8/18/2023 0 Comments Ratropolis wave 120 stats![]() ![]() Playing it more than once actually accelerates the effects of skill cards as well and they might last less than a fraction of a second which leads to bugs. Festival: Do NOT get this card! Or at least don't play it with Re-Use. Invite: A good way to get some ratizen early, especially when upgraded. You can allways get it back by spamming Work on the Market. Demolition: Relocate and Upgrade your buildings, get rid of early game buildings (barn, farm, restaurant etc). ![]() Now use it on Work to get the effect 27 times! Use the first Re-Use with the second then re-draw cards and use another one. ![]() Previously I used 3-4 Work cards but two Re-Use and one Work do the job as well (and even better). Re-Use: Wowsa, I unlocked this card with the Wave 90 run with the scientist and it is insanely good. With this run I unlocked Labor Command, which might be even better and might even allow a run without any units at all but I haven't tried it yet. It allows using building actives every second. Work (or Labor Command?): The key to everything. If re-draw costs exceed 200 before you get either of these you might want to use a different strategy. You need to get them early and then spam them and re-draw, even at a loss. Mine and or Patrol: Allow for infinite re-draws before you have the factories up and running. Lighthouse can be very useful early on but can be demolished once the Work/Labor Command plus Market are fully online. Only use those that fire by themselves (Tower + Sparrow). The defensive buildings were probably not needed, but you can speed them up with Work when in trouble. 17x Shoe Market: Probably don't have to be that many but they make the duck riders really speedy (and basically untargetable for enemies). 2x Fire Station (or more): To quickly rebuild as you will lose five buildings every wave in the later stages. You can substitute both Factory and Library with cards like Overturn, so you don't re-draw at all, but I prefer having only the absolute essential cards in the deck. Library: Really just convenience but you do get penalized with fewer card draws later so I really recommend this. 6x Factory: To stay at 0 second re-draw time even with all the penalties later. ![]() Lab is a faster way to get skill cards but you can just use the market too. Guild Office, Barracks Smithy might not be needed but certainly recommended. You absolutely do want Market, Tavern, Monastary and Warren. Shipyard can actually be useful if you didn't find a market yet. One of each active building (except those that give you ephemeral cards + shipyard). So this strategy should really work with any of the leaders as once you have all the buildings and cards set up only the navigator really makes a difference.īuildings (basically see the screenshot): Navigator should of course not be a problem, but I haven't tried it recently, as I wanted the remaining unlocks first. Previously I resigned after wave 90 with the scientist as it got a little bit laggy and annoying (plus I didn't have barracks enabled, so I'm not sure I could have reached 120 in that run (I also forgot to extend my territory again after wave 30 ^^). So, I just beat wave 120 with the builder leader (on easy). ![]()
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