1 / 2

Grave, Wind Warrior Control

Grave, Wind Warrior Control Play mind games with powerful attacks, dangerous blocks, revealed cards from your hand, and seeing your opponent’s hand. Attack Speed: X.6 Throw Speed: X.6 Throw Dmg: 7 KD (2 CP)

fayola
Download Presentation

Grave, Wind Warrior Control

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Grave, Wind Warrior Control Play mind games with powerful attacks, dangerous blocks, revealed cards from your hand, and seeing your opponent’s hand. Attack Speed: X.6 Throw Speed: X.6 Throw Dmg: 7 KD (2 CP) Attack (67%): {2, 3, 4, 5, 6}, J*,Q, K, AThrow (30%): 7*, 8, 9, 10*Block (44%): 5, 6, 7*, 8, 9, 10*Dodge (22%): 2, 3, 4 Fast Attacks:0.0 (Q), 0.4 (AAA), 1.0R (A), 2.2 (K), 2.4* (J), 2.6 (2)Fast Throws:7.6* (7), 8.6 (8), 9.6 (9), 10.6* (10)1-Hit Dmg:45 (AAA), 14 (K+K), 12R (A), 10 (Q)Combo Dmg:51 (6, AAA), 23 ({4, 5, 6}, J), 21 (Throw, K+K OR Throw, 6, J) 7 (TS2; 7.6; 7 KD |B): “Martial Mastery” After the draw phase, you may discard this card to draw two cards, then discard a card, then the opponent reveals his hand.10 (TS2; 10.6; 7 KD |B): “Mental Toughness” Discard this card to counter the effect of any ability card other than those on Aces, Jokers, or character cards.J (AE1; 2.4; 8 b3): “Lightning Trap” When you deal block damage with Lightning Cloud, return this card to your hand and the opponent doesn’t draw a card from blocking.Q (AE3; 0.0; 10 b2)K (AL2; 2.2; 7+7K b1)A (AE2; 1.0; 12 b3 |AE3; 0.4; +AA 45 b1) Strong Plays: Use AAA after normal or dodge to confirm hit; Use 7 to check for Jokers or save for throws; Weaknesses: Can run out of throws; Vulnerable to Joker combo escapes Master Midori, Mentor Dragon Grappler Has fast throws and consistent damage in human form, then turns into a dragon for immunity to dodges, faster attacks, and better damage. Attack Speed: X.2 Throw Speed: X.8 Throw Dmg: 8 KD (2 CP) Attack (59%): {4, 5, 6, 7, 8}, J, Q, AThrow (59%): 2*, 3, 4, 5, 9, 10*, K, ABlock (37%): 2*, 3, 6, 7, 8Dodge (15%): 9, 10* Fast Attacks:0.6 (QD), 1.2R (Q), 1.2 (AA), 2.4 (J+J), 2.4R (JD), 4.2 (4)Fast Throws:0.0 (AAD+AA), 2.2 (KD), 2.8* (2), 3.8 (3)1-Hit Dmg:52 (AAD+AA), 20R (AA), 17 (KD), 16 (J+J)Combo Dmg:31 (7, 8, J+J), 21 ({6, 7, 8}), 24 (Throw, J+J) 2 (TS2; 2.8; 8 KD |B): “Dragon Form” After the draw phase, you may play this card face up on the table to enter Dragon Form (so that you can play Dragon abilities). Put this card in the discard pile if you are thrown or if you reveal a non-Dragon attack or non-Dragon throw in combat.10 (TS2; 10.8; 8 KD |D): “Glimpse of the Dragon” After combat cards are revealed, if you played a face card (not an Ace) while not in Dragon Form, then you may discard this card. Rotate your combat card 180 degrees to play the Dragon Form version of your attack or throw.J (AE1; 2.4; 8+8J b2 |AS1 D; 2.4; 9 b2)Q (AE2; 1.2; 10 b1 |AL2 D; 0.6; 14 b2) K (TCC; 4.4; 12 | TCC D; 2.2; 17)A (AE2; 1.2; +A 20 b2 | TCC D; 0.0; +A 20+16AA) Strong Plays: Block while human to bait throws; Save dodge for dragon; Using 10 ability makes J and Q undodgeable; Follow throws with high normals; Throw constantly when opponent is low on cardsWeaknesses: Slow attacks; Few dodges; Might not draw 2’s or 10’s Rook, Stone Golem Grappler The quintessential power character with great blocks, fast and painful throws, and slow attacks that really hurt if they land. Attack Speed: X.8 Throw Speed: X.0 Throw Dmg: 10 KD (CC) Attack (67%): {4, 5*, 6, 7, 8}, 10, J, Q, AThrow (59%): 2, 3*, 6, 7, 9, 10, K, ABlock (44%): 2, 3*, 4, 5*, 8, 9Dodge (0%): NONE Fast Attacks:0.8 (AA), 2.2 (J), 2.6 (Q), 4.8 (4), 5.8* (5), 6.8 (6)Fast Throws:0.0 (AAAA), 2.0 (2), 2.4 (K), 3.0* (3)1-Hit Dmg:50 (AAAA), 20R (AA), 15 (K), 14 (Q+x)Combo Dmg:24 (10, J, 10 OR 10, Q+x), 21 ({6, 7, 8}), No Throw Combos 3 (TCC; 3.0; 10 KD |B): “Entangling Vines” If you block an attack or Joker with this card, take no block damage. You may discard a normal throw card from your hand to deal 8 damage to the opponent. Do not draw a card from blocking with Entangling Vines and don’t return it to your hand unless it was countered.5 (A; 5.8; 5 |B): “Stone Wall” If you block an attack with this card, the attack does full damage to the attacker and no damage to you. Do not draw a card from blocking this way and don’t return this card to your hand unless it was countered.J (AL1; 2.2; 4 b2)Q (AE2; 2.6; 9+5x b1 | TE2; 8.4; 10)K (TCC; 2.4; 15)A (ACC; 0.8; +A 20 b3 | TCC; 0.0; +AAA 50) Strong Plays: Watch your suits for Rock Armor with high-damage attacks; Block to bait throws; Throw constantly when opponent is low on cards;Weaknesses: Slow attacks; No dodge; Throws can’t combo Jaina, Phoenix Archer Control Shuts opponents down with recurring fast attacks, damage and power up after opponent dodges, and rotating combat cards to win combat. Attack Speed: X.6 Throw Speed: X.6 Throw Dmg: 7 KD (2 CP) Attack (67%): {2, 3, 4, 5, 6}, J,Q, K, AThrow (37%): 6^, 7*, 8, 9, 10*Block (30%): 7*, 8, 9, 10*Dodge (30%): 2, 3, 4, 5 Fast Attacks: 0.2 (Q), 0.2 (AA), 0.8R (A+AAA), 2.4 (K), 2.6 (J), 2.6 (2)Fast Throws: 7.6* (7), 8.6 (8), 8.6 (6), 9.6 (9)1-Hit Dmg: 37 (A+AAA), 27 (K+KKK), 18R (AA), 15 (6T+xy)Combo Dmg: 51 (K+KKK, 6, AA), 42 (K+KKK, {4, 5, 6}),40 (Throw, K+KKK, J/6) All red-suited normal attacks:3 block damage6 (A; 6.6; 6 | TCC; 8.6; 7+4xy)7 (TS2; 7.6; 7 KD |B): “Unstable Power” After combat cards are revealed, you may discard this card and take 10 damage to rotate your combat card 180 degrees.10 (TS2; 10.6; 7 KD |B): “Smoldering Embers” When combat cards are revealed, if the opponent revealed a Dodge and this card is in your discard pile, you may return it to your hand and the opponent takes 2 damage.J (AE1; 2.6; 6 b5 |ACC; 8.6; 8 b7)Q (AE3; 0.2; 8+5x b1)K (AL2; 2.4; 6+7KKK b3)A (AE2; 0.2; +A 18 |ACC; 0.8; 10+9AAA) Strong Plays: Blocking sets up strong late game; Buy back Q, A, 2-5; Use 10’s to find A; Use 7 to win combat with attack/throw or dodge/throw, or AWeaknesses: Innate and 7 cost HP; KD stops 7 -> Attack/Dodge game Setsuki, Ninja Student Offensive Fast attack and throw mixups lead to devastating combos, then draw a new hand and do it again. Attack Speed: X.2 Throw Speed: X.2 Throw Dmg: 6 KD (3 CP) Attack (67%): {2, 3, 4, 5, 6}, J, Q, K, AThrow (37%): 7*, 8, 9, 10*, KBlock (30%): 6, 7*, 8, 9Dodge (37%): 2, 3, 4, 5, 10* Fast Attacks:0.0 (Q), 1.0 (A+AAA), 1.2R (AA), 1.4 (J), 2.2 (K), 2.2 (2)Fast Throws:7.2* (7), 8.2 (8), 9.2 (K), 9.2 (9)1-Hit Dmg:36 (A+AAA), 17R (AA), 11 (K+xy), 9 (Q+xy)Combo Dmg:39 (several options, AA ender), 37 (J, {4, 5, 6}, AA),29 (Throw, 6, AA) 7 (TS3; 7.2; 6 KD |B): “Bag of Tricks” At the end of the turn, if this is the only card in your hand, you may put up to three non-Joker cards from your discard pile on top of your deck in any order, then discard this card.10 (TS3; 10.2; 6 KD |D): “Smoke Bomb” Discard this card and two other cards to counter the effect of any ability except those on Aces or Jokers. J (AL1; 1.4; 5 b1)Q (AS3; 0.0; 1+4xx)K (AL2; 2.2; 5+3xx b2 | TE2 ; 9.2; 6 KD)A (AE2; 1.2; +A 17 b3 |ACC; 1.0; 9+9AAA b3) Strong Plays: Try to use your hand ASAP; Don’t block too much; Use Jokers for combo escapes to prevent damage; Know when to discard cards (i.e. bluff Jokers or find A even with other A), but only if it will help activate innate; With two 7’s, you can recur them every turnWeaknesses: Low HP; Can potentially draw bad hands; A’s, throws, and Jokers can clog up hand DeGrey, Ghostly Diplomat Offensive Hits like a truck, likes a small hand, and relies on good reads and dodges to land his powerful attacks. Attack Speed: X.6 Throw Speed: X.8 Throw Dmg: 8 KD (2 CP) Attack (67%): {2^, 3^}, {5, 6, 7*}, J, Q, K, A*Throw (30%): 7*, 8, 9, 10Block (44%): 4*, 5, 6, 8, 9, 10Dodge (30%): 2, 3, 4*, A* Fast Attacks:0.2 (K), 1.2* (AA), 2.4 (J), 2.6 (2), 3.6 (3), 5.8 (5)Fast Throws:7.8* (7), 8.8 (8), 9.8 (9), 10.8 (10)1-Hit Dmg:20* (AA), 14 (Q), 10 (K), 8 (throws)Combo Dmg:28 (Q, 7, J), 25 ({5, 6, 7}, J), 22 (Throw, 7, J) 2 and 3 attacks:4 damage4 (B|D): “Troublesome Rhetoric” After the draw phase, you may discard this card to choose: attack, block, throw, or dodge. If the opponent reveals that option in combat this turn, gain 12 life.7 (A; 7.6; 7 | TS2; 7.8; 8 KD): “Point, Counterpoint” If you play this card as a face down combat card, after combat cards are revealed you may discard a card to rotate this card 180 degrees.J (AE1; 2.4; 7 b2)Q (AS2; 7.0; 14 KD b4)K (AE2; 0.2; 10 b2)A (AE2; 1.2; +A 20 b2 |D): “Ghost Riposte” When you dodge an attack or Joker with Ghost Riposte, you may hit back with a full combo. Return this card to your hand at the end of combat unless you were thrown. Strong Plays: Use 7 after 4 (naming attacks) for good chance to win combat; Keep in mind 4 doesn’t prevent opponent from playing the named optionWeaknesses: Slow attacks and throws; Relies on face cards

  2. Valerie, Manic Painter Combo Delivers large painful combos backed by a speed-enhancing ability, then draws cards off of Aces and blocks to set up the next big combo. Attack Speed: X.4 Throw Speed: X.2 Throw Dmg: 6 KD (3 CP) Attack (67%): {2, 3, 4, 5, 6}, J, Q, K, A*Throw (30%): 7*, 8, 9, 10*Block (44%): 5, 6, 7*, 8, 9, 10*Dodge (22%): 2, 3, 4 Fast Attacks:0.2 (Q), 1.0 (A), 1.2R (AA), 2.2 (J), 2.4 (2), 3.4 (3, K)Fast Throws:7.2* (7), 8.2 (8), 9.2 (9), 10.2* (10)1-Hit Dmg:21 (J+FF), 16 (AA), 14 (Q+xy), 10R (A)Combo Dmg:45 (6’s OR K’s, J+FF), 40 ({6, 6, 6, 6}, AA),33 (Throw, 6/K, J+FF) 7 (TS3; 7.2; 6 KD |B): “Bold Strokes” After combat cards are revealed, you may discard this card to give your normal attacks +1 damage each this turn. Draw a card.10 (TS3; 10.2; 6 KD |B): “Burst of Speed” After combat cards are revealed, you may discard this card to make your attack or throw 2 speed faster. (You may discard more than one 10 to stack this effect. 0 is the fastest possible speed.)J (AE2; 2.2; 7+7FF b3)Q (AE3; 0.2; 8+3xy b1)K (AL1; 3.4; 6 b2)A (ACC; 1.0; 10 b3 |AE2; 1.2; +A 16 b3): “Unbounded Creativity“ When you hit the opponent with an Ace attack, draw a card. Strong Plays: Block to build hand size; Save 10’s for important combats; Use K and Q as stall attacks to save your normals for the big comboWeaknesses: Low card efficiency; Reliant on 10’s; Can run out of throws Argargarg, Water Shaman Defensive Shut down your opponent’s best options and wear them down with the consistent Hex damage. Attack Speed: X.4 Throw Speed: X.8 Throw Dmg: 6 KD (2 CP) Attack (67%): {2, 3, 4, 5, 6}, J, Q, K, A*Throw (30%): 7*, 8, 9, 10*Block (52%): 5, 6, 7*, 8, 9, 10*, A*Dodge (22%): 2, 3, 4 Fast Attacks:0.2* (AA), 2.2 (Q), 2.4 (2), 2.4 (J), 3.2 (K), 3.4 (3)Fast Throws:7.8* (7), 8.8 (8), 9.8 (9), 10.8* (10)1-Hit Dmg:16 (AA), 10 (K+K), 9 (Q), 8 (J)Combo Dmg:27 (K+K, K+K, J), 15 ({4, 5, 6}), 16 (Throw, K+K) 7 (TS2; 7.8; 6 KD |B): “Protective Ward“ After the draw phase, you may discard this card to prevent the opponent from playing multi-hit combos this turn. Draw a card.10 (TS2; 10.8; 6 KD |B): “Crash and Flow“Discard this card to counter the effect of any ability other than those on Aces, Jokers or character cards, then the opponent draws a card.J (AE1; 2.4; 7 b2)Q (AE2; 2.2; 9 b2)K (AL1; 3.2; 6+4K b3)A (AE2; 0.2; +A 16 b2 |B): “Bubble Shield”If you block an attack or Joker with Bubble Shield, draw a card and attach Bubble Shield to your character card. While it’s attached, your Hex of Murkwood deals an extra 2 damage per turn. The next time you get hit with an attack or throw, take zero damage that combat and put this card in your discard pile. Strong Plays: Use deceptively fast attacks to prevent combos and throwsWeaknesses: Low one-turn damage potential; Slow and not many throws Lum, Gambling Panda Versatile Attack with a flurry of fast special moves, or block a lot to set up Poker Flourish and powerful throws. Attack Speed: X.4 Throw Speed: X.4 Throw Dmg: X+3xyz (CC) Attack (74%): {3, 4, 5, 6, 7*, 8}, J, Q, K, A*Throw (30%): 6, 8, 9, 10*Block (37%): 2, 5, 7*, 9, 10*Dodge (30%): 2, 3, 4, A* Fast Attacks:0.4 (Q), 0.8* (A), 1.4 (J), 3.0 (K), 3.4 (3), 4.4 (4)Fast Throws:6.4 (6), 8.4 (8), 9.4 (9), 10.4* (10)1-Hit Dmg:46 (A+AAA), 30 (K+KKK), 19 (10+xyz), 18 (9+xyz)Combo Dmg:38 (8, K+KKK), 26 ({5, 6, 7, 8}), No Throw Combos 7 (A; 7.4; 7 |B): “Jackpot” After the draw phase, you may discard this card to draw a card and choose a random card in the opponent’s hand, then the opponent reveals that card. If it’s an Ace, he takes 7 damage and you draw another card. If it’s a Joker, you take 2 damage.10 (TCC; 10.4; 10+3xyz |B): “Poker Flourish” At the end of the turn, you may reveal this card then reveal a poker hand using the top 2 cards of your discard pile and up to 3 cards from your hand. Discard this card after the corresponding effect:Straight: Search your deck for a card, put it in your hand, then shuffle your deck.Flush: Draw 3 cards.Full House: Deal 7 damage.4-of-a-kind: You may discard an Ace, then get the Blackjack effect.Straight Flush: Do any two of the above.J (AL1; 1.4; 4 b1)Q (AE3; 0.4; 8+8Q b2)K (AE3; 3.0; 6+8KKK b3)A (ACC; 0.8; 10+12AAA b4 |D): “Blackjack” If you dodge an attack or Joker with this card, reveal cards from the top of your deck until their total value is higher than 21 or until you decide to stop. If you go over 21, discard the revealed cards. If you stop before 21, deal damage equal to the cards’ total value OR put those cards in your hand. If you deal exactly 21, do both. (Jokers count as 21.) Strong Plays: Two styles: defensive for 10’s, or offensive with innate; Block damage from special attacks trigger innate; Trigger 4 of a kind with three A’s in hand by discarding two to search for fourth A. Weaknesses: Throws don’t KD and needs cards; luck-driven abilities Geiger, Precise Watchmaker Combo Frustrates opponents with fast special attacks, Time Spiral tricks, and the threat of a giant game-ending combo. Attack Speed: X.6 Throw Speed: X.8 Throw Dmg: 8 KD (2 CP) Attack (67%): {2, 3), {5, 6, 7}, J, Q, K, AThrow (37%): 4^*, 7, 8*, 9, 10Block (37%): 5, 6, 8*, 9, 10Dodge (22%): 2, 3, 4* Fast Attacks:0.0 (AA+AA), 0.2 (K), 2.0R (AA), 2.4 (J), 2.6 (2), 3.4 (Q)Fast Throws:7.8* (7), 8.8* (8), 8.8* (4), 9.8 (9)1-Hit Dmg:40 (AA+AA), 20R (AA), 10 (K), 10R (A)Combo Dmg:28 (7, Q, 7, J), 26 ({5, 6, 7}, J), 23 (Throw, 7, J) 4 (TS2; 8.8; 9 KD |D): “Temporal Distortion”After the draw phase, you may attach this card to your character card. If you do, return a Jack or Queen from your discard pile to your hand. While this card is attached, your Time Spirals cost zero combo points, are Linkers, deal +1 damage, and are immune to Combo Escape Jokers. Put this card in your discard pile when you get hit by an attack or throw.8 (TS2; 8.8; 8 KD |B): “Research and Development“After the draw phase, you may discard this card to look at the top X cards of your deck, then put them back on top of your deck in any order. X is the number of Time Spiral cards (including Aces) in your discard pile. Draw a card.J (AE1; 2.4; 8 b2) (This attack is a Time Spiral)Q (AL1; 3.4; 6 b2) (This attack is a Time Spiral)K (AE2; 0.2; 10 KD b2)A (AE3; 2.0; +A 20 b3 |ACC; 0.0; +A 20+10AA b3) (AA side is a Time Spiral) Strong Plays: Strong blocks, 4 ability sets up bluffs or instant-kill combosWeaknesses: Reliant on face cards and throws; poor combos w/o 4 ability How To Read This Reference Sheet Normal Attack Convention: normal attacks usually have X.a speed and X damage, where X is the card number and a is character-specific. Normal attacks cost 1 CP and can combo into the next numbered card (if attack). Normal Throw Convention: normal throws usually have X.b speed, where X is the card number and b is character-specific. They usually all deal the same damage, which is also character-specific.Asterisks and Carets: In the card summary sections, cards with special ability text are denoted with a *. Cards which don’t follow the normal conventions are denoted with a ^ (i.e. Jaina’s 6 throw: 8.6 speed, can’t combo, 7+4xy damage, and no knock down). Repeat Cards: In the Fastest Attacks, Fastest Throws, and 1-Hit Damage sections, cards listed for the second time in a section are denoted by an R (i.e. in Grave’s fastest attacks section, both his A and his AAA are listed). Curly Braces: Normal attack combo chains are shown in curly braces.Card Details: In the special card detail section, attacks and throws are shown by (Type, Speed, Damage). In the Type section, A = Attack, T = Throw, B = Block, D = Dodge, S = Starter, L = Linker, E = Ender, CC = Can’t Combo, and the number shows the combo points. Under Damage, KD is Knockdown and block damage is listed after the “b”. The two sides of the card are separated with a “|”.Additional Cost: Additional card costs are listed together with the card or before the damage (i.e. Rook’s Checkmate Buster is listed as AAAA in the summary section, and in the details the damage is +AAA 50).Pump Cost: Pump cards are listed after the “+”. They’re shown as x, y, z for any card and F for any face card (i.e. Setsuki’s Ninpo Flash is Q+xy in the summary section and 1+4xy in the special card detail section).Combo Dmg: This shows the highest damage combo overall, the highest damage combo that powers up for at least one A, and the highest damage throw combo (if the character’s throws can combo). General Tips Mix things up: In almost every situation, there will be a best or safest move for you. However, your opponent can usually (although not always) counter this move if you’re too predictable. A key part of the game is figuring out when your opponent will try to counter your best moves, and punishing them. Don’t ignore an option just because your character isn’t the best in it! Otherwise your opponent won’t respect it at all, and the rest of your game will suffer.Manage your hand: Keeping a small hand makes your combos less threatening and may limit your options. You need to think about when you should end combos early (or even not combo at all!) and when you should play a full combo, and what to use for power ups. Speed is important: The fastest attacks and throws can beat two entire sets of your opponent’s options. A 0.X attack can be fairly safe when knocked down or you’re unsure of your opponent’s move.Blocks are strong early, dodges and attacks late: Blocking lets you build up a hand early, but can’t kill the opponent. Dodges become more powerful as your opponent draws fast attacks and you draw your strong one-hit attacks. Attacks also become stronger as you get a bigger hand for combos.

More Related