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Thread: Strategies for leveling cards?

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    Question Strategies for leveling cards?

    I just got owned by the third character's last boss stage because she had a level 19 "Next Door Clarissa" card. What kind of cards should I use to level up for the beginning?

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    Quote Originally Posted by MitchyVal View Post
    I just got owned by the third character's last boss stage because she had a level 19 "Next Door Clarissa" card. What kind of cards should I use to level up for the beginning?
    It depends on what deck you started with but generally I'd suggest leveling your higher rarity and also higher cost cards (by this i mean cards you play on later turns). The low cost cards wont get all that much better with levels and also wont really help you finish of an opponent quickly.


    If your asking on who u should use for fodder when leveling up i just use any cards that i have dupes of/dont want to level up other cards. I believe their is a synergy bonus for the same element type but its not massive.

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    Normal fodder (the most common obviously) will only give an extra 50 XP if same element, it's only an issue if you're using higher rarities as fodder (500->600 Rare IIRC, 1000->1200 HR, something like that)

    As for what cards to level, assuming you didn't indulge in gacha it would help to know what element you chose, since certain cards of each element are better long-term than others, plus we can give tips on overall strategies to use with what you started with (anything you happened to draw in addition from Normal Gacha might help as well). It also might just be strategy or luck, but some general tips:

    Like Nip said, leveling low-cost cards (2-3 mana, even 4) is generally wasteful, 2 mana characters in particular tend to gain only like 1-2 attack/defense per level. If you're at that point already, Sorceress Sabinne is a good choice, 5-drop that ultimately maxes out at 1400 attack with a free 300 extra against Light elements isn't bad. I personally would level the 5-8 mana characters first, as being able to take initiative and keep field advantage is important (especially since even the AI will sometimes sacrifice one character to bring your 12-drop's attack down to a level its other character can kill; of course, sometimes it sacrifices for no real reason other than AI stupidity)

    Also, if the ability is something like "Discard this character to do X" (such as Southern Messenger Emily, a water-element 2-drop that you play in defense, next turn switch to attack and use ability to discard her and draw two cards) or "do X when destroyed" do not level them AT ALL, their purpose is to use their ability, not to stay on the field for extended periods of time
    Last edited by IvanLedah21; 09-12-2016 at 07:10 AM.

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