Yeah one good tip about charms is to always save them for later and hold on to them right before the battle. You never know what that chest ahead or a shop or a companion might be - so it could easily be something that would become beastly had you only held on to that charm instead of immediately applying it xD
This exact leader with a similar frenzy build is what got me my first win. I can't beat it though, every strong team I take to the boss dies to the mass poison + smackback + Frenzy
33:49 You could, in fact, have killed with Scrappy Sword pretty easily. 6 poison over six turns does 21 damage. One attack from Big Berry brings you to 26. Scrappy sword kills. You'd have to freeze Damoon and tank with Krono / Shell, but it would have been pretty simple.
@@Masonguy94 yeah ok tbh i havnt been watching closely enough to know if the second countdown applies, i just assumed it wouldnt because the attack interrupts it...
I’m thinking that maybe because you can remove crowns on cards maybe you could’ve taken off a charm on your hero then put on the infinite charm? (Edit: apparently can’t remove charms so nvm!)
@@TeeJizzm I'm thinking of suggesting them to change it so that it allows the card to "ignore charm applying rules", so that you can attach whatever charm you want on the card, and it will apply "as much as possible". So you could attack Gain Frenzy and Consume to a Companion and only gain Frenzy, since consume cannot be applied to a companion card.
On Fungun, who has the abilities: Apply 2 poison Increase by 1 if hit if you give him a charm that allows him to apply smth else, would that also be increased? (i havent seen the entire thing yet, might delete this later xD)
I think you're using your Sun Rod too late (at least to use it optimally); you've used it on a number of creatures in this game with two on their counter, but they also go down one on the turn so you can use it on someone with a three on their counter and still have them go off that turn.
That doesn't imply improper use though. If you need your unit to trigger before the enemy units then using it on your own unit with 2 on their trigger counter is the correct play.
Additionally using the sun rod on a unit with 2 takes away one sun from their next turn, because they still act that turn ticking them down after the action from the sun rodn
its such a contrast watching you play this after watching forsen throw for 5hours in a row
Yeah one good tip about charms is to always save them for later and hold on to them right before the battle.
You never know what that chest ahead or a shop or a companion might be - so it could easily be something that would become beastly had you only held on to that charm instead of immediately applying it xD
It's incredible how often bro says "this unit needs more health" and never takes pinkberry juice
Or the 4armor card, which he passed up to buy a 90g charm he couldn't use.
Yeaaah, damoon could've gone crazy with pink juice.
If you think the 5x is hard, wait till you have to get the 6x
I’ve been stuck on that one for so long lol
32:20 how does he throw so hard
He literally wins, wym?
@@eugenides04 he does win but that mistake could have lead to his doom
the leader is called "Damoon" as in "TO DA MOON!!"
i thought it was a reference to "the moon" from adventure time since their art styles are so similar
This exact leader with a similar frenzy build is what got me my first win.
I can't beat it though, every strong team I take to the boss dies to the mass poison + smackback + Frenzy
Snow build or a lot of summons are your friends.
33:49 You could, in fact, have killed with Scrappy Sword pretty easily. 6 poison over six turns does 21 damage. One attack from Big Berry brings you to 26. Scrappy sword kills. You'd have to freeze Damoon and tank with Krono / Shell, but it would have been pretty simple.
I love shroom builds. My favorite deck I've played so far
At 24:40 you couldve 5xed if you moved big berry down and fungun up
The extra effects on Snoffel from charms don't apply to everyone just the enemy in front like a normal attack.
I’ve watched others play a lot of this game and have never seen Spike (the starting pet) before! Cool!
Lezzzzzz gooooooo! I look forward to each upload, keep it up
would u reccomend buying this game now or waiting for future updates
Yes because its fun
If you think it looks fun, it's definitely worth picking up in its current state.
I love this game :D
ok... but why did you keep sunroding on a 1 count? like they are already going its kind of a waste. just snoball something or such like
Fun rod
i thought the same thing but its not as bad as first thought. its an instant attack and it counts down one after the counter resets.
Sun rodding your own unit when their counter is
@@sadgabe i get the instant attack but i thought you lost a countdown if you did it at (1)
@@Masonguy94 yeah ok tbh i havnt been watching closely enough to know if the second countdown applies, i just assumed it wouldnt because the attack interrupts it...
Gonna have to freeze damoon and never let him go when you play him
Well main character gets freeze resist so he's pretty screwed next game
@@ruizheli1974 good point
548 shroom applied wow
At least you didnt miss out on much with not being able to play all charms on your champ. 3 of them cant even play on companions😂
But he would have gone to the charms shop
I’m thinking that maybe because you can remove crowns on cards maybe you could’ve taken off a charm on your hero then put on the infinite charm? (Edit: apparently can’t remove charms so nvm!)
unfortunately not, charms are perma
Good to know!
After i see youre run is so fast!, what 30 minute run? while i must spend around 1 hour to play each run. cool man
At 33:15 you couldve 5xed if you used Srappy Swordon Winter Worm instead of Sun Rod
I dont understand why you keep sun rodding your dude when hes already attacking and theres no risk of an enemy attacking
Fun rod
Assert dominance
It's still positive tempo, just not quite as much. Instead of ticking down from 1>0>Max he goes 0>Max>Max-1.
"Damoon" is such a silly name.
Such a shame the charms thing :(
Imagine having to fight it on the next run, though, with like 6 charms on the boss and snow resistance. It was probably a blessing in disguise
I think the devs should make that charm interact differently
@@TeeJizzm I'm thinking of suggesting them to change it so that it allows the card to "ignore charm applying rules", so that you can attach whatever charm you want on the card, and it will apply "as much as possible". So you could attack Gain Frenzy and Consume to a Companion and only gain Frenzy, since consume cannot be applied to a companion card.
On Fungun, who has the abilities:
Apply 2 poison
Increase by 1 if hit
if you give him a charm that allows him to apply smth else, would that also be increased?
(i havent seen the entire thing yet, might delete this later xD)
❤❤❤
I think you're using your Sun Rod too late (at least to use it optimally); you've used it on a number of creatures in this game with two on their counter, but they also go down one on the turn so you can use it on someone with a three on their counter and still have them go off that turn.
That doesn't imply improper use though. If you need your unit to trigger before the enemy units then using it on your own unit with 2 on their trigger counter is the correct play.
Additionally using the sun rod on a unit with 2 takes away one sun from their next turn, because they still act that turn ticking them down after the action from the sun rodn
what is this clickbait thumbnail skootie
whats the bait
@@Skoottie you lied about using a fugo blaster. truly ashamed.
so sorry, I thought I had it this run :(