General Tips & Opinions
5 years ago
San Diego, CA, USA

Hi Everyone, This will be a post about general ideas and "tips" that I could think of. Hopefully, it will help any runners get a WR. • You can see your opponents discards to card dodge or block cards if you are unsure • High attack opponent decks - Stall against these types of opponents, so they either deck out or you build guts for high power attacks (Toy, Juras, Vijadela, etc) • Stall Opponent Decks - use cards to reduce opponents guts and only discard/use 1 card per turn (Nelson, Stolatos), It is important to keep as many cards in your deck and reducing the opponents guts because Busy Time WILL eventually screw you over.

-----------------------Any Monster Cards ----------------------- • Dodge - use for stalling • Will Power - very situational • Grit - use for stalling • Critical - best used for multi hit attacks such as Flame Wall and Petal Wind because with petal wind, the attack goes from 3 guts to 2 attack each (6 damage total) to 5 guts to 4 attack eachh (12 damage total) • Retreat - too situational • Grand End - too much luck involved if a high power attack follows only for it to miss and you deck out if you run out of guts then deck out in the process • Good Luck - Never tried it, but it might be usable if you add a plant to your team with no attack or defense cards and if you somehow get Good Luck early, then you will get 10 guts added to your deck. However, Decking out becomes another issue • Jump In - can be combined with Naga's counter or Zilla's bounce reflect high damage back to the opponent • Last Man - N/A • PO - can be used to quickly finish off monsters who are vulnerable (referred to Below) • Blow Away - use for stalling • Concentrate (useful against Hare and Durahan) • Persistance - Will not benefit you at all unless you rely on high power attacks without having to worry about your guts draining

-----------------------Breeder Cards ----------------------- • Help - useful for scratch damage • Mango - Useful for keeping Hare's hp up after recoil damage • Wild Rush - COMPLETELY USELESS card. You need 3 guts to use in order to get 5 guts and skip any card use for the turn (and you won't know which cards were discarded until it's too late). Its better to just wait a turn and sacrifice 2 cards (including Wild Rush) in order to have 5 guts next turn • Cool Judge - good for canceling out ENV cards • Hot Battle - N/A • Excited - N/A • Encourage - usually ended up giving the opponent an advantage so tried avoiding it • Nice Fight - N/A • Confusion - Is a cheap card because 2 cards are discarded beginning on the opponents draw phase, not the user's initial turn. • Last Trump - N/A • Fainted - use for stalling • Twinkling - too situational and risky • Reborn - Unusable in paradise of monsters % • Busy Time - use for stalling • Powder - draw a card and heal the difference with a mango or is a good filler card in your deck if you need something. • Nuts Oil - too situational for the cost • Pride - THE BEST CARD TO HAVE IN AN EXPERT RUN - UTTERLY DESTROYS THE GAME because now mixed-breeds can't dodge • Awe - I'm not sure if this can be used for stalling purposes, I haven't really given it any thought. • Ensnare - Can be used to prevent some stalling by opponent - Zilla using In Your Face or Mew using Doll • Lock Tight - Can be used for stalling - I never use it though • Bad Weather - Can be used to prevent damage from Twiddling, Wing Cutter, and Jell Copter • Arid Land - When Matora uses it it causes her to initially lose 1 health on all monsters, if you can use another ENV to negate its effects, she will most likely activate another one. This really hurts the user of Arid land, and benefits the opponent of the user. • Support - If you don’t want to use guts or don’t have guts to use a breeder card (i.e. Fainted), this card can help • Complicated - use for stalling • Fake Cry - use for stalling or preventing a DGE/BLK from being used • Refresh - Can't think of many usefull situations to discard and withdraw unless a defeated monster's skill cards are taking up too much room (I would usually just discard to guts pile) • Pray - ok counter to slightly delay Confusion card • Spark - Can be used for Mew, Plant, or Suezo. • Warp - Can only think of using this to avoid Fire Breath, but puts you at a vulnerable position for aerial attacks • Long Battle - can be used to stall high cost cards, but I find this card too annoying to use • Close Up - use with guts draining moves to prevent opponent from re-decking with Busy Time

-----------------------Vulnerable Monsters ----------------------- *There are monsters in this game that are vulnerable to certain types of attacks (either they can't dodge an attack or they can't block or dodge) **Partial - monsters marked with partial can block only 1 type of attack while being able to dodge both (i.e. Dino can block Pow and Dodge both Pow and Int, but since he can't block INT, Mew's zap will always hit

  1. Dino | Ground: **Partial = BLK = POW - 2 ; DGE Both = use INT moves that Can't be Dodged
  2. Dragon | Ground: *All INT moves will hit
  3. Durahan | Ground: Moves combined with concentration will always hit
  4. Gali | Aerial: Use POW moves that can't be dodged or let Gali waste 3 guts to dodge a move (Preferably allow gali to use dodge move to prevent enemy team from attacking)
  5. Ghost | Aerial: Can only block
  6. Golem | Ground: *All INT moves will hit
  7. Hare | Ground: Moves combined with concentration will always hit along with low cost moves (1 or less guts)
  8. Henger | Ground: Moves that can't be dodged will always hit
  9. Jell | Ground: Use POW moves so strength is reduced by half, rather than INT that has potential to be dodged or reduced by half
  10. Mew | Ground: Use low cost INT moves or INT moves that can't be dodged
  11. Mocchi | Ground: Preferably use INT moves if a Mochi is teamed up with Naga, because Mochi can use HIDE and redirect attack to a Naga which can reflect damage with Counter
  12. Monol | Aerial: Use INT moves that can't be dodged
  13. Naga | Ground: *All INT moves will hit
  14. Phoenix | Aerial: -
  15. Pixie | Aerial: Use INT moves that can't be dodged
  16. Plant | Ground: -
  17. Suezo | Ground: Use moves that can't be dodged
  18. Tiger | Ground: Use moves that can't be dodged
  19. Worm | Ground: Use INT moves that can't be dodged
  20. Zilla | Ground: *All INT moves will hit
Edited by the author 5 years ago
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