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Gotcha,I'll do that. Also for some reason,I was expecting someone to answer with a random meme specific to this game's community lol
The cards you put into the deck are three times more likely to be drawn by one of your opponents than you yourself. This makes near-universally good cards like dash a bad thing to put into the deck yourself. So you should only use cards that will benefit your particular character strongly while not benefitting a lot of other characters.
The card mimic for example which turns your hypers into the hyper of another character is most useful with characters with bad to mediocre hypers while not that useful to characters with good hypers in the first place.
Remember the ultimate goal, the fifth norma with either 200 stars or 14 wins. And making sure nobody else gets there first. The game is largely that second part as anybody gains a clear lead becomes a clear target. If you're that person, you generally want to avoid all conflict whatsoever.
Pay attention to roll possibilities when playing an evasive character with negative defense. Sometimes they're more likely to live evading rather than defending even at HP above 1. Or maybe equal chance, but evading preserves their whole HP bar if they do live.
If you're rolling double dice for whatever reason, the most likely outcome is 7 with every possibility getting lower as it gets further from 7. You can't roll less than two 1s, so you'll guaranteed roll 2 at the very least which might be all you need as well.
If you're playing on a split map, do everything in your power to stay on the side with your own home panel. It is pure pain if you do not.
Gauge where warp panels can possibly take you and determine how many of those places are actually good for you if you do choose the warp panel.
These are very general tips, but a lot more precise strategy comes from knowing the characters and the maps/events.
As for general tips, here's a couple:
KO-ing someone out of battle isn't something you generally want to do. What'll happen if you do this is they'll revive in a few turns with full HP without losing any stars as opposed to them dying in combat where they'll lose half their stars to whatever killed them. A good example of this is the card "Long Distance Shot". On paper, it sounds like it would make sense to shoot someone at 1 HP because that will KO them, but all they lose in that event is whatever amount of turns it takes for them to revive and then they're back in tip top shape.
Another one would be that you generally don't want to pick a Wins Norma unless you already have the wins required. When you're going for stars, you will always EVENTUALLY get the amount you need. By contrast, you can go entire games without fighting something and might NEVER even get the two wins required at Norma 2.
As for your beginner characters, I feel I should throw out a tip for QP. The main appeal of her hyper is that it allows you to die while not losing stars or giving wins. A lot of newer players tend to use Hyper Mode! more for the sake of getting +2 attack, but a non-static +2 attack isn't particularly impressive. By contrast, if you let yourself die when you use hyper mode, your stars are safe, no questions asked. What you'll often want to do with this is use it when you feel you'll probably die in battle and evade your opponent's attack. Doing this will kill you while protecting your stars and allow you to revive next turn with full HP.
If your character has -1 DEF and +1 EVD, then you practically stop defending at 2 HP, since you basically have the same survival chances at evading, though you might still prefer to defend against an attack of exactly 2 damage to avoid that 1/6 chance of failure; also you may defend if you're expecting that 1 damage from Air Raid event or some whatever other reason.
If your character has -1 DEF and +2 EVD, then you stop defending at 3, 'cause same chances. Defending at lower HP would make it actually even less likely to survive.
Poppo always wins.
http://steamcommunity.com/sharedfiles/filedetails/?id=332905336
If someone is at low health, and are vastly in the lead compared to everyone else, and you can attack them... do it. Like... you "could" die if you attack someone, sure. But what's the alternative? Letting someone win you can stop, and even potentially win from defeating them. So... don't avoid combat because you think turtling up the whole game will give you the win. Sometimes a Poppo needs to attack a Yuki. A Yuki with 1 HP is likely to die to a Poppo. Even more so with buffs.
This leads to the 2nd:
Don't attack people when there are other people behind you that can kill both of you from being weakened. If your attack were to fail, and both of you end up lower in health, that may not be a good choice when someone is right behind you that could kill both of you.
Most importantly:
If you choose to land on your base, when someone has fulfilled their requirements for norma 5, you are effectively giving someone a higher chance to end the game right there. Sometimes you need to not land on home so that other people can't end the game by attacking you. Sometimes you're put in a position where you might need to gamble so you can win, like someone is 6 spaces away but if you land on your home and they don't win next turn, you could use a Lonely Chariot and get the next base and win the game. Calculated risk is okay. Uncalculated, no strategy, yolo plays are not.
Sometimes taking a low chance to succeed IS better than nothing, but taking a low chance to succeed where the reward is nothing and the penalty is your loss, makes no sense.
There are times you should fight as others pointed out, but overly aggresive players tend to lose in the long run when they inevitable roll a 1 def/eva
Remember the big difference between EVD and DEF. DEF mitigates, EVD is "All or nothing"
Not calculating dice odds. Say you are defending with Suguri (-1 DEF, +2 EVD), and the target rolls a total of 7. If you are full HP (4) you need to roll a 5 or higher to live with DEF, while EVD you NEED a 6. However if you have 3 hp or less, you need a 6 either way so may as well Evade.
Defending against a 1. No matter what you'll take 1 damage so even if you have -5 EVD, you may as well try to evade it.
Look at your "Immunity". Since Roll + EVD is what decides if you can dodge, you are guaranteed to evade the minimum of your dice roll. For example, if you have +2 EVD, you are guaranteed to dodge anything that is 2 damage or less (Since the lowest you can get is 1, 1+2 = 3)
If somebody is in a position to win, try to stop them. I've had hilarious moments where I was a 1 HP Poppo taking on a full HP Yuki, and proceeded to not only kill them but win the game because of it. These are the best moments you can get in the game, and while you aren't playing for keeps giving somebody a win without reason just ruins the fun.
Try to play with friends if you can. Suggest them to get this game.
Remember: Have fun. Stuff is going to go wrong, but everybody is going to have their turn to get kicked in the face by this game, so don't let it get to you.