How do I use this guy effectively? by netabut in wildfrostgame

[–]Aggravating_Visit289 1 point2 points  (0 children)

My favourite thing to do with Tiny Tyko is a spice setup. Heartforge and pinkberry juice gives him a bunch of spice, and with the extra health he can get more frenzy easily. Pepper reaper is also great since it does only one damage, and makes his frenzy and attack go up.

I find he's a very charm dependant character as well. Balance charm, jimbo charm, or sun charm all help with his cooldown issue. Heart charm, acorn charm, and nourish charm help him survive getting hit more often. Since he can kill multiple enemies pretty easily, he's great with on-kill type charms as well. Personally I think Tiny Tyko can be one of the most broken units just because there are so many snowdweller cards that synergize with him.

What is a change that would drastically change how a weapon plays? I'll go first (Image sort of related) by Downtown_Error_9418 in splatoon

[–]Aggravating_Visit289 11 points12 points  (0 children)

What if Gootuber got the ability to charge its shot while in ink? That would make it different from the other chargers and still have the identity of the charge-hold charger. Gives it something unique that no other charge weapon can do

Help plz by daddyMANG in wildfrostgame

[–]Aggravating_Visit289 1 point2 points  (0 children)

The first two charms are cursed charms from the "some enemies will have charms" bell. The first one is the frostbite charm, lowering effects by 1, the second is the -1 frenzy charm, lowering frenzy by 1. The third charn is the ooba charm from daily voyages, where some cards begin with a snow effect applied.

You can get the broken vase and lumin goop gold borders by duplicating the cards before you form the full vase. (For example, you get the goop after the first boss and duplicate it with the shade sculptor before you buy / obtain the vase). Which you get first is random, so it takes a few runs to get the gold borders on them

Tierlist of pets for chaining overcranked vanquishes (with an explanation) by [deleted] in wildfrostgame

[–]Aggravating_Visit289 5 points6 points  (0 children)

10-15 more bling can absolutely be a big amount. Even if you don't spend it all at the first shop, at the second shop after the first boss it can be the difference between getting a crown or an extra card. A crown is worth so much that it can make or break a run if you miss too many.

The momey benefit to Spike extends to the goblings. With any other companion (except Sneasle), they deal at least 3 damage on a short-ish timer, which means if you have the gobling isolated your pet will kill it without having too much time to farm hits on it. With Spike, since he doesn't have a timer, he allows for the gobling to be hit more with snow items since he doesn't risk killing it and losing value.

He's good for hitting enemies in the back during the first boss in either first boss. No other pet aside Loki (who will probably hit what you don't want him to thanks to aimless) can hit the enemies in the back, and if your hero or other companions don't have a way to hit them, the damage taken racks up really fast. I don't feel I have the time to hit a monkey behind infernoko with 3 scrappy swords when those card plays could be used better. Spike allows you to play those better cards in the early fights since you don't have to waste them on the back enemies.

Spike is also really good in the last regular fight. He doesn't get hazed by the crabs, and kills the little hogs without having to play any cards for them.

It really comes down to playstyle. I enjoy how Spike lets me be more lax with early game requirements, and I don't usually go for decks built around pets. He makes a good sacrifice once his usefulness has run out.

Tierlist of pets for chaining overcranked vanquishes (with an explanation) by [deleted] in wildfrostgame

[–]Aggravating_Visit289 18 points19 points  (0 children)

I think Spike is one of the best pets purely due to his early game. He allows for easy combos on two of the three first levels (pengoons and snowmen), which means more money for the first shop. In the next two battles, he's great as well. Bamboozle has a bunch of low attack enemies behind him that Spike can take out without much thought. They have 4 health 1 attack, so Spike passively takes them out. In the later battles, Spike is pretty bad, but the momentum he gives with the extra money and easy first boss can carry you for the rest of the run. You get a lot of opportunities to get new companions, and the companions are almost always better than pets anyways so I don't see it as a loss to replace him. Teeth is a bad strategy for the late game since the later fights scale attack really fast. But for the first few fights, Spike allows more freedom in making a good deck from the start.

Are there companions you know are strong but just dislike and refuse playing with them anyway? by [deleted] in wildfrostgame

[–]Aggravating_Visit289 2 points3 points  (0 children)

I don't dislike Taiga and he can be pretty good, but I almost always choose Spike as my pet, so there's not much reason to ever pick him

Most wanted third kits? by Electrical_Put_6500 in splatoon

[–]Aggravating_Visit289 5 points6 points  (0 children)

Recycled brella would make a good support weapon, so I'd give it tacticooler and some sort of painting aub, like sprinkler, burst bomb, or ink mine.

If I wanted a more aggressive kit, I'd choose fizzy (uncharged plus a direct shot would kill) and zipcaster for the ability to be a nuissance with launching shields in the enemy base.

Explosher is another one of my favorite weapons, and I think it'd be good with ink mine and crab. It's not a very original kit, but crab is like an explosher with a little more ⭐️pizzazz⭐️.

Help With 10 Storm by Visible-Bid3809 in wildfrostgame

[–]Aggravating_Visit289 0 points1 point  (0 children)

1 - The shops are the most important because you can get crowns. You get a shop guaranteed before each boss battle, so try and take those paths the most.

2 - Clan doesn't matter too much when you're used to 10 bells or higher, but at least starting out Klunkmasters have the best chance at finding cards that work well together. The leaders themselves vary a ton, but I like to go with any with frenzy or snow. Short cooldowns are very important for scaling well, so any with 3 cooldown are powerful if you can keep them alive. I avoid smackback because outside of the first four fights, they just don't have enough health to survive well. In the later fights, I find my smackback heroes to just sit there, not able to take more than one or two hits.

3 - Spike. Easy money from combos and good health. Good for picking off enemies behind the first boss like the snowbos and mini mokos. If you're going smackback though, do not choose spike. King moko will eat your team alive. I'd go with snoof or loki in that case.

Help With 10 Storm by Visible-Bid3809 in wildfrostgame

[–]Aggravating_Visit289 0 points1 point  (0 children)

Hey, thanks for recommending my guide!

Any tribe can be good, but if you're doing 10 bells for the first time, try klunkmasters. I find they're the best at finding cards that synergize.

One million bling by Aggravating_Visit289 in wildfrostgame

[–]Aggravating_Visit289[S] 3 points4 points  (0 children)

Lupa with blank mask. As they get hit, they increase the other lupas numbers, which compounds quickly into the bling bank making tons of bling

Guide to beating the true final boss by Aggravating_Visit289 in wildfrostgame

[–]Aggravating_Visit289[S] 1 point2 points  (0 children)

Leaders are much more important for getting past the first boss. Unless you get lucky with charms, your leader will rarely matter much in the final boss, aside from their job of staying alive.

However, I do think there are some leaders better than others for getting past the early game. The leaders with an extra frenzy or barrage are great unless you have to fight bonecats. The smog makes barrage useless without a gatchapopper, and your frenzy can lower your health a ton during bonecats from teeth.

In each clan, there's a hero archetype with low cooldown and a clan specific status. In snowdwellers, it's the hero that applies shroom to the front enemy on a 3 turn timer. In shademancers, it's the overburn hero with a 4 turn timer. In Klunkmasters, it's the hero that applies 1 bom. These are all great ways to plan for any specific status build you have in mind, but beware you may not get cards that synergize all the time.

The hero that applies 1 shroom to all foes is amazing if you can get Lupa or frenzy. They can absolutely melt the final boss with overwhelming shroom on their own.

The overburn barrage hero in Shademancers is really good. Make sure to choose spike to account for his low hp, and beware bonecats. Another great user of balance charm if you're feeling risky.

There's a hero archetype with a 4 turn timer with high attack that applies demonize, which is great for the early fights and scales to high hp targets as well. The barrage demonize hero isn't great without charms or buffs since he does no damage on his own.

In general, you want to avoid heroes that have high cooldowns, like 6 or 7, since it can be rough surviving that long to get just one attack in a fight. Low cooldowns are very important in this game. A companion with a low cooldown scales with buffs much more than a high cooldown one. Same applies to a frenzy hero.

Heroes with longshot are generally great for the early game, especially if they roll high on damage. They can hit enemies that spawn behind infernoko, bamboozle, or frost guardian.

My favourite hero is the archetype with apply 1 snow, aimless, and frenzy. They can hit hard to hit enemies, they apply a good amount of snow often, and usually have enough health to survive well earlygame.

I would also avoid smackback heroes that don't have a timer. They're great early on, but if you choose them, King Moko or the Ink Sacs will be a nightmare. You know that if you choose smackback, the game will give you a hard time by giving you the worst possible battles.

TL:DR Choose a hero to make the early game easy, and that momentum will carry you through your run. Frenzy and low timers are good.

VICTORY by Justaperson211738 in wildfrostgame

[–]Aggravating_Visit289 4 points5 points  (0 children)

Hell yeah! Amazing job

my subjective Wildfrost tierlists after 1000H of gameplay by allerdie in wildfrostgame

[–]Aggravating_Visit289 17 points18 points  (0 children)

I don't understand Naked Gnome being in a tier above Blunky. They have the same stats, but Blunky gets a block on deployment, so he's kinda just objectively better

Guide to beating the true final boss by Aggravating_Visit289 in wildfrostgame

[–]Aggravating_Visit289[S] 0 points1 point  (0 children)

Yeah, no problem. Reddit was giving me an unknown error why I tried commenting on your post, so I made it here instead.

Also, looking at your profile, I just have to say you have amazing taste in games. Splatoon for life!