Smashing Four Decks

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Nov 09, 2018  Smashing Four is an online PvP multiplayer mobile game. Posts must be related to Smashing Four 2. All posts should create meaningful discussion 3. All posts should have effort put into them 4. Be nice and follow Reddiquette. Full rules can be found here. USEFUL LINKS. Facebook Wikia Official Site Game Guide & Rules. Then the removable deck planks were laid over them giving them eighteen. And another layer of human beings and another deck, until four decks were in.

In two players in the base game I would avoid the combination of Dinosaurs and Pirates. But truthfully in the two players game the problem isn't your deck is weak. It's that some combinations are really really strong. Such as Zombie, Aliens.

With Aliens constantly throwing back your minions and the zombies more or less ensuring they never run out of Aliens it's a deadly combination.It's resolves in the 3+ player game because it's unwise to focus all of your attacks on a single person in a 3 player game. That relief will let you get some of your stronger minions out.In my experience the Dinosaurs while strong were so ability-less that even when you get one out there's no ability to trigger, and the Pirates abilities tend to be unhelpful against the Aliens bouncing them back to your hand. Plants/Steampunk and Ghost: Plants and Steampunk have ways to draw additional cards every single turn, but the Ghost deck is trying to discard all of its cards, and is often most powerful with an empty hand. (The Wizards get a pass here; they draw cards on demand rather than every single turn.)Wizards and Robots: the Robot deck is light on action cards, and the Wizard deck has too many ways to allow you to play extra actions (which you won't be able to take advantage of).Bears/Pirates/Aliens: Bear and Pirate have a lot of move-minion cards, and Alien has a lot of return-minion-to-hand cards; you're only going to find it useful to move/evict minions so many times during a game. They can still work well together, but you're more likely to have several extra move-minion cards that you can't think of a use for.Of course, if your deck is too powerful, then your opponents are more likely to team up against you; a weak deck will keep more heat off of you.

The game is powered by anyway, so don't sweat it too much. (Robot Bears vs.

Ninja Plants!) It's much more fun to pick your deck-halves randomly than to dither over which decks to pick together. Try avoiding combinations that seem alike. We got the expansion pack not too long ago; avoid factions that play very similarly simply because you tend to run out of options really quick, like the Bears and Pirates combo.

Also, avoid playing Ghosts with any faction that's draw heavy like Steampunks/Plants and also factions that rely on returning to the hand like Ninja/Aliens. Like the others said, Wizards get a pass here. If someone is playing Ninjas, avoid factions that rely HEAVILY on actions like Steampunks/Wizards (on a side note; the Steampunk Wizards combo are a force to be reckoned with, so playing them together may be an exception to the statement about Ninjas). In the original pack, it's hard to find a faction that works well with Dinosaurs, but the expansion pack that comes with Steampunks/Bears/Plants/Ghosts give them a little more 'Oomph' but you still might want to avoid playing them with Ghosts.In a 1-v-1 game, 'You're Pretty Much Borscht' when playing against Zombie Robots unless you're playing the sabotage game with Ninja Aliens, which altogether means your choices are also heavily influenced by your opponent's choices. In reality, the game changes with the choices your opponent makes so choose wisely.I have yet to play a group game, so I can't make any suggestions there.Also, note that there's actually another expansion out besides the 'Obligatory Cthulhu Expansion' called 'Science Fiction Double Feature' that comes with Secret Agents/Time Travelers/Cyber Apes/Shapeshifters.

Haven't gotten it yet, but I will. One of the biggest flaws in this game is the lack of decks with draw potential that seem like they could be good combinations. For example Bears/Steam Punk (from the expansion) seem like an excellent combination. However they have so few cards that allow you to draw additional cards from your deck that very often by the end of the game you're barely half way through your deck. This leaves a lot of the game to chance as you have to get the combinations you need at the right time and if you don't, there's little you can do about it.Having a combination that allows you to draw more, such as the wizards or robots, and then combine them with another deck that works with your preferred strategy, or that counters your opponent.

One of my favourite combinations, if I can get them, is Wizards/Plants as they synergise quite well. Wizards allow you to draw a lot of extra cards, and play lots of actions. Plants have a mix of upgradeable and draw / play extra monsters. It's a combination I've never lost with yet.

My group has only played four games (and only have the base set), but we have found the combination of Dinosaurs and Tricksters to be not very good, that combination being randomly assigned in two games, then someone refusing to believe there are any bad combos taking them by choice for the fourth game (which, admittedly, he could have won, if his deck was one turn faster).I may still be a new player, but I like to think I am a quick leaner for things like this. It feels like to me that, at least in the base set, half of the factions are 'support' factions and the other half are 'offense' factions.

Dinos, Ninjas, Tricksters (my group just calls them 'Fae') and I want to say Pirates are the attacker factions, while Robots, Zombies, Wizards and Aliens are more support-y. Anybody else feel this?To get back on track, while two support factions (Zombie Robots, for example) can be a killer combo, two attacker factions (re: Dino Fae) can be more of a hindrance. I'm not saying you can't win, but you are likely at a disadvantage. I played the game for the first time the other day and after three rounds of it here's what I found.

My first combo which I picked because I liked the sound of it was Ninja Dinosaurs. It didn't work too well, and quite frankly I found the Ninja Deck difficult to use.

The second Combo I had was Pirate Leprechauns - this was a VERY powerful combination. When facing them, I also found that a good counter to them in 1v1 is Wizard Aliens, though you do need to be on the ball to pull it off well and not hold out too long playing certain cards or you might miss your chance. I have not played the add-on yet, but when we started the basic game yesterday we played a lot of combinations (so I am not a pro at this game, just want to share my first impressions).When we played with 2 players the Ninja/Pirate deck worked quite well because I was able to deny any creatures my opponent tried to bring out.

The trickster faction was much better in 1-vs-1 than in a 4 player match I think.Playing with 3 or 4 people I really liked the Wizard/Alien combination. You try to get your Invader as soon as possible (if you know your opponent ninja has some ace in the hole try to hold it back a bit) and play it (1VP) - get it back to your hand - play it again (1VP) - get it back to your hand.

Smashing four decks

With your aliens. With the Wizards you have a nearly endless supply of cards!Aliens are very funny to play because they can annoy anyone constantly (a nice trick against Trickster is to terraform the base the leprechaun is on out to the base that gives you 1 VP every time a creature dies.Maybe another good combination might be Alien/Ninja or Alien/Zombie to spam your ninja effects or recycle your invader with the Zombies, but that faction was sadly taken every game so I couldn't test it well.

Is a game about skill and planning ahead which doesn’t just make it incredibly fun but challenging as well. While the mechanics may be simple but going into a match without having a strategy can always end up badly.Top Tips To Reach Higher ArenaTo help you get good and win, we’ve done the research for you to bring you top 7 Smashing Four tips!Have A Balanced TeamYou can only add a limited number of heroes to your squad which makes choosing each hero wisely very important. Each hero has unique skills and you unlock more heroes the longer you play but finding the right balance of healers, attackers and support is going to be crucial if you want to win.Plan AheadWhen it comes to strategy games, planning ahead and determining which moves your opponent will make can help you greatly.

If you want to win, you just can’t go smashing into the enemy hero that’s right in front of you but rather focus on using your hero’s abilities and gain the upper hand and use the environments to gain an advantage.Start Unlocking HeroesIf you want to win then you’ll have to rely on more than just the base heroes you get. There are a variety of heroes to unlock each with their own unique power which will definitely prove more than useful.Improve Your AimTo hit your target you’ll need to get better at aiming. You tap on your hero and push your finger back to charge your shot but you’ll need to make sure it sticks otherwise, you’ll be wide open to your opponent’s attacks.Upgrade Your HeroesWhen it comes to getting the best skills, upgrading your heroes is going to be very important. Some heroes like the Shaman and Assassin really start to show their charm when you level them up a few times to unlock new abilities.Join an Active ClanTo join a clan, one needs to reach 200 trophies. We suggest you to join one as soon as your trophies reach 200.Buy Rare CardsCheck out store daily to see new cards in the shop.

If it has the Rare card you use, buy at least 1. You already know that Rare card request is hardly fulfilled so buying is a good option to obtain more cards to level them up. How to Get Free Gems and GoldAchievementsBesides opening chests, Smashing Four provides us a free way to earn Gems and Gold, Achievements. They are prizes from completing certain tasks like complete an amount of healing heroes, enchant other heroes. Among these achievements, there is an easy 1 which can earn you good amount of initial golds and gems. It is called “Party, Party!”, which requires to win friendly battles.Connect to your Facebook to find a friend who plays Smashing Four, then on Friend tab, challenge him to a battle.

Then make him surrender. Repeat until you get all available gems and golds. Best Smashing Four Decks to Reach Highest ArenaEnchantress + SatyrEnchantress can buff over 40% damage to any friendly heroes it touches. Satyr’s damage is increased by a certain amount when being enchanted, be it buff, de-buff or poison. Satyr has a lot of Hit Points, and after being enchanted, it becomes a killing machine with high damage and high Hit Points. This combo is the foundation, you can add cards like Pirate, Giant to make this deck both strong and high endurance.Zombie + NagaZombie injects poison to enemy heroes, which make their Hit Points decreased by a certain amount after a friendly hero’s turn.

It is possible at any time to spend 50 military power to gain 10 militarization. +3 Monarch military skill (for future monarchs)Note: The Prussian monarchy doesn't set a minimum of 3 for rulers, but directly increases their military stat by 3. Rise of prussia game. Due to the way, it gives a 5/8 (62.5%) chance of getting a 6 ruler.Militarization Available only with the DLC enabled.Prussian monarchies have a unique system that gives army-oriented bonuses the more militarized the nation gets on a scale of 0 to 100%.

Naga’s damage to enchanted enemies is increased. This includes poisoned enemies, too. Post navigation. Skulls of the shogun monks full.