Ratropolis

Ratropolis

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Beginners Guide: How to Win With All Leaders
By Tokuchi OneOuts
This guide is for people who have problems winning the game for the first time and needed a reading material to guide you to the right direction. For those of you who's already beaten the game at pollution zero, this guide might not be for you. You guys are pro already. Go play something else. =)
   
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General Tips
Money is the number one Key
Money is very important in this game. If you can't generate enough money before wave 20, you might as well throw in the towel. You will need money to buy good cards from the merchant, you need money to deploy your best troops. You need money to construct your building and towers.

Ratizens is the number two key
Like Kingdom , you will need to deploy a lot of units to both sides of your settlement. Each unit will cost 1 ratizen or more (exceptions to Merchant's service units). Ideally, the ranged unit is preferred as they do a lot of damage and they don't trade hits with the enemy. However, you will still need melee units to soak up the damage and keep the enemy units away from your ranged units.

Sometimes, the RNG does not favour you
Sometimes you're just unlucky. Sometimes the card that you want does not spawn at all. There was a game where my ratizen count was so low that my base was obliterated even before wave 20.

If you want to try card combos, keep your deck thin
There are some good card combos in ratropolis, for example the scientist's Ratron + Scrap Shower. If you want to focus you deck towards card combos, make sure your deck is thin (less than 20). A thin deck enables you to recycle your deck quickly - and you will be able to get the card that you want only after a few redraws. Buildings are not counted towards deck count as all of them are single use anyway.

General Leader is the easiest
the General leader is the most straight forward leader to play. this is because their armies will scale in damage and HP, allowing them to be able to survive against the harder enemy waves.

Forest is the easiest
Out of all the 3 stages, the forest is probably the easiest, and the beach is the hardest. The main problem with the beach stage is that the enemy can attack behind your first wall of defense. Firstly, the pirate ship can bombard any building inside your base. Secondly, the enemy can spawn little crabs that will attack inside your base.


tiny annoying things

One Sided Defense
Sometimes, you will get an event where you can only expand to one side. The good news is, enemies will only come from one side, making defending against waves much easier. The only problem is whether you have enough real estate to put all your buildings.


As I only needed to defend on one side, I can put 50 troops on one side, making defending against waves a lot more easier

Level up your units
You should know by now that Level 2 units are better than Level 1 counterparts. You should familiar which cards/building which allows you to upgrade your units to level 2. Example of these are:
  • Smithy - upgrade a chosen card after X seconds
  • Ruins - upgrade a random card after X seconds
  • Research - upgrade a random card after X seconds, using 6 labour.
Final Bosses
The final bosses are random
Regardless of your location (forest/beach/desert), the final boss that you will meet will be random. The list of the enemy that you will need are as follows:


Tortoise Boss


Serpent Boss


Owl Boss


Kraken Boss


Crab Boss


Fox Boss

  • Turtlesaurus - may stun your enemies for a few seconds while it generates its health
  • Owl - Will attack behind your walls. May blow your units away
  • Spider - Can attack both sides of the settlement, so don't move all your troops to one side =)
  • Serpent - will poison your units
  • Fox* - I think it has a strong regen ability
  • Crab - casts sleep and spawn little crabs which will attack insde your base
  • Kraken* - I think it has a AoE bombard attack.

* Either I don't have enough experience with these bosses, or the bosses was killed too quickly before they became a threat.
Winning Strategy By Leaders
Merchant Leader
The easiest way to win (cheese) this game is by having gold towers on both sides of your settlement. Even Level 1 Gold Tower should be enough, but if you can get Level 2 tower, even better. Focus on building your gold to insane amount like 10,000 and above, as the tower damage is dependent on the current treasury total. Get the maximum gold (100,000) and you should be able to 1 shot any enemy.

having max gold makes beating the final boss becomes laughably easy.

The proper way is of course, using your service armies. these armies, at large numbers, may survive enemy waves but you need to extend their contract so that they will stay.


This is the multiple inn setup. I'm extremely lucky here to have 3, Each inn will greatly increase the service contract time to all units, regardless of which wall they are positioned at. With this setup, you won't be scared of the service unit leaving you anymore.

Here are some strong late game Merchant units:
  • Golden Company - a strong melee unit (324 gold at level 1)
  • Golden Archer - a strong range unit. Service time is based on your tax rate. (344 gold at level 1)


Late game service units are expensive. You might not want to employ them at first as they will eat your treasury. Consider using the Fletcher unit, as it is cheap, only cost you 1 ratizen and gives you a Golden Arrow, a strong early/mid game spell

And finally, NEVER use the [X]-cost cards. There is no buff in the game that is worth emptying your treasury for.

General Leader
This is probably the easiest leader to win with.
Your troops will scale and becomes stronger in the lategame it's impossible to lose


Just pump out units at every chance you can.
As long as you are building your economy, you will survive the final wave.
Just take any card that you like

Builder Leader
Builders have the ability to easily upgrade your buildings, in particular walls to level 2. So, ideally you want to upgrade your buldings to level 2 as much as possible. However, take note that you may need to play wide as you want to place a lot of buildings.



Builders have access to a lot of fire units, as well as flame towers. These units should be enough to withstand all the enemy waves as their attacks are AoE. If you can get the advisor which makes your units immune to fire, it will be great, but its not so important.



Ideally your units should consists of:
  • Flame Tower
  • Firerat @ Flamethrower rat
  • Fire Archers
  • Flame Tank

Scientist Leader
Scientist's units are weak. Most of them will not be able to withstand enemy attack. I found that I need to replace the troops after every wave after wave 20. Your armies should primarily be Ratrons. Most of the good science leader cards all benefit from having a lot of Ratrons in the deck.

Although having said that, mining ratrons are trash. Don't use them.

If you're lucky enough to get generator(s) early game, use it before deploying any building.

The trick is to use batteries to upgrade your building card to level 2 before placing them.
This simple trick will allow you to have Level 2 buildings, including level 2 house and wall.
Use the same trick to ensure your armies are upgrade to level 2 also.

Other combos you can try:
  • Tesla Tower + Lighting Tower + Electric Ratrons --> stack electons to enemies --> cast thunderstorm
  • (any) Ratrons --> die and creates scraps --> cast Scrap Shower

Ideally, you want to have a Ratron factory.
as Ratrons are pretty weak especially at wave 20+, you need to replace them quickly.
Ratron factory will create ratrons quickly for quick deployment, just make sure you have enough money to buy them


Shaman Leader
This is arguably the hardest leader to win with. Mainly because their units dies quickly and their best units are summoned units that can only last around 1 minute on average. In addition, they don't have any units that scale towards the lategame. However, their spells are very strong and can turn any losing battle to a winning one.


powerful Shaman spell saved my behind

Shamans core game mainly revolves in soul collection i.e. Soul Siphon. You need to build your army and economy quicly. Get two Forbidden Trade card if possible to quickly generate money.

I recommend getting a Watch Tower/Ziggurat early game to help defend your base without spending all your ratizens while you build your soul collection empire.

Here are the cards that I think is recommended for Shaman leaders:
  • Ent
  • strong spells, e.g. Oracle
  • Soul Reaper
  • Earth Spirit or units/building that can summon Earth Spirit (e.g. Elementalist)


the Soul Reaper card - with enough souls, this card can reduce the HP of strong enemies.

Navigator Leader
Navigator is an interesting leader, but to use him/her you really need to setup your settlement correctly, and ideally you get a good RNG which will bring the cards you want.

Unlike other leaders, their starting unit (deck hands) is pretty trash and need replacing or you won't get past level 11. I prefer to replace them with the Fisherrat as it has a 20hp regen every wave.


Ideally, you want to keep your Handgunner's stock high which will increase its attack speed to ridiculous proportion.

my preferred deck will have these cards:
  • Breed/Immigration (+ Ratizen)
  • any card that can increase gold
  • Handgunner (damage dealer)
  • Missionary (permanent +1/+2 buff every 30 secs)
  • Commander (+Attack Speed)
  • Sea Shanties (50-70hp heal to all units)
  • Treasure ship (free treasure)


with these setup, you should be able to have a strong squad that can match that of the general's.
Sample Deck
I will add the deck that I use for all the different leaders.

Merchant Leader


General Leader


Builder Leader


Science Leader
I will add the deck soon

Shaman Leader


Navigator Leader
4 Comments
Pwnographic 15 Jun, 2024 @ 11:35pm 
thanks!
Tokuchi OneOuts  [author] 29 Nov, 2023 @ 1:05am 
haha semangat oo masa ni siap buat screenshot upload ke steam
Phantom Thieves 28 Nov, 2023 @ 6:30am 
giler full guide ingat kan guide pendek je
Kanto 15 Apr, 2023 @ 8:19am 
Wow such pro