Mastering Mobile Strike:
- Guide To Protecting Your Troops and Commander
- Guide to doing maximum damage with a trap account!
- Amateurs Talk Tactics, Veterans Talk Logistics (Hyperfarming & Farm Accounts)
- Guide to playing Mobile Strike for Free
As we drank together around a campfire in a far away land, a grizzled veteran mobile strike commander looked at me and said (about the commander skill tree):
Amateurs ask how many troops the enemy has; Veterans ask what their bonuses are…
I nodded in return, pondering the worthy gentleman’s sage wisdom. He was indeed: a master of the commander skill tree…
The Commander Skill Tree
Your commander can give your army some fantastic bonuses. This will kick their performance into high gear, delivering double, triple, even 10x the results of unmodified troops and base buildings. These are found via the commander skill tree. These are organized into two main “paths” through the tree, one for war and one for peace. The “War” side of the skill tree deals with combat bonuses, troop training, and trap building. The “Peace” side of the tree helps resource production, gathering, research speed, and gathering speed. Each time your commander levels up, they get points to invest in skills.
Management of the resource tree is particularly critical in the middle of the game. Early game players don’t need the boosts as badly. Late game players have high level commanders with many skill points. During the mid-game you need the boosts to get stuff built and don’t have the points to be good at everything. Thus mastering this area can be a key way to accelerate your progress to Level 22.
Getting The Best Value
Here some general tips on optimizing the tree for your game goals:
- First, don’t be afraid to reset commander skill points. You can buy a commander skill reset card in your alliance’s store for 150,000 loyalty script. This is usually a fantastic investment. Do this as often as is required.
- Second, focus your skill points going up the tree. Use only what is needed to get to the next level of the tree (usually 3 – 5 points, depending on how high up you are going).
- Third – many skills are offered in multiple levels (Iron Production I, Iron Production II, etc.). Always aim for the highest level you can afford. For example, if you have 70 points, it is almost always better to spend a few extra points to reach the higher level version of the skill. Then dump ALL your points into pushing that one to Level 50. That usually gets you a very large bonus (300% or more, depending on the subject). If you have extra points, you can go back and raise the “entry level” version for an additional bonus.
- Next, lay out a couple of different “skill profiles” that match your goals and resources. Here are five basic skill tree designs that you may want to consider:
- Offensive Combat: This involves selecting most of your skills from the left side of the tree (the WAR side); identify your primary troop type (the one you have the most Tier 3 troops, usually) and push that to the max. Next, look to increase your troop health rating – this reduces your losses for both offense and defense battles. If anything is left over, I put extra points into the defense category for my primary troop type in the event the other team manages to land a blow.
- Trap Combat: Similar to Offensive Combat, but load up on trap attack and defense; also look to increase your troop’s defense and health scores. I tend to protect traps rather than troops since you can heal troops with the hospital building.
- Hyper-farming: Many alliances collaborate on resources. By investing all of your points into a single resource and production buildings, you can pump out massive amounts of that resource per hour. Alliance members then trade among themselves or with their bank to get what they need. You can also do this for captive “farm accounts” that you create on a second device.
- Cannoning Up! Exactly what it sounds like. Max out the bonus for troop training. Max out the bonus for trap construction if you have the chance. You’ve got several options for the rest of your points. Assuming I’m not in an actual war, I usually allocate them to gathering or construction.
- Big Spender: One of my favorite configurations, this is one of the fastest ways to grow – if you have a buddy who is willing to feed you the resources. Pump the two research and construction skills up to the max. If you have additional points, put them in the two gathering skills. Nom, Nom, Nom. This configuration is great for when you’re tackling large research or construction projects. It can often cut your time in half or more.
- Finally, it is important to remember construction, research, troop training, and gathering bonuses only count at the start of a project but resource bonuses are ongoing. If you are doing large projects, you may want to do multiple tree changes. First, flip into research / construction mode to speed up the research project. Then, change the commander skill tree to resource generation or troop training to be productive while you wait. [Keen readers will note I list troop training twice. This is because you usually start a new troop training project every day or so]
Good luck and use your commander skill tree wisely!
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