Meta decks lucky joker 100 random dice.

Meta decks

The PvP Reload Deck has several options, but the most common is the first deck on the "Blessing" card and the second deck on the "Final Coliseum" card. In this guide, you will learn how to use one of the following decks to play PvP like a professional during a cool down.

In the first wave (in front of the first boss), you don't have to worry about the cool down level. If the first boss is Leon, take a board that will survive, keep the cube from producing, and minimizes the damage from Leon's skill "ROAR". If there is a moon or wire circus with a high stats (4 or more), it is expected that a glow/ random glow that will change to a high stats will appear by combining dice with low stats beside it.

After the first wave, gradually replenish the cool down. The trick to doing this with all subsequent waves is that you can recharge much faster than normal mobs by catching the minibos spawn in a timely manner. This can be done with no n-threatening bosses like snakes and slime. In addition, the boss with a very long skill animation, such as IIIIIIII, mage, and basilisk, can take 1-2 levels of charge by the 10th wave. After the 15th Wave, it should not occur at all with bosses other than slime.

If you get a stable board with a high cool down (if there is a moon on the deck), don't finger the board and concentrate on raising the cool down level. Don't forget to set the target (if you have a moon) to the maximum level. For example, if your board is damaged by the night, you don't have to panic if you have a lot of jokers around. Don't forget to keep the high pip reload near the moon or wire circle.

Click here for a card game without a monthless card game: < SPAN> PvP Reload deck has several options, but most common is the first deck on the "Blessing" card and the "Final Coliseum" card. It is a second deck. In this guide, you will learn how to use one of the following decks to play PvP like a professional during a cool down.

In the first wave (in front of the first boss), you don't have to worry about the cool down level. If the first boss is Leon, take a board that will survive, keep the cube from producing, and minimizes the damage from Leon's skill "ROAR". If there is a moon or wire circus with a high stats (4 or more), it is expected that a glow/ random glow that will change to a high stats will appear by combining dice with low stats beside it.

After the first wave, gradually replenish the cool down. The trick to doing this with all subsequent waves is that you can recharge much faster than normal mobs by catching the minibos spawn in a timely manner. This can be done with no n-threatening bosses like snakes and slime. In addition, the boss with a very long skill animation, such as IIIIIIII, mage, and basilisk, can take 1-2 levels of charge by the 10th wave. After the 15th Wave, it should not occur at all with bosses other than slime.

If you get a stable board with a high cool down (if there is a moon on the deck), don't finger the board and concentrate on raising the cool down level. Don't forget to set the target (if you have a moon) to the maximum level. For example, if your board is damaged by the night, you don't have to panic if you have a lot of jokers around. Don't forget to keep the high pip reload near the moon or wire circle.

Click here for a card game without a monthless card game: The PvP Reload Deck has several options, but the most common is the first deck on the "Blessing" card and two on the "Final Coliseum" card. It's an eye deck. In this guide, you will learn how to use one of the following decks to play PvP like a professional during a cool down.

In the first wave (in front of the first boss), you don't have to worry about the cool down level. If the first boss is Leon, take a board that will survive, keep the cube from producing, and minimizes the damage from Leon's skill "ROAR". If there is a moon or wire circus with a high stats (4 or more), it is expected that a glow/ random glow that will change to a high stats will appear by combining dice with low stats beside it.

Hellphoon [ ]

After the first wave, gradually replenish the cool down. The trick to doing this with all subsequent waves is that you can recharge much faster than normal mobs by catching the minibos spawn in a timely manner. This can be done with no n-threatening bosses like snakes and slime. In addition, the boss with a very long skill animation, such as IIIIIIII, mage, and basilisk, can take 1-2 levels of charge by the 10th wave. After the 15th Wave, it should not occur at all with bosses other than slime.

If you get a stable board with a high cool down (if there is a moon on the deck), don't finger the board and concentrate on raising the cool down level. Don't forget to set the target (if you have a moon) to the maximum level. For example, if your board is damaged by the night, you don't have to panic if you have a lot of jokers around. Don't forget to keep the high pip reload near the moon or wire circle.

Click here for the guide for a card game without the moon:

If you want to get a high rate quickly, increase the level of crack growth twice after the first wave. If you do not raise the level to the maximum, the 7-pin cracked lost will be difficult to return to 6 pins. If you do not have a face, do not play replenishment (the call is serious). Unfortunately, a pure reload rutus (C12 router or less) cannot be far away, and if you get a C12 boot, you can't do it without the site C7-9. If you are stubborn and still want to challenge the monthly version, the ability to clean the waves is limited to one of your traffic police, so you need to charge very carefully and do not charge too long. There is. Also, because there is no face, it is quite weak to decks with TV streams.

Additional information for decks that use the regulations:

By putting growth in the first frame, you can earn more scores than the first joker, but it will not be quite stable against the knight coup and piano.

An additional guide for a deck that uses a jumper:

Switch is used to fight hyperinin. For how to dodge assassin using Switch, read the PvP Yin-Yang guide. Switch can also be used to switch blocks and get the best setup. For example, suppose there is a 7p moon and is caught in the corner with two skips. If there is a 7P switch in the middle, you can change them and save 7P Moon.

After the helcene, we put pressure on the enemy and set up mobs. Effective for a wide range of decks, especially for decks with no traffic police.

Nuke PVP [ ]

Introduction [ ]

At the beginning of the game, Typhoon is mainly needed on the board to quickly wipe out the wave. It is unnecessary at the beginning of the game, so let's throw away all 1Peep ads. Always use jockers rather than growth.~Before the first boss, raise the Typhoon from Lv3 to 4 and make it MAX to the second boss. Start raising blood pressure to Lv3 by the second boss and make it to MAX by the third boss. When using sand, improve the second boss to Lv2 to 3 and make it MAX to the third boss. When using nuclear weapons, the radius of nuclear weapons is not very important in this deck, so it is necessary to maximize typhoons and hell and then improve nuclear weapons.

1~7 Waves [ ]

Battlefield: If you feel that RPG is not so good, you can use blessing as a battlefield. It is recommended that the core/ typhoon is placed in the first frame, hell/ stream/ piano is placed in the fifth frame so that the attack cube is not too low on the board. Otherwise, you can get more cubes with the chance to make twice the SP in the fifth swimming.~About sand options: The important thing is that the sand is close to hell. Typhoon is not bad near hell, but sand is a random target, and has the ability to target all MOBs in the background. As a result, it is excellent to shake near hell because there is a chance to destroy any mob quickly. Another important reason is that minibos does not assign, for example, to kill a small MOB to consider Typhoon as a DPS cube in front. While Typhoon is aiming for a minibos, sand is needed to get rid of the mob. Let's put at least 4 to 6 sand on the board.

Play according to the rules of the royal family, unite the royals and weaken your opponent. Be especially careful about the enemy's board. For example, draining the piano only during this time when the enemy's cube is disabled can easily destroy your piano, but cannot help the enemy reach a larger point.

In the case of nuclear options: Do not fusion. Since there is no precious cube in this deck, it is necessary to use a trip/ blessing board to acquire a sufficient number of SPs and increase the probability of producing cubes to produce nuclear weapons. Make a large amount of cubes on the board until 4 to 5 Typhoon is generated, and increase to 3 to 4 before the first boss comes out. After the first boss, get 1-4 typhoon buffed in hell (more than any other Typhoon, for example, avoid overmarking), and at the same time, raise your hell grade to fourth place.

If it is not Leon / Night, do not throw nuclear weapons. This is because a typhoon can be destroyed enough. If the boss is slime, keep the most hig h-level nucleus until the slime falls. Do not inflate the nucleus when the slime enters the second stage. The typhoon has the power to destroy the nucleus. Since the 3rd Wave, the automatic Instagram should be enriched (3 4-point style and 3 hell), so we start using jokers at all core and maximize the level of hell with surplus SP. You can only throw a nuclear weapon when the hig h-speed gang reaches two horns, the Typhoon does not have an active speed phase, or the minibos reaches two horns.

8~13 Waves [ ]

FLOW "Options: If you get a good Instagram machine, don't forget to secure a certain number of streams. It is not easy for the enemy to kill the mob in front of the first corner/ something. Then, in order to maximize the jet immediately, save a little SP later and get a certain number of cubes of the highest indicator.

AtomEq [ ]

To use this deck, you must prepare a cube of 11 or more in class 11. In order to increase the appearance rate of nuclear cubes, blessings are used as the battlefield, and the ratio is 12.

13, 5%. When using a teleport option, the last Coliseum is used, and this deck requires more wonderful skills, but you can confront the enemy when you receive an SP.

Continue to put out the cube, use the first joker as a summoner to increase the number of cubes, and combine cameras and mimic. At least 1

To seal the movement of the mob and have at least one shield to save the nuclear payload. In the fastest, for example, if the basic loss of a nuclear cube has the ability to overcome the boss, you do not need to discharge a lot of nuclear cubes in the first wave.

When you encounter hypercin, you will be united with others to regenerate other bones or dodge the assassin to protect peace, and own more bones on the board. By combining face expressions and carring man, you have the chance to take over all the hardships.

If the shield overlaps the mob and the mob is from the last point, do not waste nuclear guns. If the boss comes in a swimmer, do not waste nuclear charge until the time runs out of the cube so that the nuclear charge is not consumed inland. If the core is small and the boss is Swadderich, the boss is left in case of Swadderich, but no other core pair is destroyed and lost.~Teleport: The teleport absorbs most of the mob, so keep the core a lot of the core, and emit only if the mob frame of the teleport is filled or the mob is separated from the sand swing. It's okay. Because of the low enemy SP, when the boss uses these skills like Leon, it is difficult to spell cubes, and as a result, you can start to group your own teleport. When the enemy has a friendly board, you know that you are stuck (there is no sufficient core in the board and SP) if not actually, and tap the teleport. Keep in mind that you shouldn't do it, or you actually have more SPs.

Save more core and shieldpoints. Boss Kastu is more likely, so you probably need to be quick to throw nuclear charge, but you shouldn't throw it in the same way as a boss. Remember, he moves on how to deal 0 damage to the chief.

As the earthquake has been pointed out since the time, the example of atoms and earthquakes is a good composition because one is applied to the current HP % DMG, and on the other hand. The job of this deck is to lower the HP with Atom's support, and the earthquake is delayed and functions as a finisher.

The blessing of the battlefield has the ability to speed up the speed of a spaca seismic cube in Spabna, and it is often necessary to group for you during the game. It is possible to reduce the movement speed of the mob by applying the Coliseum, and there is no need to discharge so many earthquakes during this time.

The first 3-4 wave (if the enemy is not leading aggro) is enough for the earthquake to survive on the wave. Use a joker for an earthquake or use a rise (if any) for the injury phase. If the mob goes beyond the center, the EQ will flow one by one.

Solar Hybrid [ ]

Always mark the outside of the board.~You can possess the owner of PP. 4 on the 3rdwave. It can be used on the other side of the cock by owning Atom and possessing it with the highest Lv. The rising is just lined up. At first, if you get two atom without increasing from two atom, and the highest pipes increase to make a fusion spa, there will be a large amount of cubes on the board each time.

After this, you need to support you

The six pipes on the left/ top of the board are for DMG, & amp; gt; six earthquakes are for fusion with torrent. Observe Frisky Mob well and use it as a sign of fusion earthquake. If Frisky Mob leaks from the last cheap Atom, connect the EQ immediately to stab it. First, combine the cube with one belt. For example, if you can see Leon's neck, how to lower the cost.

When you fight the night, you have the ability to turn the board over with a certain probability. Don't panic, for example, even if an earthquake comes, there is a possibility that the board will improve with a right turn. Wait for a while until the board is perfect, or when the night is about to end, it will disappear in the meantime. At first, if you realize that the knight's movement has slowed down, the combination of EQ will increase in total.~When fighting the slime, choose the time before the earthquake occurs and finish it in a couple of times. If there is a chance, the large and mediu m-volume slime (slime) is the most exposed radiology, and when the HP is quite low, the EQ is combined, and the tw o-phase slime is processed in one critical spirit. There is a chance to be able to do it.

Overheat PVP [ ]

For example, fighting Leon is the most difficult, especially at the beginning of the wave, has the ability to reduce the number of cubes. If the 1wave, 2wave, Leon is a boss, attack as much as you need. Connect 1 PIP for the first time before Leon's rise, minimize costs. Use the accumulated SP as a Spub Nacube to complete the River.

If the waves of the death/ berserker continue, the mob's movement speed will increase, so that the earthquake (depending on the number of atomicpip) must be recorded.

Recommendation on the battlefield: Priority selects Battle of BLESSINGS and has solar energy (increase DPS) to the first connector/ growth (increases the probability of dot, but has the ability to block the board. ) Is placed, and the agro cube is placed on the fifth connector, lowering the probability of spavena. Fielding probability 12.

13%.

Agro, which requires fusion: Especially when there is not enough SP or in the second half of the WAVE, it may lead t o-Ilon-disabled or moon, so for example, before the boss appears or from the enemy. Cast the cube when some board is collected. If the enemy has no time to collect the board, do not fuse the cube. For example, if you have the ability to turn the board upside down and help the enemy.

Panth Flame [ ]

Agro who does not seem to be passively integrated: In principle, cubes with many points have a good effect, so you protect the active sun and moon energy and have a lot of points. I want to make it. The rising can be placed on the buff connector, but the jokes with the highest rising pins actually have the ability to lead to a 7-pin rising stack.

This has the potential to be the best, 2

3 BIG PILLBOXES AGRO and AS A Minimum Amount of 2 Sola r-Kenergy, Which Received 7 Buffs from Lunar.

This deck requires a background of Pantheo n-Fight for the CRITIC SCIENCE or Voyage for the auxiliary SP when using LUNAR in exchange for vision, but the overheat class does not have a significant effect on the performance of this deck. If you want to adopt the moon in exchange for your eyesight, secure the minimum of 9 body of the moon.

Connect UPS and Joker to get more points. In a good space, use a joker with the highest pip in overheat/ score/ moon.

Teleport PVP [ ]

Because it is always long, the critus has the best pip and overheating, almost with i t-the best scope for peeling bosses/ waves. The improvement of the scope/ moon starts in the third wave. If you can't overheat in the early stages, pamper the scope/ moon overheat in the early stages and simply clean the waves. Don't be very enthusiastic to get a big overheating point in an important spot, for example, how you can do it, however, you can do, an important disposal skill/ month.

Do not attend the sufficient SP for excess cubes by monthly start. Do not increase the degree of overheat very early, for example, it requires a large amount of SP. How to increase the degree of overheating, when you notice the beginning of the waves, or when Mobs begins to reach the middle. By tracking the time spent on the minibos kill, you can calculate a considerable overheat level.

It is also necessary to pay attention to the activation time of the skill and the 5 second crown. When the timer of the skill is about to run out and the boss approaches, the bones are improved again so that they do not enter the crown and not be attacked by the boss.

This tactic is called the "column of the gatekeeper". To use this, you need a Pantheon battlefield.

By putting two flames/ milk in the critical post, they do all the damage and secure 13 free spots for aggro. Usually, this battlefield can end the game faster by using it with Flow Dice and other aggro cubes.

At the start of the game, generate a cube as usual and create a growth tile. If there is a 2-pip+joker in the critical post (1 pip if there is no flame elsewhere), let's use it for flames. If you need to manage multiple flames, use only two flames in consideration of efficiency, one for critical post, critical post, or the least pic flame.

And it is necessary to plan the opponent's destruction. Save all your streams and improve them. Continue to manage the numbers until the best timing of the attack comes. If you play for the piano, if you hit the SP and the piano chain, the enemy will die immediately due to a strong flow. Please read the Royal PvP items for how to deal with the deck.

If you can't get the opponent in advance, raise the flame level at this point. Let's collect more and more hig h-pip aggro and put out a little bit.

The teleport after remodeling is effective against the aggro collection of no n-splash decks such as YY. Effective for YY opponents without a royal.

Exhale cubes and jokes to increase the value. Get the Lv2 Typhoon as soon as possible, defeat the mob, and then teleport. This is because the saved mob is small but holds at first, and it becomes useless after releasing it. Depending on which deck you encountered, you may need to use the body. Stamina and patience are important in this deck game.

Beware of the boss. When the boss skill (excluding silencers and IIIIII) falls on the main unit, the Mob accumulated on the main unit is released on the board. These mobs cannot be saved again, making it a major problem from the middle of the game to the end. Agra back (excluding silence) that falls on the main unit also causes the same effect. Royal cubes can reach many targets and are very important for teleport.

Ying Yang Double Growth [ ]

Jokers do not come out every time. In the middle and late game, the fewer the number of teleports, the easier it is to combine teleports, and even if you release the first teleport and hit, you will be penalized, so you will have to play in step.

Strategies against various decks:

Against YY: Keep collecting growth and protect the teleports you have acquired. When Leon/Knight becomes the next boss, combine a certain number of teleports on the boss's head and do not allow him to install the chief. At the fastest, you will be attacked and the harmony will be broken. Start collecting Terik in the second wave and copy it for assassination. If the boss's meaning and not supplying for you, save a certain number of typhoons to extend the two bosses. At this time, don't forget to extend the TV to get the maximum instacilitation. Then, when the TV is almost full and you have enough, immediately tap all of them at the timing when you cannot install the right boss/mob and launch your own attack. The fastest enemy will not be able to beat the mob and will die. In fact, by going to the footsteps for you to join the TV when the boss gets a point of spavn (vision), the mob is blocked from the boss and the boss is not installed.

Against Aglufun deck: Do not let the two bosses have a lot of teleports because it does not allow self-teleportation. And the two bosses buy a certain number of teleports and upgrade them. Improve the teleports to make it easier to protect the mobs. When the teleports are almost complete, connect the teleports together and repeat until the enemy dies. If the enemy has promoted Crete and has the ability to install mobs every day, it is likely to try to delay the corpse collection phase after the time of the next third boss. The fear of spitting out the whole body a little before the main timer is completed, for example, how they reincarnate into the boss's CP and from whom it is easier to free yourself with the support of the typhoon.

Royal PVP [ ]

Against Sun/Fire deck: This deck is a failure. Let's pray that the one who uses the sun will be the foot. With power, you can run off to your side of the board and put the enemy stack on Solarian, losing it immediately with Solarian misfire.

Against relaxed decks (atomic/holy sword): Shutovsky - gather support and meaning of the climb, expect it until it will not be easy to shoot the mob after you switch to the main body. Fusion must be a certain number of seconds before the main timer is completed. Mob becomes part of the boss' CP. Even with this boss, if you fuse several of them, you can aim for one shot on the enemy.

If you use a stream, if you have a free road and can overcome mobs, raise that grade. If you raise it to 3/4, raise it to 2/3. Collect the corpse after raising the cube. As the game progresses, the saved mob's HP increases. If you know that the enemy does not have the ability to fire one shot in the mob, let's inject the whole body (especially for a fun deck). You can arrange this in front of the second boss and win quickly.

This deck doesn't last long, so let's end the game at the beginning of the third boss/ 4th wave.

This Yi n-Yang deck is a variant of the YY deck again, excluding YY expansion. This is a substitute for those who do not have a normal YY deck.

Ying Yang PVP [ ]

Play each of the turnouts you have acquired and combine all kinds of victims. Your job is to first acquire a cube with the highest indicator, and then remove the cubes that are not related to YY. The YY you get will always protect and make the harmony easier.

Regarding how to use the joker, use only 1-2 pip jokers per ridge, unless it is necessary for permissions. The 3-4 chip joker can get more big chips by using rises and grows. For example, GG uses a 5-7 chip joker and is not used for rizances. I don't want to get stuck with 7 growth/ sacrifice chips. Still, you can use a joker to unite sacrifice or release from sacrifice. For example, do not cancel the last harmony.

The remaining slots can use other dice, such as switches and other DPS. Battlefield Blessing has the ability to secure the entire GG board, such as lowering the probability of a filler with obstruction capabilities.

At the beginning of the game, focus on playing steps so that the pip of dice increases. For the first boss, we want to put a large amount of 4 to 6 pip royals, so use 1 to 3 pip jokers and use a 4-6 pip royal joker. Even if the enemy manages to overcome the hardship of the second boss, the only plan to die due to the current mob waves. Every time I look at the enemy's board. When the royal family starts firing on the mob, they are united, and if they detect trouble, postpone the union.

During this time, you should basically cast from the roof. If the first boss is a Knight/Leon, combine 2/3 of Pip Royal and make a line before leaving to mock the boss. Check the enemy's perception and reaction sluggishness/slowness. If the enemy is bad, you can easily wipe them out in 2 waves. If the opponent has a chance to update the board considerably, wait a little until you gather enough values ​​to burst. Because this is the farthest distance your deck has the ability to resist, and at this time your opponent does not have the ability to destroy the mob using Inharmonic Echo. Stream increased PEEP attacks and release a certain number of low PEEP lakes at regular intervals to give the opponent a chance to combine what is a one-time personal switch/joker and cube. Overcome when the opponent's SP is consumed or when the increased growth/switch/SAK/support blocks the opponent to death.

Very similar to Yinyan. If the first boss is Leon, use the boss's spa to match 2/3 of the PIP Royal to make a fool of him. After you've done all the hard work in the early game and accumulated a lot of points, protect your value from the third wave. When the Royal's diesel fuel activates, run with it to disable it. When the opponent fixes it, reconnect it and repeat until you lose it. Make sure you have enough SP before that. If you have a jet in your deck, it will be faster and you can win easily.

For example, if you are not using stream, this late IRGE is the most difficult matchup because you can only damage the opponent's board. Win with Friskies and rotate all of the opponent's Typhoons. There is no virtuous strategy against this deck, and you will lose the fastest. If you still use power, strengthen the traffic control and hold it down with power.

Make sure you can take even more damage than your opponent. When increasing importance, use almost all Jokers. By the third wave, you can apply some roots to change the opponent's traffic police blocks to value and reduce losses.

Before using this deck in PVP, play with her in cooperative/friendly PVP to practice switch/add.

You need to be rational and quick with the switches and adds that suit your interests. Scope Battlefield is best for GG because it has AOE-buffs in DMG. Pantheon and Boon may be changed if you don't have Scope Battlefield.

Scope battlefield is easier to kill mobs than non-Pantheon battlefield, so you can reduce boss length.

Discard cubes as much as possible and get the first harmony with the support of Joker YY or convert it with a switch. If you discard cubes or make empty spaces, it will be difficult to activate. Then you will get one absolute row and one absolute column for each bone, so don't combine them or fill them up a little, but swap them. A plan like activating the first harmony is a source for what, so as not to lose at the beginning of the game.

Use the jj harmony (preferably in the broken place) and the addition that is receiving the number of points. For example, you will need the best function as a harmony buff depending on the score. While collecting additives, try not to erase the buff of permission. And like the 1st yy, if you get 5/6 points, you can activate further harmony at the highest point. If you do not use the buff in the background of the battle, place the harmony in the bottom left and grow this cube with additional.

When using aggro, if you only have one harmonic on the 5th wave, your peep-cube is 5 or less, and the boss is a Knight/Leon, get many harmonics to settle one harmonic and avoid flipping.

When facing an aggro boss

When facing an assassin, focus on maintaining 2-4 pips of 1 permission instead of a few harmonies. Avoiding the switch of a 1 pip assassin is the most basic of the basics. If you have a 1 pip advantage left, try to hit with 1 pip yy to avoid accidentally destroying your opponent.

When the enemy uses IX10, immediately use a switch to avoid hacking or use an add to YY hack-permission, but don't forget to actually include even more additives with your best peeps.

When your opponent uses Royal or Siren, for example, every time you notice that you have a lot of cubes on your board, it becomes harder for them to break through your permission and easier to fix your board. Each time, give value to using Joker on YY for safety. With multiple harmonies, the risk of all permissions being released is lower. Keep the number of PP. Probably less. You don't want to see a 4PP switch in the background. Then, like Royal, flip it.

If the enemy uses Hell/Stream/Teleport, you need to create a permission with as high a PEIP as possible (not more than 3 pipes of W1-3) to prevent a very solid movement of mobs that can't be destroyed/teleporting mobs.

Hypersin [ ]

It is possible to put other cubes in the filler connector. For example, Royal, Nucleus, IX10, Flow, Bubble, Meta, etc. By introducing a supplementary cube, you can prepare a JJ row (I call it a hybrid), which not only allows you to play longer, but also wipes out the opponent's lineup.

Also, by adding a traffic police, for example Typhoon or Berserker, you can apply another traffic police as a filler, because it will be easier to carry all the hardships with this IRGE wound. This is recommended for players with low DPS/Crete.

Bubble as a filler has the ability to guarantee countering aggro and a support indicator for Crete. Also, Butuz will not be a support for Crete in Pantheon.

Preparation Get permission:

Once you get harmony, you can start cleaning 8 unused spaces, maximizing Injun, and agreeing to Injun supplemen t-5 points. This will recover the SP for the aggro/use chain.

Combo PVP [ ]

When the enemy finishes collecting their deck (high level cubes), combine the aggro cubes.

If you use a bubble deck or full JJ, make your PP 6/7 immediately. 1 permission etc. because you don't need to collect any other SP. If you use a woman, remember this later and arrest the perfect deck jy (for the maximum number of DMG-Harmony). For an absolute deck jy, don't forget to get a double 7 pin jy in both spaces of vision and then get the perfect JY board.

Maximize your personal stuff before implementation to get more crete.

When you enter PVP with a "Hyper-Oceed" backup, the only thing is that it will most likely be declared before the match, and a quick game is waiting for you in any way or other. You have one task, playing with this deck - to completely wipe out the opponent's deck in the first round after determining all of their cubes.

The strength of this deck depends a lot on the class of bounty.

At the beginning, you should put all your four cubes in front of the enemy and really see what you can arrange with it. If you have a pair, connect the sacrifice of the sacrifice. If there is a bounty during the first spawn, keep your joker and rely on double lab. After targeting the opponent's bounty, you can combine Assassin and Nasty. After that, when the enemy grows a lot with the bounty connection and turns the joker, the bounty activation is guaranteed during this time. The enemy will have time to arrange something to at least free themselves from the joker, so pour in the bounty.

If all the above effects are successfully fulfilled, you will already have a large amount of SP You will have. Save your caviar and make a fusion. Repeat until all the enemy's bones are not destroyed.

If you can't defeat the enemy in time and there are very few traffic police to remove all the suffering, save all your "Sacrifice" and "Expression" to deal damage. Depending on the story, you can sacrifice the Joker or make him an assassin.

Comb o-Column- One of the best decks for the late game. It has the ability to expand infinitely with combo combinations. With the support of the scope dice, the combo has a chance to kill mobs thanks to the blue Crita allocating scopes. Make sure that you only increase the scope by one in reality, and have a certain number of Kommo pipes for instawaves. Also, there are targets for which the scope is useless, so you can't kill the chief, for example.

In the battlefield, you can apply blessings to increase the chances of a combo cube spabna. Place the vision cube on the fifth connector and set the percentage to 12-13%.

In the early game, scatter all your cubes. Leave the first spabna joker to the summoner to increase the number of glasses. When forming a unit, try to form a unit with a different point, such as scope/combo/crit, which will result in the combo being more likely to break. If you enter within 5 combos, you can easily defeat the first boss.

Around the second wave, if you don't have a buffy combo that scoops up a big puddle, you should start improving your splash-DMG aim. If you get too late, you'll lose out, such as not being able to set up mobs. Splash-DMG and combo chains are allocated when the sleep cost is reasonable, rather than the increase in DMG, so the degree of combo can be put off.

After you can no longer survive, keep making combo counters. Keep all the jokers for the combo (unless you're stuck), then combine all the combo mimic pairs if they're in the background. Each time, keep a background for 1 combo peek in case you try to hit the joker. When doing these actions, make sure you have aim and buffer combo so you don't measure the mobs.

Cube Fusion: (For Pantheon) By getting the highest cube of the combination in the critical force, you can place more traffic police on the boss/front. Make sure you have another combination in another area of ​​Crete so that the mobs don't have a chance to escape because there are less traffic police. Don't take the risk just because it's 7 points. If you have 6 points of summons/mimics/scopes and want to be free of them, move them to another space so that you don't get caught by the Kritas post. When you want to have more points in Crete than your enemies. (Because of the protection) The probability of a spabna combo is up, so you can also take the risk of combining cubes with high points. Don't take the risk of grouping the last face because the probability of range occurrence is down.

Solar Moon PVP [ ]

When processing Leon's head, he intentionally hit his critical first shot. By doing so, the peeping of the board is reduced, and there is room to increase the number of combo. When the knight becomes the next boss, there is a bore that destroys it once while applying skills. If you can't defeat it immediately, get a bore and recover quickly. If you do not take it later, take a lot to resume your view.

When using Timewinder, you can sometimes activate the effect of the timetable, group all combinations you have (do not spawn during the effect), and obtain a certain amount of gifts and combo. In the case of a knight coup, the effect of Tim Winger can be applied to cancel the loss of the chief.

This is the most difficult game in life. Your joker focuses on the summoner host, and the summoner basically welded a more hard arrangement helppip to completely liquid your board. Every time, look at the opponent's board to see if there is an assassin. Upon determine if the opponent will clean up the assassin.

Aiming for Summoners/ Mimic: Dodge assassin in connection with another expression/ Summoner, causing summer skills.

Target combo: Connect to another expression / combo.

Aim for the scope: Tangled with another face. If there is no other face, if there is one puddle, it can be mixed with the face.

Joker Target: A 1-chip joker advocates another cube elemental to avoid killers. Value of Joker: Summon Beast & amp; Gt; Combo & amp; gt; Mimic & Amp; Gt; domain.

Solar decks on PvP will agile Mobs with Aoron with Solarian scalable losses and the assistance in the attack speed from the moon.

Generally, maintaining a Solarian intense state is a very important part of the solar deck. As a result, in order to collect and accumulate SP fundamentally like your own sorali, it is intense how to call with bursts to keep the Solarian intense and prevent losing. The cube repeatedly occurs at the moment when SP is sufficient, and it has the potential to stop Solarian's activities immediately, leading to defeat. In general, you need to have sufficient SP so that at least five extra cubes do not occur. If there is not enough SP to prevent Solarian activity, you should not generate a cube.

Generally, if Solaria is stopped, it can be reconciled by combining some Solaria. For example, when the cube combines, there are 4/5 opportunities to generate something, and solar energy is not counted. If there are 3-6 Solaria, connecting two Solaria is considered a good idea. This is especially true if you have a growth that could be transformed into a Solarian anytime.

Again, a good way to ensure Sorarium/ Luna is to own a jokerboard that has the ability to copy Odro/ Luna. As a result, an auxiliary solarium/ Luna can be created or combined according to the board.

The starting of the moon is quite useful for the auxiliary damage and crota, but it is not particularly important every time in these wounds. Give priority to starting the sun over the moon. For example, if the start of the sun breaks, you can get more damage.

Once you get enough SP, you start modifying the board (putting solar energy near the moon and producing more growth). In particular, if the enemy is using an atomic deck, the work of the solar deck on the solar energy is the highest PIP (PIP5 or higher) Solarian is placed near the highest month, and both the sun and the moon are active. It is to be converted. It is much more valuable to hold the highest point of the sun and the moon than to hold a large amount of lo w-point cubes, and as a result, the quality is prioritized over numbers.

After the 10th wave, the deck will face the problem, depending on the increase in CP and the movement speed of the mob. For example, if the 7-pip moon or solar play is not enough, solar energy cannot be significantly lost when attacking.

If the recommended enemy uses aggro columns:

Teleport/ Stream: Check your board carefully so that you don't combine a lot of cubes (especially knights) before the boss gets up. For example, you can turn it up.

Hypersin: At the beginning of the game, it doesn't go to footprints to generate all four cubes, the enemy kills the sun of your sun and as soon as the product ends, you are another sun. When the sun is acquired, it generates a fresh cube 1, which combines the rise so that the enemy does not receive it from their SP as needed.

Royal: For example, be careful when using a joker for a lift. If there are a lot of cubes with the highest PEIP, Royal is dangerous because they turn and block your board with a tw o-pipe cube.

2 Increased (growth + hakubicin growth):

This is a cube suitable for sacrifice replacement, and you can easily hit the best view of the sun and the moon. Until the start of the game for 30 seconds, you can get solar energy per deck, so it is recommended that you end Cube Spaven. Do not attend the joker to get up to get a cube with the best indicator.

You don't tap the second LVL for the first boss, tap the improved sun and the month every month, so you need to get a good cube board with the best PEIP. It will be done.

In diplomatic issues, it is for you in the footprints to maintain your own board in good conditio n-The sun and the moon are nearby with another friend, and it has the ability to connect, for example. Do not overclock with a cube. Use the right boss or piano to the enem y-the first, especially the night's night. Solar energy should be inactive for Leon to reduce your rise at 7 PEEP as needed.

The best option for this deck is, especially if the number of criticals and cubes is not bad, for example, how do you control the board for yourself and assign so that you don't depend on RNG. If you have a little criteria, this deck has a long time, because it has a long time and the time when you can not access the varieties of the injured game, except for the brightness of the injured person. There may be no gender.

In the first spa, you prefer copy gallow to get the biggest advantage. Combine all months with 1peip. In order to remove all the hardscape in the first round, you usually crime the active 2+ pi p-sola r-sun. If necessary, it is also possible to find 2+ peep-sun-energy by combining all 1 peel-moon.

After launching 2+ pi p-sola r-sola r-cellgy, wait a moment until you get enough SP to add 5 spa. When enough SPs gather, call the cube, improve your board, and try to get the value of the game turnout. But overall, this is a good ide a-trying to maintain all the helpburizer you have on the board, but 3, for example, their solo is inactive. A method of giving help time to reborn your growth into a bad story with other cubes.

Random rise + sacrifice

This deck is the perfect version for players with low damage from Cretta. For example, the auxiliary wound SP and the loss of sacrifice can quickly deploy the board, and the random rise has the ability to give a fairly high characteristics of the lon g-term accumulated sun and the lunar bone. It simplifies the task to the player and excludes the snowstorm on your deck. At least, it doesn't depend on RNG than other options.

At the first Spawner, make sure you find and copy all the sacrifices you have, which will give you aid with this wounded IRGE. As in the previous version, find 2 or more chips of Solar and activate it up to the 3rd power, for example, how to do all the hardships with 1wave and sp. Once you activate Personal Solar-Solar-Energy, use all the jokers you have to copy, wait for it to reincarnate in a fresh cube, and then call a cube and activate your own Solarum.

Since you don't have access to Blizzard in this deck, it's basic to seal Solarian with intensity every time. Therefore, before calling a new cube, you need to oversupply SP so that Solaria works every time. For this reason, the increase to reactivate solar energy cannot be trusted if you've used up SP. Every time you observe that solar energy remains intense and gains a lot of SP before the cube's call.

In general, it's not a bad time to improve the board - this is the time as a series of growth of fresh cubes afterwards. Try to keep 3-4 random growths with similar timers on the board at the same time - this will alert you to a sudden deactivation of Solaria, and only later call a fresh cube, the series of only random growths will end with a fresh cube. To be closer to the moon with Solaria with the highest PEIP, the highest cry, improve your board in duration and length to what stood.

Non-Legendary Meta [ ]

In the mid to late game, collect a lot of SP from the mobs. Since board space is limited, it is possible to combine a share of random growth or a copy of random growth with a joker, especially if there are 5 or more. Sometimes you don't increase the random growth because maintaining Solaria's health is more important.

Replace the 5th cube:

With the exception of Blizzard, the 5th connector can be changed in the following ways:

Shield - Seals the movement of mobs. 4 chip shield stays on the board from 1 to 2. Even if one is in standby, the other has the ability to protect the mob.

Switch - Changes the space of the sun and moon to avoid killing.

For example, Sacrifice is a good game for Assassin decks because even if you lose, you can still get SP from Sacrifice. Apart from this, you can get more SP from such wounds to quickly recover your deck.

Remember that overloading your cube, which can lead to activating 《Sun》 or 《Moon》 for example, is a no-no.

Aggro - Protect a lot of SP to call the cube. Call aggro only at this timing when the enemy board is built, to aim for the boss's head.

Collect as many creatures as possible and use the power of random increase. Combining cubes until 45 seconds of the main timer will increase the success rate of random creature increase.

Atomic PVP [ ]

Don't combine the first 4 cubes immediately at the start of the game. You need a wounded traffic police to remove all the hardships. Then, as you fill a huge part of the spikes of the board 1, start to drain a certain amount of them (holding iron) and give a chance to get random growth. Don't forget to make the iron degree 3 for the first boss.

If you get the highest arrow with pins or irons in any lifting, raise the LVL immediately. If it's not easy to kill the very first mob, you can also raise the degree of transformation. Granite will improve if you have a lot of them. Combining low-level cubes and relations will increase it randomly.

If you have a certain number of legendaries, there is a good chance that you can change the baggage of this deck.

Front/Boss DPS (required): Iron, Arrow, Typhoon, Solar (with Joker), Guardian, Quick Pistol (only used if the deck is made of Blue Honey Cube).

AOE DPS (required): Modified Electron, Thorn, Granite, Solid Sword, Spear (used in other attack cubes, but actually have in the form of 2 cube introduction without traffic police in similar decks like rgrowth, you regulate your arrangement Premature game of fragile fragile game)

Other: Blizzard, Joker, Sand Swing (best to apply Colosseum on the battlefield), Mine, Earthquake, Blood Pressure (used with Mighty Wind/Typhoon), Atom, Power, Destruction

Random Rise is the main value of the cubes in this deck. If you don't have Joker + Rise, use Random Rise as the key cube instead of Rise.

Cubes such as Sacrifice, Addition, Facial Expression Change, and Trument related to Union have nasty synergy with Random Rise. If you ignore their common uses, you will follow in their footsteps.

From V6. 4, the Atomic deck was weakened due to the Slime Boss (late game, including wave start) and the Transference buff (boss meta).

The Atomic deck has 4 variables: Typhoon (not very useful), Speed ​​Pistol, Solar Energy, Holy Sword.

There are important recommendations for using this deck:

The player needs to rally every time to appeal to Atom, and the wrong belt parts are considered the best conviction for Atom.

Don't discard cubes too often so that there are not fewer cubes on the board. Stop discarding cubes when you see that you are actually low on sp.

Improve DPS - Cubes for the first boss, Atomic for the second boss.

Don't update Blizzard on this IRGE wound.

Use Joker to copy turnout and get a bigger gap.

Atomphoon (Typhoon, does less damage than Speed ​​Gun in this late IRGE):

A 4-point Atomic will last you at least the whole game. Don't risk getting more points than that. If you're playing against a mirrored Atomphoon, make sure you have more Atomics than her.

Upgrade Typhoon to level 3 by the first boss, Typhoon and Atom to level 4 by the second boss, and max them out by the third boss. Don't upgrade Blizzard early in the game, it's a waste of SP (though some players do).

When she activates, always have 3-4 Blizzard dice on the board, at least 2 seconds apart. All dice should be 3 or higher. You need a level 3 Blizzard to get the maximum freezing effect of a class 7 Blizzard, and only level 1 for a class 8 Blizzard. (This is why leveling up Fubuki in the early-mid game is a waste of money. See previous section)

More info here

This deck has Blizzard, which increases Speed ​​Gun damage, so it can be a better DPS than Typhoon. Speed ​​Gun also has flow resistance.

Atomic increases your orbital speed a lot, so you should start maxing it out against the second and third waves. Collect 4 or 5 atomic dice in the top left corner to max out your atomic damage.

When Rapid Fire Cannon damage starts to decrease, upgrade Snowstorm instead of Rapid Fire Cannon. This will allow Fubuki to stack more buffs, and your Speed ​​Gun Dmg will be faster. Of course, you can max out your damage in the late game. One high level is enough for the whole game (unless you get hacked).

Make sure you always have enough Blizzard. You don't want mobs charging you in the late game and slowing down your Speed ​​Gun progress. Usually, 3 broomsticks with 3-5 spikes is enough.

Guardian Bubble [ ]

If you plan to use this deck, you should have good management to activate Sun and Mace: Violet/Pantheon.

At first, you will play in a similar style to Solar Lunar deck. With a few 2-pip Solars or 3-pip Solars, you can easily kill the first boss. If the first boss is Leon, use the minimum SP to activate it and save SP to spawn after the boss.

Depending on how many Atom/High-pip Solars you have, fuse them either outside or in the buff spots. It is recommended to place the high-pip Solars in the buff spots.

When playing against Flow decks, your deck will change to Solar Light/Solar Crit depending on which board state you use. Activate Solar safely and kill your opponent with Solar.

"Holy Sword" option:~This deck contains the simplest wave purification among all versions. As with other versions, you need to apply the joker on a lifting of the injured age and get the best glasses. Combine the left bone to get Atom, which has the highest indicators. Each of the won swords sprinkles for AO Remove.

Until 2wave, if there is only one god sword or the atomic is not enough, the atomic personal content is MAX. Thereafter, it continues to unite for 4/5 of the PIP-atomic, holding a certain amount of gods and sufficient snowstorms. Enhance your personal solid blade at any timing that is not modest to raise the boss traffic police.

The battlefield with a void is just the largest of 50 % of the 50 % voice of a knife CP, which works with this option from the first shot. The effect of the voice still improves the atomics.

The Guardian was improved in the 7. 6. 1 update, making the PVP mode easier. After 1, PvP mode became easier. For example, you must hit a scope as a battlefield, but in the sense of the highest peak of the Guardian indicator, you can rather destroy the mob. Rock? You can use Royal or IX10.

Death/ Berserker and joint recommended waves:

Always use a joker to copy turnout. If you are playing this deck, you need to hurry up to a certain number of guards with the best indicators so that the mob is not exhausted within the visual range, If not, it will not be easy for you, and make all the hardships, including the original waves.

If your board is a very large number of excess cubes (agro), you have the ability to provide you a lot of growth, for example, to allow knights to rotate the board. Please go. If the boss in the future becomes Leon, he doesn't want to give him a very large number of cubes on the board before his arrival, because of the fact that you will kill the huge percentage of your cube, Cube's products have the ability to prevent this story after regenerating their skills.

Combine a cube and a small glasses to grow the glasses guardian deity.

Coop Decks [ ]

Recharge Coop [ ]

2 4 pound guardian. You can try to combine the cube when gambling this IRGE, but if the cube beep sound is high, you do not create it every time.

The enemy builds your own board, so remember that you shouldn't drain the agro (for example, you don't have the first traffic police with the highest peep sound yet). Observe the opponent's board well and choose a timing that is advantageous to unite (for example, the opponent has an overheat near 6 pip Luna).

If you have the highest PIP Guardian, you will protect your opponent from damage with Buburi and increase the possibility of growing critically.

In most cases, the Guardian with a high probability of activation is more than other guardians to eliminate all the hardships to develop glass and auxiliary glasses.

Next, Berserk's death/ wave:

Next, it is quite difficult to kill the mob if the W8 does not have a large amount of 10 or more glassgadians. If you lose, let's recover your own board. Knights can be your highlights and can give you 7 pip-guard. Aggr o-waste until the enemy is difficult to resist MOB.

If you encounter HyperSin:

A way to keep peace, for example, a woman to defend kills. Joker to climb and trust, RNG actually gives you some parents for you. We are afraid of the fusion of the marked premium and the cube.

Responsibility: The switch can be changed by the jocker.

Recommended: Unique C10 +Luna and connection drawing.

Options of Holy Sword:~Very simple precautions: Acsta must be used under C1 1-Luna, as this deck requires 12 Luna and needs to be r e-loaded. Is basically not effective.~Let's start with management. This deck option is the same as a deck using Sun Moon. Sleep until the board is buried, then discharge the cube carefully, get 2/3 + 4 moon + 1/2 switch + 1 snowball and hold a holding sword. Don't lose to the perfect setting. Pain has no merit (unless you are lucky). In this case, do not go because there is a possibility that a snake and silence may come (because you can extend the knight). In principle, it will be done up to 13 waves, but there is a possibility that it will be created, and even if it is turned over with 15 waves, it is not lucky in front of you. Then, when all preparations are in place, a certain amount of 1 increases the degree of month, then slowly increases the degree of snow and snowfall, and offers the rest of the help.

Ass Clone [ ]

Return to minibos and bosses only when the possibility is quite high. If there is a risk of wiping out the hi-pip of the boss meter or the helper's clone/ time winger, immediately shift to the withdrawal mode and defeat the boss (the helper side has many losses and a large amount. In order to get a larger recharge value than the wave, you can translate the month from the blade for a long time. You may be able to recharge more than the cost). Chiefs like knights, leons, and wizards may not be required of charge, for example, how they can damage your board and end the game before time. If the basilisk creates the first of them, it can connect radiation quickly and quickly destroy it, then switch to a certain number of numbers.

The option is only for reloading:

It is basically the same, but this deck has nothing to be destroyed during the charge, so it cannot be charged to a minibos. However, the main positive point of this deck is that it is basically no need for one month of C12. This deck has the ability to run a long distance in the month of C9 to 11, and it is surprising to say it modestly.

Extra advice: You can actually switch off for you and replace the moon in a space (if you delete the moon in the slime wave You will receive the help time for help).

To help: There is a guide, referring to how to go with the footsteps that use these two decks in help, and check out it. At the same time, footsteps are concerned about the right pointer: Do not use meta once before the boss leaves the cock wave, these are slime and snake, so your metamab is not reloaded, so the traffic police. Will be SP.

In the case of options with land mines: Reload uses the background of the battle with the view so that it falls on the boss on the back. Setup is coming: February,

2 Reload, 1 cod/

2 blades, the rest is land mine. Place land mines near the spown to give a lot of damage to large bullets. The Mob in the back does not pass the main mined mines, so it helps Immaculate Blade to kill (it does not need to be a blade on the spot).

Introduction: It is more difficult to apply a clone without paying attention that the ACC clone is like an assistant pillar than an option without a clone. This is an autonomous instruction because it is different from normal ACS MET/MINE.

C o-recommendation: Clone is your main expensive cube, which does not consume SP and do not increase the prices of generated 1 PEIP prices to create a specific number of shots, and consequently fusion. A friendly, long expensive cube for all blocks of relevant support. If you maintain a certain number of clones with the highest indicator, a clone with 1 indicator will be born, and you will be able to obtain other resources in the cube.

At the start of the game, make your own cube, strive to put a certain number of clones on the board, and then set the number of clones to three or four, so the clone is silent until the night arrives. I will not fill the board.

If there is a request of the companion, arrange a certain number of ass as soon as possible. Even if your partner does not need too early ass, you can use 6 to 15 waves to spam meta and help increase the number of cubes. After that, your partner will set up a board, start the spit with a killer and get a large amount of cubes in the waves. Continue spam until 7p is no longer entered on the opponent's board. Rely on the continuity of the clone so that you do not rely on a manual pastry. If the clone is about to notice, open space to avoid consuming resources unnecessarily.

- Meta: Emphasis on auxiliary SP, simplifying the cube spavn. It is also recommended to keep the cube reload.

- Sand Cloud: Sand with the function is considered a good auxiliary cube for attack, for example, because the "Sand Cloud"-line increases losses by up to 99%. As with healing, use Sand only when the boss is actually aware, at the beginning of a new wave or when the mob has practically reached the barrier.

- Healing: Healing is a finisher, and is the basis of a deck with Moon Blade, for example, where the sun alone is not enough to kill the chef cook in the 1st super high wave, and then also includes reducing the CP of the blade.

In the same way, after the knight turns on your board in the 15th wave, drain a certain number of heals to help your teammate destroy the knight, hoping for 2 coups. Then, when you have 2 ally coups, set an ally coup. Then, as your friend finishes setting, you have to moss his board and drain more assassins.

Sword Healing [ ]

By then, make your clones moss and prefer clones to spawn clones. When Leon gets on the right wave, combine clones and assassin shows with 1 spike so that Leon doesn't kill them and become meaningless. If necessary, combine a certain number of heals to destroy Leon from the enemy and not provide Leon from destroying allies' options with commands.

After maxing out your team's field with commands, yes, throw a killer and leave all your own jocks for heals. After this, you can semi-fc (at this point, all you need to organize is a combination of low-ass and useless assassins and clones) until waves 80+ where the enemy can't set up a chief jock and needs heal drain.

If you have 2-3 heal pairs (including heal pairs + facial expressions), try to hold down SP in later waves, for example, if you have a certain number of heal pairs, such as not needing to call a support cube. Call a cube only if the enemy is taking a hit from Leon or has a heal clone. Try to have 1-2 clones (PIP is not logical but the higher the better) on board that will make blocks for you.

When to drain heals

- If pre-bait is over 1 second and you think it's not Slime/Slime/Ix.

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Elim Rim - Journalist, creative writer

Last modified 07.10.2024

This is a calculator for the estimated time need to grind certain amount of gold, diamond, legendary dice based on the card box reward from Co-op quick run. Here you will find the Guide on how to merge dice to make it more efficient! Videos will be provided at the bottom of the page to help you have visual queues. This deck is used to get wave 60+ but can go to + depends on luck and dice class. This deck require c9 lunar or above.

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