When it comes to playing Punball it will take a bit of time to understand what each ball does and which Skills you will need to get to deal the most damage. Although early on into the game when players are completing the first 20 or so Stages it’s not really going to matter which Skills you choose when players surpass these Stages it’s going to be very important for players to be more conscious about which Skills they take as many Monsters have vulnerabilities and invulnerability to certain types of Skills.
Unfortunately, not every Skill is made equal in Punball, meaning that players will need to focus on which Skills they select whenever they get a Skill in a Stage. Choosing the right or wrong Skill can really make or break a whole Stage, which can be quite frustrating.
Who among us reading this blog has gotten to the final boss of a Stage and has wiped because they aren’t dealing enough damage or are getting overwhelmed by too many Monsters. If you answer “never”… you’re either a liar or you’re using haxx ;).
The thing is, while a player will never be able to fully guarantee their success in completing a Stage in Punball, due to the RNG nature of the game, there are some things players can do to help make sure that they are completing as many Stages as possible. Knowing the strategy for Skills to choose will also ensure that you are able to smoothly farm previous Stages for loot that will help power up your Gear.
The following is my list of best Skills to acquire when playing Punball. Choices may depend on what content you’re trying to complete, however, I will do my best to cover which circumstances you will want to focus on a different set of Skills.
47. HP UP
The HP Up is honestly never worth taking, unless you’re really far in the early game of Punball. It honestly doesn’t give enough Health to be worth it and you would be much better outputting more damage than anything.
46. STRENGTH
Strength is a bit of a waste to take as it will boost your Maximum Health every 5 Rounds. While this is great, the only time I use it is when I’m running the Butterfly Pet as it already provides it to you when it is Epic.
Luckily, if players have an Epic Butterfly Pet the Strength Skill will not appear in selections anymore.
The main reason players will not want to take the Strength Skill is because it often appears closer to the end of a Stage, however, if it appears very early it might be worth taking.
45. FINAL CHARGE
Final Charge is honestly pretty terrible. As much as it’s nice to think that you can deal a lot of damage with your final ball, realistically it’s usually a Normal Ball and you wouldn’t be outputting a whole lot of damage.
Not only that but depending on what your map is like, often the last ball is going to be the one that misses due to you clearing out Monsters
I wish I had a way to encourage people to use Final Charge, but there’s really no need.
44. COMBO FIREBALL
Combo Fireball is by far the worst combo of the lot as it doesn’t deal damage but ignites enemies aflame. The unfortunate reality of this is that enemies can be hit “multiple times” even though it does nothing to them.
I always avoid Combo Fireball and can’t think of another skill I would avoid taking over it.
Players will only want to take this if it’s their last option or if they are fine with only dealing damage with it between rounds.
43. COMBAT BALL
The Combat Ball seems like it would be a great way to deal extra damage to frontline Monsters, but realistically it’s not great. The damage modifier isn’t high enough for a player to care about and I would recommend a Blackhole Ball much faster than a Combat Ball.
Also, due to the nature of the ball, you may find yourself losing the ball quickly as it will reach the bottom of the map and disappear if you deal too much damage to the Monsters that are close to the bottom of the map.
42. SNIPER BALL
I honestly was surprised that the Sniper Ball wasn’t as good as I thought it was going to be. While you can deal more damage to Monsters that are high up on the map, it can be pretty difficult to get these enemies and the output you get isn’t the greatest. I typically avoid these balls unless there’s nothing better, but I would prefer a combo or something else over this due to their ability to hit Monsters more regularly.
41. BOMB
While ranked fairly low, the Bomb can come in pretty useful when you want to clear out frontline Monsters.
The Bomb will deal AoE damage, though due to the fact that it disappears upon impact, most players do not like relying on them.
I will typically take a single Bomb on a round, especially if I feel like I’m being overwhelmed by Monsters, however, I don’t really go too far into using the Bomb and don’t typically choose it over any other ball other than extreme circumstances.
40. DEATH LASER
Death Laser kind of sucks in my opinion as not only will it require players to actually secure kills on mobs, but the RNG of where the Laser is going to take place is severely unreliable.
Not only do I typically avoid this Skill, but sometimes I’ll take lesser Skills for their tactile use.
I’m personally just not a fan of Laser due to the fairly high chance that it will only hit one or two Monsters when it is tied to RNG, but it does deal a decent amount of damage so don’t let me deter you.
39. DEATH LIGHTNING
Death Lightning is a decent Skill, though it only takes place after players kill an enemy. In early maps or in situations where a player is farming stages they have completed, Death Lightning is pretty awesome, though if players are completing progression having something like this can actually do nothing for you.
Essentially, it can be hard to fully take down a Monster and though Death Lightning can deal more damage to Monsters, you’re only going to want to take it in Stages where you can kill at least one or two Monsters per round.
Players will need a good amount of damage on their Gear or Pets in order to properly utilize this skill.
38. LESS IS MORE
Less is More will provide players with a 10% reduction on the Combos need to be activated. While at first, I thought that Less is More was going to be good, the other combo upgrades are actually better as 10% isn’t actually the greatest.
I would choose this only if you already have the other combos and you’re securing multiple combos per round, however, if you’re having difficulty reaching combos already… it’s not really the best choice as it’s not really going to help you secure those combos. Helpful, yes. Powerful, not really.
37. DOUBLE EFFECT
Double Effect is a pretty decent Skill, though only when players are running about 2 or 3 Combos. If you only have a single combo, I would only choose it if you don’t have any other options that are available to you.
Honestly, while combos tend to deal less damage than having another ball, there are a good number of times that I end up with one ball left that gets 500+ combos, so it can still be worth upgrading your combos for these situations.
36. RECOVERY UP
Recovery Up seems like a great Skill, but its usefulness only really shows up if you’re using Love Bracers, which not only improve the drop chances of Healing Orbs but also provide you with more damage when you are at Full Health.
As I’m currently using the Wolf Bracers for progression content, I typically avoid Recovery Up, however, if you’ve moved onto Love Bracers, this is the best way to ensure that you always have the highest Health you can have in a Stage.
35. SPECIAL COMBO
If you’re running a good number of Combos and have a good number of Special Balls, this is the Skill for you. Special Combo will make any collision between a Special Ball and a Monster count as 5 Combos, greatly boosting the number of Combos you can land in a match.
Special Combo works extremely well in the Events, but I have to stress that it’s really only worth it when you mostly have Special Balls and at least 2 or 3 Combo Skills.
34. COMBO BOMB
I really, really like Combo Bomb because it deals damage in an area and has a decent 3×3 range on each attack.
Bombs deal a decent amount of damage and if you have a Skill that can set Monsters on Fire whenever they are hit by a Bomb you’re really set.
As Combos can be more difficult to come by, I have to rank Combo Bomb pretty low, however, if you have the above-mentioned Skill it actually becomes more powerful than Thunderbolt, Laser Cut and Laser Sweep.
33. BACKSTAB BALL
The Backstab Ball seems like such a great Skill to have, however, the reality is that it can be difficult to actually hit the backs of mobs. If you’re not struggling to make it behind enemies, go for this, however, if you’re trying to clear areas it’s just going to work against you.
I will typically grab a Backstab Ball if I’m against Bosses and not many Monsters, but typically at this stage of the game, I avoid it all together.
32. LASER CUT
Laser Cut is the Combo version of V-Laser and can be pretty powerful if players are running a number of Combos. I don’t really like it in the long run, but it is still one of the better Combos in the game.
Players will still need to deal with the RNG of where the Laser will hit, but with something like Laser Master this is less of a problem.
I prefer Laser Sweep to Laser Cut as I sometimes struggle with getting rid of Horizontal Lines, though depending on how you play and what the current stage you are on is, you may want Laser Cut.
31. LASER SWEEP
Laser Sweep is the Combo version of H-Laser and can be pretty powerful if players are running a number of Combos. I don’t really like it in the long run, but it is still one of the better Combos in the game.
Players will still need to deal with the RNG of where the Laser will hit, but with something like Laser Master this is less of a problem.
I prefer Laser Sweep to Laser Cut as I sometimes struggle with getting rid of Horizontal Lines, though depending on how you play and what the current stage you are on is, you may want Laser Cut.
30. ATTACK UP
Attack Up sounds like a great Skill, but it’s very hit and miss. I would recommend any ball instead of the Attack Up, but essentially this skill will make any of your Balls deal more damage, though less than Normal Ball Up or Special Ball Up.
Admittedly, this is fine if you’re running a mixture of both types of balls and haven’t seen Normal Ball or Special Ball Up.
29. NORMAL BALL UP
Normal Ball Up is typically better when players are on an Event Stage as they will receive a healthy amount of Normal Balls. I don’t typically choose it during normal stages, however, the damage increase when you have 30 or so Normal Balls is quite substantial.
I tend to prefer Special Balls due to the way they function, though there are a number of times where I have progressed my main Stages too far, causing the Event Stages to be more difficult for me.
28. DEATH MISSILE
I’m typically not a fan of Death-related Skills as it can be difficult to secure the death of a mob, especially in progression content, however, due to the way that Missiles work, the Death Missile is actually pretty great.
Essentially any time you kill an enemy, you will shoot a Missile at the Weakest Monster, being especially helpful due to the damage modifier on Missiles.
If you’re really lucky, you may even trigger multiple instances on Death Missile, getting to kill a few Monsters with one death.
27. ICE FROST
Ice Frost is perfect for those who are running low on Frozen Balls, though I have to say that I still prefer the Balls over the Combo.
Ice Frost sadly doesn’t deal any damage, but it can help ensure that you freeze mobs you cannot reach to buy you a bit more time before they reach the bottom of the map.
If you’re currently struggling with Monsters leaking always choose this bad boy, because it can also help create gaps for you to shoot your balls in, however, if you’re strictly looking for damage avoid this one.
26. UPGRADE FIREBALL
I’m not the biggest fan of the Upgrade Fireball as you can typically get by with one or two Fire Balls at max due to their usefulness taking place in between rounds. As you will learn, there are only a few Upgrades that I would take, as I would prefer getting a single ball added to my roster instead of changing my Normal Balls to Special Balls and I would simply never take this.
Though not taking Upgrade Fireball is my personal preference, it can be helpful for other players, so don’t let me discourage you.
25. ICE MASTER
As someone who primarily focuses on Frozen Balls, Ice Master actually works very well for me. Essentially with Ice Master players will be more likely to freeze enemies and will be able to deal more damage with Frozen Balls.
I would strongly recommend only taking Ice Master if you have at least 4-5 Frozen Balls though if you have more than this, it’s going to be a lot more powerful.
That being said, Ice Master isn’t as strong as it is in Trial Towers so if you’re very used to the damage you deal in there, be ready to see a bit smaller numbers.
At the end of the day, choosing this over a different ball will depend on how many Frozen Balls you already have. I will sometimes choose this over some of the Skills shown below, especially if I’ve already built fleet of Frozen Balls.
24. THUNDERBOLT
Thunderbolt is one of the better choices for Combo-related attacks as it will cause an AoE to take place every time players reach a certain threshold of hits.
I like Thunderbolt more than I like Lightning Balls as I would rather get Missles or Frozen Balls, however, getting to use AoE damage every 40-or-so combos is quite spectacular.
Players shouldn’t have too much difficulty getting these combos, especially in progression content due to the number of mobs there are, though if players are in a stage that doesn’t have too many Monsters, combos tend to work against you.
That being said, combos don’t work very well if you’re flooded with Monsters and don’t have a pathway for the balls to bounce frequently enough.
I usually pick a Combo-related Skill if I have Drill Balls and am using the Magic Crown as it is the easiest way to perform Combos. I will also do it when I have clear paths of the Boss as you can typically land at least 100 Combos on a Boss and potentially keep bouncing it off of lesser Monsters.
23. DESTRUCTION BALL
Destruction Ball is quite powerful, but it requires players to build combos. If you can guarantee combos in the level that you are in, take it, but it requires quite a number of combos. Admittedly, Destruction Ball is one of the most powerful Combos if successful as it will essentially act as a Blackhole Ball, which is the strongest of all the balls in the game.
22. SUPER ENTRY
Super Entry is quite useful, but only if players have a Blackhole Ball or even a Bomb as their first Ball. Essentially, Super Entry will increase the damage of the first ball that enters, but it is never worth it if you have a basic trash ball or something that doesn’t deal a whole lot of damage.
While rated in the center, this can really be ranked very low if you don’t have a good enough entry ball. I’ll be honest… you can typically avoid this Skill unless you’re good at planning this out.
21. SPECIAL BALL UP
The Special Ball Up Skill is pretty great when you have a lot of Special Balls on your roster as this will give all your Special Balls a boost. Admittedly, it depends which balls you have as things like Missles are going to be the best to boost with Special Ball Up, but some other Balls aren’t nearly as powered up by this Skill.
I will take Special Ball Up if I have lots of Missiles and Lightning due to the amount of damage you can knock out with their AoE. Otherwise, this doesn’t feel very worth it and I’d rather just take a damage dealing Ball.
20. DRILL BALL
Alright, this is mega controversial. Most people have the Drill Ball extremely low on their lists as one of the last balls you will want to use, but I strongly disagree. NOW LISTEN. The only time the Drill Ball is a great Skill is if you’re using the Magic Crown.
Essentially with the Magic Crown players will force a Normal Ball to spawn and if players plan their attack properly to kill a Monster that is far in the back of the field they will be able to spawn a ball that will damage all enemies from behind.
Now, if players are not using the Magic Crown, I would strongly recommend avoiding the Drill Ball, however, this is the only Skill that will be able to complete this as the Magic Ball only response to collision and not from deaths cause by Missiles, fire explosions, etc.
The Drill Ball doesn’t really have much use on its own and are only powerful if players have a fleet of them as in some circumstances players will be able to clear full areas using them. Admittedly for giggles I took as many Drill Balls as I could with Duplicate boots, ending up with at least 10 and this was the only time that I found Drill Balls as a whole (without Magic Crown) useful.
19. UPGRADE LASER
I typically avoid the Upgrade Laser, unless it’s my only decent option. I’m really not a fan of the Lasers as I feel like there’s too high of a chance that they will not deal decent damage to mobs and will often take different balls even though the Laser has the potential to deal more damage.
The Laser sits here when it comes to damage, but utilizing it is strongly going to be based on a player’s preference.
18. LASER MASTER
Even if you have a couple of Lasers, Laser Master really helps with your damage output with Laser.
Essentially it will change every single Laser into one that deals + damage versus V or H.
If I get Laser Master, it’s the only time I really use Lasers as you can deal a great amount of damage and clear through a good number of Monsters this way. Otherwise, I find Lasers to be some of the weaker balls a player can get.
While I still don’t think that Lasers are the best even with Laser Master, I do firmly stand behind the fact that Lasers are only usable when you have Laser Master.
17. V-LASER BALL
The V-Laser Ball skill is my less preferred laser, though realistically they are the same. V-Lasers shoot Vertically as their name would suggest. I typically find that the H-Lasers work better as I sometimes find it difficult to clear out rows of enemies and don’t struggle as much with columns.
The choice between V and H lasers will be based on the player, though I will say as a whole I don’t really use them.
Lasers can be good for dealing a good amount of damage, but the chances of you hitting a row that doesn’t have many mobs in it is fairly likely. It’s this reason why most players will typically avoid Lasers, but if there’s nothing else you can choose it’s not the worst thing.
16. H-LASER BALL
The H-Laser Ball skill is my preferred laser, though realistically they are the same. H-Lasers shoot Horizontally as their name would suggest. I typically find that the H-Lasers work better as I sometimes find it difficult to clear out rows of enemies and don’t struggle as much with columns.
The choice between V and H lasers will be based on the player, though I will say as a whole I don’t really use them.
Lasers can be good for dealing a good amount of damage, but the chances of you hitting a row that doesn’t have many mobs in it is fairly likely. It’s this reason why most players will typically avoid Lasers, but if there’s nothing else you can choose it’s not the worst thing.
15. FIRE BALL
Fire Balls are weird as they deal a decent amount of damage, but once a Monster has the Fire Debuff there’s really nothing more that the ball will provide. While yes, players will still deal damage with the ball itself, the fact that you only reap the benefits of the Fire Ball between rounds makes it a bit less useful as adjacent Skills.
I will say, the Fire Ball is extremely useful against Ice Monsters as it is the only type of ball that provides players with a one-up on them as players will not be able to freeze these enemies to stall them.
Frozen Monsters aren’t necessarily the worst, but as Frozen Balls are typically the meta of the game, having something to counter them while saving the Frozen Balls for enemies that can actually freeze is important.
14. UPGRADE LIGHTNING BALL
Due to the high damage players can deal with a Lightning Ball, the upgrade Lightning Balls makes it pretty high on the list.
Although as a rule I typically avoid Upgrade Skills, the Lightning Balls should deal a decent amount of AoE damage Monsters to help clear some space for you.
The Upgrade Lightning Ball requires a bit of thought each time for me as I don’t always rely on Lightning Balls and prefer Missiles to them, but if I’m against too many enemies they can really help carry me through sticky situations.
Honestly, Lightning Ball is great for progression content, though it somewhat falls off when it comes to late-game damage as the ball itself does not deal as much damage as other balls.
13. BLACKHOLE BALL
Blackhole Ball is quite a strong Skill, though players will need to be a bit careful with it. Essentially the Blackhole Ball hits only once and will only hit the first enemy target.
Players will typically want to aim the Blackhole Ball at a Boss, though they can also use it to hopefully clear out a mob to create space for more balls to make it through the map.
Essentially players will need to be strategic about how they throw this ball as they will want to make sure they either send it to a mob they can definitely kill in one shot or aim it directly at a Boss.
Admittedly, as powerful as this Skill is it’s not always the most useful, though this is highly going to depend on the player’s skill versus which Stage a player is on… at least in my opinion. I find the Blackhole Ball is really, really hit and miss when against the Hydra as if a player hits a lesser Monster instead of the Hydra they’ve essentially wasted the Blackhole Ball.
12. MISSILE CHASER
Missile Chaser is one of the only Skills that only triggers when enemies die that I would take due to how powerful Missiles are. Deaths are harder to trigger in the late game and don’t really provide players with too much extra damage, but depending on what the issue a player is facing Skills like this can come in very handy.
If you’re up against too many mobs, don’t choose Missle Chaser, but if you’re simply struggling with clearing up the last few mobs this is the Skill for you.
I would say Missile Chaser is much better when you’re reclearing Stages versus when you’re trying to progress, simply because the chances of you killing an enemy are higher.
If you’re very unsuccessful with killing enemies, please refrain from this Skill unless there are no other choices.
11. INSTAKILL BALL
The Instakill Ball, also known as the Headshot Ball is quite a strong Skill. Now, the only thing is… sometimes they work against you. While Instakill Balls are some of the best balls a player can have in the Trial Tower, they can actually be counterintuitive in a regular Stage if used incorrectly.
When Instakill Balls are first in slot players can essentially use them to clear a path for other balls to make their way through Monsters, however, sometimes if aimed incorrectly they can kill a mob and cause all the other balls to simply avoid damaging any enemies.
Although tricky to use and filled with RNG, I cannot look past how useful this Skill is, especially during progression content as players will often be against enemies that they cannot whittle down due to their high health and the player’s low damage.
This is one of those Skills that’s going to be situational for a player. If you’re clearing Monsters easy enough, don’t use it, but if you’re struggling, pick it up as soon as you can.
10. LIGHTNING BALL
The Lightning Ball was one of my favourite Skills when I first started playing Punball, especially due to its AoE effect and decent damage.
The reason I care less about the Lightning Ball these days is due to the fact that the Monsters it hits is a bit random and will not always damage Monsters you actually want to kill.
Admittedly, if you have enough Lightning Balls you will deal a good amount of damage and it doesn’t matter who they attack, however, I would still prefer a Frozen Ball or Missile Ball to a Lightning Ball at this stage.
Though both these balls affect less mobs, they tend to be more strategic and will help carry you through the game.
9. MISSILE MASTER
Missile Master is powerful and will provide players with more damage per each Missile hit. Although ranked high, I would only get this upgrade if you have 3-5 Missiles as another upgrade may be more powerful if your fleet isn’t big enough.
The Missile Master can ensure that Monsters are fully defeated as without it sometimes Monsters can linger with very little Health left.
8. UPGRADE MISSILE
As much as I don’t like Upgrade Skills, the Missiles are just too powerful to pass up on. As already stated, I would typically prefer picking up a separate ball to build up my hoard of balls, however, I would always happily trade in two Normal Balls for two Missile Balls.
Still, if ever I see any of the Skills mentioned below, I would take them first unless I don’t have enough Missile Balls or the other option is to upgrade Frozen Balls. I’d probably take Upgrade Missile Balls over Frozen Balls because I start off each Stage with an extra Frozen Ball.
7. SPLIT BALL
At first I wasn’t the biggest fan of the Split Ball, because I didn’t think that they would provide players with the range that they do.
Essentially the Split Ball will provide players with two other balls that deviate in angles. When players have openings between Monsters they will typically notice a Split Ball sneaking into the gap to deal more damage. This can really help for players who are focussing on combos as a Split Ball can often get lodged between Monsters to maximize damage.
6. UPGRADE FROZEN BALL
Although I’m not the biggest fan of the Upgrade Skills, simply due to the fact that they trade in balls that you already have to upgrade into Special Balls, the Upgrade Frozen Ball Skill is quite useful if you don’t already have Frozen Balls or simply need more.
The Upgrade Frozen Ball will provide players with two Frozen Balls for the cost of two Normal Balls and since Frozen Balls are some of the most powerful Balls in the game, I would strongly recommend always taking it, unless you are offered with any of the Skills below.
At the end of the day, I run Duplicate Boots, so if I’m ever offered a standard Frozen Ball the chances of me getting two Frozen Balls anyways is pretty high, plus I prefer to have more balls on the field if possible.
5. MISSILE BALL
Missile Balls are by far the best damage dealing Balls in the game as not only will they deal damage when they hit enemies, but each Missile that makes contact with an enemy (as long as it’s not invulnerable) will launch a Missile at the lowest health mob.
I will say, sometimes Missile Balls work against you as they will open up areas that let balls leak, but dead enemies are still dead enemies.
I wish there was a Sandbox Mode in Punball because I want to see how destructive only having Missile Balls can be, but I try to get at least 5 Missiles on my roster at a time, because of the sheer amount of damage they can deal.
If players manage to get a Shadow Clone of a Missile, they are very set for that round as they will deal a great amount of damage on Monsters.
I find that Missiles are most helpful when players are on a map where Monsters are spread wide apart as they can either whittle down these enemies or completely annihilate them.
4. FROZEN BALL
The Frozen Ball is by far the best Skill in the game, especially if players have the Duplicate Boots to get two Frozen Balls at a time. Though there’s only a chance for the Frozen Ball to duplicate, having a hoard of Frozen Balls can really change a player’s success rate as not only will players have a chance to freeze smaller Monsters, but players will be able to freeze a Boss into place.
As most players know, there are two different types of Bosses. There are ones that will take a single step forward each round and Bosses that will teleport all over the map. Bosses that teleport all over the map are quite frustrating to manage as you never know whether or not a Boss will head into a location that is inaccessible. In situations where a player is against a Boss that teleports, I strongly recommend that the player tries to freeze them into place so they can continue whittling them down, even if that means that a player allows a few little Monsters to leak.
I can’t tell you the number of times I simply eat hits and attack the Boss over and over again until the Stage is over, especially if I’m in a 60 Round stage with a good amount of Health.
Realistically, the only time I ever choose a different Skill than Frozen Ball is when I want more Missiles and already have a high chance of freezing enemies.
3. INVINCIBLE COVER
I have to be honest, I’m not the biggest fan of the Invincible Cover as I use the Octopus religiously as one of my main Pets. Essentially, with Invincible Cover players will receive a shield every 5 rounds that will prevent a player from taking all damage, though this is the same perk as Octopus.
Now, if players are paying attention to their Octopus’ cooldown they can use Invincible Cover to their advantage by making sure it triggers in between the Octopus’ shield. I strongly recommend always being aware of your Octopus’ cooldown as it is going to 100% be a waste if you time when you acquire it in tandem with the Octopus.
Although I don’t typically use Invincible Cover, I have to rank it this high because of how much it can save a player, so use it if you’re struggling to stay alive, at least until you have an Octopus that’s powered up.
2. SHADOW CLONE
The Shadow Clone Skill is by far the best damage dealing Skill in all of Punball. Though Combos tend to be less effective than just getting yourself a Ball, there are a number of strategies players can use when it comes to Shadow Clone Balls.
First, Shadow Clone balls will spawn any time a player hits 40 Combos, spawning in a duplicate of whatever ball hit on the 40th Combo, meaning that players can essentially spawn in a Special Ball. If somehow players manage to Lightning Ball or Missile Ball, players will deal much higher damage than they could imagine.
My favourite strategy with a Shadow Clone is having the Drill Ball in tandem with the Magic Crown. Although the Drill Ball isn’t considered to be a very good Skill, having a Drill Ball pop a Monster in the back of a fleet of Monsters when you have the Magic Crown can really be game-breaking as the Magic Crown will give you a normal ball for each Monster you kill.
If a player kills a Monster in the back with Shadow Clone they can essentially spawn in dozens of Normal Balls that should wipe the entire field clean. Now, this isn’t always a possibility as there are going to be many times where the fleet of Monsters has a weak point where all the balls will leak. Nonetheless, we saw this strategy being extremely helpful in the final stages of the Apollo Ruins, being one of the only ways to defeat the Hydra.
Nonetheless, even if you’re not using a Drill Ball, the Shadow Clone is very powerful and can often be the sole reason you clear a Stage.
1. REVIVE
If ever you have the opportunity to select the Revive Skill, always take it. It doesn’t matter if you have the Butterfly Pet or not as you just never know if you’re going to get killed by Monsters, especially if you are suddenly against too many Summoners that make it impossible to attack Monsters strategically on the board.
I have to say, it feels very rare that I even see the Revive but something players may not know about this amazing Skill is that players will not only revive to 100% health after death, but they will also destroy all enemies in the first 3 rows upon being brought back to life.
This is not only good against baby Monsters, but also against Bosses.
Always take this, even if you’re very late into a Stage because you just don’t know.
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