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Sometimes I'll take gazi if I have a starting hero with frenzy.
Sometimes I'll take sneezle if I'm dwarves with a trash focused hero.
Sometimes booshu if the starting hero either heals or has thorns or smackback. Booshu is really slow though and I don't like it much.
Not a huge fan of loki but I have made it work before with a hard hitting team or things that need kills to get going.
I never tried spike, it seems weak but maybe it could get some good combos with penguins or hogs.
2. Sneezle. There are many ways to abuse this card but I am assuming you use it "correctly". Draw is powerful in this game because there are not many sources of it other than your bell, which forces you to discard your current hand. Sneezle has acceptable damage and enough health to tank a few small hits, and has some pretty great synergies with self-damage cards like Shellbo.
3. Lil' Gazi. You can't go wrong here. Low synergy cap but high base power, this is the best pet for just having pure damage for your team. Pairs exceptionally well with a lot of the best companions in the game, because those tend to be frenzy units like Mini Mika and Foxxee.
4. Spike. Enough health to survive quite a few hits, and can outright counter a lot of weak little enemies. Fantastic at farming money if you get lucky and your first fight is against Penguins, because 5 1/1 penguins will ram into him and this is an easy opportunity for a 5 or 6 combo. Spike's inability to attack is also sometimes an upside, he hard counters the late game crab enemies that give Haze because they only deal 1 damage and Haze doesn't do anything to Spike, meaning you do more damage back than the enemy deals to you.
5. Loki. Aimless is a bigger downside than you think. You can slap a "+1 demonize" charm on snoof to reliably give who Snoof hits demonize, but you can't slap a "+1 snow" charm on Loki to reliably have him snow specific targets because he's aimless. This layer of RNG cannot easily be overcome and the 2 bonus health over Snoof isn't enough to offset this. There are fights where demonize simply doesn't have much value (like against the block crabs). You are better off trying to pick up a card that grants demonize directly like the "grant demonize heal 7" card, or the Goat Totem clunker which gives every enemy that attacks demonize automatically and doesn't even take up a companion slot.
6. Booshu. Booshu is terrible unless your run is literally built around them, and then Booshu is ok but still not great. 6 timer with 3 damage means she is literally half the damage of snoof. The potential heal is not worth losing 3 damage and 2 instances of snow in comparison to snoof every 6 turns. There will be times the heal does nothing. There will be times a unit dies on turn 5 because you had to wait 6 turns for the 1st heal. Booshu has very low max potential power as well, the ideal charm is the Balance Charm which still just leaves you with snoof that has a minor heal instead of snow. Snoof's ideal is perma-locking down units with things like barrage snow and 1 timer snow, Booshu's ideal is that she can fart out minor heals now and then and even if you get the timer down to 1 you're going to be wasting most of those heals and you will still have units die as soon as you run into a unit that deals more damage than they have health. You can run the berry basket card to get 2 barrage heal on command, or you can run Heartmist clunker to give free heals for 1 every time a unit is attacked, or if you really want a healing companion then you can hope to pick up Berry Sis which grants actual max health to other units every time they take damage.
The pet balance in this game isn't that bad, mind you. Booshu is pretty far behind the pack, but Loki isn't THAT much worse than snoof despite being in 5th place, and there are technically decks where all of these are viable pets. You do have to consider how likely it is you actually manage to build one of those decks though, you can always pick Booshu up when you're offered a high health Smackback hero but then there's no clan that is especially likely to give you Berry Sis or Lil' Berry for heal synergy, unlike Snoof where you can practically always be sure he has synergy with the snow tribe if you pick both of them.
I find myself picking sneezle the most because of his higher health and card draw potential.
Snoof is cool but he gets one-shot by bamboozle, who hits all allies on his attack, so i generally only pick pets with 4+ health.
2. Lil' Gazi. Personally I like the damage over 1 snow. Kick starts frenzy units early on.
3. Snoof. snow is nice, stats are baseline. Personally I think people over value what 1 snow actually does a lot of the time, but it's still good.
4. Booshu. The damage isn't great, but some heals on the team can go a long way. I'd probably take this if I got a no-attack smackback unit.
5. Spike. Honestly just kinda feels like this guy's usefulness drops off kinda fast.
6. Loki. Aimless is the worst curse you could give a unit.
More early game combos leads to enough gold to build a strong deck.
Personally, I think Lil' Gazi and Snoof are the two best, simply for being incredibly solid all-rounders that fit into pretty much literally any deck.
Sneezle comes next for abuse potential, but without that is a bit behind the other two - still quite good though, draw is great and they're also the most reliable tank pet (more on that later.) They fall off without exploits later in a run though.
Booshu is incredibly variable, but some leaders spawn in with abilities that encourage taking damage without starting cards that heal them, or even having many cards available to heal them. In that spot, Booshu is pretty nice, but otherwise can be pretty underwhelming.
Spike starts out pretty dang good, but drops off FAST. The only thing it can do is block attacks and counter with teeth, but tanks are a sketchy archetype in wildfrost, and hogheaded is usually a death sentence for a tank - it's actually usually better on something you don't want to get hit, weirdly enough. All that combined means that spike can take a few hits and deal damage back, but as soon as they're low on health they either die (becoming much weaker in the next fight,) or become completely useless and blocking up a spot in the back until healed.
Loki... Aimless is vaguely tolerable on units that do a whole lot of damage or have frenzy - so that they'll either finish the job when they hit things or hit multiple things, but demonize is a combo starter, and I'm just not interested in the unreliability in that. Aimless is generally just something I always avoid if possible.
Gazi, Loki and Booshu are more situational but if they click with team theyll scale better into late fights than Shoof and Sneezle. They might not though if card just wont go your way.
Spike needs 'cant be injured' trait. In current state Hogheaded makes it fall off too quickly. In that regard Booshu is better Bonnie while Spike is worse Taiga. Skull cat could use some help.
Sneezle if playing junkers because they have a lot of hand combos.
Spike can sometimes make a bunch of money because 5 1/1 boars run into him or penguins all on the same turn letting you do big combos for cash.
I like the healer if my hero has smackback or spikes and needs to take a lot of hits.
Great
Sneezle (active: draw when hit, passive: reduces boss reward choice to 2)
Serviceable - Mediocre
- Lil' Gazi (+1 to all) - Serviceable early, trash mid-late game. Overall, just mediocre
- Snoof (snow) - Serviceable whole game (maybe), but snow gets countered by just using it and by most bosses
Trash
- Booshu (heal) - Counter is too high and heal is too low to be anything other than trash
- Spike (thorns) - Serviceable early game, mediocre mid game, utter trash late game
- Loki (demonize) - Aimless double damage...utter trash
The pets need some improvement in my opinion. Here a re some ideas
- Lil Gazi - Should give +X based on its attack
- Snoof - If hits a snowed unit, then Snoof and enemy should get snow +1
- Booshu - Should heal based on its health
- Spike - Should move to front of lane of the attacking enemy
- Loki - Should be the totem that applies double damage to attacking enemies
The above could lead to overpoweredness but who cares
Not always optimal, but always decent, and lets me get away with a lot of otherwise greedy lines with early reward choices.