Darknest Rally Leader

What are Darknests?

Darknests work like enemy castles, that reward dark essences (from level 1-28) to the participants, which can be converted in game items (gems, speedups, resources, energy, material chests, etc) through the Transmutation Lab. 

All guilds need Darknests leaders because the essences offer the guild participants extra items for growth everyday. The stronger the Darknest (from level 1-6) you defeat, the higher level essence and gifts you will receive. Usually a Darknest's Rally leader account can be developed also as "War Rally Leader account" and used in wonders battle. The development path is similar in some aspects.

Each Darknest essence can give more than one of an item (5 x 10,000 energy for example). You can scout or rally a Darknest without deactivating your shield, or activating battle fury. Troops are usually saved and almost all of the wounded can be heal in the infirmaries. Also, the battle is guaranteed if the moral of the Darknest drops first. So you don't need to kill all the enemies troops to have a victory. 

Troops Composition

If you send troops based on scouting information, you increase your chances of beating the Darknest! 


If the scout informed that your Darknest has majority...

Infantry- you can beat it with majority cavalry

Cavalry- you can beat it with majority archers

Archers- you can beat it with majority infantry


Also, keep in mind that some troop types are stronger than others. Sending higher-point troops increases your chances of success while minimizing troop losses.


T1 troops = 1 pts/ T2 troops = 2 pts

T3 troops = 3 pts/ T4 troops = 4,5 pts

T5 troops = 6,75 pts


The main secret of beating Darknests is the Darknest Rally leader's stats (attack bonus percentages). The stronger the Darknest Rally Leader's account, the easier it is to obtain any level of Dark Essence. The Rally Leader's stats determine the entire rally's strength, regardless of how strong the other players are, the rally inherits only the leader's boosts. 

For example, if the leader has 100% Infantry ATK, but others have 600%, the rally still benefits only from 100%. The reverse is also true. A strong Rally Leader can carry weaker fillers, helping them secure higher-level essences. This applies to Hero boosts, Gem boosts, and Darknest Research boosts too. 

Below are the minimum attack percentages needed for the main troop type sent (based on personal experience) to defeat each Darknest level:

Level 1 Darknest

Essences 1 - 2

ATK Up 80%

Level 2 Darknest 

Essences 3 - 5 

ATK Up 100%

Level 3 Darknest 

Essences 6 - 9  

ATK Up 200%

Level 4 Darknest 

Essences 10 - 14 

ATK Up 300%

Level 5 Darknest 

Essences 15 - 25 

ATK Up 400% 

Level 6 Darknest 

Essences 26 - 28 

ATK Up 500%

How to choose the best Frontline?

Take in mind that the frontline troops can also increase your chances of success. That's why army lineups (phalanx and wedges) can be useful as an extra tool to beat the higher level Darknests. 

A Phalanx is a formation where different troop types are arranged in neat rows, one behind the other. Wedges, on the other hand, focus on two troop types in the front lines, redistributing the army's formation. 

While Wedges may deal less damage than Phalanxes, they offer better troop survival, which can help sustain morale in battle. This makes them particularly useful for castle defenses with mixed troops. If the scout informed that your Darknest has:


Infantry phalanx- Its weaker against cavalry phalanx

Cavalry phalanx- Its weaker against archers phalanx

Ranged phalanx- Its weaker against infantry phalanx


Infantry wedge- Its weaker against infantry phalanx or cavalry wedge

Cavalry wedge- Its weaker against cavalry phalanx or ranged wedge

Ranged wedge- Its weaker against ranged phalanx or infantry wedge  


Build your Darknest Rally Leader! 

Get all the essences you want.

Researches to maximize

Military- All

Military Command- All

Army Leadership- All

Sigils- All

Familiars- All until 'pact 4'

Familiar Battles- All

Gear- All

Gears

The percentages showed bellow are the ones gotten when you full develop your gears to the mythic upgrade.


Gears for Infantry (phalanx and wedge lineups)-


P2P

Helmet: Champion Visor (35% infantry atk boost + 14% army atk)

Armor: Champion Mail (42% infantry atk boost + 14% army atk)

Legs: Champion Stride (56% infantry atk boost + 14% army atk)

Main-Hand: Champion Blade (28% infantry atk boost + 21% army atk)

Off-Hand: Champion Light (49% infantry atk boost)

Accessory: Champion Faith or Champion Blessing (21% infantry atk boost + 14% army atk)


F2P

Helmet: Beast Helm or Serpent Helm (42% infantry atk boost)

Armor: Terror Shield (49% infantry atk boost)

Legs: Storm Tasset (42% infantry atk boost)

Main-Hand: Ghastly Cane (45,5% infantry atk boost)

Off-Hand: Eerie Lantern (42% infantry atk boost)

Accessory: Ambrosial Cup (35% infantry atk boost)


Gears for Cavalry (phalanx and wedge lineups)-


P2P

Helmet: Champion Helm (49% cavalry atk boost + 14% army atk)

Armor: Champion Cuirass (42% cavalry atk boost + 14% army atk)

Legs: Champion Greaves (56% cavalry atk boost + 14% army atk)

Main-Hand: Champion Edge (49% cavalry atk boost + 21% army atk)

Off-Hand: Champion Katar (49% cavalry atk boost)

Accessory: Champion Faith or Champion Valor (21% cavalry atk boost + 14% army atk)


F2P

Helmet: Bumblehelm (42% cavalry atk boost)

Armor: Firewall Plate (42% cavalry atk boost)

Legs: Gargantuan Belt (52,5% cavalry atk boost)

Main-Hand: Eon Axe (52,5% cavalry atk boost)

Off-Hand: Eternal Codex (28% cavalry atk boost)

Accessory: Rowdy Resolve (35% cavalry atk boost)


Gears for Ranged (phalanx and wedge lineup)-


P2P

Helmet: Champion Visor (35% ranged atk boost + 14% army atk)

Armor: Champion Plate (56% ranged atk boost)

Legs: Champion Boots (56% ranged atk boost + 14% army atk)

Main-Hand: Champion Blade (28% ranged atk boost + 21% army atk)

Off-Hand: Champion Lamp (49% ranged atk boost)

Accessory: Champion Blessing (21% ranged atk boost + 14% army atk)


F2P

Helmet: Wyrmbone Coronet (45,5% ranged atk boost)

Armor: Breastly Breastplate (49% ranged atk boost)

Legs: Blizzard Pants (42% ranged atk boost)

Main-Hand: Nectar Orb (35% ranged atk boost)

Off-Hand: Eternal Codex (49% ranged atk boost)

Accessory: Ambrosial Cup (35% ranged atk boost)

Heros

For Attack Boost- Bombin Goblin, Rose Knight

For Infantry Boost- Scarlet Bolt, Oath Keeper, Demon Slayer, Soul Forger, Shade, Sea Squire

For Cavalry Boost- Sage of Storms, Child of Light, Death Knight, Night Raven

For Ranged Boost- Snow Queen, Black Crow, Tracker, Death Archer


Buildings to maximize

Battle Hall

Manors (increse attack boost)

Infirmaries (increase army HP)

Talent Points

If you will attack with mostly infantry- Squad Offense I, Infantry Offense I, Squad Defense I, Squad Health I, Infantry Offense II, Infantry Offense III, Squad Health II, Squad Defense II 

If you will attack with mostly cavalry- Squad Offense I, Cavalry Offense I, Squad Defense I, Squad Health I, Cavalry Offense II, Cavalry Offense III, Squad Health II, Squad Defense II

If you will attack with mostly archers- Squad Offense I, Ranged Offense I, Squad Defense I, Squad Health I, Ranged Offense II, Ranged Offense III, Squad Health II, Squad Defense II

Army Lineup

A phalanx is a formation where different troop types are lined up one after another in neat rows.

Infantry Phalanx- Standard formation where troops are distributed based on their speed, starting by infantry.

Ranged Phalanx-  Archers are put in the frontline sending a first wave of arrows to kill the enemy`s troops. Following that, the Cavalry units with it because of their speed, and also it units with the infantry and frontline troops, engaging the enemies at the same time. Basically, all the troops engage at the SAME time, and the army is able to give extra damage. 

Cavalry Phalanx- Infantry is placed at the back of the formation. Being the slowest troops, the infantry take more time to get into battle, while cavalry and archers fight together first. 

____

Wedges are army formations that concentrate 2 troops types in the front lines. Wedges may do less damage than phalanxes but will also save more troops, increasing perhaps, the moral of the battle, or being useful in castle`s defences with mix troops. 

Infantry Wedge- in its frontline, infantry and archers fight at same time. 

Ranged Wedge- in its frontline, cavalry and archers fight at same time.

Cavalry Wedge- in its frontline, infantry and cavalry fight at same time. 

Awaken Familiars to be sent to battle


__Regarding Infantry__


Gremming Gremlin (Pact 3) Increases infantry attack by 100% if 10% of the infantry troops have fallen

Bonehead (Pact 2B)- Increases infantry defense by 80% if 10% of the ranged troops have fallen

Harpy ( Pact 2B)- Increases infantry HP by 80% when 10% of infantry troops have fallen 

Engineer (Pact 1 A)- At the start of the battle increases infantry attack by 15%

Oakroot (Pact 1A)At the start of the battle reduces enemy's infantry defense by 40%

Terraspike (Pact 1 B)At the start of the battle reduces enemy's infantry HP by 40%


__Regarding Ranged__


Trickstar (Pact 3)Increases ranged attack by 100% if 10% of the ranged troops have fallen

Totempest (Pact 2A)Increases ranged defense by 80% if 10% of the ranged troops have fallen

Sorcerer (Pact 2A)- Increases ranged HP by 80% if 10% of the ranged troops have fallen

Gnome (Pact 1B)- At the start of the battle, increases ranged attack by 15%

Magmalord (Pact 1A)- At the start of the battle reduces enemy's ranged HP by 40% 


__Regarding Cavalry__


Goblin (Pact 3)Increases cavalry attack by 100% if 10% of the cavalry troops have fallen

Bouldur (Pact 2B)- Increases cavalry defense by 80% if 10% of the cavalary troops have fallen

Strix (Pact 2A)Increases cavalry HP by 80% if 10% of the cavalry troops have fallen

Yeti (Pact 1B)At the start of the battle, increases cavalry attack by 15%

Jaziek (Pact 1A)At the start of the battle reduces enemy's cavalry HP by 40%

Beastmaster (Pact 1B)- At the start of the battle reduces enemy's cavalry defense by 40%


__Regarding Army__


Gryphon (Pact 3)Increases army attack by 200% if 10% of the total troops have fallen

Evil Weevil (Pact 2A) -At the start of the battle, increases army HP by 15%

Krabby (Pact 2B)- At the start of the battle, increases army defense by 15%

Pyris (Pact 2B)- At the start of the battle, gives 60% boost to heroes tactics skills, increasing squad attack as damage to enemy

Tempestite (Pact 2A)- Stuns one of the largest squads of the enemy for 8 seconds 

Territe (pact 1A)- At the start of the battle reduces enemy's army defense by 15%

Aquiris (Pact 1 B) At the start of the battle reduces enemy's army HP by 15%

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