shockwave¬†(+10% attack)
Belt ‚Äď T5 Earthen Wrath (+10% armor)

Trinkets ‚Äď 3 x T2 trinkets (+24% armour & attack)
Guild ‚Äď 5% for both armor and attack

The weapon and armor used are fully evolved T5 versions.
Superfusion points have been kept at 0 for standardisation.

Combo (1): Dragon Bile Sword + Swamp Monster Hide
Attack: 5830 (Global); 3835 (Base)
Armor: 6388 (Global); 3943 (Base)
Traits: Nature Skill Cooldown 10%; Nature Skill Damage 8%; Crit Hit Dmg 54.8%,; Health 6%; Attack Speed 14%; Health/hit 15


Combo (2): Asgirr + Titan Hornplate
Attack: 5324 (Global); 3830 (Base)
Armor: 6419 (Global); 3798 (Base)
Traits: Nature Skill Dmg 20%; Nature Skill Cooldown 24%; Damage to Attacker 95


Although having similar base stats for attack, the newer weapon has an extra attack speed as discussed earlier, making it much more deadly compared to the Asgirr.

Armor stat wise, the older set wins in terms of global stat value due to the additional armor bonuses from both armor and weapon, something can be depended upon when facing off swarms of voror or tormentors. However, when against other elemental types, the newer set fares much much better.

While the older set has faster cooldowns and increased damage for spell skills, I question how much and how often players will actually use their skills in combat. The newer gear has more reliable traits like health bonuses and health/hit, making it more versatile, especially in melee combat.

Overall, my vote goes with the newer set with this one as it has higher base stats and more traits which are useful as well.

Other Combinations

Combo (3): Dragon Bile Sword + Titan Hornplate
Attack: 5715 (Global); 3835 (Base)
Armor: 6153 (Global); 3798 (Base)
Traits: Nature Skill Damage 18%; Nature Skill Cooldown 12%; Attack Speed 14%; Damage to Attacker 95; Health/hit 15



Combo (4): Asgirr + Swarm Monster Hide
Attack: 5822 (Global); 3830 (Base)
Armor: 6269 (Global); 3943 (Base)
Traits: Nature Skill Cooldown 22%; Nature Skill Damage 10%; Crit Damage 54.8%; Health 6%


When mix-and-matching weapons and armors, combo (3) and (4) prove that the original combinations maximise the effectiveness of their respective gear and make more sense to don on the matching weapon/armor.

However, if I had to pick a combination, I would choose combo (3) as it prioritises on offense while packing a ‘damage to attacker’ trait and decent percentages on skill damage and cooldown, despite its lower global values. I would say…this makes the character function like a ‘half-warrior/half-magician‘ hybrid that hits hard and attacks equally with¬†spells. (Okay, I know that DH5 doesn’t have classes, so let’s not go there.)

Highest global attack: Combo (1) ‚Äst5830
Highest base attack: Combo (1,3) ‚Äst3835
Highest global defense: Combo (2) ‚Äď 6419
Highest base defense: Combo (1,3) ‚Äď 3943

Happy Holidays!

Dark v Dark [Old vs New]

Announced a few hours ago, the Dark WC set (Demon skull armor, Dark revenge) now runs in competition against its old contender (Shadowtusk, Aginvild). Interestingly, with both having same weapon types, let’s see how much difference there will be when we put the figures to the test.

(For first timers, do check out this video by Dungeon Hunter 5 Pro on defeating the Death Knight on Legendary difficulty.)

In my flurry of updating, I overlooked a very important factor which colapepsi commented in the forums (read here): there was a lack of consideration (in the previous post) for base attack and defense, which makes up for raw damage output and resisting damage respectively (source: Dummy0151).

This would explain why the Possessed Asgirr is advertised as having 2462 attack even though it only shows 2322 as a level 100 T5. The additional 140 raw attack has been factored in as well.

This base damage (or ‘real’ damage) plays a much larger role when dealing against minions/players that are not of your gear’s weakness, where the base attack value is pit against the opponent’s armor value before the multipliers come into play.

Thus, subsequent comparison posts would include the base values as well as global. The light WC post will be updated as well.


Take note that as I do not posses these gear, there is no combat data/experimentation available. Hence, what this analysis takes into account is global and base stats (attack and defense) and does not have actual damage output.

However, in benefit of the rest of the DH5 community, if you do possess these items, any comments as how these gear(s) function in real-time combat would be highly appreciated. 

The Armors
Demon Skull Armor

Base Armor stats 2467
Fear 4%
Crit Chance 13%
Run 10%
Death Attack 11%



(*Artwork is the same!)

Base Armor stats 2322
Crit Chance 13%
Crit Damage 50% (69.8%)
Attack 75 (140)
Crossbow 10%


At first glance, the older Shadowtusk seems more apt for offense, packing both crit chance and damage bonuses while having raw attack power. However, one might wonder whether the additional 140 attack is able to hold up against the more versatile higher-than-average Death attack bonus (11%) of the Demon Skull Armor.

Sadly, after the nerf for the Shadowtusk stats, its additional raw attack power is only able to match up to the 4th cycle WC gear. The new armor stat gives the armor a more balanced stat boost though.

The Weapons
Dark Revenge (Crossbow)

Base Attack stats 2467
Attack Speed 11%
Fear 4%
Stun 6%
Death Armor 11%



Aginvild (Crossbow)

Base Attack stats 2322
Fear 4%
Crit Chance 13%
Crit Damage 50% (69.8%)
Death Armor 10%



As both crossbows, the Dark Revenge generally fares better in terms of traits, raw attack power and death armor bonus. Not only does it have a guaranteed 11% attack speed, but also has fear and stun as well. Thus, allowing the player to have a higher chance to unleash these negative statuses more often.

The Results
Like the previous Light WC comparison, a tabulation of results will be done using fully evolved gear and skill items, to best simulate achievable stats of a player with decent equips.¬†Since we’re using a Death player, let’s go for a high attacker fear chance build for the fun of it (ie. 6% attacker fear chance).

The fixed equipment used in calculation are:

Back ‚Äď T5 Demonic¬†Shield (+10% armor)
Hand ‚Äď T5 ¬†Spinning Slash (+10% attack)
Belt ‚Äď T5 Nightmare Burst (+10% armor)

Trinkets ‚Äď 3 x T2 trinkets (+24% armor & attack)
Guild ‚Äď 5% for both armor and attack

Superfusion points of the gear are kept at 0 for standardisation purposes.

Combo (1): Aginvild + Shadowtusk
Attack: 5707 (Global); 3830 (Base)
Defense: 5924 (Global); 3726 (Base)
Other Bonuses: Fear 4%; Crit Chance 26%; Crit Damage 139.6%(?!)


Combo (2): Dark Revenge + Demon skull Armor
Attack: 5753 (Global); 3835 (Base)
Defense: 6194 (Global); 3871 (Base)
Other Bonuses: Fear 8%; Crit Chance 13%; Stun 6%; Attack Speed 11%; Run 10%


Looking at the global stats, it’s quite clear that why GL chose not to do the Dark repeat WC.

With weaker overall stats, the old gear (combo 1) loses out by a 200 stat difference in defense and 50 in attack (saved by the extra 140 raw attack from the armor).

An interesting thing to note would be that the base attack for the old gear is comparable to that of the new one, meaning your raw damage output would be roughly equal when facing non-light foes.

In terms of traits, although Combo (1) features some significant increment in crit chance and damage bonuses, the newer gear (Combo 2) has attack speed, stun, crit chance and high fear percent (8%) that make it a generally more worthwhile set to invest in.

Hence, the new Dark WC set for the win (FTW) this round.

Other Combinations

Combo (3): Dark Revenge + Shadowtusk
Attack: 5923 (Global); 3975 (Base)
Defense: 5962 (Global); 3726 (Base)
Other Bonuses: Crit Chance 13%; Crit Dmg 69.8%; Attack Speed 11%; Fear 4%; Stun 6%


Combo (4): Dark Revenge + Shadowtusk
Attack: 5535 (Global); 3690 (Base)
Defense: 6155 (Global);  3871 (Base)
Other Bonuses: Fear 8%; Crit Chance 26%; Crit Damage 69.8%; Run 10%

Dark (4)

Combo (4) exchanges offense with defense, featuring the same base defense value as combo (2). However, it does have the high fear and crit chance to make up for the weaker attack value.

On the other hand, Combo (3) is a generally balanced build. Merging the traits from both old and new gear, this means your 11% attack speed would be able to dish out critical hits and trigger fear and stun rates more often.

Moreover, it has the highest base attack out of the 4 combinations, making it a set to potentially consider.

Highest global attack: Combo (3) – 5923
Highest base attack: Combo (3) – 3975
Highest global defense: Combo (2) – 6194
Highest base defense: Combo (2,4) – 3871


Good luck and happy Dungeon-huntering!

WC VP Calculator

In the last post of ‘How to get your WC Ranking‘, I developed a (rather crude) calculator in excel 2013 to tabulate the amount of gems I would need to spend in order to get to my ranking. After some tweaking, I’ve refined this for easy usage for all to refer to.

Without further ado, here is the WC VP Calculator Version 1.0:
Download it here on Google Drive!

To download, go to the top-left corner of the screen for ‘File’ -> ‘Download As…’->Excel (.xlsx)

*Do note that this is a very basic version and there are plans to refine this even further.
*Works best on Excel 2013
*Did a full AVG scan on my computer to ensure that the file is virus-free. Do let me know if there’s any issues.

The Calculator is divided into 3 main sections:
(0) Base Statistics & Targets: How much is needed
(1) As a Free Player: Amount of VP you’ll get without paying
(2) Pay-to-Play: Amount of Gems you’ll need to buy

How to Use?

Upon opening the calculator, you’ll be able to tell that the cells are coloured differently (unless you’re on Night Mode/ High Contrast Mode). Each colour represents a different aspect (see below):

cal legend.PNG

Important output would be those which you’ll need to refer to; Semi-important output would be those which are just for reference and used in another equation further down.

(0) Base Statistics & Targets


In Section (0), you’ll need to input your current level and your target & current VP. This will return a simple result of the overall data of how much VP you have left to go.

Also, on the right, there is a VP-Energy rate. Due to the release of the repeat WC system, the VP-Energy rate is different from the original initial run so that would require input if necessary.

It will also help you know how many times you need to do the WC challenge before you hit your target VP.

*Something to note would be that the VP shown as the reward is the minimum amount of VP you’ll get when you complete each round. You can obtain up to +70 VP more but I’m not sure how that works out.

(1) As a Free Player


This section is if you want to play the WC without the use of any gems (which is really not feasible if you’re aiming for anything between 1-2500 of rank). However, this is to give you a guide as to how much VP you’ll get just based on a ‘Natural Gain‘ together with energy rewards from the WC, VIP bonuses, level ups and dailies.

*As the amount of energy keeps changing for the rewards given out, you’ll need to input it in manually for now. Further versions of the calculator will attempt to refine this to make this input automatic.

(2) Pay-to-Play


Last but not least, this is the section which you’ll want to look at. Taking into account the amount of energy you have left currently and the amount of gems you have, the calculator will tabulate the amount of extra gems you’ll need to buy.

*Gem per full energy refill might change if there are any in-game seasonal discounts. 

That’s about it. This will be posted to the downloads section as well.
Happy Hunting!

WC Light Gear [Old vs New]

With the new WC items being released in the recent Forsaken Sands 2nd update, it is somewhat clear that these newer gear will overpower the older variants with their higher base stats (+105 to be exact) and higher percentage traits. Being rather sore about spending $50+ to get the recent light WC armour in the repeat WC event, I made a sweeping statement about the older models being obsolete (see here). However,that got me thinking (through work) whether my presumption has been a huge mistake.

Hence, let us do the math and compare this week’s WC light gear (Eye of the Sky, Light Fencer Full plate) against its predecessor (Agmundr, Skybridge Armour).

*To see how to battle against the Spirit of Absolution in this week’s WC, check out Dungeon Hunter Pro’s video here.

Overview of Stats

The Armors
wc light armor
Light Fencer Full Plate

Max Base Armor 2427
Crit Dmg 30% (54.8%)
Attack 75 (140)
Attacker Fear Chance 3%
Light attack bonus 9%



wc light armor
Skybridge Armor

Max Base Armor 2322
Light armor 10%
Light attack 10%
Attack 75 (140)
Dual-blade 10%


Comparing both armor, it is clear that the Skybridge armor focuses more on adding to base stats and providing more % to attack and defence. It also pairs up well with the weapons (both dual blades) with its dual blade %. On the other hand, the Light Fencer Plate, while having a higher base stat armor, is weaker when adding light-based attack, 1% less than the Skybridge armor. It also has useful traits like Crit Dmg and Attacker fear chance (which is good against raiders).

Unfortunately, with the recent gear stat nerf, the Skybridge armor no longer adds a significant 140 to raw attack value. Instead, it compensates with an additional 65 armor.

The Weapons
Eye of the Sky

Max Base Attack 2427
Crit Chance 13%
Stun 10%
Dmg over 3s 200 (398)
Light Armor 9%




Max Base Attack 2322
Light Armor 10%
Pushback 9%
Fear 4%
Stun 8%

The Agmundr has a generally weaker overall trait list compared to the Eye of the Sky, with weaker stun and focuses more on less ‘direct damage’. Crit chance and Dmg over 3s is also beneficial for fast attacking dual blades. Although the Eye of the Sky also has greater base attack, it loses out in Armor bonus (1% less).

How do they hold up?

Comparing each gear individually doesn’t do justice and it really boils down to using both as a set that you’ll be able to see the difference.

For most late game players, base stats are crucial in combat as other non-direct combat traits (eg. Pushback, Stun, Fear etc.) are based on percentages for triggering and are not guaranteed. Base stats of attack and defence/armour can also be boosted very much through trinkets (as an increase of 4%s can bring you into the >6k+ range). Hence, we’ll be using base stats for the criteria of evaluation.

For this, I created a calculator (using excel) to tabulate the final attack and defence stats which you’ll be getting if you were to equip a full light set for a mid to late game player.

Fixed gear and attributes which I used for this comparison would be:
Back – T5 Lightning Shield (+10% armour)
Hand – T5 Chain Lightning (+10% attack)
Belt – T5 Haste (+10% armour)

Trinkets – 3 x T2 trinkets (+24% armour & attack)
Guild – 5% for both armour and attack

The weapon and armour used are fully evolved T5 verisons.
Superfusion points have been kept at 0 for standardisation.

(1) Agmundr + Skybridge
Attack: 6147
Armour: 6236


(2) Eye of the Sky + Light Fencer Full Plate
Attack: 5877
Armour: 5996


The Verdict

The calculations don’t lie: the 2322 combination set (1) wins the newer models (2) by a good 200-300 difference, looks like the +% bonus to attack and armour are highly important. From this, I sincerely apologise for my lack of research in the previous post for giving false information, and I hope this clears the air about the new WC equips and how they fare against their older variants.

Other Combinations

Since we’re on the topic of comparing, let’s do some other combinations to see how whether a mix and match returns better results:

(3) Eye of the Sky + Skybridge
Attack: 6314
Armour: 6199


(4) Agmundr + Light Fencer Full Plate
Attack: 5722
Armour: 6034


Hence, it looks like if you want the highest attack (6314), combo (3) is the way to go. On the other hand, combo (1) features the highest defence (6236) out of the 4 sets.

Hope this helps!

*Disclaimer: Images of gear were taken from the Dungeon Hunter 5 Wikia. The Excel images are the author’s own.


Getting your WC Rank

Wanted Challenges (WC) are costly yet worthwhile and surefire investments to get your character to be well beyond the 5k+ stat range. While it is always possible to pump in $100+ dollars to get over 1mil VP and sit there till the end of the event, planning for the WC is vital if you’re on a tighter budget. Below are some tips to get you prepared for your next WC without bursting too much of your budget.

Concept Art for a Certain WC Boss (source)

*Disclaimer:¬†Before I jump in to the guide, do note that these are based on my findings for the newer generation of WC (for the Kenashi & Forsaken updates) as that was when I began my research for this event. More importantly, I’m no expert at this so if I missed out anything or if you deem these strategies to be questionable, please feel read to point them out! Any help is greatly appreciated in refining this guide.Image

*Just to clarify, when I use the terms ‘below’ and ‘above’ a certain ranking, I refer to it numerically.
For example: Below rank 500 refers to ranks 1-499; Above rank 500 refers to ranks 501 and beyond.


A) Check what you’re planning to get

Since the last update the game, all the WC weapons and armor (from T3 to T5) will be featured within the ‘Collections’ Tab in the inventory (usually at the end of the list).

Although all their base stats will be roughly the same (2.3-2.4k), do some research first to see whether they are worthwhile to obtain, especially for their traits (eg. Dodge/Stun/Pushback/% for atk/def etc.) This will also give you a general idea on how many players will be after these new equips.

B) Give a target and prepare your wallets

This is rather obvious as getting equips from WC events is not going to be cheap. If you choose the ‘free player’ route, it isn’t entirely worthwhile to participate in WC unless you have enough gems stockpiled up, otherwise you’ll be facing major disappointment when you realise you lack gems at the last moment.

A general breakdown from the last light repeat WC in order to be within the ‘safe’ range so you’ll know how much you’re looking at spending or need to save up for.
(This VP amount is based on the Asian server which includes countries like China, Vietnam, Phillipines, Korea, Japan, Australia, Malaysia, Indonesia and Singapore etc.)
Rank 1-50: >500k VP
Rank 51-250: >120k-500k VP
Rank 251-500: >100k-120k VP

For a regular first run WC, the VP needed would be something like:
Rank 1-50: >1.2m VP
Rank 51-250: >300k-1.2m VP
Rank 251-500: >200k-300k VP
*Unfortunately, I don’t have data for anything rank 500 and above. If anyone has, please feel free to contribute.
*These are estimates from the previous WCs I’ve experienced so far and should only be taken as a reference.

As you can see from the table, the ‘safe’ zone for 251-500 will have a very low range as most people are aiming for those 3 sweet evo orbs that will give you at least 1x T5 weapon/armor. Furthermore, be sure to note that all WCs have different VPs needed for each ranking. Certain elements/equips are much more sought after than others so you’ll need to guage appropriately.

C) Get your VP up really early

Over-estimation is not over-rated! Don’t leave it to the last minute as you’ll be scrambling to ‘battle’ against other desperate players who spam VIP tickets by the second, meaning that it only takes¬†players the most 5 seconds to complete 1 legendary difficulty play-through with decent internet connection. This translates to 8.4k VP per minute for a repeat WC or 18k VP per minute for a initial run WC.

Hence, a suggestion would be to get about 3/4 (or 75%)¬†of your target VP one day before the event ends. Subsequently, work your¬†way up the next day to reach your target VP. If the WC isn’t popular, you might get your reward at a lower VP than expected so you won’t need to spend that much. A good gauge would be to be well below your intended ranking, which leads to the next point:

D) Don’t ‘linger’ at the ranking borderline

Main thing is not to be complacent. The depreciation rate increases astronomically in the last hour to a whopping 190+ positions per hour (within the 200-500 position range). This means you can lose your ranking position very quickly even though you’re well below your target position.

Give yourself some buffer, for example if you’re aiming for position 250, stay at somewhere around 100. This will give you enough ‘meat’ against the 200+ players or so who are doing their last hour mad rush to overtake you in order to get to the position of their choice.

E) Check often, especially closer to the deadline

Reason is same as point (D). But most importantly, remember that GL is not responsible if you do not manage to get into the ranking of your choice so no amount of complaining is going to help after the event.Image

Hope this helps and have fun in your next WC!


As part of this research, I did a study on the depreciation rate for the last 24hrs of the most recent light WC. Here are my findings:

Character Stats during the Light 2nd WC:
РLevel 107-109 (levelled up twice)
– Max Energy: 131-133
– Doing Legendary at rate of 700VP per 60 energy
– VIP rank 5-6 at additional 30 energy per 6hrs
– 2-3mins per WC playthrough on Auto mode

Target: Below rank 249
Final Ranking: 190 (129,725 VP)
Gems needed: approx 550

Depreciation Rate: (see table below)