Outpost Guide

Hey guys. If you're a beginner and want to learn about outpost, this is the guide for you. On Kongregate forums, this guys has a really good guide. Note: This is not really my guide, someone else made this on Kong. Here it is:

Section 1 – Introductory Information:

Disclaimer: To clarify, by “OP”, I mean “Outpost”. I am not trying to subliminally imply that I or my guide is in any way “overpowered”. I find that many guides to this game, while stressing the importance of outposts on the World Map, go into very little detail on the outposts themselves. That being said, this is my first attempt at a guide, and I hope that it will not be disrespected simply because of my low forum post count. Now, with that out of the way, I will move on to my dramatic introduction.

Dramatic Introduction: The battle raged on for minutes, with each side fighting their hardest in this siege. Monsters were flung in mercilessly in opposition to this yard’s defensive tower onslaught. Ichis, with their thick defensive skin, rammed against the defenses to knock them down. Brains, with their cunning, went straight for the oh-so-valuable resources. Zafreeti, the wise healer, kept as many as friendly monsters as possible alive throughout this period of combat. And the great Champion, with loyal D.A.V.E.s by his side, dealt the crushing blow to the town hall, the very center of the yard. In the end, everything was knocked down, and the rubble was swept away to reveal a strange egg-like structure. Behold! The Outpost!

Not-Quite-So-Dramatic Introduction: For anyone wanting to make a name for themselves in this game, outposts are key. The value of your outposts is added to the value of your main yard when determining the value of your empire for the Leaderboard. Also, building outposts increases your maximum housing, flinger/catapult range, and number of resource gatherers. Of course, in order to obtain any outposts in the first place, one must first be on the World Map. Getting to the world map is simple: upgrade your Map Room to level 2. (More on whether you should even go to the world map or not later.) Whenever you completely destroy a wild monster tribe or other player’s outpost, you are given the opportunity to build an outpost on the wild monster yard or take control of the other player’s outpost. When you first build an outpost, all you get is an empty yard with the Outpost building:

(This picture, and the pictures for starter kits in the next section, are from the Backyard Monsters Wiki)

Cost of Outposts: The cost of the Outpost building itself (or the cost to take over an existing outpost), starts at 2 million of each resource. The first 5 cost 2 million of each, then each following one costs 2 million of each MORE than the previous. 1st outpost: 2 million of each resource 2nd-5th outpost: 2 million … 6th outpost: 4 million … 7th outpost: 6 million … 8th outpost: 8 million … 9th outpost: 10 million … etc. I do not know what the limit for the maximum number of outposts is, if there even is one. However, if one were able to build an infinite number of outposts, and everyone else vacated the World Map of that person, then that’s a total of 100X100 spaces. Now, um… [gets Brain to do the math] The cost of that final 9999th outpost (as there is no cost for your main yard on the remaining space) would be 19.99 billion of each resource. Edit: I can’t believe that I forgot to include this, the most obvious of all common outpost knowledge, but each outpost adds 2 million of each resource to your limit, allowing you the ability to afford each successive one.

Available Buildings on Outposts: This information is easy to come by elsewhere, and if you have even one outpost, you already know what buildings you can have on it. However, as this is an outpost guide, I will include such information anyway. Resources: 4 of each resource gatherer, no storage silos (but the outpost itself adds 2 million to your max resource limit) Buildings: 2 Hatcheries, then 1 each of Hatchery Control Center, Housing, Flinger, Catapult, Yard Planner, and Monster Juicer. (no Monster Baiter, which makes testing your outposts for good pathing almost impossible) Defensive: 4 each of Sniper Tower and Cannon Tower, 2 each of Tesla Tower, Laser Tower, Monster Bunker, and Aerial Defense Tower, 1 Railgun, 25 Booby Traps, 5 Heavy Traps, and 100 Blocks Decorations: “Coming Soon” (Yeah, right, like we will EVER have decorations for outposts. And even if we did, who in their right mind would spend shiny to decorate something that another player could easily steal?) Edit: While the maximum number of buildings available on outposts are lower than for your main yard, the maximum level that these buildings can be upgraded to is the same. |- class="post hentry" id="posts-4631339-row" | class="author vcard"|Oct 21, 2011 7:55am Dragonalx 334 postsQuote postFlag Post | class="body" id="post-body-4631339"|Section 2 – Starter Kits:

As soon as you build an outpost on a destroyed wild monster tribe, you are given the ability to build a “Starter Kit”. Outposts only have one worker, so gaining so many buildings at once will save you a lot of time and effort later, and it will allow you to make use of your outpost’s presence on the map at about the same time its damage protection wears off. On Kongregate, there are currently three Outpost Starter Kits.

Regular Kit:

Cost: 5 million twigs, 5 million pebbles, 2.5 million putty This kit doesn’t even exist on Facebook Backyard Monsters anymore (not like we care about them though), with good reason. All that this kit gives you is 2 each of level 5 Sniper and Cannon Towers, 1 each of level 7 Resource Gatherers, a Flinger, a Catapult, a Housing, and 2 Hatcheries, all level 1. When you are at a high level in this game, such an outpost can’t even survive a wild monster attack, let alone a player one. The only excuse anybody can have for buying this outpost kit instead of a Large Kit is if he or she is extremely low on resources and doesn’t have any enemies within range of the outpost. However, as it doesn’t take long to save up a few million resources on the world map, NEVER buy this kit.

Large Kit (Facebook’s Regular – again, not like we care):

Cost: 12 million twigs, 12 million pebbles, 6 million putty This kit is the backbone of most outposts. It provides you with 3 level 5 Sniper and Cannon Towers, but, more importantly, it also gives you a level 1 Tesla Tower and Monster Bunker. You also get level 2 Housing, Hatcheries, Flinger, and Catapult instead of level 1, and you get 2 each of level 8 resource gathers. Because you are easily able to afford this kit with the resources contained in max-level Storage Silos, this kit is the best choice by far for anyone with just a few outposts.

Mega Kit:

Cost: 50 million twigs, 50 million pebbles, 25 million putty If you can afford this, there is absolutely no reason why you should be reading a guide on outposts. In fact, if you can afford this kit, you are more worthy to write a guide on outposts than I am. (My max storage at the time I am typing this is 41.052 million of each from 5 level 10 Storage Silos, 2 Improved Packing Skills, 9 Outposts). Edit: Actually, I have built a Mega Kit for myself since I created this guide. This kit gives you everything you love in the Large Kit, and makes it better. For defensive towers, you get everything possible except for the ADTs and Railgun (all level 1 though, except for level 6 Sniper and Cannon Towers). Housing, Hatcheries, Flinger, and Catapult become level 3 too. Just like with the large kit, you get 8 level 8 resource gatherers. And, as if that were not enough, you also get all gold wall blocks rather than ugly wood, stone, or metal! Note: The Mega Kit takes longer to build than the initial outpost damage protection lasts for. Therefore, do not build this kit while in an outpost war. For timely defenses, the Large Kit is the best way to go. Ultra Kit: This kit currently exists only on Facebook, so one sentence and lack of a picture is all that I find worthwhile to include here at the moment. |- class="spacer" | colspan="2"| |- class="post hentry" id="posts-4631342-row" | class="author vcard"|Oct 21, 2011 7:55am Dragonalx 334 postsQuote postFlag Post | class="body" id="post-body-4631342"|Section 3 – Custom Outpost Designs:

Now that we have seen the outpost designs that backyard Monsters thinks we should use, it is time to move on to the ones that we actually do use. I realize that most people don’t make any drastic changes to their kit outposts, simply adding more buildings and upgrading a few of them, but a few key formats can be used. If I have missed any, feel free to tell me, and I will include them if I can.


(Because it is insulting to be labeled as a farm, the person who owns this outpost will remain anonymous. If you for some reason WANT to have recognition of your outpost being a farm, by all means tell me, and I will use your picture instead.) There is no other way to say it; while this is a war strategy game, some people only want to gather up as many resources as possible. These people put little to no work into protecting their outposts, often building a Regular Kit and a clump of resource gatherers off to the side. The worker will normally be upgrading a resource gatherer rather than a defensive tower, which means that anyone can just throw their champion in to take the whole outpost down. More advanced farm outposts do include defensive towers, but they are just as weak as the defenses in normal farm yards. My simple definition of a ‘farm’ outpost though is one that can be taken down with just your champion and a Zafreeti (and a D.A.V.E., if your champion happens to be Fomor, to make up for the lower damage per second). Note: Farms are often delivered in boxes. Recycle cardboard to help save the world. XD

Tower Defense:

(this particular design given to me by benymol) When you do not care whether you gain any benefit from an outpost other than the increased storage capacity, but don’t want to leave your outpost vulnerable to attack by being a farm, this is one tactic to discourage other players from attacking. Built from scratch, this outpost contains ONLY defensive towers and surrounds the Outpost with defenses. To most people, taking such an outpost would not be worth the resources needed to do so, especially if it has Monster Bunkers filled with Rocket D.A.V.E.s. Edit: I realize that this is not a good example due to the lack of any walls or booby traps. I also do not recommend that this outpost design be used because enough resources are looted from destroyed Outpost buildings for other resource gatherers to be a minimal loss in comparison, and high-level gatherers are good at stalling monsters while being attacked. Walls for pathing are helpful too.

Expansion Link (My Favorite Design):

(For some reason, I could not find any outposts with this design, and I think it is pretty good, so I made one myself. You are welcome.) If you have a habit of making enemies, you may find this design helpful. Quite often, the Housing and Hatcheries you can build for your outposts are left vulnerable at the side of your yard. Enemies can easily throw in their champion or a “Pokey bomb” to kill off any monsters you may have there. As your monsters are your most valuable asset in expanding your empire (Kozu farms give you twice as much of each other resource as they give you in goo, and monsters are goo incarnate), defending them is important. Resource gatherers and defensive towers are comparatively unimportant (except for ADTs and Monster Bunkers, which are always important), used for Never-Ending-Chains, while your max-level Housing, Hatcheries, and Outpost are contained in the center, protected by an Outpost Death Trap. The Flinger and Catapult repair quickly, so they are not as important to protect unless you want instant retaliation ability. This design can either be defensive (as in my example) or purely expansionist. In a purely expansionist Expansion Link, the only buildings on the outpost are the Outpost building, Hatcheries, Housing, Flinger, and Catapult. This outpost can easily be destroyed, but you can always take it back once the other person has spent his or her own resources upgrading the defenses.

My (Old) Outpost Design: Well, I am on the World Map, and I have a few outposts, so I may as well include what my outpost design is in my outpost guide. None of my outposts look like this anymore, because I have changed them all into Expansion Links.

I expect that some people will end up evaluating my outpost design, so I will include my own evaluation: Pros: Never-Ending-Chain (albeit a weak one) for buildings, resource gatherers, and defensive towers. In other words, enemy monsters will likely go around the entire outpost before closing in on its central Outpost building. Defensive towers grouped in four sections, so four Catapult attacks would be needed to bring them all down. Concentrated fire at all four corners of the outpost. ADT defended against monsters. Pathing exists: walls are not chewed through, aside from the square around the Outpost building. Cons: Highly cataprone, but ALL outposts are cataprone. Traps dispersed and therefore ineffective. Housing and Hatcheries vulnerable to attacks from other players. Basically a box yard with holes in it.

More Outpost Designs: If you have another kind of outpost to add to this list, tell me so I can put it on. |- class="spacer" | colspan="2"| |- class="post hentry" id="posts-4631344-row" | class="author vcard"|Oct 21, 2011 7:55am Dragonalx 334 postsQuote postFlag Post | class="body" id="post-body-4631344"|Section 4 – Outpost Wars / Preparing Defensive Outposts:

General Defense Information: The same concepts used for good main yard defense apply to outposts. For instance, using the yard planner to make sure tower ranges overlap and that you have booby traps grouped together to take down powerful enemy monsters is important. Edit: However, one key difference between main yards and outposts is the impact of elevation on the defensive abilities of outposts. Outpost elevations go from a minimum height of 1m (any lower and it would be a water tile) to a maximum height of (as far as I am aware) 87m. The lower an outpost’s elevation is, the lower the range of defensive towers is and the higher the resource gain rate of resource gatherers is. The higher an outpost’s elevation is, the higher the range of defensive towers is and the lower the resource gain rate of resource gatherers is. In addition, really low elevations are marked by sandy ground, normal heights are marked by grassy ground, and really high elevations are marked by rocky ground. While Monster Bunkers in main yards are important to protect from catapult attacks, the lack of any Storage Silos makes them much more difficult to use effectively in outposts. For example, if you fill them up with the common R.DAVE (Rocket D.A.V.E.) and Whirldito (Whirlwind Bandito), and an opposing player launches a powerful catapult attack, you will be down by a lot of goo. So, if you are low on goo, your best option is to leave your Monster Bunkers empty as a bluff (or just fill them with low-goo Octo-Ooze, like with “PPX Stall” bunkers), so catapult attacks on those bunkers are a waste of resources. if you use this empty bunker tactic, make sure that the bunkers are not baitable, or it will be easy for another player to find out that there is nothing in them. When you do have enough goo to fill your bunkers, go with the same thing that you use in your main yard. (I, for instance, have 2 R.DAVE and 11 Whirldito in each level 3 Monster Bunker. This tactic has been able to defeat attacking Drulls and Gorgos against my outposts but remains untested against Fomor. However, these bunkers with ADT support in my main yard have survived Fomor/Teratorn attacks, but that was before I came to the World Map.) When building an outpost for defensive purposes, as I just explained, Monster Bunkers are critical to upgrade to level 3 as fast as possible. After that, simply having well-defended ADTs is good enough to defend against the rare Dreadnaught Teratorn attacks (unless your enemies often send out Zafreeti/Teratorn/Fomor attacks, in which case you should upgrade them). After that, just like with your main yard, Tesla Towers are the next-most-important to upgrade. Upgrade the remaining defensive towers in whatever order you want. You only have one Railgun Tower in outposts, so I suppose that some people may use them for Laser Halls of Death (force monsters to go down a single pathway that is always struck by Laser Towers, Cannon Towers, and now from the Railgun Tower at the far end). This tactic only works when the attacking monsters come in from the correct direction though, so I do not recommend it. Even though you have no Storage Silos in outposts, the Outpost building itself must be protected: 5% of your resources are looted when your Outpost is destroyed! Wild Monster Strikes: Before you build up defenses to protect your Outpost, you should know what you have to defend against. Most of the time, until you do end up in an outpost war, attacks will come, not from another player, but from wild monster tribes. The exact number of wild monsters that march into your outpost will vary, affected by factors such as your level and the length of time the attacked outpost has existed, but they all appear to follow a general pattern of what monsters are used. Dreadnaut: 25 Teratorn This is exactly why you need ADTs in your outposts. The higher the level of your ADTs, the better, and make sure they are defended by other buildings. Other useful defenses include Rocket D.A.V.E.s in bunkers, Tesla Towers, and Sniper Towers, just like against other aerial attacks. Expect the swarm of Teratorns to destroy any buildings that can be attacked from outside the ADT’s range before going down though. If this attack comes before you have an ADT built, expect many buildings to be destroyed. Abunakki: 12 Brain, 5 Eye-ra This attack can easily be survived as long as you have any walls at all, and even then you don’t have much to worry about from so few Eye-ra. The only threat that the Eye-ra present is the possibility that they will blow up some bunker monsters (I normally only lose one or two Bandito though, if any at all). As for the brains, your defenses should be able to stop them from getting many resources, so no special designs have to be made to combat such an attack. Legionnaire: 9 Project X, 10 D.A.V.E. I hate this wild monster attack. Hate, HATE, [Insert various expressions of anger here] this infernal wild monster tribe. Against a main yard, this could be easily repelled, but against an outpost, which certainly has much fewer and lower level defensive buildings, so many powerful monsters results in certain destruction of at least a few buildings (and everything in at least one of your bunkers). Some kind of pathing is necessary to group those D.A.V.E.s together and into a heavy trap to deplete a lot of health at once. In my outposts though, they do not make it to the heavy traps because my Monster Bunkers’ Banditos and D.A.V.E.s kill them off first. This ends up being at the expense of all the monsters in those bunkers though, which is why I hate this attack so much, as I then have to waste goo to refill my bunkers after the attack. The Project Xs, meanwhile, are not puttied (thank the backyard gods for that!), so their low health is easily dealt with. To prepare your defenses against this attack, Eye-ra bunkers work perfectly, but I personally do not use those, so I have to live with being down 11 Bandito after each Legionnaire attack. Kozu: 36 Fang, 72 Brain As always, the Kozu tribe attacks with a ridiculous number of monsters. Other attacks come from just one direction, but this one closes in on half the outpost at once. Of course, such high distribution means that, as long as you do have defenses on all sides, the attack can easily be repelled. Here is where you want to have bunkered monsters, such as Bandito, that can strike more than one opponent at once. WAR!: This section of the guide is designed to give explanation on how to use outposts in wars against other players. There are only so many wild monster tribes available to expand into, so you will find yourself at odds with somebody else eventually. Now, in a war against another human (assuming that everybody who plays this game is human), different tactics are needed than when you defend against wild monster attacks. 1) Even a box farm yard can survive against wild monster attacks if all the towers are upgraded enough, but this is because wild monster tribes do not have a Monster Academy to strengthen their monsters. Other players will have much tougher monsters. Also, other players can decide where to drop their monsters and how many to drop at once, so a well-designed outpost is needed to deflect conventional attacks. 2) Human players almost never use conventional attacks. If somebody wants to take your outpost, he or she WILL take it, that’s it. There is NO outpost design that makes you invulnerable. All that it takes is this: Step 1: Catapult defensive towers, regardless of any resource gatherers that get in the way. Step 2: End attack, then repeat Step 1 on any defensive towers still standing if necessary. Step 3: Throw in your champion, putty rage and/or pokey bomb if necessary. Step 4: Take over outpost. Because outposts are so small, this tactic almost always works on anyone. For a poorly-designed outpost, sometimes all you really need is your champion (Drull, for instance) and one Zafreeti. 3) Because outposts can be easily taken, the goal in an outpost war is not to take all of them. (The more outposts you take, the more expensive taking them becomes for you and the cheaper it becomes for your enemy, which may lead to oscillating control.) The goal instead is to starve your opponent of resources. Most of the resource cost of outpost wars is in claiming the outposts themselves. If you only take as many as you need to gain a tactical advantage, you can stop there. Starve your opponent by just targeting his or her Housing and Hatcheries. You can also go after the main yard, if it is in range, in an attempt to loot even more resources. 4) Questionable tactics: When at war, Kozu tribes become even more important farms than they normally are, as you need to constantly take resources from them to supplement your catapulting. So, one method of starving your opponent of resources is to build outposts on any Kozu yards in his or her range. When successful, this almost certainly forces a recycle, because a main yard’s resource gatherers are not enough to take back stolen outposts quickly. However, when this tactic fails, it results in every other person in the area turning against YOU for building an outpost on a Kozu yard, so make sure that they understand and accept your rationale first. 5) When using Kozu yard takeovers to starve your opponent, if that is the tactic you decide to use, do not build any kits on the yard. A significant percentage of an outpost’s cost is in the kit rather than the takeover itself, so you risk draining your own resources by building one. If your opponent takes over that outpost and does build a kit, then you can take that kit over once damage protection wears off. Edit: You do lose 5% of your resources from looting when an outpost is destroyed, so keep that in mind when using this tactic. If you have enough resources, build a kit to protect your resources. If not, just don’t repair your outpost after it is destroyed the first time.

Champions and Outposts: (Suggestion to include this information given by hawke222) NO CHAMPION IS BEST! ALL HAVE THEIR OWN STRENGTHS! Drull: Because outposts do not have a champion defending them, Drull is a good choice. Drull’s low health makes him a target to be killed when a main yard is attacked, but as far as outpost-only attacks go, he is safe. This means that his destructive ability can be used purely offensively, as he was designed to be used. Drull + Zafreeti is useful against outposts because the concentration of buildings keeps him from running ahead. (I may be biased towards Drull due to the fact that I have a Drull… and an obsession with large reptiles.) Gorgo: Because outposts have booby traps and defensive towers highly concentrated, Gorgo is a good choice. This champion’s high health does allow him to tank through almost any outpost, distracting defenses while other monsters destroy everything. Gorgo’s low speed is not as much of a problem considering the fact that outposts don’t have many buildings, so if he does survive, he can deal a significant amount of damage single-handedly in an attack. Fomor: Because monsters are flung into the enemy outpost during an outpost attack, Fomor is a good choice. Quite often, outposts have only level 1 ADTs, if any ADTs at all. This weak (and catapultable if strong) aerial defense means that Fomor is much less likely to be defeated in an attack on an outpost than he is against a main yard. In addition, this champion’s buff acts as enough of a putty rage for conventional attacks against outposts to be possible, saving you non-goo resources during an attack. To defend your outpost against champions, the best you can do is keep up a never-ending-chain of resource gatherers to distract them and hope that your bunker monsters and heavy traps can overwhelm them. The attacker may have an advantage here, but you have a champion too, so stay on the offensive when resources allow. |- class="spacer" | colspan="2"| |- class="post hentry" id="posts-4631347-row" | class="author vcard"|Oct 21, 2011 7:55am Dragonalx 334 postsQuote postFlag Post | class="body" id="post-body-4631347"|Section 5 – Other Uses of Outposts:

There are two main uses of outposts: Expansion and Attack. Attack has already been discussed, so I will now cover expansion. When outposts are used for expansion, they are built up to increase the amount of resources that make up your empire. Building outposts extends your housing limit and range, allowing targets outside of your main yard’s range to be hit. The goal of expansion is not always to force everybody else out of your world map area to have a few Kozu yards to yourself; instead, expansionist outpost-builders may try to peacefully (sometimes) cover as wide an area as possible to reach as many Kozu yards as possible to fuel further expansion.

In this image of part of my world map, for example, there are four Kozu yards to the far west, just out of my main yard’s range. So, to reach those goldmines of resources, I took over a few wild monster tribes to bring those yards into outpost range. Edit: I know it may be tempting to build a defensive wall of outposts around your main yard, but such a tactic does not work. Outposts can have up to four “hexes” of range, so you would have to build an inordinate amount of outposts to protect your main yard from any attack (and even then, it would only take one stolen outpost to put your main yard in range of attacks again). As for just building a ring around your main yard, that is a waste of 6 outposts, making any that actually extend your range much more expensive. Outposts are meant to extend your range and housing, not act as a defensive wall. Jumping: One final use of outposts is the ability to move main yards. Main yards can be moved in two ways: the expensive individual way and the cheap team way. The expensive individual way requires you to spend 30 million of each resource to relocate your main yard to any of your outposts (destroying that outpost in the process, obviously). The position where your main yard was is then taken by a random wild monster tribe. The cheap team way requires a friend to invite you to relocate your town hall to one of his or her outposts, which only requires you to spend 10 million of each resource. This move, however, deletes all of your outposts. Alliances use this method to bring members on the World Map together. Some people, who have already spent time trying to build up an empire and now just have fun demolishing other peoples’ empires, go to an area of the World Map overpopulated by outposts to destroy them. Often, two people work together, each one taking 5 outposts then having the other person invite them to one of theirs. This way, as each outpost will always cost just 2 million of each resource, a large number of outposts are returned to being wild monster tribes in a very short period of time.

Am I Ready for This?: As has been mentioned in other forums describing the World Map, the World Map allows players of any level to attack each other. For this reason, even if you are able to upgrade your map room, it is recommended that you not do so until you have a well-defended yard. However, this is an Outpost guide, so I will give the requirements for entering the World Map as it relates to building and maintaining Outposts. Therefore, my recommendations of upgrades to complete before upgrading your Map Room are as follows: 1) Max level Flinger and Catapult to extend your range in the world map. 2) Max level Housing to hold monsters for use against wild monster tribes and other players. 3) Max level Storage Silos to hold the resources gained from farming Kozu yards in the World Map. (At the very least, you must be able to hold 14 million of each resource to build an Outpost and Large Kit after taking over a wild monster tribe.) 4) Town Hall of a high enough level to max out the above building levels. 5) Zafreeti and D.A.V.E., even if not upgraded at first, must at least be unlocked. Rockets for D.A.V.E. are a critical upgrade to make as soon as you save up enough putty, for general attacking and defending purposes. |- class="spacer" | colspan="2"| |- class="post hentry" id="posts-4631349-row" | class="author vcard"|Oct 21, 2011 7:56am Dragonalx 334 postsQuote postFlag Post | class="body" id="post-body-4631349"|Random pieces of outpost-related advice and information: 1) When attacking another yard or outpost in range of your main yard, monsters will be taken from any outposts in range before taking them from your main yard. 2) Unlike monsters in your main yard’s Housing, your champion monster can attack any yard or outpost within all your Flinger ranges, not just your main yard Flinger’s range. 3) When you take over an outpost, you gain the Hatchery que that the previous owner had prepared. With this in mind, do not que up monsters faster than you intend to fling them out. 4) Monsters can be transferred between your different housings. To prevent substantial loss of goo from a D.A.V.E.-filled outpost being taken over, create the monsters in your main yard first then transfer them to outposts in range of your target before attacking. 5) You cannot recycle any buildings on outposts. This includes buildings that are being built by the worker. 6) To save the resources that would be spent on building a kit, you can just take over someone else’s outpost. If you find someone whose yard is completely destroyed but does not have damage protection, then that person has been inactive for a long time and will likely not retaliate if you steal his or her outposts. Special thanks to: hawke222, for suggesting that I include information about champions and their use in outpost-destruction. zys123, self-proclaimed “pro looter”, for providing information on outpost farming techniques. DalekRuler and joooooeeeeefff, for adding their own placeholders to this guide. I hope that they intend to provide additional information in them, so that this guide can contain outpost information from more sources than my own knowledge. and, finally, cliché as it may sound, you, for reading through this guide.

So yeah, this is the guy who posted it Dragonalx (not me).


Community content is available under CC-BY-SA unless otherwise noted.