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- A 2800 YOLO means playing a THTD in Attack mode against an opponent that has monsters stronger than THTD that can significantly damage your Life Points.
- A 3300 YOLO means playing a THTD with 1 equip in Attack mode against an opponent that has monsters stronger than 3300 ATK, which might require 2+ equips (or 1 equip + Umi/Mountain)
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- 2800 YOLOs
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- Anubisius: 30.9% to work, 11.3% to save THTD from getting killed -- always worth it
- Kepura: 34.8% to work, 14.5% to save THTD from getting killed -- usually worth it
- Labyrinth Mage: 67.9% to work, 34.1% to save THTD from getting killed -- always worth it (should be saving on good runs too)
- Sebek: Always worth it (damage is marginal)
- Neku: Always worth it (damage is marginal)
- Heishin: Never worth it (GG damage often matters + very low chance of saving THTD)
- Seto 3: Never worth it (damage often matters + extremely low chance of saving THTD)
- DarkNite: Always worth it (put THTD in Moon)
- Nitemare: Never worth it (damage often matters + extremely low chance of saving THTD)
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- 3300 YOLOs
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- *Atenza: 77.9% to work -- always worth it (damage rarely matters)
- Anubisius: 68.2% to work -- always worth it (protects against topdeck + PUGM is too hard to beat anyway)
- Kepura: 59.5% to work -- usually worth it (protects against topdeck + GG is too hard to beat anyway)
- Heishin: 35.9% to work -- usually worth it (protects extremely well against GG/MBD topdeck)
- Seto 3: Never worth it (damage can matter)
- DarkNite: 71.4% to work -- usually worth it (can usually still win if MBD)
- Nitemare: 25.7% to work -- usually not worth it (Damage can matter)
- *No equip; THTD gets to 3300 from Mountain
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