Battle System in Wonder Wars. Everything you need to know.
Are you new to Wonder Wars? Do you want to master every combat? Learn everything about battles.
To succeed in Wonder Wars, the first thing you need to master is how to create a competitive deck or team that can defeat as many opponents as possible. Start by choosing a Hero that aligns with your playstyle. For example, if you prefer aggressive gameplay, Lusbaal is an excellent choice. On the other hand, if you favor a more controlled approach and like to take your time, Haruaki might be a better fit.
Understanding how each Hero works is crucial. Once you've chosen your Hero, adapt the rest of your troops to complement their abilities.
As you may already know, Wonder Wars is unique in that there are no player turns. Both players make their moves simultaneously, so it's essential to think carefully and analyze your opponent's team to anticipate their moves.
Once you understand this, let’s talk about rounds and turns. In Wonder Wars, each round can have up to three turns, one for each lane in the arena. We'll frequently refer to rounds, as skill descriptions often specify when abilities are triggered, which is key to knowing when to deploy your troops and hero.
Let’s go with the most critical aspect of the Wonder Wars battle system: skill trigger preferences.
When reading a skill description, you'll notice that they specify when the skill is activated—whether it's on enter, on swap, at the end of the round, etc. Understanding these trigger points is essential for building and mastering your team in every battle. Here are the phases or trigger actions, listed in the order they occur:
On Enter: This is the first trigger action. It happens immediately and independently of lane placement, so it doesn't matter if you place a troop with an "on enter" ability in the left or right lane.
On Swap: This action triggers at the same time as "on enter," but only when you replace another allied troop. Like "on enter," lane placement doesn't matter here.
Start of the round: Abilities triggered at the start of the round activate before any troop starts fighting. These abilities are activated from the left lane to the right lane, so if you want an ability to trigger quickly, place that troop in the left lane.
Before combat: time to fight! Every lane, from left to right, will start their combats, but there are some abilities that will happen before that fight, so they can avoid receiving damage.
In combat: certain troops deal extra damage in combat, or leave some status effects, like Injury, Hunter Mark, etc. It doesn’t matter if they die in that combat, they’ll trigger their abilities if they fight.
After combat: did your troop survive from its combat? Some of them will trigger their abilities if they do, so have that in mind when using those troops, they need to survive!
End of the round: once every combat in every lane has happened, there are some abilities that will be triggered before the round has ended. This abilities take into account the lanes, so, again, the left lane will be triggered in first place, and the right lane will be the last one to be triggered.
On death: sometimes you will like when an ally troop dies, as they will trigger their ability! Check out B0B-MB, as it will deal a lot of damage when it dies and explodes.
Conditional: this abilities can be triggered in any moment of a game, they just need something to happen:
When they receive damage: some troops, like Hallur or Monj, trigger their abilities when they are damaged, so be careful when using shields with them, as they may protect them too much and they won’t trigger their skills.
When troops are at 10 HP, in any moment, Gidrock will trigger his ability to eat them and earn 10 ATK. So be careful and make your calculations when playing against him!
One last thing! Heroes’ abilities have preference over troops and creatures, so they will happen first in every phase/trigger action.
Is the game dragging on? Don’t worry. From Round 15 onward, at the "end of the round," a lightning bolt strikes, dealing 20 true damage to all troops. This damage bypasses shields and does not trigger abilities like those of Ragor, Hallur, or Monj. This mechanic can be crucial in dealing with heavily shielded troops like Grantmor or Claudine, who would otherwise be invincible against certain heroes.