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Rules & Strategies

The rules of KnightWolf Heroes, and the strategies to be used within the game. 

GreatBeasts:

Wolf is a well-rounded card, with no truly over-powered attacks. His main attack scheme is also pretty simple, and relies heavily on swap attacks. He can swap with Wolf (Animal Form) and he can use attacks from Legendary Wolf. His other two attacks, though, aren't bad, and are made further better by being teamed with Olivia and any other member of GreatBeasts. The uncommon ability to undo an attack may be highly limited in this card, but it still allows for some major clutches if used correctly.

Wolf (Animal Form) is a card that can only be used if Wold uses his attack "Wolf Transmutation," and so unless you have Wolf on your team, he's completely unavailable. However, with Wolf, he makes a rather useful card. Two of his three damage-dealing attacks are speed based, so against cards above a speed of 65, he is rather useless. However, with cards like FightingBear that are below 35, he can counter them quite well, and his attacks pair well with Wolf. Also, his attack “Wolf Bite,” with a similar gimmick to Wolf’s “Spinning Blade,” can lead to some extreme damage rates.

While canonically having the capability to destroy practically every other character, as a card, Olivia is almost painfully boring for the most part. However, her capacity is expanded drastically when teamed with Wolf. Her rare ability to heal and even rarer ability to skip a card's turn do give her another advantage. Her attack "Battle Planning" is also quite powerful, even by itself. To top it off, she completely destroys any and all shadow-element cards, even without her kamikase attack, because of "Light Beam's" doubling gimmick.

RogueFox is a rather balanced card, with a defensive attack, offensive attack, and a stat boosting attack, all of which being highly useful. “Burning Blade” has the capacity to do 1,200 damage, and “Wall of Flames” 1,000. Of course, those damages are only achievable if he is teamed with Par and another member of GreatBeasts, so neither are possible in a single card match. His speed and HP are both average, but strategizing with “Burning Blade” can make this card overpowered, without even mentioning his ability to use one of the Undying Phoenix’s attacks.

While StinkBird’s move set is rather simple, he is the tanky-est single card in the game so far, with 5,000 HP and one of the highest speeds besides. Two of his attacks also limit any damage done to him for several turns. However, unless teamed with Abben, his overall attack damage is quite low, which is especially disadvantageous if teamed against a card with multiple fire-element attacks, such as RogueFox. This is because any fire element attack against him is doubled in attack damage. On the whole, though, he is quite useful against most other cards.

In most circumstances, SleekPanther is an overpowered card with the capacity to do 3,500 damage in one turn. However, that damage is mainly just considered to be a joke, because he can only do that much damage on a well-picked team, and if the opposing card’s HP is below 950. Thus, that  high damage is useless. His other attacks, though, are not so useless. “Larcenist” can effectively steal any opposing attack, thus making this card counter any cards that rely on powerfully combos. “Kleptomania” also can be useful for healing, or gaining possibly massive damage boosts. His only relatively normal attack is “Blunderbuss,” which can still potentially do a lot of damage.

DarkDragon is an overall overpowered card, especially after “Fury Form” is used. In sheer power alone, he can do 3,100 damage within two turn, and that makes him the single most damaging card in the entire game, especially since he has the advantage of being shadow-elemented. However, against Olivia or cards that can steal attacks, or against cards that can decrease attack damage, he can be easily destroyed, because he relies heavily on combos and is shadow-elemented. This is because Olivia counters any and all shadow element cards, and if one of his attacks is stolen, his combos are nullified.

FightingBear is a highly overlooked card, largely because of his low HP, speed, and general attack damage. With the lowest speed in the game, he is easily countered by Wolf (Wolf Form) or KnightWolf, or other speed-based cards. However, some of his combos have the extremely uncommon ability to force people to switch to their teammates. Another of his combos also keeps this card from having his turn skipped. He also, through his combos, can deal 1,050 damage limitlessly with no drawback. Thus, while not being an overpowered card, he's got the capacity to rival most cards.

Out of all the cards so far, RoboFox is certainly the most complicated. This is because his attack damage changes every single turn for each individual attack. Them, as another of his advantages, he has unusually high health and speed, which allow him to last quite a while. His only two damaging attacks are only available for use for the two turns after “Servo Starter” is used, an attack that continuously increases both’s attack damage. Then, if “Super Charge” is used first, then “Servo Starter” can be used at the same time as the other two attacks, and all of the attacks deal even more damage. In the end, this card only allows for a few specific strategies, but if used correctly, can still do a whole lot of damage in a very complicated and unpredictable way.

MindShift is another highly overlooked card, likely as due to his lack of high flair as to his seemingly low attack damage. His only highly-damaging attack is “Precision Strike,” which does up to 600 damage per turn plus however much damage “Copycat Telekinesis” allows for. Because of the damage limiter on “Copycat Telekinesis,” he can only do is 1,650 against someone whose weakness is Mind. However, “Quick Manipulation” is what makes this card truly powerful, by allowing for the addition of another card to this card’s team for four turns. While that effect doesn't allow for damage to be done to that card, it does mean that this card can technically counter any  card. Mind attacks are also nullified against this card, so he also easily counters KnightWolf.

As one of the most annoying cards in the game, Par's attack scheme is one of mostly attack-and-retreat. Her attack, "Tactical Retreat" has the unique ability of switching with one of her teammates without taking a turn, and then one of her only damaging attacks, "Sneak-Strike" deals double damage after "Tactical Retreat" has been used. This can work because "Sneak-Strike" is one of the only attacks in the game that can be used while this card is not in play. It can also be used up to two times in a row, allowing for a maximum of 1,400 damage in one turn between those two attacks if used correctly. Then with, "Espionage" and "Swift Slice," she can also do up to 3,400 attack damage in one turn, making her both annoying and powerful.

Abben is a highly unique card, with each of her attacks working together in a specific and unique way. Her entire attack scheme is based around “Triple Shaft,” as her only damaging attack, so she is easily countered by attack-stealing cards such as SleekPanther. “Triple Shaft” can be used three times in one turn, and each time it can be used to attack a different card, which allows it to be highly useful for strategizing. “Poison-Dipped Arrows” is an attack that can affect “Triple Shaft,” by increasing its attack by one turn or by giving it the affect of decreasing a card’s attack damage. Pairing that with “Take Flight,” which allows for “Triple Shaft” to be used four times in one turn, means that “Triple Shaft” can do up to 2,700 damage. However, if her turn is undone, her next turn is skipped too, making it dangerous to play against cards like KnightWolf.

Ryze is ironically a rather weak card, despite the fact that his character is canonically overpowered. His attack damage is surprisingly low, and his effects, while unique, still have rather low attack damage. However, when teamed with Azura, his attack damage increases drastically, and his effects also increase. His attack, “Fiery Disaster,” is an example of that, being that while it already had the rare and quite strong ability to protect his teammates, it also has the effect when teamed with Azura that allows it to do high damage to the opponents who tries to damage his teammates.

Azura is definitely an assist card, with incredibly low attack damage and only one damaging attack. However, she can do damage to one of the opponent's teammates of her choice by using "Geyser," and that has the potential to do a lot of damage given enough time. She also has the rare ability to heal a teammate, even up to full health, given enough time of course. Also, when teamed with Ryze, her only damaging attack increases by 200 damage, allowing it to deal higher levels of damage.

As the only two cards that have a gimmick that allows them to work in unison, Ryze and Azura become extremely unique and a lot more powerful when “Perfect Unity” is used. When teamed together, they both deal 200 more damage, and when they are both in play, they can attack at the same time, so technically they can do about 950 damage, and increase that by 50 for each use. They also both have team gimmicks that work together, so that their third teammate can heal to full health and can’t be damaged until both Ryze and Azura are defeated. Of course, by the two of them being in play at the same time, every attack is dealt against them both, making “Perfect Unity” a dangerous gamble.

Nineum-Nu has been considered to be the Anti-Annoyance Card, designed by Jesus Quintero (RogueFox) himself. Each of his attacks besides "Helm Splitter" in some way counters cards that attempt to skip or undo an attack. "Phoenix Cataclysm," while it does a rather low amount of damage, cannot be undone and is useful if an opponent attempts to skip this card's turn, because then it deals at most 1,950 damage. "Martial Law" is useful against support cards, and "Retribution" counters pretty much everything else, doing up to 1,350 damage against a wide variety of effects and attacks.

Considered to be the most overpowered card in the game so far, the namesake of the game itself is a highly annoying card with two counter attacks. With them, against cards with low speed, he can undo up to three attacks in a row, and deal 700 damage in one turn using one of his three combos. Of course, that combo can deal a whole lot of damage to this card, and, since KnightWolf has no team effect and no element added to his combos, it maxes out at that. Another weakness is that his counter attacks have the mind element, so he is also easily countered by MindShift. 

Villains:

Dazar is a strange card. His attack damage can potentially be one of the best in the game, with Evil Eye capable of stacking its damage infinitely. However, in order to do so, he has to use Volte-Face and Seeping Shadows to make the conditions right, and each new attack he wants to use takes a turn, since he has to use Cursed Cipher to make it available. Thus, he's not a very flexible card. Of course, Volte-Face and Seeping Shadows are useful by themselves as well, since they can reconfigure the opposing cards in whichever way the user of this card wants. Thus, Dazar can be both offensive and supportive at the same time. 

Essaux is a very powerful card in certain conditions. His base attack damage is low, but his fighting style is highly unique. He can switch out in a way reminiscent of Par, but can also disable attacks for a short period of time. His two damaging attacks have low base damage, but if the opposing card's speed is low, Cimmerian Rose is capable of doing 600 damage without a drawback. Essaux also has the unique bonus of Sanguine Reprisal, which increases for every time Essaux has been attacked. Those attacks, along with the fact that Essaux has the highest speed in the game and a very high health, makes him a very strong opponent, especially against combo or tanky cards.

King Zowizu is entirely a support card. The most damage he can possibly do is 50 damage, and that was only added so that his attack can be undone by certain cards. His support attacks, though, are unrivalled by any card in the game so far. His abilities to provide extreme buffs to any of his teammates, as well as debuff or even steal the opponent's cards, make him an excellent support card. Also, while he is unable to do much damage, he is the only way to use the card StoneBird, a card with extreme health and potential damage. Another of King Zowizu's perks is that if he is teamed with any member of Zowizu's armies, he can switch out with that card without taking a turn.

StoneBird is a very unique card, being that he can rearrange himself in many ways to fit the opponent's fighting style, using a multitude of trade-off attacks. He can increase or decrease his speed to the max, potentially giving him the highest speed or the lowest speed in the game. He can also, within one turn, increase the attack damage of Ferocious Assault to 1,100, an attack that also has no drawback. Sure, doing so does 750 damage to himself, but his health is the second highest in the game at 4,800 HP. Thus, while increasing his attack damage is dangerous, it can also be highly useful. His final attack, Fortification, gives this card yet another advantage, being that his attack can't be undone, and he can use it even if his turn is skipped.

Dav' Dagon is a highly overlooked card, being that his attacks aren't overly flashy like many other cards. However, if used the right way, Dav' Dagon can be an overpowered support card. Unlike King Zowizu, Dav' Dagon is the kind of support card that uses his teammates attack power, allowing himself to do extreme damage. His Sensible Planning attack can temporarily mimic Ryze and Azura's Perfect Unity, and his General's Orders allow him to take advantage of his teammates' attack damage. Then, when the battle turns against him, Dav' Dagon can use Infuriation and Execution in tandem to deal a lot of damage to any opposing card, in a last-ditch explosion of damage.

Sinnuet is one of the more complicated combo cards, with her combos each giving her unique abilities. As opposed to most other combo cards, she wasn't designed much for damage but instead for versatility. She can potentially deal a lot of damage when charged up, but her main advantages are her abilities to decrease her opponent's damage and potentially disable one of their attacks. That gives her an advantage over most other combo-relying cards. Stacking that with her limited potential to do 1,000 damage, means that she is indeed a useful card to have.

Selinne is one of the most unique support cards in the game. That is because she doesn't truly support her teammates, but instead she uses them to support herself. Much like her canonical backstory, she can damage her teammates and use their health as damage towards the opponent. She can also use their health to directly heal herself, and she can use the opposing card's health to heal herself as well. She doesn't have much damage by herself, but by teaming with cards that have high health, she can deal extreme damage. She also has an extra attack that allows her to, when she is not in play, change out with the card in play without using a turn. All of that makes her an extreme threat under certain circumstances. 

Raeb-Dom is an interesting card. His main gimmick is that he is the best card when it comes to clutching the win. All of his more powerful attacks can only be used if his health is below that of his opponent. That includes Massung's Barrage, which allows him to attack several times within one turn as long as the opponent's health is higher than his. Then, Unpredictable Feint allows him to switch out with a teammate without taking a turn, while also doing damage. His final attack, Retaken Sanity, buffs his card but can only be used when his health is very low. Thus, those factors make him highly powerful in team battles, and indeed makes him king of the clutch. In a single card match though, he is surprisingly ineffective.

Team Battle Tutorial:

Single-Card Match Tutorial:

KnightWolf vs. SleekPanther