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Cornep's Guides: Beating Cross

Discussion in 'Strategy Guides' started by Cornep, Jul 9, 2017.

  1. Cornep

    Cornep Member

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    Hey there,

    There are three key topics discussed in this guide:
    • Understand basics of cross
    • How to spot/scout a cross
    • Last how to destroy the cross.

    I will mark key points in numbers separately and bold them to make sure you will see them, these will be the TLDR: of the guide you can easily check later.

    Basics of Cross and how to identify it

    Cross has 1 builder and 1 Incomer, meaning one on your team will receive heavier sends, this is one of the "scary" and revealing parts of cross.


    1. Never Overbuild because there is an cross on the enemy team

    The game will continue rather normally in 90% of the games against cross, not a lot of big saves can happen in the cross team or the incomer will suffer massively. So the game will flow VERY income send heavy on the enemy team, HOWEVER you cannot fall into the flow of the cross or you will lose.

    Cross has weakpoints in their build as the usual building flow goes something like this:
    1 strong unit carries for first few levels
    4-10 more unit variety and counters to things
    10-15 still only 1 person building ( Exceptions if cross is high skill, the incomer will aid building when you save)
    15-20 cross value increases exponentially, end before this or prepare to get stomped.

    How to Destroy Cross

    The following tips work as a guideline, the builders CAN adapt and change the build style, but they will suffer immensely. For example is the cross leaks wave 4 after getting brutalized on 3, send 5 and keep the cross bleeding money and force the incomer to help to ruin his game.

    Send brutes on 4. You might not get a Dragon turtle for 3, which is fine, if you see an obvious cross on level, tell everyone to save for 3 in your team. Brutes are a brutal thing to handle on 2-3 for the cross, they don't have delays yet to stagger the waves and most cross builds currently rely on 1 big thing, sometimes being boosted by dark mage to kill things. Brutes are made for destroying 1 strong unit. 2 turtles 3 for cross means the cross will leak a ton if they are weak there, same applies on 4.

    4. Send big on one round between 3-5

    The next window to send is 8 or 7, this is not a lethal send unless the cross has done some horrible mistakes. It weakens the cross, doesn't require more than 2 wave of sending if you have good worker counts and it gives you a lot of money, damages the enemy king and makes the enemy cross builder lose a lot of gold, sometimes even enough to need help from incomer to hold the next levels.

    5. Send Dinos on 8, 8 dinos total will make them leak some, 12 total will guarantee a massive leak and big king damage.

    6. Strongest wave against cross is by far 11. Same rules apply as 8, send tanks. Kraken + bunch of dinos is gg.


    6. Delay is the blood and soul of cross, delay is immensely strong on 10, DO NOT send on 10.

    The next window is your kill window, the best opportunity to kill the crossing team. At this point the Incomer is usually at 10-15 workers, the general goal is to get 20ish workers before building so you can cause a big headache for the soloing team. This means a send here is the best option as Holder is lower on income, meaning the 7.

    7. Cross value is at its lowest point relative to send potential and wave strength at this point of the game during 11-14.

    How should you decide the round you send on? Many factors, but here is a list of what you should keep in mind when selecting the wave you want to win:
    • What waves have they leaked on?
    • What do the soloers/the other cross have as towers
    • What rounds have been killed slower
    • What units the cross has
    Then choose appropriate sends, try to get at least 2 auras each when you send, pref 3 to guarantee one aura always going to the cross, if you have the mythium. Kraken is strong as it tanks and allows the delayed/staggered wave to arrive the party, 1x Four eyes is good, don't send many, it is mainly for killing the king.

    IF the game doesn't end here, your last option is going ALL IN on 16-19, choose the appropriate wave, you need to finish the game here.

    8. All in on 17-19 with the most powerful wave against the enemy set-up, this means push workers to barely hold the waves, imagine any waves after your send level to be guaranteed loss.


    TLDR:

    1. Never Overbuild because there is a cross on the enemy team
    2. Don't follow the gameflow of the enemy team, make your own gameplan to kill cross, when the cross breaks they lose.
    3. Send big during 3-5
    4. Send Dinos on 8, 8 dinos total will make them leak some, 12 total will guarantee a massive leak and big king damage.
    5. Delay is the blood and soul of cross, delay is immensely strong on 10, however if you send something to one-hit delays, 10 can do big time damage.
    6. Cross value is at its lowest point relative to send potential and wave strength at this point of the game during 11-14.
    7. All in on 16-19 with the most powerful wave against the enemy set-up, this means push workers to barely hold the waves, imagine any waves after your send level to be guaranteed loss

    Thank you for reading! I hope this helps people in here, if you have any questions or suggestions related to the guide, please feel free to write them here or pm me.
     
    Last edited: Sep 20, 2017
    Dy. and Gody.^ like this.
  2. awesomeful

    awesomeful Member

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    About point 4:
    Is it possible for cross to build anti brute units?

    About point 7:
    Why do crossers have less than normal value on waves 11-14? They are building workers instead? If they don't build workers (or even fewer workers) and have higher value for 11-14, does that make them weak 16-19?
     
  3. Cornep

    Cornep Member

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    There is the Elemental build that can handle brute, but it is rarely used and if targetting is bad, you can leak even without brutes :)

    Yeah, incomers still need more workers around 11-14, it is quite common to start building around 14, but you can get 1 tower, won't make a difference.

    There is no need for them to stop workers early unless there is a big save coming, so you would have to save big twice and the cross could kill you before the second send went out due to lower values.
     
  4. Cornep

    Cornep Member

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    The guide is up-to-date, i hope everyone who is frustrated by cross gets plenty from this, and crosses can prepare for the weakpoints!
     
  5. Infinity

    Infinity Member

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    What I found to be most effective, is to f*ck crossers over at flying rounds, so 4 and 17.
    Flying units don't have collision and are able to attack all at once.
    Simply send big in these rounds and you're almost guaranteed to win.
     
  6. Cornep

    Cornep Member

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    Well, w4 is actually not hard for any cross if they are good. I'm actually happy personally to get sends on w4.

    W17 is VERY late, at this point you have crosser with 5k+ value and incomer at 4k+ value if they have done their jobs properly, and 0 leaks. You should never ever allow the game to go this far.

    These waves are generally weak against crosses, unless you full save for example dinos on 4 and cross is sleeping.
     
  7. Cornep

    Cornep Member

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    The current meta flower/butcher cross can be killed on wave 6, wave 8, wave 11 and wave 15.

    Hermit + mole on 6

    Tanks on the other waves.
     
    Passenheimer likes this.
  8. Freshairkaboom

    Freshairkaboom Member

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    I must be crazy, but how do you get 8 dinos total on wave 8? That's like 800 mythium. Or 12 total?

    Obviously you mean something else, but I can't see it at the moment.
     
  9. Themryon

    Themryon Member

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    it's 8 dinos divided over the two people who send to the cross, so 4 dinos = 400 mythium
     
  10. Freshairkaboom

    Freshairkaboom Member

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    Wait, what wave do you save and how many workers to get 400 mythium at 8? That's hard pressed for me at 10.
     
  11. Cornep

    Cornep Member

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    Well, that specific example it was 8 dinos overall, so just 200 mythium per person, should be a 2 round skip. the 12 dinos or triple GK is the one you go for save 4-8 with decent workers.
     
  12. Freshairkaboom

    Freshairkaboom Member

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    So a save from 6 to 8? With a standard 4 worker build by 6, I still only managed to get 120 mythium for round 8. What would be "good workers" in your build by 8?
     
  13. Cornep

    Cornep Member

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    This depends on your setup. It is quite common to have 6 workers before 7, minimum of 5 before 7.

    If you go for a 6 send and then for an 8 send, depending on what you send on 6, just don't add the snails and such, for bigger 8. If you yolo push you can even get a centaur by only not sending 6 and 7.

    If you send 4 and then save you will have lower workers but will still get centaur easy
    if you send 6, you have normal worker counts you should easily get double dino for 8. Especially if your 6 send causes leaks like it should.

    The key is to always pressure cross. Any saves, skips before wave 10 should result in either incomer building and losing a lot of workers, or leaks. If the send is executed properly both should happen. If no leaks or no incomer building, either the send wasn't the correct wave/mercenary or the builder is on 1 worker and they will be dead late game.