- Lose 1/4 stars when KO'd in battle (as opposed to the standard 1/2).
- Give 1 Win when KO'd in battle (as opposed to the standard 2).
Unlock Info[edit source]
- The character can be purchased in the shop for 4500 after reaching level 15.
- + Above average DEF
- + Loses half the normal amount of stars on KO
- + Low recovery time
- + Only worth one win, making it a less likely target for win seekers
- + Hyper is very inexpensive and has a very low Norma requirement, and can be used to both protect Robo Ball and to strike back at opponents
- - Very low HP
- - Low ATK and EVD
Robo Ball's Hyper is Reflective Shell. When used in a battle, the player has their ATK stat set to 0, while simultaneously gaining a shield that can absorb up to 2 points of damage. The player will gain +2 ATK for every point of damage absorbed by the shield.
This card can only be used if the player is on the defending side in battle.
Reflective Shell is an extremely useful tool for Robo Ball in particular, as it provides it with a substantial ATK buff. The expected maximum yield for this card is an additional +4 ATK and 2 damage absorbed, which makes it an absolute powerhouse when defending. Furthermore, characters with positive ATK stats such as Star Breaker will actually have their ATK lowered from using this card, which makes it far less useful in the hands of such characters.
The presence of this card in the game at all has the ability to deter opponents from pursuing Robo Ball. If Robo Ball receives a Hyper through a means that reveals it, such as, it can be used as a deterrent, although players should be wary of cards like being in play if they choose to do this. Robo Ball's Hyper works well in conjunction with its passive, as enemy players gain less Wins and Stars for when they KO it. This can make Robo Ball too risky of a target for how small the reward is.
Since Reflective Shell applies its effect after the Defend or Evade command, it may be a viable decision to botch an Evade roll in order to break the shell and get the full boost. Any opposing roll above a 1 but below a 5 theoretically has higher average output but comes with the risk of completely evading the attack and wasting the Hyper. Meanwhile, it should also be considered that attack rolls of 3 do one damage if botched, 4s do two damage, and any roll of 5 or above both can't be dodged but will KO Robo Ball at full HP. Overall, the Defend command should be considered over the Evade command, even if the opponent rolls low, but if players need to (or want to) take the risk, they can try to botch an evade roll against a 2 or 3, but 4 isn't recommended.There are several ways to counter Reflective Shell. The easiest way is to use removal cards such as , but that is common among most, if not all, Hyper cards. A particularly aggressive player can simply try to get Robo Ball to burn any Hypers in their hand before making a full-on assault by engaging in smaller skirmishes, but this can easily backfire. Another strategy would be to simply outdamage the shell, albeit less recommended. Robo Ball can, on-average, negate 4-5 damage from the Defend command and two from Reflective Shell, meaning that it takes a roll of 10 to gain majority odds of KOing a full HP Robo Ball with Reflective Shell and a roll of 12 to guarantee a KO, but it is possible to KO Robo Ball with a roll as low as 7. Weakening Robo Ball first can aid in this strategy immensely as well. This can be achievable by using a character like , but would require using far too many of your resources to be considered unless Robo Ball is about to win otherwise. Most of the time, simply getting Robo Ball to use their Hypers beforehand is a better option. That all being said, the easiest counterplay to Reflective Shell is to avoid it entirely, either by not engaging Robo Ball directly or using a character like which can not be affected.
- Playing As Robo Ball
- Given their low battle stats and HP, Robo Ball should be played incredibly passively and avoid combat as long as it doesn't have any way to fight back. Distancing yourself from opponents can be done with , panels, or good movement. Players should rely mostly on panels and Panels.
- Robo Ball's HP is very low, meaning it benefits a lot from cards like , as well as panels and
- Robo Ball's passive makes it incredibly hard to knock down if it ever gets a huge lead, as sometimes opposing players will need to KO it multiple times consecutively in order to prevent it from getting Norma. Players should capitalize on this by attempting to go for as many stars as possible while still laying low
- The lowered reward for defeating Robo Ball can work incredibly well when partnered with its Hyper, Reflective Shell, which is an incredibly powerful card that effectively gives it an extra cushion and allows it to hit opponents incredibly hard if used effectively. This can make Robo Ball simply too high-risk and low-reward to be worth bullying and helps deter aggressors. However, depending on the players you are fighting, it is hard to use as a deterrent if you don't actually have it.
- You can use tactical damage to Down yourself and prevent losing stars from K.O. The easiest way to do this is to use panels or panels if they are on the current board, but it can also be done with or if an opponent brings them into the game. These cards can also be used to apply damage to Robo Ball as well, so it is not too terribly recommended to bring them, as it may just be better to bring other cards instead.
- Playing Against Robo Ball
- The easiest way to shut down Robo Ball is to prevent it from getting a lead, as its lack of good battle stats really makes it almost unable to use K.O.s to climb up. The easiest way to do this is, as simple as it sounds, to K.O. it before it can get a lead. Many characters can do this, as Robo Ball is very fragile, but high-attack characters like work well
- Cards that can harm Robo Ball indirectly, such as
, can greatly shut down Robo Ball, as even losing just one HP makes it at high risk of being one-shot or bullied into submission.
- should work decently for this purpose, as losing 2 HP makes Robo Ball forced to use its poor EVD stat, but Robo Ball can use it to attempt to down itself in order to avoid losing stars, so caution should be taken when adding it to the deck
- If players are really struggling taking down Robo Ball, and (the former being a complete antithesis to Robo Ball's strategy) can ignore (and, in the case of 3 players playing them at once, completely turn irrelevant) Robo Ball's Hyper due to their inability to move first in combat and be targeted by it
Recommended Cards[edit source]
Counter Cards[edit source]