Post by trtr on Feb 26, 2016 10:08:50 GMT
Limit breaks give significant bonus to your cards and are a way to optimize your decks. To limit break a card you need :
- for unit cards, either the same card or the equivalent in another element,
- for gear and magic cards the exact same card.
Limit breaks are kept after evolving. Be aware though that the cost to limit break goes up as you level/evolve cards (up to 18k for each card with a lv30 6*). But combination doesn't keep limit breaks, and limit breaking with a card already limit-broke does not redeem the points.
So you have to carefully choose which cards you'll limit break, since if you don't keep the card it will be wasted. For example, most gear and magic cards will probably benefit from limit breaking, since you could always need them, combination costs too much and the money gain from selling the card is meagre. For unit cards, it's harder to determine which is worth it.
Points and Bonus
The points needed to limit break a card are : 10, 20, 30, 40, 50. Extra points after a limit break aren't wasted.
The points given by cards are only dependent of their number of stars and are : 1, 3, 6, 10, 15, 21.
If you evolved a card before limit-breaking them you'll get the number of points of their current stars, so evolving a card to get a better limit break is an option.
The first 4 bonus for limit breaks are the same for magic, gear and unit cards:
+1 : -1 mana cost.
+2 : 30% chance of lucky draw, i.e. another card is drawn 30% of the time after this one is played.
+3 : -1 mana cost.
+4 : 30% chance of lucky draw.
The +5 bonus for gear and magic cards is another -1 mana cost. It means magic cards with a base 3 mana cost are now entirely free.
The +5 bonus for unit card is a random bonus among these :
- 25% Crit chance.
- 30% ATK.
- 193 ATK.
- 35% Lucky Draw chance.
- 50% Crit damage.
- -2 mana.
Maybe some others bonus, I'm not sure I've seen them all. You can change the bonus of a card for another random one at the cost of 50 gems, and you're not limited in number of changes (except by your gem wallet).
- for unit cards, either the same card or the equivalent in another element,
- for gear and magic cards the exact same card.
Limit breaks are kept after evolving. Be aware though that the cost to limit break goes up as you level/evolve cards (up to 18k for each card with a lv30 6*). But combination doesn't keep limit breaks, and limit breaking with a card already limit-broke does not redeem the points.
So you have to carefully choose which cards you'll limit break, since if you don't keep the card it will be wasted. For example, most gear and magic cards will probably benefit from limit breaking, since you could always need them, combination costs too much and the money gain from selling the card is meagre. For unit cards, it's harder to determine which is worth it.
Points and Bonus
The points needed to limit break a card are : 10, 20, 30, 40, 50. Extra points after a limit break aren't wasted.
The points given by cards are only dependent of their number of stars and are : 1, 3, 6, 10, 15, 21.
If you evolved a card before limit-breaking them you'll get the number of points of their current stars, so evolving a card to get a better limit break is an option.
The first 4 bonus for limit breaks are the same for magic, gear and unit cards:
+1 : -1 mana cost.
+2 : 30% chance of lucky draw, i.e. another card is drawn 30% of the time after this one is played.
+3 : -1 mana cost.
+4 : 30% chance of lucky draw.
The +5 bonus for gear and magic cards is another -1 mana cost. It means magic cards with a base 3 mana cost are now entirely free.
The +5 bonus for unit card is a random bonus among these :
- 25% Crit chance.
- 30% ATK.
- 193 ATK.
- 35% Lucky Draw chance.
- 50% Crit damage.
- -2 mana.
Maybe some others bonus, I'm not sure I've seen them all. You can change the bonus of a card for another random one at the cost of 50 gems, and you're not limited in number of changes (except by your gem wallet).