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- anteatereatingant
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Scratcher
89 posts
Official Monster World strategy and balance thread
and btw: I managed to do an infinite cycle with watcher in sls, basically, you need rush down, innerpeace and eruption+, play rush down, play innerpeace, play eruption+ for damage, which enters wrath, draws innerpeace (rush down buff), and also exits calm, giving you 2 energy bak, play innerpeace and enter calm, play eruption enter wrath, draws card and gains energy, like an infinite cycle, for corrupt heart and time eater, there are 2 main ways: violet lotus relic + vigilance instead of innerpeace, or have an energy relic from boss + mental fortress (whenever you exit a stance, gain 4(5) block) in case they end your turn or the 200 dmg threshold reached against heart.
this belongs more in sls forums/wiki. (nice job though)
Last edited by anteatereatingant (Nov. 19, 2021 15:40:36)
- anteatereatingant
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Scratcher
89 posts
Official Monster World strategy and balance thread
just had an interesting idea. what would happen if there was a challenge (I'll call it nullification) where you can't gain buffs or debuffs? or an SLS-style relic that states, “gain 1 energy at the start of each turn. you can no longer gain buffs.”?
- Glocke0
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Scratcher
9 posts
Official Monster World strategy and balance thread
I like the healing ability. It heals you every turn.
- G2_gaming
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Scratcher
100+ posts
Official Monster World strategy and balance thread
just had an interesting idea. what would happen if there was a challenge (I'll call it nullification) where you can't gain buffs or debuffs? or an SLS-style relic that states, “gain 1 energy at the start of each turn. you can no longer gain buffs.”?that is bad, this means you can no longer have auras, I think they should ad orange pellets: whenever you play an attack, a skill and a power card in 1 turn, remove all debuffs
Last edited by G2_gaming (Dec. 5, 2021 15:28:18)
- Timmy_Facts123
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Scratcher
6 posts
Official Monster World strategy and balance thread
In the April fool's version, do you know if you can add the free flint seed in the notes and credits? I can't remember it and I really want to use it.
- Ginsi0
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Scratcher
100+ posts
Official Monster World strategy and balance thread
Healing Water and Regenerate are OP in hardcore mode.Only regen,I realised later how bad Heaking water is, just because regenerate heals 12 health, while healing water only 6. Also if you have 5 health upgrades and /or honey, you don't need healing water anymore.
- anteatereatingant
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Scratcher
89 posts
Official Monster World strategy and balance thread
yea it's bad, just like not being able to see enemy intents, or not gaining any gold, or (insert literally every sls gain an energy at start of turn relic except collar). orange pellets would be nice, but if we could our own spin on it that would be even better. (like, whenever you break an enemy's block, remove debuffs).just had an interesting idea. what would happen if there was a challenge (I'll call it nullification) where you can't gain buffs or debuffs? or an SLS-style relic that states, “gain 1 energy at the start of each turn. you can no longer gain buffs.”?that is bad, this means you can no longer have auras, I think they should ad orange pellets: whenever you play an attack, a skill and a power card in 1 turn, remove all debuffs
Last edited by anteatereatingant (Dec. 10, 2021 17:51:15)
- Iggz_Koopaling
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Scratcher
5 posts
Official Monster World strategy and balance thread
The ninjitsu art 1 is really overpowered.
Pair it with good cards and overflow, it becomes a cycle of:
Use Sui Ren. > Play all available cards. > Earn More Mana Next turn. > Repeat.
- Entity1217
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Scratcher
28 posts
Official Monster World strategy and balance thread
I like the healing ability. It heals you every turn.It certainly does
- Entity1217
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Scratcher
28 posts
Official Monster World strategy and balance thread
In the April fool's version, do you know if you can add the free flint seed in the notes and credits? I can't remember it and I really want to use it.isn't it just ‘stony’? I think the point is to make it a secret sort of Easter egg but at the same time if you know it, it's not supposed to be too hard to remember
- G2_gaming
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Scratcher
100+ posts
Official Monster World strategy and balance thread
average defect main sleeping on pellets in 80% of the A2- heart runsyea it's bad, just like not being able to see enemy intents, or not gaining any gold, or (insert literally every sls gain an energy at start of turn relic except collar). orange pellets would be nice, but if we could our own spin on it that would be even better. (like, whenever you break an enemy's block, remove debuffs).just had an interesting idea. what would happen if there was a challenge (I'll call it nullification) where you can't gain buffs or debuffs? or an SLS-style relic that states, “gain 1 energy at the start of each turn. you can no longer gain buffs.”?that is bad, this means you can no longer have auras, I think they should ad orange pellets: whenever you play an attack, a skill and a power card in 1 turn, remove all debuffs
MW should honestly add pellets
such brilliant mechanics
in fact it's not that OP since in MW you only have 3 max mana
- G2_gaming
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Scratcher
100+ posts
Official Monster World strategy and balance thread
I mean there can be more energy relics in MW, but only when the game is longer and has more bossesyea it's bad, just like not being able to see enemy intents, or not gaining any gold, or (insert literally every sls gain an energy at start of turn relic except collar). orange pellets would be nice, but if we could our own spin on it that would be even better. (like, whenever you break an enemy's block, remove debuffs).just had an interesting idea. what would happen if there was a challenge (I'll call it nullification) where you can't gain buffs or debuffs? or an SLS-style relic that states, “gain 1 energy at the start of each turn. you can no longer gain buffs.”?that is bad, this means you can no longer have auras, I think they should ad orange pellets: whenever you play an attack, a skill and a power card in 1 turn, remove all debuffs
- EpicRoka
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Scratcher
68 posts
Official Monster World strategy and balance thread
or just change the “flint unlocked?” variable to oneIn the April fool's version, do you know if you can add the free flint seed in the notes and credits? I can't remember it and I really want to use it.isn't it just ‘stony’? I think the point is to make it a secret sort of Easter egg but at the same time if you know it, it's not supposed to be too hard to remember
- Timmy_Facts123
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Scratcher
6 posts
Official Monster World strategy and balance thread
cresent slash, frost armor, and anything that applies frost work well together
- Entity1217
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Scratcher
28 posts
Official Monster World strategy and balance thread
cresent slash, frost armor, and anything that applies frost work well togetheryeah if you're gonna work on getting frost you better focus on that instead of everything else. it's nice how the initial cards you have help with that
- G2_gaming
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Scratcher
100+ posts
Official Monster World strategy and balance thread
I just realized that “draw 1 card” card effects aren't really effective in MW, since assuming you don't have that card in your deck, you draw card A on a certain turn, however, if you have it in your deck, you would draw that card instead of card A, and if you play the “draw 1” card, you will draw card A, so the “draw 1” card basically just draws the card that you are supposed to draw without “draw 1” card in your deck, it is good to have some of those cards since constantly playing “draw 1” cards gives you more strike+s or defend+s in your hand each turn and you can possibly play more cards and do better than strikes and defends however in MW you don't have any relics that increase your energy gain, so “draw 1” effects are really effective in MW since you have less potential base mana and no discard & draw synergies like Silent in SLS.
post your opinion on this
post your opinion on this

Last edited by G2_gaming (Dec. 19, 2021 01:54:34)
- StrixCattus
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Scratcher
100+ posts
Official Monster World strategy and balance thread
I just realized that “draw 1 card” card effects aren't really effective in MW, since assuming you don't have that card in your deck, you draw card A on a certain turn, however, if you have it in your deck, you would draw that card instead of card A, and if you play the “draw 1” card, you will draw card A, so the “draw 1” card basically just draws the card that you are supposed to draw without “draw 1” card in your deck, it is good to have some of those cards since constantly playing “draw 1” cards gives you more strike+s or defend+s in your hand each turn and you can possibly play more cards and do better than strikes and defends however in MW you don't have any relics that increase your energy gain, so “draw 1” effects are really effective in MW since you have less potential base mana and no discard & draw synergies like Silent in SLS.Not really. Since the “draw 1 card” cards all have effects beyond simply drawing a card, it's less like “draw the card you would have gotten anyway” and more like “increase your effective hand size for 1 turn.” Yes, it does cost Energy, but the card itself also has an effect that makes up for its cost.
post your opinion on this
- G2_gaming
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Scratcher
100+ posts
Official Monster World strategy and balance thread
yea ik, I also mentioned it in my previous threadI just realized that “draw 1 card” card effects aren't really effective in MW, since assuming you don't have that card in your deck, you draw card A on a certain turn, however, if you have it in your deck, you would draw that card instead of card A, and if you play the “draw 1” card, you will draw card A, so the “draw 1” card basically just draws the card that you are supposed to draw without “draw 1” card in your deck, it is good to have some of those cards since constantly playing “draw 1” cards gives you more strike+s or defend+s in your hand each turn and you can possibly play more cards and do better than strikes and defends however in MW you don't have any relics that increase your energy gain, so “draw 1” effects are really effective in MW since you have less potential base mana and no discard & draw synergies like Silent in SLS.Not really. Since the “draw 1 card” cards all have effects beyond simply drawing a card, it's less like “draw the card you would have gotten anyway” and more like “increase your effective hand size for 1 turn.” Yes, it does cost Energy, but the card itself also has an effect that makes up for its cost.
post your opinion on this
“gives you more strike+s or defend+s in your hand each turn and you can possibly play more cards” (line 3, by me)
but in MW it is basically a strike+ but increase in hand size, however, 3 mana is pretty much enough for you to play your hand, unlike slay the spire, you can upgrade cards allowing most draw cards to draw more and have discard & draw synergies, MW doesn't have much of those, I would say having draw is good in MW, only if you have a ton of 1 cost cards and some energy relics (forgot the the card names but the 2 draw 1 cards in MW are: deal 7 damage draw 1, draw 1 gain X block (X = handsize), the first one is basically a strike, only 1 extra damage, with vulnerable, only 2 more, not really effective for me and I don't really get excited to see it often, and the other card is usually less than a defend, which is the same, I don't get excited to see it either, I would rather have some small draws like lunar power (baseball) with energy relics & powers or the power card that allows you to draw 1 per turn since you don't want to add strikes and defends into your deck if you can't play all effective cards in your hand
TLDR: your hand size is often enough for you to play all unless you have some energy relics so usually those “draw 1s” are not good since they are basically just strikes and defends
Last edited by G2_gaming (Dec. 19, 2021 05:58:52)
- panda-wat
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Scratcher
100+ posts
Official Monster World strategy and balance thread
[quote=Apfellord
Have you guys beaten the game yet and if so, what ability was the one that carried you the most? Was there an ability you always loved to see?
I beat the game after four failed attempts. I think that healing effects (like regenerate) were very helpful in making me succeed.
Have you guys beaten the game yet and if so, what ability was the one that carried you the most? Was there an ability you always loved to see?
I beat the game after four failed attempts. I think that healing effects (like regenerate) were very helpful in making me succeed.
- EpicRoka
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Scratcher
68 posts
Official Monster World strategy and balance thread
[quote=ApfellordI beat the game after four failed attempts. I think that healing effects (like regenerate) were very helpful in making me succeed.
Have you guys beaten the game yet and if so, what ability was the one that carried you the most? Was there an ability you always loved to see?
Shadow partner or Charge bravely