okay! this is just a basic guide re: how to grind the golem workshop without dying
your team:
my dragons have a build slightly modified from culex' leveling guide (here)
my strength attackers (you need 2) have 127 STR | 57 QCK | 8 AGI
(@ lvl 25 w / 3 berserkers)
they have 2 ambushes & they MUST have rally & eliminate; i think sap makes this level a LOT easier.
my caster (you need 1) has 127 INT | 57 QCK | 8 AGI
(@ lvl 25 w / 3 scholars)
it should have 1 ambush and 1 discipline.
it should also have aid, contuse & its elemental attack (the one that can cause status effects).
picking elements:
for your caster: good elements are wind, nature, shadow, or lightning (strong against one of the bosses, not weak against the other). BAD elements are earth, ice, fire, or water (weak against one of the bosses)
for your str dragons: element's not really relevant. they don't do elemental damage, so all you have to worry about is defense against elemental damage by casters, since str damage is element-neutral.
the casters come in pairs: wind/arcane & light/lightning. an elemental chart is down at the bottom - you don't have to pick elements that can defend against those pairs, so long as you can defend against one of those elements @ a time (they're casters, they take a while to hit - you can knock them out before they can touch you).
my only other recommendation is not to have 2x dragons of the same element - if your caster is nature, don't also keep a nature str dragton. vary your team up.
setting up:
arrange them like this:
so that your caster is on the top left, in the "first" position.
this way, you get four turns before even the fastest enemies can attack, and then your caster will meditate.
fighting
with the build i use, you can kill the following with scratch + elim:
(you can also one-hit the MISTRAL MINION and SPELLBOUND GOLEM with a rallied eliminate)
and kill these with
2 scratches + eliminate
rallied scratch + normal eliminate
scratch + rallied eliminate
the squirrels and floaty golems are casters; the construction mith takes a while to attack. i normally prioritize the hounds & miths, and then take out the others.
also, since you sometimes take hits on mobs of the tougher opponents, use contuse with your caster - it'll reduce the damage that opponent can deal out by 25% ! super helpful.
so for a mob of 3 hounds, i use
dragon 1 (mirror) --> rally dragon 2 (pc)
dragon 1 --> scratch opponent A
dragon 2 --> eliminate opponent A
dragon 2 --> scratch opponent B
opponent B --> strike
dragon 3 (caster fae) --> contuse opponent C
dragon 1 --> eliminate opponent B
dragon 2 --> eliminate opponent C
remember, a rallied scratch + a normal eliminate = a normal scratch + a rallied eliminate.
however, most opponents (all except the sentinel mith & the hounds) will let you get seven turns in before they strike even once. get rid of the non-casters first.
more leisurely mobs (like the floaty golems) will let you build up your breath / use sap to heal minor damage / have your healer dragon cast aid.
scratch, sap, and contuse deal (for the purposes of this guide) the same damage - it doesn't matter which of the three you use.
don't ever rally your caster, you will do it at least once and hate yourself, but just. don't rally the wrong dragon.
for the FROST DELVER (ice) & STONE BORER (earth) :
i try to keep my breath built up around 85 (for the strength dragons) & as full as possible for the caster. then i'll waste breath with 1 eliminate from each of my strength dragons, leaving their breath at around 50. scratch as much as possible; if you want to eliminate again and waste breath then you can do that, you should end up with enough breath at the end of the fight to be able to use eliminate on the next mob.
i usually cast contuse with my caster so that they will do less damage; after that the caster is mostly on healing duty or (if you have one that's super effective against the golem) they do almost as much damage as an eliminate, which knocks down the number of scratches.
basically just don't be afraid to waste some breath with an eliminate to reduce the # of scratches you need to do / turns you need to take
fighting like this i've had dragons faint on me 2-3 times but i never got ko'd or had to leave the coli, you can just kind of keep going indefinitely. i played in the workshop for like an hour and a half and dropped 3 familiars without ever having to start over
let me know if you need clarification on any of this!
eta: here is an alternate stone configuration by @Arplin: link
this build uses two ambushes on your mage and a slightly different stat build (which i do not recommend mostly for quickness reasons) but for people who are tincturing an ex-strength dragon into a mage and don't want to erase an ambush stone, it's worth it! and it's probably a decent guide to read anyway. options are always good!
your team:
my dragons have a build slightly modified from culex' leveling guide (here)
my strength attackers (you need 2) have 127 STR | 57 QCK | 8 AGI
(@ lvl 25 w / 3 berserkers)
they have 2 ambushes & they MUST have rally & eliminate; i think sap makes this level a LOT easier.
my caster (you need 1) has 127 INT | 57 QCK | 8 AGI
(@ lvl 25 w / 3 scholars)
it should have 1 ambush and 1 discipline.
it should also have aid, contuse & its elemental attack (the one that can cause status effects).
picking elements:
for your caster: good elements are wind, nature, shadow, or lightning (strong against one of the bosses, not weak against the other). BAD elements are earth, ice, fire, or water (weak against one of the bosses)
for your str dragons: element's not really relevant. they don't do elemental damage, so all you have to worry about is defense against elemental damage by casters, since str damage is element-neutral.
the casters come in pairs: wind/arcane & light/lightning. an elemental chart is down at the bottom - you don't have to pick elements that can defend against those pairs, so long as you can defend against one of those elements @ a time (they're casters, they take a while to hit - you can knock them out before they can touch you).
my only other recommendation is not to have 2x dragons of the same element - if your caster is nature, don't also keep a nature str dragton. vary your team up.
setting up:
arrange them like this:
so that your caster is on the top left, in the "first" position.
this way, you get four turns before even the fastest enemies can attack, and then your caster will meditate.
fighting
with the build i use, you can kill the following with scratch + elim:
MISTRAL MINION (wind)
SPELLBOUND GOLEM (arcane)
BLACK IRON CREEPER (fire)
COPPERCOIL CREEPER (lightning)
SWIFT VOLT (lightning)
SWIFT LUMEN (light)
CHROMEFEATHER LOOKOUT (lightning)
SPELLBOUND GOLEM (arcane)
BLACK IRON CREEPER (fire)
COPPERCOIL CREEPER (lightning)
SWIFT VOLT (lightning)
SWIFT LUMEN (light)
CHROMEFEATHER LOOKOUT (lightning)
(you can also one-hit the MISTRAL MINION and SPELLBOUND GOLEM with a rallied eliminate)
and kill these with
2 scratches + eliminate
rallied scratch + normal eliminate
scratch + rallied eliminate
SCRAPMETAL TRACKER (n/a)
STEELHOUND (shadow)
SENTINEL MITH (plague)
CONSTRUCTION MITH (nature)
SENTRY SQUAWKER (neutral)
STEELHOUND (shadow)
SENTINEL MITH (plague)
CONSTRUCTION MITH (nature)
SENTRY SQUAWKER (neutral)
the squirrels and floaty golems are casters; the construction mith takes a while to attack. i normally prioritize the hounds & miths, and then take out the others.
also, since you sometimes take hits on mobs of the tougher opponents, use contuse with your caster - it'll reduce the damage that opponent can deal out by 25% ! super helpful.
so for a mob of 3 hounds, i use
dragon 1 (mirror) --> rally dragon 2 (pc)
dragon 1 --> scratch opponent A
dragon 2 --> eliminate opponent A
dragon 2 --> scratch opponent B
opponent B --> strike
dragon 3 (caster fae) --> contuse opponent C
dragon 1 --> eliminate opponent B
dragon 2 --> eliminate opponent C
remember, a rallied scratch + a normal eliminate = a normal scratch + a rallied eliminate.
however, most opponents (all except the sentinel mith & the hounds) will let you get seven turns in before they strike even once. get rid of the non-casters first.
more leisurely mobs (like the floaty golems) will let you build up your breath / use sap to heal minor damage / have your healer dragon cast aid.
scratch, sap, and contuse deal (for the purposes of this guide) the same damage - it doesn't matter which of the three you use.
don't ever rally your caster, you will do it at least once and hate yourself, but just. don't rally the wrong dragon.
for the FROST DELVER (ice) & STONE BORER (earth) :
i try to keep my breath built up around 85 (for the strength dragons) & as full as possible for the caster. then i'll waste breath with 1 eliminate from each of my strength dragons, leaving their breath at around 50. scratch as much as possible; if you want to eliminate again and waste breath then you can do that, you should end up with enough breath at the end of the fight to be able to use eliminate on the next mob.
i usually cast contuse with my caster so that they will do less damage; after that the caster is mostly on healing duty or (if you have one that's super effective against the golem) they do almost as much damage as an eliminate, which knocks down the number of scratches.
basically just don't be afraid to waste some breath with an eliminate to reduce the # of scratches you need to do / turns you need to take
fighting like this i've had dragons faint on me 2-3 times but i never got ko'd or had to leave the coli, you can just kind of keep going indefinitely. i played in the workshop for like an hour and a half and dropped 3 familiars without ever having to start over
let me know if you need clarification on any of this!
eta: here is an alternate stone configuration by @Arplin: link
this build uses two ambushes on your mage and a slightly different stat build (which i do not recommend mostly for quickness reasons) but for people who are tincturing an ex-strength dragon into a mage and don't want to erase an ambush stone, it's worth it! and it's probably a decent guide to read anyway. options are always good!