Anonymous
9 years agoUseless hero abilities
1) Whirlwind --> bounce a random zombie away. This is probably worst trick in game which has often even negative moment on your game if you want to play it. 2) Bubble Up --> Move a plant. It gets +3...
You are just using the cards in the wrong way my friend.
Let me help you:
1) Whirlwind/Dolphinado --> Bounce a random target. This is a card that you use to gain control of the board. If your opponent summons a big zombie/plant, you just bounce it back and then you play what you want. It's ALMOST like you opponent skipped their turn. (Due to the random factor, is most effective the less targets are on the board.)
2) Bubble Up --> Move a plant. It gets +3 hp. You use this card to reposition plants in strategic places. For example, to move a Prickly Pear, since they can't attack on their own. Also, you can use it to move a plant to block what would be otherwise, a lethal attack for your hero, giving you an extra turn.
3) Root Wall --> A plant gets +2 hp and can't be hurt this turn. This is to protect key plants for you, for example, a Bananasaurus Rex.
5) Rock wall --> a zombie gets +5 hp. Same as Root Wall, you use it to keep key zombies alive. (Have you seen how insane a Exploding Imp with Rock Wall is?)
6) Posessed --> a zombie gets +2 hp and frenzy. Just use it on your big zombies and you'll be fine.
@Azombioso wrote:
You are just using the cards in the wrong way my friend.
Let me help you:
1) Whirlwind/Dolphinado --> Bounce a random target. This is a card that you use to gain control of the board. If your opponent summons a big zombie/plant, you just bounce it back and then you play what you want. It's ALMOST like you opponent skipped their turn. (Due to the random factor, is most effective the less targets are on the board.)
2) Bubble Up --> Move a plant. It gets +3 hp. You use this card to reposition plants in strategic places. For example, to move a Prickly Pear, since they can't attack on their own. Also, you can use it to move a plant to block what would be otherwise, a lethal attack for your hero, giving you an extra turn.3) Root Wall --> A plant gets +2 hp and can't be hurt this turn. This is to protect key plants for you, for example, a Bananasaurus Rex.
5) Rock wall --> a zombie gets +5 hp. Same as Root Wall, you use it to keep key zombies alive. (Have you seen how insane a Exploding Imp with Rock Wall is?)
6) Posessed --> a zombie gets +2 hp and frenzy. Just use it on your big zombies and you'll be fine.
Thanks for being captain obvious.
//
Now back to actual topic.
I am just pointing out that they are not useless hero abilities, you just need to use them effectively.
It's like if you used Heroic Health after only taking one damage. You are not using the card at it's full potential.
@Azombioso wrote:
I am just pointing out that they are not useless hero abilities, you just need to use them effectively.
It's like if you used Heroic Health after only taking one damage. You are not using the card at it's full potential.
All those situatins you people listed above are rare. Losing more than 6 hp is NOT rare. Most of hero tricks are usefull no matter WHAT happens. Those tricks that are not so usefull that often should be more powerfull when they are used or more usefull at overall.
1) Whirlwind --> agreed
2) Bubble Up --> amazing in most situations. you are definitely doing it wrong
3) Root Wall --> amazing in most situations. you are definitely doing it wrong
4) Dolphinado --> agreed - except it has PET DECK synergy
5) Rock wall --> this is nearly ALWAYS useful. you are using it wrong
6) Posessed --> this is actually one of the best superpowers. you must be using it wrong. put it on a deadly plant, or a gargantuar. especially since it is a trick and the plant hero won't see it coming.