Effective Voodoo For Fighting
Ahoy , so they are many types of voodoo their is out there that can be used if you get into a fight or a war : I will make a list on what you can use , and how to use it. Also i will include how to lock players up.
Fugitive From Justice ~ Now then what these do is add 1 danger per hour, per card. So for 2 Fugitive From Justice cards would light up the player every 3 hours... Remember : 2 - 1 ( Danger Rating drop per hour -1 ) x3 hours = 3 danger rating... Yet if you place 3 Fugitive From Justice the player will light up every 2 hours... 3-1 ( Hourly Danger Rating drop) = 2 + 2 ( from next hour) = 4..
Hostile Natives ~ When you have found the target has trade routes running via Port Gossip or casting trade master : Cast 2 hostile Natives upon him , do not do 3 as when the fleet reaches the port it would have 1 danger rating already +2 = 3 danger rating meaning his fleets would be visible to plunder...
Trade Master ~ To see if player has any active trade routes , costs less turns to cast then spy network : And normally shows fleets that can be took out with a cutter depending on how rich the target is...
Spy Network - To see what ships target player has : If you want to see what his / her war fleet contains or just to see if the trade fleets can be took down with one cutter...
Ambush ~ Light up a target fleet of your enemy's ~ If you are taking his/her war fleet , can be used to get mass fame but otherwise a real waste if you just want a few gold coins...
Disfavor ~ Simple to use : Nice and cheap for what they can do , lets say you have placed 3 Fugitive From justice on target player x and you do not have enough turns to attack , then cast the disfavor : If no one attacks and the danger stacks up to 18 : Then you can attack each fleet of Player X's fleet... Or if you cast ambush to try to get a mass war fleet , then you can attack twice...
Booty Master ~ Can be used at a player with a high gold count , for example the demographic page can display who Carry's the most gold coins : I have stole over 5 million gold coins all together from one player from him not having a mind bar up... And not to forget " Inside " Knowledge...
Mind Bar ~ Can be used to lock a player : For example , 3 FoJ , 2 HNs, confuse, a few" Spam voodoo " then a mind bar can be used to destroy a player...
Time Spiral ~ For example when someone casts 2 hostile natives on you , you can zero there turns at the price of what 20 turns? Then you could start to cast fugitive from justice, hostile natives, confuse on them : Spells on you and no turns is a scary place to be trust me on that.
Confuse ~ Can be used to " Shut up " a player so he can not cast any more spells , yet it can be cleared if the person has a serenity to clear himself of confuse : Not a bad spell to lock a player with...
Counter Curse ~ Can be used to lock a player , after casting all harmful spells cast a few counter curses : They have a chance to block serenity's flying onto the player but can be spammed off...
Swarm Of Worms ~ Eats away at the target players ships in fleets or out of it , per hour it deals 8% damage ; So within 13 Hours the target players ships will be all 99% damaged : Ready to plunder... Good for long term attacks.
Antagonize ~ If player has any trade fleets running : It would drain there gold coins income : Meaning less gold coins to drain of there's... Also a handy spell for spammy voodoos...
Fire Ship ~ Used to utilize capturing a players main fleet much easier then usual : For example for capturing a main flag with just a frigate you would need to damage all the ships in the fleet : To have a good chance of winning the battles...
Call The Kracken ~ Can be utilized to capture a players main fleet : Would cost much more turns then Fire Ship in the long run you would need around 20 to capture a whole ship..
Vengeance Of The Witch Doctor ~ Handy if you have mass hoards ( 50+) to capture someones main fleet if they have over 200 ships : Say they cast 3 Hostile Natives and you have 200 turns standing by, and a big fleet all you would do is cast spy report on them find there best fleet and cast the vengeance on the players fleet then attack , cast then attack until you get the players fleets.
Random Attacks For Coins
- 2 Hostile Natives and a trade master on a player with mass trade fleets , can get you up to 20 million gold coins , as far as records shows : Some players have been known to get this for there guild.
- 2 Hostile Natives , Spy Network and 3 Fugitive from justice : This will ensure to get you gold coins from the mass trader could get you plenty of gold coins - then again it could get you nothing...
Voodoo Locks
- 3 FoJ , 2 HNs , Confuse , 3X Terrorize , Antagonize , Swarm of worms... Then a mind bar on top can FRY a player.
- 3 FoJ , 2 HNs , Confuse , 3X Control The skies , Antagonize , Swarm of Worms : Hands Of gold : Also can be used to Fry a player : Bit more expensive then the first voodoo lock, not to forget at the end of this one a mind bar
- 3 FoJ , 2 HNs , Confuse , 3x Control The Skies , 3x Terrorize , Antagonize , Swarm Of Worms : Disfavor then a mind bar lock... This can also fry a player within the 24 hours...
- 3 FoJ , 2 HNs , Confuse , 3x Control The Skies , 3x Terrorize , Antagonize, Swarm Of Worms , Disfavor , Counter curses : This would be a much weaker way to lock the player up and not a 50% chance the curses would stay on , due to they can clear it with spam voodoo.
- Yet if the player Carry's round 750,000 gold coins and Carry's 2 Man Of Wars and 2 Ship of the lines in a fleet you can do a much stronger attack on the target player... First of all you would need to sink his tail if it is level 10... Then you would need 10 call Lev's , a disfavor and at least 6 ambush to capture his main fleet... First of all cast call Lev's on his tail/tails : Until it is sunk, then cast disfavor , ambush then attack twice... Cast ambush : Attack until you have started to capture his fleets once all the fleet has 0 ships left in it , cast 3 FoJ on the target player 2 Hostile Natives Then take out all his fleets...