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Fate of The Empress Guide: Guild War - Basic Planning

  • Lucian Kai
  • Jan 31, 2023
  • 1 min read

Author: Linkai

Last Update: 2023, January 31st



Planning Cross-Server Guild War in Fate of The Empress is a complicated process and you will learn and gain more experience time after time. I always say Guild War is a game of 50% Might, 30% Plan, and 20% Luck.

And even if your opponent guild has 7 members who can beat everyone in your guild, but hey don't give up yet! There's a chance they will underestimate you if that happens and will leave their teams as default, and you can bet everything you have on that 1 chance, plan 1 formation only to beat that default formation.


If this is your first few times playing Guild War, it will be a very fun chess game. But if you have played it for 18 months like me, you will want to vomit every time you see it. This guild will give you a Basic guide on how to plan your team formation.

(But if they have 8 players who can beat you, give up lah)


Guild War Simulator is here.



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I. Date and Time

- Every month, starting from Tuesday to Thursday of 4th week of the division, after Market Battle ends - Top 8 guilds of Market Battle will be qualified to enter Cross-server Guild War

- Only players who are higher than level 60, in the guild for more than 1 day, and online in the last 10 days can be in the team. But there's an exception, please read IV. Do and Don't - There will be 3 phases a day: Preparation Phase (00:00-17:00), Pre-battle Phase (17:00-19:00), and Battle Phase (19:00-19:30).

  • Preparation Phase: During this phase, the leader can change the team formation of the guild, and members can inspire for buff effect or change might. Leaders can set who can see the team formation.

  • Pre-battle Phase: During this phase, the leader cannot change team formation anymore and any change in might or heroes during this phase will not be reflected in battle

  • Battle Phase: The guild will enter into battles according to the team formation that the leader set up during Preparation Phase

II. Overview Rule

  • The leader will send 3 teams into the battle in the order of Sun team, Moon team, and Star team.

  • Each team will have 15 guild members and will fight with each other 1v1. When a member wins, they will continue to fight the next one. All fight is auto.

  • After each fight, the winning player will earn Fatigue Point. Fatigue Point based on the Might gap between 2 players. The larger the might gap, the lower the Fatigue Point you earn. However, at least 20% of points will be earned after 1 fight. When the Fatigue Point reaches 100%, the player will be out of battle => 1 player can only fight a maximum of 5 other players.

  • Defeat all 15 players in 1 team to win. Or if the other team is out of members, you will win too.

  • The game said that there will be no draw fight. The team with the higher Hero HP will win. However, they never mention about if both guilds leave their team formation emptied, what will happen. I will appreciate it if there are 2 guilds willing to test this.

  • Win 2 out of 3 teams in Sun-Moon-Star to win the round of Guild War


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III. Planning the Guild War team (Basic)

Note that these are just very basic steps because planning Guild War is more complicated. You can see even if it's just basic, the guide is already very long. I'm happy to give more personal advice case by case so just join our Discord and throw your questions!


First, because you only need to win 2 out of 3 teams so I recommend you to focus on 2 teams instead of 3. That doesn't mean you will have to completely abandon 1 whole team, I will talk about that team later.

Second, now you need to divide the team into 3 parts. The 1st-5th position is Head, 6th-10th position is Middle, and 11th-15th position is Tail. This will help you to have an overview look of where to put your players.



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(An example of a might sheet of whole division)

Third, now you will need to create some test cases from your opponent guild's might sheet. My suggestion is to create at least 40 cases at first. 10 cases where your opponent put their strongest at Head-Mid, 10 cases where they put at Mid-Tail, 10 cases where they put at Head-Tail, and 10 cases where they spread over the whole team, as in, Head-Mid-Tail.

Fourth, plan your team regarding the might sheet that you just collected. And as I said, just focus on 2 teams first with the top 30 players of your guild. Putting the strongest players into the teams first, and then start filling in the empty slots.

Fifth, now you already have the draft of your team, test it with the test cases.

Sixth, read your test case results. Don't just see the Win-Lose result. You can see more details in it. For example, you will find someone who is pretty strong in your guild but they keep dying early in most cases, it means their position has a problem, shift them upper or lower to dodge the kills. Twist the cases and your own team a bit after every test and do it again and again. It will be a painful process but it will be much easier with the Guild War Simulator.


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(Test your teams, read test results and twist the tests and teams)

Seventh, now you already have a good formation of 2 teams of your top 30 players. But wait, read all your test case results again. Is there any player whose might is average (Ranked from 25th-30th in your guild) but they keep dying without making any kills in every case? Pull them out and put the dummy player (Ranked below 30th) in their position to be a meat shield. Now put the players you just pull out into the 3rd team. In this way, if your team meets your opponent's dummy team, you will have a chance to win.

Eighth, now you have your formation of 3 teams already. Now it's all about Luck too when you have to decide in which order of Sun-Moon-Team you will put your team. This requires you an understanding your opponent, their behaviors, and how they play too. But there's one psychology thing I see it works in 85% of cases: People tend to avoid the 1st round when they feel their opponent is strong and will put their dummy team in 1st round. You can put your 2nd strong team here. But of course, if your opponent already knows you so well, as in you guys meet many times, they will know your behaviors.


Ninth, record their formations after each round, their order of Sun-Moon-Star, and put everything in 1 sheet. It will give you a reference for the next guild war if you meet them again.


Tenth, pray. Yea seriously, please pray hard. Pray to your God, Heaven, Earth, Sun, Rain, fate, ancestors and the movement of all the stars in the galaxy.


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IV. Do and Don't

Do: 1. Do get your key members to confirm if they can beat the rival members using Challenge. This will prevent nasty surprises. Make sure they do Skip button and win 10/10 every time they try. 2. Do put at least 4 spaces between your strongest members (to prevent more than one from being wiped out at once if the rival has an invincible player). There is an exception in certain scenarios, such as when your rival guild has strong but sparse members, or when you are the one with the invincible player(s). 3. Do revisit previous matches (if any) and note down the teams your rival used to predict the teams you’ll be fighting. Be prepared to drastically change your strategy. 4. Do use drag-n-drop when setting your formation. There is a glitch that the game will automatically fill all top players of your guilds into the default team. If you use drag-n-drop the players around, you can use the players who are offline for more than 10 days.

5. Do set a limit on who can see your formation. This is to prevent leaking.

6. Do pray. Do pray. Do pray. Important things must be repeated 3 times.

Don’t:

1. Don't forget about the Market Battle buff. 2. Don't put your strongest at last if you don’t have a lot of strong members. They might get a 5-streak, but you will still lose if anyone from the rival team is left alive. 3. Don't neglect the positions of your medium-strong players. Just one swap can be game-changing.

4. Don't put your strongest players in 1st-5th or even 1st-8th if the other guild is much significantly stronger. 5. Don't trust the fatigue fully. If you have a member who is only barely stronger than the rival member they first encounter, then have to fight 4 more of similar might, it’s possible your member will get burned out by fatigue after the 3rd or 4th rival member they fight- leaving the remaining rival member(s) to possibly get a streak on your dummies if they’re strong enough. Not good. The fact is when the players' might gap is less than 200k, the fatigue point they earn is still less than 20%.

6. Don't forget to pray.


V. How to distribute your loot reward


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Ok I know if this is your 1st or 2nd Guild War, you gotta have an internal fight about who will get the loot reward so lemme save you some headache.


1st, whoever plans the formation deserves 1 loot.

2nd, don't just give it to the strongest might. Yes, their might is significant in the win, but if in this way, they will have it every guild war.

3rd, you can use the lottery game. Who is lucky will get it. There're many lottery Discord bots or websites, just figure it out. To be fairer, I even lottery 2 times, once in the list of all members, and once in the list of the top 10 unlucky members who have never got anything. So everyone will have a fair chance and no one will be ever so bad luck.


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