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~[GUIDE] DEATHMATCH META~

~[GUIDE] DEATHMATCH META~
Friday 19/04/2013, 23:51
AsianRepublic - Titan English

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24 messages
~[GUIDE] DEATHMATCH META~
AsianRepublic - Titan - E X C A L I B U REnglish - Friday 19/04/2013, 23:51

Hello fellow Urban Rival players, I am AsianRepublic, and I would like to share my thoughts on the current meta in all 3 Deathmatch modes which are:

- Deathmatch Extended
- Deathmatch Extended 25
- Deathmatch Standard

Each mode have different metas. Deathmatch Standard would be one of the only clans that has a changing meta. Anyways, let's cut to the chase. We will start with Deathmatch Extended.

I'd appreciate a sticky for this specific forum post, to help newer players decide which clan they would like to use in Deathmatch. I'm such a hippie... hehehe
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2/24
AsianRepublic - Titan - E X C A L I B U R English
Friday 19/04/2013, 23:53

~Deathmatch Extended~
Bangers:
Pros:
-Plays well against hands that have Ambre.
-Has high offensive utility.
-Fast 2HKO provided the opponent has no DRs.
-Relatively cheap to build a great Bangers deck.
Cons:
-SOA surprisingly hurts Bangers offensive potential.
-DRs murder Bangers 2HKO potential.
-Weak as a half.

Junkz:
Pros:
-Has a strong defensive utility kit.
-Naturally intimidating to face if you have DJ Korr Cr.
-Can play against most decks without having too many problems.
-Good in a half deck.
Cons:
-SOA removes some of their defensive edge.
-Really expensive for most players.

La Junta:
Pros:
-Destroys decks with defensive utilities due to their high damage.
-Multitudes of 1HKO potential.
-One of the best clans to use for high points in Deathmatch.
Cons:
-SOA removes alot of the offensive abilties in La Junta
-SOB removes alot of the 1HKO potential in La Junta
-Harder clan to master. 
-Not effective in a half.

Nightmare:
-SOB Bonus is really strong against some clans.
-Strong offensive utility kit.
-Kolos OP.
-Relatively cheap to make a great Nightmare deck.
-Good clan to use as a half.
Cons:
-SOA cripples most of Nightmare's best cards
-DRs hurt most of their best cards too.
-Not really effective as a full clan.

Sakrohm
Pros:
-Easy to master
-Extremely offensive and defensive utility kit.
-Can be played as a full clan or a half clan.
Cons:
-Expensive for most players.
-DRs can cripple Sakrohm 2HKO potential.

Sentinel
-Has a highly offensive utility kit.
-Easy to master.
-Can be used as a half or full deck.
-High enough damage to cope against DRs.
-Relatively cheap to make a great Sentinels deck.
Cons:
-SOA cripples ALOT of the best characters in Sentinels.
-Their cards are weak compared to the other offensive clans.

Ulu Watu
-High defensive utility kit.
-Naturally offensive with it's raw power.
-Relatively cheap to make an Ulu Watu deck.
-The cards in Ulu Watu do not rely on their ability, so SOA is no problem.
-Can cope against Ambre hands well.
-Great in half and full decks.
Cons:
-If there are enough DRs, it can easily cripple Ulu Watu's ability to 2HKO.
-SOB can spell trouble in Ulu Watu, because Ulu Watu relies on overpowering their opponents with their power level.

Uppers
Pros:
-Easy to master
-High defensive and offensive utility kit.
-Can do well against decks with high amounts of DR.
-Relatively cheap to make a great Uppers deck.
-Great in full and half decks.
Cons:
-SOA cripples some of the characters in Uppers.
-Has a problem against power clans in certain situations.

These are the clans that I believe are the strongest in Deathmatch Extended at the moment. These are all my opinion and based off experience, so not everything is perfect.
3/24
AsianRepublic - Titan - E X C A L I B U R English
Monday 14/10/2013, 18:19

Next mode is Deathmatch Extended 25:

~Deathmatch Extended 25~
All Stars
Pros:
-High 2HKO potential.
-High offensive utility kit.
-Great 3* line up.
-Can be played in a half or full deck.
Cons:
-Attack manip. clans can cripple some cards in All Stars at low pill fights.
-SOB can spell trouble for some All Stars characters, since they rely on their bonus quite a bit.

Bangers:
-High 2HKO potential.
-High offensive Utility kit.
-Strong 4* and 2* Line ups.
-Can be played in a half or full deck.
Cons:
-Attack manipulation can spell trouble sometimes.
-SOB hurts some cards in Bangers.

Frozn:
Pros:
-Synergizes well with other clans in Deathmatch Extended 25.
-Strong offensive and defensive utility kit.
-All characters pack a punch when the bonus is active.
-Ridiculously strong life gapping ability.
Cons:
-Only really strong as a half.
-SOB really cripples most of Frozn's mechanics.
-SOA hurts some game changing cards in Frozn.

Huracan
Pros:
-Has strong offensive and defensive capabilities.
-Synergizes well with most clans in DM Extended 25.
-Great 2*, 3*, 4*, and 5* lineup.
-Can be played in a half or full deck.
-Great 2HKO potential.
Cons:
-Losing in early rounds can cripple how you play later in the match.
-DRs can reduce the 2HKO potential significantly.

Junkz:
Pros:
-Strong offensive utility kit.
-Strong line up in all levels.
-Can be played as a half or full deck.
-Really annoying to face if you have no SOA cards.
-Strong Pillz Manipulation and Attack Manipulation.
Cons:
-Weak against clans that create high life gaps.
-Weak damage output.

La Junta:
Pros:
-Highly offensive utility kit.
-DRs do not affect La Junta too much.
-Strong 4* and 5* line-up.
-1HKO and 2HKO potentials are ridiculous.
Cons:
-SOA hurts some of the characters in La Junta.
-SOB Cripples some of the 2HKO and 1HKO potential in La Junta.


Montana:
Pros:
-High offensive utility kit.
-Strong line-up of characters at all levels.
-Can be played in a half or full deck.
-Can play well against all clans.
Cons:
-Easy to get a bad hand.
-Low 2HKO potential.

Nightmare:
Pros:
-High offensive and defensive utility kit.
-Can be built many different ways.
-High risk, high reward clan.
-Can win games extremely fast.
Cons:
-SOA destroys ALOT of the Nightmare characters.
-Only truely effective in a full deck.

Piranas:
Pros:
-High offensive utility kit.
-Has a strong line up of 2* and 5* characters.
-Strong at pillz manipulation.
-SOA does not hurt too much for Piranas.
-Can be played as a half or full deck.
Cons:
-Weak damage output.
-Can have weak hands.

Rescue:
-Strong line up of 4*, and 5*
-High offensive utility kit.
-Effective against decks that have DRs and Life gap cards.
Cons:
-Destroyed by all forms of SOA.
-Can only by built as a Full clan.

Roots:
Pros:
-Strong defensive utility kit.
-Strong line up of 3* cards.
-Can play well against any type of deck.
-Strong life gapping ability.
Cons:
-Kiki Cr is one of the only reasons why Roots is meta in Deathmatch Extended 25.
-Attack Manip. decks can destroy some of the low powered or low leveled cards of Roots.

Sakrohm:
Pros:
-EXTREMELY high defensive utility kit.
-Can destroy most life gapping decks.
-Can play well against the other Attack Manip. decks.
-Strong line-up of characters at all levels.
-Can be played as a half deck or full deck.
Cons:
-SOA mitigates alot of the defensive cards in Sakrohm.
-Hard clan to 2HKO with.

Sentinel:
Pros:
-High offensive utility kit.
-Can be played as a half or full deck.
-There is usually never a bad hand when playing Sentinel.
Cons:
-Low 2HKO potential.
-SOA cripples many characters in Sentinel.

Skeelz:
Pros:
-Highly defensive and offensive utility kit.
-Can be played as a half or full deck.
-Not affected by SOA or SOB.
Cons:
-Will have the disadvantage against most Attack manip. and Power manip. clans.


Ulu Watu:
Pros:
-Strong defensive utility kit.
-Strong 4* and 5* line-up.
-Most cards in Ulu Watu do not depend on abilities.
-Can be played in a half or full deck.
Cons:
-DRs will cripple Ulu Watu's damage output.
-SOB sometimes hurts when playing Ulu Watu.

Uppers:
Pros:
-Strong Offensive utility kit.
-High 2HKO potential.
-Strong 3*, 4*, and 5* Line-ups.
-Can do well against all clans.
-Can be played as a half or full deck.
Cons:
-Can have bad hands due to mediocre 2* line-up.
-SOA and DRs can mess with some of Upper's damage output to a point that it is a noticeable weakness.

These are the clans that I believe are the strongest in Deathmatch Extended at the moment. These are all my opinion and based off experience, so not everything is perfect.

edited by Infiniti Monday 14/10/2013, 11:49
4/24
AsianRepublic - Titan - E X C A L I B U R English
Monday 14/10/2013, 18:20

Next mode is Deathmatch Standard:

Notes in regard to Deathmatch Standard: Most of these clans are only good in half decks due to bans in Standard mode. Also, the bans occur from time to time, so this list will become irrelevant in the deep future.

~Deathmatch Standard~
Bangers:
Pros:
-Strong offensive utility kit.
-Can play well against all clans.
-Has quite a few mind tricks in the meta as of April 2013.
Cons:
-Only strong in a half deck.
-DRs mess with 2HKO potential of Bangers.

Berzerk:
Pros:
-Strong offensive utility kit.
-One of the few clans that are strong as a full or half deck as of April 2013.
-Can mitigate life-gap abilities.
Cons:
-SOA weakens Berzerk's offensive potential.
-Not considerably strong against Attack manip.

Frozn:
Pros:
-Strong Offensive utility kit.
-One of the few clans that can be played as a half or full deck as of April 2013.
-Has alot of mind tricks to play around.
-Really scary when bonus is in effect.
Cons:
-Bonus makes Frozn predictable.
-Low damage output if facing an SOB clan.

Huracan
Pros:
-Strong offensive utility kit.
-One of the few clans that can be played as a full clan in Deathmatch Standard.
-High 2HKO potential.
Cons:
-DR cripple some of the 2HKO potential.
-Will have problems winning later in the match.

La Junta:
Pros:
-High offensive utility kit.
-Impressive amount of 1HKO and 2HKO potential in La Junta.
-One of the few clans that can be played as a half or full deck as of April 2013.
Cons:
-SOA can cripple La Junta's offensive ability.

Sakrohm:
Pros:
-RIDICULOUS offensive utility kit.
-Hard to beat Sakrohm's offensive abilities.
Cons:
-Damage is really weak.
-DRs will make any Sakrohm half deck cry.

Ulu Watu:
Pros:
-High defensive utility kit.
-Do not rely on their abilities to fight.
-Can deal with some DRs as a half deck.
Cons:
-SOB hurts some of the offensive capabilities of Ulu Watu.

Uppers:
Pros:
-Strong offensive and defensive utility kit.
-High amounts of damage for an Attack manip. clans.
Cons:
-SOA and Power reduction cripples Uppers half decks.

Vortex:
Pros:
-High offensive utility kit.
-Ridiculous amount of mind tricks.
-Hard to predict what move will be played next.
Cons:
-All forms of extremely high power and attack manip. destroy Vortex.
-SOB removes the mind tricks of Vortex.

These are the clans that I believe are the strongest in Deathmatch Standard at the moment. These are all my opinion and based off experience, so not everything is perfect.

Thank you for taking your time to read this, I hope I enlightened some people to play the mode of Deathmatch Gets lonely sometimes.

Anyways, good day, Urban Rivals Community.

~ᎪᎦᏆᎪᏁ ᎡᎬᎮᏌᏏᏝᏆᏟ~

edited by Infiniti Monday 14/10/2013, 11:50
5/24
CN Mafioso - Titan - Harbingers of Ares English
Saturday 20/04/2013, 05:28

Nice guide
6/24
WMDuessel - Imperator - Wise Men Distracted English
Saturday 20/04/2013, 06:01

Good guide, I disagree on some points (such as Bangers having good 2*) but overall I like the analysis.
7/24
AsianRepublic - Titan - E X C A L I B U R English
Saturday 20/04/2013, 06:10

I like the 2* of Bangers, that may just be off experience, lol. B Ball and Graff are pretty solid against some threats from other clans you know?
8/24
Sir B00BY - Legend English
Thursday 02/05/2013, 18:32

AR this is amazing!
9/24
AsianRepublic - Titan - E X C A L I B U R English
Thursday 02/05/2013, 22:13

Thank you, Sir B00BY, I appreciate the kind comment I may update this guide everytime the standard format changes, provided I still come to UR and don't leave.
10/24
Sir B00BY - Legend English
Friday 03/05/2013, 07:40

You are truly a legend in this format and i hope you return to play again.

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