You can see your stance in the "General Alliance" tab; it is your main general's level + the levels of its allied generals that share his/her type (aggressive, balanced or defensive).
A) Your stance matches or is higher than the monster's stance:
- Each action gives you Contribution Points: displayed below your damage, they allow you to be eligible for prizes.
- With an aggressive alliance, your actions will raise the "Damage bar", giving a bonus to damage.
- With a defensive alliance, your actions will raise the "Critical bar", increasing chances of getting a critical.
- With a balanced alliance, your actions will lower the "Decay rate", the speed at which previous bonuses vanish (their bars empty)
B) Your stance is lower than the monster's stance:
- You don't get Contribution Points.
- You don't fill any of the bars above (Damage, Critical, Decay)
Cronus Astaroth's stance is 30.
Level
Point Range
Damage Boost
Critical Boost
0
0-2,500
0%
0%
1
0-5,000
10%
2%
2
0-10,000
20%
4%
3
0-30,000
30%
6%
MAX
0-9,999,999
50%
8%
Decay starts at -10.0 per second, and decreases with successful attacks with a balanced general.
Ultimate Mode:
Get both the damage and critical bars to max level to unlock ultimate attack mode. When ultimate attack mode is activated, players have a limited time to take advantage of vastly increased damage and critical chance before both bars reset to their starting values.
Players have 2 minutes to attack with +100% damage, and +10% critical chance.
While fighting Cronus Astaroth, there are 5 siege weapons that can be launched to deal extra damage.
All Siege Weapons hit Cronus Astaroth's All Heads and are unaffected by blocks and resistances. *Cronus Astaroth's All Heads has 1,125,000,000 HP
Name
Clicks
Damage Dealt
%HP Dealt*
Valerian Soldiers
10
20,000,000 dmg 2,000,000 dmg/click
1.78 % 0.18 % per click
Elven Rangers
20
25,000,000 dmg 1,250,000 dmg/click
2.22 % 0.11 % per click
Dwarven Militia
30
30,000,000 dmg 1,000,000 dmg/click
2.67 % 0.09 % per click
Archer Allies
40
35,000,000 dmg 875,000 dmg/click
3.11 % 0.08 % per click
Gray Wizards
50
40,000,000 dmg 800,000 dmg/click
3.56 % 0.07 % per click
Totals
150
150,000,000 dmg 1,000,000 dmg/click
13.33 % 0.09 % per click
*weapons 4 & 5 not verified
Lore[]
Click to display
Cronus Slain[]
The Age of Dragons. Long before humanity built its cities and laid claim to the world, the world belonged to dragons. Dragons flew the night sky and mighty draconic overlords divided the world between themselves. It was a brutal age where the strongest ruled and the fang and scale often clashed to the dismay of the lesser races caught in the middle of a titanic battle that they could not comprehend.
In their wars against each other, the dragons created the hydras. These hydras were scaly creatures imbued with vast elemental powers of Ice, Fire or Earth. These hydras were mighty enough to give even their draconic overlords pause. They were as powerful as even the greatest of dragons and capable of enduring horrific injuries. These qualities made them ideal weapons but difficult to control and ultimately a failure as a weapon. Dragons, though proud, haughty and arrogant to an extreme, are not stupid. They recognized the dangers of creating a slave race of living weapons that would almost assuredly rise against them one day and the hydras were exterminated. A few lesser breeds escaped into the wild but the greatest of the elemental infused hydras were thought destroyed long ago.
Until now...
Recently Hydras of Fire, Ice and Earth were awakened. These monsters set out to destroy the land but were brought down by you and your army. Sages determined that these hydras were the leftovers of some ancient draconic cache. A last resort by the dragons in case they were attacked by some foe beyond their power to defeat. After the defeat of these hydras, no one bothered to ask why they suddenly had broken free. Were the wards of their draconic prison weakening or had they been set loose by a even greater power? No one had wondered if the hydras had changed in their long confinement, changed, adapted and grown stronger than their creators had ever envisioned.
Seeking the truth beyond these recent hydra attacks, you followed their trail back to the ancient draconic vault where they were imprisoned. Deep within the mountains, you finally discovered their origin, a vast vault that dwarfed even the greatest of cities. Built into the side of the mountain itself, the vault tunneled its way deep underground. As you descended into the vault, you observed the signs of devastation around you. Once a proud monument of the draconic civilization, it had become ruined by the passage of time. The magical warding designed to keep the hydras imprisoned within had been broken by an outside party and the beasts formerly contained within had been set free. Who could have so reckless or so powerful to have done this? Or has the approach of an even greater threat trigger the ancient fail-safes and set the hydras free?
Such questions are driven from your mind when you reach the lowest level of the vault. A massive hydra awaits you there, stronger by far than any of its brethren that you have fought before. Fire jets at you and you only narrowly avoid instant annihilation. Your relief is short lived as a blast of ice follows along with a rolling earthquake. This hydra has grown far stronger than the dragons who made it might have dreamed. Instead of a single element, it has absorbed the powers of all three hydra breeds in the long, dark, eons underground. Now it turns its full fury upon those who dare to trespass within its territory and your army falls back in dismay.
There is no time to waste. Grabbing your sword, you charge at the massive hydra bellowing a war-cry. The rest of your army, heartened by your example, rallies and takes up their positions. Warriors form a line protecting the rest of your army, mages channel powerful arcane attacks to strike at the core of the monster, rogues sneak around the creature and assault it from hidden positions while clerics tend to the wounded. Your army is a team of battle-hardened hydra slayers and though the fight is long and arduous, in the end you prevail. Yours in the final blow that strikes the hydra down and the ancient vault of the dragons is once again silent.
With the hydra slain, your army rejoices but you can not help but wonder if this is truly the end. Some power moves behind the scenes and this may be the first sign of a mighty storm.