Updated on 6/10/12
The original The Ultimate 1HKO Guide was created by Alumni (Here is the link if anyone wants it)
Now there are even more cards that can 1HKO so I have decided I will try to update this guide.
-What is 1HKO?
Well the answer is in its name. It is KOing (by taking all their life points whether its 12 Lives, 13 or 14) your opponent in 1 round hence the name 1 Hit KO.
1HKO is something at first everyone want to try and can do ( provided you have the right cards ) but then you will realise it is easier said then done with some cards. 1HKO is a huge time saver it is great in dts if you want to get points fast.
If you matched up with these cards a good way to stop them from KOing you is to use Damage Reducers (even a card like Sai San can stop 1HKOs or 1HKO himself but i advice you dont you use him ) or Cards with SOA ( if its their ability helping them KO you) or Cards with SOB ( if its their bonus helping them KO you) another option is to out-pill your opponent, (remember sometimes they might bluff and hope you play most your pills) Shann is a good card that can do this and give you some pills back (if you have more Bangers in your hand).
-When should you try to 1HKO?
A obvious reason; You should try to 1HKO when you know you can win!
If your opp has low powered cards (1-4).
If your opp doesn't have SOBs, SOAs or DRs (don't go all out on round 1 though).
If you think you opp hasn't played enough pills to stop you.
There are many cards that has the power to 1HKO. Some need Timber with either a bonus or ability (or both), some only need their bonus, some only need their ability and some even need both bonus and ability!
This is the layout I will do for each card
-How to KO
Also to only see my adds to this, tick the box next to Only show messages from the author and admins.
edited by Infiniti thursday 31/01/2013, 19:59
Yeah i guess you could do that but thats not really 1HKO is it? Scine you have to lose which adds some damamge then win add damage. Whereas 1HKO is just the FULL 12 damamge.
Nice Guide Reg
So to define an OHKO card:
1) capable of reaching 12 potential damage with the help of fury and/or Timber and/or clan bonus and/or ability.
2) not be reliant to other cards than Timber, clanmate and in the case of Laura and Yu Mei opponent having high enough damage.
3) cards that can finish the game after C Wing or such card's defeat do NOT count as OHKO, despite having the same function in terms of fight results. (Eg, Dregn)
If we really wanted to play with the Defeat: -opp life cards, Thormund would be OHKO in the optimal situation of losing with Tino, C Wing and Milena (3+2+2=7 life removed), and winning with furied Thormund (5 damage).
Thanks for that definition Thoazol
@XII-Grace-IIX I did think of doing the defeat cards at first but then i realized there a 100s of different combos and would make this guide complicated, not to mention the amount of time needed to do them all, and like Thoazol & D34D 0N3 said, it isn't really 1HKO since you rely on losing first.
Okay, that's fine. Just thought it'd be good to point out it is possible to get sneaky KOs like 10 Pill and fury with a card that does 11 damage and then losing with Bill, that's all.
I don't mean to raise the dead here but had to ask, why does this work?
Jay - Skeelz
Level 4 Power 7 Damage 4
> Lose with Eloxia, 9 pill + fury Jay . <
That's really the same thing as losing with Bill isn't it?
That's just a good combo within clan. Like Orlok and nuking everything on Kolos. But as Jay does get to 12 damage in the optimal situation without relying on a defeat ability, he's an ohko.