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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: Boot Camp | Campaign M&M: Duel of Champions Guide

Last update: 11 May 2016

Denstand - Barracks

If the gameplay is different, depending on which deck you have chosen, there will be three points to the game. All of the instructions have been written down basing only on the basic deck (i.e. the one that you receive after you log on into the game for the first time).

In this part of the campaign, you do not really have any freedom of choice and do whatever the tutorial tells you to do. Left-click on the specified unit (it depends on the deck which one it is) and left-click the Ghoul. Then, carry over the second card to block the attack on your hero. After the opponent's turn has ended, finish off the Ghoul in the lower row, and use the other unit to kill the enemy hero. After you have collected your reward, you are ready for the next match

Denstand - Training Grounds

After the opponent's turn ends, and you have gone through all of the tutorial hints, click on your hero and raise the Might statistic to be able to play any card. First, chose the first card to the left, from your hand (the only one highlighted in green) and play it against the enemy Ghoul. Then, end your round. Now, the tutorial has shut down and you are capable of finishing the match freely. Using the card that you played previously, kill the Ghoul and end the round again, ignoring the fact that the Ghoul will attack your hero. If the game asks you if you want to take any action with your hero, answer "No" - you do not need that to win. In the next turn, it is enough to attack the enemy hero with any of your units, deployed in the battlefield, to win the game.

Borderkeep

Here, you will see the standard playing area for the first time. To make things easier, it was smaller during the previous matches. After you make your way through all the hints, select the first card to the left and place the unit in the back row, in the second slot from the top. Increase your hero's might and end the round. In the second turn, play the first card to the left to protect the unit that you deployed earlier. After that, use your long-range unit to attack the Skeleton Spearman. After that, end your turn. In the row in which you have fought most recently, kill the enemy units. End the round and, respond "No" in the box that has just appeared. Your opponent stopped playing his cards, which means that he is vulnerable now. Therefore, attack the enemy hero with both units. End your round and finish the enemy off, in the next one, with one of your cards.

Whispering Forest- North

To start with, rise your hero's Magic level, so that you can play a spell now. Play a spell on the row where the enemy played two of his cards. Then, end the turn. Select the specified Fortune card, play it and confirm your choice. Raise your hero's might and play the two available cards in two different rows (one at the very bottom and the second in the second slot at the bottom). In the next turn, use these units to smash the enemy units and deploy further units in the same rows (so that they are next to each other), and finish the next round by killing the enemy hero.

Denstand - West

#Harbor#

Start by increasing your hero's statistics of magic, use the Cleansing Light card and confirm your choice. Use the already deployed Sea Elf Archer to kill the remaining enemy unit and end this turn. Note that the enemy hero is still a hero placed there by the tutorial because it has only 4 health points. Now, go into the offensive mode. Deploy one Imperial Archer in every possible slot and kill the unit standing in front of the Sea Elf Archer. End this turn and ignore raising your hero's statistics or, raise just anything. One of your units died but do not worry and finish off the enemy hero.

Road to Flammschrein

It is the first match in which the computer stands any chances. Also, from now on, you receive cards in a pre-defined order, unlike in a regular match. The only thing that makes it all easier, is the decreased health of the enemy hero, to a half. The game is played with adherence to individual rounds.

1. Start by deploying the Imperial Sentinel in the second row from top, and by raising your hero's attribute of might.

2. raise the attribute of might again. Deploy the Wild Griffin in the front row, in front of the enemy. .

3. Behind the Griffin, deploy a Sea Elf Archer. From now on, increase the attribute of magic every round, to reach 4. In the row at the very top, deploy the Imperial Crossbowman. Attack the enemy hero with the Wild Griffin at the end of this round.

4. deploy an Imperial Crossbowman again, in the same position. Kill two enemy units in the row occupied by your Griffin, it is up to you in which order). Use the Fountain of Youth Fortune card.

5. Now, your magic attribute should equal 4. Replenish your Wild Griffin's health, using the healing spell. Use the Cyclone spell over the enemy's front row. Use the Griffin to finish off the unit in front of it. Use the Elf to attack the second unit in this row. Attack the enemy hero with the Imperial Bowman.

6. raise the destiny attribute. Deploy the Sun Rider in the bottom row and play the Word of Light. Use the Crossbowman to attack the enemy again, and the Griffin to finish off the unit in front of it.

7. Play the Bless card on your Crossbowman and use it to attack the enemy hero. Play the Campfire card, use the hero's ability to draw cards and use the Celebration event card. Once you have the Sunburst card, use it against the enemy standing unit with low health. Use the Rider to attack the enemy unit behind it. .

8. The only thing left to do in this round is use the Imperial Crossbowman to defeat the enemy hero.

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