Tactic Card Recommendations: A good combination of Tactic Cards can overcome Combat Power gaps

There are many Tactic Cards in Returners, all split into four types: Red, Blue, White, and Yellow. The Red Cards deal damage or inflict debuffs, the Blue Cards have CC effects, the White Cards heal or buff allies, and the Yellow Cards nullify other cards.


Among the many Tactic Cards, there are a few cards that are used frequently. These cards can greatly influence the outcome of battles. Bad Trade from the Red Cards, Abnormal Status Immunity: All from the Blue Cards, and Noble Sacrifice from the White Cards are the cards that are used often.


Here is the list of Tactic Cards that are most effective and are used frequently.

 

▲ A good combination of Tactic Cards can overcome Combat Power gaps

 

■ Red Cards: Pick the cards that will weaken the enemies and deal significant damage

 

Bad Trade


Bad Trade is one of the most frequently used Red Cards. It will kill off the hero with the highest combat power on the enemy team and the hero with the lowest combat power on your team.


The card is especially effective when the enemy team has only one DPS hero with very high combat power. Even if there are multiple DPS heroes, killing off the one that can deal the most damage will give you a huge advantage. However, the card can only be used twice a week.


Broken Weapon


Broken Weapon is another strong Red Card. It will decrease the ATK of the enemy hero with the highest combat power by 25%. The effect may be simple, but the card can easily weaken the enemies. Unlike Bad Trade, this card does not have any negative effects your team. The card is especially useful when the enemy team has only one or two DPS heroes, and can be used four times a week.

 

 

Vengeful Dead


Vengeful Dead will deal damage to 3 enemy heroes with the highest HP left every time an ally hero dies. The maximum damage is 26% of the total HP of the hero. The card can be activated a maximum of three times on one battle. The damage from the card is fairly high, so this card might turn the tables in a losing fight.


However, the card itself cannot eliminate enemies. To make the most out of this card, you should have another Tactic Card that can deal damage or you should have heroes that target enemies with low HP. The card can be used three times a week.


Dying Breath

 

Dying Breath is a card similar to Vengeful Dead. The card deals damage to all enemy heroes when an ally hero dies, and the damage equals 17% of the max HP of the enemy heroes. The card can be activated a maximum of three times. The difference between this card and Vengeful Dead is the damage and number of targets. Although Dying Breath can deal damage to all of the enemy heroes, the damage to a single hero is lower than Vengeful Dead. The card can be used three times a week as well.

 

 

 

■ Blue Cards: What comes after crowd control is the key to victory

 

Abnormal Status Immunity : All


The Blue Cards can either inflict CC upon enemies or protect allies from the enemy’s CC attacks. The Abnormal Status Immunity: All card will make your heroes immune to all types of enemy CC attacks.

 

The card provides a big advantage in almost any situation. It allows your team to ignore crowd control from both the enemy’s skills and Tactic Cards, which means it can essentially nullify the enemy’s Blue Cards. The card will allow you to deal stable damage and make up for the combat power difference you might have. The card can be used three times a week.

 

Stifled Cheer

 

Stifled Cheer is one of the cards that targets a specific team composition. It will silence enemy Supports for 9 seconds while preventing them from escaping. It will put the enemy Supports in a vulnerable state since the hero will be unable to use skills or run away.

 

The card will have a bigger effect when you have a hero that targets Support heroes first. You can quickly eliminate an enemy Support with this card and make the enemy team significantly weaker. The card can be used three times a week.

 

 

Genetic Mutation

 

Genetic Mutation is a card where two of the enemy heroes transform for 10 seconds. The card is activated when the enemy team has one more kill than you do. When transformed, the enemy heroes can neither attack nor use skills. The card can completely neutralize two of the enemy heroes for 10 seconds.

 

However, this does not always lead to an elimination. The card does not give you an absolute advantage over the other team, and might not be triggered when you have more kills than the enemy does. The card will work better when you have a weaker team composition or lower combat power compared to the opponent. The card can be used four times a week.

 

Bloody Mess

 

Bloody Mess has a similar mechanic as Genetic Mutation. The card will confuse the enemy hero with the most kills for 7 seconds, and will be triggered when the enemy team has two more kills than you have. The confused hero will attack a hero in its team.

 

The card will be especially powerful when the enemy team has only one DPS or has one hero with strong gear. However, the card will not be activated when you are ahead in the fight. The card can be used four times a week, so if used alternately with Genetic Mutation the total number of uses will be enough for a week.

 


Taunt: Strong Ally / Firm Ally

 

Taunt: Strong Ally and Taunt: Firm Ally are the cards that will taunt enemies while increasing an ally’s DEF. The differences between the two cards are the trigger condition and target of the buff.

 

Strong Ally will increase the DEF of the ally with the highest HP by 100% for 7 seconds, and Firm Ally will give a 50% DEF increase buff to the ally with the highest DEF for 7 seconds when the HP of ally with the highest ATK drops below 70%.

 

The cards are not especially powerful when used by themselves, but will have a great synergy if used with cards like No Pain No Gain: Attack. Strong Ally can be used three times a week and Firm Ally can be used four times a week, so using the two cards alternately is a good strategy.

 

 

■ White Cards: Make your heroes much more powerful


Noble Sacrifice: Enhance

 

In general, the White Cards do not have dramatic effects in a battle, but Noble Sacrifice: Enhance is the main exception. Noble Sacrifice will increase the ATK and DEF of surviving allies every time an ally hero dies. As the card will only be triggered when you lose a hero, the buff will be powerful.

 

The card is often used with the Red Card Vengeful Dead or Dying Breath. The cards have the same trigger condition, and can make your heroes more powerful while dealing damage to the enemy every time the enemy kills an ally. The cards will be especially helpful if you have a much lower combat power than the enemy.

 

The card can only be used three times a week, so it should be used wisely when you are up against a challenging opponent and with other powerful Tactic Cards.

 

No Pain No Gain: Attack

 

No Pain No Gain: Attack will increase the ATK of the entire team by 10% each time the ally with the lowest ATK is attacked. The trigger condition is easy to meet, but to make the best of it the card should be used with Taunt. It is important to make the target for Taunt and No Pain No Gain the same. No Pain No Gain can be used four times a week, which is the same amount as Taunt: Firm Ally.

 

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