Shimarisu's Guide To Arkz Decks |
Why I Play Arkz |
I started out as Arkz when I first got this game. Since then I've clocked 400 hours playing almost solely Arkz. I picked Arkz because it seemed more impressive than Hunter side, plus it was more like Pokemon, more like Shining Force (kick ass wargame with anthropomorphics). When I came online and realised that NOBODY else was Arkz, that made it all the better. Me against the world. I died an awful lot at the start because Arkz are fundamentally weaker and require more strategic on-the-field skills as well as the forward planning required of Hunter decks. I eventually unleashed the exclusive Pouilly deck on Mintaka which is almost infallible, so I now win a lot more, and I don't think I'll ever switch to Hunter side. Lots of people copied my decks, which is why I'm going to release them here, but I'm not giving away my EXACT decks, decks are something for you to tailor yourself. It's unlikely that many people share all the same cards anyway. |
Basic Arkz Strategies |
Keep your Ark near the bottom of the screen. No matter where you move, this
is the default area for placement of monsters. You want to lure the other players
to you, so you can jump them with high cost monsters once they get there, or protect
yourself using these monsters.
Only run if absolutely necessary. Note that once an Ark has to run, this usually means they are already dead. Strategic maneuvering is often a better tactic than pelting it up the screen. If a hunter is close, it's best to block off all conceivable routes to you with monsters, rather than running away. Tower is a BAD PLACE for Arkz. There's little space to manuever and Hunters can get to you before you have time to place your monsters. Avoid Tower at all possible costs. The best place for Arkz is the Cave area, though beach and plateau are almost as good. Use low costers to block people in. This is fairly obvious, although be wary of using sacrificial pawns if there's absolutely no way to protect them. Always build a deck with enough cards to protect the pawns, or you'll find the enemy reaching you with enough exp points to equip their best items. BE VERY WARY OF GIZONDE WHEN FACING A TECH USER! I learned this early on. One of my favourite habits was using a Shining Force strategy to avoid attack, ie. putting monsters in diagonal patterns. This would result in them all getting zapped at once. So pre-empt what your opponent will use - don't use diagonal blocking tactics if you can help it round tech users, or Hunters with a Slicer. Don't place monsters in a line near Sword users. Flying enemies, those that warp or tunnel, and those that cost zero to move are the best blockers. Those that cannot move like Poison Lily are a bad idea - opponents often ignore these and leave them on the screen using up vital equip points. There's not a lot a Lily can do in fact, its TP is also lousy so try to keep them off your deck. This goes for all characters, but the maximum equip points you have is 8. When building a deck, try to plan advance what you have on screen. Don't mix monsters with incompatible cost points, such as 6 and 3. That's going to destroy you when the 6 pointer is out on screen and you only have a 3 pointer in your hand. Arkz that can move 3 spaces are better than Arkz that only move two. Arkz that can throw techs or have ranged weapons are better than those that don't. Weigh up all possibilities, but bear in mind that most people are going to use Break or Memoru. Ohgun's halfguard is also nice, but a rule of thumb is you don't really want ANYTHING hitting your Ark. If you are going to run, bear in mind how many spaces the opponent can run, and how many +dice points they have. If they are right next to you, can run 3 spaces and have +2 dice points, running away will just result in them following and hitting you. The best plan in this case would be to stick where you are if it's hopeless, or plan how you can block with monsters. Remember, if you stick where you are, your Ark has another turn to hit them in. Don't be a coward if all is lost anyway, you may strike it lucky and be able to kill them in the round you just bought yourself. |
Arkz Decks |
Basic Arkz Deck |
3-5 x 1 pointer monsters. Ones that can fly are good. 3 Al Rappy 3x Nano Dragon 3x HP Attack Other AP boosters, heavy Blow is nice cause it reduces opponent AP by 3. 3x Dice+1 This is a good starter deck for say, a level 5-ish Arkz who should have the above cards by now. |
The Dreaded Pouilly Deck |
Best Arkz to use: Why this deck works: How to use this deck: Do not use this deck with rules that haven't got deck loop in place. This is a DISCARD HEAVY deck so if you run out of cards you are screwed. If you suspect that the opponent is also a Pouilly user (clear sign: are you facing two Arkz? Are they stalling an awful lot?) then wait for them to place their pouillys FIRST, so you can place yours for free and get a free hit on them. Don't be tempted to put more monsters in this deck. It ruins it. You need that vast arsenal of techs for this to work. Also, Pouilly Slimes cost 4, so you can only equip 2. Equip even a one pointer, and you can't place the other Pouilly. Often I see people with a version of this deck, but they've placed a Mothmant first. I respond by ignoring the Mothmant, even to the point that it's hitting me, and rushing up the screen with all 4 Pouillys to wipe the other Arkz out. Weaknesses of this deck: There are only 3 known weaknesses to this deck. These are Territory, bad luck with dice, and itself. Somebody else using the Pouilly deck WILL win if they have better luck. Bad luck with dice will not usually kill you with this deck, but if you are going to lose, with this deck you will lose EARLY. Much better to lose quickly than after a half hour fight. Territory is a card that cancels all cards currently placed, for the entirety of the battle. That means once your Pouillys are dead, you cannot place more, ergo, you are screwed. However as far as I know, the card can be cancelled by playing another assist card over the top of it. I say as far as I know, nobody's bothered to successfully hit me with Territory as yet, so I can't tell if the effects disappear once the card is overwritten with another Assist. Anyway, if you are scared, put extra Cave Winds on the deck and play them over the top of whoever played Territory. |
Rappy Deck |
Why this deck works: |
Ruins Deck |
Why this deck works: |
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