I have every expectation that someone in your alliance has talked until they were out of oxygen about what heroes to use during a bear fight, what strategies for troop composition work best, and the like.
This is Alcoth's guide to Bear. Do I know everything? No. Will there be errors? Yes. However, I'm going to write this as though it is the definitive guide. If that offends you, go sit in the bear trap and sulk. Thank you!
Contributions by MARV!, ChiefSittingBull, LadyPantz, Kat, Queen Venoms, Scooby, Taco, MadDog, Snow13 and probably 500 other people over the months. Thank you all.
I'll go into detail on these further below.
I'm going to assume that most people know this, but here is a brief overview. Bear Trap is an every 48-hour event in the game Whiteout Survival. It allows an entire alliance to rally and join rallies to attack a single target over and over for 30 minutes in order to accumulate the largest number of points possible. At the end of the fight, this total determines a reward bracket.
The bear trap is a single target, primarily damage event. Your rally and all of those that join your rally are contributing different types and amounts of damage and bonuses to the Bear.
Troop damage stats are also part of the calculation. This means that the higher your troop tier, as well as the higher their fire crystal level, will contribute to overall damage.
Attack bonus seems to support the delivery of damage.
Yes. The way attack phases works in Whiteout means that a heavier marksman composition is favored. Not 100% Marksmen because they seem to programmatically need protective and support (infantry and lancer) units in order to properly operate. One reason they are so high damage is even though they miss slightly more often, when they hit they do double damage.
Also, when it comes to hero choice, and I'll go over this in more detail later, heroes that have bonuses and widgets (for Mythic heroes) are critically important in supporting a higher score.
(From the whiteout forum, the "Molly" OP)
1. Formation
- Infantry, as primary damage takers, are positioned in the front row.
- Lancers, as mobile units, are positioned in the middle row.
- Marksmen, providing the highest single-target damage, are positioned in the back row.
2. Process
- Expedition battles are turn-based. Once initiated, each turn sees both sides selecting targets and attacking simultaneously. After all units have completed their actions and damage is tallied, the next turn begins.
- The battle ends when all troops of one side are defeated, declaring the other side the winner.
3. Target Selection
- Normally, units attack the enemy's front row first. When the front row is eliminated, they target the next row.
- Lancers sometimes activate skills to directly attack enemy Marksmen in the back row.
- Some hero skills can target all units or specific unit types.
4. Outcome
- Different types of battles have varying casualty rates. After each battle, the number of dead, severely injured, lightly injured, and survivors is calculated based on the type of battle.
- For example, in player City battles, 35% of the attacker's casualties die; in Sunfire Castle battles, all casualties go to the Infirmary until it's full, and then any further casualties die.
5. Hero Skills
- If a squad includes a hero, their expedition skills are activated (some skills are probability-based), regardless of whether the squad has the matching type of troops.
- Hero skills function independently of the stats listed in the battle report.
OTHER PRINCIPLES TO CARRY THROUGH THE DOCUMENT
Attack must overcome defense in standard rallies. Not in bear.
Damage (Lethality) is priority in bear.
Joining order matters.
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A LOT OF THIS INFORMATION ABOUT RALLY JOINING AND LEADER SKILLS IS TRANSFERRABLE TO COMBAT RALLIES BETWEEN ALLIANCES. ABSORB THIS AND I'LL HAVE ANOTHER DOCUMENT UP ABOUT THAT SOON.
Put the three heroes you have with the most damage (aka lethality) affecting skills at the highest generation, in that order, that you're able. Special weapons are an important part of this equation.
The verbiage in a skill is critical. All troops means every troop in the rally, as opposed to friendly or your troops (or other phrasing). Lean toward All troops skills, even if they have a chance factor.
Look at your own heroes
Look at the ones you have. I'll list what I use in my state below, but also good rally leaders are Ahmose, Lynn, Flint, Molly, or even Zinman is better than Philly. Though most of their special weapons are defensive in nature.
Where I state (avg) below implies a random chance, and this is the average bonus per attack round.
For instance, State 199 is Gen5. I currently use, and their contributing skills. You can skip past these if you like, they're just for reference:
Reina: Contributing skills:
Gwen: Contributing Skills:
Jeronimo (Or Natalia).
Jeronimo:
Natalia:
Curiousity: Why choose Jeronimo over Natalia?
HERO GEAR
It's quite simple in this game. Higher is better. If you want to edge yourself up a little on bear, focus on the lethality items first. But ultimately, it's all important. Attention to skills and weapons are most important here.
IMPORTANT: YOU CAN CHANGE HERO GEAR EVEN AFTER A RALLY IS SETUP and JOINABLE. ONCE IT MARCHES, THE HERO GEAR IS LOCKED UNTIL RETURN! This is true for rally leaders but not JOINERS. (they leave your city)
I believe the skills trigger in order of the hero from primary slot on. I use the order...
...Primarily Reina because of Reina's second skill, Assassin's Instinct, (even though it says "normal" damage which isn't clarified anywhere)
Well, as best I can tell it is just like Jessie, Jasser, Jeronimo's skills, But slightly better (by 5%). That's also why she is still even in gen5 a fantastic rally leader in combat too for damage generation.
So if that's true, then I want that skill to trigger before all other damage types even have an attack chance in the round!
I believe this is universal, but it may vary based on your tech research, war academy research and troop/FC level.
The percentage ratios below are all listed as (xx/yy/zz%). This is (infantry/lancer/marksmen%).
Marksmen are the primary direct damage dealers in the game. They, however, cease to function properly in many cases when they have no support. Crazy Joe is an interesting example of that that I'll go into, in another document.
You want a ratio of troops in your army composition that favors marksmen. There are several schools of thought on this.
Give them all a try and see what works best for you. #2 and #3 are the most likely.
Troop Tier and FC
The higher the better. These form the foundation of the calculations. Frankly, the better troops the better results. This will be further clarified in an interesting and maybe surprising way below.
Overview (and a small rant)
People join your rally. They want to benefit, score from it. They should send certain heroes especially at different join phases. This is, for me as a rally leader, a big frustration point. Getting people to join your rally properly is a tall order. Issues range from language barriers to misunderstandings to stubbornness and general lack of caring.
And then you remove people to modify the bonus source, and they get bent out of shape about it. Come to an understanding with your alliance. Set a timeframe to understand documents like this and a date when people will being to be removed from rallies for joining improperly.
Being removed from a rally is not meant to be personal. There's no vendetta against the player joining, they're just trying to get their rally as optimized as possible so it can benefit the most people.
As a joiner reading this, thank you for doing so. Please try to absorb as much as you can and setup your formations accordingly. It will benefit you and every single person in that rally.
"I'M CONSTANTLY BEING TOLD TO JOIN WITH A HERO 'IN THE LEAD' OR 'IN THE FIRST SLOT'. WHAT DOES THIS MEAN AND WHY?"
When a rally is created, there are four bonus slots available in the rally War screen (partially seen in the image. This is against a terror, but the composition is the same principle).
Tap that yellow button the arrow points to in image (1) and it will open the Rally Bonus Window (2).
Rally Bonus Window
At the top of the window you see the "Rally Captain" block. These are all of the skills your 3 lead heroes offer the expedition (rally). Every one of these triggers based on the individual ability text. Even in bear trap something that "prevents incoming damage" will trigger, though against bear it will do nothing. Which leads me directly to....
Rally Members Section
This is the big takeaway for this section. In the Rally Bonus Window (2), at the bottom you see "Rally Members 0/4". This screen was taken before anyone joined my terror rally, so there are no bonus skills applied.
********If you learn nothing else today, learn this********
The bonus skills in ANY rally, bear or otherwise, are taken from the first four rally joining chief's primary hero's TOP expedition skill in ORDER of skill level.
For instance,
If 5 chiefs join this rally and all send Jessie as their lead hero (number 1 slot) and they skill as follows. First, good for you. Second:
Only four skills can be taken. The program looks at all chiefs and iterates as follows:
When a rally is created in any part of the game it's immediately able to be joined by anyone for any reason.
Being an effective participant requires recognizing when it is appropriate and not appropriate to join a rally, and how to do so.
For all rallies, but in this discussion for bear trap, if you're going to join and risk being one of the skill bonus sources, you need to be responsible. Your choice will affect the entire rally. The rally leader and all participants will be subject to your success or failure.
Case study:
I put together a rally for a polar terror. The alliance's auto join were setup so most people had the "whatever" option selected, which is fine in that case.
As you can see to the in the image, I'm listed at the top with the "Rally Leader" heroes. That part is irrelevant to this section. Start at Nippon below me (JAPANESE NAME). Skill levels are verified.
Continued below...
...Continued from above
The skills selected were chosen as follows. Remember, the game programming looks at ALL skills available and chooses accordingly. It will change if the criteria or circumstances change. For instance, if someone joins with a skill level 5 after the last person joined with a skill level 4. The bonus rally member skill will change. This is regardless of the other heroes in the rally.
Chosen for our rally, we have:
NOTE : Even if your hero is 4 star, if its skill is level 5 it will be in the pool for selection against other level 5 skills!
NOTE: RALLY MEMBERS BONUS SKILLS IF CHOSEN WILL STACK. 4 JESSIE SKILLS WILL ALL APPLY.
NOTE: IF YOU HAVE NO OTHER HEROES, A BLUE HERO IS OK TO SEND BUT NEVER EVER AS THE LEAD. The hero will still boost your troops lethality for your army, but not affect the rest of the rally unless you send it in slot one. Then it has the potential to screw everyone.
NOTE: SSR (Mythic) hero weapons DO NOT AFFECT the rally if it is a member joiner leading hero!
The most important thing in bear trap as a joining rally member is the primary (slot 1) hero's first (top) expedition skill.
And since by now you should know that damage is king in the bear trap, it should come as no surprise to you that those skills should be damage related.
The importance matrix is as follows, numbered from most to least important:
As this is written, we are on gen5 in state 199, but these principals transfer up and down generations for bear trap. For most rally members they have these heroes fairly well leveled or even maxed ("maxed" is skill level 5, which can be achieved at 4 star).
Preferable heroes in order for joining. First slot of your joining heroes so they qualify for the bonus source skill. Debate if you want, this is my list. Skip those that you don't have for any reason. Expense, difficulty of obtaining, and move on to the next one. Don't be discouraged if something seems unobtainable. This game constantly changes, and what's available also constantly changes:
Bold is an SSR hero (orange). Italic is a SR hero (purple)
NOTE: It is the opinion of many that attack bonus is important. I think that lethality is most important but some testing has revealed that attack bonus seems to support the lethality. Seo-Yoon is a good example of supporting this.
CRITICALLY IMPORTANT: It has been recently revealed that SSR (Mythic) hero random based skills in rally members will not stack with other SSR hero skills. It's not clear if they're skipped or ignored, but it's best to avoid back to back SSR heroes in rally member first slots. SR (purple) first slot expedition skills however, DO stack.
Using your newly found knowledge, can you understand why the heroes listed in the image are not useful in bear trap?
There is nothing attacking you. You don't need to stun them. There's nothing that requires stamina. Patrick gives bonus health, that's not needed in bear. It's a waste of a bonus skill slot in a rally. There are many others to choose from that contribute damage.
If you send characters like this as your lead hero in a rally you are joining and you are removed, you will miss out on that rally if you're not paying attention to how many marches you have out.
But if you have read this far, you understand now why. Don't be upset, just fix your formation and try again. We do bear every 2 days and 90% of the time every person will get into the reward bracket they stay in for some time until they get things ironed out.
I would like to refer all the way back up to the list of scores. RedRose is FC3 and scored almost a billion points by joining the right rallies with the appropriate heroes at the appropriate time.
NOTE: I KNOW SEO-YOON IS A POPULAR MEMBER LEADER. PLEASE SHOW ME DATA AND I WILL CHANGE THIS.
See the previous section about ratios. It's pretty much the same. Favor marksmen.
(12/44/44%) or (12/19/69%) or some derivative close are the best in my experience.
Hero Gear
Since your troops stats (damage in this case) affect all calculations for bear, it stands to reason that the gear on your heroes (which affects troop stats directly for YOUR army, not the entire rally) do make a difference. So, consider outfitting the hero leaders you us to join well. Though in all, they eventually all need to have a bonus. It's just nice to be able to have a focus.
NOTE: Do not sacrifice items to upgrade gear for anyone other than your first three primary heroes, and your arena team, if they're not already at 10+ from essence stone mastery upgrades.
IMPORTANT: RALLY MEMBERS JOINING CAN NOT CHANGE HERO GEAR ONCE YOU HAVE JOINED A RALLY. HAVE IT PREPARED BEFORE HAND.
Buffs from all sources. City, cabinet (presidential), pet, are all modifiers after troop/army calculations
The two city buffs you want to activate benefit you and your rally in different ways.
Deployment Capacity - Your rally
This will increase your army size in deployment. This will benefit your score, as you'll have more troops to calculate against in total.
Deployment Capacity - Rally member
This will benefit your score, as you will have more troops to calculate against. However keep in mind this will make slightly less room for others to join rallies in which you are a member, thus the last person that joins will have a slightly lower score.
Troops Lethality - Your rally
This will benefit your troops and all rally joiners by increasing lethality and therefore damage.. This is evident in that it is listed in the rally's bonuses after resolution for a combat rally. Bear doesn't generate a report, but there's no reason to think it works otherwise.
Troops Lethality - Rally member
This will benefit your troops alone for the same reason as above.
Troops Attack
Add an attack bonus. Attack bonus. This seems to help support damage delivery.
Pretty much the same explanations as above.
Frost Gorilla
This affects your scores in the same way the city buff "Deployment Capacity" does
Snow Leopard
The march speed increase is the benefit here. Especially if you are trying to be able to have a few extra seconds to setup different heroes while joiners return to their cities. It shortens the time to and from Bear Trap.
And of course if you're further from the bear, it will help your army get back to you quicker so you have more options for which rallies to join.
Lion
Attack bonus. This seems to help support damage delivery, also worth triggering with the others.
You have 6 to use (reportedly more coming). Set them all up, get the heroes right. The primary hero is the first one it lets you choose. Left side for most and as I understand it, right side for some that have Arabic interfaces.
The troop ratio you need to reconfigure any time you start a buff that affects deployment size.
(12/44/44%) or (12/19/69%) or some derivative close are the best in my experience.
Have fun. Enjoy the game. There's a lot more to learn.
Love, Alcoth, State 199.
I'm not going to write a summary to the above. I think it's important to understand the mechanics of this game if you want to succeed.
A lot of what is detailed above can be extrapolated to other areas of the game. Combat rallies, defensive fortification and garrison.
Is it all 100% accurate? I doubt it. There will be conjecture about my hero importance list. That's fine. Learn, grow, message me and make a case. Shoot, message me if you want to say hi. Alcoth in State 199.
HEROES - THE CLOSEST TO A TLDR
As a rally leader all your choices matter.
As a rally joining member all your choices matter.
Leader, damage damage damage.
Joiner. Hero 1 in your joining army: first expedition skill, damage. The rest of them, gear and good stats if possible. Blue heroes are ok if they're the very last option and NOT in the first slot.
READ THE GUIDE! Thank you.
Love,
Alcoth. State 199
Copyright © 2024 WoS State 199 - All Rights Reserved.
Thanks @Kat @droid
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