Shrines and Rushes

YoShrines

Shrines are maps where normal dungeons reward experience to level up heroes. Hard dungeons reward gold and need to be completed to get to the next normal level.

Each day a new shrine opens for 24 hours.

The cycle is Red, Green, Blue, Light, Dark, Rainbow, Chromatic.

Shrines give all heroes the buff: Chromatic Barrier. This helps considerably in the light and dark dungeons, but also farming with mages of weak colours.

As you progress up the map, the shrine enemies become more specialised and heroes of the opposite colour become strategically important.

All shrine's hard level have Elementals with Overpower. Elite Elementals are hard to kill.

Shrine maps have randomised tiles that change each time you start the dungeon. Sometimes, this can make the level harder to traverse. Units are also randomised so you might not face as many elite units or elite units of a different monster.

Red Shrine

Normal levels have:

Has no wisps so is a good shrine to complete your weekly quests if you have low level units.

Hard levels have:

Fire Flies with ignite (Def reducing) so it is useful to have strong ranged blue heroes.

Cyclops Mages that deal +400% damage when only attacking in one direction and also have brutal attack so they can easily reduce your maximum HP over the 5 stages making healing less effective and easier to kill. You can silence the mages with a blue unit with Silencing Strike. This only lasts one turn. See <<talents>> for heroes with silencing strike.

Sulfuron - Ranged mighty blow with ignite is very dangerous. Evade or focus kill is the best way.

Devils - do not have high def, but have a sheild and can easily knock you into the path of another enemy because they have 4 move and will move first. Place a unit near them to attract their Charge AI. An immovable unit like Shani can help with these.

Watcher - these are not too dangerous, but are clockwork and have dodge so magic users are less useful.

Green Shrine

Normal levels have Nymphs, Shrine Spirits, Wisps and Goblins.

Hard levels have:

Treants - only 1 move and lumbering, but attack 8-way, are immovable, have high def and regen. Red-eye with Brutal Attack and high damage is good against them. Sonya with Stunning Strike is also good and can prevent them attacking for one turn.

Crones - have disorientating strike, 3 moves and 8-way attack pattern. They have Charge AI so a unit can be placed to absorb the hit. It's probably best to clear most of these first. Geraint or Cameron are good to soak up some of their damage. A strong Emberheart might be able to kill a group of them.

Abominations - have high def and 2 moves, but are lumbering and cardinal attack. You can make them move less by placing a unit diagonally adjacent to it so it moves one tile. A diagonal attacker would be good. Meraldon with Mighty Blow is also very good against them.

Blue Shrine

Normal levels have

Hard levels have:

Poison plants - you will want to have a healer that can heal more than the damage + posion damage.

Golem Bowler - a defender can normally absorb one hit without dying. Otherwise, you need to focus kill these. Diagonal attackers can work if you are only attacking a couple.

Insect

Light Shrine

Normal levels have

Hard levels have:

Sphinx - 8-way attacking beast with curse and bleed can prevent heals so that other enemies kill you. Many can overwhelm a single unit. They are lumbering so you can plan to avoid their attack. Thargor is a good healer against them as he has bleed resistance. A druid and Thargor can heal through a single  Sphinx to prepare for the next level. Non-melee units are better against beasts.

Cyclops brutes? - They have +400% attack when attacking in one direction only. They have Charge AI so their target is reasonably predictable, but be careful if setting up two heroes to hit as the AI might change direction and hit only a single unit.

Dark Shrine

Normal levels have

Hard levels have

Sulfuron