The bad guys (Fing, Fang, Foom, Ting, Tang, Tomb, Ding, Dang, and Doom) are pretty tough but they have a hidden weakness.
Some bad guys are allergic to physical spells. Some bad guys are allergic to magical spells. And some bad guys alternate their allergies during a battle.
Some spells cause physical damage. Some spells cause magical damage. And some spells do both flavors of damage (or no damage at all).
See if you can figure out which bad guys are allergic to which spells. After you do the bad guys are much easier to deal with!
Attacking a bad guy generally makes him attack you back.
The more your good guys damage a bad guy the angrier that bad guy gets. This build up of anger is called aggro and it can be a useful tool during a battle—but it you don’t control it you’re doomed!
Your goal is to keep the bad guys attacking your good guy with the most health. Usually this means keeping aggro on Morgan. Glee is pretty tough. Zayra is much more vulnerable and Erebus is made of paper.
Morgan’s starter spell, Poke, does no damage but tricks a bad guy into attacking him. We call this an aggro taunt.
Zayra, Glee, and Erebus all get awarded spells that stops a bad guy from attacking him or her. we call this an aggro drop.
Healing spells also generate aggro, an amazing amount of aggro, so don’t heal more than you have to.
A clever pattern of attack is to weave aggro taunts and aggro drops into your spell casting. Keep the bad guys angry at Morgan!
Cast/Cooldown Bar: The red/yellow bar under each spell icon
Some spells take no time at all to cast while others require a few seconds to windup. Some spells are available immediately after launching while others require a few seconds to unwind.
The red Cast Bar measures casting time. After a spell is launched the Cast Bar is replaced by the yellow Cooldown bar.
It’s good to get familier with the cast and cooldown times of your available spells. During a battle you might want to constantly check on the progress of each good guy’s spell casts so that no good guys is left idling.
Energy Bar: The green bar below the red health bar.
All the good guys have the same amount of energy and it is slowly replenished over time.
Zayra has a spell that recharges energy—eventually you’ll get it as a reward for winning a battle.
Spells on the right require more energy than spell on the left and you can’t cast a spell if you don’t have enough energy for it.
A cool thing to do is to turtle (force a bad guy to run out of energy by healing through his spells and then killing him before his energy is refreshed).
Health Bar: The top red bar next to each character’s icon.
Morgan has more health than the other good guys and the bad guys, like Fing, Fang, and Foom, have a lot more health then the good guys.
Use your healer, Zayra, to keep the good guys health topped off before it gets to low. (Zayra isn’t very fast.)