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User Info: Donniedonz

Donniedonz
3 years ago#1
Alright so I understand that this board is completely dead, I don't care. I'm going to start a discussion (even if it's just with myself) about the competitive intricacies of what is, in my opinion, the most underrated gem of the gaming world.

I'll be starting this topic off by making a list of all viable cards. I'll separate them into tiers as well. More than half the cards are useless on a competitive level and will be excluded from my ranking.

Next, I'll talk strategies and card combinations as well as deck structure.

Maybe someone will jump in with the discussion. Maybe not. Don't care. It'll be fun for me, and a valuable resource archived on a public domain.
Fox, Falco, Zero Suit Samus, Jigglypuff, and Sonic in that order.

User Info: Donniedonz

Donniedonz
3 years ago#2
TOP TIER

033. Banshee
WEAPON : WOOD
Anyone who has played this game expected Banshee to make the top tier. This card is, arguably, the best one in the game. Solid damage output combined with a defense pierce means the Banshee deals massive damage regardless of target. Additionally, its extremely low magic use (2 Magic Stones) means it’s an effortless Z-power. Very long range with a fairly large hitbox. The only drawback of this card is its linear nature, but this isn't an issue in comparison to the benefits reaped from using it.

086. Sphinx
WEAPON : EARTH
Easily a top tier card. Sphinx's blastwaves travel fast and a far distance. Like several other long range weapons, it has a linear nature, but unlike the others, the move's massive hitbox negates this. High striking power combined with petrification chance means the offensive potential of this card is extremely high. The only drawback is its high Magic Stone cost.

129. Uroboros
SPIN : EARTH
I cannot stress how good this card is. Uroboros stun locks better than any other card in the game. Opponents caught within its attack have a few frames to act between hits. This means independent monsters are rendered completely helpless, and players can barely use their cards at all. This opens you up for a multitude of possibilities. You can use this card with Demon Swordsman to make your opponent unable to act at all, and then follow up with a powerful close range summon. In general, Uroboros lets you utilize cards and strategies that would otherwise not be possible. At least one should be included in EVERY deck you make.

136. Elf Lord
INDEPENDENT : WOOD
What sets the Elf family apart from other independents is that they have intelligent AIs and the running speed of a player character. This makes them highly evasive and tactical. The Elf Lord is the best of the three and thus makes the Top Tier ranking. Its throwing knives travel very quickly and are hard to avoid. It also has a close range strike, unlike the regular Elf.

222. Demon Swordsman
WEAPON : EARTH
With a hitbox similar to Lizardman’s, this card at first appears like a modest but powerful close range weapon. Yes, it has a small amount of range, but its extremely low start up and high damage output more than compensate. Additionally, against card users, Demon Swordman’s strike burns all four cards in their hand. This means that a single Demon Swordsman can destroy eight of your opponent’s cards between its two strikes. Combine this with a stun lock, particularly Uroborus, and players will watch in horror as their character is completely immobilized and unable to act. This card has a Magic Stone requirement of 10, which is high for a weapon but very reasonable given functionality and potency.
Fox, Falco, Zero Suit Samus, Jigglypuff, and Sonic in that order.

User Info: Donniedonz

Donniedonz
3 years ago#3
HIGH TIER - Part 1

017. Wraith
WEAPON : WATER
Wraith's attack has a specific range that takes practice to use effectively. Despite the card's relatively high learning curve, it's an invaluable tool. Low start up time, decent damage, and a surprisingly potent healing effect.

044. Necromancer
SUMMON : NEUTRAL
Most Summons don't make score highly on the viability ranking because, well, they're not that good. Necromancer is an exception. Its Spirit Summons attack is a long range homing projectile with high striking power (59) and its Spell Casting is a two hit close range attack that deals 35 power hits. What makes this card good is the low magic stone cost of 6, meaning you can Z-power it with relative ease and end up with two attack options that both have over 100 power! Versatility and efficiency.

052. Crystal Rose
WEAPON : WATER
Essentially an inferior Banshee, but with its own uses. Crystal Rose sacrifices a good deal of Banshee's power for a much quicker attack. The beam comes out almost instantly, making it the quickest long range strike in the entire game. It also has a high chance of causing the Charm condition, meaning it's good to use against an opponent’s independents.

091. Whip Worm
SPIN : WOOD
Whip Worm stays active for a long period of time, and has very high damage output. The hitboxes it generates are quick enough in succession to lead to a stun lock, which means it can be used in combination with powerful weapon cards to devastate opponents. Anyone who has fought Katia in Sacred Battle Arena 2 knows about her Whip Worm and Demon Swordsman combination, and indeed that is one of many possible strategies. Even without other cards used in tandem, Whip Worm is an offensive powerhouse and shouldn’t be taken lightly. Unlike Uroboros, Whip Worm's stun lock isn't powerful enough to be used in combination with summons.

098. Cyclops
HELPER : EARTH
In my opinion, this is the most fun card in the entire game. Cyclops’ Trouble Maker effect means that every attack done by your cards (all types) have a very high chance of causing status conditions. It can trigger every status in the game, including the coveted Petrification effect. It’s a bit luck based, but the high effect chance means that it WILL proc if Cyclops is on the field. Give it a try, you’ll be surprised at how potent this card can be.

111. Succubus
SUMMON : NEUTRAL
What’s really cool about Succubus and Incubus is that they’re both excellent separately or together. Their Brutal Nightmare combo is easily the best combo in the entire game. It’s a massive AoE attack that causes everything (players included) in its radius to have their HP halved. Monsters are inflicted with the Charm condition as well. Alone, Succubus is a deceptively powerful offensive summon. Each hit has a low striking power of 8, and the card has limited range. However, if all the hits connect successfully, the Succubus is one of the highest damage summons. Succubus used in tandem with an Uroboros stun lock is my absolute favorite strategy to pull off, and it’s stylish, too.

112. Incubus
SUMMON : NEUTRAL
Since I covered Brutal Nightmare on the Succubus summary, I’ll skip it here. Incubus has much lower offensive potential than his counterpart, and acts as a restorative card. Always go for Sensitive Hint here. The mist Incubus releases has multihit properties (hitting a maximum of four times) and each one will restore HP in high increments.

119. Charadrius
WEAPON : WATER
Essentially a buffed Dark Raven. Charadrius has good striking power and range, making it well rounded. When selecting a Water Weapon with range, it’ll always come down to this card or Crystal Rose. The choice is yours. Charadrius sacrifices some speed, as well as the chance to inflict the charm condition for more raw hitting power.
Fox, Falco, Zero Suit Samus, Jigglypuff, and Sonic in that order.

User Info: Donniedonz

Donniedonz
3 years ago#4
HIGH TIER - Part 2

135. Elf
INDEPENDENT : WOOD
What sets the Elf family apart from other independents is that they have intelligent AIs and the running speed of a player character. This makes them highly evasive and tactical. Their long range projectile attacks deal fair amounts of damage over time. In general, the regular Elf is the least useful of the three, but it still one of the best independent cards in the game (and, well, it doesn’t have much competition there.)

137. Dark Elf
INDEPENDENT : NEUTRAL
What sets the Elf family apart from other independents is that they have intelligent AIs and the running speed of a player character. This makes them highly evasive and tactical. The Dark Elf has the highest hitting power of all three, giving it devastating offensive potential, but its projectile move has more startup than its counterparts. Dark Elf also has paper thin defense, meaning it’s a glass cannon who will go down to a single strong hit. At close range it can generate a sphere of dark lightning around it as a defensive attack that has high knockback and low startup, meaning it’s not helpless in melee situations.

161. Demon Lord
WEAPON : FIRE
Demon Lord is a single use weapon, but it’s still one of the better cards in the game. Demon Lord’s first lunging attack causes a flinch, and combos into its second dive bomb attack. The damage output of the entire combo is comparable to that of a summon, with none of the startup time. The exact range of Demon Lord will take some getting used to, like many weapons, but it’s worth it.

174. Octobush
HELPER : NEUTRAL
Octobush causes any attack made by your independents, or by you through summons / weapons to heal HP. This is a potent effect, and the Octobush’s high defense and long lifespan mean it’s easy to keep it alive. When used in combination with spin cards it truly shines. Octobush nearly makes top tier, but falls slightly short because it doesn’t have any attacks of its own and becomes a moving target against a skilled opponent. Nonetheless, it’s a staple I include in all of my decks.

182. Devata
TRANSFORM : NEUTRAL
Devata’s entire function is giving you invincibility frames. While tranformed into Devata, you move underground and are completely immune to all forms of damage. The card has a long lifespan - longer than any other transform - adding to its defensive utility. It can be good to get out of tight situations, such as calling off aggro from independents or dodging powerful blows. Another good application of this card is to use it while you are low on Magic Stones, as you can wait out the situation. Devata has two attacks, a long ranged projectile shard of ice and a close range strike. Both are deceptively powerful, with Shadow Jack (the close range hit) being especially so. The most useful transform card.

205. Phoenix
HELPER (RESTORE) : FIRE
The Phoenix is the only dedicated HP regain card worth using. It outclasses all the others (such as Rheebus, etc.) by a landslide. The Phoenix’s HP regeneration rate is excellent. Being near it for a matter of seconds can give you health in the 100’s. As such, it’s easy to call upon and shuffle back into the deck for several healings. The Phoenix would be top tier, but I didn’t include it in the ranking because a truly efficient deck and playstyle won’t really need to take healing breaks. Additionally, being stationary to heal leaves you open to attack, and the Phoenix begins to wander shortly after spawning, meaning it can quite literally walk into danger. Despite this, including a Phoenix in your deck as “insurance” is never a horrible idea.
Fox, Falco, Zero Suit Samus, Jigglypuff, and Sonic in that order.

User Info: Donniedonz

Donniedonz
3 years ago#5
MID TIER

025. Lich
WEAPON : EARTH
The Lich isn't at its former glory from the first game, but it still has some utility. The damage output of each flame pillar the Lich produces is somewhat low, but if one triggers petrification, the damage becomes devastating. The multihit properties of this card allow it to buffer attacks well, and it gives the user a lot of invincibility frames.

050. King Mandragora
TRAP : WOOD
King Mandragora, like Lich, has fallen from grace slightly since the first game. But unlike Lich, this card is still high tier. King Mandragora's high damage attack has a defense piercing effect that means it'll hit for huge amounts of damage. When the card is placed, it'll take some time for King Mandragora to plant itself in the ground, and during this long period of animation it's completely vulnerable. It's also easy to kill at a distance.

055. Dragonoid
WEAPON : EARTH
A low cost, easy to use close range weapon card. The Dragonoid's attack has two hitboxes: its initial lash of the whip, and the flame pillar it generates. Can be used in quick succession at close range. Because of its two hit properties, this card has a surprisingly high damage output when Z-powered, which you can do at a low cost. It's outclassed entirely by Demon Swordsman except that for low Magic Stone consumption.

060. Stone Head
TRAP : FIRE
What sets Stone Head apart from other trap cards is that once it finishes its starting animation, it becomes completely invulnerable. Additionally, it can be hard to see its shadow in certain environments. The Stone head's crash attack executes quickly and can catch opponents off guard if they're not careful.

062. Efreet
WEAPON : FIRE
Efreet has two counterparts that I have not listed here. This is because Dao's range is poor, and Marid is completely outclassed by Crystal Rose. Efreet is quite usable, though. This is because the fireball it shoots has a homing property, and moves at a decent speed. Striking power of 30 is good for a weapon card.

100. Steel Skeleton
INDEPENDENT : NEUTRAL
Steel Skeleton’s high defense, long lifespan, and good damage output mean it’s a very well rounded card. The telegraphed nature of its attacks and poor AI are what set it back from being truly stellar, but it’s a solid choice nonetheless. Mainly used for combatting other independents. Its Bone Crusher has a very high hitting power of 35, but the high amounts of startup and endlag mean it’s more of a liability than an asset; the move leaves Steel Skeleton completely open to attack.

113. Valkyrie
SUMMON : FIRE
Valkyrie makes the list because of her attack’s high power and massive range. Meteor Shower has an unpredictability to it that makes it a double edged sword. You can’t fully gauge where it will hit, but your opponent can't either. It covers a massive area and each hit has 85 power. Valkyrie’s relatively low cost of 8 Magic Stones mean you can Z-power her without too much risk and get a Meteor Shower attack that is unquestionably destructive. Best used to take out groups of independents, or counter summon.

139. Garuda
TRANSFORM : WOOD
Garuda makes itself useful because of its quick movement speed and the versatility of its attacks. Furious Sky has many hitboxes, and can deal high amounts of damage, but has an odd range you must learn to utilize properly. At close range its Tough Dove double lance attack is your option. The first hit always inflicts the Sleep condition, meaning it can immobilize opponents if you clip them with it. The second thrust is more powerful and deals fixed knockback that can put opponents in range for your Furious Sky attack. While Garuda can leave you open to attack and unable to use cards (like all transforms,) it has its uses.
Fox, Falco, Zero Suit Samus, Jigglypuff, and Sonic in that order.

User Info: Donniedonz

Donniedonz
3 years ago#6
NICHE USE - Part 1

030. Fire Golem
SUMMON : FIRE
Not a particularly efficient or stellar card, but I felt it just barely made the cut. The flame shield the Fire Golem puts around the user is the only reason to use this card, as its secondary technique isn't viable. Fire Shield deals low damage with each hit, but is a good defensive option in a pinch. Lasts for a long time, and works well in combination with a spin card.

072. Tiger Mage
INDEPENDENT / HELPER : FIRE
If it wasn't for the Tiger Mage's secondary effect, it'd be a terrible card. It's slow moving, has a weird AI, and the fireballs it shoots are slow moving and linear. HOWEVER, the fact that it halves the magic stone cost of all your cards while it's on the field is a good niche. It's gimmicky, but using the EconoMagic combo with a Panther Mage can actually yield effective results in PvP.

078. Scythe Beast
WEAPON : WOOD
Scythe Beast's low hitting power makes most people overlook it. 12 is too low, but Z-powered that becomes 24. Then you factor in the card's five use limit, and suddenly you have a potential 120 power in combined strikes. The shockwave it produces is quick moving and travels a good distance. This card would be higher on the tier list, but it's just outclassed by Banshee in most ways. Unlike most outclassed cards, it has its specific uses, hence its placement on the list.

096. Mind Flayer
SUMMON (RESTORE) : WATER
If you’re going to use a card restoring summon, this is the only one worth using. Generally, efficient decks won’t need card revival, but for certain situations it can prove useful. Interestingly enough, the Mind Flayer’s primary technique, its attack, is what makes it more viable. Mind Stun Blast deals four hits with 40 power apiece. The hits have NO stagger point, meaning they won’t make opponents flinch and all the hits can connect successfully. This is unique to Mind Flayer. The attack has exceptionally poor range, only hitting the immediate vicinity around the user, so it should be used in combination with an Uroboros stun lock. High magic stone consumption.

101. Chaos Knight
WEAPON : NEUTRAL
Chaos Knight has very high startup, which lends itself to several invincibility frames for the user, but also means its attack is telegraphed and easily avoided. It has a devastating power of 50 which can be Z-powered to 100 for 12 Magic Stones total, making it a “psuedo-summon” in power and function. Niche uses.

102. Decoy Pillar
HELPER : NEUTRAL
Decoy cards aren’t especially useful outside of the campaign, and even there they are good not great. However, if you’re set on using one, this is the only one worth using. Decoy Pillar is the classic stationary decoy card. It has high HP, high defense, a long and a long lifespan meaning it can take a barrage of attacks. It makes auto-homing weapons attack it, which is probably its best use outside of dealing with an opponent’s independents (which will be scarce if you’re facing a good player).

121. Apsaras
HELPER : WATER
The effects of this card are potent. It makes independents and helpers from the user into powerhouse tanks. Despite this, its high magic stone requirement and the nature of this card mean its more situational than a constant.

126. Super Pumper
TRAP : WATER
Super Pumper acts differently than all the other trap cards. The more its command button is mashed, the larger it grows and the more damage it’ll cause upon detonation. It explodes when an opponents comes too close. Super Pumper actually has good longevity, especially for a trap card, meaning it can take attacks while it’s “growing.” A fully charged Super Pumper’s attack is extremely powerful and is the strongest of any trap, but getting it to that point before it’s triggered or killed is difficult meaning it’s a situational tool at best.
Fox, Falco, Zero Suit Samus, Jigglypuff, and Sonic in that order.

User Info: Donniedonz

Donniedonz
3 years ago#7
NICHE USE - Part 2

141. Acid Cloud
INDEPENDENT : EARTH
Acid Cloud floats aimlessly around the battlefield, constantly generating clouds of acid that deal three hits apiece. Each his is low in attack power, but can quickly add up. When Acid Cloud is killed, it melts into a large (you guessed it) cloud of acid with several hitboxes, meaning it is dangerous to take out at close range. Because it hovers high above the ground, many attacks don’t connect with it.

148. Fireworks
SUMMON : FIRE
At close range, Fireworks’ Meteor Fire attack is a very powerful technique, with a hitting power of 60. Due to the limited range of the attack, it should only be used in tandem with a stun lock, and is outclassed by Valkyrie and Gemini as an offensive Fire-element summon. Nonetheless, it’s still a potent attack, and means the card is multi-purpose. Its secondary technique, Magic Rocks, generates a huge burst of Magic Stones

151. Panther Mage
INDEPENDENT / HELPER : WOOD
Panther Mage is the slightly more effective version of Tiger Mage. The electric sphere it fires moves quicker than its counterpart’s projectile. Despite this, its poor AI, high startup on attacks, and clunky movement keep it from shining. The thing about Panther Mage is that it doubles the cost of Magic Stones for all of your opponent’s cards while in play, invalidating strategies and causing them to potentially dip into their HP to continue using cards. It's gimmicky, but using the EconoMagic combo with a Panther Mage can actually yield effective results in PvP.

155. Spartoi
WEAPON : EARTH
Similar to Scythe Beast in that it has five uses total. It has a much higher striking power, and lower startup time, but very limited range. Despite the card’s ingame description, the attack does leave you quite vulnerable due to the close range nature of it and low invincibility frames. When Z-powered, five boosted hits will ensure this card has high damage output, but there are far better options for a weapon card.

156. Phantom Ship
SUMMON : WATER
One of three AoE Water summons in the game. The choice of which to use (if any) is yours. (Make Sure you use Land Lubber Mash)

158. Daidarapochi
SUMMON : WATER
One of three AoE Water summons in the game. The choice of which to use (if any) is yours. (Make sure you use "Earthquake!")

159. Gemini
SUMMON : FIRE
Gemini is the ultimate counter summon. When your opponent is in the endlag of a summon, Gemini is a perfect choice for retaliation. The beam emitted from Twin Flash has one of the longest ranges of any attack, and a huge hitbox. While Valkyrie’s got more damage output at an efficient Magic Stone cost, the unpredictable nature of her attack makes Gemini a decent alternative for consistency, despite a higher magic requirement.
Fox, Falco, Zero Suit Samus, Jigglypuff, and Sonic in that order.

User Info: Donniedonz

Donniedonz
3 years ago#8
NICHE USE - Part 3

187. Horus
INDEPENDENT : WOOD
Horus is only worth using in any capacity because it flies high above the battlefield, meaning its hurtbox is out of reach from many attacks. It covers a large area around it with its attack, but the damage output is low. As far as independents go, this card is one of the better ones, but it should only be used in select situations and is generally outclassed by the elves. It makes the list because of its unique properties.

200. Sleipnir
SUMMON : WATER
One of three AoE Water summons in the game. The choice of which to use (if any) is yours. (Make sure you use Lunar Display)

206. Ashura
HELPER : FIRE
When Ashura is on the battlefield, all of your weapon cards are infinite use and cost 0 Magic Stones. With careful planning (and used in tandem with Demon Swordsman, naturally,) this card can be an extremely powerful tool. At the end of this card’s duration, all weapons used will be burned up and discarded. Because of the high Magic Stone requirement, and the ease in which Ashura can be killed, this strategy is situational, but can yield great results.
Fox, Falco, Zero Suit Samus, Jigglypuff, and Sonic in that order.

User Info: Donniedonz

Donniedonz
3 years ago#9
Keeping this alive.

Next big post will be about status conditions and applicable uses for them.
Fox, Falco, Zero Suit Samus, Jigglypuff, and Sonic in that order.

User Info: HMandACFan

HMandACFan
3 years ago#10
Well, I love this game, so I guess I periodically check this board. There's an awful lot to read here though. xD

One thing I can agree with is that Uroborus is one of the best cards in the game, and so is Banshee. Never used Demon Swordsman or Sphinx much. I like all the elves, but I like all the Skeletons too.

I think what's generally more interesting to me, though, is finding "challenges" to do to make the game harder, rather than try to figure out what would be good against other people (since I have nobody to play with). :( But generally speaking now I just find new games to play rather than playing old games. :(
ESO IGN: @TheBadGuy1234, HS IGN: MeltedWater#1790, LOL IGN: MeltedWater
Skype: tiamats4esgares
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