|Effect Duration: 3 chapters|
Offense and defense will happen twice in all battles.
|Limit||1 per Deck|
|"I believe... I have the power to stop this..." —Suguri|
Strategy[edit | edit source]
Little War is an event card that that doubles the length of all battles for three chapters. At its higher price, the card is generally best used withor to lower the price. Lowering the price is also very useful to make use of the fact that the card is an event, enabling the player to combo it with battle cards for maximum effect.
The best uses for Little War are generally with battle cards that put the opponent at a huge disadvantage. For instance, cards such, , and , among others, put the opponent at a steep disadvantage for two rounds of combat. Other non-battle cards, such as , and can also become much more influential while Little War is active. The card can also be useful for general use by bullies like and , since their +2 ATK stats already put them at a combat advantage.
The main disadvantage of Little War is its price and level. With its high Norma level requirement and star cost, the card simply does not get played often, and opponents are generally unlikely to activate it. The card is also risky in the sense that the dual combat may backfire for the player, and cause them to get KO'd if the opponent is well equipped. The card also does not guarantee combat like , and although the player will have the added edge of battle card support, they may not be able to reach the opponent to attack in the 3 turns provided.
Notes[edit | edit source]
- If a character under the effects of begins the battle, then the opponent can counter after the second attack.
- overrides the effect Little War. At best Little Wars adds one more round of combat, bringing the total amount of skirmishes possible to 11.