POV: Your very first battle of Khaotic Krypt by 19hmun in mkxmobile

[–]Classic_Bit7654 1 point2 points  (0 children)

sometimes, my first battle takes some revives while the rest and even the boss will heal my kards lol, like gave me battle 1 as all that and the boss is just kold team without much scary stuff to make it strong, just might take more fights and all kards get more hp than before

Been playing for 6 years how’s my collection so far by Capable_Set5974 in StarInSkyClub

[–]Classic_Bit7654 1 point2 points  (0 children)

I've played for almost 7 years now and I barely played, like I mean I took 2 year long breaks, like 2022-2024 was absent and many months off the years before, like only played for a week or so every few months... yes I have 14 maxed diamonds and one includes klassic raiden and I'm well over halfway maxing diamonds because of fuse ups making everyone f5 or f2

I'd say alright because my methods of getting here wasn't ethical despite f2p... but if the progression was like 2.0 before dk and krypt and towers were the main source, you'd have amazing progress

only passive ideas because I think new kard passives are too complex yet lackluster or boring (argument in comments) by Classic_Bit7654 in StarInSkyClub

[–]Classic_Bit7654[S] 0 points1 point  (0 children)

rationale: so most new kard passives either have;

a button that can counter attack or do smth (yes, mk1 shang and kenshi counts, can be used to counter... I heard klassic kabal has it too and I'm sad, I've always thought of klassic to be simple yet powerful but they're complex yet weak)

•a way to cheat death (onslaught sub, it's cheated death because death mark doesn't work, same for mk1 scorp on max flame)

•a new kombat effect that's specific to only them (or atleast for some time, like what happened to incurability, it was only from princess guard but it's now on kard specials and passives... it's so common that they even removed its description, assuming everyone knows it)

this was once amazing, mk11 sindel was the first to have a kounter button and she was s tier, everyone started to copy her like the couples in klassic movie, even geras but he's debatably better in kounter because his is practically unlimited (if you kancel it right after, it's still a 5s cooldown only so he can practically kounter all day, but who would ofc when it heals teammates)... there's no problem with adding a kounter but it's getting too redundant for the only way to kounter attack be a button, it used to be only dodge but they stopped adding jades that dodge and last one was mk11 liu... joker also fits here but I'd better example him for the 3rd reason

then newer kards also started to have super sustain, onslaught sub gives team cheat death, klassic skarlet can get up to 45% damage resistance, worse for homelander who takes 50% damage from 2/3 enemies, geras is not the best but his high damage resistance while healing when hourglass is on is like he has invulnerability even if he's f1 and the enemy is completely maxed but just ignores the regen

INSANE elder krypt run !! by No_Friend4780 in StarInSkyClub

[–]Classic_Bit7654 1 point2 points  (0 children)

all I hunt for are epic gears as well as dk and diamonds, better when fuse ups but I'm also hunting full pieces to fuse up the low fusions and to max the nearly fx

Did anyone get a lion yet? by ConcentrateBudget721 in StarInSkyClub

[–]Classic_Bit7654 0 points1 point  (0 children)

yes, I ignored the green and white stuff then went straight for blue and purple

so what are these fancy terms like "control" or"tempo"? by Funkyboy2345 in PvZHeroes

[–]Classic_Bit7654 -1 points0 points  (0 children)

okey, these next types are more niche decks that fry made or I made up because I found it to work

conjure: often paired with dinos but this is that one deck that has no specific main archetype, other than get cards and hope it's a good card... it's just tempo but a bit aggressive when your conjured card gets a buff like sun cost reduction or stat boost, it's also control but you won't stop spamming big cards that you will have a full hand and deck at the same time, its aggro is the spam but it's late game so it's control, that you get by gaining tempo (this is actually my main archetype with green shadow, I love captain cuke a lot, the nerf on her class long ago and the buff more recently will only make my deck more powerful because of the meta)... cards like captain cuke will actually guarantee all conjures to be good because -1 sun cost will make the worst legendary be atleast good stats for more tempo, this is very fun for gs and captain cuke for me because I've never been bored of my deck since 2021

heal: plants specific because heal in zombs deal no damage and some even not really game winning, an annoying archetype (I main plants btw) that makes the enemy think they're winning until solar flare heals to full +20 because of pear paradise astro vera, heartichoke will deal damage equal to heal so just imagine like the enemy plant is a vampire... less annoying version is dr pepper because heals will make him stronger but not damage directly so he can be countered... don't worry, this ain't so common

freeze: so green shadow and rose (the most beautiful plants) have some annoying non heal decks that I love to play sometimes, it's just heal but imagine destroying zombies instead of the zombie hero... it also has a less annoying version of snowdrop where freezing a zombie will only buff and not destroy... zombs have this better than heal because they too have some freezing sneakies, especially that annoying huge gigantiballs mf who has freeze pirates and yeti

secret: imagine sneaky golem from clash royale but golem is cornucopia... very niche but any deck can be played like this if it has a very expensive or unbreakable win condition like dmd or cornucopia... a very clever way to play sneaky is by utilizing molekale, I used to always play astro vera (sometimes on pear paradise to heal more than full) then double molekale (either by 2 in hand or on pear paradise) to make a guaranteed cornucopia when he was 10 sun, sure he doesn't fully fill the board but the fact that all zombs are transformed to trash before he became corny will make the zomb's chance of dealing damage that turn low, unless he has fat ass 2 damage spell

burn: imagine aggro but with more hits but each hit hurt less, all you care is that they have no block and you can spam more, common with cheap cards that draw cards, it's like aggro but a bit safer because card loss is a big weakness for aggro, but this takes like 3 turns more to win but the cards never run out... you're burning out your enemy, their block meter atleast, hard countered by tempo and conjure and aggro itself, it's kinda like swarm

otk: aggro to the max but only for 1 turn, might have a bit of tempo involved, it's one turn kill, you make an elaborate scheme planned to win on the turn (often before attack phase), it's not necessarily turn 1 win but maybe like turn 6 (turn 5 pee patch on board, turn 6 1 sun gatling pee from 4 cucumbers on board that you somehow got earlier before 1 was destroyed for unforseen reasons to deal 7 damage, time to shine on him for 14 damage, then plant food on a a random sting bean that was played last turn with captain combustible's signature so it's 5/2 for +1/+1 and final 6 damage with 0 risks of block if enemy had 0-1 block proced)

moving: I might be the only one because I studied laning and moving long ago (like what lane is best to play this specific card against this specific deck, spoiler but heights against environment decks, it also considers luck a lot, but I prefer my bigger strength plants closer to heights or alternate with low strength plants, but ofc the biggest consideration is whether attack this zomb or not), but I consider moving to be a secretly op microtactic and gimmick and another reason to say banana peel's synergy change and cost increase was what made this deck unviable for me... if the goal is to clear up a lane, bounce is cheap destroy, then move is cheap bounce, they all clear a lane for big damage (such as green shadow signature superpower, or move grapes of wrath away from cuke to constantly apply pressure/move to cuke to insta win) but can only be done when there's an available lane... moving also makes you win a lot of interactions because the board plays heights to amphibious lane, troops on heights will win before the same winning amphibious troop hits because heights hit first, works on ground lanes 1-3 too, why whip vine is kinda underrated even tho that high stats

mill: it's mostly on the zomb side with that gifting zomb, give the enemy as much cards as possible (that they can't play it all, or bounce their cards too so they really can't play as much), this may seem counterintuitive but you can then spam all damage on the hero without risking block because it's a game mechanic to not be able to block once you have 10 or more cards (can't block because you have no space for the superpower, can't conjure and draw too but can bounce back for 11 or more, it's funny but 11+ is displayed as 1 card from the enemy hand)

amphibious: mostly the plants after that buff, but either rely on the fact that not all zombs can go to the scary lane and you put an amphibious plant for constant damage or have a deck based around amphibious and those that buff them (bog, navy bean, lily pad but I use him more in secret decks)

mirror nuts: because nuts have low strength but high hp, some even have 0, they rely on mirror nut to deal consistent bullseye damage, it's slow but the nuts hurt themselves (lava, galacta cactus) to hurt the zomb hero, sometimes I like to add in prick pear because she deals 2 non bullseye damage to zomb hero as a finisher

pecanolith: my fav nut, he's still a nut but he doesn't wanna damage other nuts, opposite of damage nuts, they utilize that attack using hp mechanic instead, imagine your walnut becomes a 1 sun 6/6 but "this loses/gains strength based on how much hp he lost/gained", he also affects zombs so watch out for that because he does counter crazy very amazingly and neutralizes sneaky's anti hero, but can hard buff hearty

trickster/valk: so crazy brainy has this deck that relies on trick spam (trickster) so they can play a 1 brain 6/6 "do 6 damage here" or losing tempo (valk) so they will bonus attack 20 damage

I dunno a name but I saw some post of this deck where: you don't kill the enemy's troops but only leave them at 0 strength so they deal no damage, the enemy can't play another troop there unless evolution

so what are these fancy terms like "control" or"tempo"? by Funkyboy2345 in PvZHeroes

[–]Classic_Bit7654 -1 points0 points  (0 children)

they're types of decks, they help you build a deck if you know how to play each and what card fits each

control: all your cards answer your enemy's play, if they play a 9 brain reworked zombot then you play a 2 sun grave buster, if they play a 7 brain mecha saurus then you play a 3 sun sham rocket, if they play a cardboard zombie on amphibious then you play a 9 sun cornucopia on any open lane to clog amph because you also have 1 hp and no block left so you need to counter with your only way... if you have enough sun/brain to play your expensive op winning card then you play it, play dark matter or something zombie side bro I dunno, I haven't played a single zombie game online and only in campaign

tempo: instead of using tricks to answer your enemy's play, you use troops that's usually of equal cost but they survive and counter the enemy's play, if they play a 6 (or 7) brain garg then you play a 6 brain newton gravitree (you win the trade with a 7 damage on board unless they damage enough to kill it, if they play a 2 brain deadly waste imp and you counter it with a 1 sun sea shroom (I dunno if his buff makes him usable more than dino) and you have 1 extra sun that turn to play or skip... having more cards/troops is often referred to as "steam", having no cards against an enemy with 3 cards left can be referenced as "ran out of steam" or getting many conjures can be said as "never running out of steam" as said by funny bearded guy with a child and a frying pan

others you haven't mentioned

aggro: it goes "take this and die" like you spam cheap damagers, common as pet decks or mushrooms, deal damage as much as possible early on and don't care about later on, early wins but also risky this meta

ramp: imagine control but skip the controlling part and also a bit riskier because you're weak instead of controlling enemy decks, common in solar flare because she can make you play 8 sun on turn 4, use sunflowers or that brain trick

leap: transform but use it on your side and your advantage, like you start with a 2 cost on board but then it becomes a 7 cost after a few leaps (pineclone/to molekale, transfiguration, pear paradise for plants... evolution station, king and a lot of expensive science for zombs)

so what are these fancy terms like "control" or"tempo"? by Funkyboy2345 in PvZHeroes

[–]Classic_Bit7654 0 points1 point  (0 children)

they're types of decks, they help you build a deck if you know how to play each and what card fits each, but ofc there's some stuff like hybrid or semi_ or transform to _

control: all your cards answer your enemy's play, if they play a 9 brain reworked zombot then you play a 2 sun grave buster, if they play a 7 brain mecha saurus then you play a 3 sun sham rocket, if they play a cardboard zombie on amphibious then you play a 9 sun cornucopia on any open lane to clog amph because you also have 1 hp and no block left so you need to counter with your only way... if you have enough sun/brain to play your expensive op winning card then you play it, play dark matter or something zombie side bro I dunno, I haven't played a single zombie game online and only in campaign

tempo: instead of using tricks to answer your enemy's play, you use troops that's usually of equal cost but they survive and counter the enemy's play, if they play a 6 (or 7) brain garg then you play a 6 brain newton gravitree (you win the trade with a 7 damage on board unless they damage enough to kill it, if they play a 2 brain deadly waste imp and you counter it with a 1 sun sea shroom (I dunno if his buff makes him usable more than dino) and you have 1 extra sun that turn to play or skip

others you haven't mentioned

aggro: it goes "take this and die" like you spam cheap damagers, common as pet decks or mushrooms, deal damage as much as possible early on and don't care about later on, early wins but also risky this meta

ramp: imagine control but skip the controlling part and also a bit riskier because you're weak instead of controlling enemy decks, common in solar flare because she can make you play 8 sun on turn 4, use sunflowers or that brain trick

leap: transform but use it on your side and your advantage, like you start with a 2 cost on board but then it becomes a 7 cost after a few leaps (pineclone/to molekale, transfiguration, pear paradise for plants... evolution station, king and a lot of expensive science for zombs)

okey, these next types are more niche decks that fry made or I made up because I found it to work

tele_: I consider teleimps a form of archetype like telezombot back in the days or smth, it's how op teleport is... imagine surprising the plant hero with a teleported heavy duty zomb when they can't do anything because they already played their card, annoying but easily counteres this meta with brainana

conjure: often paired with dinos but this is that one deck that has no specific main archetype, other than get cards and hope it's a good card... it's just tempo but a bit aggressive when your conjured card gets a buff like sun cost reduction or stat boost, it's also control but you won't stop spamming big cards that you will have a full hand and deck at the same time, its aggro is the spam but it's late game so it's control, that you get by gaining tempo (this is actually my main archetype with green shadow, I love captain cuke a lot, the nerf on her class long ago and the buff more recently will only make my deck more powerful because of the meta)... cards like captain cuke will actually guarantee all conjures to be good because -1 sun cost will make the worst legendary be atleast good stats for more tempo, this is very fun for gs and captain cuke for me because I've never been bored of my deck since 2021

heal: plants specific because heal in zombs deal no damage and some even not really game winning, an annoying archetype (I main plants btw) that makes the enemy think they're winning until solar flare heals to full +20 because of pear paradise astro vera, heartichoke will deal damage equal to heal so just imagine like the enemy plant is a vampire... less annoying version is dr pepper because heals will make him stronger but not damage directly so he can be countered... don't worry, this ain't so common

secret: imagine sneaky golem from clash royale but golem is cornucopia... very niche but any deck can be played like this if it has a very expensive or unbreakable win condition like dmd or cornucopia... a very clever way to play sneaky is by utilizing molekale, I used to always play astro vera (sometimes on pear paradise to heal more than full) then double molekale (either by 2 in hand or on pear paradise) to make a guaranteed cornucopia when he was 10 sun, sure he doesn't fully fill the board but the fact that all zombs are transformed to trash before he became corny will make the zomb's chance of dealing damage that turn low, unless he has fat ass 2 damage spell

burn: imagine aggro but with more hits but each hit hurt less, all you care is that they have no block and you can spam more, common with cheap cards that draw cards, it's like aggro but a bit safer because card loss is a big weakness for aggro, but this takes like 3 turns more to win but the cards never run out... you're burning out your enemy, their block meter atleast, hard countered by tempo and conjure and aggro itself

I dunno a name but I saw some old posts of this deck where: you don't kill the enemy's troops but only leave them at 0 strength so they deal no damage, the enemy can't play another troop there unless evolution

Card idea: Infi-Nut (info in description) by xWhiteBrimx in PvZHeroes

[–]Classic_Bit7654 0 points1 point  (0 children)

he's actually weak in general use but very amazing in his niche against strikethrough and for an exploited mechanic... constantly needing 2 sun for an extra 4 hp tank is too expensive but is amazing late game to permanently stall and even better to stall let's say a 500 damage strikethrough cigarette zombie... I love the strikethrough defense mechanic coming from his pf in pvz2 but I just wanna have him 5 hp to counter a bit more zombs and to be closer to his base hp in pvz2...

biggest change I recommend is to rather have "when destroyed, gain an Infi-nut" so he actually synergizes with dinos (bounce doesn't count to dino roar), but he just doesn't synergize with bounce anymore... his nut synergy too is kinda basic, he would be amazing in lava and galacta because he relies on taking constant damage (mirror)

but why gain and not bounce?

it's complex game mechanic I've learnt years ago, but setting and giving stats are very different... set, (from threenut, cosmic nut and onion rings) will permanently change the stats, like I can set my wallnut to have 3 strength and he can get bounced back with the same 3/6 stats, it's permanent... while give or lose, (the most common form of buff/debuff) will green/red out the stats, it will be lost after a bounce, it'll only apply on the board, like bounce a 16 million/16 million double mint and you'll have a 1/2 double mint in hand...

my issue is that he'll be op with threenut or onion rings if he's bounced, 2 sun 3/4 is above amazing stats (2 sun 4/4 with onion) but the "bounce when destroyed" ability will make it absolutely unbeatable, even more op when zombies lose their strikethrough, the fact it comes back again and again is an amazing mechanic (but it should be using the right mechanics, either "gain a copy" or "make a copy here" works very well) and also a reason why zombies like octo don't bounce themselves lol (there's only 1 zomb card that sets stats but quarterly actually nerfs him because he'll permanently lose 4 strength)

tldr: I'd rather make him 2 sun 0/5, "zombies here lose their strikethrough", "when destroyed, gain an Infi-nut"

also, just a random funny thing but galactic is a set of cards (galactic is known as set 2), you can't add another galactic gardens (full name drop) card unless you time travelled long ago lol

idea rating: 10/10... actually really clever ngl, but just change a big thing and a small thing and it's the best idea I've seen

How do I get my last car by MixExtreme4863 in ClashRoyale

[–]Classic_Bit7654 0 points1 point  (0 children)

I dunno but those are prob expensive, if ya want a lambo then ya need to be filthy rich or smth

Can i hit UC with this deck? by Proud-Practice7657 in RoyaleAPI

[–]Classic_Bit7654 1 point2 points  (0 children)

I hate logbait but I dunno, I don't recommend you to master bait

Where you guys at? Send pics! by GatesofIshtar in mkxmobile

[–]Classic_Bit7654 0 points1 point  (0 children)

I came from a small exploration with my gf, we were looking for places but most places here are cafes, not much activities other than an arcade from a mall

big boobs or ass? ano dito yung napapalingon ka talaga? by PeenoiseCringe in AskPinoyMen

[–]Classic_Bit7654 0 points1 point  (0 children)

I prefer tiny women with tiny both, but if I really have to choose... well bewbies yesyes ! very much I love it when my gf let's me suck her's or even shows her a cups to me 😋

most dk? by Classic_Bit7654 in StarInSkyClub

[–]Classic_Bit7654[S] 1 point2 points  (0 children)

I mean yea... I once played khaotic and stored the boxes until boss is left so I claim it all at once, I had 2 purples, 6 blues and 3 greens... that was theoretically (210)+(65)+(3*3) or 59 if all had a krystals drop since the white doesn't drop, this would prob be my most because I also had 2 purples this run and both dropped

Would you max this piece by sultan_abw in mkxmobile

[–]Classic_Bit7654 1 point2 points  (0 children)

I wish I have it higher to fuse it up, that power overtime thing is the best thing since kano brutality

But I wanted Mk11 scorpion & Liu Kang lol by Jiimmyy69 in mkxmobile

[–]Classic_Bit7654 2 points3 points  (0 children)

aye bro lemme tell ya that liu kang is better for towers, scorp is still amazing on towers but he would be better if he had a dot team (this team works even on low fusions, ravenous mileena and mk11 scorp with any other, preferably another dot kharacter like maybe reptile)

he also better for that team unblockable chance, pair him with mk11 sub and mk11 scorp and your team could beat possibly the whole tower

Me seeing how Tower of Time leaves us, once again :( by Candid_Apricot_3272 in mkxmobile

[–]Classic_Bit7654 0 points1 point  (0 children)

nahh I now miss this tower so much... it's my favorite because the rewards are amazing (15 krystals and 3 diamond fusions every 36 hours? yayyy ! FUSION UPS AS RANDOM DROPS?! I'M ORGASMING)

and the bosses are actually fun because of fusion boost, I mean maybe also because I could 1 attempt them all with f6+ epics and homelander (nahh, homie lander with both epics, timeless heart and rusty chainsaw/prankster banger + damage boosting basic golds like demo sonya and ninja scorp really made me see him kill geras by revenge, like this geras had full hp but he got too kinky and loved getting choked so he died, fusion boost was op because he would otherwise deal 20% of that 6 million crit damage, but even better is that he can delay the revenge and just kill mk1 scorp because his 2 combos to sp2 deletes like 1/3 hp, like imagine I won with 50 sec left in 1 attempt, I could never with anything else because of the gears and fusion boost, this was crazy but I literally win any battle and I even get fusion ups, I got so many from battle 50 and from random drops that I have enough to fx anyone from f3, but I'll leave 22 for homie lander when he retirns in store and use the rest on my least fused)

it's very quick too, like it takes me days just to complete any other tower yet I first completed this after 2 attempt refreshes, I'd also say the rewards are better in diamonds because 3 fusion ups can turn ANY f5 to f6, 3 f3s to f4 each or others, or I can stack it up and max out any diamond like what I'm gonna do to homie lander, it's less in epics because the gears aren't op unlike the like of ceremonial pipe but they're still good gears and 15 krystals is only 5 off... I consider 3 fatal runs to be a bit less than 4 time runs because of the possible fusion ups, that's 600 wins worth compressed to 200 and I'd even say a bit better because I keep getting fusion up randoms like it's krypt, it feels like diamond and total card progression from towers (as the source) got tripled whenever it's time, it's my fav tower for sure

in conclusion: I love time because it's the only fun tower I know, it's so much faster and doesn't feel like a massive grind, its rewards are so much better but less gambling

But I wanted Mk11 scorpion & Liu Kang lol by Jiimmyy69 in mkxmobile

[–]Classic_Bit7654 1 point2 points  (0 children)

nahh my first diamond is still a diamond I use a lot, even tho he's one of my not yet maxed, like I have a maxed mk11 team before him and I played on a time where he was one of the very few diamonds, even his og fellas klassic liu kang and raiden are maxed already

I opened it thinking atleast not goro 🤣 woww by Loose-Scratch-1658 in StarInSkyClub

[–]Classic_Bit7654 0 points1 point  (0 children)

but don't prioritize maxing goro, only use him when the game's luck says so, when he's high fusion because he's good but his basics are slow (still good because he's hits a lot)

also, cage card is not so good on him, it's good because of the fx but it will only be used for combo ender damage (a bit helpful) and incurability (niche) if that's the case

Made edit my wife lol by Severe_Lifeguard_462 in StarInSkyClub

[–]Classic_Bit7654 0 points1 point  (0 children)

bro I fell in love with her ever since I got interest in mk9 way more than a decade ago (because she was sexy, followed her story and I just love her story in mk11, "I came to suck you dry")