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 How to be a jumper

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Jaymond
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PostSubject: How to be a jumper   Wed Sep 07, 2011 10:27 pm

This is my guide on how to be a jumper.

Table of Contents
What is a jumper?
Your tools as a jumper
Your objective as a jumper
Tactic changes
How to attack an outpost
How to use the catapult
How to attack a main base
Bonus Resources
Hiding your resources
Bonus Jumper Tips
________________________________


What is a jumper?
This is explained very well in this thread.

Your tools as a jumper.
First and for most, you must have the champion Drull.
Gorgo and Fomor are good for defending but Drull is awesome for attacking and I will explain how to properly use Drull later in this guide.
Second, Your favorite attack monsters should be Zaf's and Ichi's.
Both are fairly inexpensive and you will only need 1 Zaf and 30 Ichi per attack.
Third, Your yard. You need to make sure your yard isn't going to be easy to take down.

Read the following guides to see how to make a good base.
Defense Guide SDT, THDT, ODT
Ultimate Pathing Guide


Your objective as a jumper
Your objective as a jumper is to take out all of your targets outposts and main base as quickly and cheaply as you can then recycle.


Tactic changes

New tactic 1
Now that the limit on jumping is 7 days, you will take as many outposts as you can until your resources are gone and you have nothing left to farm and recycle your map room.
Save 1mil of twigs and pebbles so you can start your map room upgrade as soon as you recycle.
While in MR1 farm other players to occupy your time in MR1.
When back in MR2 use the remaining 3 days to farm all kozu and dreadnot's in the area to regain your resources, and prepare for the next jump.

New tactic 2
Before jumping in be sure you have the max amount of resources you can hold via hiding and your silos.
You will not take any outposts once jumped in keep your hidden resources safe till 6 and a half days have past.
During those 6 and a half days you can use any resources that are not hidden to continually attack and level the outposts around you in an attempt to drain the empire builders resources also keep any wild monsters in your reach farmed to keep them from getting any outside help in gaining resources.
In this tactic it does not matter if you put outposts in DP just make sure 12 hours from the time you will be able to jump you don't put any in DP.
When the time comes take as many outposts as you can, saving 10mil of each resource for jumping afterwards.


How to attack an outpost
Before you attack make sure that you have the resources to take it over when the attack is over.

Test the bunkers
See what is in the bunkers using a 1 ichi per bunker.
If they are empty then move on to the next phase of the attack as explained in the Finish the attack section of this guide.
If they have eyera's in them then bait them 1 at a time with ichi.
If they have D.A.V.E in them then move on to the Destroy the Bunkers section of this guide.

Destroy the Bunkers
If you need to destroy the bunkers then this is how to do it.
Level 1 and 2 bunkers - Use the 10k, twig and pebble bombs and catapult the bunkers over and over till the graphic for being half destroyed shows up.
Once that graphic shows up the bunkers are no longer a threat.
It will take 5-6 twig catapults to take a level 2 bunker down. Or 10-12 pebble catapults.
Level 3 bunkers- Do the same thing only with the 100k catapults.
It will take 2 twig catapults and 3 pebble catapults to take each level 3 bunker down.

How to use the catapult
The catapult looks round but the most damaging area is not in the center of the circle.
To get the most damage out of the catapult you will want to align your target with the bottom edge of the circle as shown in the following example.

Example:


Finish the attack
Once the bunkers are taken care of, you can start your main attack.

With AA towers
Check for AA defense towers now. Hopefully if they do have them they are on the outer edge of the outpost. If not try and get them with Drull but be sure Drull isn't exposed to too many towers or he will not be to much help.
If they are on the outer edge then use all 30 ichi and wait for them to take out that tower or get close to it before launching your Zaf.
Then use Drull to take out the other AA tower simultaneously.

No AA towers
Drop all 30 Ichi next to a defense tower and drop Zaf.
Wait for most of the defense towers to be destroyed and then drop Drull in on the opposite side away from any remaining defense towers and he will take care of destroying that side of the outpost.
After all defense towers are down, it should just be a matter of waiting for the outpost to be destroyed.

After the attack take it over and move on to the next outpost.


How to attack a main base
This is the best cheapest way I can come up with to destroy a main base.
It will take 3 attacks to be sure you level the entire main base.

Attack 1
In the first attack you want to take out the Arial Defense Towers.
Use the 2 and 5 mil catapult options to do this.

Attack 2
Finish off what is left of the ADT's with the 100k Catapult options.
Then use PPX to take out the remaining towers.
Drop 1-2 Zaf in when the Putty effect wares off.
End the attack when all towers are destroyed.

Attack 3
Drop a Zaf and a few Brain and Teratorn to loot the base.
Use a 4th attack to loot if needed and possible.

Bonus Resources
Before you jump again check the outposts you took for these things:
Look in the hatchery and cancel anything being made for extra goo.
Look for upgrading buildings and cancel the upgrade for extra twigs, pebbles and putty.




When the job is finished
When you are done taking outposts farm anything around you to get around at least 15 million of each resource so you have something to work with when you get to the next area.

How to farm a Dreadnot
Use 30 Ichi, 1 Zaf and Drull



How to farm a Kozu

The fast way
Use 5 Ichi's and Drull.
End the Attack after each drop.



Completely Farming Kozu
Use 30-40 ichis and a zaf in the upper right corner. They'll go through the enitire base. Right before the flinger lock ends, Drop Drull right at the sniper tower in the lower right. He'll get most of the base on the first wave, then finish the 2nd. Nets about 5-6 mil of each res except goo which is 1/2.
With jumping you want to completely farm them so the enemy can't get ANYTHING from them.


At the end of the day
When you decide to take a break from the game or go to bed for the night, you need to close up shop.

Hiding your resources
You need to hide as many of your resources as you can so if you are attacked while you are away, the enemy doesn't get your resources.
You can hide twigs, pebbles and putty in tower upgrades.
You can hide putty in monster upgrades.
You can hide goo in your hatchery via D.A.V.E's and other various monsters.

Bonus Jumper Tips
You should always keep 2-3 DAVEs in reserve. If you're getting close to the end of flinger lock, you may need to release your DAVEs to help finish the job.

2-3 DAVEs and 2 Zafs will take care of just about anything (except Eyeras) they run into. This is helpful with bunkers.

When taking OPs, I prefer to reach out as far as I can and work back towards me. The reason being so if I need to bring in people, I'm not bringing them in right next to me. It's not uncommon for people to try to buy DP to stall or stop jumpers. If you reach out as far as you can, this limits that. Also, with the OPs your taking, make sure your not taking targets awasy from your teammates. Same thing when bringing people in. Envision what targets they have available to them. Nothing sucks more then porting in, and only having 2-3 OPs you can reach.

Finally, if you're the first one in, takeing that first OP to get another Jumper in is key. You have to take that OP at all cost. If that means sending 4-5 DAVEs and 2-3 Zafs, then that's what it means. If you're the first one in, you can't botch that first attack.


By The Undertakers Strike Team

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Last edited by Jaymond on Fri Sep 30, 2011 8:49 pm; edited 6 times in total
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PostSubject: Re: How to be a jumper   Wed Sep 07, 2011 11:54 pm

Guide updated.

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PostSubject: Re: How to be a jumper   Thu Sep 08, 2011 12:25 am

Updated again.

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PostSubject: Re: How to be a jumper   Mon Sep 12, 2011 2:28 am

Guide completed.

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PostSubject: Re: How to be a jumper   Mon Sep 12, 2011 11:08 pm

One more thing. Generally, with jumping, you want to save the Main base for last. There are multiple reasons for this. First it's time and resource intensive. Blowing all your resources on a main base can stall you and your team. Another issue is that if you level a main base, you're going to get approx. 30% of the person's resources. This is taking resources away from the main goal of empire destruction. Losing those resources to one person early on, once again can stall the whole process.
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