ターニャ

防御力 | 12

## 基本性能と権能：Base Stats and Abilities

Ignite
6（+魔王レベル1につき、3追加）付与します。
Tap anywhere on the screen to inflict 20 damage to the nearest hero,
 4
Burning will
 10
Living Bomb
その地域内の勇士全員に火傷数値の200%分のダメージを与えます
Cause explosion to all heroes in Burn state.
The explosion will consume all of the heroes' Burn and inflict damage
 20
Ignition
Give Burn to all heroes as much as 15% of their current LIFE.

## 覚醒レベル：wakening Rebirth Levels

Ignition
 12
Fiery Fury
 13
Overspeed
 14
Heated Weapon
 15
Blazing Heat
The value of Burn given to enemies in the Vulnerable state with 'Boss Skill : Ignition' increases by 30%

# Strategies

**Tania Red Wyvern -- Build 10200 -- Patch 1.5.7**

A Red Wyvern Tania is simply Tania equipped with a Red Wyvren orb. There are a few things which make this a fortuitous pairing. You do this for the property that gives you two acceleration when attacking an enemy with the burn debuff. Add to this the News of Victory ability giving one agility when a hero dies, and her Awakening Overspeed increasing default agility by 1% per 1 accretion given to self, and it’s easy to create a virtuous cycle of Tania attacking at ever-increasing speeds as long as the burn debuff is maintained. This does not consider relic synergies which are significant.

I’m currently of the opinion that all Tania builds should include a red wyvern orb. Having said that, there are degrees of reliance on this synergy. Some builds go all in, using hatcheries to feed Tania, and letting her do all the killing in her stat-bloated glory. I personally find that build to be boring and slow as it waits for everything to end up in Tania’s room. But in fairness, I’ve never personally taken that build deep, so I don’t know how powerful it is, and how it compares to alternatives.

All versions of Red Wyvern Tania require at least one blood shield positioned outside Tania’s room to deal with damage reflecting heroes. They also lean on Tania’s guardians to provide enough crowd control (sandstorm, earthquake, etc.) to prevent Tania from becoming debilitated by hero debuffs. A Dark Lord room full of mana scientists carrying sandstorm/earthquake/mystic one/overspeed is ideal. These are less necessary if a hybrid Tania is run, killing heroes with monsters rather than Tania’s face.

Tania’s skill requirements include overspeed, mystic one, and pre-emptive strike. The last two are elective. In my current run I filled them with Earthquake and Electric Weapon. I personally think all versions of Tania should use her Burning Will skill, giving focus and acceleration. Some versions run her 20 mana skill, Ignition. Perhaps there’s something I don’t understand about that version, but I currently think it’s inefficient. There are many and better ways to generate the burn debuff for Tania.

**General Considerations for a Tania Monster Build**

In this game survival tends to scale with on-hit effects. Monster damage tends to scale with stats. The word on stat based monster skills is that they fail over time. We’re going to challenge that with this run, but we’re going to have to manage our monsters very carefully to achieve this. I’ll discuss the stages below:

**Stage 1 — Day 1-200 — Blind Survival**

Day Card Priority — Elite Battle > Battle > Dungeon > Treasure Chest > Fortune Teller = Event = Trial Card

The first 200 days are about putting out battle rooms with synergy groups of monsters. Prioritize this over your plans for long term fusion buildings. Read in dungeons only when required.

**Stage 2 — Day 200-800 — Consolidation**

Day Card Priority — Elite Battle > Dungeon > Battle > Treasure Chest > Fortune Teller = Event = Trial Card

During this period put out fusion rooms and monsters. Start stockpiling the monster constituents that make both White Fang and Fairy. We will convert these to orbs later. Stockpile monsters with Mystic One, Overspeed, and Pre-Emptive Strike skills. Read the books that pay off over time. I consider these to be all the gold books, all the experience books, and publicity. Avoid events unless you’re trying to farm for an amber stone.

Start thinking about which monsters you’re going to carry into endgame. The best way to level monsters is with fusion, but it is highly inefficient; a majority of the experience is lost with each combination. For this reason, we want to minimize experience transfers, and be thinking about if a monster is really a long-term keeper before we start dumping experience and skills onto it.

While many monsters will work, I personally consider the following to be the monsters worth carrying into endgame: all fusion monsters, dark knight girl, medusa girl. Dark knight girl is valuable as a damage dealer because we’re going to play multiple debuffs, ensuring a good damage multiplier. I value Medusa Girl for her stun (possibly the strongest debuff in the game) and vulnerable. While Medusa Girl and Sea Drake have similar skill sets, I value Sea Drake less than medusa because we’re going to be slamming our board late game with slow through White Fang orbs. As a result, the Sea Drake’s slow is less valuable.

As it relates to fusion rooms, I’d try to create a majority of the battle rooms you’re going to carry into endgame during this period. For the time being I would ignore creating most of your buffing rooms such as tailwind, frosty wind, or blood shields, unless you need them to survive. Fill the additional slots with hatcheries.

In terms of reward cards, try to take almost exclusively monsters and fusions. Level your hatcheries, but only your hatcheries. We’ll work on room leveling later. But we won’t always have our hatcheries and want to take advantage of them while we can.

**Stage 3 — Day 800-2500 — Monster Leveling, Corruption and Orbs**

Day Card Priority — Elite Battle > Dungeon > Battle > Fortune Teller > Chest > Event = Trial Card

This is a screen grab of this run around day 1300. You’ll see that aside from battle rooms, I’m mostly running hatcheries, as well as a lot of “filler” monsters that I have no intention of leveling or investing anything in

Many corrupted heroes will work in this build. In this game I targeted the following:

* Elite Swordsmen: We value them because they give burn and corpse explosion to any hero we damage, or that damages us. When equipped with White Fang orbs, they’ll spam the board with slow, stun, frostbite, burn, corpse explosion, and serve as immortality poppers. Required skills for this monster include Mystic One, Overspeed, and Pre-emptive Strike. Fill the remaining spots with any of: Electric Weapon, Deadly Blade, Executioner, Earthquake, Sandstorm. In my current run I have six Elite Swordsmen equipped with White Fang orbs.
* Vagabond: As with many builds, we’ll exploit the immortality/damage synergy. Skill requirements are the same as Elite Swordsmen. I place them towards the back to preserve their immortality stacks and on a scream room to produce panic debuffs. I consider panic to be the second best debuff in this game after stun.
* Lancers: Lancers damage is obviously dependent on their health pool. Currently there don’t appear to be any good ways to fill their health pools when depleted. The dryanid heal appears to use base health, which obviously represents a fraction of the total health pool when modified by prison lab. Regeneration heals scale with level, and end up being completely inadequate. Particularly when modified by trial cards giving burn or poison which scale with total health pool, it becomes almost impossible to refill their health pool if depleted. The way to handle this is to prevent the pool from depleting to begin with. Do this with shields (discussed below), and Lizardgirl orbs, which clear all debuffs. Make them after you create your fusion monster orbs. Keep your Lancers together in one or two rooms to limit the total number of orbs required.
* Elite Knights: We’re going to use blood shields to mitigate damage (discussed in more detail later) allowing good synergy with Elite Knights. Add Shield Bash to their skill list. r/https://i.imgur.com/kho6NyS.jpg?s=sms\
* Mana Scientists: We’re going to equip our mana scientists with either Earth Guardians or Fairy orbs. A mana scientist equipped with an Earth Guardian is almost invulnerable as long as she can hit a target to trigger the effect. A Mana Scientist with a Fairy orb is very mortal. For both weapon carriers blind sense and mystic one are required skills. The reason for this is that the survival of our army is completely dependent on their ability to get on target and generate skill procs. I suggest filling the last two Earth Guardian Mana Scientists skill slots with some combination of overspeed, sandstorm, earthquake, and pre-emptive strike. Orb mana scientists should add a survival skill like diamond skin. As long as your Mana Scientsts are able to generate on-hit effects and activate skills, haste is the best room to have them on. On a haste room, two crowd control skills total across all three monsters are adequate to keep heroes pacified. If mana scientists are encumbered by trial cards which limit their ability to do the above, they are better placed on a necropolis. In this run I had four Mana Scientists with Fairy Orbs. Trial cards have encumbered my run such that my wings are no longer trustworthy on haste tiles. I’d probably have done better to replace the absolute rooms with iron walls to ensure more starting shields during ramp up. r/https://i.imgur.com/uZvhYu3.jpg?s=sms

During this period, try to pick monster eggs almost exclusively to take advantage of our hatcheries. When considering weapons, prioritize getting Earth Guardians on your Mana Scientists that aren't receiving Fairy Orbs. When done creating other, more expensive orbs, put hellhound orbs on your dungeon-hitting fusion monsters (Sepiroth, White Fang, and Bone Dragon) to spread the burn debuff more widely. As described in my last guide, I’m a big fan of keeping panic on any attackers in the dark lord room with shadowmere orbs. In this game I have three on guardians in addition to the panic room. During this period we’re also going to be actively reading helpful books, and farming skills with fortune tellers. Trial cards are really to taste at this point, and could be prioritized depending on the stability of your build.

**Stage 4 — Day 2500+ — Leveling Buildings, Trial Cards and Dungeon Rest**

Day Card Priority — Dungeon (Rest) = Trial Card > Elite Battle > Battle > Event > Fortune Teller = Chest

When you hit your arbitrary level cutoff (I leveled all my monsters to 1000), start replacing your hatcheries with other buffing buildings like Tailwind and Frosty Wind. Fill any remaining spots with lounges, which apply their stat buff before prison lab is applied, allowing for significant scaling.

We’re now going to take advantage of one of the new relics, the Anvil, which gives one attack every time we rest. Given that a level up gives one one point of attack or defense or five points of life, this is equivalent to leveling up our entire army every time we rest. Considering that I can currently cross an entire 20 day stage without leveling up from battle experience, resting is far and away the most advantageous thing we can do. Although the level-ups will be exclusively in the form of attack, we’ll convert this to damage mitigation through liberal use of blood shields which give armor in return for the attack stat. The position of transcendence will also give Tania 15 health with each rest.

We’re also going to switch from selecting eggs, to tile cards. As our hatcheries vanish egg value will plummet. We’ll exclusively select building cards to be used as leveling fodder for our fusion buildings. If you’re interested in event farming, I’d do it now.

**Trial Cards**

The game-breaking trial cards are the immunities: burn, stun, and blind. And then you hope that the game doesn’t give you this choice:

After this, we want to avoid immunity to slow, panic, vulnerable and corpse explosion which are used liberally in this build. After that we would value other helpful debuffs like shock and poison

My last Tania run failed for lack of adequate kill speed. This board appears to have much more killing power. When it fails, I expect it will fail for lack of durability.

As long as the Mana Scientists and Fairy can get on target and produce their on-hit effects, this board produces shields and immortality faster than heroes can damage it. The killer trial cards for this board are those which prevent the Mana Scientists and Fairies from generating these effects. For these reasons, the next killer trial card we want to avoid is dodge. Stun, blind, and panic are all purposefully mitigated by mystic one and blindsense.

Our board is under the most threat during the first 5-10 seconds of each battle before shields and immortality are established. For this reason, the next tier of trial cards we’d rather avoid are those which frontload damage. These would include thorns and fury, and to a lesser extent shock and poison. If thorns is a problem, consider purposefully accepting a trial card of blind, to delay your damage dealers until shields are established.

Remember that many trial cards stack in terms of duration (a second card of vulnerable doesn’t make vulnerable more potent, it just lasts longer). This type of debuff is very nonthreatening. By contrast the previously mentioned skills which frontload damage and stack with greater intensity threaten us during our most vulnerable stage. Shields are indifferent to how much damage they block, but until the shields are up, these effects can end our run.

The next tier would be things which (while not game breaking) meaningfully impair our ability to kill. In this category I would put things like absorption first, and debuffs like slow or weak second. Generally, debuffs which stack with increased duration rather than intensity are good choices to build your score.

**General Comments and Tips**

Remember that dungeon maker suffers from a strange form of lag which actually degrades your performance and fires less monster skills at high speeds. If it looks like you’re struggling with a difficult stage, withdraw to the title screen, and restart the fight at a lower speed.

Rest before tough stage bosses. The Mana Collector relic fills your mana bar. It dumps quickly enough that it’s easy to miss if autoskill is enabled, but can easily make the difference between victory and defeat.

Select every book regardless of value to your build. This frees up the reward slots to offer the choices you need.

Don't get frustrated if your run is ending before day 800. This is the most dangerous time of the game. Once your build is established (Day 800+) the game gets quite a bit easier, until you eventually get overwhelmed by trial cards.

Discord is super helpful. If you’re not on it you should be.