Saturday, 2 February 2013

Beginners Guide: All Natural Card Enhancement (Mastery and Fusing too)

Now that we've covered the basics of stats and how to play it's on to the fun part: cards!

Cards come in seven rarities: Common, Uncommon, Rare, Super Rare, SS Rare, Ultra Rare and Legendary. You can raise a card's rarity one stage by fusing it with another copy of that card.

Enhancing a card is the process of sacrificing low rarity cards to raise the level of a higher rarity card. To enhance a card simply hit the enhance button at the bottom, select the card you wish to enhance, pick out a number of "feeder" cards and pay the required amount of silver.

To enhance in the most efficient way possible you always want to enhance using batches of ten feeders at a time. The reason for this is the higher level the card you're enhancing gets, the more silver is required for each card you're consuming. Also for level 1-30 feeding commons is often sufficient, but for level 30+ you'll want to fuse those commons into uncommons to keep costs down.

Common sources for feeder cards are mission 2-3 (Vulture/Invisible Woman/Wolverine), mission 2-4 (Spider-Woman/Sandman/Iron Man) and mission 3-5 (Mockingbird/Enchantress/Wolverine). The first two are popular for their 1 energy cost, mission 3-5 is used when low on silver because the Enchantress common sells for 960 silver.

Enhancing using cards with a skill (most Uncommons, Rares and above) also give a chance for an Ability Level Up. Raising ability levels can be very important at higher levels of play. For example a SSR Hellfire Ghost Rider has an ability that gives a Significant Boost to Atk on Speed cards. I'll go into more depth about abilities in a later post, but a Significant Boost to Atk on Speed cards is a 16% boost at level one. Each Ability Level Up raises that by 1% per level up to a maximum of ability level 10.

Mastery is a secondary stat to levelling that requires a different approach to raise. Unlike enhancing for levels you only receive a bonus when mastery reaches it's maximum level. There are two ways for a card to gain mastery, the most common one is defeating opponents in PVP combat, the secondary one is as a random reward when questing. (As a tip, always put the cards you're seeking to Master in a deck at the top of your Offensive Decks list, random questing mastery will go to those cards first)

The easiest way to raise mastery on a card is to keep a list of high level/low defence players and attack them repeatedly with the cards you want to gain mastery on. Here are a few names that fit the bill at the time I wrote this:

Lemi28
Cintax33
hirkyflobble
Athena2317
Megales
Jumpymcspasm
Jabronii
Deathsxwill
Bigpapi11239899

These lists can and often do change over time so I'd advise you keep a list of your own in Notes. Message boards like GameFAQs often have people posting their current lists if you need a quick update.

Fusion is the process of combining two cards to transform them into a single card one rarity level higher. Aside from the promo cards Jean Grey and Black Widow you can only fuse cards once. (so for example two Rare Thing cards become a Super Rare+ Thing) When fusing two cards you will pass on between 5-10% of the stats to the finished fused card. To pass on the max amount you have to enhance the base cards to their maximum level and max out their mastery points.

The bottom line is this, NEVER EVER fuse a card you intend to use without first Mastering and maxing out the Enhancement levels on the card first. An improperly fused card loses out on a very large amount of stats, often as much as 2000atk or def at higher rarities.

2 comments:

  1. When boosting a high level card, should I maxout two rares before fusing to SR+? Or can I Just fuse then max before using as a SR+ feeder for a SSR or an UR?

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    Replies
    1. If you're just looking to feed SR+ to a SSR or UR for ability level ups just go ahead and fuse without levelling the Rares or the feeder card.

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