Everyone says that the a good deck is needed for ELO. So I have that, now what? They never tell you HOW to play it. And people make it seem like playing and winning in ELO is as easy as tying your shoelaces. It isn't. What are the tactics and strategies you guys use to win? Do you meticulously count your pillz and calculate what goes where? What sort of ways do you play that you can tell a player who has little experience in actually winning? How do you deal with common scenarios that can make or break you? Please, give me a tutorial, I think we are long due for an updated one.
The 1st round determines it.. if they have a dr and you play a semi powerful card at 4 5 damage there gona dr it with 1 pill. if they dont have a dr or dont do it you can test it with a weak card and if they play something like 2 pillz they've got a good mind
Just my two cents, but never think of a DR as just a DR. Example, I often lead with a five-pilled Maurice. Opponent expects a 1-2 pill attack and puts on three-four. You get five damage in. The same principle also applies to Burt. Follow up the above attack with another unexpected pilling on him - "Surely he wouldn't do it twice, would he?" - works nearly every time, especially with the Uppers bonus.
One of my favourite pairings in the game, based solely on the fact that most players just don't expect you to attack with one, or even two, DRs.
If I ever play elo, I seem to go by this:
Most people play the same kind of clans, once you lose a few times you start recognizing the amount of pillz people generally use on that card, then once you have it figured out, the wins start rolling, and try catch their bluffs.
Don't pill much first round, always go for the pill advantage.
unless with poison cards, countering or if they have heavy pill manip etc.
Open with 0-2 pillz, then if you have a pill advantage you pill low the next round too as they wont pill 80% of the time.
The easiest way to win at elo is to go a power bonus and an attack bonus. Pill heavily on the power bonus and lightly on the attack bonus. Another way to play is to use damage cards and to always use the most complicated math possible to win.
What I meant by #4 was not KO's. They are basically irrevelent in Elo now, unless it's Fang Pi or GHEIST. Very often semi-decent players will fury their non-revenge Wardom or whatever in the second round, knowing that even if you fury both your cards you can't match the damage he already did. Unless they're REALLY good, they don't anticipate their all-in getting read. Intentionally creating that kind of situation and baiting your opponent is one of the main tricks I use.
It's hard to explain the first round, but it's basically the same. Look at your opponent's options for pilling, and counter it the best you can- look at your options and the scenario's they'd entail.
As someone mentioned, if you see a Maurice lead I'd generally use something like a 3-pilled Yookie. At worst, I trade ~2 pillz for 3 damage. And at best, I get 4 damage in with 2-3 pillz.
Basically the same with countering any card. Mona? 1-pill Arkn would guarentee they'd at least pay 2 pillz for their 4 damage, and gives me a chance at sinking 4 damage in at the cost of nothing (1-pill vs. 1-pill). If they expected a Leviatonn block, well, they just used up at least 5 pillz, possibly more.
If they surprise you with leading with Spiaghi, well, just 0-pill Melanie. They probably had something up their sleeves to make such an awkward move. If I read incorrectly I'm up 1 pillz for their 1 damage, and got rid of a very troublesome SoA. However, if my read proved correct they just wasted 3+ pillz for 1 damage.
Agree with zhudac. I believe one of the basic elements in elo is to not think in terms of all-or-none, but to consider damage vs pill expenditure, both for you *and* your opponent. Using the example of your opponent leading with spiaghi...spiaghi has 1 damage, and even putting 1 pill on him would be too many, so the best response is to counter with a throwaway filler with 0 pills that your opponent has to pill in order to win. If they *did* pill, they just wasted a bunch of pills for 1 damage, and if they didn't pill, you just got some damage through for free, and either way you've wasted your opponent's best DR. You come out the winner no matter what happens. In other words, try to maneuver situations so that either you win and gain a life advantage (with relatively light loss in pills), or lose and gain a pill advantage (with relatively light loss in life).
Too often n00bs get caught up in the all-or-none nuking/bluffing...0 or 8-pilling greem on their first turn, then cross their fingers and pray. Or putting all their remaining pills on a single card in 3rd/4th round tossups. That style of play turns every game into a coin flip, and as with all coin flips, you'll be hard-pressed to get a win percentage beyond 50%.
The same rule applies for KOs....when you're going for a KO in a non-surewin situation, there is no law that dictates you have to put all your remaining pills on that KO card. Leaving a few pills off often means that if you win, it's KO, and if you lose it most