Soul Wars/Strategies

How To Contribute to the team
There are various ways you can help your team win and increase your activity bar. Below are all possible ways.


 * Attack players on the opposing team.


 * Set up barricades (which does not raise the activity bar).


 * Heal your allies (by using bandages on them, this does not raise the activity bar if your team mate has full lifepoints).


 * Bury bones in your team's graveyard (which has about of 50/50 chance of increasing your Avatar's level).


 * Kill slayer creatures for their soul fragments to offer to the soul obelisk (to lower the opposing Avatar's level).


 * Damage the enemy avatar.


 * Blow up barricades (from enemies or if you feel its blocking off important areas)


 * If you are a beginner dying also raises the bar by %50

Strategy


Whichever team defeats their opponents' avatar the greatest number of times in the time limit will be declared the victor. If both teams have the same number of kills, it is declared a draw.

The most effective strategy to win the game is to simply take control of the graveyards. The opposing team will be unable to bury bones to increase the avatars level making it way easier to kill, and therefore the controlling team is free to lower the level of the enemy avatar. However, this requires many high-levelled players guarding the obelisk because the other team will probably attempt to take it.

A good way to buy some time for your team to take control is by taking a barricade and placing it in front of the other team's entrance to the obelisk. The other team will also probably know about this, so it's best to bring a few explosives with you. However, putting up a barricade there will probably result in many people attacking it, so it will not last very long.

Lately, the winning team is decided during the first 2 minutes by the first team that takes control of their graveyard, due to the fact that many people decide to rush the obelisk instead of claiming their graveyard, therefore making the graveyard control slower. While the other team is wise and immediately take their graveyard then rush the other teams graveyard and taking it over, doing this causes a great impact at the rate foolish team's players arrive at the obelisk therefore causing the loss of the obelisk, after that it is better to leave the game unless you want the 1 zeal you get for losing. Also a good strategy for winning is to alternate teams after the other team wins.

A new strategy that people are starting to use is to ice barrage in front of the opposing side's bridge to the obelisk to slow the amount of people reaching the obelisk with full health if not dead. This weakens massive amounts of players before they even reach the obelisk to be finished off awaiting players at the obelisk.

Rushes
Some players attempt Graveyard or Obelisk '"rushes" to take control of the opposing team's grave or the soul obelisk. Most of the grave rushes on a crowded world fail, since the opposing players still in the sanctuary zone will spill out once they lost control of it and will quickly retake it. If they are successful, the other team is crippled for the rest of the game, since they aren't able to get people quickly in the front lines. Successful obelisk rushes will lose the enemy's control of the obelisk and the bar will slowly change colour and the rush's team takes control.

To start a "rush", usually a single player spams "grave rush!", "obby rush!", "g rush!", or "fall in for grave/obby rush!", etc. at their graveyard and tries to get as many players to follow them as possible. Those players often spam "fallz", "fall in", "grave rush", etc. and attract more and more players. When there are enough players following one, the rush leader takes everyone to their team's supply area and everyone gets bandages, then follows the leader again as they all run to the area they try to take over. The best thing to do in a rush is to rush the enemies grave yard. Usually if the enemy has both graveyards, the enemy graveyard is usually unguarded.

Along the way most players scream "fall in for grave/obby rush!" or spam @ signs many times to fill the screen. The players in a particularly massive rush may cover the screen with their @ signs, causing much lag. When everyone reaches the grave or obelisk they start to attack the enemies, hopefully killing enough (or having enough people to outnumber the enemy) to make the enemy lose control of the area being rushed.

After the activity bar was added, it is hard to organise a rush because those involve large amounts of time doing nothing except spamming. The result is that rushes rarely work, because it is hard to get enough people to make it effective before the activity bar goes down.

Defence
Defence is often overlooked in Soul Wars with an emphasis on controlling resources in the game through such tactics as rushing. This strategy can be used against the enemy by making them "run the gauntlet" when approaching your team's avatar.

Rangers can be positioned close to the main battlefield as a first line of defence. This starts reducing enemy LIfepoints, can poison the enemy, and helps to prevent mages from being attacked due to the need for more bandages.

Mages can then use bind, snare, entangle, or ice magic to prevent further access to the base. Rangers can continue to do damage while the enemy is prohibited from moving. Both mages and rangers have the advantage of attacking over obstacles, which can greatly assist in storeroom rushes.

Melee acts as the last line of defence. Warriors should be positioned between the entrance to the storeroom and in the corridor leading to the team's avatar. Rather than relying on mages and rangers, warriors should make use of barricades to keep their opponent within melee distance. An effective front line of mages and rangers is responsible for slowing and weakening the enemy enough for fast, effective kills.

Strategic barrier placement allows rushers to be attacked by all sides of the combat triangle including familiars. It is suggested that familiars use an alternative attack to its master according to the combat triangle.

E.g. A mage may use a melee familiar to target enemies in magic-resistant armour, or a ranger may use a familiar with a magic-based attack on an enemy wearing metal armour.

It is not recommended that you set out to pursue a defensive strategy right from the off, however; doing so runs a very high risk of being kicked for inactivity. You should fall back to defensive measures only when your team's Avatar is under threat, or if for any other reason a large amount of players are infringing on your territory (particularly your team's graveyard).

Picking a team
The most important thing players can do to ensure a victory is to choose the correct team from the beginning. In almost all games, the final outcome is decided in the first five minutes.

Once a team of high level players captures the obelisk and both graves, the other team has more or less lost. Players should scan both waiting rooms and select the one with more level 100+ players, as this team almost always wins. Additionally, Summoning familiars may be used as reference points when scanning a waiting area-if a team has many higher-level familiars (e.g. titans) in the waiting area, that team usually ends up winning. Unfortunately by the time you've scanned a team, it will have become very full and you will have likely missed entering the next game. Clan chats can also be used to determine the winning team, as the leader and ranked people make "calls", or a prediction on the next team to win. Usually how they predict is by sending one clan member to either team at the beginning of the game. Then they wait until it becomes apparent which team will win, and tell the rest of the clan, which joins that team. Just about every single time the team predicted wins. If you don't want to join a clan, for whatever your reason is, another way to know is look for which team has the most clan chat advertisers in it. This mostly tells which team they have predicted to win.

An alternative method is to find "tie worlds" for two zeals per game. On these worlds, players intentionally draw the game by refusing to attack the avatar and placing all barricades in front of it. A tie is not guaranteed, as players may "crash" tie worlds, and kill the enemy avatar to break the tie and get 3 zeal for their team. This often fails, as there are rarely enough crashers to actually kill the avatar.