I went up against a Girida deck a few weeks ago (and I lost every round); while its early game felt weak, when push came to shove it was able to reliably survive the early game, and that meant its rolled over me when our productions maxed out (as my late game units were relatively rubbish). It makes sense - put as few early game units in the deck as are required to make it to late game, and then win by having a wider variety of strong units than the opponent can play (max AP production doesn't do you much good when all your "big" units are stuck on cooldown and all your early game units aren't worth sending out any more). But as has been mentioned, small maps coupled with rush decks tend to make this tactic falter. The ideal deck should work anywhere. Not saying the Girida tactic is a bad one, just that feels like it might need something a little cheaper to go with it as a contingency. Personally I prefer to take control of as much of the map as possible as early as possible, then concentrate on keeping that advantage in order to constantly spam specials from my front line. I'd really like a rematch against that deck one day, now that I've got the units to play my tactics more or less effectively...
Yeah, I want a bit more consistent playing style, although I never back out of a short map challenge. I'm gonna try to experiment by replacing the Morden Robot with either the Claw Unit or Donkey, although I would prefer not to.
So recently, I've replaced Cyborg Allen with the Black Hound, hopefully this would help improve my mid-game just a tad bit and hope I could knock those silly air units out of the sky.
Huh? How would removing Cyborg Allen hurt my early game? I would pop him out in combination with Metal Rear. Karn, and Shoe as a late game push. Unless popping Cyborg Allen is some sort of early game trick, I think the Black Hound has actually helped out in the early game fighting off those MH-6s, R-Shobus.
I think we have a very different perspective when talking about early game. Frankly speaking you won't have a chance to spawn Cy.Allen & Metal Rear at the same time at least until it's mid game (70-). And by that 1050AP opponent can simply make any mid-range combo and destroy your base before you can bring up any of your heavies. You really have to think about the Leona rush. You just don't have a solution to that.
Think you misunderstood me, who would think Metal Rear and Cyborg Allen is an early game drop? That's just silly thinking, but yeah sorry if I made it unclear. I was talking how I use Allen as a late game drop, since Bomb said removing Cyborg Allen would weaken my early game. As for the Leona rushes, in short map Leona rushes would most likely beat me yes, no denying of that. However that strategy doesn't work in med or large maps, since I would have time to respond to that. For a strategy that would kill me in only a short map setting I really don't want to revise my main deck too much. Also, I do have other decks that has the common early/med game drops, but I like to play unorthodox
Basically you are right. Let's talk aout some higher level battles. After like a hundred tests, my conclusion is that Leona is a great choice for a stall deck. This is because a 80-Rush Leona would destroy an usual 160/200 rush strategy (symbolizing Utan+Claw). Opponents are forced to spawn an army to resist Leona at a very early stage. Usually when you rip off the front-most Claw (by Leona), what left behind can easily be cleared by Black Hound and/or the subsequent MSA. That generates a significant AP difference already in the early game, allowing a stall deck to plunder more later by heavies. Very often 2 early game Leona can only kill a single Claw/Morden Robot, but buying time to stack AP level is a guarantee for a mid-late game win.
Sorry Hyun, I'd gotten mixed up with your previous post and thought it was Robot Morden you ditched (as you'd mentioned that was your plan). Replacing Cyborg Allen with the Black Hound definitely sounds like a step in the right direction. Really I think you need something to use with Robot Morden and the Girida though. Saying "I'll just lose games against certain tactics sometimes" is giving up - and Leona is far from your only problem in regards to rushing. But speaking of Leona, I still haven't seen anyone counter her use as an opening move on a very small (as in, the smallest) map size. Doesn't seem to matter how many millions of XP the opponent has, it's just a flat-out GG scenario. Anything that can be played before she reaches the base, she can kill. Anything that can be played after she reaches the base, she'll probably not only kill, but do so before it can even touch her. Even those other players who have her aren't willing to commit to sending her out that early, so they lose too. As watashi mentions, she's still worth using in general scenarios as well, though I'll generally delay her first spawn longer as the map gets larger (maybe sending a few other units first, which she'll probably overtake anyway - speaking of, that crazy movement speed makes her dodge certain aerial attackers).
Seeing how watashi said Leona is good for stall decks, (which mine is), I'm wondering what I should drop for her to test her out. Normally I would drop Shoe, but I love dropping both Karn and Shoe at once. Little help?
Assuming your deck now looks like this: ... I'd even consider dropping one of your three biggest units. Donald Morden is notable in that, while his special is a great tie-breaker and he's got a great big pool of HP, he's otherwise fairly poor. Very slow moment and attack speed, plus he takes an age to deploy and eats a lot of AP. That said, I rely on him myself, and he wins games. Personally I feel the Jupiter King attacks too slowly, and tends to stagger too easily. Quite possible to kill it without letting it get an attack off. R-Shobus get eaten alive by Claw Units and the like.
i have a hard counter for leona(albeit only 80% successrate on small maps,one mistake and it goes to 0%)... sarubia pm version can knock her back per hit(you need some distance though)but if leona is near enough to hit you your screwed..
I've been noticing recently how great of an early drop Patrol Robot is. I used to only drop it early on a large map after saving up a lot of AP for a big drop. But the laser outranges basically every ground unit and deals enough damage to push back any early game unit once before it even attacks. One Patrol Robot supported by just about anything can kill Leonas, Claws, and more, without a scratch. I'm starting to try leading with Patrol Robot on everything but the tiniest maps. I'll let you know how it goes. I wouldn't say it's accurate that Leona is good for stall decks. Being able to survive early aggression is good for stall decks. If your single Leona causes your opponent to outright lose, or lose more units to your Leona than your Leona cost, then your early game was simply better than theirs, Leona or not. Better - for a stall deck or any deck - is to have a cohesive plan for the early game of units that will also help you scale into the late game. Good examples of units that are great in the early and late game are: - Utan - Tar Man - Donkey Slug A cohesive plan using some units like these will always do better in the late game than a deck that took Leona (which becomes a dead slot soon as a couple ranged units are out).
So there have been reports of the game data being erased completely on Android. Are there similar cases on iOS? I wonder what causes this, cause it must suck to have your whole game data being wiped.
If you include Utan & TarMan & Donkey plus Claw, I would not classify this as a stall deck. You will aim to win opponent in early/mid stage when they cannot build fatties like JKing. Again as I said at previous page, Leona seldom gain AP advantage by killing. With all sorts of tier 1 units combo and a little bit control technique, it's not hard to kill 1 Leona without losing 1 unit. The major function of Leona is to break opponent's deployment tactics. Let's say an ordinary UtanClawDonkey rush deck. This is of most efficient at APlv 200. Stall deck often lose to the combo when it can't effectively kill the foremost Claw, hence wasting the first MSA, and Utansss can easily kill any unit afterwards. Now imagine Leona rush is used. The following example stands in a longer map situation. In shorter map both me and rival just do 1 less upgrade, so not much difference. Me Rival Event APLv AP Cost Event APLv AP Cost Leona 80 80 -80 Upgrade 120 0 Upgrade 120 120 -120 Upgrade 160 0 Upgarde 160 0 -160 Claw & Utan 160 200 -140 Leona 160 80 -80 Donkey & Utan 160 140 -140 You can see Leona forced opponent to start rushing at APLv 160. That would results in 2 advantages for a stall deck: 1a) Opponent choose to continue rush - Not enough AP support, easier to defend. 1b) Opponent choose to upgrade - You can take the bonus from 2 Claws, 2 Donkeys and 3/4 Utan easily 2) 2 Leona can at least kill 1 and damage 1 Claw. Before the first MSA, you can easily take out both and let MSA kill the Donkeys & Utans (like spawn a Girida) By these advantages, it's easy for me to get APLv to 240/280 & bring out Black Hound+Patrol Robot + Girida VPM when the second wave of rush coming. That's merely impossible in the past days.
I've seen a few people on the FaceBook page claiming their data got wiped. No idea whose fault that was. I'd make backups before updating if concerned. Remember, Apple's idea of "backups" is entirely different to that of the rest of the world - for starters, it doesn't involve your apps, and they typically won't let you redownload the old versions of those apps once you've updated. Remember to make a manual copy of the old version if you think you'll ever want to restore it.
yeah.. i think christian(a member in our group) lost his data on android(i think its a sony experia device).. during a device reset or something.. his building his way back up slowly on MSD
Yeah, you'll certainly lose your data if you wipe your device without a backup to return to. That's true for both Android and iOS, and it's what you should expect for most games.
So I bought Leona, as watashi and Bomb recommended. (Iron Nokana MkII could wait) So now my deck looks like this: Leona Robot Morden Girida-O V.PM Patrol Bot Black Hound R-Shobu Karn Shoe Metal Rear Jupiter King Two things happened when I added Leona to the deck. 1. In 1v1, my win rate in the early sky-rocketed (As expected). When it came down to Leona vs Leona, I'm usually able to strike my special first and I'm able to wreck house to my opponent. Even as Leona dies, a Robot Morden, Girida-O PM, and Patrol bot are on the way to finish them off. 2. In 2v2, since its two opponents, Leona isn't that effective, so I actually get my Robot Morden and Girida-O a bit later than I would like. However, my early game has improved, although not as much as 1v1 early game. Thanks watashi for recommending Leona and Bomb for telling me to drop Normal Morden (Although I miss his airstrikes), I love units that are able to give me value (Meaning they're able to kill units that have more AP cost to them) and Leona is a great additional for early game. *Additional note: Is it just me, or did they increase how much damage Shoe and Karn has to receive to be knocked back? Back then Shoe and Karn weren't able to shoot as much since they were getting knocked back, but now I could pull several special barrages on the enemy. This is especially true on Karn.
I'd guess knockback happens when a unit takes a certain percent of damage relative to their maximum health figure. Their max health was buffed by 1.10.0, so presumably that makes them harder to knock back.