Basics and best practices to effectively capture a city
Today’s how-to in the Last Shelter Universe revolves around Eden and capturing a city: the best observed practices, first-hand experience with my guild and learning’s to capture any gate, bridge, town, city and the world centre as efficient, lean and with maximum durability damage output as possible! You’ll get the swing of things very quickly but may learn little nuggets of how to do these better, so let’s dabble into the details below and share the wealth of Eden knowledge with you! If you’d like to read or watch more Last Shelter eden content, see my Eden guides below and check out my Team KBA YouTube Channel for more.
Unlike Doomsday Conquest seasons where you score points by defeating other alliances in duels, vying for the #1 spot by winning as many as possible, Eden: Dissidia or Conflict are scored by the occupation value of checkpoints you capture such as: gate, bridge, town, city and the world centre. Your guild should capture as many checkpoints and as high occupation value to earn season rewards. These rewards are based on hitting occupation value targets which means, you’re not directly against other guilds… but are against them in taking control of these.
Each checkpoint type are different, with various levels of each type (level 1, 3, 5) that require more APC power to capture successfully. There’s a lot more guild management and specialty skills come into play here, particularly for guilds aiming to be the top where you may want to take multiple checkpoints per day.
Below is a detailed list oof best practices great for players who want to empower their knowledge on approaching citys, and also R5 / R4s who want to better mobilise their members for efficient coverage around the Eden map. Even for more casual players who want a care-free, fun Eden season, below covers the basics to ensure everyone are on the same page.
USE FIGHTERS > SHOOTERS > VEHICLES Especially for stronger checkpoints like the World Centre, Cities level 5 or Town Level 5, these have far more durability to capture. By default, you’ll want to use all fighters in a formation which deal the highest demolition, and then shooters and finally vehicles. Frontload your APC attacks with fighters as the default durability you reduce is 736 for fighters which is far more than shooters and vehicles. Only if your guild is killing it quickly, then you can switch to vehicles as landing more hits is more beneficial then more damage but less hits. Judge this by the rate thhe durability is declining, but by default you want to use all fighters. Read my How to Increase Demolition Power for more details on this.
BUILD TELEPADS OUTSIDE OF THE CITY AREA when capturing a neutral checkpoint for the first time, mostly towns and cities, there’s a visible white line surrounding the checkpoint. Bases cannot teleport within that area so before you make that 5,10,15 minute travel time to build your telepad in advance, do it outside of the white area. The worst is when you build a 2×2 area to get the message you cannot teleport over as it’s within the city range.
BUILD TELEPADS TO THE NEXT LOCATION / BACKUP WHEN YOU MOVE it’s always good practice to have a backup telepad area to serve as a getaway from enemy attacks if they get too close, but also advanced preparation to take another checkpoint. You’ll most likely miss-out on the action if you only start building a telepad when you finish, when the rest of your guild teleport straight after and start hitting. You lose up to -70% damage when travelling further than 150km, maybe landing 1 or 2 hits because you couldn’t move.
EDEN FEAT CONTRIBUTION it’s important to make as many meetups to take over capture points as this scoring goes toward your guild scoring in the Eden Feat breakdown, and in turn, your guild contribution points. The more active and present you are, if the R5 of the guild bases season rewards on contribution points, you’ll be right up there to those that are less active, inactive or only focused on rotating tiles.
GUILD MARKERS, NUMBER OF PLAYERS & REFERENCE GAME TIME
Your guild may have members from different alliances in different states, as well as different parts of the world. It’s very confusing to co-ordinate where and when to capture chekpoints so make sure to use guild markers to pin locations you’re hitting and put them in order. I found the best way was referencing the game time from reset such as +0 (reset), +8, +16, +20 etc. You also don’t need all players attacking one checkpoint if you’re smart about it, so you can state the number of players in the markers i.e 10 PAX, 15 PAX. You’ll see why in the next point below.
SPLIT CAPTURE TEAMS
Smarter guilds will split guild members to capture multiple checkpoints throughout the days. These aren’t hard-confirmed who will hit where, but determined by how many players are at an location and when they are available to hit (in top guilds, this demand is here, where you are kind of expected to be at all checkpoints no matter the time). So once there are say 10 telepads at a marked location, you’d direct other members to set up telepads in the other marker if it is light on bases. This is how guilds can attack multiple checkpoints by spreading bases around marked locations and being smart with APC energy, which we’ll next talk about.
PIONEER FLAG IS A MUST
The pioneer flag is probably the most important specialty skill for Eden, as it effectively halves APC energy consumption from 10 to 5 when maxed, You will need 1 member with this flag per checkpoint you want to hit (ideally) so while not everyone needs it, having a few is the way to go for splitting teams. Pioneer flag can be unlocked in the red combat specialty, it requires 42 specialty points and is one of the last nodes, north of the skill tree. Note, this is not stackable so there are no benefits activating pioneer flag from two members on the same checkpoint. Members should wait until flags have been activated before sending APCs.
LAYER RAIDER FLAG ON TOP OF PIONEER
If you are specialising to the Pioneer flag, it’s also worth unlocking the raider flag one node to the left. This increase demolition power by +10% you can layer within the same tile range as Pioneer flag for all bases hitting. It’s just an extra 7 points to max and is another way to make hitting more efficient and require less energy for the amount of demolition guild members deal.
DEFENDER RECOVERY as soon as an APC lands the first hit on a checkpoint, there’s a defender recovery with a 30 minute countdown timer. If this time lapses and the guild haven’t captured the checkpoint yet, it will recovery a certain amount of durability and then restart again. I believe the durability it recovers is roughly 10K, which isn’t too much, but still a decent amoutn of APC energy so being efficient with capturing leaves more energy for other things.
0% POISON, BURNING STATUS Make sure you have a good number of bases that can take the full immunity of the checkpoint with 0% poison before you decide to take the checkpoint. Bases that cannot, will waste a lot of troops if they try. SO, they will need to wait until the checkpoint is in burning status, in which the immunity level will drop significantly so all bases can hit. I remember our guild tried to take quite a high level checkpoint early own, and we just didn’t have the numbers who could take that tile immunity level to bring it down to burning status in good time.
And I think that’s it on the top of my head. I’d like this to be a great resource for other Last Shelter players in my KBA community so if you have any great tips or suggestions, leave a comment below! Thanks and stay tuned for more Last Shelter tips, guides and good stuff 🙂