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DR-1: I have a love-hate relationship with this card. On one hand, it's extremely good and useful, especially since it explodes into pieces, dealing DaD (damage after death). On the other hand, it's exactly this that can completely ruin your plan if you have any friendlies nearby... Clayton Carmine: Carmine is extremely useful in specific situations. His Carnage Skill can prove deadly under the right circumstances, so definitely experiment with him a bit before deciding if he's worth it or not. Sentinel: Any Pin that spawns with invincibility is worth looking at, and that's exactly what the Sentinel offers. Its main problem is that it is unlocked so late in the game, when you probably have better cards upgraded already... Kantus: I really like Kantus and I am sure that with a bit of experience, you can turn him into a really useful asset: just place him behind and keep him alive for long enough to make his damage boosting ability really useful! Gnasher Gang: A really good set of units: three of them with decent HP and dealing decent damage as well. Grinder: A card that's difficult to play - but which, if played well, can simply wipe out all enemies on the field. It takes time for its machine gun to load up... so it's not always that useful. Butcher: You start with this guy and quickly build him into a monster. Tons of HP, lots of damage... the Buthcer is an easy pick for rushing towards the enemy towers and destroying them. Kait Diaz: I find her very similar to Butcher: despite having way less health, she is faster and deals the same amount of damage. Boomer An alternative for the Savage Grenadier... but I consider him less useful because of his lower damage. He does have more health to compensate, but sometimes just a powerful grenade is what you need and Boomer doesn't offer that. Wretches: A good troop for when you want to outnumber the enemy. They are wiped out instantly by the correct counter, though and can become potentially useless. Snub Soldiers: Similar to the Wretches, but a bit more useful since they also capture territory. Cheap and dependable, they can be a useful addition to any deck.
Shepherds Reyna Diaz Lancer Crew Locust Drone Hammer of Dawn Drone Division Sentry Deadeye Shock Barrier Decoy Stun Tracker Shock Grenade Nemacysts Stun Grenade
We'll start with what is the least apparent thing to level up in Gears Pop: your character. Particularly if you've just begun to play the game, you will discover that you have no additional XP gains, no matter the number of battles you win or what you do. Well, that's since this is not how to level up your main Character in Gears Pop. Rather, you will acquire experience with each upgrade you make to your Pins. And these upgrades followed you have actually opened a minimum of a number of loot boxes. Whenever you level up a card, you will see that it will increase your XP (guards) by a particular number: In order to level up your character much faster in the game, open more loot boxes and upgrade all the cards that you can. This may not be the very best concept ever, however, considering that you will require resources later to concentrate on your leading cards! Which brings us to the 2nd concern in the game, and the more apparent one: how to level up your Pins in Gears Pop. We've currently covered this discussing the basic character progress above, however here we go once again: each card (aka Pin) that you have actually unlocked will reveal a set of numbers under it: something like 0/4, 2/15 and so on. The 2nd number there informs you the number of cards of the exact same type you require in order to level up the stated Pin, while the very first shows you the number of you currently have. If it shows 2/15, it indicates that you have 2 cards out of the 15 needed. Once you have the variety of needed cards, just tap the card you wish to upgrade, tap it once again to verify the upgrade (it will cost you some coins) and you will be required to a new screen where you will need to verify your option-- and also see the real impacts of the upgrade itself.
Dominic Santiago: This is definitely one of the best Pins in the game - solid damage dealer with decent health, but with his most important asset being healing. Pair him up with some tough guys and you're winning easily! Damon Baird: I think that there's not enough love for Baird right now in the game and he's actually a really solid asset for people who like to take things methodically and slowly build up their game and win. The fact that he builds a Sentry is obviously his main strength and even though he is expensive, he is so for a reason! Savage Grenadier: The first Common unit to make the list, this is a perfect AoE damage dealer to take away all the pests that come in groups. Cheap and reliable, a great Pin! Marcus Fenix: If you manage to get him early on and send him on a capture spree, you get a massive advantage that allows you to get closer to the enemy and put a ton of pressure. Plus, he deals a ton of damage, although he's really low on health. JD Fenix: He is pretty slow and average when it comes to all skills and even damage dealing, but his main strength is the "Down But Not Out" skill which helps him become a true headache for your enemy. Ink Grenade: One of the best consumables in the game. Perfect for dealing with grouped enemies that stay in the same spot. Perfect for countering the Emergence Hole, for example: simply place your Ink Grenade over it and completely annihilate it. Frag Grenade: It's either the Frag Grenade or the Ink Grenade. While I consider the latter to be better, there's no questioning of the fact that this is a massive support card that can get you out of a sticky situation fast. Just plan ahead for its delay!
Well, things are basically simple here and getting access to more Pins for developing that supreme deck is mainly associated to your total in-game efficiency. If you tap the Pins button in the lower part of the screen and scroll down in the new window, you will see all the info you require about unlocking all characters in the game: As you can see above, the main way to unlock the Pins is getting to a particular Arena. Reaching Arena 2 opens 7 new characters, Arena 3 opens 6 new characters, Arena 4 offers you access to 8 new characters and Arena 5 opens the last 6 characters. Just unlocking them does not indicate that you instantly have them: it just indicates that you can be rewarded with cards from the stated character when you open a Loot Box. The simplest way for you to do this is to win Battles in Gears Pop: each Versus battle won will reward you with a loot box. The more time it requires to open, the much better the rewards, however you will constantly find a selection of Pins and coins inside. You can also inspect and check out the shop out the Daily Deals, where you will have numerous Pins readily available for purchase for regular coins-- and you can even find Pins that you have not unlocked currently, although their cost is truly high. You have the option to acquire one of the 3 readily available Gear Packs for Premium Currency: the bigger it is, the more cards it will have. Have in mind that the Gear Packs are also rewarding you with cards based on the Arena you have actually reached, so if you're at Arena 3, you can't get a card that's just readily available in the Arenas 4 and 5. In general, the whole procedure-- although time consuming and totally random-- is quite easy and ultimately, you will unlock all characters in the game if you are active and play an excellent game.
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