Showing posts with label Crystal Dungeon Strategy Guide. Show all posts
Showing posts with label Crystal Dungeon Strategy Guide. Show all posts

Wednesday, August 17, 2016

Crystal Dungeon Strategy Guide

The Crystal Dungeon is probably has the least restrictions of all the different mini-games in Magic Rush. It doesn’t cost stamina like Campaign, and it doesn’t not reset your heroes’ health and energy after a battle like in Crusades. As long as you’re over Troop Lv 22, you can go at as much as you want. The equipment and shadow essence you get from here can be used to strengthen your heroes, so when you’ve run out of stamina, you might as well spend your time taking on the Dungeon.

You can choose 10 heroes to fight with, 5 starters and 5 substitutes. VIP players can added in more substitutes depending on how high their VIP level is. You can add one extra substitute hero at VIP 5/7/9/11/13 for a total of 10 substitutes maximum. Each time one of your starters dies in battle, a substitute hero will immediately take his/her place. In one battle you have 5 substitution chances.

Hero Selection
There’s a lot of options for your big 10-hero lineup. For early