Openings in games are very important. why this though because if you screw up your opening it could ruin your chances of winning and make it hard to win.
EVO opening- lets start with a bit of history EVO stans for evolution because back in the old days before the lost warehouse this was the play to get xp for the cards. so the combonation is like this 6pillz 0pillz 6pillz despite this being an old tactic this tactic can be still used in the game of Urban-rivals.
advantages- reliable especially with a card like Hawk (R). sets u up for 2hit kos.
disadvantages- if a person plays no pillz u are screwed. if a person does the same thing and wins u will have lost not only pillz but have at big hole in your life. dosen't work against Piranas at all with their annoying pill mulnipulation.
bluff- simply play no pillz
advantages- puts u at an almost certain advantage into the next game. if you play it right can deplete your oppenent of pillz.
disadvantages- can be predicted especially when u have a blocker in your hand. if someone plays 2-4 pillz (e.g Jackie (R) or Hawk (R)) it can considered as a loss.
high powered counterbluffing- playing a high powered card like Hawk (R) at 2pillz.
advantages- catches your oppenent out and makes him lose alot of life for only 2 pillz. if the oppenent pillz out at least u will be at an advantage next round.
It also works to go for the 1HKO first turn, but not use al Pillz. Use Fury and maybe 5-7 Pillz, and either they roll over expecting a bluff or they use nearly every Pill they have to defend themselves.*
*NOTE: This will only work when there is no counter to you 1HKO (e.g. Damage Reducer)
Worst opening ever = putting all 12 pillz into your not fully evolved card so that you can get some expierence.. but might make your Dt opponent your new best friend when he/she nets 60 bps.
My personal favorite opening = the 7 pill opening. When you expect that your opponent with use 5 or 6... use 7 and squash them... This is particularly effective with Naginata... you'll almost always be down 1 pill and up 7 life... not too shabby.
The super noob bluff- pretend like you dont know how to use pillz and kill them in the next 2 turns
Thay will think that the 1 st round is a bluff and figure it out in round 2
advantage:if they fall for it, theey're screwed for sure
disadvantage: doesnt owrk after lv 15
Insanity Strike: put 2 or 3 pillz on cards like B Ball or Naykee. ppl usually bluff wid those cards, and put 1 or 0 pillz down to defend themselves, If not, they will overthink there next 3 moves and screw up. Ive taken out loads of 40-70s(usually wid zatman and jackie in da same hand, mwhaha) playing like this. It works best on higher levels, and bout 70% o de time.
I using this deck deleted