Microgons

Microgons

Not enough ratings
Microgon Starter Guide
By Tanasinn [AZ]
This guide is intended to be a jump start for new players. It will teach game basics, team composition, synergy, and counters.
   
Award
Favorite
Favorited
Unfavorite
Basics of Basics
This section will cover what the hidden How-To-Play button is, and in slightly more detail. Everything here will be found in the How-To-Play button when you open the game and are at the main menu. Click on each image for a higher resolution view.





The only thing that I believe is worth mentioning is that moving a unit consumes one action point, and using a spell consumes one action point. You cannot move and spell cast with 2 different units in the same turn. I know that may sound self explanatory but we've all accidentally tried to do it. Just try to keep this in mind, especially with pawns.




Tiles are a very important part of the game, so just remember green is HP regeneration and blue is Mana Conservation. Tile effects do not stack, so sitting on a blue tile will not make an ability cost two less mana.




This page is important, because what kind of pawns you have and how many of them you have can decide how the game plays out, especially late game. Each unit comes with 3 pawns in front of it. If you start two of your units right next to each other, this is when pawns overlap and you get level 2 pawns. If you have three units right next to each other, you will get one level 3 pawn. If you have all four of your units next to each other, you will get two level 3 pawns.





The information on this page is also shown on the Team Builder menu, so you don't have to go in-game to see how each unit moves, how much HP they have, and how much damage they do.




Self Explanatory. This section will make sense completely after a few turns pass and as you and your opponent use mana. Don't sweat absorbing all of this information at once. Just be sure to get into a practice game after creating a team!


As a last point for this section, this game uses some light Chess terminology. Namely Rook, Bishop, and Queen, usually followed by a number. More on this later in the guide.
Building a Team
Bulding a team is the first thing you have to do in order to even play against the AI, but looking at all of the units available to you can be daunting, especially if you don't know how good everything is. I certainly felt overwhelmed when I had to sit and look at a screen of 12 or 24 Microgons and decide which ones I wanted to use.

The first point of team-building is synergy. What does synergy mean in Microgons? From what I've experienced, it includes:
  • Varying movement types (Rook, Bishop, and Queen)
  • Varying attack types (Burst, AoE, Range, Melee)
  • Varying supportive units (Enchanting, Healing, Disruption)

Now, that's a lot of things to cover with only 6 units but all that's important is to find a team that you personally can work well with. Listed below will be offense and support type Microgons. Some will call into more than one section, so I'll be sure to talk about them after this section. Do not forget that each Microgon can be used to attack for at least 20.

Offense
I believe a good team involves at least 4 from this section. One Front Line, one Ranged, one Mobility, and one of your chioce. Below you'll see the stats for each Microgon and their spells. For future reference, Boom Lord has an ability with a range for Queen 2. This means anything 2 spaces away in one given direction (rook or bishop) is in range.

Remember that the blue diamonds are the ability's mana cost.

Front Line


Long Range


Waiting Game



Highly Mobile



Support
I believe a good team requires two supports in order to cover the most ground while still having room for yuor offense classes. Try any combination you think might work. I personally run an Enchanter and a Disruptor/Swapper (depending on my team).

Enchanting



Disruption

Healing


Mobility


Waiting Game


If you want to try a solid team, try
  • Berserker/Chunk/Gremlin
  • Ninja/Ghostler/Imp
  • Ninja/Ghostler/Imp (You can have duplicates!)
  • Boom Lord/Ray
  • Nucleon/Guardo
  • Stump/Your Choice
Synergy and Counters (No Images)
So with how many units there are, naturally there will be some units that synergize well with each other and some that counter each other, right?

The way synergy and countering works in this game is more about how well you can cover or exploit the weaknesses of one unit with another's.

For example, Electrus gets easily countered by any unit that can attack diagonally because Electrus can only attack in the same plane that he can move - Rook. Similarly, a "Bishop only" unit like Garbage gets countered by a unit that can attack like a rook for the same reason.

It is for these situations why units that can move one way and attack another are very valuable. Units like Tornadus, Ray, Ninja, Ghostler, and Imp fall under this category, often being out of range for counter attacks if played carefully. I haven't tried it myself, but I'm sure you could do fine if you took my example team and replaced the first line with another unit from the 2nd or 3rd. After all, your pawns can move forward or sideways. Just make sure you position correctly because Rook movement types will be able to get behind you or to the side and won't have to spend mana to reposition themselves to attack.
Closing
Whether you've decided to try out this game for free or you've purchased it for the same price as a Starbucks coffee, I sincerely hope this guide will help newcomers get into this game just a little bit easier. Please be sure to join the unofficial discord we are using so we can set up games, know when to queue for ranked, ask and answer questions, or even just chill.

https://discord.gg/73kyswR

Please feel free to have a discussion about this in the comments section. I will update this guide as needed.
1 Comments
BCB 4 Oct, 2018 @ 8:40pm 
Thanks for the guide, much appreciated. I'd be interested in playing some matches if you ever have the interest!