Given his low battle stats and HP, Robo Ball should be played incredibly passively and avoid combat as long as he doesn't have any way to fight back. Distancing yourself from opponents can be done with Here and There, Warp panels, or good movement. Players should rely mostly on Bonus panels and Draw Panels.
Robo Ball's passive makes him incredibly hard to knock down if he ever gets a huge lead, as sometimes opposing players will need to KO him multiple times consecutively in order to prevent him 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 his Hyper, [[Reflective Shell|Reflective Shell]], which is an incredibly powerful card that effectively gives him two free HP for that battle and allows him 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 Damage panels or Damage (x2) panels if they are on the current board, but it can also be done with Cloud of Seagulls or Bloodlust 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.
The easiest way to shut down Robo Ball is to prevent him from getting a lead, as his lack of good battle stats really makes him 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. him before he can get a lead. Many characters can do this, as Robo Ball is very fragile, but high-attack characters like Star Breaker work well
Cards that can harm Robo Ball indirectly, such as Long-Distance Shot, can greatly harm Robo Ball, as even losing just one HP makes him at high risk of being one-shot or bullied into submission.
[[Cloud of Seagulls|Cloud of Seagulls]] should work decently for this purpose, as losing 2 HP makes Robo Ball forced to use his poor EVD stat, but Robo Ball can use it to attempt to down himself 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, Iru and Sherry (the former being a complete antithesis to Robo Ball's strategy that can completely and effortlessly shut him down due to the further edition of passive damage) 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
This page was last edited on 27 September 2020, at 17:07.
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