This thread is a guide that is intended to help players understand the Leader cards better.
Cards with an [EFC] label are available for EFC and ones with a [SURVIVOR] label are considered to be made for Survivor.
*[TBA] means I am still working on it.
1. Vansaar [EFC]
2. Timber [EFC]
3. Hugo [TBA]
4. Bridget [TBA]
5. Ashigaru [TBA]
6. Eyrik [TBA]
7. Ambre [TBA]
8. Eklore [TBA]
9. Morphun [TBA]
10. Vholt [TBA]
11. Solomon [TBA]
12. Melody [TBA]
13. John Doom [TBA]
14. Mr Big Duke [TBA]
15. Robert Cobb [TBA]
16. Memento [TBA]
This thread is at a draft phase at the moment.
edited by Rowdy MOB Cr monday 16/09/2019, 09:02
1. Vansaar [EFC]
Unlock Level: 5
+ Vansaar Ideal to use in Training Rooms for players looking to speed up the process of levelling up their cards.
+ Vansaar is the only Leader card with a working ability in the Training Rooms.
- Vansaar is not particularly designed for EFC or Survivor. Given his base stats of 8 Power and 6 Damage, he is meant to be a strong card for new players to help get started.
- Vansaar is not ideal to have in your deck in Training if you wish to prolong the time you have in the Training Rooms.
- Vansaar must be at 5 Stars to even have a working Leader ability for your team.
Team: Xp +90% Notes:
*This is referring to card XP. When Vansaar is in your deck.
In Training, all Leader cards except Vansaar have their abilities blocked.
Training Room Notes:
When in the training room, Vansaar will always be drawn.
In Training, all cards with the lowest Star count is drawn automatically after Vansaar.
You can still use Vansaar's Ability to level up other Leader cards in the Training Room.
500XP for 1 Star Card
750XP for 2 Star Card
1000 XP for 3 Star Card
1250 XP for 4 Star Card
250XP for winning the fight.
0XP for any card not played during the end of the fight regardless who wins or loses.
edited by Rowdy MOB Cr saturday 12/10/2019, 17:29
Unlock Level: 10
+ Timber can give that extra +1 Damage to some cards. (Useful for turning cards such as Behemoth, McLain, Michel (With bonus and ability) to potential OHKO cards assuming you are in a format where you start with 12 LP.
- Timber's ability only benefits you if you win a Round. (You can't inflict damage if you lose rounds.
Notes: Impact of Timber vs not having Timber for cards with +X Life/Pillz per damage.
8/1 +3 Life Per Damage (3 Life Points normally), Life Gap = 4
8/1 + 1 (With Timber) + 3 Life Per Damage (+6 Life Points with Timber, but no Fury), Life Gap = 8
8/1 + 2 (With #Fury, but No Timberr) + 3 Life Per Damage (+9 Life Points with Timber, but no Fury), Life Gap = 12
8/1 + 1 + 2 (With #Fury, and Timberr) + 3 Life Per Damage (+12 Life Points with Timber, and Fury), Life Gap = 16
6/4 +1 Pillz Per Damage (+4 Pillz Normally) Net gain: +4 Pillz
6/5 +1 PIllz Per Damage (+5 Pillz with Timber) Net gain: + 5 Pillz
6/6 +1 Pillz Per Damage (+6 -3 Pillz for Fury if used alone) Net gain: + 3 Pillz
6/7 +1 Pillz Per Damage (+7 -3 Pillz for Fury if used with Timber) Net gain: +4 Pillz
While it costs 3 Pillz to activate Fury, with Timber it enables more damage to be done while maintaining Pillz Recovery.
edited by Rowdy MOB Cr saturday 12/10/2019, 17:39