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He has a truly GLARING weakness if you think it through and pay attention to what it actually does when triggered.
King Moko is practically a free win in my experience, as long as you have some way of quickly dealing with the 1 Attack Counter Mini-Moko that typically spawns with him.
The Spike Cat Boss and Wild Board Swarm are WAY more painful to me.
The Makoto's themselves can be more annoying sometimes
My problem with him is that the Makoto's have 8 HP, and King Moko has a short timer (5?) and hits for 10 five times! So he will kill the whole team if he triggers once. That's so unfair
Hard to get anywhere near tanky enough for that at this stage of the game. I suppose LOTS of frost could help, but it's a tricky one.
But I don't usually have a problem with King Moko even with a defensive deck. As long as the Makoko is dealt with the rest shouldn't be hard.
King's timer is 7. He has 5 frenzy. As others have mentioned, the way to win this fight is to attack him and use the pepper to your advantage. If you line up your attacks on him, you can chain it so that your attacks boost your units who are attacking that same turn or the next. Very easy to burst him down that way.
The Makoto does have decent hp and can be an issue if they get buffed too much, yes. If you kill King Moko, all the enemies will retreat and then Makoto isn't an issue. If you get caught on a turn where they're attacking and have 9 pepper or whatever, every tribe starts with the resources to block a deadly attack like that. Snow, summons, scrap, etc. :)
My whole bottom row attacked the prior turn, so everyone has a lot of Pepper. The Pepper Witch will take out Jumbo, sure, but I'm not worried about that because his whole purpose is to take hits. The Makoto is trouble, but I'll just throw a Snow on him. King Moko will be dead before anyone else gets to attack again.
Saw your comment when talking about the above stuff, then got this fight in a run right after where I'm about to get the unlock.
The turn I realized I could was able to take the hit: https://imgur.com/a/Sm7ykAY
Pinkberry Juice on Jammy (leader), then again the following turn. King Moko wacks everyone but Wallop and Jammy, taking two hits from Jammy. Then it's just "wait for Wallop to finish King Moko off", ending like this: https://imgur.com/a/YrHAxxi
I got an early Noomlin Biscuit followed by the event that lets you copy a card which helped, but otherwise there isn't anything special about this run.
There's a problem with it though, and I think it's part of why the game feels so difficult.
What King Moko requires, the Cat encounter that can follow it immediately after, counters.
How so? The cat fight is definitely my least favorite one (followed by Bigfoot), but the key to it is also "deal with the problem enemy quickly". Being the cat that applies Aimless. It's much more difficult to do because...aimless...but either way you're using offense with utility to address the immediate threat.
That's not to say that none of those methods can win against him. Just that 9 times out of 10, they won't. This is because nearly every one of those effects has little to no synergy with Moko's peppers, typically rendering them as too slow to chew through his 80 HP or not strong enough to withstand his minimum 50 damage (likely more) split across 5 attacks.
The real kick in the pants from him is that you have no way of knowing that he's gonna be your enemy until it's too late. If we could choose the bosses from a limited pool or at least see them at the start of a chapter (like StS does it), then he wouldn't be the one people are constantly complaining about. But that's not the case. So if you aren't building on the off chance he shows up, and he then does show up, you're run is likely over.
Overall, while I'm not really in favor of nerfing much of anything here, if the game isn't gonna let us choose the path we go and it isn't gonna be more open with the information, then I'd want to see King Moko's frenzy reduced from 5 to 3. It's still enough to tear your team apart or potentially wipe you, but it doesn't just mean "Hah, bad luck clunker or overburn boy. Die!"
Three frenzy would still make him a tough bas**** because you'd almost certainly have a bunch of injured companions, which might lead into a later loss as well. Especially considering that he still has minions that can pack a hefty punch.