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Hua Qinrui (can't beat Circ. + Spring Rain, can't beat early; All Things Grow > 100-Physique RKP Wood-Fire-Earth > non-max-quality Crash Fist, and also, she usually doesn't have Ice Spirit Guard Elixir)
Mu Hu (try to avoid Mu Hu in matchmaking; he inflicts max Destiny loss to insufficient-quality Plant Master; with Cloud Elixir, there is mixup chance)
Nangong Sheng (many people like to play Plant Master Earth, try to remember their usernames, and don't build Physique against them)
Ji Fangsheng (the superior of Tu Kui, you can only hope to pressure him out early, try to avoid him in matchmaking!)
Ye Mingming (lategame, Crash Fist vs. Ye Mingming Musician, whoever goes first is greatly advantaged)
Tu Kui (Elixirist Crash Fist makes it very hard for Plant Master to build Physique, and it's also painful for Plant Masters to contend to go first against each other)
With Furnace, with Physique cards other than Exercise Soul and Exercise Marrow, generally merge once and exchange once. For upgrade by Furnace, usually prioritize Subdue Dragon, Windward Palms, Crane Footwork, Styx Agility, Exercise Marrow, Exercise Soul, RKP, and Soul Cleaving in their respective phases.
During Immortality, against opponents significantly stronger or weaker or who are bots, save your one-use plants and prioritize building Physique. Against opponents of similar strength, absorb plants and prioritize winning.
At Incarnation, with Mirror, decide whether to transit with Crash Fist or Debuff, and throw away the other set, because you need to keep plants and RKP endgame cards. With Furnace, Debuff is better.
Vote Mirror against Heptastar, Ji Fangsheng, Long Yao; vote Furnace against Tan Shuyan, Five Elements, Xiao Bu.
You can skip all of Tu Kui's character-specific Immortal Fates. Courage to Fight is OK if few opponents are multi-hit. If you will transit with Crash Fist, if that's what your Dao Rhyme goes with or if many opponents are Duan Xuan, you can choose Cracking Fist. If you reach Incarnation with 70+ Destiny, or if you don't like the other choices, you can choose Stance of Fierce Attack. If you hit big, you won't need the damage boost from Stance of Fierce Attack; prioritize an Immortal Fate that adds Destiny or helps in early Incarnation.
Now that Vine costs qi, Store Qi is worth considering, and you can also use it to play Soul Cleaving.
Dao Rhyme is same as before with Mirror; with Furnace, Exercise Soul > Crane > RKP > Exercise Marrow > other Incarnation cards.
Probably Marrow-Echo Earth or Water can compete. Or Mu Hu Painter Earth, if you don't have the Blood Lotus. Or Antho-Echo, unless you can eat the plant for Hexproof.
Double Apparition Confusion can win earlier in Incarnation.
Actually the greatest enemy is yourself. Wu Ce and Yan Chen can often reach Round 18 with no Polaris or no Five Thunders, but at that point, Tu Kui with no Realm-Killing Palms probably already reached Immortality phase in the next match.
Advantaged matchups: Low-pressure matches (low MMR, or high MMR with bots, or enemies greeding to Incarnation). Decks with no defense, Hexagram Thunders, low-quality Polaris.
Disadvantaged matchups: Immortality-phase gods of war, Wu Xingzhi, Elixirist Wood, World Smash, Overcome, Mu Hu Painter Earth, Nangong Sheng highroll, Hua Qinrui Circulating Iron Bone in Immortality. Sword Sect who get strong in Immortality: Mu Yifeng, Elixirist Lu Jianxin, Elixirist/Painter Yan Xue, etc.
Dao Rhyme: If you can break through to Virtuoso via Physique, pick freely; otherwise, only pick Realm-Killing Palms or Crane Footwork. The cards worth picking are Space Spiritual Field, Exercise Soul, Realm-Killing Palms, Crane Footwork, and Crash Fist - Blink (usable Rounds 12-16).
At Virtuoso, you may or may not need to spend some exchanges for strength. Aim to break through to Incarnation with three lives (50 Destiny) and 15-25 exchanges.
If you reach Incarnation with low Destiny, OK to pick Recuperate or Solid Foundation over Stance of Fierce Attack; you can still become the raid boss without it.