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Warships Guide

Stoneheart
Chapter 6 Starting Path
I. Intro
The starting path is usually one of the most important decisions to make in a
warship season. Having a good starting path can be one of the best chances to get
ahead of most players, regardless of starting rank. While there are many mindsets
and perspectives on determining the starting path, this chapter will focus on a
more defensive approach.
The starting path consists from the beginning of the season to usually after
unlocking 4ER
Why go defensive?
Unlocking more defensive tech, rather than offense can be beneficial because there
might be reduced pressure on your own attacks (forcing some opponents to work
harder). This usually makes a defensive route easier.
Why does the starting path matter at all?
Major landmarks in a season fall under reaching new chest tiers (stone, iron, gold,
diamond, and legendary) so you can receive more keys and tokens per chest.
Choosing a good starting path may allow you to reach some of these tiers sooner.
For example, if you start a season at rank 11 and choose a good starting path, then
you might reach gold (rank 16) very quickly and can use the gained keys to unlock
more tech to move forward and keep winning.
Most players who are able to get ahead in a season, do so by unlocking powerful
tech before many others. This can begin with deciding the starting path
To determine a starting path:
1. Identify the Main Path (between 2-3ER)
2. Identify Strong/Med Tech off-path and soon after 4ER
3. Decide the order of tech unlocks
II. Tech Priority
While there might be countless ways to organize tech in warships, this chapter
considers the following:
Strong Tech
Medium Tech
Weak Tech
The following charts will briefly discuss some info about why each tech is in its
category and also list some exceptions for when that tech may be moved past.
Again note, these categories are arbitrary; this is one perspective on how to think of
the tech in warships. This list and organization has many, many exceptions and
there are other perspectives too,
While each tech node shown below will briefly explain its exceptions, there are
even more types of exceptions discussed in the section on Order of Tech unlocks.
A. Strong Tech
Exceptions for strong tech, might reduce its strength down to medium tech
This can be especially common with long-range splash defenses such as RLs and
MTs, when attacking with moderate to high health troops. In these cases, RLs and
MTs would better fit medium tech.
Tech Info Exceptions

BH Can always slow opponent attacks None

Very fast unit, and fewer ERs early in None at 3ER, At 4ER, if highly defensive meta
Seeker season (too much defense and/or too little offense)

If other troops can still be faster (usually seekers


Bomber Versatile, long range, high damage or RCs, but even heavies in some cases)

If highly defensive meta (too much defense


RC Very fast unit, can fly over gaps and/or too little offense)

Ultimate meatshield, can be especially


HC strong alone at lower ERs None

Barrage or Art if 0 Can destroy at least one ER with bart since If there is more BH soon in the tree such as 50
BH OR 50 BH ERs have low health early on BH and 4ER, ERs start having more health and
AND 3ER might be difficult to bart due to gbe cost

If using air troops or exclusively using troops


CLs Can stall ground troops by a large margin that outrange them (grens or bombers)

SLs Can stall ground troops by a large margin If using air troops

Can make attacks with low health damage If using troops with moderate to high health
RLs dealers difficult (zooka, bomber, lasers) (RCs, heavies, seekers and higher health troops)

Can make attacks with fewer troops difficult


BCs (RCs, bomber, heavy) None

If free clearing without flaring final ERs


SS Can make almost all attacks slower (covered by SS) can still be as quick

If exclusively using troops that outrange them


MGs Great splash damage and many buildings (grens or bombers)

Good single-point damage and many


CNs buildings If exclusively using rifles, grens, or bombers.

If using air troops or exclusively using troops


FTs Good splash damage and many buildings that outrange them (grens or bombers)

If using air troops or if using troops with


moderate to high health (heavies, seekers, and
MTs Splash damage and long range higher health troops)

TD Can make attacks much faster None

Additional ER, more health on existing


ERs, new deck layout; Also to unlock tech
3ER after ER along the main path None

Sometimes a new deck is less strong, or tech


after is less strong (just means delay ER) Also
Additional ER, more health on existing expensive so is a long-term decision. 4ER is
ERs, new deck layout; Also to unlock tech usually the only strong tech compared with
4ER after ER along the main path medium tech at some point.

B. Medium Tech
Tech Info Exceptions

In an already highly offensive meta (too much


other offense and/or too little defense) can skip
Shocks Can potentially make attacks much easier longer. But if very defensive meta, shocks may
be much more value closer to strong tech

If free-clearing is already fast enough, can skip


longer. But can be strong tech if unlocking
Can potentially make attacks faster by would make attacks much faster (ex. Heavy
Flare flaring ERs rush, RCs)

Can potentially make opponents' attacks


DBD more difficult None; but usually considered as medium tech

Can make low health troops difficult (rifles,


zooka, bomber, laser) but also medium If using low health troops (ex. rifles, zookas,
health troops in large numbers (heavies, bombers) can have more value but usually still
Mines seekers) medium tech

If using medium to high health troops (ex.


Can make high health and/or low number heavies, bombers) can have more value but
Boom mines troops more difficult (heavies, bombers) usually still medium tech

Can make rushing or swarm style attacks If using heavy rush, can have more value but
Shock mines difficult (rifles, heavies) usually still medium tech

If much better/faster troop also available


(potentially bombers, RCs, seekers, HCs) but
Can be good alternative depending on first determine if those troops would be much
Heavies* current troops faster than using heavies

If much better damage dealer is also available


(bombers, lasers, RCs) Also in highly offensive
metas (too much offense or too little defense)
Can be good addition depending on current using only meatshield troops may be faster than
Zookas* troops, especially in a more defensive meta the value that zookas would provide

If already highly offensive meta (too much other


offense and/or too little defense) Usually more
Can potentially make attacks easier and/or expensive than other tech so might not be worth
Hero* faster the cost

TH Can potentially make attacks easier None; but usually considered as medium tech

4 buildings; usually does not have as much If highly offensive meta (too much offense
impact on opponents’ attacks as other major and/or too little other defense), can even be
STs defenses considered as weak tech

If using critters for destroying ERs or needed


Potentially can make attacks easier and/or for attacks using many low health troops (ex.
Critters faster zookas or rifles)

Can make attacks with few but strong troops If already highly defensive meta (too little
DC difficult (RCs, bomber, heavy) offense and/or too much defense), can be
considered as strong tech

Bart if 50 BH AND Can sometimes be used to destroy ERs, or If more BH (100+) is soon ahead in the tree, can
after 4ER key defenses be considered as weak tech

Note: In some cases, medium tech can become strong tech depending on the
situation. Also, medium tech can sometimes be that priority in the beginning of the
tree but change into strong tech after some other tech is unlocked.
Example: MTs may start off as strong tech but if only heavies unlocked but change
into medium tech or change back into strong tech when zookas are available in the
tree AND many people start using them.
Medium tech can usually be skipped, instead focusing on either the main path or
strong tech off-path. But medium tech might be helpful to rise or maintain rank.
C. Weak Tech
Sometimes, weak tech can also be used to rise or maintain rank
Tech Info Exceptions

In early season with smaller bases, more If troops that can benefit from more GBE are
GBE GBE is usually not needed already strong such as RCs, seekers, HCs

In rare cases when heavies, zookas, or


Usually better alternatives with either very potentially strong troops are not fast or easy
other troops strong troops, heavy and/or zooka attacks enough to use

other abilities Usually has very little impact on attacks If using attacks that necessitate smokes

If not a very strong proto, usually possible In already defensive meta or if needing
other protos to skip it because of limited impact short-term tech to reach new rank tier

Usually possible to skip it because of In already defensive meta or if needing


multinodes limited impact short-term tech to reach new rank tier

III. Identifying Main Path


The first step in determining a starting path is to identify the main path until 4ER.
This can help later when deciding the order of tech unlocks because tech nodes on
the main path can be useful to move forward in the tree.
Disclaimer: Throughout this guide, the main path will be identified using specific
criteria, but this is subjective. You may have your own way of finding a main path
and that’s fine.
If you recall from Chapter 1, the main path is a direct path between the beginning
of the tree to the end, going through each of the ERs. However, the main path is not
always objective, (unless you consider the shortest and cheapest path between each
ER). Since people have different playstyles, the main path can sometimes be
tailored to their strengths, such as being more offensively or defensively oriented.
A. Single Main Path
When there is only one main path between ERs
Example:

Here in 2ER, there’s only one route to 3ER which is considered the main path
Example:
Here in 3ER, there’s only one route to 4ER which is considered the main path
B. Same length of path but multiple
Within a path there are two choices that are the same length (1,2,3 etc)
Here you need to decide based on priority:
In general you can base the priority based on the number of strong tech in each
route, but keep in mind exceptions discussed earlier.
If the amount of strong tech, you can consider which route opens up other strong
(and then medium) tech.
In rare cases when the decision is still unclear, you can use your knowledge of the
various tech in and near both routes to determine which would suit you best.
Example:
How much strong tech is present in each path?

This is the first instance where there’s multiple routes to the next ER. Although you
can consider the multi-node as an option, the two paths shown above will be
considered.
There is no strong tech in the top path while two strong tech (MGs, FTs) in the
bottom path, so the bottom route will be thought of as the main path.
Example:

The top path only has one medium tech (kavan), while the bottom path has one
strong tech (BCs) and one medium tech (sms).
Example:

The top path includes one strong tech (bombers) and one medium tech (bms), and
the bottom path contains at least one medium tech (TH) and potentially a second
(heavies) depending if you consider heavies better than bombers in this case.
Example:
Both paths have one strong tech: top path has BH while the bottom path has art
(when there’s no more than 50BH and at 3ER).
The next consideration is whether a route can open up other strong/medium tech:
The top path lets you open flare and TD later, while the bottom path would force
you to unlock another tech. For this main reason, the top path can be thought of as
the main path.
C. Different length of path and multiple
When there are multiple paths with different lengths (also based on priority) (most
difficult)
If one route is longer than the other
Also in general, see which route has more strong tech
When routes have the same amount of strong tech, still consider routes that open up
other tech but also consider which path is shorter.
Example:
Along with the considerations mentioned, also think which path is shorter?
Both routes have neither any strong tech nor medium tech. Zookas might not be
considered as medium tech because rifles were fast enough on their own. However,
even if this was not easily known, both the shorter path and route that opens other
strong/medium tech should be taken into account, which both fall in favor of the top
path (going through zookas anyways).
Example:

Both paths open FTs, and one additional medium tech (top path with DBD and the
bottom path with TH) so the main distinction is the length of path.
The shorter (bottom path) can be considered as the main path. As another benefit,
DBD is only one node away if desired at some later point.
Example:
Other than starting troops (rifles and grens), troops in the main path at 3ER include
heavies and zookas. Can assume attacking meta includes at least one low health
troop.

Because of low health troops taking part in the meta, MTs can be considered as
strong tech.
The top path contains one strong tech (MTs) and one medium tech (DBD), while
the bottom path includes one strong tech (FTs) and three medium tech (sms, STs,
and flare). While this might seem like the bottom path should be favored, the length
of path usually holds more weight.
Taking the shorter route (depending on how much shorter it is) might also allow
you to still get strong/medium tech in the longer route as well, while still unlocking
less or the same amount of tech overall.
In this case, taking the top path, and opening sms and FTs at a later point yields the
same length of path as if taking the longer route altogether.
Example:
There is a prototype with a sky shield going through the top route. Also, the starting
troops this season are RCs with HCs immediately after 4ER (both not shown in the
image)
Since there is a SS in the top path, that makes two strong tech (FTs and SS) while
the bottom path contains one strong tech (MGs) and two medium tech (bms and
critters).
However, there is one exception to consider: FTs might not be considered as strong
tech in this case since they can’t shoot RCs or HCs. So, even regarding FTs then as
medium tech, this makes the new priority:
Top path with one strong tech (SS) and one medium tech (FTs), while the bottom
path still includes one strong tech (MGs) and two medium tech (bms and critters).
This can shift the main path towards the bottom route, for a number of reasons but
mainly because it’s shorter. Other reasons may include that it contains more
medium tech than the top path.
Example:
After tanks, there are RLs immediately after (not shown in the image).

The top path contains two medium tech (brick and sms) while the bottom path
contains one strong tech (BCs).
The situation becomes a little difficult afterwards as the top route opens up one
strong tech (MGs), while the bottom path can open a potentially strong tech (RLs
can have little effect for those using heavies).
While there are many factors involved since both paths can open up strong/medium
tech, the other consideration is which route is shorter: the bottom path in this case.
Putting all this together, the bottom path can be considered as the main path.
IV. Identify Tech Priority
Once the main path is determined, you can figure out the strength of each piece of
tech in 2-3ER, and also after 4ER, looking especially for strong and medium tech.
Once the strength of each tech node is known, this helps in figuring out an order of
unlocks you can take at the start of the season.
Deciding priority of 3ER and 4ER itself is tricky because it heavily depends not
only on the extra ER, health, and deck layout, but also on the tech available after
unlocking the ER. It is worth keeping in mind that ERs, especially 4ER is more
expensive than surrounding tech which plays a major factor as it is like an
investment to unlock the ER when tech before may be much cheaper.
A condensed version of the Tech Priority chart is shown below, but it is important
to note exceptions to when certain tech can change priority. The order between each
category (ex. Order of strong tech) can be put aside and instead you can focus on
identifying whether a tech node is strong, medium, or weak.
Always pay attention to exceptions to strong and medium tech.

Strong Tech Medium Tech Weak Tech

BH Shocks Other Boosts

Bart if 0 BH OR 50 Hero Other Troops


BH AND 3ER

Bombers DBD Other Abilities

RCs Mines Other Protos

HCs Boom mines Multi nodes

Seekers Shock mines

CLs Heavies*

SLs Zookas*

RLs Flare

BCs TH
SS STs

DC Critters

MGs Bart if 50 BH AND


after 4ER

CNs

FTs

MTs

TD

A. 2-3ER
Not every tech priority will be explained but a few tech nodes from each example
will be elaborated on.
Go through the tree and identify strong and medium tech. Note if there are any
exceptions.
Example:

Strong Tech Medium Tech Weak Tech

MTs Mines Zooka*


TD Kavan Brick*
FTs Shocks GBE
Bombers Boom mines
BH TH
Barrage Heavies*
RLs
3ER
4ER

Bombers: Bombers can be a strong troop, especially this early in the season.
However, it is worth noting that with a more offensive meta, heavy rush might be a
competitive attack as well (since there are no MGs, BCs, or shock mines at 3ER).
While keeping that in mind, both troops have their utility.
Heavies: There is no meatshield at 3ER except tanks, so heavies can be useful as
medium tech. Also, as mentioned when discussing bombers, heavy rush might also
be a competitive attack option at 3ER.
Zookas: Since bombers are available, they are usually a better damage dealer so
zookas can be considered as weak tech.
Brick: Since kavan is also available (and also closer to the main path), brick might
have less value and be considered as weak tech.
Example:

Strong Tech Medium Tech Weak Tech

Cannons Mines
BH Boom mines
Bombers Shock mines
RLs Critters
SLs STs
MTs Sparky
3ER TH
4ER
Critters: There are all three types of mines available at 2ER, as well as RLs and
SLs at 3ER, so critters can stay as medium tech, and even nearing the line of weak
tech early on.
Cannons: Grens are the starting troop and bombers are soon after 3ER, which both
outrange cannons. However, they still add five buildings to a base and if you notice
the absence of flare at 2-3ER, this means these buildings might need to be
destroyed regardless which adds time to attacks, keeping the consideration of
cannons as strong tech.
Example:

Strong Tech Medium Tech Weak Tech

MTs Heavies* Sparky*


Cannons* DBD Zooka
3ER Mines
4ER Bullit
Flare
TH
Shocks
STs
Boom mines
TH II

Cannons: While the starting troop is rifles and cannons might not have as much
value, there are heavies nearby which cannons can help against, and in most cases,
the five buildings from cannons usually is enough value on its own to be considered
as strong tech.
Bullit: Early in the season, bullit might be very strong, but when deciding unlock
order later on, keep in mind the high cost (42 keys) compared to other tech.
Heavies: In this case, heavies might be a competitive attack option with flare, but
with 100 TH on the main path at 3ER, it is worth noting that rifles might be a viable
option on their own.
Zookas: With many offensive tech available (100 TH, shocks) and limited
defensive tech (no BCs, no BH, shock mines), using only rifles or heavies is likely
to be faster than using zookas in attacks.
Flare: If using heavies, flare can be considered as strong tech, but as mentioned,
rifles may be a competitive option on their own, so flare is not necessarily needed as
strong tech.
Example:

Strong Tech Medium Tech Weak Tech

Cannons STs
FTs Boom mines
Artillery TH
BH MTs*
TD Shock mines
3ER Flare
4ER Brick
Shocks

Shock mines: While it can still be considered as medium tech, having heavies as
the starting troop (and likely main troop to use), the value of shock mines can
increase closer to strong tech.
MTs: Since heavies can be a main attack option, the value of MTs decreases and it
can be considered as medium tech instead.
Example:
Strong Tech Medium Tech Weak Tech

TD Mines Zookas*
BH MTs*
MGs Heavies*
SS FTs*
BCs Boom mines
TD II TH
3ER Critters
4ER Sparky
RLs*

Heavies: With RCs as the starting troop, the value of heavies decreases, but they
might still be used as a meatshield still.
FTs: With RCs as the starting troop, the value of FTs decreases into medium tech,
but it is worth keeping in mind that five buildings from FTs can still have good
value.
RLs: With a similar reasoning to FTs, the value of RLs decreases with RCs as the
starting troop, although there is less benefit in the number of buildings.
Sparky: Having high offensive troops like RCs, sparky may provide less value than
usual.
Example:
Strong Tech Medium Tech Weak Tech

MGs MTs*
FTs TH
CLs Flare
SS Boom mines
3ER Shocks
4ER DBD
Zookas*
TH II
Sparky

MTs: With heavies as the starting troop, MTs can have less value and be considered
as medium tech. However, it is worth noting that if low health troops like zookas
would be used later in 3ER, the value of MTs may increase and be considered as
strong tech. In this case, when deciding the unlock order, it can be kept in mind
when zookas are available and then switch the tech priority, but not before.
Zookas: It might be unclear whether zookas would provide much value with
heavies already available, but they can be noted as medium tech in the case they are
that valuable.
SS: As heavies are generally used with flares and not a free-clear strategy, SS can
provide a lot of value and be considered as strong tech.

B. 4ER and Beyond


The value of 4ER and the tech after is important to consider because while on the
main path, it is a big investment as 4ER alone costs 65 keys (which in many cases
can get 2-3 tech nodes earlier on).
Along with the extra ER health and additional ER itself, the main considerations of
4ER value is the deck layout, but especially the tech nodes available after it.
A rule of thumb is to look at the first three tech nodes after 4ER. This may add up
to more than three nodes if paths diverge soon after 4ER. Taking a look at just a few
nodes can help determine the short-term impact of unlocking 4ER. It is still worth
looking at tech further along 4ER, but for a starting path, tech this late is usually not
impactful unless taking a different style of starting path (such as rushing to only
offensive or defensive tech). Still viewing tech further than three nodes may be
needed when considering exceptions that will be discussed with Order of Tech later
in this chapter.
When analyzing the value of 4ER, this is NOT to decide whether to open 4ER
immediately or not, but rather to understand how good of an option 4ER is.
The following examples will focus on the tech, not deck layouts. While the
difference in deck layouts is important, the main value is tech after 4ER.
Example:

There are three strong tech nodes immediately after 4ER (BH, RLs, BCs). Further
at 4ER there are bombers but the main consideration is the other tech mentioned
right after 4ER.

Example: Note there is already 50 BH available when barrage is available


Soon after 4ER, there are not any strong tech nodes. Even later in 4ER there are no
strong tech nodes.
Example:

Soon after 4ER is MGs and TD.


Example:
Soon after 4ER are RLs and RCs.

Example:
Soon after 4ER, there are no strong tech nodes, but it is worth noting there are RLs
and DA even later which shocks late in the tree is an ability exception (which will
be discussed in the next section).
Example: Note there is no BH available when artillery is available

Soon after 4ER is TD and MTs

V. Order of tech unlocks


After identifying the main paths, value of 4ER, and strong/medium tech at 2-3ER,
you can put all this together and outline an unlock order for your starting path. An
unlock order can be especially useful when starting the season at lower ranks
because there is a clear plan on next steps for individual techs.
A. Further Tech Priority
While dividing tech nodes into strong, medium, and weak tech is useful (even with
many exceptions), it can also be useful to further prioritize tech within these
categories, especially with strong tech.
Strong Tech Priority
The following are general guidelines ranked from most to least priority:

Seekers
RCs
HCs
Bombers
flare (if strong)
BH
bart
CLs
3ER
SLs
SS
BCs
TD
MGs
CNs
FTs
MTs
RLs
4ER

Also note several splash defenses near the bottom of strong tech priority: RLs,
MTs, FTs. These can also depend heavily on troops being used. For example,
heavies would be impacted more by FTs while bombers more by MTs and RLs.
Only if the effect is roughly equal, then it might be better to rank these three tech
based on the number of buildings at max level which is what the current priority
shows.
Medium and Weak Tech Priority
Instead of having a further priority chart for medium tech, it may be better to use
context to figure out priority of medium tech, because most medium tech is heavily
dependent on other (especially strong) tech.
For example, shock mines may be higher priority of medium tech if heavies are the
main troop, but may be much less powerful if RCs are a starting troop. Using
knowledge of boosts, troops/heroes, abilities, and defenses in previous chapters, the
priority can be determined through context.
Same reasoning with further weak tech priority.
B. Exceptions
While using further tech priority may help in determining unlock order, there can
be exceptions based on the season. Usually these exceptions fall under either troop
exceptions or ability exceptions.
Troop and Ability exceptions:
In some seasons, there are certain troops and abilities with extreme circumstances
which should be considered more than the tech priority.
Troop Exceptions:
In some cases, with certain tech available (usually highly defensive metas), these
troop exceptions may not matter and the standard tech priority can be followed.
This tends to be the case more often when these troops are in 4ER, for at that point,
there may be a large amount of defensive tech already available and unlocked.

Seekers Having seekers early in a season,


especially before 4ER can be very
impactful, as there are fewer ERs and
limited defenses. Being one of the
fastest troops, seekers can likely be the
strongest attack at the time.

RCs With similar reasoning as seekers, RCs


can be very strong early in the season.
A few restrictions unlike with seekers is
that having abilities like flare and
shocks are usually essential when using
RCs and they may not be as effective
without them.
HCs HCs can be strong and having the
ultimate meatshield so early in the
season can be a stable method for your
offensive tech.

Bombers Usually less of a major concern because


even at 4ER, bombers value comes
from versatility and ease of use, not
necessarily speed. One way of
imagining this is if there were no
defenses on a base, how would bombers
compare to other troops? Possibly
heavies would be faster

Ability Exceptions:

Barrage or Art with no BH Bart can be incredibly strong with no


BH, especially when there is no BH for
a large portion of the season

Late shocks Late shocks usually accompany a


highly defensive meta early in the
season, and with this in mind, defensive
tech can have a much greater impact

Late flare Late flare, while uncommon can


heavily affect certain strategies that rely
on moving troops to or near ERs as
opposed to free-clearing.

Example:
Exception: S35 get 4ER right away skipping strong tech because HCs right after
4ER
Exception: S33 get 4Er right away skipping strong tech because bombers, RC, but
especially art soon after 4ER and no BH at the point
Exception S32, try to get 4Er right away skipping strong tech because art in 4ER
(6th node) but no BH until 7ER
General Exceptions
Another type of exception are general exceptions based on distance of tech. For
example, when deciding between two strong tech: one strong tech is much further
while the other is nearby. Even if the further strong tech is weaker according to the
chart, it might be better to get the closer strong tech first.
General exception: Note how far different strong tech is from each other. If
strong tech at higher priority is much further away, it might be better to unlock
other strong tech before.
Example:
Example: S43 BH > CLs normally, but BH far away so in this case CLs > BH
In general follow these guidelines:
1. Identify exceptions in the season and keep them in mind for the following
steps.
2. Follow the main path until reaching a point where there are multiple routes to
any strong tech, whether on the main path or not. These can be known as
decision points. Assess based on further strong tech priority, and exceptions
which strong tech to prioritize first.
3. Move on to the next decision points until you reach 4ER. In most cases, you
can either choose to prioritize 4ER or get all of the strong tech before it. In
the latter option, then include medium tech when deciding between
unlocking 4ER.
C. Problem Solving
Let’s take a closer look at a few seasons to determine a starting path:
Example:
S44
Here is the beginning of the tree in season 44. As a recap, we can identify the main
path and strong and medium tech both within 2-3ER and soon after 4ER.
1. Identify Main Path

2. Identify Strong and Medium Tech and 4ER Value

Here, the strong tech is highlighted.

Strong Tech Medium Tech Weak Tech

MGs MTs*
FTs TH
CLs Flare
SS Boom mines
3ER Shocks
4ER DBD
(BH) Zookas*
(RLs) TH II
(BCs) Sparky

As a reminder, MTs are considered as medium tech because the starting troops are
heavies.
Note the strong tech after 4ER in parentheses. Having BH, RLs, and BCs
immediately after 4ER can make it good value to get sooner.

At this point we can begin the steps of determining an unlock order:


1. Exceptions
There are no general tech exceptions based on distance.
There are bombers and RCs at 4ER, however they are further along in 4ER and may
not necessarily be major exceptions.
2. Start going down the main path until reaching a decision point.

1. The first decision point is at DBD (8th in unlock order), deciding between
CLs (through shocks) or a sky shield.

Going through the main path, we can number the tech nodes, to begin the unlock
order. There are MGs, FTs, and 3ER after one another and all on the main path so
there are no issues there.
2. The next decision point after CLs is between the sky shield again and 4ER.
3. The third decision point comes after all strong tech before 4ER is unlocked.
Here a decision can be made between 4ER and medium tech before it.

This is where understanding the value of 4ER (and the tech after it) comes into
play.

Showing the medium tech options:

And the analysis of 4ER:


Decide between 4ER or medium tech (MTs, zookas, TH II)
So, this leaves a tentative path until 4ER and also some tech
While moving past 4ER is mainly for the middle path (discussed in chapter 7), it
can be useful to consider when to unlock the medium tech (or even some weak
tech) that have been skipped up to this point.
Remember, it may be helpful to unlock medium or even weak tech to rise or
maintain rank, however it is usually better when very close to a new rank tier (ex.
Gold, diamond, legend) and not possible with current tech.
For example, if you are in rank 15 (iron tier) and close to rank 16 (gold tier), before
4ER, it may be helpful to unlock MTs or zookas if you cannot get there with
current tech AND you are confident you can reach the rank by unlocking the tech.
This is also a risk because if you cannot reach the rank with that tech, you are
further behind the main path.
It may be tempted to get as much medium or weak tech early on, but usually
waiting long-term onto the main path can be beneficial.
VI. Upgrade Tokens Management
Once you have determined a starting path, it is very important to consider how you
will manage your upgrade tokens throughout the beginning of the season. Info on
upgrading the tech nodes have been discussed in detail with the past few chapters
but here is an overview:
Generally,
Defenses can be prioritized so you can unlock the maximum number of buildings
for major defenses (tick 4 for most defenses, except BCs which have max buildings
at tick 3 and RLs which are very expensive and can be left at tick 3 as well) All
types of mines can be upgraded to max.
Boosts can be prioritized by their order of priority when unlocking (BH, TD >
DBD, TH > GBE) Usually BH should be upgraded to max and other boosts should
be upgraded to tick 3 initially and depending on other tech to upgrade, can be
further upgraded after other tech.
Troops that will be used primarily should be upgraded to max (with exception of
mechs) and heroes can be upgraded (brick depending on ability use but usually tick
4-5, kavan to tick 4, bullit to at least tick 3, and sparky can be left at tick 1) Landing
crafts can be maxed immediately except when the starting troops being used are
HCs, RCs, scorchers, or mechs, which LCs can be left at tick 4.
Abilities depend on usage. Barrage or art with low (50 or less) BH, can usually be
prioritized over all other tech to max, but in some cases tick 4 may have to suffice.
Flare can usually be left at tick 3 as well as shocks and critters but the latter two can
be further upgraded once other tech is prioritized. Note that critters gain a better
increase directly from tick 3 to tick 5 (it is not very useful to leave critters at tick 4
for an extended time). The gunboat can be upgraded to tick 4 if bart, shocks, or
critters are available, otherwise left at a lower upgrade to save tokens until needed.

The priority of upgrade tokens can be:


1) Bart if low BH in the season
2) Landing crafts and main troops being used
3) Abilities, boosts, defenses (including mines), heroes, and gunboat to
minimum levels
4) Further upgrades on defenses and boosts
5) Further upgrades on heroes, gunboat, and abilities

VII. Conclusion
Now that you have a starting path, also think of the following:
- Starting troops
- Tech for diamond (general idea after starting path) in middle path usually
discussed in chapter 7
1. What troops to use in first days (are there any OP troops at 4er or before?)
and are they on main path? See all the options not just in first hours but first days
and compare best option based on boosts and how long they can be viable. Ideally
through mid season.
2. Now think more long term for diamond. What do you think will be tech
needed for diamond?
This last step is one that will update many times from before the season and maybe
every few hours. Because when the first people reaches diamond, they might have
different paths and even if not, the tech needed for diamond can change so
frequently as more people get timed chests.
If deciding what path to take in another point of the season, then you can take a
very similar approach. Step one is to decide if you are satisfied with your current
troops or which ones you want to rush to step two is to note with a Main paths, and
whether you want to stay there, or divert to get something else troops should be
relatively simple defense is not so much note that this is one interpretation of how
warships works. It is not the only one nor the best necessarily.

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