How To Not Get Hit
I wish I could give the same cookie cutter advice here for everyone, but the truth is, one of the big places where the answer changes from player to player is in developing your Power Card collection for maximum benefit. So, I'm merely going to give guidelines and aspects to consider when deciding for yourself which cards you should be trying to get, keeping, and get rid of.
The first rule is you want to maximize your power slot potential by having as many or more potential teammates, be it in bought henchmen, won robot henchmen, or Facebook collected friends, than you have space for as per your level allowance. As discussed in the previous lesson, you get 1 teammate per level, with the 1st being yourself. Each teammate gives you 5 power card slots for Attack, 5 for Defense, and 5 for Movement. So, for a level 100 player, this would give them room for 500 Power Cards in each of 3 divisions, for a total of 1500 Power Cards.
The next thing you need to do is fill all those power slots. So you'll need 500 Attack, 500 Defense, and 500 Movement cards to max out your power slots at level 100.
That's a lot of power cards, just at level 100. How are we going to get all those cards? Well, 1st off, the earlier you start certain principles, the more quickly you can optimize your toon, but it's going to take work or money....... or both........
1st we can sub divide each Power Card division by resources needed to buy or tier them. There are 3 types, Bux, Crystal, and Morphon.
Bux cards are bought and tiered using igc called Bux. Bux are the most readily available resource. You collect Bux from doing missions, patrols, fighting, and from your toon's career. Bux Power Cards have an hourly upkeep cost. They are the only cards with an upkeep. This cost is automatically subtracted from your Bux on hand, every hour. If you have no Bux in hand, it defaults to your bank surplus. Once your bank surplus is gone, the game immediately starts selling your Bux powers to cover the upkeep cost.
This can quickly become a nightmare if you don't calculate your income vs your upkeep expense properly. To be safe, it might be best, early on until you get a better feel for what you can afford, make sure your upkeep does not exceed your hourly income from your career. As you level, more career options will become available that will increase your hourly income. Save the Bux you collect from missions to run a deficit later when you really need to beat a harder opponent, like in League Wars.
Now, when it comes to Bux powers, there is almost no excuse not to fully tier these cards. If you're going to pay an upkeep on them, they might as well be working at full potential. Bux cards will be used early on to fill out decks, but by level 90, there are much better options in the form of Crystal cards.
Crystal cards give you a card with no upkeep. This means you can fill your deck with as many as you can possibly manage without ever worrying that you'll run out of igc while you're afk. You can purchase Crystal cards from the store using an igc called Crystals, or by winning them in events and tournaments. Unfortunately, most Crystal cards are pretty weak compared to similarly leveled Bux cards, until you reach levels 84 through 90. However, once these levels are reached, it opens up 3 Crystal cards that are better than anything you can get with Bux, Mental Manipulation, Divine Fire, and Transport Reality.
Once you can start replacing your Bux cards with any of the above 3 cards, you should do this. Be sure to tier these cards as well, as doing so is free and while Crystals aren't as abundant as Bux, they are still more so now than ever they were before. Furthermore, these cards will act as a gauge for many of you on whether or not you should keep a card, tier a card, or even sell a card.
****Note: If you are below levels 84 through 90 to get access to the top Crystal cards, either because you are pole sitting, or because you just are slow leveling, you will use the best Bux cards you can access as your gauge instead.****
Crystals, which are used to purchase Crystal cards can be acquired in a few ways. The first is you or a friend harvests your Crystals from your toon profile page. You can also harvest from your friend's toon profile. Patrols sometimes give up Crystals. Missions and Patrols both give up gear that can be sold for Crystals. Fighting in Fight Club earns Crystals and gives out prize Crystal cards that can be sold for Crystals or used as filler powers. Other events also give out prize cards and gear that can be sold for Crystals.
****Note: Remember, almost all Crystal cards are under performing against their Bux equivalents until you get to Mental Manipulation, Divine Fire, and Transport Reality. So these cards should NOT be tiered. The only Crystal Cards you should be tiering are Mental Manipulation, Divine Fire, and Transport Reality. These cards should be used only as filler until they can be replaced with better, and then sold to provide Crystals to buy or tier Mental Manipulation, Divine Fire, or Transport Reality. There has been an exception to this rule in the Chromatic Reality card, and there may be exceptions in the future.
The next card type are Morphon cards. These can be won through game play or events, earned from watching videos, bought outright from the store, or won through the Nova Shuffle slot machine.
Morphons are the creme de la creme of currency in Heroes Rising. You can acquire Morphons through leveling up, completing Missions and Patrols, fighting bonus boss fights, fighting in Fight Club, winning and selling Morphon cards and gear from Missions, Patrols, tournaments, and events, and of course their are purchase options using real world money. Now, ideally, in a perfect world where you're collecting a check for being Jeff Bezos' secret lovechild, your toon would have nothing but the absolute best Morphon cards in its deck. But for the rest of us, it's not that easy. Player budgets range from the seemingly limitless, to absolutely free. Player game time also ranges from once or twice a week, to players that somehow seem to fit 32 hours into a 24 hour day.
Now, that said, let's revisit a concept from above. The most important thing after filling out your teammate maximum is to fill your card slots. A slot with no card is doing absolutely nothing for you. You want to fill these card slots by any means necessary. Use Bux cards, Crystal cards, Morphon cards, won cards, earned cards, bought cards. Of course, do so within your budget, but fill all your Power Card slots. If you have to slow down your leveling to only gaining experience that facilitates Power Card acquisition, then do this.
****Note: If your goal is simply to beat so and so player, then by all means, ignore the above statement and level until you accomplish your goal. But what after that? You'll likely be weak for your level if your goal is to beat someone through level gain. If your goal is to be the best toon for your level you can be so you can win more events and gain more prizes, then don't outlevel your ability to fill your Power Card deck with strong cards.
Now, remember I mentioned a gauge card earlier. This is going to be the best card you have that is Bux or Crystal. Since Morphons can be equated to real world money, we will only be using cards that aren't Morphon cards, and thus would be considered "Free" cards. If you are at or above level 90, those cards would be Mental Manipulation, Divine Fire, and Transport Reality. These need to be fully tiered, at least 1 of each. This will be the bar by which you measure all Morphon cards and decide to buy, tier, or sell them.
Lesson 5 will be about using the gauge card as a bar for determining worth of Morphon cards.