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- Be_yourself12
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7 posts
Official Monster World strategy and balance thread
oops I meant Final Strike
- EpicRoka
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67 posts
Official Monster World strategy and balance thread
thats a good card oops I meant Final Strike
- G2_gaming
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100+ posts
Official Monster World strategy and balance thread
thats a TAKABLE card (I don't think its that good on Lunara since it needs rng to setup and hard to synergize and at most do 6 damage without any further scaling)thats a good card oops I meant Final Strike
Last edited by G2_gaming (Jan. 14, 2022 13:17:03)
- anteatereatingant
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89 posts
Official Monster World strategy and balance thread
it's really just a non-frost, balanced coldwave. all you need to setup is a bunch of 0-costs and good card draw, or several shadow strikes.thats a TAKABLE card (I don't think its that good on Lunara since it needs rng to setup and hard to synergize and at most do 6 damage without any further scaling)thats a good card oops I meant Final Strike
- G2_gaming
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100+ posts
Official Monster World strategy and balance thread
theoretically, yes, it works well with shadow strike, but you need to setup shadow strikes, which is 2 mana, then you scale up strength to get real value, then rely on RNG or try to control the RNG to see this card, and when you actually get to see this card's value, its already like turn 5 or 6 where normal fights are already about to end, this card is like a run down version of Finisher for silent, silent gets to play a lot of cards, but Lunara doesn't quite have this mechanic, so you would need to setup its value in order for it to ace stuff, but without setup, its basically 1 mana for 6-12 damage, which is just the average damage output, like the setup process is not really worth it unless in boss fights, thats also why leveitation is a very overrated card because its too heavy to play and its value pay back is too slow, thats why I say this card is “takable”, not “great” simply because of the setup process, it can be a very poggy card on right situations, like you have 2 strength, making it do 15-20 damage for 1 mana, which is very cracked, but overall, its just an average cardit's really just a non-frost, balanced coldwave. all you need to setup is a bunch of 0-costs and good card draw, or several shadow strikes.thats a TAKABLE card (I don't think its that good on Lunara since it needs rng to setup and hard to synergize and at most do 6 damage without any further scaling)thats a good card oops I meant Final Strike
Last edited by G2_gaming (Jan. 14, 2022 16:20:28)
- Arctic_Animator
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5 posts
Official Monster World strategy and balance thread
I think seed 8087 is bugged. Upgrading strength gave me 3 judo chops (5 times in a row) and upgrading dexterity gave me three (black holes?).
- NoodleChicken
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66 posts
Official Monster World strategy and balance thread
stony i think 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.
- StrixCattus
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100+ posts
Official Monster World strategy and balance thread
Or the Tadpole. Actually, aren't Ki-Saber cards all 0-energy as well? A deck with Shadow Strike x1-2; some Parry, Flex, and 0-Energy Attacks; whichever item it is that gives you +1 draw (Moon Necklace?); a couple Final Strikes; the Ki-Saber; and maybe the Singing Tadpole and/or Playing Cards could I think become pretty good.it's really just a non-frost, balanced coldwave. all you need to setup is a bunch of 0-costs and good card draw, or several shadow strikes.thats a TAKABLE card (I don't think its that good on Lunara since it needs rng to setup and hard to synergize and at most do 6 damage without any further scaling)thats a good card oops I meant Final Strike
- G2_gaming
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100+ posts
Official Monster World strategy and balance thread
setup is not worth it, a bit slow, where the fight would already end when the value from final strike actually comes out, flex noob trap its not really good since it heavily relies on RNG to gain its value, I would say trips are much better and has some frontloaded value, some card draw would be better like the haste - collective thougths - illuminate combo sets a quick 20+ damage final strike (illuminate + Collective thoughts is at least 8-13 card draw and free cycle) with a power up, with a trip, even more, shadow strikes are klunky, since if you draw final strike too energy with no setup, it just takes you a whole new shuffle, where the combat would already end, and during setup, you need to block, parry isn't a reliable block source with flex (requires RNG to gain good value) so you would see final strike less often because of those cards you need to survive the scaling phase, final strike isn't frontloaded damage, and I don't think it should be used as a main attack source, but being a finisher alongside coldwaves would be nicer, just like the card “finisher” in STS, where this card's idea is from (:Or the Tadpole. Actually, aren't Ki-Saber cards all 0-energy as well? A deck with Shadow Strike x1-2; some Parry, Flex, and 0-Energy Attacks; whichever item it is that gives you +1 draw (Moon Necklace?); a couple Final Strikes; the Ki-Saber; and maybe the Singing Tadpole and/or Playing Cards could I think become pretty good.it's really just a non-frost, balanced coldwave. all you need to setup is a bunch of 0-costs and good card draw, or several shadow strikes.thats a TAKABLE card (I don't think its that good on Lunara since it needs rng to setup and hard to synergize and at most do 6 damage without any further scaling)thats a good card oops I meant Final Strike
Last edited by G2_gaming (Jan. 15, 2022 01:13:25)
- Arctic_Animator
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5 posts
Official Monster World strategy and balance thread
Since hardcore is unfairly difficult, I propose an easier ‘hard version’ where only the hardest fight available is allowed. If you want to be more sadistic, you could also ban the inn and/or unknown options. Tried this just now and had a fun time, though I did win on my first try.
- G2_gaming
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100+ posts
Official Monster World strategy and balance thread
just add ascension mode, where the game gets harder and harder as you keep on climbing Since hardcore is unfairly difficult, I propose an easier ‘hard version’ where only the hardest fight available is allowed. If you want to be more sadistic, you could also ban the inn and/or unknown options. Tried this just now and had a fun time, though I did win on my first try.
- Efferbot
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100+ posts
Official Monster World strategy and balance thread
ultra hardcore would be: start with 5 hp, only can pick the hardest fight, less block cards, and 75 percent chance of getting/playing heroism instead of whatever you tried to use. also no inns or shops. every time you choose endless every enemies stats double, and they gain 20 strength. what you pick for cards and events is randomised. also caves elite is always 3 spiders, swamp elite starts with all totems and can still summon more if they are destroyed, slime king reduces your draw to 0, you can only upgrade stats to level 5, plague sorcerer is 3 sorcerers, and stats and cards reset every time you choose endless.just add ascension mode, where the game gets harder and harder as you keep on climbing Since hardcore is unfairly difficult, I propose an easier ‘hard version’ where only the hardest fight available is allowed. If you want to be more sadistic, you could also ban the inn and/or unknown options. Tried this just now and had a fun time, though I did win on my first try.
- G2_gaming
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100+ posts
Official Monster World strategy and balance thread
I don't think having less block cards is that bad unless start with 5 HP since have that frontloaded damage is very good considering the fact that you start wwith aqau burst innateultra hardcore would be: start with 5 hp, only can pick the hardest fight, less block cards, and 75 percent chance of getting/playing heroism instead of whatever you tried to use. also no inns or shops. every time you choose endless every enemies stats double, and they gain 20 strength. what you pick for cards and events is randomised. also caves elite is always 3 spiders, swamp elite starts with all totems and can still summon more if they are destroyed, slime king reduces your draw to 0, you can only upgrade stats to level 5, plague sorcerer is 3 sorcerers, and stats and cards reset every time you choose endless.just add ascension mode, where the game gets harder and harder as you keep on climbing Since hardcore is unfairly difficult, I propose an easier ‘hard version’ where only the hardest fight available is allowed. If you want to be more sadistic, you could also ban the inn and/or unknown options. Tried this just now and had a fun time, though I did win on my first try.
this is my ascension idea:
A0: same as standard
A1: forced elites at least 2 times each run
A2: harder normal enemies
A3: harder elites
A4: harder bosses
A5: start each run cursed
A6: more experience required to upgrade
A7: shops are more costy
A8: more unfavorble events (events are harder)
A9: less drop rate for rare relics
A10: fight double boss (another harder boss)
- anteatereatingant
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89 posts
Official Monster World strategy and balance thread
you could combine 2 and 3 into harder enemies, and have something special, like negative weather effects, later.I don't think having less block cards is that bad unless start with 5 HP since have that frontloaded damage is very good considering the fact that you start wwith aqau burst innateultra hardcore would be: start with 5 hp, only can pick the hardest fight, less block cards, and 75 percent chance of getting/playing heroism instead of whatever you tried to use. also no inns or shops. every time you choose endless every enemies stats double, and they gain 20 strength. what you pick for cards and events is randomised. also caves elite is always 3 spiders, swamp elite starts with all totems and can still summon more if they are destroyed, slime king reduces your draw to 0, you can only upgrade stats to level 5, plague sorcerer is 3 sorcerers, and stats and cards reset every time you choose endless.just add ascension mode, where the game gets harder and harder as you keep on climbing Since hardcore is unfairly difficult, I propose an easier ‘hard version’ where only the hardest fight available is allowed. If you want to be more sadistic, you could also ban the inn and/or unknown options. Tried this just now and had a fun time, though I did win on my first try.
this is my ascension idea:
A0: same as standard
A1: forced elites at least 2 times each run
A2: harder normal enemies
A3: harder elites
A4: harder bosses
A5: start each run cursed
A6: more experience required to upgrade
A7: shops are more costy
A8: more unfavorble events (events are harder)
A9: less drop rate for rare relics
A10: fight double boss (another harder boss)
- 1514924
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21 posts
Official Monster World strategy and balance thread
the swamp boss (i forgot the name) buffs itself sooo much and it makes it very difficult to beat.
- G2_gaming
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100+ posts
Official Monster World strategy and balance thread
just find some scaling and try do a combo before his HP gets lowered down to <100 the swamp boss (i forgot the name) buffs itself sooo much and it makes it very difficult to beat.
- 1514924
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21 posts
Official Monster World strategy and balance thread
okay, thanks. I beat it!
- Cyanfox73
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7 posts
Official Monster World strategy and balance thread
If you get your hands on the Galactic Claw, it can be even better. Galactic Claw increases your strength by 1 every four attacks. However, because Cold Wave can hit up to 5 times, it benefits 5 times more from the strength boosts.2 cold waves + 2 singing tadpoles = you beat monster world 2 there 2 Cold Waves + Singing Tadpole = Instant Win!
- G2_gaming
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100+ posts
Official Monster World strategy and balance thread
yea, coldwave scales really fast with strength, however its pretty underwhelming early gameIf you get your hands on the Galactic Claw, it can be even better. Galactic Claw increases your strength by 1 every four attacks. However, because Cold Wave can hit up to 5 times, it benefits 5 times more from the strength boosts.2 cold waves + 2 singing tadpoles = you beat monster world 2 there 2 Cold Waves + Singing Tadpole = Instant Win!
- creeper509
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100+ posts
Official Monster World strategy and balance thread
At this point, this is either irrelevant or said already, but if you’re trying endless, here’s a tip. So, basically, at a certain point, you get set to 5 hp. In the run previous, or even two cycles before, you want to start stocking up experience. Then, when you reach the 5 hp cycle, don’t use any of it, unless there’s an attack you know you can’t survive. Then put just enough points on hp to survive. You’ll still want to save some, as subsequent cycles will set your health back to 5 again.