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Good cards to bring include, roughly in order of how I prefer them:
Ways to draw a hyper when you don't have one:
-- Passionate Research
-- Nice Present
-- Princess's Privilege
Cards that are actively good to get rid of:
-- Unlucky Charm
-- Windy Enchantment
Scramble's main game plan is to get out ahead of the pack in stars and end the game as quickly as possible. There are some cards that can help you do this. Opinions may differ on whether you wish to bring these (since it's your primary gameplan anyway) or to NOT bring them (so nobody else can play the same game). I lean towards bringing them, though:
-- Holy Night
-- Piggy Bank
Events that generally do not benefit other characters more than Scramble, and may help her if other people play them:
-- Out of Ammo
-- Scary Solicitation
-- Dinner
-- Mix Phenomenon
-- Star-Blasting Light
-- We Are Waruda
-- Play of the Gods (only if you bring some of these other events!)
Other cards that can clog up opponents' hands or maybe be useful:
-- Stiff Crystal
-- Lonely Chariot
-- Shield
-- Shield Counter
-- Tactical Retreat
-- Quick Restoration
-- Reverse Attribute Field
Hell, I think you could even just allow her to pick who the card goes to at the end of the turn with no other changes and she instantly becomes a lot better because she can stop herself from getting destroyed by bullies behind her. Aru(s) still has the threat of dying to card effects or an enemy/boss panel, or dying from a player she didnt give a card to. Honestly, idc what they change as long as it makes Aru(s) not bad so I can listen to her theme more.
as for changes for scramble aru just let her give out copies of the cards she's holding, she can only gift once, alternatively they can just make it so her hyper gifts cards from the deck instead and just give it a cooldown so it doesnt get out of hand
They'll probably counterpick you, but hey, you were going to lose anyway. But maybe they'll sabotage themselves to humor you! You never know until you try!
Also from my experience, Aru (Scramble) gains stars faster than Aru, who has to wait for a few cards to get used before using her hyper for greater profit, or have to wait for level 4 so that it can be combo'd with President's Privilege.
Also my strategy is to completely avoid battles (such as choosing drop panels instead of encounter panels), and also discarding the lowest level card that you have to give away, assuming you can give whatever your hand holds at the moment. Pack cards that allows you to draw more cards.
same reason I'd use a hammer instead of a wrench when trying to hammer down nails. you could probably make it work if you use the wrench but the hammer just does it a lot better. Why would I use tomomo when I can just go for yuki instead? both have roughly the same survivability difference is yuki has a hyper that's actually usable, and she doesnt have 6 rec. The argument is used when an objectively superior option exists when comparing two similar things.
Yes scramble aru does indeed gain stars faster than normal aru, however that aspect doesn't matter when you consider that she has nothing to protect herself with, evd isnt a reliable stat, she could easily lose those stars just as fast as she earned them, one could argue that you could just discard her hyper, but then you'd end up with a normal aru but without the hyper.
With normal aru all you need to do is just pack a bunch of defense cards such as rainbow colored circles, rbits, shields etc. once you've used those up you could just use your hyper to try and refresh your stock of defense cards AND get rewarded for it in stars, waiting for other people to use cards so you could maximize profits for your hyper is fine and all but all you're doing is throwing away an advantage norma aru has that scramble doesnt, and even then normal aru would still have a chance at getting a card that would increase her chances of survival, thus helping to keep the stars she earned
With scramble aru you're stuck with trying to pack cards that would go well with your hyper, you cant even rely on high level cards since you can only gift cards that you can use, alternatively you can do the same with normal aru and pack defense cards, but then when play scramble aru if you're gonna do that anyway?
Any other character I'd give advice for (Except roboball/hen). But aru scrambled is so awful and she has a clear superior version who is way more fun to play and is near op imo.
If a top character list was created today instead of the old one where krila was at the very bottom of the human characters (Which was good as it got her buffed) it would be Aru scrambled.
My best advice if you were playing her would be to be the game host and rig the game settings to favor her (Because she needs it). Or play with a friend who also picks aru scrambled.
Chsaracters should be fun to play, but aru scrambled usually isn't. Not being able to pass cards above your level really hurts her. They could have kept her able to do so, but scaled the star rewards to her current level. Cuz early game all her hyper does is paint a huge target on your back that you gain nothing from.
You could discard that hyper and not get another all game. Then your a hyperless aru, who if you aren't max cards at all time your next draw might lose you your key victory card like accel or reverse. Other times your just drawing hyper after hyper that's doing nothing for you.
With that being said, I pack 3 Dinner, 1 Mix Phenomenom, 1 Windy Enchantment, 1 Unlucky Charm, 1 Play of the Gods, 1 Star-Blasting Light, 1 Princess Privilege, and 1 Reverse Attribute Field. That way, I don't have the complex of not being able to use the cards I put on the deck, and as for the rest of the cards if I can use it nice, and if not, doesn't matter.
I actually don't see a problem with passing out a card per turn (cooldown mechanics would sound odd in this game) as long as you balance the star-gain (or in general) around that mechanic. Then drawing multiple hypers could actually be useful plus the KO-penalty would be justified. The only thing I could see getting possibly out of hand is multiple hyper-draws leading to too many Santa's Gift debuffs tossed around and no one being able to take down Aru Scrambled. Not sure if "can still use cards that deal out-of-combat damage to her to take her hyper out" necessarily justifies that.
As for the cooldown I suggest basing it around the norma requirement of the card that was gifted so high level card = high profits = high cooldown