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Rage of Bahamut: The Essential Guide
Publication date February 2013
Co-Author: Jack Kieffer, Founder Cool Gizmo Toys
http://www.coolgizmotoys.com
Co-Author: Lucarda, Founder Misfit Gamers and Rage of Bahamut Guide (dot) Blogspot
http://www.misfitgamers.com and http://rageofbahamutguide.blogspot.com
Published by: Cool Gizmo Toys and Misfit Gamers
Version 1.0 ©Copyright 2013
All rights reserved
No part of this publication may be reproduced, stored or transmitted in any form or by any means, electronic, mechanical or otherwise, without prior written consent from the publisher, except for the inclusion of brief quotations in a review. You may store the pdf on your computer and backups. You may print one copy of this book for your own personal use.
Disclaimer: The information contained in this book is based on the authors’ experience, knowledge and opinions. The authors will not be held liable for the use or misuse of the information in this book. Rage of Bahamut: The Essential Guide is not affiliated with any game producer or publisher. This product is not an official guide. The copyright to Rage of Bahamut belongs to © DeNA and © (C)Cygames, inc.
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Table of Contents
Credits and Copyright_______ 2
A word from Jack & Lucarda_ 4
Ch 1: Choosing a realm_____ 5
Ch 2: Items______________ 10
Ch 3: Distributing attribute points______________ 12
Ch 4: Enhancement and evolution___________ 17
Ch 5: 4-6 vs. 4-7__________ 22
Ch 6: Lingo of R.O.B._______ 27
Ch 7: Battles & Quests____ 29
Ch 8: Orders_____________ 31
Ch 9: Card values________ 34
Ch 10: Trading___________ 37
Ch 11: Building your deck___ 39
Ch 12: Noteworthy cards___45
Ch 13: How to generate Holy Powder__________ 47
Ch 14: Maximizing card skill combinations______ 53
Ch 15: Best defense decks_ 58
Ch 16: Best offense decks__ 67
Ch 17: Best balanced decks 76
Ch 18: Events___________ 79
Ch 19: Holy Wars: Ranking_ 82
Ch 20: Holy Wars: Skills____ 84
Ch 21: Holy Wars: Tips for leaders___________ 88
Ch 22: Holy Wars: Prep is key______________ 94
Ch 23: Holy Wars: My strategy_______ 96
Ch 24: Building a strong order____________ 98
Ch 25: Miscellaneous tips _104
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A Word from Jack and Lucarda
If you bought this eBook, it’s likely that you are one of two things.
You are either new to R.O.B. or…
You are tired of relying on paid card packs and uninterested Order
members to help you build your deck.
In this guide, we’ll go through all of the most important basics in Rage of Bahamut, such as choosing a realm,
moving up the ladder of card rarities, and succeeding in events, but we’ll also give you special tips that will put
you above the rest.
You’ll learn how to generate HP so that you can buy that SR card that you’ve always wanted.
You’ll learn how to build a top Order from scratch, assign and use the different Holy Wars positions correctly,
and much more.
We’ll outline the best decks in the game for each of the realms at each of the different player levels, so that the
information can help everyone from a strong player to a first-timer.
Are you ready to stop being pushed around and to start being one of the high rankers that you have always
envied? All right. Let’s get started.
Chapter 1 – Choosing a realm
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Chapter 1 Choosing A Realm
Choosing a Realm is the first major decision that a player has to make in Rage of Bahamut, and it is a decision
that holds a lot of long-term weight. Because of this, it can be a very difficult choice to make.
Players are given vague descriptions of the realms, which are less than helpful, and are not provided a list of the
advantages or disadvantages of any of the three realms (God, Demon, and Man).
From a power standpoint, no realm is better than any of the others until later in the game, but it is important to
make sure that you’re made aware of the long term benefits that each realm provides. Additionally, the Rage of
Bahamut developers are always adding new cards to the game, creating a dynamic balance of power between
the realms.
When picking a realm, it’s important to base your decision upon criteria that stays relatively constant over long
periods of time.
There are two criteria on which you should base your realm choice:
Card Art: Choosing a realm that has card art you enjoy is important. This is a trading card game, and players
should enjoy the art styles of the cards in their primary and secondary decks. Think of Rage of Bahamut cards
Chapter 1 – Choosing a realm
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as trading cards as opposed to pieces of code that have very little real world value. (In fact, if you choose to sell
them, they are worth just as much as real trading cards, if not more in some cases.)
Card Pricing: The popularity of a realm plays a significant role in trading card games. A lot of new players
assume that the most popular realm is the best option and then opt to join that realm.
This is actually the opposite of what you should do in Rage of Bahamut, as card prices are dictated by supply
and demand. Because of this, you will want to pick the least popular realm in order to ensure lower card prices.
Man Realm
The Man Realm consists of cards that are based on human figures. This realm has the highest number of male
cards in the game and the least amount of titillation, to the joy of some and the dismay of others. Due to the
more modest card art, the Man Realm is the least popular of the three available choices.
Some of the most powerful cards in the game, both defensively and offensively, belong to the Man Realm. As a
result, its popularity has slightly increased, but it still retains the least expensive cards in terms of bang for your
buck.
While the Man Realm does have slightly weaker offensive and defensive skills at the top levels, this really has no
effect in practice. Players will never be able to obtain all of the best cards available, due to the constant addition
of more powerful cards by the developers, meaning that players will always be in a state of “almost at the top.”
Chapter 1 – Choosing a realm
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Because no one will be able to build the “quintessential deck,” players in the Man Realm will always be able to
obtain newer, more powerful cards quickly due to lower costs. This means that the Man Realm should have a
higher percentage of top players. Having said that, the top Demon Realm account would most likely be able to
take down the top Man Realm player.
Demon Realm
The Demon Realm consists of monsters and scantily clad demons, providing much more titillation than the
other two realms. (Again, to the dismay of some and the giggly joy of others.) This is the realm where cat-girl,
dragon, and succubus cards can be found.
It is also the realm where players can enjoy demonically inspired cards such as Satan and Bahamut, a couple of
the game’s most powerful cards. Having the most provocative designs quickly made the Demon Realm the
most popular, resulting in high card prices and a difficult path for new players to traverse.
Keep in mind that the Demon Realm has the most powerful attack cards and possesses some of the best skills
in terms of boosting attack or decreasing enemy defense. There are cards within the Demon Realm that do
have high defense, but they pale in comparison to those of either of the other two realms. Having the highest
attack power out of the three realms gives Demon decks the ability to power through defense leaders in Holy
Wars, which could be considered an important factor.
Chapter 1 – Choosing a realm
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Unfortunately for the authors of this eBook, who both have Demon Realm accounts, the disadvantage of high
card prices far outweighs the advantage of high attack stats. As the game progresses, the God Realm cards
are showing only a slight difference in attack capability, but a big substantial difference in price.
God Realm
The God Realm is the second most popular realm in Rage of Bahamut. Its card art is heavily populated with
pictures of ancient gods, something that everyone except Latin and Greek scholars find interesting, the latter of
whom complain about gender discrepancies. (Hermes happens to be a female in Rage of Bahamut.)
Cards like Odin and Shenlong are dominating and artistic, while cards like Haniel and Cassiopeia offer more
stimulating images. In terms of how the realm’s popularity has affected its value, God cards have interesting
pricing. Although the realm has some overpriced cards, they also have some of the least expensive cards,
meaning that the God Realm suffers from some of the largest disparities in card pricing and power.
The bottom line for the God Realm is that its cards have the best defense stats in the game. Because of this,
God cards can be used to create a very powerful defensive deck early on in the game. Furthermore, later in the
game, they have the strongest defense and follow that up with solid offensive cards, second only to those of the
Demons Realm.
Chapter 1 – Choosing a realm
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I believe that the defensive advantage that the God Realm offers far outweighs the fact that there are fewer
viable offensive cards than in the Demon Realm. As far as endgame viability, it should be the most powerful
alignment.
Suggestion: I would advise players to choose either the Man Realm or the God Realm, and would urge them to
avoid the Demon Realm. High card prices make the Demon Realm exceedingly difficult to do well in.
Make sure that you’re aware of the long-term benefits that each realm provides.
Chapter 2 – Items
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Chapter 2
Items
Throughout Rage of Bahamut, at all levels of gameplay, items play a vital role in your success. Whether it is
quest events, raid boss events, or holy war events, you will need items to succeed.
Here’s a guide to all the items that you’ll need in order to rise to the top.
Cure Water: Fully Restores Stamina
Obtained from: Boss, Shop/Moba Coins, Gem Exchange, Events
Holy Powder: Fully Restores Attack Points and Defense Points
Obtained from: Boss, Shop/Moba Coins, Gem Exchange, Events
Magic Circle: Protects one treasure from being targeted by defeating an opponent at start of one defensive
battle. (One time use.)
Obtained from: Boss, Shop/Moba coins, Gem Exchange, Events
Chapter 2 – Items
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Personal Cure Water: Non-tradable version of Cure Water
Obtained from: Bosses, Events, Campaigns
Personal Holy Powder: Non-tradable version of Holy Powder
Obtained from: Bosses, Events, Campaigns
Evanescent Holy Powder: Non-tradable version of Holy Powder
Obtained from: Given out during Holy Wars
Item Values
Personal Items have no trading value, as they cannot be traded or sold on the Bazaar (discussed later), and
should be saved for events. Holy Powder is currently valued at around two Cure Waters, but its value fluctuates
and can occasionally be traded equally with Cure Water at a one-to-one exchange rate.
Cure Water has the highest value during events that require players to use large amounts of Stamina, and
value maxes out at one Cure Water for one Holy Powder in these circumstances. Magic Circles are notorious
for being nearly worthless.
Chapter 3 – Distributing Attribute Points
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Chapter 3 Distributing Attribute Points
There are three attributes to which you can allot your attribute points:
1. Stamina
2. Attack
3. Defense
Each stat has a specific use, advantage and disadvantage, and we will discuss them in this section so that you
are better prepared when it comes to leveling up wisely.
Players gain attribute points by increasing in level and by adding fellows. You can gain three attribute points for
leveling and five attribute points for adding a fellow, and all stats recover at a rate of roughly one point per
minute.
Chapter 3 – Distributing Attribute Points
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Stamina
Completing quests requires stamina. Having high stamina gives you the ability to maximize the value cure
waters that you possess, but often leaves you with little to no attack or defense power. These accounts excel in
farming for feeders and in quest events but falter when it comes to any battle-related tasks.
I always recommend that beginners put the majority of their attribute points into the Stamina category until they
have garnered 80-100 points in this category. Doing this will allow you to level up quickly, giving you the
opportunity to add more fellows, earning you even more attribute points.
Another advantage of having high stamina is that you feel the need to play Rage of Bahamut less often. Every
minute that goes by with your stamina full is a minute of lost value, since the stat cannot replenish beyond the
number of points that you have allotted it.
Since most people check their accounts every hour and a half or so, if you push to 120 stamina points, you only
need to check your account every two hours to quest. I consider 80-120 Stamina the minimum range for any
level of player - any less than that and you will regret it during events that involve heavy questing.
Chapter 3 – Distributing Attribute Points
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Attack
Attack power is used to battle raid bosses as well as other players within the game. Attack points play a couple
roles: the first is that you need to meet a certain threshold of attack power in order to hold certain cards and
use them in your deck. Each card has a cost, and your total attack power must exceed the costs of whatever
cards are being placed in your deck.
Having high attack power allows you to maximize the value of each holy powder, a major advantage, but players
with heavy attack accounts often have lower stamina and defense stats.
These accounts excel at raid events and attacking enemies during Holy Wars, but struggle as defense leaders.
When compared with stamina-focused accounts, players who have chosen to allot the majority of their points to
attack also have the burden of finding a way to get over 100 points in stamina in order to level efficiently.
Defense
Defending against attacks from other players is the primary reason to build up your defense power. Like attack
power, you will need a certain number of defense points in order to use certain cards in your defense deck.
Having high defense power allows you to defend against attacks several times without losing cards from your
deck due to reduced defense power.
Chapter 3 – Distributing Attribute Points
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Generally, players should have about thirty points more than the cost of their defense deck in defense points.
This way, they can withstand more than one solid attack. The advantage of having a high defense attribute is
that you will be able to fend off several attacks before your power is lowered to a point where they can no longer
support your deck.
Defense points, however, are only useful for withstanding player attacks, and thus will allow you less points to
use in other categories and limit your success in raid boss and quest events.
Example Stat Builds
All Stamina: Max Stamina, 10 Attack, 10 Defense.
These types of accounts are used primarily for farming cards and participating in quest events. They will level
faster than any of your other decks, but will be useless the majority of the time.
Attack Deck: 120-150 Stamina, 120-150 Defense, Max Attack
This is a core account build. The stamina is high enough to level effectively and to proceed through raid events.
The defense is high enough to ensure that players will not be able to easily farm you during Holy Wars. The
heavy attack points will grant you the ability to unleash multiple attacks against raid bosses and other players.
Chapter 3 – Distributing Attribute Points
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Attack Deck Version 2: 120-150 Stamina, 10 Defense, Max Attack
This is a gimmick build. It ensures that players are very effective during raid events and can attack constantly
during Holy Wars, but there are several drawbacks to this approach. Players that utilize this build are easily
farmed during Holy Wars, a huge negative to any order, but keep in mind that they can also farm as they are
being farmed. This is what I would call a glass cannon.
Defense Deck: 120-150 Stamina, 120-150 attack, Max Defense
This build is basically a defense leader deck build for the express purpose of high performance during Holy
Wars. Although limited by only being able to attack once for each HP used, this build allows you to defend
against many attacks – something that is very important for prospective defense leaders to keep in mind. If
you’re trying to be recruited by an Order, they will most likely ask you what your defense power is, and some
Orders require that it be 250 plus.
Defense Deck Version 2: 120-150 Stamina, 10 Attack, Max Defense
This is a deck that is generally never used by a player outside of Holy Wars. It is normally an alternate account
for an Order and is given defense cards and HP during Holy Wars, but is otherwise untouched. It can become a
very effective tool, assuming that players want to spend time on its maintenance and invest in its construction.
Chapter 4 – Enhancement and Evolution
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Chapter 4 Enhancement and Evolution
Enhancing and Evolving your cards are the two main ways that you build them up in strength. You will need to
know the basics of these two principles in order to get started out on the right path, and there is some valuable
information to learn in terms of which builds are worth the time and resources and which are not.
Enhancement
Enhancement refers to the leveling process of cards in Rage of Bahamut. Leveling is accomplished by
sacrificing lesser cards to a main card – the lesser cards will then be converted into experience for the card
that you are enhancing. (Keep in mind that you will lose the cards that you are using to enhance.)
The cards that are being sacrificed to your main card are called feeders, which is a general term for cards used
for the purpose of enhancing as opposed to appearing in decks. There are also skilled feeders that you can use,
which serve a purpose in skill enhancement. Most feeders will be low- level, high-availability cards.
A good place to find Normal feeders are levels 2-2 and 2-5 in the game’s quest section. The max level a card to
which a card can be enhanced is determined by its rarity.
Chapter 4 – Enhancement and Evolution
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Normal: Lv. 20
High Normal: Lv. 30
Rare: Lv. 40
High Rare: Lv. 50
S Rare: Lv. 60
SS Rare: Lv. 70
Legend: Lv. 80
There are generally two schools of thinking when it comes to enhancement. The first involves farming for
Normals and using them in enhancements. The second is to farm for Normals, evolve them into their final
forms, and then use them.
First School: Doing it this way (farming for Normals) is less time consuming than evolving Normals to their final
forms before using them. With that having been said, this method is also significantly more expensive than the
second school, as un-evolved Normals will provide less of a boost than final form cards will.
Chapter 4 – Enhancement and Evolution
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Second School: Evolving this way requires significantly less Rupies than using the First School of thought for
evolution. This method takes a lot longer, however, because it requires that you spend time evolving the cards.
Evolution
Evolution refers to the combining of cards of the same type in order to increase its power and rarity. The new
card gains a percentage of the stats from the cards it was evolved from, depending on the level of
enhancement that the evolver card has been put through.
Most cards can be evolved into four different forms, ending in a form that increases its rarity. For example, a
card that begins as High Normal will be increased to Rare after it undergoes its final evolution. Cards can also
be evolved in such a way that you use up to eight cards in creating the final form.
A card that is evolved with another will only retain 5% of its stats unless it is enhanced to max level, in which
case it will retain 10% of its stats. Because of this, it is recommended that you max cards out (enhance them
fully) before leveling.
Each style of evolution retains a certain percentage of power, and these percentages are outline on the next
page.
Chapter 4 – Enhancement and Evolution
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Power Percentages In Different Evolution Builds
8-‐14: 100.00%
8-‐13: 99.963%
8-‐12: 99.925% 7-‐12: 99.813%
8-‐11: 99.888% 7-‐11: 99.775%
8-‐10: 99.850% 7-‐10: 99.738% 6-‐10: 99.625%
8-‐9: 99.813% 7-‐9: 99.700% 6-‐9: 99.588%
8-‐8: 99.775% 7-‐8: 99.663% 6-‐8: 99.551% 5-‐8: 98.502%
8-‐7: 99.738% 7-‐7: 99.625% 6-‐7: 99.513% 5-‐7: 98.464%
8-‐6: 99.700% 7-‐6: 99.588% 6-‐6: 99.476% 5-‐6: 98.427% 4-‐6: 96.629%
8-‐5: 99.251% 7-‐5: 99.213% 6-‐5: 99.101% 5-‐5: 98.052% 4-‐5: 96.592%
8-‐4: 98.783% 7-‐4: 98.764% 6-‐4: 98.727% 5-‐4: 97.678% 4-‐4: 96.554%
8-‐3: 98.333% 7-‐3: 98.296% 6-‐3: 98.277% 5-‐3: 97.303% 4-‐3: 96.180%
8-‐2: 97.865% 7-‐2: 97.846% 6-‐2: 97.809% 5-‐2: 96.854% 4-‐2: 95.730%
8-‐1: 92.509% 7-‐1: 92.491% 6-‐1: 92.453% 5-‐1: 92.266% 4-‐1: 91.985%
8-‐0: 87.135% 7-‐0: 87.116% 6-‐0: 87.116% 5-‐0: 86.910% 4-‐0: 86.629%
Chapter 4 – Enhancement and Evolution
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There are only a few popular styles of evolution, despite the large number of possible evolution combinations
that are available. Generally, you will only see 4-0, 4-6, 6-2, 6-6, 6-10, 8-14. Although cards are occasionally
done outside of these guidelines, they are oddities. 4-6 is the most common evolution of any card HR and up.
(The first number is the number of cards used, and the second number is the number of enhancements.)
It is recommended that you max cards out (enhance them fully)
before leveling.
Chapter 5 – Discussion of Version 4-6 vs 4-7
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Chapter 5 Discussion Of 4-‐6 Versus 4-‐7
This piece has been inserted in order to ensure that you will never become a noob who betrays the trust of
Rage of Bahamut and its vibrant community. The 4-7 cannot exist, because the 4-6 exists, and that is final. So, why is it called a 4-6 if there are 7 enhancements by the time it's done? The reason has nothing to do with
the final form, but it has everything to do with the lower forms.
In the beginning, there was a question:
HOW WAS THIS CARD EVOLVED?
And a player answered:
4max.
And it was good. Then the question was repeated:
Chapter 5 – Discussion of Version 4-6 vs 4-7
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HOW WAS THIS CARD EVOLVED?
And a player answered:
Using 6 cards, I enhanced the last two forms before combining.
And it was too long. So, the question was repeated:
HOW WAS THIS CARD EVOLVED?
And a player answered:
6-2
And there was silence. This simple abbreviation answered the age-old question of how this card was evolved,
and it made everything easier. The world continued to turn and player trading began to flourish. Players were
happy and able to trade with a simple way to answer to the question, “how was this card evolved?”
But everything changed when noobs attacked. Armed with Wikipedia, spewing forth their ignorance into the
world of trading, and destroying what the community had built, they bathed in the ensuing chaos.
Chapter 5 – Discussion of Version 4-6 vs 4-7
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So the question was asked again:
HOW WAS THIS CARD EVOLVED?
And a player answered:
4-7.
And it was vile, for this was not how the card was evolved - the card was evolved using a 4-6. The noobs didn't
realize that calling a card a 4-7 merely answers a question that nobody asked – “did you enhance the final
form?” The card was a fully enhanced 4-6, not a 4-7.
But the noobs didn't realize the error of their ways, and they fought on, claiming they should get credit for that
last enhancement. They didn't know that by constantly using 4-7 and 6-11 as examples, they were killing the 4-2,
the 4-4, the 6-2, and the 6-4. Soon, the gentle 4-0, who never hurt anybody, would be called to the stand.
Chapter 5 – Discussion of Version 4-6 vs 4-7
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And the question was asked:
HOW WAS THIS CARD EVOLVED?
And the player answered:
4-0, Because calling it anything but 4-0 would be wrong. For it is the worst of evolutions and deserves no
number, for no number of enhancements were used in its evolution.
And the question was asked:
HOW COULD A 4-0 AND A 4-7 EXIST?
And the player answered:
They cannot.
Chapter 5 – Discussion of Version 4-6 vs 4-7
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And the question was asked yet again:
HOW WAS THIS CARD EVOLVED?
And the player answered:
IT IS A 4-6 BECAUSE WE MUST COUNT FROM ZERO TO SIX, NOT FROM SEVEN TO ONE!
And the noobs wretched at the brightness of the words and returned to darkness, hoping for the day upon
which they could come forth again, spreading misinformation in an attempt to destroy the community.
THE END.
When evolving and consulting the chart, it's important to note that the cards closest to the final form are the
most important cards to enhance. For example, a 6-2 is only achieved if both of the Card++ versions are
enhanced to their max potential. Enhancing two of the base cards is not considered a 6-2 build, it is actually
viewed as a 6-0 build.
Note that when you combine a Card and a Card, you receive a Card+. Combining a Card+ with a Card+ yields a
Card++. Combining a Card with a Card++ will yield the final form of the card.
Chapter 6 – The Lingo of R.O.B.
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Chapter 6 The Lingo of R.O.B.
When you’re looking through your Supports (messages that appear on your profile) and at your Order’s chat
wall, don’t get confused. Know the lingo of R.O.B. in order to prevent yourself from looking ridiculous and to
make sure that you always know what’s going on.
Proc: Programmed Random Occurrence. Refers to a card skill going off, or the chance of skilling up a card
when enhancing.
Evo: Evolution
FF: Final Form. Refers to a card being in the final stage of evolution.
X-Y: Two-number sequence in which X is the number of cards used in the evolution of the current version of the
card and in which Y is equal to the number of times that the card was enhanced throughout its evolution
process. For example, a 4-0 Evolution would be a card that is in its final form but that was never fully enhanced
along the way.
(#)Max: # refers to the number of cards used to reach the final form of the card, while Max implies that the
card was fully enhanced at all stages of evolution.
Chapter 6 – The Lingo of R.O.B.
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HP: Holy Powder
CW: Cure Water
HW: Holy Wars
CP: Card Packs
SK(#): Skill and the level of the skill. SK7 would be skill 7.
Chapter 7 – Battles and Quests
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Chapter 7 Battles and Quests
This section will give you an overview of two of the most important activities in Rage of Bahamut: Battles and
Quests. Understanding the fundamentals is very important in Rage of Bahamut, especially when you’re first
starting out.
Quests
Completing quests is how players level up and gain feeders to use for enhancing in Rage of Bahamut. Players
complete quests by using their stamina to proceed through the different areas and sub-areas.
Every five quests, players will have to defeat a boss in order to proceed to the next zone. The boss normally
drops treasure for the player in the form of personal HP, personal CW, Magic Circles, or Rupies. Players also
have the ability to go back and replay quests in order to farm for feeders.
It is vital that you always run through quests when your stamina is full, as this is the only way to gain experience
points aside from adding fellows, which requires leveling, which requires quests.
Players also gain treasure through questing. This treasure can either be donated to their orders or used to
create a card. The cards created vary in quality based on which treasures are combined, and keep in mind that
Chapter 7 – Battles and Quests
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each treasure set can only be completed once. Generally, treasure cards have okay stats, but cannot be
evolved, something that severely limits their value.
Battles
Players have the ability to battle against other players for honor and Rupies. During a battle, your attack deck
will be pitted against the other player’s defense deck.
If you defeat a player, you gain points that are put towards your daily battle ranking. You also receive a certain
percentage of their Rupies, the max amount being 10,000, and one of their treasures, assuming that you
targeted one initially. If you lose, Rupies will be taken from you. You can be battled at any time, and the same
player can battle you up to three times per day.
Chapter 8 – Orders
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Chapter 8 Orders
Players have the option to either make an Order (once you are at least level 20) or to join an Order in Rage of
Bahamut. An Order is a team of players with whom you collaborate during events in order to rank highly as a
group. In addition to having a team to work alongside of, players are able to trade with anybody in their order
after that person has been a member for two weeks.
Because of this, one important purpose that an Order serves is increasing a player’s trading pool. In addition, as
an Order levels up and gains resources, it can purchase buffs to realms that increase the power of players’
decks.
Orders have a hierarchical setup, and there are four major positions that members can hold:
1. Order Leader
2. Vice-Leader
3. Attack Leader
4. Defense Leader
Chapter 8 – Orders
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Order Leader
The Order Leader serves as the lifeblood of the group. They were the ones who first created the group, and
they need to organize any coordination that occurs during events. Defeating an Order Leader in Holy Wars
provides you with 1.5 times the regular amount of Holy War Points, and these members are endowed with a
5% boost to attack and defense at all times.
Vice-Leader
The Vice-Leader is the co-coordinator, and his job is really to help the Order Leader run things smoothly. He’s
essentially a “right-hand man.” The Vice-Leader, if defeated, awards the opponent with 1.2 times the regular
amount of Holy War Points and has a 3% boost to attack and defense at all times.
Attack Leader
The Attack Leader, and there can be more than one, is meant to be able to take down Defense Leaders of other
Orders during Holy Wars so that the rest of the team can attack regular Members of the enemy Order. Like
the Vice-Leader, defeating an Attack Leader grants you with 1.2 times the regular amount of Holy War Points,
and these Order members receive boosts to their attack.
Chapter 8 – Orders
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Defense Leader
The Defense Leader is a position where, similar to the Attack Leader position, an Order can have more than
one. Many Orders do not go this route, however, as the primary role of a Defense Leader is to protect the other
members from attack. Defense Leaders, if beaten, award 1.2 times the regular amount of Holy War Points.
They also have boosts to their defense.
It is important to check your Order’s message board on a regular basis, to make sure that you don’t miss any
important announcements, and it is vital that you donate Rupies and treasures to your Order. With more
resources, you will be able to purchase stat buffs as well as increase your Order size and make room for new
members.
Chapter 9 – Approximate Card Values
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Chapter 9 Approximate Card Values
All cards have constantly fluctuating values. It used to be that Rare cards were worth up to 3 HP, but they are
currently worth 1 HP at the most. These numbers fluctuate, however, and there are tricks to determining card
values that you should learn and put into practice. Generally, Holy Powder is considered to be the “currency” of
Rage of Bahamut.
Rares (R): 1 CW - 1 HP
Rares from events can usually be sold for 1 HP, since people want to collect them for their archives. If it’s a rare
from a card pack, then it will generally sell for 1 CW at the most.
High Rares (HR): 2 HP – 70 HP
The prices of High Rare cards vary heavily based on a few key aspects: skill, stats, realm, and rarity are the
major factors that determine the price of an HR. Certain skills, primarily buffs to a specific realm, increase a
card’s value. If the card has high stats in conjunction with a skill that is sought after, such as a buff to a specific
realm, then its value will be increased even further.
Cards can also gain value purely by being in a certain realm – generally, this is how the pricing works:
Chapter 9 – Approximate Card Values
35
Demon > Gods > Man
Finally, if a card has just been released or was limited in quantity during an event, it will normally retain a higher
value simply because it is scarce.
SR Cards: 20 HP – 200 HP
Once again, the prices of SR cards will be based on skill, stats, realm, and rarity. If the card has an HR
counterpart that is either similar to or more powerful than the SR card, expect its value to be extremely low. An
example of this is Temptress Vampire - her skill is terrible, and her defense is very close to that which can be
found in some higher-end High Rare cards. This puts her demand into the gutter, bringing her value down with
it.
On the other hand, a card like Hekate is limited in availability, has a desirable buff, has desirable stats, has a
desirable realm, and, therefore, holds an extremely high value.
SSR Cards: 100+
There are similar guidelines for SSR card pricing as there are for HR and SR card pricing. Certain SSR cards
will be very inexpensive, while others will astound with prices upwards of 600 HP! These differences are caused
by the desirability of a card, which is based on its stats and skill, as usual.
Chapter 9 – Approximate Card Values
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Generally, players purchasing or selling cards at this level don't care about a card’s realm or rarity as much as
they do about the other two parameters. These cards may start at 100 HP, but average around 300 or more
HP in price, unaffordable for the majority of players.
When looking at prices of cards, it’s important to note that cards are generally the highest in price during their
initial release and that these prices drop steadily before eventually balancing out. After the initial jump, the
balance price will be determined by skill, stats, realm, and rarity.
Card values fluctuate . . . know how cards are priced based on realm, skill, stats, rarity, and release dates.
Chapter 10 – Trading
37
Chapter 10 Trading
Trading can be stifling to some players who join Rage of Bahamut, as there is a required wait of two weeks
before you are able to trade with your fellows or your Order members. Because of this, there are several
trading groups that exist where players act is middlemen for other players. If you are hoping to find a more
comfortable way to trade, however, it is recommended that you use the Bazaar system that Rage of Bahamut
has recently implemented.
The Bazaar is an auction-house type system through which players buy and sell cards. Each day, players are
given five bazaar tickets that they can use to conduct Deals in the Bazaar. The number of tickets used is based
on the rarity of the card involved in the transaction, with a minimum use of one ticket. High Normals, Normals,
and Rares all require one ticket.
Two tickets are used when an HR is sold or bought, and five tickets are used when conducting deals involving
SR, SSR, and Legend cards. This system was put in place in order to limit a hacker’s ability to quickly liquidate
your cards.
When listing cards, you have the ability to request CW, HP, other Cards, or Rupies in the trade. Generally,
players will list cards for a certain amount of HP. Once that deal has been established, they will then turn
Chapter 10 – Trading
38
around and use it to purchase a different card on the Bazaar. Sometimes, though, players will simply trade a
card for another card.
It is important to note, however, that when you are listing the final form of a card, the system doesn't take into
account the evolution of that card. So, if you wished to get the 4max version of a card in return for a card that
you listed, you may simply receive a 4-0, since the system does not distinguish between the two. For this reason,
you should not list cards for final form versions of cards.
Note of Caution:
When buying at the Bazaar, be cautious of people who put several things on their sale wish list. Some players
will ask for HP and a small amount of Rupies, but on the next line they may ask for something additional that you
do not see. Read through the full purchase before you finalize it to make sure that you didn't miss something in
the price. Many players have lost cards because they did not read the fine print.
Read the fine print carefully . . . or you’ll risk losing cards you didn’t plan on including in a transaction!
Chapter 11 – Building Your Deck
39
Chapter 11 Building Your Deck
Moving From R to HR to SR
A lot of people are struggling to put together powerful decks, since Rage of Bahamut only gives you four legend
card packs to start out with, and nearly all players have thrown rage fits over the Rares that these things
constantly spit out. On top of this, few players have the proper stat point distributions needed to create both a
powerful attack deck and defense deck.
I'm going to give you a few tips that will make your life a lot easier when you’re starting to build your decks. I am
assuming that you have already leveled your stamina to between 80 and 100 points and that you are now
working on either your attack or defense stat.
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Starter Deck (25-60 Attack Points/Defense Points)
A deck like this should be comprised of Normals and High Normals - many Normals have attack point ranges of
between three and twelve. A key thing to remember is that you should always attempt to have a full deck (five
cards) when attacking.
The next thing to note is that a fully evolved card uses the same amount of points as the first form of the card.
This means that Normal cards that have been fully evolved into High Normal cards will be the most efficient
cards to use at this stage. Do not waste your time leveling the card until it is in its final form, as it is too weak for
these bonuses to matter.
After the card reaches its final form, enhance it until it is level 10-15, and then just leave it alone. Eventually
you'll use this card as a "feeder" in order to enhance a better card. You should start out with a 12-point card
and four 3-point cards in your deck, meaning that you will need a minimum of 24 attack points to start out.
As you gain more attack points, start adding fully evolved 12-point cards into your deck as you accumulate
them. Don’t worry about the card’s realm when you’re creating the deck - you should be doing this until you hit
roughly 60 attack/defense points, since at that point you will have five 12-point cards in your deck.
Chapter 11 – Building Your Deck
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Leveling Deck (60-120 Attack Points/Defense Points)
You should now have a deck comprised of 12-point High Normal cards. At this point, you should be noticing that
cards with 11-16 point usage values are showing up. Some of these cards begin as High Normals, and become
Rares when you combine four of them to create a final form card.
These cards often have "skills" that boost your attack/defense or hit your enemy’s attack/defense associated
with them. You should now be aiming to acquire four of these cards, evolve them, and level them until they are
level 10-15. Replace the weakest card in your deck with the card that you have just created by evolving.
Soon, you will start to see Rare cards appearing. These cards will make up the bulk of your next deck, so save
them and proactively search for six matching cards.
After you have six of the same Rare card, perform what is called a 6-2 enhancement by combining three cards
into the ++ version and then combining the other three into a separate ++ version. Here, you max out both of
the cards’ levels and combine them together. These cards often have a cost of 16 attack points and boast 8-
12k attack/defense stats.
Chapter 11 – Building Your Deck
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Core Deck (120+ Attack Points/Defense Points)
Once you have built a decent deck through leveling and combining High Normals into Rares, and have built a
deck of 6-2 Rare cards, you’re ready to create your Core Deck. This deck consists of High Rare cards, which
can be evolved to create final form cards that get bumped up into the SR category.
If you have five 6-2 maxed Rares, which you should have by now, then you will not be needing any more feeders
for a while. This means that all of the “small” cards you get can be sold to players who are looking for feeders.
Typical Feeder Prices: 30k for nine Normal cards, 100-130k for nine High Normal Cards (sometimes 1 HP)
Get Normals From: Quest 2-5 (Goblins)
Get High Normals From: Quest 2-5 (Evolved Goblins)
To sell feeders, you should find a buyer who is either somebody in your Order or somebody on your Fellows list.
The best way to find players who are willing to purchase feeders is to send support and rally messages stating
that you offer the service.
This is important because you can only accumulate High Rares by trading them for other High Rare cards or by
buying them with Holy Powder. The typical High Rare card will go for 2-60 Holy Powder, depending on its skill
and stats.
Chapter 11 – Building Your Deck
43
As you start to accumulate these cards, you can create what's called a 6max, where you max out the card
before evolution. You can also work on building a 6-6 version of the card, where you max the card six out of the
eight times that you evolve it. I do not recommend creating a 6-2 with High Rare cards, though you can build
4max versions of cards if you intend to sell them in a short amount of time or find yourself struggling to
accumulate HP.
When selecting High Rares, I suggest that you look for cards with high final stats and a low market price. (An
excellent way to check the price of a card is to look at the current Bazaar sales and come up with an
approximate.)
A 4max Berserker, for example, offers 17k attack at a price of only 2-3HP per card, since its ability only affects
demons. Every realm has cards like this, and you should be sure to seek them out.
Chapter 11 – Building Your Deck
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Moving On
This concludes the how-to portion of the guide, and you should have everything that you need to work towards
creating powerful decks. If it seems like it's a lot of trouble, it's because it is. If it were easy to get solid cards,
then everybody would have great cards.
Breaking into the SR rank can only be done effectively by earning large amounts of HP to trade for the highest
tier cards, and you'll learn more about how to do this when we discuss methods for generating HP.
Chapter 12 – Noteworthy Cards
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PART 2: PLAYING THE GAME
Chapter 12 Noteworthy Cards
Gods
Starter: Ogre, Hamsa, Thunder Elemental, Wind Elemental, Water Elemental, Jiao
Leveling: Altas, Wyrm, Salamander, Archangel, Sylph, Gnome
Core (Rare): Kratos, Agni, High Pixie, Yinglong, Daphne
Core (High Rare): Ifrit, Trow Elf, Pan, Apsara, Xuanwu
Man
Starter: Thief, Ronin, Ninja Trainee, Young Gunner, Kunoichi Trainee
Leveling: Warrior, Lancer, Samurai, Shaman, Dancer, Ninja, Lady Gunner
Chapter 12 – Noteworthy Cards
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Man cont’d.
Core (Rare): Gladiator, High Ninja, High Dancer, Castor, High Lancer
Core (High Rare): Paladin, Claymore Maid, Master Archer, Holy Dragoon
Demons:
Starter: Cat Vixen, Dark Elfling, Lilith, Baby Dragon
Leveling: Dragon, Hobgoblin, Empusa, Naga, Skeleton Fighter
Core (Rare): Elder Dragon, Succubus, Melusine, Garmr, High Daemon
Core (High Rare): Nightmare, Trow Elf, Bloody Mistress, Mad Hatter, Demonic Knight
Chapter 13 – How to Generate Holy Powder
47
Chapter 13 How To Generate Holy Powder
Generating HP is one of the toughest tasks for new players to get a grasp on. The biggest mistake that they
make is to start buying High Rare cards that they’ve been eyeballing as soon as they get 20 HP in their pockets.
One of the things that I have always repeated to players is that it’s a lot harder to make money when you don't
have any. If you have 100 HP and use it intelligently, you can gain 20-30 HP a day. If you have no HP, it will take
you a week just to get back to 20-30 HP.
There are several ways to generate Holy Powder, but the overarching key to doing well in this area of the game
is to understand that saving and investing your HP into making more HP is more important than buying new
cards.
Invest, Save and Build your HP . . . Don’t be in a rush to use it before thinking it through . . .
Chapter 13 – How to Generate Holy Powder
48
Method 1: Feeder service This method is less effective than it used to be, but it is a great way for new (or struggling) players to
consistently generate Holy Powder. The key succeeding in the feeder business nowadays is to attempt to gather
skilled High Normals.
The best mission for this is 18-4, since the quests use up only 10 stamina and do not contain treasure. Save
the Shaman cards that you gather and then sell a group of nine for 2-3 HP.
Method 2: Enhancing
This method involves searching for popular cards, such as Nightmare and Claymore Maid, and then checking
the pricing. Normally, you will find that a lot of them are either not enhanced or only partially enhanced.
Since the Bazaar has made it difficult to buy feeders, a lot of people are less likely to buy unenhanced versions of
cards. If you buy a popular card on the bazaar for less HP than the average asking price, you can normally
enhance it yourself and sell it for a 5-10 HP profit.
This profit margin, of course, depends on the price that you paid and the demand that exists for the card.
Enhancing cards for profit requires that you have access to feeders and HP to purchase cards, bringing us back
to the idea of HP breeding HP.
Chapter 13 – How to Generate Holy Powder
49
Method 3: Enhanced Enhancing
This is just a more in-depth version of the last method that we discussed, and it involves buying four of a popular
card for low prices and creating a 4max version of it. You can normally sell this card for 30-50 HP in profit if you
check the prices well before you buy the four cards.
This method requires you to put in a few days of effort, but the payoff is generally worth it, and is especially
effective when new cards are released. For example, when the Mad Hatter card was released, it was selling for
10 HP unenhanced and 15 HP enhanced. The 4max version of the card was selling for 100 HP. This means
that a player could invest 40-60 HP, and if they were able to enhance and evolve the cards the same day, they
made a 40-60 HP profit (assuming that they had the required amount of Bazaar tickets).
Method 4: Trading Up
This method is time consuming, but it results in big payouts if done properly. The key to this method is to list
cards for cards as opposed to listing them for Holy Powder until you move up enough in value to make a large
profit.
Let’s say that you have Elaine, who has a rough value of 3 HP. If you set up a trade swapping an Elaine for an
Inugami, there is a fair chance that a God Realm player with an Inugami would see that as a fair trade. Of
course, Inugami has a resale value higher than Elaine - about 5 HP.
Chapter 13 – How to Generate Holy Powder
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Now that you have the Inugami, you list it for a Sword Valkyrie, and there is a good chance that a player would
make that trade. That's another 10 HP gain. Finally, you list the Sword Valkyrie for a Dragonewt Princess, a
legitimate trade involving two cards that are powerful in each of their realms.
This results in another 10+ HP profit. The final thing that you need to do is either sell the Dragonewt (or Apsara,
or Nightmare, whatever card you're working with) for HP. Alternatively, you can try your luck and put up a
Dragonewt for a Gilgamesh, as I know someone who did something similar and the deal paid off.
The “Trading Up” transaction cost was about 6-8 Tickets and 2-3 days, and resulted in about 50+ HP in profit.
Remember that prices fluctuate based on the criteria that we discussed earlier, and the key to succeeding here
is being in tune with values and trades across realms.
Method 5: Trading Down
This is another fun method that can yield big payoffs if you have low-end SR/SSR. It involves getting something
like a Temptress Vampire, which has an approximate worth of about 20 HP and putting her up on the Bazaar
for the price of Three Claymore Maids. If you get an interested buyer, this results in a gain of 10 HP.
This method requires more Bazaar tickets than method four, since you'll be listing SR/SSR cards and using five
tickets to sell them, not to mention the tickets that you need to sell or trade what you get in return. With that
Chapter 13 – How to Generate Holy Powder
51
having been said, it's still a good way to liquidate poorly valued SR cards. Remember that using SSR cards in the
same manner gives you the ability to gain much higher values from similar transactions.
Method 6: Stockpiling
This can be a pricey way to generate Holy Powder, but can result in mammoth gains. It involves taking
advantage of the values of CW and HP and knowing how they fluctuate in the context of the game.
Buying 3000 CW at a rate of 3CW for 1 HP and waiting until CW were selling at a rate of 1CW for 1 HP would
net you a 2000 HP profit. Unfortunately, it would also tie up an absurd amount of resources in the meantime.
This is a method reserved for players who deal with absurdly high amounts of HP/CW and are able to wait
months before they see a return on their investment.
They may tie up 50-70% of their HP/CW using this method, but are using other methods to steadily gain Holy
Powder in the meantime.
Method 7: Cross-Game Trading
Although Rage of Bahamut may very well be your card game of choice, you should not rule out using other
similar apps. You can gain mammoth amounts of HP by leveraging other games against Rage of Bahamut - I
Chapter 13 – How to Generate Holy Powder
52
have a friend that started playing Marvel: War of Heroes and managed to trade two cards in that game for 300
HP in Rage of Bahamut.
He had no intention of playing the Marvel game, but used the cards to trade with people who wanted to stop
playing Rage of Bahamut and play Marvel instead. I have seen this same method used when players trade
World of Warcraft gold for Raiderz gold, and I assume that it occurs in other games as well. Obviously, you need
to trust the person in order to do this, as it’s easy to get ripped off.
The one thing to remember is that the best players diversify among all of these HP generating methods, and
they try to tie up most of their HP/CW into generating more HP/CW. Remember that the market is a harsh
mistress: diversify.
Chapter 14 – Maximizing Card Skill Combinations
53
Chapter 14 Maximizing Card Skill Combinations
Building a deck is not all about getting the rarest cards or building cards with the highest stats. More than
anything, it’s about who has cards with the best balance of stats and skills. I've always tried to educate Rage of
Bahamut Players, reminding them that looking for players with a base attack of 90k+ isn't as important as
looking for a player whose top three cards have great skills, all of them leveled to skill level 10.
Rage of Bahamut’s card skills activate on a waterfall system. A waterfall system is where the first card in your
deck has a 100% chance of its skill going off and your next card has a 50% chance of its skill going off.
If the third card in your deck does not have its skill go off, your fourth card’s skill retains this 50% chance of
being activated. After two skill cards have been activated, however, the 3rd skill card has a 25% chance of
activating.
Rage of Bahamut has also capped these skill activations at three cards, which will lead us into the topic of wing
cards later. Offensive skills only go off when attacking, while defensive skills only go off when defending. Cards
with dual skills activate both when attacking and defending.
The waterfall system does, however, have a catch. Once a specific skill activates, its chance to activate on a
different card is reduced by around half.
Chapter 14 – Maximizing Card Skill Combinations
54
So, for example, if you have three Ifrits as your first three cards, your first Ifrit will have 100% chance of
activating. This is unchanged. What is different is that your second Ifrit will now only have a 25% chance of
going off, as opposed to the normal 50%.
If you have an Ifrit followed by two Sword Valkyrie cards, then the second card (Sword Valkyrie) will have the
normal 50% chance, but its activation will reduce the second Sword Valkyrie’s chance of going off to only
12.5%. Because of this, it is beneficial to use at least two different types of card buffs in your deck.
It’s also important to note that different ability modifiers change the strength of the skill. The more specific the
target of the skill is, the more powerful it is. For example, a skill that effects only the attack of a specific realm
will have a much higher effect than a card that increases the attack and defense of all realms.
Chapter 14 – Maximizing Card Skill Combinations
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Here is a chart outlining the stat differences.
Affects ATK/DEF Boost/Hit Small Medium Big Great Massive Absolute
1 Realm ATK Boost 5% 10% 13% 15% 20% 25%
1 Realm ATK Hit 5% 10% 13% 15% 20%
1 Realm DEF Boost 5% 10% 13% 15% 20%
1 Realm DEF Hit 5% 10% 13% 15% 20%
1 Realm ATK/DEF Boost 2% 5% 8% 10% 15% 20%
1 Realm ATK/DEF Hit 2% 5% 8% 10% 15%
2 Realm ATK Boost 10% 13% 18%
2 Realm ATK Hit 10% 13% 18%
2 Realm DEF Boost 10% 13% 18%
2 Realm DEF Hit 10% 13% 18%
2 Realm ATK/DEF Boost
2 Realm ATK/DEF Hit
All ATK Boost 2% 5% 8% 10% 15%
All ATK Hit 2% 5% 8% 10% 15%
All DEF Boost 2% 5% 8% 10% 15%
All DEF Hit 2% 5% 8% 10% 15%
Chapter 14 – Maximizing Card Skill Combinations
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Affects ATK/DEF Boost/Hit Small Medium Big Great Massive Absolute
All ATK/DEF Boost 2% 5% 8% 10% 15%
All ATK/DEF Hit 2% 5% 8% 10% 15%
Self ATK Boost 25% 40% 50%
Self DEF Boost
Self ATK/DEF Boost 20% 25% 30% 40%
The power of the skills also depends on their levels, which can be upgraded through effective enhancement.
Each level of a skill from 1-9 increases its power by 1% while leveling from 9-10 increases its power by 2%,
yielding a total overall increase of 10%.
This means that the increase in power that you will gain through leveling your cards’ skills will often far surpass
the gain you would experience from getting a more powerful card.
So, when creating a deck, you will want to maximize your skills by using the most powerful buffs possible. At the
same time, you will need to make sure that you have as few duplicates as possible. Ideally, you will want to have
close to a 100% chance of two powerful buffs going off, and a mild chance of a third buff going off.
Chapter 14 – Maximizing Card Skill Combinations
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To accomplish this, you may use a Big Boost to God/Demon attack in the first slot, two Big Boost to Gods
attack in the second slot, and two final cards with very powerful stats. Examples of how to balance skills and
stats will be shown in best decks, the next few sections of the guide.
To maximize card skills, look for a player whose top three cards have awesome skills, all of them leveled to skill level 10.
Chapter 15 – The Best Defense Decks
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Chapter 15 The Best Defense Decks
With the ever-fluctuating releases in the R.O.B. market, it’s impossible to narrow down the game’s entire
collection to create a 'best' deck that would remain the best for a long period of time. Because of this, these
decks are made with currently available cards, and yield the best results in their tiers. The key thing that this
section will teach you is how to combine skills and stats in order to create powerful decks.
Rare Card Demon Defense Deck
Leader: Eligos - 12.2k Defense - Medium Boost to Gods/Demons Defense
Second: Jack-o-Lantern - 12.5k Defense - Medium Boost to Defense (All)
Third: Jack-o-Lantern - 12.5k Defense - Medium Boost to Defense (All)
Fourth: Manticore - 12.7k Defense - Medium Hit to Foes Demons Attack
Fifth: Manticore - 12.7k Defensse - Medium Hit to Foes Demons Attack
Scorpio can easily be substituted into Manticore's spot, if that’s what you want to do. Also, if you have a
Destroyer Golem, then it would be considered better than the Manticore. That card, however, very rarely makes
it onto the market since it was for an event and a lot of people have gotten rid of theirs by now.
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If you can pick one up, use Destroyer Golem cards in the last two spots. Eligos is placed in the lead spot due to
its strong buff due to the fact that it increases the chances of Jack-O-Lantern procing.
High Rare Demon Defense Deck Leader: Wraith - 15k Defense - Big Boost to Demons Def
Second: Marsyas - 17.5k Defense - Big Boost to God/Demon Defense
Third: Marsyas - 17.5k Defense - Big Boost to God/Demon Defense
Fourth: Bloody Mistress - 18.5k Defense - Big Boost to Defense (All)
Fifth: Bloody Mistress - 18.5k Defense - Big Boost to Defense (All)
This one was a head scratcher for me. There are actually a couple of setups that work well here, one of which is
to use Marsyas, Xuanwu, Xuanwu, Mistress, and Mistress. This ensures an astoundingly high base stat, a
resistance to realm specific debuffs, and a high chance of three procs going off.
Another possible setup is to use one Wraith and four Mistresses, keeping in mind that only two of the buffs will
go off in most cases. In a situation where three buffs go off, this actually beats the recommended one up top,
and I just can't resist the extra shot at that third buff.
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SR Demon Defense Deck
Leader: Hamelin - 20.1k defense - Great Boost to Gods/Demons Defense
Second: Temptress Vampire - 18.7k defense - Great Hit to Foes Man Attack
Third: Death - 19.8k defense - Great Hit to Foes Gods Attack
Fourth: Temptress Vampire - 18.7k defense - Great Hit to Foes Man Attack
Fifth: Death - 19.8k defense - Great Hit to Foes Gods Attack
Important Note: Demon SR defense is still as awful as it used to be - use Hamelin with Xuanwus and Bloody
Mistresses.
Considering that the goal was to build an SR Demon Defense Deck, this is the only available way to create a
workable one. The setup is made with the intention of having a high base defense and then shuffling the debuffs
around in order to account for either Man or God realm cards in an attack.
Realistically, for Demons, 3 Skill 10 Wraiths and 2 Deaths (as wing cards) would be a much better build. This
setup yields just under 100k defense, coupled with debuffs for God/Man cards, whereas a 3 skill 10 Wraith
and 2 Death combination would yield an optimistic 108-122k defense.
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Rare Card God Defense Deck
Leader: Rhea - 11.4k defense - Medium Boost to Def (All)
Second: Anemone - 12.5k defense - Medium Hit to Foes Man Attack
Third: Anemone - 12.5k defense - Medium Hit to Foes Man Attack
Fourth: Vayu - 12.4k defense - Big Hit to Foes Gods Attack
Fifth: Vayu - 12.4k defense - Big Hit to Foes Gods Attack
There is no reasonable option for a second buff in a defensive Rare Gods deck. So, instead, what we are doing is
maximizing the base defense in order to ensure that the stats, combined with Rhea’s buff and Vayu /
Anemone’s debuffs, will fend off most attacks.
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High Rare Card God Defense Deck
Leader: Aspara - 18.3k defense - Big Boost to Gods Defense
Second: Xuanwu - 18.5k defense - Big Boost to Defense (ALL)
Third: Xuanwu - 18.5k defense - Big Boost to Defense (ALL)
Fourth: Xuanwu - 18.5k defense - Big Boost to Defense (ALL)
Fifth: Xuanwu - 18.5k defense - Big Boost to Defense (ALL)
Since Xuanwu has a higher base defense and weaker buff than Apsara, it only makes sense for Apsara to get
the sure proc and for Xuanwu's skill to be secondary.
Another possible variation of this deck would be to use Marsyas from the demon realm in the lead spot, followed
by two Apsara and two Xuanwu. I personally prefer Apsara and Xuanwu because it's a sure two proc. Marsyas
is also a sure two proc with a possible third, but he has lower stats and an increased chance to miss the
Apsara skill, which is invaluable.
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SR God Defense Deck
Leader: Sleipnir - 18.9k Defense - Great Boost to Gods Def
Second: Sleipnir - 18.9k Defense - Great Boost to Gods Def (read below)
Third: Sleipnir - 18.9k Defense - Great Boost to Gods Def (read below)
Fourth: Sleipnir - 18.9k Defense - Great Boost to Gods Def (read below)
Fifth: Sleipnir - 18.9k Defense - Great Boost to Gods Def (read below)
All right. Let’s be honest here. All that's really happening is Sleipnir, Apsara, Apsara, Xuanwu, and Xuanwu, if you
know what you're doing. God SR in general are just awful, and you might as well stack five Sleipnir in hopes of
getting the two proc. Otherwise, use Sleipnir, Apsara, and Xuanwu in your defense deck.
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Rare Card Man Defense Deck
Leader: High Lancer - 10.3k defense - Medium Boost to Defense (all)
Second: Holy Knight - 11.9k defense - Medium Boost to Man Defense
Third: Holy Knight - 11.9k defense - Medium Boost to Man Defense
Fourth: Castor - 12.5k defense - Medium Boost to Self Defense
Fifth: Castor - 12.5k defense - Medium Boost to Self Defense
This deck is set up in such a way that you are ensured the best chances of High Lancer and Holy Knight having
their skills go off. High Lancer is used in the lead spot because Holy Knight has higher base stats and because it
allows you to stack two of the second card.
The other option would be to use Holy Knight in the top spot and put two High Lancers in the second and third
slots, but that reduces the overall stats of the deck.
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High Rare Card Man Defense Deck
Leader: Paladin - 15.8k defense - Big Boost to Man Defense
Second: Queen of Hearts - 17.2k defense - Big Boost to Man/Gods Defense
Third: Queen of Hearts - 17.2k defense - Big Boost to Man/Gods Defense
Fourth: Master Astrologist - 17.4k defense - Big Hit to God Attack
Fifth: Master Astrologist - 17.4k defense - Big Hit to God Attack
This deck is pretty simple. It capitalizes on Paladin's solid buff while at the same time using Queen of Hearts and
Master Astrologist for the solid stats. Players can also use four Queen of Hearts cards in order to try for a
second proc.
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SR Man Defense Deck
Leader: Lancelot - 20.1k defense - Great Boost to Man Defense
Second: Longinus - 20.3k defense - Great Boost to Defense (All)
Third: Longinus - 20.3k defense - Great Boost to Defense (All)
Fourth: Longinus - 20.3k defense - Great Boost to Defense (All)
Fifth: Longinus - 20.3k defense - Great Boost to Defense (All)
I’ll be honest: I hate this setup. Longinus has a higher base defense than Lancelot, and coupled with the fact that
Lancelot offers a more powerful buff than Longinus, the signs point to using only one Lancelot.
This completely changes, however, if you are using 5 Card Evos. Since the five-card evolution of Lancelot gives
you 21.5k defense, you should use four of him and one Longinus, assuming that you have four five-card
evolutions.
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Chapter 16 The Best Offense Decks
This section will be similar to the last, except now we will focus on attack decks. The key here is to learn why
certain combinations work better than others, and not to just blindly follow the builds. (Though you will have an
awesome deck if you do.)
Rare Card Demon Attack Deck
Leader: Succubus - 11.7k attack - Medium Boost to Demons Attack
Second: Demonic Slave - 12.4 attack - Medium Boost to Attack (all)
Third: Demonic Slave - 12.4 attack - Medium Boost to Attack (all)
Fourth: Elder Dragon - 12.6k attack - Medium Hit to Foes Gods Defense
Fifth: Elder Dragon - 12.6k attack - Medium Hit to Foes Gods Defense
Demonic slave serves as a supportive buff and a high base damage. Overall, this setup increases the chances of
getting both your Succubus and Demonic Slave to proc while still retaining a high base damage.
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High Rare Card Demon Attack Deck
Leader: Nightmare - 15.5k Attack - Big Boost to Demons Attack
Second: Mad Hatter - 17.9k Attack - Big Boost to Gods/Demons Attack
Third: Demonic Knight - 17.6k Attack - Big Boost to Gods/Demons Attack
Fourth: Trow Elf - 19.6k Attack - Big Boost to Gods Attack
Fifth: Trow Elf - 19.6k Attack - Big Boost to Gods Attack
There are actually a couple of combinations that yield almost identical attack stats. I chose this one based on
the price of the cards needed. Nightmares have come down to low enough prices that using Dragonewt cards
would be silly. Pan in the lead spot is very viable as well, and while that combination comes out about 3% ahead
of the one shown above, I just prefer Nightmare because I'm stubborn.
A final build that is also very viable is to substitute the Trow Elf cards for Dragonewts in order to gain some
additional chances in terms of procing a useful buff. Although in most cases this will end up weaker, the extra
chance at a 3rd skill being activated might be worth it for some players.
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SR Demon Attack Deck
Leader: Hekate - 20K attack - Great Boost to Demons Attack
Second: Jabberwocky - 20.2K attack - Great Boost to Gods/Demons Attack
Third: Jabberwocky - 20.2K attack - Great Boost to Gods/Demons Attack
Fourth: Sutekh - 20.8k attack - Great Hit to Defense (All)
Fifth: Sutekh - 20.8k attack - Great Hit to Defense (All)
The Jabberwocky! It's just fun to say. This deck is set up with Hekate offering a boss buff, Jabberwocky coming in
with the next best one you could ask for, and Sutekh bringing a high base and a decent buff in the third spot. I do
not use Tiamat in the setup because, even with the higher stats, his buff is weak. He is, however, viable.
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Rare Card God Attack Deck
Leader: Agni - 11.3k attack - Medium Boost to Gods Attack
Second: Centaur Knight - 12.9k attack - Medium hit Foes Defense (all)
Third: Centaur Knight - 12.9k attack - Medium hit Foes Defense (all)
Fourth: Reshef - 13.2k attack - Medium hit to Foes Gods Attack
Fifth: Reshef - 13.2k attack - Medium hit to Foes Gods Attack
The best attack deck using rare God cards would be five Valkyrie Hilds, but since these were referral cards and
are no longer obtainable for the same cost as rares, it doesn’t make sense to use them in this composition.
Our Gods rare card build uses 5% debuff cards instead of the 8% buff that Agni offers because the stat
difference is just too high, meaning that an extra 3% won't make up for the loss.
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High Rare Card God Attack Deck
Leader: Trow Elf - 19k attack - Big Boost to Gods Attack
Second: Pan - 18k attack - Big Boost to Gods/Demons Attack
Third: Pan - 18k attack - Big Boost to Gods/Demons Attack
Fourth: Sword Valkyrie - 17.7k attack - Big Boost to Attack (all)
Fifth: Sword Valkyrie - 17.7k attack - Big Boost to Attack (all)
Crystal Lily could just as easily be used in the last two spots. This build offers a high chance of three procs going
off: Trow Elf will buff the four other cards, while Pan and Sword Valkyrie will both end up buffing all five of the
cards in your deck. Not only does this composition give you a very high base damage, it also has a nice balance
of buffs.
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SR God Attack Deck
Leader: Haniel - 20k attack - Great Boost to Gods Atk
Second: Cait Sith - 20.7k attack - Great Boost to Atk (all)
Third: Cait Sith - 20.7k attack - Great Boost to Atk (all)
Fourth: Thor - 21.4k attack - Great Hit to Gods Def
Fifth: Thor - 21.4k attack - Great Hit to Gods Def
Haniel in the lead spot, supported by two Cait Sith cards, offers the optimal boost combination. Another viable
option would be to use Jabberwocky in the lead spot and to follow him up with two Haniel. Both come out pretty
close to each other, since Jabberwocky has a stronger buff, but it isn't affected by Haniel’s buff, which lowers
the overall damage.
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Rare Card Man Attack Deck
Leader: High Shaman - 10k attack - Medium Boost to Man Atk/Def
Second: High Ninja - 11.2k attack - Medium Boost to this Cards Atk/Def
Third: High Ninja - 11.2k attack - Medium Boost to this Cards Atk/Def
Fourth: High Gunner - 13.6k attack - Medium Hit to Foes Man Defense
Fifth: High Gunner - 13.6k attack - Medium Hit to Foes Man Defense
This deck uses three different cards - the initial card is there purely for the 100% buff, which yields an additional
3k attack. This stacks with the Ninjas’ two self-buffs, providing you with additional boosts. In terms of Rare cards,
the Man realm lacks cards with a solid attack buffs and high stats.
An alternate configuration for the attack deck would be to stack five High Gunner cards and only attack Man
opponents.
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High Rare Card Man Attack Deck
Leader: Claymore Maid - 17.9k attack - Big Boost to Man Attack
Second: Master Archer - 18.4k attack - Big Boost to Attack (all)
Third: Master Archer - 18.4k attack - Big Boost to Attack (all)
Fourth: Holy Dragoon - 17.9k attack - Big Boost to Attack (all)
Fifth: Holy Dragoon - 17.9k attack - Big Boost to Attack (all)
The lead card here is Claymore Maid, since it allows you to use two Master Archers, which have higher base
stats. The Master Archers are still likely to go off, and using Holy Dragoons in the last two spots makes likely to
proc as well.
Another alternative is to use Master Archer in the top spot and then add four Claymore Maids in the remaining
slots to ensure that you would almost always get a Claymore skill.
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SR Man Attack Deck
Leader: Griffon Rider - 19.8k attack - Great Boost to Attack (All)
Second: Achilles - 20.9k attack - Great Hit to Foes Defense (All)
Third: Achilles - 20.9k attack - Great Hit to Foes Defense (All)
Fourth: Achilles - 20.9k attack - Great Hit to Foes Defense (All)
Fifth: Achilles - 20.9k attack - Great Hit to Foes Defense (All)
Griffon Rider is used as the leader card in this setup in order to ensure that both the Griffon Rider and at least
one of the Achilles cards will proc. Both buffs are 10%, meaning that they are pretty much interchangeable.
Another viable variation is to use Master Alchemists in the last two spots, resulting in a slightly weaker base
attack but giving you Gods realm debuff and a few spare HP, since the latter setup is also cheaper.
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Chapter 17 The Best Balanced Decks
It’s virtually impossible to narrow down the best “balanced” decks in Rage of Bahamut. Realistically, it depends
on what you are balancing for.
For example, one of the best realm-balanced HR decks in Rage of Bahamut would be made up of the following
cards:
Realm-Balanced HR Deck
Leader: Trow Elf - 19k attack - Big Boost to Gods Attack
Second: Mad Hatter - 17.9k Attack - Big Boost to Gods/Demons Attack
Third: Demonic Knight - 17.6k Attack - Big Boost to Gods/Demons Attack
Fourth: Sword Valkyrie - 17.7k attack - Big Boost to Attack (all)
Fifth: Sword Valkyrie - 17.7k attack - Big Boost to Attack (all)
This deck would be resistant to single realm debuffs, since it utilizes both God Realm and Demon Realm cards.
All of the buffs in the deck also buff all five of the cards that you are using.
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Players may also, however, want to balance decks so that they only need to purchase one set of cards for both
attack and defense. For decks such as these, it’s important to look for cards that modify a specific realm’s
ATK/DEF.
Unfortunately, until you reach the highest levels, many of these cards have much lower stats than their pure
attack and pure defense counterparts. They also suffer from the fact that many of these decks are one-sided
and would require you to stack one card in all five slots, reducing the chances that the skills would proc.
Wall-Smashing Decks
During Holy Wars, it is important for at least a couple of players to have Wall-Smashing decks. Generally, these
decks will consist of two Ares, a Mythril Golem or Master Gunner, and two remaining cards with high attack
stats.
Wall-Breakers are not affected by a reduced proc chance for using the same skills on the same cards, a
condition that other cards suffer from.
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Holy-War-Point-Boosting Decks
During Holy Wars, it is beneficial to use a Point-Boosting card. This card needs to go into the leader card spot
so that it will activate 100% of the time. When integrating these cards into your deck, it’s important to
understand that they will be using one of your skills, thus slightly weakening the attack of your deck.
Because of this, if your deck is comparatively weak, you may not want to use Point-Booster cards because the
lower stats would reduce your chance of winning.
Integrate these special cards into your deck by removing whatever you have in your third card slot and moving
your leader card and second-slot card down a space, since you will be adding the Point-Booster to the leader
spot. You can also remove a wing card and move the first, second, and third cards into the second, third, and
fourth spots.
Determine what your goal is . . . then choose a balancing strategy geared toward that goal.
Chapter 18 – Events
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Chapter 18 Events
Quest and Treasure Events
Quest and Treasure events revolve around players using Cure Water to progress through as many quests as
possible and gather treasure pieces.
The first facet of these events is the collection of treasure cards. Each alignment can acquire two colors of a
treasure, and treasures accumulated during events can't be gifted to other players. Because of this, you'll need
to acquire them via battling players of a different alignment.
Be prepared to use quite a bit of Holy Powder doing this - not because weak opponents will be hard to find, but
because of Magic Circles. People will often use these to protect event treasure, which can be a real pain.
If you are of the Man realm, it is highly advisable that you use Magic Circles on your Blue treasure, as other
players will target it. Treasure cards will sell at high prices for the first couple of event days, but will slowly settle
down.
The second facet of these “Quest and Treasure” Events is the individual ranking. Your ranking is increased as
you move through the quest lines and defeat monsters. Cure Waters can be used to replenish your stamina,
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allowing you to move through the quests more quickly. When you reach the end of the event, you will further
accumulate points by proceeding through the final quest repeatedly.
The rewards for a player’s individual ranking are better than those that can be acquired through treasure cards
- the highest ranks will receive SSR, SR, and HR cards.
Quest events are generally the least exciting of the events, since they primarily consist of pumping Cure Water
and clicking the next button.
Raid Boss Events
Raid Boss Events are the most frequent events in Rage of Bahamut, and they generally have heavy participation.
Players will progress through quests and bosses will spawn randomly as you move through the levels.
A player is given a certain amount of time to destroy that boss, and players will receive rewards based on how
much damage they do to the monster. These rewards are typically some type of event-related currency, which
can be traded in for a random card or item.
Every five quests, players will also have a “normal” quest boss to deal with. This boss will normally yield Rupies
and personal CW/HP. Before you reach the boss, you will have to choose a path by tapping one of a few
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pictures - if you choose correctly, you move to the boss, but if you choose incorrectly, you must go back to the
previous quest.
The bosses summoned in these Raid Boss Events have varying degrees of health. Players attack the boss using
their attack deck - the more powerful the deck, the more damage done to the boss. Using event cards with boss
damaging skills significantly increases the overall power of the deck. These cards are necessary for players
who wish to perform well.
Upon taking down the boss, players are rewarded with presents, which can then be traded for items. The
rewards you receive are based on whether or not you discovered the monster, how much damage you dealt to
the monster, the critical bonuses at 66% and 33% that were used, whether or not you received the takedown
bonus for killing him, and whether or not you dealt the most damage (MVP).
Because of the critical bonuses, it is recommended that you attack every boss that appears at least once since
you will be eligible for those bonuses regardless of how much damage you do.
Doing well in these events is heavily dictated on event cards. The more powerful the event cards that you have,
the better you will perform. It is usually worth it to pick up the event cards early in the event and sell them near
the end of the event, before they drop in value. This way, you are simply renting the cards. Oftentimes, the
rewards that you receive for defeating the bosses and the HP that you saved due to the damage bonuses pays
for the card.
Chapter 19 – Holy Wars: Ranking
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Chapter 19 Holy Wars: Ranking
Holy Wars are the most important events in Rage of Bahamut. Holy Wars entail attacking random enemy
orders to establish an overall ranking, though you also establish an overall ranking for yourself (individual
ranking).
Ranking high in Holy Wars gives you access to the highest SR and SSR cards available. The highest-ranking
orders receive the best rewards, while the lower ranking orders are given rewards of lower value. Because of
the importance of rankings, everybody needs to know how to contribute during Holy Wars.
Individual Ranking
Individual ranking is based purely on the amount of points that you gather. You'll find that more powerful
opponents yield more points, though losing to an opponent will earn you no Holy War Points, so be careful.
Attack Leaders, Defense Leaders, and Order Leaders have multipliers applied to the points that they give out
when beaten, so these guys are worth the most. The more points you have, the higher (lower) your ranking
goes. It's a simple system.
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If an Order that you’re up against has a "Wall," you gain 1/2 as many points as usual. Taking down that wall will
remove that hit to your points, so it’s a good idea to remove it with those Wall-Breakers we talked about earlier.
Order Ranking
Order ranking is based on points as well, but there are some differences here. Gain the most points by defeating
an opponent by a large margin, and remember that you won't be able to achieve a high rank for your order by
working solo. Getting a high order ranking requires teamwork, since the points are calculated by your total
order’s points versus the other order’s total points, and the spoils only go to the victor.
If you continuously attack the same opponent, their defeat becomes worth less and less. This encourages you to
attack different opponents.
As you can see, being able to accumulate points through attacks is very important. You should also note that
since you can't score a lot of points unless your order coordinates in doing things like taking down Walls,
ensuring your Order’s victory in rankings also ensures your personal victory in rankings. Also, since the rewards
stack, you can double your rewards by maintaining high rankings in both categories.
Chapter 20 – Holy Wars: Skills
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Chapter 20 Holy Wars: Skills
Full-Force Attacks
Rage of Bahamut has introduced an automatic weapon - players can attack three times per HP, and can burn
three HP instantly by using Full-Force Attacks. That's nine attacks per click. You will see quite a few last minute
power explosions when this skill is coupled with the bonuses from Skill Chains and Shingeki.
Skill Chains
Players start a Skill Chain by attacking twice (successfully) within a 10-minute period. In order to keep the chain
going, players need to attack successfully once every five minutes. While the bonus is active, your order gains a
10% ATK boost and a 1-2% holy war point bonus.
As you get more and more chains, you can attain up to a 50% holy war point bonus. This makes it more
important than ever for a lot of players to attack constantly and remain active, since it would be a shame for an
Order to lose a chain bonus.
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Position Skills
Something to note about position skills are that skills of the same type cannot be simultaneously active. Also,
skills are activated by SP and have cool-down times based on their power.
Order Leader: Shingeki
By far the best skill available in Holy Wars, the Order Leader bonus can be activated when a player gains 1000
SP, and the bonus will last a full 10 minutes. The cool-down of the skill is five minutes long, and Shingeki
increases players’ ATK by 20-25% and the Holy War Points received by 50-60%.
Vice Leader: Braveheart
This skill is a baby version of Shingeki and cannot be active at the same time as the previously discussed skill. It
costs 500 SP and lasts 5 minutes, increasing ATK and DEF by 10-15% and the points received by 20-25%
while active. This skill also has the benefit of removing opponents’ abilities to use Full-Force attacks, making it a
powerful skill to activate during the last few minutes of battle.
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Attack Leader: Warcry
This skill will decrease an opponent’s defense for a SINGLE ATTACK by 30-45%. It costs 60 SP and should be
used ONLY WHEN THE ENEMY DEFENSE LEADER ACTIVATES PHALANX.
Defense Leader: Phalanx
Using this skill properly makes or breaks Orders in Holy Wars. It increases the Defense Leader’s defense by 30-
40% and, when activated, only the Defense Leader can be attacked. This skill lasts until either the Defense
Leader is defeated or until the 6 minute time period passes. Phalanx costs 300 SP to use. Obviously, the Attack
Leader's Warcry negates the bonus, making an Attack Leader presence mandatory.
Support Leader: Boost
Boost is basically a Holy Powder, and it should be used on Attack Leaders and Defense Leaders only. It
increases the ATK/DEF of a member by 300-350 ATK/DEF PWR, and the cool-down time ranges from 3
minutes to 100 seconds – the skill consumes 50 SP.
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Support Leader: Magic Shield
This is the second skill available to Support Leaders, and it increases defense by 20-30% and works in
conjunction with Phalanx. Generally, when a Defense Leader is attacked, he will lose defense points. If Magic
Shield is up at the same time as Phalanx, the Defense Leader will not lose Defense Points, and the other team
will have to defeat him outright.
Regular Members: Yell
This skill is the reason why you'll want a lot of members on simultaneously. It has no cool-down time and
increases the ATK and SP of a player by 10-30 ATK/SP. 30 SP is needed to use Yell, but if you're not a leader
you don’t need the SP to activate other skills anyway.
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Chapter 21 How To Succeed In Holy Wars: Tips for Leaders
Succeeding in Holy Wars depends on players working as a team to take down enemy walls and to use
Leader/Order skills to effectively buff your team and disrupt the enemy.
Communication through an outside program is also mandatory, since players will have to message quickly and
easily if they want to know whether an enemy is getting too far ahead or if an enemy is catching up.
It is also needed so that Leaders can let members know when they will use their abilities. If an Order doesn't
communicate, the chances of that Order being successful are virtually zero. That being said, here are some tips
for the various leaders.
Defense Leader Tips
Defense Leader: Phalanx
Knowing when and how to use this skill will be very important for Defense Leaders. Additionally, it's important for
a Defense Leader to have a high number of defense points so that they can sustain an assault for as long as
possible. As a result, a Defense Leader that starts losing cards after being attacked twice is nearly worthless.
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Using Phalanx
C-c-c-c-c-combo breaker: This is one of my favorite times to use Phalanx: right after the enemy Order reaches
50 on their skill chain. Using this skill immediately halts their progress, and if they can't break you in the 6
minutes allotted for the skill, their combos are reset to zero. This gives your Order the ability to earn 150%
points, while the opponents are forced to earn points at 100% rate, since you’re breaking their chains.
Alternating Defenders
This is one of my least favorite uses for Phalanx, though it is very powerful. Two players with strong defenses
can rotate using Phalanx. If they are heavily active, they can possibly keep an enemy from being able to attack
for a vast majority of the match. The reason I don't like using Phalanx this way is that you gain more points from
enemies who have points to lose. This method encourages enemies to be inactive, thus reducing your points as
well as theirs.
Holding The Lead
If your Order takes a significant lead when the match is nearing its end, Defense Leaders can hold the lead long
enough to win the match. Many Orders may attempt to do last minute comebacks, but using Phalanx near the
end of a War can prevent this.
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Attack Leader Tips
Attack Leader: Warcry
This skill will decrease an opponent’s defense for a SINGLE ATTACK by 30-45%, and it costs 60 SP to use.
A good Attack Leader is heavily active and farms a lot of points. Ideally, the best of these players are pure
bruisers who love pummeling enemies. The key to being a good Attack Leader is having a deck that no defense
can stop and being active enough to use Warcry during every Phalanx in order to bring the Defense Leader
down. Inactive Attack Leaders are, frankly, awful.
Using Warcry
Only during Phalanx should you be using Warcry. Again, there is no reason to use it to defeat anybody but an
enemy who is using Phalanx.
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Order Leader Tips
Order Leader: Shingeki
This is the most powerful skill that you can use during a Holy War. Because of this skill, it is recommended that
an Order Leader be online during virtually every Holy War. They should also be the one to declare Wars. The
attack boost that Shingeki offers is nice, but the main reason why this skill is awesome is the point boost.
Increasing your points received by 50% is increasing the effectiveness of your HP by 50%.
Using Shingeki
The key to using Shingeki is saving it until your Order has a 50-chain combo, an Attack Leader is ready to break
an enemy Phalanx, and the enemy is not using Braveheart. By doing this, your Order members will be able to
use Full-Force Attacks and gain massive bonuses. Also, you should always warn your Order a couple of minutes
before you use the skill so that they can be ready to destroy.
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Vice Leader Tips
Vice Leader: Braveheart
The Vice Leader also has the ability to activate Shingeki in place of the Order Leader so long as the Order
Leader has the SP to use it.
Vice Leaders are often viewed as simply an additional person that can use Shingeki, but Braveheart shouldn't be
underestimated. It can be one of the most powerful abilities in the game if used properly.
Using Braveheart
Braveheart is a Shingeki stopper: when an enemy team uses Shingeki, it can be assumed that Full-Force attacks
are coming. Using Braveheart prevents enemies from using Full-Force attacks, meaning that their point
generation can be cut down significantly for five minutes.
It also boosts the defense of your Order as well as the Holy War Points received from battling opponents. The
only downside to this ability is that Shingeki lasts 10 minutes, while Braveheart only lasts five. Because of the
time discrepancy, it is useful to use this skill and use Phalanx immediately after it wears off.
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Holding The Lead
Many Orders try to coordinate last-minute comebacks. Preventing an enemy team from being able to use Full-
Force attacks for the last five minutes of a War will usually break them. This is the best way to use Braveheart
as a substitute for Shingeki.
Support Leader Tips
Using Boost Properly: Healer
Every two to three minutes, a Support Leader is able to replenish any members ATK/DEF power by 300-350
points. Generally, this should be used on an Attack Leader to help offset their constant Holy Powder
expenditures, but can also be used on a Defense Leader to replenish their defense points during Phalanx.
Using Magic Shield Properly: Phalanx Enhancer
Magic Shield allows a defender’s defense stats to outstrip almost any Attack Leader’s attack, even while using
Warcry. There is also a special bonus: when Magic Shield interacts with Phalanx, Defense Leaders won’t lose
defense power. Because of this, it is recommended that the Magic Shield skill be used on Defense Leaders
when they use Phalanx.
Chapter 22 – Holy Wars: Preparation Is Key
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Chapter 22 Holy Wars: Preparation Is Key
People need to prepare for Holy Wars well ahead of time, and here is a quick checklist of the basics:
1) Every player should have a low-level matching leader card to make it difficult for the enemy to decide whom to
attack and to remember which players are weaker.
2) Attack, Defense, Support, Order, and Vice Leaders should all be chosen and should all be active. Not too
many things ruin an Order’s chances more than finding out that your Attack Leader is on vacation that
weekend.
3) Gather Holy Powder and liquidate what you can ahead of time. Nobody is shopping during Holy Wars, so get
all of the HP that you need before the wars start.
4) Set up standards and goals before Holy Wars. Players should know that if they spend 30 HP while the rest of
the order spends 200 HP, they are getting the boot. Find out what players are planning on spending so that you
can develop teams and strategies.
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5) Set up a schedule. Wage at least five big battles a day. This way, players can be sure to be on during the
predetermined times, allowing them to generate huge points. By setting up times before the Holy Wars start,
you save yourself three hours in chat trying to figure out whether or not you have enough people to win.
6) Develop a strategy and make sure that people are aware of it. If you are trying to keep your scores low for
the first few days but have members accumulating 50k points a match, you have an issue.
7) Make sure that you have Line/Palingro/Kakao for active chatting. Anybody who is not using it and has not
proven himself to be extremely effective should be removed. The in-game communication in R.O.B. is awful, so
alternatives are needed.
Create a strategy and make sure all players are on the same page.
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Chapter 23 Holy Wars: My Strategy
Step 1) Wall goes down (200% HW points)
Step 2) Players attack to start the Skill Chain and generate SP. Each time a player reaches 30 SP, they use Yell
to give it to the Order Leader.
Step 3) The Order Leader sees that the Skill Chain is maxed and that he has 1000 SP, at which point he says
that he will use Shingeki in 5 minutes, ordering members to keep the chain active.
Step 4) The Order leader uses Shingeki and the Order uses Full-Force attacks until Shingeki’s time limit is up.
(200% more HW Points, plus the wall, brings us to a 400% point boost).
Step 5) The Defense Leader uses Phalanx in the last five minutes of the War.
Win or lose, this method will generate the highest number of points, and your ranking is built on points, not on
wins and losses.
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What if an enemy uses Braveheart when you use Shingeki?
-You hold off Full-Force attacks for the 5 minutes that Braveheart lasts.
What if an enemy uses Phalanx?
-Your Attack Leader should use Warcry in conjunction with Shingeki, at which point he should have the
power to take down the Defense Leader.
Aren't you underselling other skills?
-No, not really. A Support Leader should be using Boost regularly, and although both Braveheart and
Phalanx are nice for slowing down enemy point generation, they create a double-edged sword. (Both you and the
enemy Order are earning fewer points). Instead, I prefer to focus on making sure that you get the most value
per HP.
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Chapter 24 Building a Strong Order A lot of people become frustrated with their Orders - they find themselves contributing more than their fair
share and watching inactives and weak players escape being booted from the Order. It can be a frustrating
position to be in, especially if you don't have the time to start, recruit, and run your own Order.
When done properly, an Order Leader’s job is easy to accomplish and should help the Order run smoothly.
When done improperly, it can seem like an uphill battle in which the recruitment of great Order members is
canceled out by the loss of other great Order members.
Luckily for Order Leaders, this job isn’t as tough as it seems. Oddly enough, it parallels running a business in
most aspects.
Start, Build, & Maintain an Order
The first part of the next section will be a guide on how to start and build a top Order. The second part of the
section will list ways to improve or maintain a strong Order while keeping it fun for all involved.
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First Steps
When you begin creating an Order, it’s important to understand that with the high amount of recruits needed in
high-end Orders, there is little reason for somebody strong to join yours. In fact, there is pretty much no reason
for somebody to join yours.
Understanding this is important because it helps you appreciate the members that you do manage to recruit.
When I see new Orders with three members trying to recruit players with 85k+ base stats who are required to
spend 200 HP, I laugh.
When creating a post on a forum for Order recruitment, it's important to hit on a few key things. Everybody is
putting 75-90k base as a requirement, which means that there is a huge pool of players below 75k base attack
who are strong and active. These players are probably pretty annoyed and discouraged, and they will appreciate
an Order looking for members in their stat range.
As these players ramp up in power, they will be more likely to stay in your Order. An 85k+ member will jump ship
the first time you perform poorly, keeping you in a vicious recruitment cycle. Nothing is much worse than always
having to look for strong members, since people will eventually pick up on this will not want to join.
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As people join your order, it’s important to create a welcoming atmosphere. (This is especially important when
you are first starting out). You do this by answering questions as members ask them and by participating in
chat.
By doing this, you foster an environment of participation. As new members ask new questions, you get more and
more veteran members to participate, which helps the Order run itself. An Order with no messages on its
forum is bound to have a constant trickle of members who are leaving.
Events can make or break a new order. A player a while back posted a comment saying that spending the extra
Holy Powder during a Holy War, even if you won't make it back in rewards, is worth it because it increases your
rank and allows you to recruit stronger players. Your first few events should be run with this mentality – strong
performances increase confidence that current members have in the Order, and they increase your chances of
picking up strong members down the road.
It is, however, inevitable that some of your members will leave or become inactive, so keep an eye out for these
players and replace them as needed. If you're serious about making a strong Order, you will push the first couple
events with all that you’ve got.
If your first event goes well, chances are that you will retain strong members and have the chance to purge
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inactive members. If the first event goes poorly, you may have a lot of recruiting to do as people jump ship. It is,
however, important to take some time and find out why you did poorly.
Post in chat and ask how much Holy Powder everyone spent, who wasn't able to participate, etc. You do this to
check for participation and effort, which can be more important than base stats.
If a guy with a rare, 50k attack deck spent all 20 of his saved HP but didn't do well because he could only attack
once, that's significantly different than the guy with 75k stats who bought an SR card before the event and left
himself with only 30 HP to spend in War. You want people who want to get stronger as a group, and not lone
wolves who just want to build their decks.
Finally, make sure that you have outside chat apps like Line and Palingro. It’s necessary for quick
communication, since the in-game chat is so limited, and the extra chat can help build community.
How to Improve and Maintain an Order
If your Order is strong, chances are that it maintains itself unless a big hitter quits the game, in which case you
have a list of possible replacements a mile long. If your Order is new or mid-ranked, it can be tough to maintain
quality membership.
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General Rule For Life: Be Nice
Do not complain and RAGE at your members for not doing enough during war. Remember that you are a
Leader and that this is a game. People have enough real life problems to last them a few lifetimes, and they
don’t need your comments. Keep your criticism positive. Don't talk about what they didn't do, talk about what
they did and can do.
Chances are, people know when their decks are weak or they didn't contribute enough HP. Let them know how
they can make more HP, how they can improve their deck, and what times you will be pushing for attacks. It will
cut down on drama and increase your Order’s respect for you. You might want to read How To Win Friends
And Influence People by Dale Carnegie, also, as it will really help you out in this area of the game.
Participate Constantly
Not only should you be participating heavily in events, but you should also be active in conversations. An Order
that talks a lot generally maintains members. People build connections with each other and feel bad about
leaving. - it's a comfort thing.
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Whatever Happened To Contests?
Back in the days of Ultima Online, guilds ran contests and events regularly. As games progressed, it seems that
the need for contests has disappeared. Instead of focusing on community, games focus on progression, gear,
and ranks, which is really a shame. Contests and events within an order are still one of the best ways to build
community.
Contests can strengthen a community.
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Pay attention!
I had an order on my alt account that didn't notice that 12 members were completely inactive for over three
weeks. I had an Alliance, which I had recently left on Marvel, that had six accounts that had not leveled from 10
in over a week. Your Order members notice things like this. They notice people who don't contribute, they notice
people that aren't playing and, worst of all, they notice that you don't notice.
It makes you look like you don't care about your Order, and if you don't care about it, then why should your
members?
Order members notice when things are amiss . . . do you?
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Chapter 25 Miscellaneous Tips
If you are worried about losing Rupies in battle, you can trade them with a friend and then cancel the trade. This
will result in the Rupies being safe until you redeem them.
If you want people to attack you more often, you can change your lead card to a weak card. This, obviously, will
make people think that you are weak.
On an Android, if you force stop and clear your cache, you will have the option to log in as a different account.
Assuming it is authenticated, this allows you to play multiple accounts on the same device.
During Holy Wars, the penalties for attacking low-level players are removed, so if you have a weaker attack deck,
go ahead and feel free to farm them.
Mobage lays down heavy bans for having multiple accounts, but will usually not take action unless the number
starts to inch upwards of nine or ten. Do so at your own risk.
Get more of the latest Rage of Bahamut Game Tips and Strategies at Rage of Bahmut Guide