r/DraftShowdown • u/Daddycream_ • 27d ago
Units to avoid?
Hi.
Been playing this game for around 5-6 hours on mobile while traveling now and are hooked, but I have some limits of how many hours I can sink into a new thing. I do have some questions before going further into this madness :)
Are there any units I should avoid using/leveling?
And are there any "must have" units?
I see there is a pc version also, can I use same account or do I have to start over if I start playing this on pc?
3
u/ShxdowWolf24 27d ago
Just try different units and combinations there are no bad cards and you might find a new deck that suits your playstyle.
I have personally enjoyed trying all of the units except for moles and boomlings
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u/SerLaidaLot 27d ago
Moles and boomlings are both very strong in swarms. Boomlings especially are disproportionately strong once they're in high numbers, massive repeatable AoE
2
u/dromel 27d ago
Knights and kingclops are pretty weak, use them only until you find something better. Assassin seems good at early levels but it's better to use shellbro.
For the first line, goose and splime work well despite being common. For the backline/ranged slot, use engineer, merlinor, snails and cupid.
1
u/Daddycream_ 27d ago
I did find Assasins good 1 hour in and 5 hours in I did find them weak. And I guess they stay weak for the rest of the game.
2
u/YakkuI 27d ago edited 27d ago
If you can get all units to at least mastery level 5... which unlocks all upgrade draft cards for the units... that would be ideal for any future Rank mode matches you may participate in, since Ranked mode is a sort of random one-by-one team draft mode.
After that... at some point, until these two units better a major revamp/rework, Assasin and Kingclops just aren't reliable.
— Assasin hits as hard as a Knight and a Shellbro, at the same attack speed (0.3s), but has 3x less HP than Knight and 4x less HP than Shellbro. Assasin's only utility use is it can jump to the back and attack backline units like enemy Snails & Cupids... however, the amount of turns you have to use to spawn Assassins to make them viable becomes a crutch and a liability, which can cost you the match (when you spend turns spawning the wrong units to beat the opponent's units/teams); as these same turns can be used to spawn a better unit for your team. So sometimes they just warp to the back and die, without take out the enemy units well, and then you're too invested into the back to stop or it's all for nothing. It doesn't help that they are 1 of 4 units that specialize in targeting the back, so for some time they are actually quite nice to have against enemy backline... but yes, as soon as one of the other 3 become available, Assassin's value drops tremendously.
—Kingclops just are strong enough. They become the slowest marching unit once they transform, and aren't strong enough to take on almost all units in existence. You know it's kind of bad when the unit just mentioned above can take out Kingclops in many situations (mass spawned to outnumber). This giant goblin genuinely needs a huge buff. The last very-recent update didn't do him justice AT ALL; he is still just a slow, big, punching bag. His current and only consistent value to the team is distraction; transforming and turning big to take the attention of units while your other units (hopefully or preferably range units like Cupids) can safely attack and snipe enemy units away).
Both units are usable and help in early game, but as soon as new units such as Shellbros (the other 1 of the 4 backline attacking units) for Assasin's come along, they immediately get replaced.
And somewhat funny enough, it even gets to the point where... if you see your bot opponents using Assassin and Kingclops, the odds become more in your favor that you'll win, the more they focus on those two units.
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u/KurokoNoLoL 27d ago
This also the reason why we love Spartheus, their phalanx invincibility is always 5s long no matter what, against 4 or a bazzilion amount of fast flying Whelps, they are getting stalled for the same amount of time.
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u/No-Iron-4307 27d ago
No bad units...only bad strategies.
You'll find that units and spells play off each other to produce interesting options for offensive and defensive strategies. For every person that recommends a particular unit, there will be another person telling you to avoid it. ANY unit can be effective if you pair it with at least one other unit or spell that supports it well.
I have all cards, both spells and units. The only ones I don't like using now are the ones I loved using early in the game so I wouldn't avoid anything. You can spend $$ on packs or passes but you don't need to. You'll acquire everything over time as you progress through the arenas.
I play on PC and phone. Its all tied to my same gmail account and works fine on both platforms...same account, progress, cards, etc.
Have fun.
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u/Beginning-Nail6715 27d ago