Floppy Knights

Floppy Knights

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Floppy Knights Deck Building Walkthrough
Da He burnt my shake
Hello and welcome to my first ever guide! This guide simply focuses on what decks are optimal for tackling each stage. I’ll also be giving tips. Please leave feedback and suggestions so I can make improvements to this guide! Look forward to videos that go into deeper detail in the future.
   
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1-1
This stage doesn’t give you a deck.

You do not need to put your succulent in harms way, this risks you losing the bonus objective. Its ok if the grunts hit you, they deal one damage. You have to be aware of the Sloppy Gobby’s respectable 3 damage. Reap and Sow is really the only card you need to do work here.
1-2
We finally get to edit our deck. Add all the moves and attacks they provide and the Spitunia.
Do not be pressured by the turn limit for the bonus (you should be doing the bonuses). 5 turns is more than enough as long as you’re on the move. Its okay to lose units here, in fact I encourage it to keep your commander alive. Remember, if your commander dies, its game over. In the future, you will have strategies that purposely put your commander OUT of harms way. Reap and Sow should give you the 3 or 4 attacks needed to break the satellite.
1-3
We finally get to buy cards from the shop. You should have 40 gold, that’s enough for one of the best cards in the game, Sunshine. Not only does Sunshine give you a free card, it gives you energy momentum for the next turn. You’ll also notice that Succulent Kicker is free. Buy those two cards and add them to your deck. Also add the Barrel Cactus you just got from 1-2.
I would encourage you to make haste towards the vegetables using your commander. Note that Captain Thistle has 4 attack and can pretty much 1 hit everything. If you want, your commander can single handedly defeat this map. If you’re not confident, you can use the Barrel Cactus and Spitunia to do all the work. Succulent Kickers are there to add Kick and Hop to your hand and be meat shields.
1-4
Add Bamboomer and Replace an attack with Branch out. Also go to the store and buy Treefolk Rock. This will be useful in the future but not now.
Bamboomer has 3 range which might be hard to get used to. He has awesome attack and one of my favorite plants. If you play chess, pretend his attack range is that of a Knight.
Now is the time to put on a big brain. You cannot lose any units. You need to be hyper aware of attack ranges and calculate how much damage your unit will take and live. Again, grunts do 1 damage so ignore them. Focus on taking out the Slobby Gobbys and the two new threats: Hyper Snipers and Hob Boppers. Taking a hit from both of them is a whopping 6 damage combine. Bait them, isolate, and then crush. Barrel cactus and Bamboomer can team up to accomplish this. Also use the forest tiles and smartly position your commander. Because the hyper sniper is defending the flag, it’s better to just eliminate all enemies with precision. Was that easy? I hope so because it only becomes harder from here.
2-1
We now have Vera. This makes the game much easier as her main strategy is to sit back and just heal. We also unlocked challenge maps. This guide will not require you to do them, so do not worry, I only require you to do the bonus objectives. Buy Grow and Rehydrate. Add Grow and replace a Move with Rehydrate. Remove Barrel Cactus, Bamboomer, and Spituna.
















This stage actually has a very difficult bonus objective. Basically: haul :barrelcactus:. We’re going to use captain thistle this last time because he can move very fast and output good damage. We need to use this to rush over to Bernard and defend him, and you only have 4 turns to make your way to him. If you have a really good opening, you can do this before they lay a hair on Bernard! Basically, Captain Thistle is a one man army here. Reap. Sow. Dominate.

2-2
Now we can relax a little. In fact, let’s try out the Vera strategy. Add Vera, Barrel Cactus, Bamboomer and Spitunia.

Big mad here is major threat to be reckoned with. For every hit point he is missing, he gets more attack. If you get him down to 1 HP, he can literally attack for 14 damage!!! There’s no way our commander is getting close to him so Vera is going to hang out in the back. Put together a kamikaze crew and use the bottom flank to make a bee line to Big Mad and chip away his damage. Make sure you walk over the Deployment Terminal there on the bottom right and just throw units at big mad till he’s dead! Succulent Kickers can meat shield Vera and deal with enemies that go towards her if you need to. Also, don’t forget to take out all the quiver kids, Spituna and Bamboomer are very good at this.

2-3
Replace a Move with Transplant that we just unlocked. Buy Seed Sword and replace and Attack with it. Treefolk Rock is optional if you like the idea of buffing one single unit, such as Barrel Cactus. Its costs 2 energy to play so I don’t use it, but it will be very useful in the future


Oh look, another big mad. Same strategy with Vera. If you avoid angering the Big Meme, you can easily capture the rope with a Barrel Cactus. If that method is too frustrating, simply block the enemy spawner on the right and just throw minions at the enemies until they’re all dead. These missions are very nice because there is no turn limit, so please take your time. Please note there is a Terminal Spawner on the right and please use it. DO NOT MOVE VERA SHE IS A PRECIOUS BEAN AND MUST BE PROTECTED.

2-4
No changes. At this point, I’m hopeful that you are good at throwing minions at the enemy.
Each finger conveniently has 3 HP, Barrel Cactus loves eating fingers, position him correctly and you can cleave away 2 fingers at a time. Don’t move Vera, kill Behemoths when you see them, and you can’t lose. Also, Behemoths are very fast and deal a massive 4 damage, so kill them quickly. The button just opens a second path to the left spawner, so just ignore it. In fact, only use the right spawner unless you plan on doing some crazy back door strategy with the Cactus.
Also note, Big Meme loses his 2+ attack buff after his first attack. He will literally do 1 damage if you do not touch him, so don’t touch him.


3-1
We unlocked Big Mad and the Monster deck, my favorite! Buy Barrel Cactus. This next mission forces us to use Big Mad, so let us set it up. Remove Attack and Move. Add Sunshine, 2 Succulent Kickers, Seed Sword, Transplant, Rehydrate, Treefolk Rock, and Branch Out. Grow is optional, it’s not included because eventually it will be near useless in our deck the more plant cards we replace with monster cards.


So Monster decks are all about high risk high reward offense. You have to use cards like Get Mad and Devils Deal to get Big Mad down to 2-3 health range in order to get the bonus. You have to be very careful to not let Big Mad die. Don’t be afraid to use transplant to get Big Mad’s health back up to comfortable levels. For this stage, I would recommend sending minions to grab the flag, since accidently killing Big Mad means a failure. When a unit dies, they drop the flag where they died, so you can just send someone to pick it up.
Note: This guide will only use Big Mad when its optimal since he’s very difficult to control but very powerful. Nothing feels greater than dealing 30+ damage to a boss in a single turn using Big Meme.

3-2
If using a monster deck, add Bamboomer and Barrel Cactus.
Add a second Barrel Cactus to the Plant Deck.
Both beacons have to be defended for the bonus. Luckily they have a lot of health so they can take a couple of hits. The bats only do 1 damage so focus on clearing out the Ogre and Armored Bandits. Please know that the bandits will hit you for 1 damage if you attack them without killing them. Attack them with range or a barrel cactus. The middle enemy spawner spawns ogres so please block it when it says 0
3-3
Buy Big Bonk, Quiver Kid, Rally, Stacked
Add everything you just bought to the monster deck. Remove Bamboomer from the monster deck.
Add 2 Quiver Kids, Rally, and Big Bonk to the Plant Deck.



















This stage is actually more difficult if you choose to use a plant deck over monster deck. Not letting your commander die in the top right cage can be a challenge. If you insist on bringing Vera, cast thorns on her as soon as possible so she can 1 shot bats and 2 shot bandits. On top of keeping your commander alive, none of your units can die. So not cast Succulent Kicker until the bandit near the spawn is cleared. I recommend opening it up with a quiver kid, moving him and attacking with press the attack will get rid of the bandit. Play smart and lead the charge with barrel cactus and you’ll be okay!

3-4
Add Chuckie to the monster deck and remove a succulent kicker.
No changes to the plant deck


















I don’t find this mission very difficult. You just have to mobilize one or two units to the first computer quickly. Once your lane is cleared, simply push to the other lanes. The enemy will give you about 9 turns to intervene and stop them from killing your beacon, which is more than plenty.
4-1
Buy Volley Fire, add it to both decks. Buy Psych Up, add it to only the Monster Deck.


















We also unlocked Jessica who received a massive buff in version 1.4. You can swap Big Mad for Jessica if you want, the deck will work, but Big Mad is simply the superior choice on boss maps.
Ahhhh fog of war! So remember throwing minions at the enemy using Vera? Do that. 8 turns is also a generous amount, so just constantly make your way to the right side of the map. Stick to the trees to avoid being ambushed with a lot of damage. If have revealed their locations to help you plan your route.
Also, in world 4, it actively makes your game hard if you have fast move enabled. If you walk past an enemy, you’re least likely to notice.

4-2



















The easiest strategy here is to just sneak your way to the sign post. Park Vera into some woods so shes safe from the bats that spawn from the north. Keep in mind that these bats are beefier, they have 4 hp, and inflict poison. A poisoned commander is pretty much a disaster. Vera’s passive can offset the poison damage on other units, just not herself. You also have to be very careful not to kill all enemies, so use something tanky like Barrel Cactus to sit on the flag.

4-3
Take both Quiver Kids out of the Plant deck if you are using it here. The spawn zone is simply too small so they’re actually a burden.


Simply wipe everyone out. You have 10 turns to pull this off so no dilly dallying. Its not in the image, but there is an enemy spawner on the top right. I would recommend parking Vera there or a weak minion.

4-4
Don’t lose any units. This is a tall order. Buy Real Steel and Armor Eater. Lets use this Jessica Deck. Or you can stick to the Vera Deck, just use Barrel Cactus to lead the charge and be careful.



















This stage is really difficult. There is no turn limit so take advantage of that. Skateboard ghosts are constantly on patrol to come after you, so be prepared to deal with that. Keep Jessica on your front line and keep her armored up and in the trees as much as possible. I provided some heals to make up for any mistakes you make. Use the Succulent Kicker to plug up that enemy spawner on the top right corner.

5-1
We unlocked the Hooligans Deck. Unfortunately this deck doesn’t become good until late game, and coming out of your comfort zone late game is not ideal, so you don’t have to use them. I may add Hooligan Decks in the future because 1000 Cuts and Total Choas are really good.
Add Teen Spirit to your Plant Deck, remove a succulent kicker. You can also update your monster deck back to Big Mad mode.


Another 10 turn condition.
Ignore the spawners directly below where you start, just get a move on a rush to get that spawner terminal in the center. Or you could be a real Big Meme and ignore all of that and just rush the satellite killing it in one hit; that works too.

5-2
Add Rehydrate and Teen Spirit to your monster deck if you’re using it. (I recommend doing so)
No changes to the Plant deck.



















I consider this to be one of the most challenging missions in the game so keep a cool head here and don’t be afraid to restart if you have a bad opening. Get your fast units to Bernard and defend him the best you can. Remember, he has 5 armor that he can afford to lose. Try your best to take advantage that the enemy has a hard time crossing the water. After you secured the area, its only a simple matter of spawn camping the weak polar pawns. Tip: The Slushy Slammer on the bottom right will not move if you do not enter his attack range, so do not use the right flank.

5-3
Buy Teen Spirit and Stayin’ Alive.
Use these decks:

We have to defeat all enemies here, so there’s no cheesing it with Big Mad. I mean you probably still could, it would be just harder because you have to clear the map. Range is the name of the game here so position your units well. Do not spawn a ranged unit until the cost is clear using barrel cactus and your commander. There is no turn limit or respawns for the enemy, so no pressure.

5-4
Use these decks:



















There’s two ways I like to handle this map. Minion spam with Vera or just get Big Mad to the boss and do Big damage.
20 turns is a heck of a lot of turns so you shouldn’t run out unless you’re doing something wrong. The bosses drill does not reach the spawn zone so do not worry. It also does 3 damage and does friendly fire at the beginning of the enemies turn, so it’s best to wait for the first drill attack to clear the snow and enemies.
6-1
We unlocked Concoctor, who is an incredible commander. It’s literally a shame we only have 2 more worlds to go so it’s really up to you if you want to use him at this point.
I recommend using this deck:


This is a fun map and we also get introduced to the new enemies we will be facing going forward. I say its fun because of Chuckie . He can pull enemies into the bottomless pits using his attacks making it easier to clear the enemies out of the way next to the satellite. (This doesn’t work on flying units unfortunately) Don’t forget to win with 5 units on the field.
If you want to be cheeky, you can add a behemoth and snipe the satellites that way. I prefer to NOT push the buttons and snipe them with range. Bamboomer with thorns can 3 shot a satellite. If you move fast, you don’t even need to kill the units on the platform.

6-2
I recommend these decks:















You can either play it safe with the plant deck, or just rush with Big Mad, the choice is yours. Pretty unremarkable level I have to say.

6-3
Buy Double Time and Bootleg, Poison Lance, and Spinnerette
I recommend this deck (plus add Behemoth):


Remember Bernard missions? Well that prepared you for this nightmare. You have to move very fast and efficient. My best advice I can give is make sure you are always blocking enemy spawners when you can. It’s important that you block the spawner directly on top of the Beacon. It cannot handle having 3 Copycats attacking it at the same time. Here are the spawners that give you the mini machines for the bonus objective so you don’t miss it. I marked them with a Red X.

Update V1.1.10: They made this map easier, there's less pressure to rush to defend the beacon from the copy cats since they delayed the spawn by one turn. They also changed an Egg Champion spawner to a Sentry spawner. (Egg Champions AI is pants on head stupid so honestly this is a buff to the difficulty)

6-4
Replace Behemoth with Bamboomer for the Plant Deck.
For this mission, you can use a plant deck, but I recommend a more aggressive monster deck.


After you defeat the boss, SPOILER, there’s a phase two. Here’s their spawn locations. I prefer the monster deck since it’s difficult to deal with all the spawns when you’re limited to only 4 units. So use the Teen Spirits to rush to the buttons and send in the BIG MAD!!!



7-1
No more bonus objectives, yay!
Buy Lightspeed
This map requires a balance of keeping your commander alive and developing your units on the other side and controlling the board.


















No tricks here, just keep your commander alive. Make sure you just avoid the Ogre that’s on your commander’s side. The “glitch mist” is an instant kill so don’t even try it. You also have exactly 11 turns to win, so no pressure.

7-2
Let’s mobilize! We only need a few minions, or you can troll with a solo Big Mad.



















I like to slip past the Ogre and make a mad dash to the spawner in the middle. Not very difficult for the second to last level.

7-3
This is it, the final boss. We’re just going cheese it with Big Mad. Honestly this is the easiest method. (Until things get nerfed)



Note the Succulent Kickers are included for their hop and for Thunderstruck (very overpowered card). The main laser deals 3 damage and the side lasers deal 2 damage.
Your only mission is to rush Big Mad to the bosses face and PUNCH IT!

Change Log
6/13/2022 Version 1.0: Uploaded the guide.
6/18/2022 Version 1.1: Minor Updates to reflect Update 1.1.10
5 commenti
Bryan 24 apr, ore 15:03 
Thanks for the guide - I breezed through the entire game with your Big Mad strategy and had a blast! Such a comprehensive guide with the screenshots and detailed breakdowns. :steamhappy::steamthumbsup:
Gabriel :P 27 ago 2024, ore 0:51 
Late to the party I know, but I also would love a guide for the DLC levels! I'm finding the Haywire bonus objective (winning AFTER 10 turns) completely impossible unfortunately.
King Ultimax 13 ott 2022, ore 12:45 
This guide got me through most of world 6, so thank you for that! Are you gonna make decks for the DLC levels? Out of curiosity.
He burnt my shake  [autore] 25 lug 2022, ore 16:55 
Great idea, I will credit you in the next update.
jashanacamer 25 lug 2022, ore 10:46 
Very good guide! One update I would make to the 7-1 deck is to add Cross Pollination. It lets you get your commander out from being trapped by swapping it with another unit hugging the right side. This lets you have infinite turns to complete the level.