Wildfrost

Wildfrost

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Drummer1990 Apr 18, 2023 @ 2:28pm
Please REMOVE or NERF King Moko
This boss is the biggest problem i've faced playing this game.

The only run I've managed to make it through until the end was the one I did not encounter him.

After 12 hours of getting him 4 out of 5 runs combined with the amount of coinflip this game is, is disheartning.
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Showing 1-15 of 40 comments
Aegix Drakan Apr 18, 2023 @ 3:52pm 
Re-read his ability more carefully.

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.
Last edited by Aegix Drakan; Apr 18, 2023 @ 3:53pm
Nexus Apr 18, 2023 @ 3:54pm 
King Moko is fine, hitting him boosts yours units too. That's how you take beat him before his timer runs out.
Ssjbryando Apr 18, 2023 @ 3:57pm 
I've died a lot, but Ive never died to this guy tbh. He's fairly slow and you can self-buff by the time he attacks a lot

The Makoto's themselves can be more annoying sometimes
Last edited by Ssjbryando; Apr 18, 2023 @ 3:57pm
Drummer1990 Apr 18, 2023 @ 4:02pm 
Thanks for the polite answers.
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
Jeshrack Apr 18, 2023 @ 6:20pm 
There's a unlock to let him attack and survive it. I still haven't figure out how best to approach this since he's a relativity early boss.

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.
Loop_Stratos Apr 18, 2023 @ 6:49pm 
Originally posted by Jeshrack:
There's a unlock to let him attack and survive it. I still haven't figure out how best to approach this since he's a relativity early boss.

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.
If you only mind the achievement and don't mind potentially losing the next battle you can tank the hits with 5 other companions/clunkers and leave your leader alive to deal the finishing blow. Of course, you're going to end up with a bunch of injured companions if you do it this way.

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.
BaconX Apr 18, 2023 @ 7:16pm 
Brother, if you can't beat King Moko, you need to learn how to synergize your build.
Unimarobj Apr 18, 2023 @ 8:52pm 
Originally posted by Drummer1990:
Thanks for the polite answers.
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

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. :)
Unimarobj Apr 18, 2023 @ 8:56pm 
An example: https://imgur.com/a/zpKHZUQ

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.
Unimarobj Apr 18, 2023 @ 9:35pm 
Originally posted by Jeshrack:
There's a unlock to let him attack and survive it. I still haven't figure out how best to approach this since he's a relativity early boss.

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.

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.
Sir Waffle Apr 19, 2023 @ 9:05am 
lul never got killed by him once
Firellius Apr 19, 2023 @ 10:00am 
Originally posted by Aegix Drakan:
Re-read his ability more carefully.

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.

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.
Unimarobj Apr 19, 2023 @ 8:42pm 
Originally posted by Firellius:
Originally posted by Aegix Drakan:
Re-read his ability more carefully.

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.

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.
Meterex137 Apr 19, 2023 @ 9:56pm 
Originally posted by Aegix Drakan:
Re-read his ability more carefully.

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.
I disagree. King Moko is easy if you happen to be building for spice or demonization. He's a run killer if you're building for snow, shells, health regen, teeth, constructs, summons, overburn, or on hit effect increases.

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.
Meterex137 Apr 19, 2023 @ 10:10pm 
Personally, I'd prefer either being able to see him coming while building a deck or maybe even being able to have a limited choice of which boss to face.

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.
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Date Posted: Apr 18, 2023 @ 2:28pm
Posts: 40