Rumors of your deeds and exploits have traveled far and wide, and we are humbled that you would choose to lead us to victory!
We are prepared to brief you on the comings and goings of this stronghold.
Feel free to familiarize yourself with the castle.
Prepare for Battle!
Behold the Grand Hallway of the Castle
The Castle button will bring you here. Visit the Shop to purchase cards and other treasures. Find and send word to your comrades by tapping Social. Finally, when you are ready, engage in Battle!
Easily attend to your responsibilities as commander in the upper corners of the screen. You can Manage your Cards here as well. As it is essential to growing your forces and developing strategy, you will be doing this quite often.
Finally, do not forsake the great heroes and allies that roam the foyer. Talk to them to receive quests which grant you rubies: valuable gems that can be traded for wonderous treasures! Check in with the goblin in the bottom left; he has a rotating stock of great cards for sale. Finally, the guard in the bottom right is happy to setup the field for some practice, should you need it.
Manage your Cards
The cards you collect are the backbone of your forces. Having a card enables you to deploy that unit on the battlefield, and by collecting duplicates, you can upgrade that unit and make it more powerful.
Your cards are categorized by Tier.
You can browse your inventory for a tier and quickly view all your cards' levels.
Tap on a card to Upgrade it or to see more Details about the unit.
Prepare for Battle!
Select a Hero to lead your forces. Different heroes have different strengths, which compliment different strategies and play styles. The Hero Guide below provides an introduction to the available heroes.
Battle! Casual Matches do not affect your leaderboard standing; ranked matches do. Select your preference and show no mercy!
Jeanne is a knight captain. She deal more raw damage than any other hero, and can inspire courage in her nearby allies. She fits well into aggressive strategies.
Skill : Increases her movement speed and attack speed for a period of time.
Leon the conqueror defends his allies to his last breath. His daunting size and sturdy shield make him the hardest hero to fell. He excels at defense, and his ability to draw fire makes him a formidable distraction.
Skill : Decreases the damage he and nearby allies take for a period of time.
Her love of fighting against powerful opponents brought her to this land after she heard of the Crown League. She now displays her mighty bow skill.
Skill : Quickly readies multiple arrows and attacks nearby enemies with
Originally a young priest who worshipped the god of lightning, Gruvo left his temple in search of a more active way to serve. Now, he wields two hammers while smashing his way to victory in the name of the god of lightning.
Skill : Calls down lightning in a target area that damages enemies in proportion to his own damage while stunning them for a period of time.
Lana, Princess of Hope
Once a girl who enriched others with her singular cheerfulness, Lana changed after the assassination of King Humphrey, focusing all her energy on plotting revenge against Leon. Now she and her military are prepared to fight for the late king.
Skill: Gradually restores the HP of nearby allies for a period of time. During this time, she cannot move or attack, but she can cancel while casting.
Merham the Great hurls fireballs from a moderate distance. Unlike Jeanne and Leon, Merham's fireballs damage flying enemies as well as grounded ones, and their area of effect can devastate clusters of weaker enemies.
Skill : Calls down meteors in a target area that damage enemies in proportion to his own damage.
Nalyn, Envoy of the Forest
After receiving revelation from the Yggdrasil, Nalyn emerged from the forest and decided to take part in this league in order to determine whether the new king will protect or destroy her homeland.
Skill : Deploys a sapling in the target area that attacks nearby enemies.
Osborne the Black Bear
Although once a prince, he found himself living as a vagabond after his kingdom was destroyed. Now he joins the league in hopes of becoming a greater conqueror than his sworn rival, Leon.
Skill: Gains a shield that absorbs damage,
and taunts nearby enemies to attack him for a period time.
Taunted enemies cannot return to their castle.
Castle Burn is an economy-based real-time strategy game. Seasoned veterans will go into battle with a clear and reasonable plan, and execute it well; surprises will be met with quick decision-making backed by the wisdom of experience. You've got a lot of work ahead of you if you want to be the best, but above all you must never forget: everything starts with the fundamentals!
This is your castle. If it burns to the ground, you lose. Your castle also generates mana (8 mana every two seconds). Mana is the currency you spend to build structures and deploy units.
Scattered throughout the field are mana springs. When harvested by a mana sanctum, they generate more mana for you (3 mana every two seconds).
The sparkling springs on the map is called the Great Mana spring. Great mana springs can be harvested like normal mana springs, but generate twice as much mana (6 every two seconds). Deciding which mana springs to claim and when is a crucial part of a winning strategy.
At the top of the battlefield is your opponent's castle. Destroy it to win. The upper right corner displays any reconnaissance that has been gathered on the composition of the enemy's forces.
In the bottom right of your screen is your Return (or retreat) button. Tapping it will call all your forces back to your castle. If they make it all the way back, you will get a partial refund for the mana you spent to deploy them. A retreat can be canceled after a few seconds, but after doing so, you will have to wait a while before you can retreat again.
Fundamentals of Resource Management
Victory on the battlefield is, more than anything else, about resource management. Now, I see that look in your eyes; you want to jump straight to the burning and the stabbing, don't you? Stay with me. The burning and the stabbing will happen, I assure you; but if you don't understand how resources work, you'll to tend to find yourself on the wrong end of it.
Put it this way: the best sharpshooter in the world can't hit a thing without any bullets. If you want to take down an opposing force, you'll want a lot of bullets, regardless of how good your aim is. Your resources are your bullets. Do yourself a favor and set yourself up for success; give yourself plenty of ammunition.
There are three resources available to you: mana, supply, and time.
Mana is spent to build structures (like mana sanctums and camps), add unit types to your deck (or composition), and deploy those units to the field of battle. Mana is like money, doing almost anything requires it. Every two seconds, your castle generates 8 mana. Build a mana sanctum on a mana spring to harvest it. Normal mana springs yield 3 mana every two seconds, and great mana springs yield twice as much as normal ones.
Supply (or capacity) is the army size you are able to support. Supply is like food. Soldiers eat, and you need enough food to feed them all. Bigger and stronger units tend to require more supply than smaller, weaker units. For example, a goblin only requires 1 supply, an archer requires 2, and a dragon requires 7. Build camps anywhere on the battlefield to increase your supply. Each camp grants you 5 more supply.
Time, conceived as a resource, is about your attention and priorities. You will often find that many things need to be done, and you can only do one thing at a time. Should you build a couple archers to hold off the scout and then build a camp to increase your supply, or should you build the camp first? Your fingers and your brain are fast, but they can't do everything at once. Staying calm and keeping your priorities straight is subtle and challenging, it's the difference between being great and being legendary.
Your current mana and button for building mana sanctums are on the bottom left of the screen. To build a mana sanctum, drag from the mana sanctum button to a mana spring, or tap the button and tap a mana spring.
Your current capacity (supply) and the button for building camps are on the bottom right of the screen.
Next to your camp button is the hero button. Drag or tap it to deploy your hero to the battlefield. Use their special ability by tapping on the sword button adjacent to the hero button.
In this example, a camp has been built next to a mana sanctum. Notice how buildings grant visibility. Parts of the battlefield which are not near one of your units or buildings are shrouded in the fog of war. You can deploy units anywhere within range of your structures, which is indicated by a blue outline.
Tap the + button to add cards to your deck. Your deck is shown in the bar at the bottom of the screen. Having a card in your deck enables you to deploy it to the battlefield. After two cards have been added to your deck, your castle and hero will begin upgrading to tier two, after four cards have been added, research will begin on tier three.
You'll know you are using your resources well when things line up. For example, if at the exact moment you need an army, you have exactly enough mana to deploy the army you need, and exactly enough unused supply to support it, then your resources are lining up. Time, mana, and supply are all in harmony.
On the other hand, if you deploy an army and run out of mana before you exhaust your supply, then that means you would have been better off building fewer camps. The mana you spent on extra camps could have gone towards other things. The reverse holds true as well. If you can't spend all your mana on the units you need because you don't have enough supply, you would have been better off building camps earlier. Running out of supply is called getting supply blocked. This is something you want to avoid at all costs. Lining everything up perfectly is best, but having too much supply is better than having too little.
Of course, all this is easier said than done. With time, you'll get a feel for spending your resources wisely. You'll learn to predict how much a needed upcoming army will cost, and how much supply it will need.
Fundamentals of Strategy
Strategy in Castle Burn is about securing and then exploiting an advantage. There are three basic ways in which one can have an advantage, and usually having one of them comes at the expense of the other two:
Army: If you have an army advantage, that means your army is bigger than your opponent's. Strategies based around acquiring an army advantage usually have a critical moment at which an attack must succeed. Because army came at the expense of economy and/or tier, if your opponent defends your critical attack, it is usually difficult to win. These strategies are often "all-in" strategies.
Tier: If you have a tier advantage, that means your units are better than your opponent's. Players who have a tier advantage can be more efficient with their armies. Tier advantages often come at the expense of army size, which means it's important that you make smart unit choices to advance your tier.
Economy: If you have an economy advantage, that means you are getting more mana than your opponent. Economy advantages pay off in the late game and often come at the expense of army and/or tier advantages, so careful defense is crucial until your better economy starts to pay dividends. To put things in perspective, since a mana sanctum costs 50 mana, takes 10 seconds to deploy, and yields 3 mana every two seconds, one (regular) mana sanctum takes a little over 43 seconds to pay for itself. That's a long time!
The intricacies of strategy obviously cannot be simplified down to a few paragraphs in a guide. If it could, then the game wouldn't be much fun! This guide is not meant to teach you how to win; it's meant to teach you how to learn. Start off by learning to identify when you have an advantage and what kind of advantage it is. Watch replays of your games to see how your economy, tier, and army size compare to your opponents' at various points throughout the game.
The Defender's Advantage
In Castle Burn, there is an inherent defender's advantage. This means that if both players are equal in terms of supply, economy, and tier, the attacker will probably lose the battle. Why is this the case? There are a few reasons:
Castles deal damage in Castle Burn, which means a defender can do some damage to an attacking army without even deploying a single unit.
Units take time to cross the field of battle. So, if the attacker has a bigger army when they deploy it, the defender still has time to save mana while the attacking force is en route. When the attacking army arrives, the defender has more mana than they did when the attack was sent.
Defenders have the advantage of playing reactionary. An attacker has to predict what kinds of units are best to include in their army, while a defender can see exactly what units are attacking and evaluate which units they need to defend against them. Imagine playing Rock, Paper, Scissors with a time delay; the person who chooses first will always lose. Castle Burn is a lot more interesting than Rock, Paper, Scissors, but the principle holds. Every unit is strong against some and weak against others; and while the attacker has to guess which units will be effective, the defender can know which units are effective.
Because of the defender's advantage, attacking with an intent to kill while on equal footing is a mistake.
The safest way to play Castle Burn is with a focus on the late game. This general strategy is based around two principles:
1. Invest in economy without sacrificing your ability to defend.
Whenever you safely can, build mana sanctums.
Make sure you keep enough mana in the bank to defend a possible attack, but not too much. Don't forget that you have the defender's advantage, and don't forget to build camps. Always be asking yourself what an effective defense will cost in terms of supply, and keep up your camp count so that you don't get supply blocked at a crucial moment.
Pay close attention to how many of your units are surviving a defensive battle. After a perfect defense, the defender ideally should have very few surviving units. If a lot of units survived your defense, you spent too much on it.
2. Once you acquire an advantage, extend it.
When you play for the late game, you use your advantage to get an even better advantage, rather than to win immediately. For example, if a battle goes well for you--let's say you spent 50 less mana on a battle than your opponent did--you can spend the mana you saved on a mana sanctum. You'll be back on equal footing for the moment, but later you'll be able to overwhelm your opponent. The alternative is to spend your advantage on an army designed to kill your opponent right then. This might work, but it is risky; remember that your opponent has the defender's advantage when you attack. If your momentary advantage isn't large enough, you risk throwing it away.
At the other end of the spectrum from late-game strategies are "all-in" strategies. All-in strategies aim to attack when an army is most potent with an intent to kill, usually early in the game. All-in strategies are most effective when the attacker invests everything into acquiring a large early army, and their opponent has spent too much on economy. Because your opponent's early decisions are hidden from you, and all-in strategies usually require a commitment from the beginning, they are risky.
Below is a simple build order which punishes an opponent who invests (far) too much into their economy at the start of the match. Do not attempt this build order against Merham, as he is single-handedly capable of stopping it. Simple build orders like this will give you an opportunity to practice watching your resources and getting the most out of an army; occasionally, you'll catch an opponent off guard with it as well!
Example All-in: The Goblin Rush
Select Jeanne as your hero. She's the best at making an army hurt, and you're betting all your chips on doing as much damage as you can early.
Immediately at the start, add a Goblin card to your deck.
When you have 80 mana, deploy 10 goblins, and as soon as possible thereafter, Jeanne. Hopefully, this first wave will do some damage, like destroy a camp, a mana sanctum, or the opponent's hero.
As your army attacks, build a camp as soon as you can, as far forward as you can.
If the first wave does well, just keep piling on the goblins until you win.
Retreat if it's clear that the first wave is going to be defeated. In this case you want to keep Jeanne alive and win with a second wave of 15 fresh goblins.