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Co-Op has more to do with how you use cards relative to your role and stats.
this card's so good
Also I prefer dinner to pudding to heal everyone.
bring whatever else is good for the character
Avenger Miusaki / Sherry / Tomomo go great with Bloodlust
Defender Suguri v2 if you want to play a reactive support role
Support Arthur is pretty decent at dealing with the stars / draw issue, Support Mixed Poppo is only decent dependent on the map; otherwise Support Tequila / Sherry are more useful for combat
Attacker Kae is the standard massacre artist, and the more Blazing shared the better
If you have some teamwork / deck building:
Attacker / Avenger Nath - super stats that's not too hard to accomplish
Attacker Military Sora / Shifu Robot - alongside Supports / Defenders, the low hp revive can be used here
If you'll notice a trend, you'll see that the best free cards are:
Nice Present
Rainbow Colored Circle
Dash
Nice Jingle
and in a full premade, Party Time
-Forced Revival x3 (because that is extremely powerful on a reviving boss, just have the boss be KO'd on their own turn or KO the boss and have the next turn(s) go to someone with FR and the boss is ready to be slain yet again on 1HP. Bringing 3 means a much higher chance of P2-P4 getting it instead of being nigh-useless in P1's hands).
-Dinner x2 or x3 (because it helps a LOT against Sandwhich Thieves and Splash). Heck, Dinner in general is a good co-op card, as it heals everyone, and healing up to 12 HP total for 4 players beats a hard-to-use heal like pudding. Same cost, too.
-Accell (as x2 die on attack is a good way to KO a boss with standard amounts of HP.
Otherwise, pick whatever suits your character or aids the team. May wanna leave your Party Time cards at home or otherwise the CPU may play it during Splash and wipe you. Freakin' Hen Peck from Haruo all over again there.
I'll easily second this:
I leave out Party Time in all cases, especially versus AOE bosses like this one. There is ALWAYS a teammate who uses it for no reason at a poor time (even regardless of player/role level), leading to a team KO, and very, very few instances where it's actually useful for anything, not to mention significantly more costly than Here and There. I cannot understand why people still bring it.
That and Cloud of Seagulls, despite being a 0pt card, its randomness is consistently a detriment and equally abusable with poor timing. While true that it has more potential targets at max mobs, it's just not worth the risk outside of full health for everyone or multiple shields up.
I will say that vanilla Tomomo's crap hyper finally has some usefulness against QP, since even a single downed player is enough to wipe all mobs at once, good to delay an incoming Rampage. It's still massively expensive though, and I can't really recommend wasting deck space with Prez Privilege just on the off-chance you'll find both at once, at the right time. There's quite a few co-op hypers that should've seen re-balanced costs, not the least of which being the ever-prolific Sherry's nerfed-to-garbage-tier Windmills.
Besides that, it's use is questionable, and no real point bringing it to M10 or Summer Beast, even if it's free (better off with Sprint, Nice Present, etc).
Definitely agreeable that Cloud of Seagulls is trash in co-op, purely because the hitrate is 1/5 at best, with high risk of friendly fire. Even minion-spawning bosses don't make this card worth it.
Ah, Tomomo's hyper finally is good for once... In a mode that isn't about bullying or grinding wins. Figures, heh. Pity that tomomo has incredible fragility (merely 4HP) and an insanely high REC of 8 to compensate, though. (Which'll turn into a 9 as attacker, from the +1 REC negative role trait.)
The cost is no issue though, given how strong Tomomo's hyper is. Her REC is her downfall, however (especially if it gets increased via boss effect).
God, Windmill is trash, indeed. Wish they'd buff it already.
If you got a lot of Avenger / Tequila fighters, Bloodlust and Quick Restoration increases power levels significantly
Always bring Extend unless you are running a lot of fast revivers / large amounts of supporters
If your team is bringing a bunch of low HP characters, it is wise to bring a Defender to prevent an AOE wipe
If your team has nothing but massive revive cost units, play a Support. Mixed Poppo has a decent amount of mobility, add in some Dashes and you can revive players more often.
If your team is imbalanced in having too many defenders:
Attackers with +defense are more valuable
If your team has too many supports:
Miusaki is a pretty classic option. You can play it risky and go Attacker Miusaki as well.
If you don't know what to pick, choosing an offensive unit with Attacker class won't typically make the game harder.
Last:
If you don't bring Windy Enchantment, I scorn you!
If you throw it away for no reason, I also scorn you!
Windy Enchantment is the MVP of every deck, in every coop fight, in the game. BRING IT!