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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: Orc Invasion | Campaign M&M: Duel of Champions Guide

Last update: 11 May 2016

Vradek's Crossing

From now on, all of the matches, in the campaign mode, are based on the random hand, both yours and the computer's. Therefore, the tactics described from here one are of the theoretical nature only, whose performance it is good to try out.

Haven: Take the first shuffle cards only if you have the Imperial Guard or Imperial Crossbowman, whose cost is one resource point, or if there is the Sun Rider there. It is very good if you have cards that meet both requirements. During the match, the hero's attributes should be raised to 3-4-3 at least, in the order from the left. After that, you may draw further cards. Try not to use events. Pay attention to the fact that the enemy only has 10 health points. The devoted Sister cards should be used as cannon fodder to cover your hero. <br>If you have not drawn the Sun Rider, and you have drawn it during the match, base your success on that card and deploy it in an unprotected, or weakly protected row. . Before you do deploy that card, however, try to play the event card called the go Week of the Weaponsmiths. Only on the condition that you have 6 resources (otherwise you will not have enough for this action). Right after your magic attribute rises to 4, use the Cyclone, Word of Light and Sunburst to kill the enemy units. Focus on killing all the units that are in the same row as your Rider. If necessary, use Healing on him or, if you can, increase its might using the Bless spell. Thanks to focusing on it, your rider will have no problems winning the match.

Inferno: In this case, if you want to deal with the enemy quickly, it is a good idea to start with body-less units. It is good to have, at the beginning, two Succubus and, at least, one Firebolt. Out of your statistics, raise might mainly, and try to get the abovementioned Succubus deployed. If you have to, try to cover them with the other units and, with the Succubus themselves, try to escape along rows to get out of the enemy's range.

Necropolis: If you want to deal with the enemy quickly, you could start with body-less units, i.e.: Lingering Ghost, Lesser Shadow Elemental. Thanks to these units, you incredibly outpower the enemy. While poisoning the enemy with the ability of infection, the typical remnants will die out on their own. To win, you simply need to play with your numbers that are greater than the enemy's

Serpentine River

At the beginning of this match, the enemy is at an advantage. Not only does he have the same amount of health points as you, but also receives two units deployed in the battlefield.

Haven: In this round, it is not going to be that easy for you. While starting, you need to hold low-cost cards in your hand, the best if they are no more expensive than 2 resource units. During the initial turns, try to raise the magic attribute, so that it reaches 4 as quickly as possible. Only after that, raise your might attribute, because the enemy already has a lot of cheap, weak cards. Thanks to spells, you will be able to keep the battlefield under control enough to prevent the enemy fill all of his unit slots. An important aspect is to use cards like Lightning Bolt not against the units that can take the most damage from it, but against the ones that stand in your way to the enemy hero (use a spell only as an one-time means of clearing the path for yourself, and only if you can still attack in the same turn). It may turn out that the Sun Rider is very useful but, remember that the enemy is trying to play his numbers so, betting on one card only may turn out to be fatal. The Word of Light spell will often be capable of purging the battlefield of the enemy units entirely. After some time off, at least, repelling the enemy, you will notice that he has around 4 of them in his hand. He will start to deploy one, or two, at a time. Try to block the lines effectively and the threatening units (e.g. in an exposed row), eliminate with spells. Also, do not hesitate to use your hero's ability and draw additional cards. At the same time, avoid using the Celebration event card because this will make the match easier for your opponent and not necessarily for you.

Inferno: A good hand to start with is a cheap one. A hand where you will have the units of the cost not exceeding 2 resource units. The Opponent will be laying down a lot of cards. At the beginning, the Maniac, Cerberus and Hellhound make good cards because, thanks to widespread attacks, you can wipe out the units on a mass scale. The Fiend can help finish off the enemy units that are low on health. It is important not to expose more than one row because, you can take a lot of damage towards your hero.

Necropolis: Theoretically, you should experience no problems here playing the Necropolis. It suffices here to attack with masses and keep raising the might attribute.

This time around, the opponent does not rely on attacking with masses, but rather he goes for the more expensive and stronger ones - Mission: Orc Invasion - Campaign - Might & Magic: Duel of Champions - Game Guide and Walkthrough

Twilight Falls

This time around, the opponent does not rely on attacking with masses, but rather he goes for the more expensive and stronger ones. Use this fact to your advantage and try to wreak havoc from the very beginning, by starting with a cheap hand and raising the might and the magic attributes, until they both reach 4. Focus on deploying mass units to secure all rows and forming the, so called, fortifications.

Haven: If only you have the opportunity to, heal the unit that was more expensive than 3 resource units and, if you can, deploy the Seraph or the Sun Rider in the slots where they will have to fight because, these are that will easily win this match.

Inferno: Do not leave the passage to your hero open. Try to use the Fire Bolt and fire Ball spells to kill as many enemy units as possible.

Necropolis: If any unit in particular gives you hard time, it is a good idea to use the Death Seal and Agony spells.

Darkwood Forest

To an extent, you will be fighting a clone of yours here. While fighting, do not try to attack or defend too much. Just do whatever you can to prevent the opponent from launching a good attack. A good example of counter-acting is: if the opponent casts the Blessing on a unit, use Lightning Bolts straight away to destroy that unit. Defend every possible row and lay down cards that are comparable to what your opponent uses. Take advantage of the fact that your enemy is holding the Month of the Emerald Song and the Week of Weaponsmiths event cards and, by laying down same, or comparable cards, you will be able to improve them, by adding 2 additional health points to make a good start, or by increasing the attack by one.

If you know that, by attacking with two units you will be able to destroy an enemy unit, it is better to start this attack with the unit that has the ability called Retaliation Immunity. Later on the opponent will run out of card to play more than one or two at the same time. Thanks to it you will be able to deploy assault units in a big number of slots and, every newly deployed enemy unit will disappear from the battlefield straight away. This battle may take long but, only with your discernible advantage.

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