"Spreading Your Wings" An In-depth Rival Wings Guide
Introduction
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Hello everyone! Kiria here from the "Revival Wings" Discord. We're a community that continues to grow with a plethora of players joining us every week. While there are guides for Rival Wings out there, most are outdated as a lot has changed since the initial release. Being an avid Rival Wings player since its launch, I want to share all the information I can to hopefully enlighten newcomers and veterans.
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Basic Objectives
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There are three main objectives to destroy in Astragalos:
The North Tower
This tower is more difficult to destroy than the south tower due to the lane being longer and more dangerous geographically. Ideally, you always want to try to take this tower first before south.
The South Tower
This tower is much easier to destroy than the north tower due to the lane being shorter and less dangerous geographically. Ideally, you want to try to take this tower second after taking north.
The Core
A team's core cannot be damaged until both of their towers are destroyed first. Communicate with your team and devise strategies to fulfill these objectives. In the event the time runs out and neither cores are destroyed the winner is determined by which team has the higher HP value on their core or towers.
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Party Roles
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Despite jobs being mostly irrelevant in Rival Wings there are still four "roles" which should be considered in each party to maximize efficiency.
Pilot - As a pilot you are in charge of mounting the mechs for your party. Try to pay close attention to the mech UI and map to see what your teammates/enemies have already mounted onto the field. I will elaborate on mech usage in the upcoming sections.
CE Collector - CE is needed to get your party's mechs into play. Mechs are essential to winning games so having at least one person in a party collecting CE is important. Keep your eye on the CE gauge to ensure that it is always at least 50 CE. You can gather CE in the following ways:
a) Gather the glowing tanks on the ground. On the lower level and in the caves you will see yellow tanks. Pick them up. Each one will add 10 CE to your party's gauge. Once you have 50 CE your team can deploy a mech.
b) Mammets - Mammets are the little enemy guys running along the north and south lanes connecting one base to the other. Each enemy mammet kill can give your party up to a maximum of 20 CE based on how much damage you inflict upon it. Killing mammets also allows your team's mammets to reach the enemy towers and eventually the core. This is great since the mammets explode when they reach the tower/core dealing damage to help take those objectives.
Laner - As a Laner you will not only be killing mammets to collect CE and advance your teams mammets, but you will also be killing enemy players. Focus enemy healers as they can heal their mammets. You will also be focusing the enemy mechs when they show up.
Roamer - As a roamer you will assist the CE Collector or Laner depending on the flow of the match. Players will also call out if help is needed pushing mammets in a specific lane OR if help is needed at mid. Roaming can be the best role to play when you first get into the game as you will be able to explore the map and try out each role's duties.
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The Power Generator
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At the center of the map there is a power generator that generates 1 CE every 5 seconds for your entire team if you manage to take control of it. While this was a crucial objective to capture during the initial release of Rival Wings, it no longer holds as much value as the amount of CE generated has been nerfed. To supplement this change, there are more efficient ways to gain CE now such as:
- Gathering tanks throughout the map as your party's CE Collector or Roamer
or
- Pushing mammets (20 CE per kill based on damage inflicted).
It's more of an "option" than a "necessity" to hold the generator considering your team has other options to gain CE. If anything, you want to send the least amount of players possible to capture it or just flat out ignore it in pursuit of other objectives instead.
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The Machina
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Once your party has a minimum of 50 CE one person per party can access the terminals at base to mount a machina. These machines help secure objectives and can turn the tides of battle when used correctly. There are three machina you can choose from to deploy onto the battlefield:
The Cruise Chaser
A next-generation machina ideal for combat against enemy players and machina.
These machina specialize in killing players and destroying other machina. Use this machina to escort your teams Oppressors/Brute Justices and defend against the enemy's Oppressors/Brute Justices.
Actions
Delivers an attack with a potency of 6,000 to all opposing warmachina in a cone before you. 600 when attacking a player, mammet, or object.
This skill is solely for the the use against enemy machina. Use this against enemy Chasers, Oppressors and Brute Justices only. This skill is ineffective against players, mammets and structures.
Delivers an attack with a potency of 8,000 to all opposing players and warmachina in a cone before you. 800 when attacking a mammet or object.
This skill is solely for the use against enemy players. This skill can be used against machina as well but Spin Crusher is a better option due to its faster recast time. This skill is ineffective against mammets and structures.
Deals magic damage with a potency of 4,000 to all opposing players and warmachina near point of impact. 400 when attacking a mammet or object.
This skill is solely for the use against enemy players or machina. This is honestly the Cruise Chaser's weakest skill but it can be a useful tool against players on foot when used in conjunction with Laser Sword X. This skill is ineffective against mammets and structures.
The Oppressor
A hulking machina engineered for siege warfare, it excels at wreaking havoc upon structures.
These machina specialize solely in destroying structures. These machina can make or break games and only two can be deployed at a time. Use these machina to destroy towers and cores. Try to stay close to teammates as this machina has almost no self-defense against the enemy.
Actions
Deals magic damage to all opposing players and warmachina nearby with a potency of 1,000. 100 when attacking a mammet or object.
Additional Effect: 15-yalm knockback
This skill is solely for the purpose against enemy players. Mainly used as a tool to buy yourself time against players by pushing them away while you make your way towards objectives or while you wait for your next missile to be ready. Try to use this skill on high ledges to push players off when the opportunities arise. This skill is ineffective against mammets, machina and structures.
Deals magic damage with a potency of 200,000 to all objects near point of impact. 2,000 to opposing players, warmachina, or mammets. Potency decreases the greater the target's distance from point of impact, to a maximum of 30 yalms.
This skill is solely for the purpose of destroying structures. Do NOT use this skill on anything but towers and cores. Try to land direct shots on top of objectives for maximum efficiency as each missile consumes 200 EP. This skill is ineffective against players, machina and mammets.
The Brute Justice
These machina specialize in all categories. Each team can only deploy two per game and can only access it after a friendly tower has been destroyed. These machina are for the sole purpose of "Comebacks" and should only be used by pilots who are highly experienced.
Actions
Deals fire damage with a potency of 8,000 to all opposing players and warmachina in a cone before you. 800 when attacking a mammet or object.
This skill is solely for the use against enemy players and machina. Use this in conjunction with Double Rocket Punch for maximum efficiency against players on foot. This skill is ineffective against mammets and structures.
Deals physical damage with a potency of 40,000 to all objects near point of impact. 4,000 when attacking opposing players, warmachina, or mammets.
Additional Effect: Stun
Duration: 3s
This is the Brute Justice's ultimate skill as it can be used effectively against anything. Use it to stun players on foot to combo them into Flarethrower or Megabeam. The skill can also be used to kill mammets giving you the power to push a lane solo and gain CE for yourself to refill if needed. This skill can also be used as a fairly decent tool against structures.
Delivers magic damage with a potency of 12,000 to all opposing players and warmachina in a straight line before you. 1,200 when attacking a mammet or object.
Additional Effect: 30-yalm knockback
This skill is solely for the use against enemy players and machina. Use this in conjunction with Double Rocket punch for maximum efficiency against players on foot. This skill is highly effective when used in narrow terrain such as the bridges in north lane. This skill is ineffective against mammets and structures.
Universal Action
Uses 25 units of ceruleum fuel (CE) to restore 500 EP to currently mounted warmachina.
All machina have this skill and it is used solely for the purpose of refilling EP which is essentially TP for machina. You should only ever use this skill if your machina is healthy or if you're piloting a Brute Justice and need more EP.
Machina have no means of restoring hp so be mindful of this. When low on hp consider dismounting your machina in a safe place to save your team's soaring stacks. Machina do not take fall damage so keep this in mind when retreating from the enemy.
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Initial Strategies
There are three opening strategies your party can choose from when the game initially begins:
Mammet Rushing
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This strategy is simple but can be extremely effective if left unattended by the other team. Decide with your team which lane you want to rush mammets with and destroy the objective as quickly as possible. This strategy usually involves everyone ignoring their initial party roles and focusing solely on being a laner until the objective is taken. Ideally, you want to take the tower within a minimum of five minutes before the opposing team has any chance to retaliate. If you fail to take the tower within five minutes, however, it's best to fall back and begin gathering CE to mech up before the other team pulls too far ahead in machina numbers.
Rushing an Oppressor
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This strategy involves everyone in the party to be a CE collector at the start of the game. Doing so allows the designated pilot player to mech up an oppressor as soon as possible. Ideally, you want to push out an oppressor in less than two minutes into the game in order for this strategy to be effective. In the best case scenario, the opposing team will have no mechs out yet to stop you before you reach the objective your team is focusing on. If the opposing team does have mechs to counter play this, wait for back up and communicate with your team to push the lane normally. Be mindful of enemy players on foot by looking at your map and assessing which lane would be the least dangerous route to take.
Contesting the Generator
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The typical strategy of rushing the middle generator as a team at the start of the game. This will involve everyone going to the middle and fight over control of the generator. While having control of the generator is a nice, small advantage it effectively needs to be held for at least four minutes to provide its overall benefits to the entire team. I personally believe this strategy isn't the best as the previous two offer more benefits and momentum control for your team.
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If there's any other questions you have please let me know. I hope this guide was helpful to those trying to improve at Rival Wings and I wish you all the best of luck in your upcoming matches!
IGN: Kiria Kurono
Posted Oct 6, 2018, 1:41 AM UTC · edited