I’ve noticed a trend with my Super Spell Heroes Tier List of people looking for the best decks to use.
While my Tier List does have the most successful strategies, I thought I’d give you the best decks out there for each character.
Before I begin, I want you to know something. By “best decks” I mean decks that are optimized in general for high-level play.
I also have some things to say about the nature of this guide.
Firstly, in Super Spell Heroes, after a point, you can build 3 decks for each character and choose which one to use when you see your opponent.
So, besides telling you the best decks, I will also tell you when you should use them.
Secondly, while I’ll be presenting the decks, I will list some good alternatives for various cards (if there are any), to build a more personalized deck.
Thirdly, if you have any questions about why I chose certain decks to face certain opponents (in the Matchups sections), please leave a comment and I will explain it in-depth. Do remember, however, they are recommendations.
Without further ado:
Table of Contents
-Zenron, the Sorcerer
Preview
Zenron is all about nuking you, and all 3 decks rely on actually nuking your opponent, whether it’s fast or slow.
Zenron also relies quite a lot on his Advanced spells to win the game.
Deck #1: Annihilating Fire
BASIC | ADVANCED | ELITE | ULTIMATE |
Nova Vision | Annihilating Fire | Magmabomb | Fire Meteor |
Root Braid | Big Shield | Spider Web | |
Heal | Relief |
This deck relies on finishing the job fast. For those who don’t know, Annihilating Fire happens to be stronger than a lot of Elite Spells, and easily the strongest Advanced Spell in Zenron’s arsenal.
Its drawback is huge; it reverts you back to basic spells.
Rather simple plan, mass-collect Fire Elements and do 1 HUGE early attack that no one who is on Advanced Tier should be able to defend.
That’s why we’re using Nova Vision as well, so you can get Annihilating Fire as soon as possible. Since Nova Vision brings you only Basic or Advanced Fire Spells from your deck, you have 50% of getting Annihilating Fire.
When you don’t attack, defend!
Your goal is to build that biggest attack possible, and you can’t do that if you’re not alive!
Anything on Elite level and above is purely cosmetic, if you’re reaching there, you’re doing something wrong. There is no case where you will need anything from Elite or Ultimate Spells.
Alternatives:
- Shield instead of Root Braid. You should do that if you really hate multi-hit attacks.
- Big Heal instead of Relief. Relief is in there to help you clear the board for more potential Fire Elements, but if you find yourself getting nuked all too often, then Big Heal will keep you alive longer.
- FOR THE DARING ONES: Fire Rage (or Volcano) instead of Relief. Quite simply, if you can pull either of the 2 channels (preferably Fire Rage), you get a much stronger Annihilating Fire. Do note though that the chance of getting Annihilating Fire with Nova Vision drops to 33% due to the increased number of Fire Spells. But you now have a 33% of getting Fire Rage (or Volcano).
Deck #2: Fire Rage NUKE
BASIC | ADVANCED | ELITE | ULTIMATE |
Nova Vision | Fire Rage | Spider Web | Fire Meteor |
Root Braid | Big Shield | Healing Spring | |
Heal | Relief |
When you want to NUKE, you use this deck.
Despite being a nuke deck, this deck is mostly Nature Spells. That’s because you will need to be defending before you nuke as you rely on your Ultimate Spell.
If you can get a Fire Rage for a rage Token, you’re probably gonna be able to fully nuke the opponent. If you get 2, I can’t think of anyone who could defend it (if everyone is on the same level of course).
I suggest saving up for Fire Elements for as long as you can to ensure victory.
Simple deck really, not much more to say.
Alternatives:
- Shield instead of Root Braid. You should do that if you really hate multi-hit attacks.
- Big Heal instead of Relief. Relief is in there to help you clear the board for more potential Fire Elements, but if you find yourself getting nuked all too often, then Big Heal will keep you alive longer.
- Massive Shield instead of Spider Web. You should do that if you really, REALLY hate multi-hit attacks.
- Healing Shield instead of Healing Spring. More blocking could always be nice, and if you prefer that instead of a channel, you can at least heal a bit (not to mention that you can block those dreaded multi-hit attacks).
- Double Magmabomb instead of Fire Meteor. Many players like the increased total damage, but Double Magmabomb personally bugs me. The reason is that it throws 2 weaker than Fire Meteor attacks that do more total damage. However, they are easier to defend, as if an opponent can block 1 of the half of the Magmabomb, he can defend the other.
Deck #3: Volcano Rush
BASIC | ADVANCED | ELITE | ULTIMATE |
Fire Bomb | Overheated Fire Lance | Spider Web | Fire Meteor |
Root Braid | Overheated Double Fireball | Healing Shield | |
Shield | Volcano |
This is by far the hardest deck Zenron uses. You will often have to make the choice of progressing your spell bar or harassing your opponent (Overheated spells don’t fill your spell charge bar).
The gist is that you spam your opponent with the Overheated spells, and if the circumstances allow it, use Volcano for a huge early Overheated spell, or a late-game finisher.
Nature Spells are mostly shields, as you need to survive without being on the verge of dying.
Alternatives:
- Massive Shield instead of Spider Web. Multi-hit attacks bad, Massive Shield good.
- Healing Spring instead of Healing Shield. I generally recommend this change in conjunction with the above. Massive Shield will be covering all your shielding needs, so a pure Heal Spell would be better.
Matchups
The first deck will be used against opponents who must be killed early before they have tome to set up and/or disrupt you.
The second deck is the exact opposite. You will be using it against opponents who most certainly can’t kill you early.
The third is the middle-ground. You’ll be using it when neither of the above decks can do the job, and you just need to constantly attack your opponent.
In mirror matches, you will generally prefer the 1st or 2nd deck, as every Zenron deck has decent defenses.
To sum it up, I recommend:
- vs Zenron: #1 or #2
- vs Jane: #1
- vs Thoben: #2
- vs Tierra: #2
- vs Asgard: #3
- vs Myris: #3
- vs Ra’ju: #3
- vs Van Raven: #1
- vs Pom: #1
- vs Ray: #2
- vs Lua: #3
-Jane, the Witch
Preview
Jane is fast and ruthless. Playing against her can be extremely frustrating as she has the tools to completely shut down almost any opponent. You have to be smart to play with her and against her.
She relies on spammy tactics in order to win, with a little bit of disruption.
Deck #1: Fire Arrow Flurry
BASIC | ADVANCED | ELITE | ULTIMATE |
Fire Arrow | Fire Arrow x2 | Fire Arrow x4 | Poison Arrow |
Shield | Fire Rush | Massive Shield | |
Paralyzing Dart | Big Heal |
WARNING:
This deck is extremely hard to master and quite versatile and fast-paced.
The first thing you must master is the art of the Fire Arrow. You must learn how to time it in order for an arrow to pass when an opponent is shielding.
If your internet speed is decent, you should start casting when the opponent’s shield duration is halfway done.
However, you also have Fire Rush, which leaves you with a token that lets you instantly cast any Fire Spell.
The Poison Arrow is the big finisher.
Just spam tokens and Poison Arrow, and you should kill most opponents. Usually, 3-4 Bleed Tokens is the optimal number to have before you Poison Arrow.
Alternatives:
- Pierce/Firebat instead of Shield. For a more offensive-oriented build.
- Fire Chain instead of Fire Arrow x4. I suggest you do that if you think that you can keep enough Bleed Tokens on the opponent’s field without Fire Arrows x4. A great change once you’ve mastered the deck.
- Fire Arrow x8 instead of Poison Arrow. This is purely a trolling option. If you wanna be really annoying, it’s very fun to play with it, but don’t expect to win more games with them.
Deck #2: Phoenix Destruction
BASIC | ADVANCED | ELITE | ULTIMATE |
Firebat | Fire Phoenix | Scorpio Ring | Dragon’s Breath |
Shield | Oxidation | Massive Shield | |
Paralyzing Dart | Big Heal |
Fire Phoenix is the only thing that matters.
This deck is one of the fastest decks in the game. For those of you who don’t know: Fire Phoenix (on hit) creates an Elite Fire Phoenix. And the Elite one creates (on hit) an Ultimate Fire Phoenix.
The plan is simple. Rush an Ultimate Fire Phoenix (albeit patiently), and hit your opponents big-time before they have the chance to properly defend.
Just in case you can’t kill them early, this deck’s pretty balanced out anyway, so you could get some use off from your Elite and especially your Ultimate spells.
Alternatives:
- Pierce instead of Firebat. More potential early damage. Firebat is more disruptive.
- Regeneration instead of Oxidation. With Regeneration, you have more coverage against any enemy’s status conditions, and you still leave room for more Fire elements on the board.
Deck #3: Heat (it) Up
BASIC | ADVANCED | ELITE | ULTIMATE |
Firebat | Heat Up | Fireflies | Dragon’s Breath |
Shield | Big Shield | Massive Shield | |
Paralyzing Dart | Big Heal |
A very balanced and risky deck and arguably the slowest one in Jane’s arsenal.
This deck relies on killing the opponent with Fireflies. Fireflies is a very weak multi-hit attack that hits a whopping 20 times.
If it’s so weak, how do we expect to deal damage?
Heat Up. When you (successfully) cast Heat Up, it leaves you with a Heat Token that increases a Fire Spell’s damage by a set amount!
So, we got the main combo. What’s the plan?
I’ve seen people play this 2 ways.
The first is the simple one. Heat Up when in advanced, and prepare to cast Fireflies ASAP using the Token.
However, the second strategy guarantees a win – if you can pull it off! –
It relies on patience and build-up. Your purpose is to reach the Ultimate tier and cast a successful Dragon’s Breath, thus clearing the opponent’s board.
You generally should judge on your own depending on how the fight goes, what your opponent has, etc.
Alternatives:
Nothing really! This deck is great as it is, and it doesn’t need, nor can it afford to change anything.
Matchups
The first deck will be mainly used on fast opponents to disrupt them. Not only that, but fast opponents will probably be able to defend #2 and #3.
The second deck is better suited against slow opponents who like to nuke, and it’s actually a nuke race.
The third deck is probably going to be used against opponents who are more defensive and slow because they like to set-up. You clear their set-up with Dragon’s Breath and kill them with Fireflies.
In mirror matches, it’s really hard to say, as all 3 decks offer completely different playstyles. All decks can work successfully against a mirror match, but if I had to, I’d say #2 has a slight advantage.
To sum it up, I recommend:
- vs Zenron: #2
- vs Jane: Whichever makes you feel more comfortable
- vs Thoben: #3
- vs Tierra: #1
- vs Asgard: #2
- vs Myris: #3
- vs Ra’ju: #1
- vs Van Raven: #1
- vs Pom: #1
- vs Ray: #2
- vs Lua: #3
-Thoben, The Monk
Preview
Wait, a healer that can win? Thoben is one of the best guys to go around due to his flexibility. He can actually use several strategies successfully and also, can be a surprising opponent as he doesn’t have just 1 optimal deck to use against his opponents.
And all that while relying on pure defense tactics!
Deck #1: Zen Pulse
BASIC | ADVANCED | ELITE | ULTIMATE |
Light Up | Nature Prism | Power Swipe | Zen Pulse |
Shield | Regeneration | Angelic Guard | |
Heal | Big Shield |
This deck is simple because it relies on 3 cards with a set rotation; Light Up (x3) -> Zen Pulse -> Power Swipe.
Zen Pulse reduces an opponent’s HP down to 1 (but no more than a set amount depending on level). Power Swipe finishes them off since its power is tremendous of you have more HP than your opponent.
Braindead deck really, the rest are supplementary.
Alternatives:
Instead of suggesting alternatives, I will just say you can replace every shield and heal spell with their Chi counterparts, but you have to be careful; you have less raw numbers in terms of defense (at the start at least), and when you get hit, you lose an element.
Deck #2: HP Power
BASIC | ADVANCED | ELITE | ULTIMATE |
Chi Punch | Nature Prism | Power Swipe | Power Strike |
Energizing Shield | Advanced Chi Block | Power Block | |
Life Cocoon | Absorption |
You’ll be bored with this deck, but no more than your opponent.
The plan is simple; you just defend HARD, while using chi tokens and energize tokens to build huge Life Cocoons, heal any excess damage with Absorption (and Life Cocoon) and Power Sweep/Strike them once or twice until they die.
The deck is boring, but it’s stable and consistent. Not many opponents will be able to kill you, spam you with attacks, or disrupt you that much.
It’s also not great at anything either, frankly, it’s a jack-of-all-trades.
Alternatives:
- Soul Link instead of Nature Prism. A more aggressive variant, this uses the HP you build up even more. Be careful though, you have to be careful with the plethora of Nature Spells in your deck. Doing this, you should also replace Absorption with:
- Meditation (instead of Absorption). Obviously, since Absorption burns your Nature Elements, you will need to replace it.
Deck #3: Angelic Spam
BASIC | ADVANCED | ELITE | ULTIMATE |
Noble Guard | Soul Guard | Sky Guard | Angelic Wrath |
Basic Chi Block | Advanced Chi Block | Inner Focus | |
Relaxation | Meditation |
Ok, I’ll be honest, no one uses a third deck for Thoben. Since there is space, I thought I’d present you with something.
This deck relies on defending (what a surprise…)
Your Nature shields produce Chi. Your Light shields (bar Noble Guard) generate an Angelic Wrath.
The general idea is to spam Angelic Wrath.
You won’t be using this deck I guess, but it can surprise opponents.
Alternatives:
Nothing. This deck is… perfect just how it is.
Matchups
Generally, you’ll be using Zen Pulse.
However, if the opponent doesn’t have any serious way to damage you, #2 is an excellent option, as it allows you to stack your health to extreme amounts.
#3 is a surprise deck. It can be used successfully against Jane and her constant attacking.
On mirror matches, prepare to go to sleep. You will use #1 because you definitely need to have more HP than him, or else he gets the advantage. Think of it like this: #1 beats #2 and #3 of this list and is equal to #1. Most Thobens will be using #1 and #2. Do the math.
To sum it up, I recommend:
- vs Zenron: #1
- vs Jane: #3
- vs Thoben: #1
- vs Tierra: #1
- vs Asgard: #1
- vs Myris: #2
- vs Ra’ju: #1
- vs Van Raven: #1
- vs Pom: #1
- vs Ray: #1
- vs Lua: #2
-Tierra, the Huntress
Preview
Huntress definitely fits Tierra, as she is fast and merciless (not to mention annoying)… Joking aside, Tierra really is fast, and you’re gonna find yourself overwhelmed when playing against her.
She relies on quickly filling her spell charge bar to pull her deck’s gimmick.
Deck #1: Classic Burst
BASIC | ADVANCED | ELITE | ULTIMATE |
Arcane Shot | Double Fireball | Godhammer | Double Magmabomb |
Divine Glint | Heroic Guard | Sky Guard | |
Noble Guard | Dawn |
This deck is really basic, and you’re gonna be using it most of the time since it’s really consistent.
The general strategy is spamming Arcane Shot to fill up your spell charge bar, use Godhammer on the first good chance you get and wait for a good finishing Double Magmabomb.
There are many changes you can make to make the deck feel more unique to you, and I will indicate some, but I must tell you, Arcane Shot, Godhammer, and Double Magmabomb are essential.
Alternatives:
- Enlightenment instead of Divine Glint. A more defensive approach.
- Nova Vision instead of Divine Glint. A more offensive approach.
- Angelic Guard instead of Sky Guard. A bit more defensive.
Deck #2: Fire Mark(ed)
BASIC | ADVANCED | ELITE | ULTIMATE |
Magma Flare | Double Fireball | Fiery Flare | Fire Mark Shot |
Divine Glint | Heroic Guard | Sky Guard | |
Noble Guard | Dawn |
Ok, before I start explaining how this deck works, I want to tell you that it has a variant that plays a bit different. I will talk about it in the alternatives section.
This deck relies on giving the opponent Fire Mark Tokens. They are the weirdest tokens around.
A Fire Mark Token gives you a 1/4 chance to deal extra damage to your opponent when you successfully land an attack. For multi-hit attacks, it gives you a 1/4 chance for each different instance of the attack.
When they do proc, they reset.
The plan here is to spam them with attacks and keep tokens on their playfield and finish them with your ultimate, which scales hard with the number of Fire Mark Tokens your opponent has.
Alternatives:
- Advanced Glass Spears instead of Dawn. For way more pressure, but you lose any healing you have.
- Elite Glass Spears instead of Sky Guard. Much more aggressive variant, but you lose a powerful block, so you’ll have to rely exclusively on Heroic Guard.
- Angelic Guard instead of Sky Guard. If you’re afraid of nukers.
Besides the above changes, the variant of this deck relies on inflicting the most damage you can with the tokens and finish them with Double Magmabomb. To do the variant, you will need:
- Moonfire instead of Noble Guard.
- Pyroblast instead of Heroic Guard.
- Advanced Glass Spears instead of Dawn.
- Angelic Guard of Sky Guard.
- Double Magmabomb instead of Fire Mark Shot.
This deck is much more aggressive, choose whichever you like though because against the matchups that these decks are good against they won’t do much difference.
Deck #3: Light’s Assault
BASIC | ADVANCED | ELITE | ULTIMATE |
Arcane Shot | Light Prism | Light Rapier | Sun Flood |
Spectral Ghost | Heroic Guard | Angelic Guard | |
Noble Guard | Dawn |
This deck might look unviable, and it kinda is actually…
Tierra, like Thoben, really only need 2 decks to use. But this is an awesome deck to use against opponents with multi-hit attacks.
Your shields will be generating Light Mana so you can spam your Light attacks which return back upon a successful hit.
It is a fun deck to have and if you know that you’re gonna have a multi-hitter as an opponent, then it’s a great counter.
Alternatives:
- Double Magmabomb instead of Sun Flood. If you can’t manage the sheer amount of Light, then this change is absolutely acceptable.
Matchups
The first deck will be used almost exclusively. Godhammer is really strong and messes up anyone who manages to get hit. That’s how meta works, some things are better than others.
That said, #2 could be used against Zenron and Myris who use Spider Webs and the like which get canceled after one block.
#3 is there for humorous reasons, but if you want, you can use it against Jane or Ra’ju.
Even in mirror matches, #1 all the way.
To sum it up, I recommend:
- vs Zenron: #2
- vs Jane: #1 (or #3)
- vs Thoben: #1
- vs Tierra: #1
- vs Asgard: #1
- vs Myris: #1 (or #2)
- vs Ra’ju: #1 (or #3)
- vs Van Raven: #1
- vs Pom: #1
- vs Ray: #1
- vs Lua: #1
-Asgard, the Golem
Preview
Asgard is slow and (a) heavy (hitter). With Earth and Nature as his elements, you can only begin to imagine how disruptive he is.
He relies on leaving you behind and motionless to deliver several big hits.
Deck #1: Earth’s Force & Nature’s Disruption
BASIC | ADVANCED | ELITE | ULTIMATE |
Stone Shield | Stoning | Crystal Striking | Earthbreaker |
Paralyzing Dart | Earth Force | Scorpio Sting | |
Entangling Vines | Kinetic Shield |
The one deck you’ll probably be using almost every time you play Asgard, as Asgard has to be the least versatile Hero (probably due to the elemental combination he has).
The deck is simple, make them want to give up the game with your Nature spells, and Earth Force (which gives you a Strength Token) -> Crystal Striking or Earthbreaker to win.
Alternatives:
- Earthquake instead of Scorpio Sting. A simple change, since you have so little Nature Spells if you actually make this change. This is much more disruptive to anyone that doesn’t have Earth as an element, but you’re gonna need Scorpio Ring if they do. If you decide to play other decks against opponents with Earth, then definitely do this change.
Deck #2: David vs Asgard
BASIC | ADVANCED | ELITE | ULTIMATE |
Stone Shield | Stoning | Dominating Storm | Oblivion Cloud |
Paralyzing Dart | Cracking Ground | Scorpio Sting | |
Entangling Vines | Kinetic Shield |
Pretty much the same as the previous, only you know rely on a few more extra steps to pull off a win. How so?
You don’t need the Strength Token this time, but you need a successful Oblivion Cloud. Once you’ve set them back to Basic Spells, Dominating Storm will be much more powerful and probably net you a win.
If you want to guarantee anything (an Oblivion Cloud or a successful Dominating Storm), all you need is to give them a Stun Token.
Alternatives:
- Regeneration instead of Cracking Ground. You have plenty of opportunities to give them a Stun Token, so if you’re having trouble with enemy Tokens (or your own): Regeneration.
Matchups
As I said, you’ll probably want to be using #1 most of the time. If you use Earthquake, however, then against Earth Heroes, you’ll be using #2.
I tried really hard to find an (even semi-viable) 3rd deck for Asgard, but couldn’t.
In mirror matches, the same as the above go, if you’re using Earthquake, go for #2.
To sum it up, I recommend:
- vs Zenron: #1
- vs Jane: #1
- vs Thoben: #1
- vs Tierra: #1
- vs Asgard: #1 (#2 if using Earthquake alternative)
- vs Myris: #1
- vs Ra’ju: #1 (#2 if using Earthquake alternative)
- vs Van Raven: #1 (#2 if using Earthquake alternative)
- vs Pom: #1
- vs Ray: #1 (#2 if using Earthquake alternative)
- vs Lua: #1
[adinserter block=”1″]
-Myris, the Mage
Preview
UGH!!!
I hate Myris. He is supposed to be your tutor and an all-powerful mage, yet he falls flat.
His decks are boring to play, both as and against him. I salute you if you like playing him.
Rant aside, Myris (like Asgard) only has 2 decks. Unlike Asgard however, the 2 decks actually differ a lot in playstyle. Myris is quite unique as a character, so let’s get to the decks.
Deck #1: The Snake Whisperer
BASIC | ADVANCED | ELITE | ULTIMATE |
Firebat | Counter Blaze | Fire Chain | Snake Summon |
Burning Boomerang | Immortality | Healing Shield | |
Organic Shield | Big Shield |
Ok, so, 1 of the most unique mechanics in the game is Myris’ Immortality. This deck doesn’t rely on it at all. If you want to know about Immortality, go to the second deck.
This is a very basic deck, you just get by without doing anything special, until it’s time to Snake Summon. Snake Summon is an Over Time spell, which means it triggers its effect after the channel is complete (and not broken by the opponent).
This has 1 huge positive.
No matter how much Nature Mana you connect with it, it won’t change the final outcome (if it passes).
The more Nature Mana you connect it with, however, the better its Resistance and Break Power.
Resistance is the damage the opponent needs to deal to break the spell. Break Power is the number that the opponent needs to block the effect. If you pass that and break his shield, it won’t be subtracted from the final damage, the damage is always the same!
Alternatives:
- Burning Needle instead of Burning Boomerang. If you want to become a tad more annoying, but do note, Burning Boomerang helps you better charge your spell charge bar.
- Anything you prefer instead of Immortality. It’s a matter of personal preference, but Immortality is great as a default.
- Fire Ram instead of Counter Blaze. If you think that the opponent can block your Snake Summon, this is a good alternative, and it’s a little stronger too. I just think that you’re not some great attacker to care about destroying just Shield Spells.
Deck #2: The Immortal Mage
BASIC | ADVANCED | ELITE | ULTIMATE |
Firebat | Counter Blaze | Healing Shield | Explosion |
Burning Boomerang | Immortality | Healing Spring | |
Organic Shield | Big Shield |
You will probably notice that it’s quite similar to the previous deck. It plays quite different though.
This deck heavily relies on Immortality and its Token. Without it, you can’t win.
Before we get to the basics, let’s learn about the Immortality Token, shall we?
As I said, Immortality is very unique. It gives you a Token that activates once you die. And once you do, it starts timing out. When it does… you lose.
Obviously, prolonging your (potential) defeat is awesome on its own. But Immortality gives you the chance to actually avoid death!
If you heal yourself (even by the Healing Shield) your HP is once more above 0. You can even create another Immortality Token and start all over.
You can obviously kill your opponent if you want instead. Oh, and while you’re “immortal”, you don’t have to worry about getting hit, your HP’s already 0 after all.
Ok, back to the deck.
Explosion fills both fields with (Jane’s) Bleed Tokens. Should anyone have 5 of those, it should be enough to finish him.
The more Tokens, of course, the better. As you both bleed it out, at some point, your Immortality Token will proc, and you just have to wait for the opponent to die.
Alternatives:
- Burning Needle instead of Burning Boomerang. If you want to become a tad more annoying, but do note, Burning Boomerang helps you better charge your spell charge bar.
- Poisoned Rain instead of Explosion. Poisoned Rain’s only advantage is that the damage it deals is much more direct. Which means you will probably kill them faster. However, Poisoned Rain is an Over Time spell, which means that the opponent can easily break it before you can proc its effect. Furthermore, since they only have to worry about only 1 Token, it’s easier to find a solution. Many characters have Token removal. And finally, Explosion disrupts, as the opponent’s field is filled with useless Tokens.
Matchups
#1 is the perfect deck to use against those who don’t have a strong defense.
For this exact reason, #2 is the best against the heavy defenders, because a field full of Tokens only disrupts them.
Against mirror matches, prepare to sleep…
To sum it up, I recommend:
- vs Zenron: #2
- vs Jane: #1
- vs Thoben: #2
- vs Tierra: #1
- vs Asgard: #1
- vs Myris: #1
- vs Ra’ju: #2
- vs Van Raven: #1
- vs Pom: #1
- vs Ray: #1
- vs Lua: #2
-Ra’ju, the Aquarian
Finally, another flexible Hero.
Ra’ju is the game’s introduction to the Water Element, and boy did he come with a bang.
Ra’ju has 3 different decks, all of which are very consistent and powerful. His flexibility and playstyle rank him among the best Heroes in the game.
He relies fully on his Water Tokens to do anything.
Deck #1: Flooded
BASIC | ADVANCED | ELITE | ULTIMATE |
Drizzle | Double Splash | Riptide | Tsunami |
Stone Shield | Iron Shield | Colossal Impact | |
Gaia Heal | Air Blast |
The most basic deck, this utilizes Water Tokens in order to become annoying.
The strategy is simple; you get a good Tsunami and spam them with attacks until they lose (or just use Colossal Impact).
This deck provides perfect coverage with everything, you have the best Heal Spell in the game, lots of Shields, and Air Blast for opponents who use Tokens on you.
This deck, and variations of it, is what you’ll be using to learn Ra’ju.
Alternatives:
- Iron Skin instead of Air Blast. A more instantaneous Heal option. Air Blast is much more annoying for opponents though.
- Tidal Crush instead of Riptide. I generally do not recommend this change, but Tidal Crush tends to be more consistent with applying Tokens as it almost always hits. Though the whole point is to save for a big Tsunami, Tidal Crush is a good alternative for more damage all-around.
Deck #2: Frozen
BASIC | ADVANCED | ELITE | ULTIMATE |
Drizzle | Double Splash | Riptide | Ice Storm |
Stone Shield | Blizzard | Mountain Echo | |
Gaia Heal | Iron Shield |
Ice Tokens are like an awesome evolution of Water Tokens!
The strategy here is to fill your opponent with Water Tokens. Then, Blizzard, Blizzard, Blizzard.
You will generally want as many Ice Tokens on your opponent’s field as possible, but a good amount would be 3-5.
Afterward, finish them off with Ice Storm, or sometimes, they will die due to the amount of Ice Tokens. When their board is cleared due to no valid moves, every Ice Token deals heavy damage.
Alternatives:
- Frost Arrows instead of Riptide. If you think that Blizzard is not good enough to produce Ice Tokens, then Frost Arrows will certainly do the job. Just be careful as the number of Water Tokens is reduced.
- Ice Lance instead of Riptide. This is a far more aggressive option to have, and needless if you pull off a successful Ice Storm. However, Ice Storm is a channeled spell, so if you’re worried about it, Ice Lance is your go-to.
Deck #3: Dried Out
BASIC | ADVANCED | ELITE | ULTIMATE |
Drizzle | Rain | Riptide | Desert Bloom |
Slipstream | Spray | Tesla Shield | |
Gaia Heal | Iron Shield |
It’s nice to have a character that can pull so many different tactics so successfully.
This build gives you lots of Water Tokens as well as your opponent. Why, you ask?
This deck also gives you the tools to use your Water Tokens to your advantage (increase damage for Desert Bloom).
The deck is not very complicated, but I want to note one thing; don’t Slipstream early. Only do so if you think you don’t have enough Water Tokens on the field.
Alternatives:
- Water Bomb instead of Slipstream. If you think that Rain RNG creates enough Water Tokens for you, enter Water Bomb. Water Bomb deals increased damage based on Water Tokens and gives your opponent one. An awesome alternative.
Matchups
You’ll be using the first deck against opponents who need to be disrupted. The overwhelming amount of Tokens will certainly make short work of them.
The second deck is for those who need to be bursted down because they have high defense.
The third is awesome to use against opponents who need both a bit of disruption and damage.
In mirror matches, I recommend the third deck because if he tries to give you Water Tokens, might as well put them to good use.
To sum it up, I recommend:
- vs Zenron: #1
- vs Jane: #1
- vs Thoben: #2
- vs Tierra: #1
- vs Asgard: #3
- vs Myris: #2
- vs Ra’ju: #3
- vs Van Raven: #1
- vs Pom: #2
- vs Ray: #3
- vs Lua: #1
-Van Raven, the Witch Hunter
Van Raven is admittedly very fun for a guy who likes to play with traps.
As you’d guess, Van Raven likes to play with Tokens. Only he uses them quite uniquely (though the main purpose of dealing damage and/or being annoying remains).
Please note that due to the combination of elements, Vanny boy is not very good defensively, so we won’t be having lots of Shields and Heal Spells.
More on those on the deck sections.
Deck #1: Trapped
BASIC | ADVANCED | ELITE | ULTIMATE |
Firebat | Fire Ram | Fire Chain | Mine Field |
Fire Flash | Hunter’s Net | Tesla Shield | |
Hunter’s Trap | Kinetic Shield |
This is the classic Van Raven deck, the one he’s known for.
The premise is simple; successfully hit your Ultimate Spell.
That does not mean just be successful, it also means that your opponent should have at least 1 empty column.
That’s because Trap Tokens break if they are on the bottom row, dealing heavy damage, and your Ultimate Spells fills them with these little devils.
That’s why we also have Counter Blaze.
Alternatives:
- Burning Needle instead of Fire Flash. To be a tad more annoying.
- Crystal Shield instead of Tesla Shield. If you’re scared they can break it, Crystal Shield is a valid alternative so you at least don’t get a Stunned Token.
Deck #2: Sniped
BASIC | ADVANCED | ELITE | ULTIMATE |
Token Snipe | Fire Ram | Elite Snipe | Fire Meteor |
Heal Snipe | Hunter’s Net | Tesla Shield | |
Hunter’s Trap | Kinetic Shield |
This is a patience deck.
You need to wait and patiently throw small attacks (no large chains) and deal as much damage as possible. And then finish it with Fire Meteor.
The reason I put Fire Meteor and not Ultimate Snipe, and I won’t put it as a valid alternative is because it’s very hard to successfully “snipe” an Ultimate Spell.
The opponents only have one, and most probably, they will use it ASAP.
Alternatives:
- Counter Blaze instead of Fire Ram. Matter of preference.
- Crystal Shield instead of Tesla Shield. If you’re scared they can break it, Crystal Shield is a valid alternative so you at least don’t get a Stunned Token.
Deck #3: Rifled
BASIC | ADVANCED | ELITE | ULTIMATE |
Firebat | Advanced Fire Rifle | Elite Fire Rifle | Ultimate Fire Rifle |
Stone Dagger | Oxidation | Tesla Shield | |
Stone Shield | Kinetic Shield |
The hardest deck of the bunch, this deck relies on excellent management of your Elements (especially your Fire Elements).
Generally, despite having a Fire Ultimate Spell, this deck doesn’t want to burst you down.
Not much more to say, this deck is better learned through experience.
Alternatives:
- Fire Flash instead of Firebat. Matter of preference.
- Crystal Shield instead of Tesla Shield. If you’re scared they can break it, Crystal Shield is a valid alternative so you at least don’t get a Stunned Token.
Matchups
#1 is really useful in cases that the other 2 decks aren’t.
Obviously, you’ll be using #2 on opponents that generate Tokens mostly.
Finally, #3 will be used against opponents without a proper defense.
Against mirror matches, I recommend the classic deck, though every deck can be used successfully.
To sum it up, I recommend:
- vs Zenron: #1
- vs Jane: #3
- vs Thoben: #2
- vs Tierra: #3
- vs Asgard: #1
- vs Myris: #1
- vs Ra’ju: #1
- vs Van Raven: #3
- vs Pom: #2
- vs Ray: #1
- vs Lua: #2
Pom, the Summoness
If you thought you knew annoying… meet Pom.
Pom seemed really hard to manage at first, but after some time passed, it’s obvious, she just needs good management.
Pom’s main deck gets more annoying than Ra’ju’s Ice Tokens and Lua’s Ghost Tokens combined!
As you’d expect, Pom plays with (lots) Tokens.
In fact, she has the, by far, most annoying Token in the game.
But more on that later.
Deck #1: Fishy Business
BASIC | ADVANCED | ELITE | ULTIMATE |
Prospecting Heal | Prospection | Prospecting Beam | Summon Eagle |
Soothing Spume | Floodbarrier | Seawall | |
Summon Fish Swarm | Soothing Sprinkle |
Pom, in general, has 3 steps; create Water Tokens using Water defensive spells, create Resin Tokens using Light heals and shields, and finally, Resin Tokens will absorb Water Tokens to create Amber Tokens which increase your Spell power slightly.
Her Amber Tokens are used in conjunction with her Summon spells.
Each Summon spell creates either a helpful Token on your field, or a disruptive Token on your opponent’s.
This deck focuses on Fish Swarm.
It gives your opponent a Fish Swarm Token, that on timeout turns any adjacent Elements into Fish Swarm Tokens too… forever!
You must give your opponent just 1 (or maybe 2) and then fully defend until they are overwhelmed by fish and you can then do whatever you want.
You will want to create an Eagle Token (or 2) which will help with both defense and offense.
Please do note that this is the only deck I will recommend as every other deck is usually a variation of this one. In the Alternatives section, I will list the variations done by each player.
Alternatives:
- The first variation switches Prospecting Beam and Summon Eagle with Summon Hawk and Prospecting Laser respectively. The reasoning behind this is that you can get a helpful Token (the Hawk one) earlier, and it balances out the Eagle one by replacing your Elite Attack with an Ultimate one.
- The second variation changes Soothing Sprinkle with either Summon Dolphin or Summon Turtle. This way, you gain way more healing through the Dolphin, or way more defensive power through the Turtle.
Matchups
With only 1 deck, it should be clear what to choose. I will update this section if more decks become viable (and don’t rely on Fish Swarm).
-Ray, the Paladin
Ray is one of those guys that you’ll only need 1 deck really… (*cough* Asgard *cough*)
At least he has 2 different decks to use.
He relies on… actually, he doesn’t have any fun gimmick or anything, Ray just wants you dead.
Deck #1: First Strike + Lightlink = Win
BASIC | ADVANCED | ELITE | ULTIMATE |
Linking Light | Linking Flash | Linking Angel | Ultimate First Strike |
Basic First Strike | Advanced First Strike | Angelic Guard | |
Magnetic Shield | Stone Stike |
The deck is really simple. Just Stike First…
Jokes aside, if you can get a good Ultimate First Strike, you’re probably the winner.
I’ll give a pro tip as well. If your opponent channels an attack before you can get the First Strike, you can still get the damage bonus if you cast it before you get hit.
Alternatives:
- Iron Shield instead of Stone Stike. A more defensive option, to maybe protect you in case you don’t get an early Advanced First Strike. However, you don’t need to get a good Advanced First Strike, and Stone Stike is a good damage dealer until you get to your Ultimate Spell.
Deck #2: Eternal Flares + Light Aura = Win
BASIC | ADVANCED | ELITE | ULTIMATE |
Linking Light | Linking Flash | Terra Ravage | Eternal Flares |
Divine Guard | Advanced First Strike | Crystal Shield | |
Magnetic Aura | Scree Stike |
Another simple build, unless you mess up Eternal Flares and hit a strong shield, you will probably win.
If you can hit 2 Light Aura Tokens, even better.
There is another way to win. Just prepare an Eternal Flares attack, and queue up a strong Terra Ravage to break most shields they put up.
Alternatives:
- Stone Skin instead of Magnetic Aura. This change should be used in conjunction with the below change. More on that below.
- Heroic Guard instead of Scree Strike. These changes are less aggressive. If you don’t wanna bother with the Earth Aura + Scree Strike mini combo, then use these 2 changes.
Matchups
You’ll be using most of the time #1 due to raw strength.
But #2 is much better against opponents without strong defense.
Against mirror matches, you don’t wanna risk getting second to the Ultimate Spells, so the #2 will be more consistent.
To sum it up, I recommend:
- vs Zenron: #2
- vs Jane: #1
- vs Thoben: #1
- vs Tierra: #1
- vs Asgard: #2
- vs Myris: #1
- vs Ra’ju: #1
- vs Van Raven: #2
- vs Pom: #2
- vs Ray: #2
- vs Lua: #1
Lua, the Shaman
Lua is a weird case of a Hero.
He really can overwhelm you if things go his way. But if they don’t, he ends up overwhelming himself.
It’s no surprise that a Hero like this has only 2 viable decks. Let’s hope for more support though, because Lua is definitely the closest to a “control” archetype in the game.
(And by control I don’t mean “actively trying to rue his opponent’s day” control)
Deck #1: Ghosts!
BASIC | ADVANCED | ELITE | ULTIMATE |
Ghost Whisper | Light Ghost | Elemental Ghost | Haunted Ghost |
Preserving Protection | Big Shield | Healing Shield | |
Extinguish | Relief |
Ok trust me, this deck is going to bust some balls.
If you can manage to gather 2 adjacent Ghost Tokens, you’re leading your opponent to his slow defeat.
That’s how they work; if you can get 2 (or more) adjacent Ghost Tokens, they never time-out!
You have all the defense in the world as well, to help you survive.
Not to mention all the Token removal. Seriously, someone needs to burst you down fast if they’re gonna win.
Alternatives:
- Regeneration instead of Relief. If you’re really afraid of Ra’ju (no one else is going to generate that many negative Tokens), then I suggest this change. Then again, this deck will be used against opponents with Tokens, so it’s not a bad change to counter especially Ra’ju and Van Raven.
- Scorpio Ring instead of Healing Shield. I don’t recommend this change, but if you think you have enough coverage in the deck, then this is an excellent form of (more) control.
Deck #2: Spirits!
BASIC | ADVANCED | ELITE | ULTIMATE |
Spiritual Touch | Ancestral Strike | Scorpio Sting | Spiritual Unleash |
Spiritual Circle | Big Shield | Massive Shield | |
Spiritual Heal | Absorption |
WARNING: THIS IS ONE OF THE HARDEST DECKS TO PLAY.
The spells (their elements in particular) might seem weird, but the only way to generate Spirit Tokens is through Basic Spells. So, we’re not left with that many options.
Spirit Tokens are the opposite of the Ghosts.
Essentially, they don’t time-out, and when adjacent, they strengthen your other spells.
But there is a huge cost… your space.
The more you have, the less space you’ll be having.
I urge you to play it safe. Don’t produce lots of Tokens (especially in the early game). 4 should be enough for your Ultimate Spell to finish the job.
Alternatives:
- Relief instead of Absorption. If you can’t manage your Nature Mana well, this is the change for you.
Matchups
As explained, #1 will be used against opponents with Tokens. You will also use it against opponents you want to disrupt with your Tokens.
#2 is used against opponents who will let you set up.
Against mirror matches, it’s all a mind game. If you think about it, #1 has more advantages against this matchup.
To sum it up, I recommend:
- vs Zenron: #2
- vs Jane: #1
- vs Thoben: #2
- vs Tierra: #1
- vs Asgard: Either will do fine.
- vs Myris: #1
- vs Ra’ju: #1
- vs Van Raven: #1
- vs Pom: #1
- vs Ray: #2
- vs Lua: #1
That’s it for my decks. Do you have anything to add? Any disagreements? Feel free to say anything you want in the comments below.
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