At the end of each world, each alliance fights a series of three bosses that squat on the alliance's Altar of Tears. The first two are essentially training wheels - albeit with significant rewards - but the third one, Xoggoth, determines the winner of the world; the alliance that scores the most damage on Xoggoth wins. At a personal level, there are rewards (gems etc.) up to 300 million damage, so you should always plan to achieve 300M where possible.
This article discusses strategy for beating up Xoggoth. The best players start thinking about this very early on in the world, particularly when it comes to thinking about what to buy in event shops, but it becomes really important in the last 30-40 days when your decisions about what to buy, what to upgrade and so on should be informed by "how am I going to do the most damage to Xoggoth".
How Xoggoth Works
Xoggoth is a single big monster. It has no stats, but changes its resistance and damage through the fight based on the amount of damage you've done to it. In the first round, it has no resistance and does almost no damage. By the time you reach 300M damage, however, its Aura of Corrosion effect resists 90% of all damage dealt, and it's dealing very significant damage to your army each round.
Xoggoth's resistance scales per player based on the amount of damage that player has done to Xoggoth. So even though all alliance members fight Xoggoth at once, in terms of damage, each player's attack and defense is calculated separately based on that player's own damage total. This is unlike normal mass attacks, where the whole alliance army is considered as a single "side". The amount of resistance doesn't increase on a straight line - it's 20% @ 50M damage, 50% @ 100M damage, 70% @ 150M damage, 80% @ 200M damage - see chart below.
Xoggoth has two attacks.
Explosion of Anger damage also scales per player with damage dealt, but importantly, Xoggoth deals damage *per unit of upkeep in the attacking army*. So if you have dealt 100M damage to Xoggoth and send 10 axe warriors against him, your army will take exactly twice as much damage as if you'd sent 20 axe warriors (having dealt 100M damage previously). In other words, sending more troops means Xoggoth deals more damage to them.
Xoggoth's damage will be a random type (fire, cold or normal), just like Keepers and Keeperlings. The type will be randomly selected each round. Defenses - HP, resistances and regeneration - work normally against Explosion of Anger.
Cloud of Death also scales per player with damage dealt, but is a % chance of death for each unit in the attacking army. At 300M damage, Cloud has a 6% chance of killing each unit in your army, each *round* (scales linearly, 0.02% chance per million damage dealt). And it completely ignores HP, resistances and regeneration. So even without Explosion of Anger, this means a third of your troops are gonna die on each 5-round attack at 300M. Ouch.
There is one sort of defense against Cloud of Death... necromancy. While regeneration is ignored, necromancy works - so canny players stack up on as much necromancy as they can (with the Crown of Communion and the mythical frostguard and flamekin armours, even if not playing undead!). Necromancied troops are the only way to blunt Cloud of Death's effect.
Basic Principles of Xoggoth
Given Xoggoth's damage scales with your army size, does it matter how many troops you send? Is having a high max upkeep a good thing? The answer is a resounding YES. This is because you will deal more damage per round, so you will get to the same damage total in fewer rounds - and the damage Xoggoth deals in later rounds will be higher because of the damage you did in earlier rounds. So you take (a little) less damage on your army for the same damage to Xoggoth if you can do it in fewer rounds.
Early on, therefore, the goal is to do as much damage as possible. Later on, once its resistance and damage get higher, it becomes a war of attrition where you need to keep churning troops into the maw, each one of which is doing relatively little damage.
Success therefore means:
- starting with as big an army as possible
- having high damage, necromancy, resistance, regeneration and HP stats (upgrades on your units, hero skills and equipment) - where damage and necromancy are the most powerful/useful statistics
- being able to rebuild your troops quickly
- being able to keep rebuilding and attacking for 3 days straight (or 2 days for "short" worlds).
So for example while warrior skills help you with combat skills and training speed, mage skills can help you up magic up resources faster for rebuilding, while builder skills give you a larger army and better resource production (as well as getting your troop buildings upgraded more to build faster). [Magic can also be used to attack directly, but the damage from this is not usually significant compared to your troops' attacks.]
Army/Troop selection for Xoggoth
Each race has many different troops available to them, and various events give additional troop type options. This section attempts to compare them against each other.
Since there are many stats and abilities involved, I have tried to keep this very simple.
- I have assumed that you will get to 50% regeneration bonus (regeneration is capped at 50%). So the troop regeneration value does not matter. If you don't have 50%, then troops that are below the 50% cap will be less useful to you later in the fight.
- I have presented all stats per unit of upkeep (e.g. an archer is 1 upkeep, a grunt is 3 - so this way we compare 1 grunt with 3 archers, normalising for army capacity and Xoggoth's unique attack). This includes build speed, where the speeds compared are "speed to produce X units of upkeep" not X troops.
- I have produced a single defense score as HP plus one third of resistance, since each resistance will only work on 1/3 of attacks. A 2 upkeep unit with 50 HP and 30 fire Resistance would get a defense score of (50 + 30/3)/2 = 30.
- I have shown two values for each racial troop; its base value and its value with all upgrades (10 levels). Completing the Fighter tree and becoming a Guardian both increase troop upgrades by a further level, raising the numbers slightly (typically, about +1 to each ranking for each level).
The guidance here is simple - early on (when you start the boss fight), you want troops with a high Attack rating. When you're rebuilding, you will care more about the Defense rating - i.e. how survivable the troop is. (But you will care most about build speed - where cheaper troops build faster - trying to get as many units of attack & defense per unit build time).
The Defense rating below only applies against Explosion of Anger. Cloud of Death ignores it.
During the fight you should be aiming to rebuild with all your barracks buildings at once.
|Base Values||Fully Upgraded|
This table shows that Archers and Griffin riders pack the most punch, closely followed by Almus. Almus has much better defense than either, however, and that's without factoring in its Blessed Vitality ability for +20% defense to your whole army.
Given these numbers, it would make sense to have an army primarily composed of Almus for the initial attack.
For rebuilds, Elves have to choose between Archer and Griffin Rider, and Archdruid and Almus.
- Griffin Rider has better defense, but Archers build twice as fast. Archers are therefore the best choice.
- Almus has slightly better stats than Archdruid, but again, Archdruid builds much faster, so Archdruid is correct for rebuilding.
Fireflies are cheap and effective - a little shy on damage compared to archers but more durable and build nearly as fast. They will be very valuable during rebuilds. Ents will likely have the least impact on the boss fight for you, but their very high defense offsets their slow build speed to some extent and means there will be plenty around in the later stages of day 3.
|Base Values||Fully Upgraded|
Warlocks and Arachnids get the highest damage scores, even before factoring in a Warlock's Battle Rage ability for +15% to the attack of your army. They make good shock troops for the first attack.
For rebuilds, the choices Orcs have to make are between Grunt and Wolf Rider, and Arachnid and Behemoth.
- Wolf Riders have a better build time and better stats, so are the better choice over Grunts.
- Arachnid and Behemoth are pretty similar in stats, but the build time of the Arachnid makes it the superior choice.
Ice Fiends, due to the lack of upgraded attack, are going to contribute relatively little to the boss fight, but they're tough and will keep going to the end. Warlocks will continue to be useful for boosting damage, and are hardy enough to survive better than (say) the Archers and Fireflies that Elven players will be churning out.
|Base Values||Fully Upgraded|
Frost Cannons and Golden Titans have the highest base damage, and Titans are much more durable, so an army full of Golden Titans is the right place to start - but having Frost Cannons in the mix won't hurt at all.
For rebuilds, Dwarves have to choose between Axe Warrior and Alchemist, and Frost Cannon/Golden Titan.
- Axe Warriors and Alchemists have almost identical stat efficiency but Axe Warriors train twice as fast. So build them.
- Frost Cannons build faster than Titans for slightly better damage and worse resiliency. The build speed edges it out, so build them.
Runesmiths are underwhelming (e.g. compare to Warlocks which are just better in every regard). Their fire resistance boon will only have a marginal effect. You'll train them as they have their own building, but shouldn't be excited by them. Zeppelins are a solid cheap troop for rebuilding, quick to build with decent stat return - they'll have roughly double the impact on Xoggoth than Runesmiths will, thanks to their much faster build speed.
|Base Values||Fully Upgraded|
Highest damage here goes to the Succubus, so an army wholly of Succubi is a good place to start your boss fight. Necromancers and Nightmares also score well and are worth including.
For rebuilds, the choices are Skeleton vs Bone Golem and Succubus vs Acolyte. This is the "hidden cost" of playing undead, as you're having to choose between your better troops.
- The bone golem's stats are a lot better than the skeleton's, but it also builds a lot slower. The skeleton scores marginally better thanks to building almost twice as fast, but it's a close thing.
- Acolytes have slightly worse stats than succubi but build much faster so are the clear choice. Necromancer regen becomes less relevant as Cloud of Death becomes the main threat, but it still helps.
Nightmares and death knights build so slowly that they will have limited effect on your fight. You should have the buildings anyway because some troops are better than none, but it's crucial for an undead player to have your Graveyard and Dark Monastery as high a level as possible - those two buildings are the ones that will drive your fight.
|Lord of Darkness||36||60|
Given that for fully upgraded regular troops a "good" attack score is in the 20s, the only neutral troops that don't make the cut for an initial army are Gyrocopter, Stone Giant, Goblin Mechanic and Medusa. Lizard Warchief, Hellbrute, Frostbane, Blazewing and Bone Dragon aren't anything to write home about either. Pretty much everything else is above the curve and worth having as many of as you can.
The biggest value of many event troops (including Stone Giant, Lizard Warchief, Pirate Skeleton etc.) is the ability to instantly recruit more of them from your inventory. It's smart to go into Xoggoth with a pile of instant troops in your inventory ready to recruit - more on training speed below.
For immortal units in particular this can get quite expensive. You will need to make a decision what to do with these troops as you prepare for the end battle.
- If you enter the Xoggoth fight with a large stockpile of resources - millions - then you can probably keep returning your immortal troops through the fight. However, you run the risk of being raided by another player before the fight starts and losing your stash.
- If you enter the Xoggoth fight with a relatively small stockpile, then you may find that immortals aren't worth the cost of reviving (free ones that take time, like Saurians, you can obviously still recruit, they just will only die for you three times in the three days). You will get more damage for your resources buying regular troops than immortals, and you can hit 300M damage without resurrecting immortals, but if you're trying for a very high damage score, you should budget on resurrecting them and stockpile accordingly.
How much does beating Xoggoth cost?
To get an estimate of the cost of beating Xoggoth, let's make some assumptions.
- Average cost of 1 unit of upkeep = 12 resources [varies by unit type, but since you'll be building across all your barracks this is somewhere in the middle]
- Army size 100k upkeep
- Damage bonus 200%
- High defenses - we're actually going to ignore Explosion of Anger entirely for the analysis, since with decent defensive stats Cloud of Death hurts you much more.
- Average unit attack rating in your army: 22 [this is the number from the table above]
So the base damage your army does in 1 round is 100k upkeep x 22 attack rating x (1 + 200% = 3) damage bonus = 6.6 million damage. Not bad.
Xoggoth's average Aura of Corrosion resistance here is 10%, so your damage is (6.6 million * 0.9) = 5.94 million per round. You therefore need just over 8 rounds to do 50M damage - call it 9 rounds.
Xoggoth's average Cloud of Death kills 0.5% of units each round in this range. So over 9 rounds you lose 4.5% of your upkeep - 4500 upkeep.
At 12 resources per upkeep, that's a cost of 54000 resources - or an average of about 13.5k of each type. Not bad at all.
Xoggoth's average Aura of Corrosion resistance here is 35%, so your damage is (6.6 million * 0.65) = 4.29 million per round. You therefore need 12 rounds to do 50M damage.
Xoggoth's average Cloud of Death kills 1.5% of units each round in this range. So over 12 rounds you lose 18% of your upkeep - 18k upkeep.
At 12 resources per upkeep, that's a cost of 216k resources - or an average of about 55k of each type. A noticeable cost, but still, we've only spent 70k of each type so far. Not a problem, right?
Now it starts to cost more. Aura averages 60% here, and Cloud is killing 2.5% per round. Over the 19 rounds it takes us to get to 150M, we're going to spend 570k rebuilding - around 140k of each resource. With 210k spent of each resource to date, the costs are starting to mount.
Aura averages 75%, and Cloud 3.5%. It takes us a massive 31 rounds to clear 200M and we lose 1.3M resources worth of troops along the way. Our cumulative total is now about 550k of each resource.
Aura's up to 82.5% and Cloud 4.5%. Our valiant if somewhat weary army now takes 44 rounds to get the job done, costing 2.38M in resources to replace. Cumulative total so far is 1.15M of each resource.
Earning the final bonuses from Xoggoth is a real slog. Aura averages 87.5% absorption and Cloud is killing 5.5% of your troops every round. Over the massive 61 rounds our sample army takes to climb the mountain, it is fully destroyed more than three times over - at a total cost of about 4M resources.
Of course, we don't need to still have an army at the end of it - so we can subtract the cost of our starting troops (100k x 12 = 1.2M) from the total - meaning this final leg only costs us 2.8M net. That leaves us at a final score of about 1.85M of each resource type, assuming you spend them roughly evenly (which is more true for some races than others...!).
Resourcing your boss fight
Needing a war chest of around 2M of each resource type sounds like a lot - and it is. Your mines will keep producing during the fight, of course - with 7 mines of each type making 10k each a day of each resource, you'll make over 200k naturally. But that still needs you wanting to enter the boss fight with ~1.75M of each type stored in your markets, or have a plan for how you're going to raid it - from resource spells, portals, forts, neutral camps and other players - during the boss fight, bearing in mind that every troop you lose raiding needs to be replaced!
It's also worth noting that high upkeep helps a bit here, because every troop you buy before the boss saves you resources during the fight. If we'd started with 125k, we'd have had 25k troops (~300k resources, or 75k of each type) already built, saving us 75k against our 1.75m target. It also reinforces the importance of both damage and necromancy - damage because it reduces the number of rounds needed for the same size army to win & hence number of Xoggoth attacks, and necromancy because it gives you free troops you don't have to pay resources for. High damage score and high necromancy are both therefore ways to reduce the resource burden of Xoggoth.
Even if you have all the resources in the world, if you can't spend them on troops they don't help you. Your army is going to need to be replaced many times over to hit 300M, and that takes a lot of building speed. Let's take the estimates above - with the army stats described above you'll want to recruit something like 600k upkeep of troops during 3 days. On a normal 98-day world, with level 20 recruiting buildings and a training speed bonus (from artifacts, altar, and alliance upgrades) of 330%, you'll train something like 1.5k upkeep per 10 minutes across your 4 buildings. 600k upkeep would therefore take you ~67 hours - and you only have 72 hours for the fight, so this might mean going without sleep to keep your buildings working!
So - to hit 300M, you're going to need high level barracks buildings (25 is a good target but get them as high as you can), and a great training speed bonus - being part of an alliance with a high level altar helps a lot, but equipment like Paingiver, Taskmaster's Whip, Timepiece and Diabolical Machine are also very important. (And don't forget to swap out your building-focused gear for training-focused gear when Xoggoth arrives!).
Immortals and event troops
One way to speed up you recruitment is to make use of troops that recruit from your inventory immediately - some "lesser" event troops like Ifrit, Lizard Warchiefs, Naga Sirens and Stone Giants, and some "immortal" event troops like Chimerae, Spider Queens, Djinni and so on. (Some other immortals take time to reach you, which makes them much less useful as they can only die 2-3 times during the event).
There is a trade off here; the troops that cost resources are *much* more expensive per unit upkeep than normal troops, so if you plan to recycle Spider Queens over and over, you will need a vast amount of gold and iron. However, these troops can let you burn through a larger reserve of resources faster & hence hit 300M more easily. Other immortals have a different cost, such as chimerae eating runes and djinni costing mana. Having large stockpiles of these other currency types to start out the event will help, if you have these immortals available to you.
For the "lesser" event troops, having a stockpile in your inventory when you start the fight is always a helpful thing, though it's rare that you'll be able to gather enough to have a big impact.
Notes on accuracy
The analysis above is obviously quite simple and high level - it ignores Explosion of Anger, it assumes your army is at full strength for every round rather than losing strength in each subsequent round, and so on. And no player's stats will exactly match the above. Still, it gives you a ballpark understanding of the resources needed - the factors ignored are less impactful on the outcome than the ones included!