This strategy is out of date (due to the creator being inactive). Refer to the edits made by other users to better this strategy.
My strategy has been very effective for me, so I thought I would share it. It is also open to suggestions and modifications based on user preference, which is why I have enjoyed it so much.
First, some players will tell you that having four minions is for geniuses and too difficult to manage until you are experienced. While to some extent I agree, minions get very expensive the stronger your team gets. Also, look at the top characters, they are nearly all four minion teams. Most spells or enchantments, or tattoos work with an added bonus when affecting more minions. Thus, you should start with a nice cheap, four minion team.
The first two minions will be your enchanters. They will, nearly every battle, sacrifice themselves to let you live. Have one (doesn't matter which, as neither of them will last too long) train everything into Ablative Shield (AS). This will enable your damage dealers survive long enough to do their job. Have the second train either Antimagic Field (AMF), or Dispel Magic (DM). This will lessen the damage from the extremely high number of mage teams out there. I use AMF because most of the teams I fight use FB or CoC mages, and AMF reflects damage back on them. However DM has a lot to be said for it in that it will lessen the effect of Enchant Offense Spells (EO) and Enchant Defense Spells (ED). This is one of those beloved flexible options I was praising earlier.
For the third minion, train a DD spell (I heavily recommend Fireball, especially for new players, because it fires in ranged rounds, unlike Cone of Cold, and it does more damage than Magic Missile). Now another of those options comes up. You can either have purely DD on this minion, or add Guardian Angel (GA). I added GA to avoid stalemates when both of my damage dealers were killed before my enchanters. Note: If you choose to leave the GA off and stick to pure DD, I recommend placing this minion in the last position as it will be your main damage dealer.
For the final minion, give it the same DD spell as your other damage dealer.
Now, you have your team. This team works well without items, leaving you free to spend your cash on BA (a wise decision). But if you are like me, you will want to buy some items to enhance your team. I recommend these once you have the money:
For the Enchanters:
For the Mages:
You can also use a tattoo if you like. I use (and recommend) a Rune of Enlightenment (RoE) because it (on a four minion team) gives 80% exp bonus to it's wearer. That is a huge advantage. You can cycle this through your minions to keep them at even levels, or you can use it only on your Mages for added damage. You can also use any Familiar tattoos (ex. Fire Familiar (FF), Steel Familiar (SF), Ice Familiar (IF)) as long as it corresponds to the DD spell your Mages use. A Tattoo of Endurance (ToE) might also be a good choice because it will keep your damage dealers alive longer, but I have not tried that yet. The Rune of Solitude (RoS) is a relatively new tattoo with some potential too. Put the RoS on the enchanter with Ablative Shield (AS) to protect you against Dispel Magic (DM) and add lots of hitpoints - you should own the teams using DM. I would not use a Rune of Balrog Flame (RoBF) here because you don't really care if your FB damage kills your enchanters, and your AMF should be enough to hold off other FB users. Tattoo of Augmentation (ToA) is utterly useless here. Although I highly recommend saving your money on BA rather than buying tattoos (unless its the RoE, since that is worth a lot of BA when used continuously, and does not cost as much as other tattoos since it does not level up).
Note: If you are still a small mage (under 100k Minion Power (MPR) or so), don't upgrade your items as this is a waste of money better spent on Battle Allocation. Each point of AC only offers .21% damage reduction. This means a basic set of armor with 15 AC equals a damage reduction of < 3%.
Finally, I would note that you should not be discouraged by not being able to beat people of the same MPR as you (even though with my current setup with this strat I can beat people well over my MPR), it is more important to get the exp now, even if you get it from weaker teams, so you can later buy the equipment that will make you better than the other teams.
Good luck, and if you try this strategy, please let me know how it worked for you!
Flamey edit: I'd like to add that FB grants friendly fire, this is highly unwanted in this particular strategy as you have enchanters that have a decent amount of HP (from AS) acting as a meatshield. You don't want to quicken the rate they get killed from your own spell. Saying this, it is probably best to use MM. Due to changes, if using a Familiar, it would be recommended to use an SF as it doesn't provide friendly fire like FB does. The RoBF comment is out of date, this was written when RoBF only protected from fire damage, i.e. FB. An SF or a ToE would be the best tat choice here. The Mage in this strat should use a Helm of Clearsight (HoC) as headgear. This is by far the best headgear for mages, it provides an extra ranged round.
last edited by Brakke Bres at Jan 25 2009 - Edit Rommel's Strategy
Pages that link to this page: