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slot machine winning strategies

slot machine winning strategies - win

Hey, fatty, there’s is no winning technique or strategy for gambling machines (pokies/slot machines). They’re are literally programmed to take more money than they give out, ya hoser.

https://www.reddit.com/LifeProTips/comments/gw57fi/lpt_theres_is_no_winning_technique_or_strategy/
submitted by LPT_Abuser to AbusiveLPT [link] [comments]

[LifeProTips] LPT: There’s is no winning technique or strategy for gambling machines (pokies/slot machines). They’re are literally programmed to take more money than they give out.

submitted by Know_Your_Shit_v2 to knowyourshit [link] [comments]

here’s is no winning technique or strategy for gambling machines (pokies/slot machines). They’re are literally programmed to take more money than they give out, cupcake.

https://www.reddit.com/LifeProTips/comments/gw57fi/lpt_theres_is_no_winning_technique_or_strategy/
submitted by LPThoney to LPTHoney [link] [comments]

here’s is no winning technique or strategy for gambling machines (pokies/slot machines). They’re are literally programmed to take more money than they give out, Karen.

https://www.reddit.com/LifeProTips/comments/gw57fi/lpt_theres_is_no_winning_technique_or_strategy/
submitted by LPTsForKaren to LPTforKaren [link] [comments]

Is There a Casino Strategy on How to Win on Slot Machines?

The question every single gambler has asked themselves, at one point in their lives is how to win on slot machines. If only there was some miracle strategy we could share with you all, right? Unfortunately there isn’t. There is no sure fire way on how to win on slot machines every time. However, we do have the next best thing. So, grab yourself a cuppa (or something stronger), because today we’re going to be showing you some online casino tips and tricks. We may not be able to make you a guaranteed millionaire but we’ll certainly send you in the right direction.

Wondering How to Win at Online Slots?

How to win on slots is probably one of the most asked questions in the history of gambling. We’re sure over the years there’s been many a player, website, company that claim to have the million dollar answer! But in fact, there isn’t a guaranteed way to win unless you personally know lady luck, and we very much doubt that.
So, today we’re not about to feed you any crap strategy, we’re just going to give you online casino tips that could help you on your quest to fortune. What you must remember is our casino tips and tricks are just that. Tips and tricks, not a guaranteed way to win. When you’re wondering how to play slots and win you can use our casino tips to give you a head start but the rest is up to you.
You can use our online casino (카지노) tips and tricks to help you try and win but ultimately it’s down to you and lady luck.
You’ll never find a strategy that will guarantee you win on slot machines, regardless of what you may have already read somewhere else. So before we begin, if you have read a “get rich quick” strategy it’s probably fake. Let’s have a look at the first tip we have on how to play and win on slot machines.

1. Choose Online Slots with the Highest RTP

Like we said, we can’t teach you how to win on fruit machines but we can teach you which games have a higher payout rate than others. Also known as a games Return to Player (RTP) which is expressed as a percentage.
So when you wondering how to win at slots this is our first tip. All slot games will have an RTP which is a theoretical expected percentage a certain game at casino sites pays out to you over its lifetime. It also helps you determine how much of a house edge the casino has.
When trying to determine how to play slot machines and win then you could play games that have a high RTP. Particularly over 97%, as these games will pay more back to you over a long period of time. If you’re wondering which games to choose why don’t you take a look at our blog Top 10 Payout Slots with the Highest RTP. This could help you if you thinking how to pick the best slot machine to play.
To increase your chances of winning play a game that has an RTP of 97% or more.
However, before we continue with more online slots tips we should make it clear that you can win or lose on any slot game regardless of its RTP. Even a game with a 98% RTP doesn’t guarantee that you are going to win, and these percentages are based over a long period of time rather that just one playing session. Play a mixture of games, with different RTPs and you’ll soon discover the best slot machines to win based on your own personal preferences.

2. Make a Call on the Volatility of Slots

So, you already have your first slot tip but we have plenty more where they came from. The best slot games to win can also depend on their variance. What does volatility mean we hear you say? Don’t worry all is explained in our blog All You Need to Know About Slot Variance at Online Casinos but we’ll go through it here too.
You may also know this term as variance, but they both mean the same thing and every gambler will have their own ‘preferred variance’ to play with. Picking the right volatility for you could be vital in your quest for an answer on how to win online slots.
Now, variance in simple terms is how often a game is going to pay out. You’ll see games labelled in the following categories (some online slots state their volatility level, some don’t) :
So if you pick a game that has a low variance this will often mean you’ll get smaller wins little and often, but doesn’t mean the game won’t pay out big either. And vice versa; a game with high variance can be known to reward players with larger winning amounts but not so often. If you’re playing a game with high variance you should be prepared to invest some patience in it, and a decent bankroll too.
If you’re wondering how to win jackpots on slot machines then you probably should be looking at the high variance slots, as most jackpot games are. Although high variance slots usually pay big amounts over a longer period this doesn't mean you can’t win on the first spin either. Again, it’s all down to luck.
Pick an online slot with the right volatility level to suit your style and bankroll.
You should play slot machines that suit your style and your style only (not what someone else has told you). If you have a small bankroll maybe you should consider low variance games to start with and then work your way up when you feel comfortable. Picking the right variance for you could help you win in the long run. Don’t forget you change the games you play whenever you like so you can switch between the volatility levels depending on how lucky you feel.
submitted by Boomah422 to u/Boomah422 [link] [comments]

Bird's eye view of slot machine strategy, winning secrets for stinkin rich

submitted by stickinrich to reddit.com [link] [comments]

What is a good strategy to win on casino slot machines?

submitted by BuckFrazilians to AskReddit [link] [comments]

Whats the best way to make $100 last at a casino?

I want to go to a casino for the first time in about a month. My options are either new orleans or biloxi(smaller casinos but they do sports betting). I dont plan on becoming a millionaire, I only want to have fun for as long as possible with my girlfriend. Are there any games or slots or anything that can stretch a small budget into around 4-5 hours or is that just unrealistic?
submitted by TheConceptOfFear to gambling [link] [comments]

Slay the Spire and its "family"

https://steam.cryotank.net/wp-content/gallery/slaythespire/Slay-the-Spire-01-HD.png
Slay the Spire (StS) has finally arrived to Android! For two years many of us dreamed for this legendary game to be accessible on their mobile devices, and finally the day has come. No need to talk about how awesome this game is, how it basically started a new genre of card-based dungeon crawlers (UPD: or roguelike deck-builders, if you prefer the term), and even about how well or poor it works on Android hardware in its current state (there will be lots of these posts during the days to come). What I wanted to talk about is the impact this game had on (specifically) mobile industry and how other developers were able to utilize this innovative formula in their own products.
Personally, I am somewhat glad that StS release was delayed that much. This allowed a lot of "clones" to be spawned, many of which I enjoyed playing. Some of them appear to be straight rip-offs, but others introduced many fresh ideas of their own, some even surpassing the predecessor's greatness. What the heck am I talking about and how is this even possible will be revealed to you, should you decide to stay on a bit and read through the article below.

General info

First and foremost, let's clarify the important thing: card based dungeon crawlers are not Collectible Card Games (CCGs). Even though they share the same ideas, and some of them (StS included) even have a feature to permanently improve starting cards, or a mode to play with pre-constructed decks, this is not the case for the genre in general. There is no place for multiplayer and PvP battles here: a turn-down for the most, but an undeniable advantage for the rest - only though-out puzzle-like single-player experience which we can pause at any moment and continue when the time is appropriate. Thus, there will never be troubles with downtime, matchmaking, ratings, overpowered builds and other PvP stuff, as there will never be a satisfaction of crushing your opponents with the power of your mighty intellect... The fun of discovering interesting synergies between various card combinations is still present, though.
With this being said, let's quickly look through the core features of the genre, which will be relevant for almost every game we review below: - we must explore a dungeon, which (usually, but not necessarily) consists of three floors with increasing difficulty; - we have limited control over the order in which to face the challenges; - there is a powerful boss in the end of each floor; - we battle using deck of cards, usually drawing new cards from deck to hand each turn; - there is a limitation on how many cards we can play during our turn; - we start with a weak basic deck, but get new cards as rewards for fighting enemies; - there is a possibility to permanently remove (weak) cards from the deck; - successful gameplay strategies revolve around utilizing the synergies between different cards; - there are several character classes, each with their own cards and tactics; - there are often additional items to acquire in the dungeon, providing bonuses and emphasizing specific types of play;
Before Slay the Spire (StS) came out, there was another card-based dungeon crawler called Dream Quest (DQ), which considered by many to be the first game of the genre (at least the first one to make a significant impact). Not sure if the former drew inspiration from the latter, but certain parallels can easily be drawn: in fact, all of the features mentioned in the list above are valid for DQ the same way as it is for StS. The rich plethora of card based dungeon crawlers (both PC/Console and mobile) originated from some combination of the two.
StS, however, can not be considered a clone of DQ, as it introduced a lot of original ideas and spawned its own line of descendants. It is always interesting to analyze each new title to see which of two games was the biggest inspiration, and to group them accordingly. For me the main criteria lies in the core difference in battle system: - in StS, enemies (usually multiple) show their intentions at the beginning of each turn, so we know what to expect and what to play against; - in DQ, the enemy (usually single) draws and plays cards the same way as we do, often using the same abilities and synergies we ourselves can use.
Introductions aside, let's finally get to the interesting part - the games! (Note: Games are listed in alphabetical order to not give any privileges to one over another. For my personal preferences see the comment section).

Dream Quest clones

Call of Lophis takes us on a grim journey through infested lands full of deadly monsters, dangerous traps, and one of the most ridiculous card art I have ever seen. It's surprising to see how dark fantasy elements combine with the humor and gags this game presents. From the gameplay point of view, there is enough card variety and interesting synergies, but it will take a long time to reach the interesting parts. Really: this game just does not know when to end, forcing new and new dungeon locations onto us with basically the same monsters and same approaches to dealing with them over and over. Its the boss battles which crank the difficulty up to over 9000, and if we don't have the right deck by the time we reach them, there is nothing we can do to pull it off. Plus there is some shady business going on with monetization schemes, where even paid version of the game makes us spend money to unlock additional classes and grind a lot to buy permanent improvements. Only truly dedicated players will be interested in dealing with all this nonsense. [...] UPD: Haven't checked on it for a long time - maybe the situation improved somehow.
Crimson Deep is still in early alpha and was not updated for a long time. But the development hasn't stopped, and there is a new major release approaching in the nearest future. It makes no sense to talk about the game till then: the version in the store is too raw to provide any significant gameplay experience, but it would be interesting to see where it goes in the end.
Dimension of Dream is probably the only game that has the same grid-based dungeon layout as DQ itself. This time with full 3D and a possibility to fight only limited set of enemies before facing the final boss (which allows to moderate difficulty as we go, either defeating tougher enemies with better rewards, or to save HP and fight only the easy ones). This game has one of the most interesting battle systems and 6 truly unique classes with deep complex strategies unlike anything we have ever seen (not only the cards themselves, but the order in which we play them greatly affects the outcome). Unfortunately, the English version was pulled from Google Play, leaving only Chinese version for Asian people to enjoy. UPD: Apparently, the game was re-released under different publisher with the title Dreaming Dimension, so there you have it. [...]
Meteorfall: Journeys offers the streamlined approach to dungeon crawling, where all our decisions boil down to Reigns-like "swipe left / swipe right" operation: picking the path, encounter resolutions, and even battles are simplified to utilize this binary choice mechanic. But don't worry: these specifics do not affect the gameplay, still providing enough strategic depth to appeal even to hardcore players. Add here a neat visual style, lots of character classes and their variations, cool card combos, and you get a true masterpiece, which is Meteorfall. [...]
Night of the Full Moon offers a fresh take on a fairy tale of Red Riding Hood, but adding darker elements to it (including werewolves, zombies, mad scientists and cursed cultists). It demonstrates an amazing production quality with top-tier art, beautiful audio support, and intriguing storytelling. Gameplay wise, we have the closest thing to DQ, safe for the grid-based dungeon maps, which were changed to just picking the encounter out of available three. Some people may argue that the game does not offer enough strategic variety, only suggesting a single best build for each class, but you will still get different runs due to the randomness of card and power-up drops. Another argument of it being too easy is completely nullified on higher difficulty levels. Wish the story would develop in a different direction, though. [...]
Spellsword Cards: Origins provides the gameplay similar to the Night of the Full moon, but focuses more on role-playing character development part. Aside from choosing a class, we also get to pick race with unique traits, and a school of magic, greatly affecting which cards will be available to us during the run. The problem here, though, is that monster encounters do not demonstrate a lot of variety, forcing us to fight the same enemies over and over, and the difficulty is rather high, with starting cards doing almost nothing and enemies quickly run out of hand with their devastating attacks, whereas good cards are hard to come by, and even then you will still be devastated on later stages. [...] UPD: Or maybe I am just bad at this game (welcome to comment section for valid strategy suggestions).

Slay the Spire clones

Blood Card offers a unique possibility to construct the dungeon ourselves, providing a pool of encounters of different types: regular monsters, elite monsters, events and shops. We pick a desired encounter from the pool, deal with it and then move on to the next one. Another interesting feature is that our health is defined by the number of cards in draw pile, which limits our tactical possibilities, but is compensated by the fact that we get multiple copies of cards as rewards for fighting enemies. There are a lot of interesting mechanics related to moving cards between various piles, as well as other neat features (like: the Death inevitably arrives in three turns and starts whacking everyone on the field with increasing persistence), but I'll leave them for you to discover on your own.
Card Crusade seemed like a cool idea of mixing classic "roguelike" dungeon crawling with its "deck-based" counterpart, where we explore the dungeon the same way as we do it in Hack, Angband, Pixel Dungeon and other similar games, but use cards to fight actual enemies. In reality though, this implementation just adds a useless abstraction, as the adventuring does not provide any tactical benefits and is only there to inter-connect battle sequences (heck, even breaking pots and chests does not give us any coin, of which developers themselves warn us at the very beginning!). The cards are not very interesting, with next to none cool synergies, and new classes (which should be unlocked by performing specific actions on previous runs) do not provide any major difference. [...]
Card Quest takes us on an epic journey through fantasy lands, where we will perform great deeds as one of the classic RPG hero classes (fighter, wizard, rogue, ranger), each with their own equipment and fighting disciplines. The interesting part is that the cards we use during runs are defined by said equipment, and if we find some new pieces during our adventure, we get to keep them for further runs. Also worth noting that defense cards are played not during our turn, but during enemy turn, which requires us to plan ahead a bit. This being said, the game is extremely hard - it will take a lot of unsuccessful tries to finally reach the end. But the variety of dungeons and possible builds will keep us occupied for long.
Dungeon Tales for a long time was the closest, yet simplified copy of StS mechanics (up to similar cards and gaming strategies), but without certain elaborate features, like upgrading cards or using potions. The basics are left intact though: we still build our deck along the way and face the powerful boss in the end. There are only two characters available yet, but each has a couple of viable builds, so it can keep us invested for quite some time. [...]
Endless Abyss is a close StS clone with very similar character classes (only two so far) and a lot of cards with exactly the same effects. Graphically the game looks very good, but angry monetization, lots of grinding, and forced ads make it almost impossible to fully enjoy. [...]
Heroes of Abyss is a predecessor to Endless Abyss with basically the same core gameplay, but very simplified dungeon crawling part. There is no floor map with choosing our path, nor there are elaborate adventure events: just a series of battles with the boss in the end. The spoils we get after each battle go into improving our starting deck and unlocking new difficulty modes with higher rewards. What makes the game unusual, is that we chose the preferred build right from the beginning with appropriate set of starting cards, without the need to rely on the randomness of card drops. It may be interesting to unlock and compare all the 6 available builds, but once the task is done, there is almost no reason to play the game further.
Heroes Journey provides a different setting for a change: this time we will play as space explorers, who crash landed on an alien planet. Thus, instead of familiar swords and bows, we will be wielding blasters and energy shields: the rest remains the same, up to the majority of cards straight up copied from StS. Unfortunately, this innovative idea was completely ruined by repetitive grinding and angry monetization, forcing player to make dozens of identical runs with the same small card pool, until something adequate is unlocked. Oh, and the game is long abandoned by the developers.
Pirates Outlaws is an amazing rework of original StS ideas in a pirate setting with some changes to gameplay mechanics, such as introducing persistent charges needed to play certain cards, and different buff/debuff statuses that replace each other. There are also some questionable features, such as ship stamina that deteriorates over the course of the journey and leads to game over if not repaired in time, or a quest system, where quests can not be completed in parallel, but instead picking the new quest resets your progress in the current one. Some may also argue that new classes take long to grind for, or expensive to pay for, but with permanent booster pack this should not be a problem. Anyway, the game is highly recommended for any StS fan. [...]
Rogue Adventure offers a twist to usual mechanic: our hand is limited by 4 cards, but each time we use one of them, a new card is immediately drawn to its place, thus we never run out of cards to play. Non-starting cards are common for all classes, but are grouped by type (or race), giving huge synergies depending on how many similar cards we have. Aside from this, the game offers diverse gameplay by providing a lot of different classes, each with its own unique strategies and dynamics, and some interesting items to work around. The developers constantly provide updates with bug fixes and new content, but be warned that new mechanics may break what you are already accustomed for.
Royal Booty Quest started as a straight rip-off from StS with the same classes and abilities, and even cards having the same names. And absolutely atrocious pixelated visuals, which were not possible to look at without eyes bleeding out. Over time, though, it developed its own unique mechanics and interesting card combinations, but the art style did not get any better. However, if this is not a problem, the game is enjoyable to an extent, but since it was not updated for a long time, I doubt it will keeps anyone's interest for long. [...]
Tavern Rumble adds an unusual strategic element - a 3x3 grid, on each units and enemies are placed. The core gameplay remains the same (we still see what opponents are planning to do each turn and adjust our own strategy accordingly), but the addition of the grid introduces another tactical layer: not only we should maximize the damage output, but also plan the layout for our troops to provide the effective delivery of said output, while at the same time establish enough defense to minimize the damage to ourselves. There are a lot of cards and classes to play around, different play modes and a lot of features that are still being constantly added to the game. Some may argue about simplistic pixel graphics or long repetitive grinding, but it is easy to unlock everything within reasonable amount of time, even without paying. [...]

Other Games

Of course, my criteria does not work 100% of the time, as some games are way too different from anything else to confidently enroll them into one of the categories. They either demonstrate traits of both, or implement entirely unique mechanics of their own (which I like the most), while still maintaining the basic dungeon crawling ideas (so a lot of the games you might think of will not end up in the list). What I have in mind is the following:
Dungeon Reels removes the cards from card-based dungeon crawler - why bother, right? Instead, it provides some kind of a slot machine, where each turn three rows spin independently to pick available actions based on what slots we have in our reel. Winning battles awards us with new, better slots to add, each with their own specifics and synergies. Enemies also randomize their moves with slots of their own, but the most satisfying mechanic is the possibility to spin a jackpot with three identical slots for some powerful effect. It is interesting to see this concept developed further, but the game has not been updated for a long time.
Iris and the Giant takes us on journey through imaginary world, inspired by Ancient Greek mythology. Each battle takes place on a grid, where various enemies advance in huge numbers. We play a card from our hand, usually dealing damage to nearest enemy, and then everyone who is still standing and can reach us deals damage in return. There are cards that target multiple enemies at once, as well as ways to play more than one card during our turn, so most of the time we will be deciding which card to play at which moment. The deck has limited size, and if it becomes empty we lose, so new cards should be constantly acquired. There are a lot of interesting mechanics to discover, but the game is very hard and luck based, requiring a lot of trial-and-error to finally reach the end. [...]
Phantom Rose Scarlet has the same basic core, but with completely innovative battle system, not seen in any other game. On each turn there are four positions for cards to be played in strict order, where two of them are randomly filled with opponent's cards, and the remaining two are left for us to fill. Instead of drawing the hand, we have our entire deck available right away, but playing cards puts them on a cooldown, which does not reset between battles, so we constantly face the strategic choice of playing our best cards right away or keep them for later. The game is in active development, providing new mechanics and further developing the story, which is quite captivating here. [...]
Void Tyrant is a bit of a stretch, but still a "card based dungeon crawler", in which we basically play BlackJack against our enemies by dealing card with numbers from 1 to 6 one-by-one from our deck until we stand or bust. Whoever has the highest value wins and deals damage to the loser. There are various supporting cards on top of this mechanic, allowing us to either jinx the outcome in our favor, or to perform various other metagame manipulations. The only downside of the game is the lack of content, as it quickly runs out of interesting things, and since it was not updated for a long time, it is unlikely that anything new will be added in the future. [...]

Conclusion

As you see, there is a lot to play besides StS, so even if you are not hyped by its long-awaited Android release, but appreciate a good intellectual dungeon crawler, you will find something to suit your needs. I hope, even with StS release, new games of the genre will continue appearing on mobile phones, and I will gladly review them and add to the list. If you know any hidden gems (or even trash) that was not highlighted in this article, please share the names and/or links in the comments. I am also open to any discussions on the topic, as I am obviously able to talk a lot about my favorite genre.
Good luck to everyone in all your endeavors.
P.S. I am well aware of games like Dungeon Cards, Card Adventure, Dungeon Faster, Meteorfall: Krumitz Tale, Card Thief, Maze Machina, Cube Card, Card Hog, Fisherman, Relics of the Fallen and other "grid-based puzzles", but do not consider them to be a part of the "family".
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Competitive Budget Deck Masterpost (January 2021)

i'm starting to feel like modern Yugioh is a clown car, and every time the banlist apprehends the first few clowns that lead the format, 4-5 more step out to take their place. we didn't even have Linkross in handcuffs yet before VFD took the wheel and Vanity's Ruler got into the passenger seat. happy new year
 
This post will give recommendations for decks that can generally do well while generally remaining in the $50 to $150 price range.
Decks are grouped into four "tiers" and listed alphabetically by tier. Decklists are built prioritizing simplicity and effectiveness on a budget. Not all of them are perfect, but this post is not an F. Unless there is a particularly offensive deckbuilding error that you want to point out, please don't use this thread to nitpick at the sample decklists. Don't feel obligated to stick to the sample lists either; you should experiment and play cards that feel comfortable and/or optimal to you.
Feel free to leave suggestions for budget players, whether it's a budget tech choice for one of the decks on this list or whether it's a different deck that you think can compete in the coming months.
[Last updated: 23 Jan 2021]
Previous version: October 2020 Post
 

S Tier

The best bang for your buck. Decks in this category have the capacity to top premier events, though they're almost always supplemented with expensive power cards.
 

Drytron

Price: $100 Imgur | DuelingBook
 

Virtual World

Price: $150 Imgur | DuelingBook
 

A Tier

Strong decks, but limited either by a lack of access to powerful staples or by the natural ceiling of the deck. You could still top a regional with one of these decks on a good day.
 

Altergeist

Price: $75+ Imgur | DuelingBook
  • Control + backrow deck with incredible recursion and the ability to come back from almost no resources
  • Altergeist have seen sparse success ever since FLOD, and are a respectable budget contender. They've have had a fairly modest showing online, and saw recent success with a top 8 finish at LCS 9. That deck was a Dogmatika variant piloted by Lars Junginger, playing the recently released Artemis, the Magistus Moon Maiden to make it slightly easier to summon Ecclesia in some hands.
  • The Dogmatika engine is viable even on a modest budget. It's possible to simply play Dogmatika Punishment as a powerful trap capable of utilizing your extra deck, and even a single copy of Ecclesia (around $20 each right now) goes a long way for improving the power of this package. Of course, the deck is also perfectly playable as pure Altergeist.
  • Budget players are most hurt by a lack of Pot of Extravagance, Infinite Impermanence, and Evenly Matched. The first three of these cards have reprints, but none are quite cheap enough yet to be easily accessible on a budget.
  • The extra deck is extremely flexible (as Altergeist are typically played with Extravagance, anyway) and several options are simply tech cards, such as Elder Entity N'tss.
  • Main deck trap choices are also extremely flexible. Torrential is quite powerful against Virtual World, but this could easily be swapped out for many other cards depending on your budget, available card pool, and locals demographics.
  • The release of Blazing Vortex in early February also brings along an incredibly powerful staple card in Pot of Prosperity. Altergeist, along with virtually every other deck that enjoys running Pot of Extravagance currently, will appreciate Prosperity as well. Many OCG decks are choosing to play both Extrav + Prosperity in their decklists. Of course, Prosperity is also a Secret Rare, and is virtually guaranteed to be around $100, so this is not applicable on a budget.
 

Prank-Kids

Price: $150 Imgur | DuelingBook
  • Floaty combo/control deck with 4 maindeck Prank-Kids that all float into any other Prank-Kid when used for a Link or Fusion summon
  • Got a great boost in Phantom Rage with Prank-Kids Meow-Meow-Mu, a Link 1 Prank-Kid monster that makes this deck incredibly consistent and turns any single Prank monster into full combo.
  • Prank-Kids Place is a little pricey, currently sitting at around $17 per copy in NA. While it contributes to your overall consistency (as it's equivalent to any Prank name), you can definitely get away with cutting copies of Place if your budget is tight.
  • Notably took 1st place at the Canadian Remote Duel Invitational in mid-January, piloted by Hanko Chow.
  • This deck appreciates the inclusion of Predaplant Verte Anaconda (currently over $30 apiece in NA) which can dump Thunder Dragon Fusion to help field Battle Butler, your main win condition. It was dropped from the provided list for budget reasons, but it's a great inclusion if you have a copy already. In conjunction with cards like Link Spider, it also improves your ability to play through disruption and through Nibiru.
  • This deck has many characteristics of a great deck, but suffers from similar problems as Zoodiac in that it struggles to play through disruption on your normal summon, or cards like Ash negating your first Prank-Kid effect. The inclusion of Polymerization in the main deck helps to combat this, but also popular are builds that don't play Poly at all and instead just load the main deck with handtraps and powerful staples like Forbidden Droplet.
  • Pot of Desires is included in this example main deck to help boost consistency and overall power, but some players opt not to run it.
 

Salamangreat

Price: $50+ Imgur | DuelingBook
  • Link-based midrange deck with a lot of recursion and a special in-archetype technique, where 1 Link Monster is used as the entire Link material to summon another copy of that monster, granting bonus effects
  • The deck is somewhat halfway between control and combo, establishing respectable boards turn 1 with a fairly compact engine, allowing many handtraps to be played. Their real strength comes in turn 3 and beyond, where their arsenal of free summons from the GY, coupled with their stellar resource recycling, easily overwhelm the opponent.
  • The majority of the deck is dirt cheap and is mostly able to be built with commons from SOFU+SAST supplementing 3 copies of Structure Deck: Soulburner.
  • Accesscode Talker is a huge part of this deck's success, able to steal games easily with the help of Update Jammer. Accesscode is not at all affordable on a budget, so the sample list plays Zeroboros instead. Owning one copy of Accesscode is a tremendous improvement to this deck's strength.
  • Salamangreat has found little competitive success in bigger online tournaments this format, but still regularly performs well in smaller events, remote duel locals, and the like. It's also a fairly safe choice, as it's somewhat unlikely we see further Salamangreat hits on the next banlist.
  • The provided list plays Rivalry + Strike, a potent option allowing you to sometimes win games even into established boards. Strike is quite solid in the current format, as even the combo decks don't usually end on ways to punish a lot of set backrow.
  • Parallel eXceed is an optional card, and can be cut in favor of more backrow or handtraps. On one hand, it allows you to more easily link climb when going second, and can easily add a Dweller or Bagooska to your board going first (Dweller is very good right now, as well). On the other hand, players may prefer to run more defensive cards instead of eXceed.
 

Subterror

Price: $100+ Imgur | DuelingBook
  • Subterrors are a control deck with a focus on flipping monsters face-down and generating constant advantage with Subterror Guru.
  • Pure Guru control is the most played variant, and is more or less a stun deck that tries to abuse Guru as much as possible. While most Guru lists online are Numeron and/or Dragoon hybrids, the pure version saw some success earlier this format at the Benelux Remote Duel Extravaganza, finishing top 4. You can watch that deck profile here, and the sample list is generally based off of that list.
    • While Dragoon isn't budget-friendly, the Numeron engine is very accessible for little cost, and is a viable variant of this deck as well. Numeron cards aim to make Number S0: Utopic ZEXAL going first or simply OTK going second. S0 is an extremely powerful card that can prevent the opponent from playing the game entirely if it resolves. If you are interested in this version, you can check the Subterror list on the previous budget post.
  • The sample list doesn't have a complete extra deck, mainly because it doesn't play Extravagance and you barely go into the Extra Deck to begin with. Relinquished Anima is a decent option if you can shell out the $7-8 for it, since sometimes you can turn Fiendess into Anima. Apart from that, provided Extra Deck options include anti-Maximus cards for the Dogmatika matchup, and Aussa + Zoodiac Drident in case you face a Zoodiac player. Taking their Zoo monster and then slapping your Drident on top can be potent.
  • This deck usually plays Extravagance over Desires, but Desires is quite a serviceable replacement. Similarly to Altergeist, this deck also enjoys Pot of Prosperity post-BLVO.
 

B Tier

Like the above category, but generally weaker, less consistent, and/or impacted harder by a lack of access to a certain card(s).
 

Dinosaurs

Price: $100+ Imgur | DuelingBook
  • Dinosaurs are an aggressive deck with consistent access to Evolzar Laggia/Dolkka and Ultimate Conductor Tyranno, a formidable boss monster with incredible OTK power and disruption.
  • Dinosaur's strength tends to be largely meta-dependent, particularly how well it can counter the existing top decks. During the previous two combo-infested formats with decks like Dragon Link and Adamancipator running around, Dinos had several extremely impressive showing at events, such as TeamSamuraiX1's win at the first NA Remote Duel Invitational, as well as all three first-place players at LCS 7 (a 3v3 event) playing Dino.
  • In the current format, Dinosaurs are struggling. The Virtual World matchup is difficult, and it's hard for Dinosaur to build to beat all of VW, Drytron, Eldlich variants, and the plethora of rogue decks running around. Additionally, Mystic Mine is not very potent this format as both Virtual World and Eldlich have in-engine outs to the card, which is another blow to the Dinosaur strategy. Finally, the popularity of handtraps like Skull Meister and Artifact Lancea in the side or even the main deck are also reasons this deck has declined.
  • The provided variant still plays Mine, as it has utility breaking boards. Deckout is a much less reliable strategy against VW and Eldlich, but you can still stall for some turns until you can make a push for game. The addition of Cosmic Cyclone is also an attempt at neutering cards like Chuche and Conquistador.
  • If you wanted to build this deck without Mines, you would have to find replacements for quite a few cards (and frankly, Dinosaur does not have very many good ones). Most power staples are not budget, such as Lightning Storm, Talents, Droplet, etc. This deck also really appreciates Pot of Extravagance, which still sits barely out of budget range at around $25 each in NA.
  • Budget Dino must also deal with the lack of Animadorned Archosaur, an extremely powerful addition to the deck that opens up many new combos. However, sitting at around $60 per copy, the card is inaccessible on a budget.
  • The provided list plays the Simorgh combo, bringing out the WIND barrier statue on turn 1 to steal games. Though a full extra deck is provided, very few cards are actually needed, as the deck typically plays Extravagance anyway.
 

Dragon Link

Price: $100-150+ (depending on Extra Deck) Imgur | DuelingBook
  • Dragon Link is a Link-centric combo deck that was a dominant force in the meta for about half a year, but lost a lot of resilience and power with the recent bans to Linkross and Dragon Buster Destruction Sword.
  • The provided budget version of this deck actually has a ton of extra deck flexibility due to not needing to play Synchro/Link cards related to the Halq/Kross package, meaning that you can play Knightmares, anti-Dogmatika cards, etc. This also means that the budget version doesn't actually care about the Linkross ban at all.
  • This deck has seen a great deal of variation online, playing a variety of different engines and tech cards. A few of these include Vylon Cube + Smoke Grenade, the Rose Dragons, several different Dragonmaid cards, and even an FTK variant involving Earthbound Immortal Aslla piscu. However, few of these are viable for budget players, especially if you do not own a copy of Halqifibrax.
  • An interesting option the deck has is to use Union Carrier to equip handtraps such as Artifact Lancea. On the opponent's turn, Hieratic Seal can be used to return the handtrap to your hand, making it live immediately. This is something you may want to consider in the main deck if you frequently have to deal with decks like Virtual World and Dinosaur. Another option is to equip Ally of Justice Cycle Reader to Carrier (they're both machines) and then bounce it to hand, as a weapon against Drytron. Carrier isn't in the example list, but this is a really interesting option to consider.
  • With Linkross out of the picture, playing Fibrax alone is an option if you either already own a copy or can afford the $20 needed to obtain one. You may have to retool your combos to incorporate Fiber, but the card can definitely add flexibility and resilience to your deck if you use it well.
 

Paleozoic Frogs

Price: $50+ Imgur | DuelingBook
  • Backrow-heavy control deck that summons its Traps to the field as monsters and pressures the opponent with Toadally Awesome
  • After being absent from the budget post for about a year, Paleo makes its triumphant return as its boss monster, Toad, returns to 3. Toad's reprint in Maximum Gold also brought this card down from $20 each to just a few bucks, making the entire deck extremely cheap.
  • As a control deck, Paleo suffers from more weaknesses compared to Eldlich, Altergeist, and Subterror. Notably, the engine tends to bleed advantage unless you've managed to maintain access to Swap Frog, and you can be quickly outpaced by stronger decks. However, in games where you can establish a Toad early, or where you can maintain control with your backrow, you can do quite well.
  • Paleo saw a surprising amount of success in various remote duel events this format, though some of that success is likely due to the format being unexplored and some sort of "new toy syndrome" as Toad recently went from 2 to 3.
  • Paleo struggles to out Dragoon, especially without access to Ice Dragon's Prison, a $40 card. An interesting option catching on in the meta lately is the use of Mirror Force cards, particularly Quaking and Storming, as they both pressure Dragoon. Still, the card puts quite a lot of pressure on this deck.
  • Speaking of Dragoon, some Paleo players opt to play that package in this deck as well. Swap Frog is a one card Dragoon as you can simply dump Ronin, turn Swap into Almiraj, and then revive Ronin to make Verte from there.
  • Fiend Griefing is presented as an interesting option which is very decent in the current meta, particularly vs Drytron. Combining it with Absolute King Back Jack is a classic combo that Paleo played a long time ago in 2017, during early Zoo formats.
 

Shaddoll (Magistus)

Price: $100+, can be closer to $50 with fewer copies of Schism Imgur | DuelingBook
  • Classic Fusion-based archetype from 2014, debuting in Duelist Alliance. Somewhat of a midrange combo deck that can slow the game down with El Shaddoll Winda or be very aggressive with El Shaddoll Construct
  • Winda is a troublesome floodgate that many decks struggle to out, especially combo decks such as Drytron. Shaddoll cards are currently played in several Dogmatika variants due to the sheer power of Winda and the utility of Shaddoll Schism.
  • The current meta is favorable for Shaddoll not only due to Winda being effective vs Drytron, but also due to Ariel being very strong against a large chunk of the format, including Eldlich variants. Her ability to banish 3 cards from the GY is so strong that some decks are splashing in Sinister Shadow Games + Ariel just for that option, which we saw played in some of the 60-card Eldlich decks at LCS 9.
    • The growing popularity of Shaddoll cards has also caused Shaddoll Schism to go up in price substantially. Currently, it's around $17, but it may continue to rise.
  • The deck's biggest problem has always been its inability to consistently resolve a fusion spell on turn 1. Invoked Shaddoll was a popular hybrid in earlier formats, but with the release of the Magistus archetype in GEIM, Shaddolls got access to Rilliona and Magistus Invocation. This is an improvement since Magistus Invocation can fuse from hand and field whereas the regular Invocation can only fuse from hand when summoning Shaddolls. Additionally, Artemis provides a super convenient way for the deck to turn any Shaddoll into a LIGHT monster, which is important for summoning Construct.
  • While the full Dogmatika package is very expensive due to Nadir Servant being a $75 card, one option is to play just one copy of Ecclesia (around $20) along with Maximus and a playset of Dogmatika Punishment. Maximus and Punishment have a ton of synergy in the Shaddoll deck in conjunction with Apkallone's GY effect, and this combination is deadly even on a budget.
  • Other normal summons such as Mathematician and even Gale Dogra are potent on this deck, and can be played in addition to Rilliona or as a replacement for her. Yet another option is to run 1 copy of the now-cheap Eldlich the Golden Lord as a LIGHT monster for Shaddoll Fusion that can easily revive itself.
  • Another popular variant is a very trap-heavy list, sometimes cutting the Magistus cards entirely. PAK and SirEmanon's YouTube channels both have their own takes on this, if you're interested.
 

Unchained

Price: $50+ Imgur | DuelingBook
  • Floaty destruction-based archetype that generates advantage when its cards are destroyed, enabling its gimmick of using your opponent's monsters to Link Summon.
  • Can be built to go first or to go second quite effectively. Since going second is very difficult this format, the provided list aims to go first, playing a bunch of trap cards.
  • Fairly modest online performance, doing alright at smaller events and more recently finishing top 8 at the second YuGiJoe online series as well as occasional Luxury events. After the December banlist, Unchained has rapidly gained popularity in online remote duel events, and is one of the more prominent rogue decks this format. This success could be because the format is generally slower compared to previous ones, and many destruction-based cards such as Torrential Tribute are very popular currently, which this deck enjoys.
  • Mega-Tin reprints of Abomination's Prison as well as their Link 2 have helped make this deck a great deal more affordable. I:P Masquerena being more affordable is also a nice boost, though it's by no means essential in this deck.
  • This deck's best weapon is its opponents being unprepared for it. Playing improperly into backrow or Unchained floats can very quickly be fatal. It also matches up decently into some backrow decks as well as Dogmatika variants, which rely on destruction-based removal from Dogmatika Punishment and Elder Entity N'tss.
 

C Tier

Decks in this category have the capability to be just as good as the ones above at times, but often tend to suffer from multiple problems including consistency and power.
 

Burning Abyss

Price: $100+ Imgur | DuelingBook
  • Versatile control-based Graveyard toolbox deck that has been swinging in and out of meta relevance since its release way back in 2014.
  • Gradually got more and more cards back from the banlist, with Cir and Graff being unlimited on the December 2020 list. The deck is now more or less "full power" with the exception of Beatrice, who is still limited.
  • The deck aims to establish Beatrice on turn 1 backed up with trap cards. The BA cards as well as Beatrice are extremely floaty, so this deck can put up quite a fight in grind games. Fiend Griefing is a solid card in the current meta, and is excellent in the Burning Abyss deck as you can send Farfa for further disruption, Graff/Scarm for followup, or Back Jack for more traps.
  • This deck was frequently mixed with Phantom Knight cards back in 2016 (often called PK Fire). Nowadays, Phantom Knight decks are typically either built pure or with an extremely compact BA engine. While it's possible to play a more dedicated hybrid build, the release of PK Torn Scales combined with most key BA cards being unlimited means that it's just better to focus on one or the other.
  • Many other options are playable - Desires for draw power, playing more traps, more handtraps, etc. Consider Needle Ceiling over Torrential as it can be harder to pull off, but combos better with Trap Trick. Players with access to Ice Dragon's Prison should play it, and adventurous duelists can even opt to play Fire Lake of the Burning Abyss.
  • As a deck easily capable of churning out Rank 3 Xyzs, you also have easy access to Divine Arsenal AA-ZEUS Sky Thunder, one of the most powerful extra deck cards in the format. If this is an accessible option, it should be played.
 

Sky Striker

Price: $100+ Imgur | DuelingBook
  • Spell-heavy control deck that usually maintains only one monster on the field at a time, in the extra monster zone.
  • Formerly an extremely dominant control deck, modern-day Striker no longer accrues infinite resources through resolving Engage multiple times, but instead is easily able to kill you with an Accesscode Talker push after whittling down your LP and resources for a turn or two. The standard combo involves laddering from Halqifibrax -> Selene -> Accesscode and then dismantling your opponent's board before swinging for game.
  • You may have noticed a problem: if you're on a budget, you can't use Accesscode. This is a pretty big blow to the deck's overall strength. Some players opt for alternatives such as the Utopia Double package, which Zoé Weber played in the second EU Remote Duel Invitational last format. Another option is to simply not run it at all, and close games the old-fashioned way.
  • In previous formats, this deck was oftentimes played like an anti-meta going second deck, packing tons of removal cards and usually 3 copies of Mystic Mine in the main deck. In the current format, this strategy is a lot more difficult due to several factors - it's very hard to go second this format in general, and Mine is a lot less effective vs the top decks right now.
  • Instead, the sample list plays a going-first strategy with powerful trap cards like There Can Be Only One and Solemn Strike. It's possible to build this deck to go second, but you'd probably want to play board breakers instead of trap cards, and potentially also maindeck PSY-Framegear Gamma.
  • Yet another way to play this deck involves (surprise) Red-Eyes Dark Dragoon and multiple copies of Red-Eyes Fusion. Instead of using cards like Widow Anchor and Afterburners to muscle through disruption and stick a Mystic Mine on the field, you use them to get to your Dragoon and either win the game immediately or put yourself in a position where your opponent can't play through the Dragoon disrupt.
  • Roze is the most expensive card in this list. If your budget is tight, you can definitely cut her down to 1.
 

Zoodiac

Price: $100+ Imgur | DuelingBook
  • Xyz-focused deck with a gimmick allowing you to use any one Zoodiac as the entire Xyz material requirement for another Zoodiac. This lets you stack Zoo Xyz monsters on top of each other, making use of their effects.
  • Plays a compact engine combined with around 20 slots dedicated to handtraps, traps, and draw power. This deck is also commonly played as a hybrid deck, oftentimes with Eldlich and sometimes with Dogmatika cards. Both of these options are quite expensive, so they are not shown.
  • The deck's strength in competitive play comes almost entirely from Divine Arsenal AA-ZEUS Sky Thunder, an extremely powerful Xyz monster that Zoodiac can effortlessly make due to Zoodiac Boarbow. Zoo is also easily able to summon Zeus with many materials, allowing it to repeatedly nuke the board.
  • Budget Zoo without Zeus is extremely weak by comparison. Relying solely on Drident + handtraps is not a reliable win condition, so cards like Parallel eXceed and Pot of Avarice are included in the sample list to give this deck a boost. While Megaclops is a troublesome boss monster in some matchups, the big three decks (Drytron, Virtual World, and Eldlich) generally don't have much trouble dealing with it.
  • Even with Zeus, the deck has been struggling in the current competitive meta. Noteworthy is its performance at LCS 9, where out of a whopping 51 Zoodiac variants that entered the tournament, only 1 survived until top 16.
 

Up-And-Coming

Decks to watch out for, oftentimes due to recent online success or new support being announced. Some might also be decks that could potentially be on the main body of the post, but need a little more time to prove themselves.
 

Tri-Brigade

Price: $100 (for now) Imgur | DuelingBook
  • Link-focused deck that plays a variety of Beast, Beast-Warrior, and Winged Beast monsters. The maindeck Tri-Brigades cheat out powerful Link monsters, provided your GY is set up. This deck also trivially access the Simorgh link, which can sometimes seal games on its own through the WIND Barrier Statue.
  • In the current format, Tri-Brigade has seen fairly sparse success, usually mixed with Zoodiac. However, BLVO gives us Tri-Brigade Kitt, a great boost to this deck and a fantastic combo piece.
  • Further support in LIOV and beyond is also very promising, making this deck a potentially solid investment for the future.
  • The Tri-Brigade core is currently quite cheap, but this could change in the future depending on hype and the market.
  • owo
 

Traptrix

Price: $100-150 Imgur | DuelingBook
  • Control deck with an extremely powerful Link 1 monster, Traptrix Sera, that pumps out constant advantage.
  • The sample list incorporates a very small Dogmatika engine. Dogmatika Punishment itself is very cheap, and is one of the best generic traps in the game right now. Just 1 copy of Ecclesia (around $20) provides a substantial power boost to this mini-engine, as dumping one copy of Titaniklad with Punishment and grabbing an Ecclesia for next turn is extremely powerful. Another option is to dump El Shaddoll Apkallone, then adding and discarding Ariel in order to trigger her effect and banish 3 cards, which is insane value.
  • If you can't get Ecclesia, you could simply play just Punishment as a generic trap. Another option is to play pure Traptrix, incorporating more power traps/handtraps, and quite frequently the Utopia Double package as well.
  • This deck is definitely still getting support, as LIOV brings a new Link 2 and main deck monster.
 

Plunder Patroll

Price: $100+ Imgur | DuelingBook
  • Pirate archetype with ridiculous recursion and a unique tag-out and equip mechanic based on Attributes being used in the game.
  • The pirates become equips for one of (currently) three Patrollships, extra deck monsters that can all discard Plunder Patroll cards in hand to fuel powerful effects. The ships become stronger when manned (equipped with) a Plunder card, with bonuses such as ignition effects becoming quick effects, or being able to replace the discarded card with a new one from the deck.
  • Many Plunder lists play Forbidden Droplet, as it has great synergy with the cards. Without Droplet, you could fill the space with several different options. This deck chooses to play the Undine package, but you can also go for cards like Foolish Burial Goods, Salvage, Silent Angler, Tenyi Spirit - Shthana, Toadally Awesome + Bahamut Shark, or just more generic staples.
  • This deck is getting at least one more support card in LIOV, that being Ravenwing. Many people speculate that they'll also get another Patrollship of a new attribute, which would be a huge buff to the deck.
 

Honorable Mentions

  • Megalith, Madolche, Pendulum decks, Cyber Dragon, Orcust, Mermail Atlantean, Magical Musketeers, Crusadia (Guardragon), ABC, D/D, Generaider, and more - Decks that are fairly decent but have been left off of the post to make room for other decks that have seen more recent success or have fewer budget resources online.
  • Dragonmaid, Eldlich, Infernoid, Invoked variants, HERO, etc - Decks that are pretty good but are sorta in limbo due to some expensive individual cards, such as Chamber Dragonmaid, Cursed Eldland, Invocation, etc.
  • Cubics, Phantasm, Chain Burn, Evilswarm, Yosenju, Dinomist, and much, much more - Unfortunately, there is not enough room to cover every single decent, super-cheap deck.
 
 
I hope to keep this post updated for the foreseeable future. Feel free to leave any comments or suggestions.
submitted by JebusMcAzn to yugioh [link] [comments]

The Great Single Class Thief Compendium: how to be a non-Fighter fighting Thief, why Alchemy is underrated, a list of items to abuse with UAI, and a (complete?) list of Time Trap/Stop and backstab immune enemies. Among other shennanigans!

EDIT: Since I already wrote about it in the comments, I added a section about thieving skills point distribution.
EDIT2: added some more thoughts about how much more damage we can do with a Time Trap vs a Spike Trap due to how probability works with the Spike Trap's 20d6 vs our maxed damage strategy for benefitting from Time Trap.
First things first, this is the Enhanced Edition. It's what most people are playing and for good reason, so feel free to stop reading if that bothers you.
Second, aside from convenience stuff (like tweaks anthology's bottomless bag of holding mod), the only mod I use is SCS with pretty much everything maxed except without the "Tactical Challenges" (cause I just find them tactics-narrowing and, consequently, boring. I like the original SCS philosophy which is to just enhance the game's AI with few actual statistical/ability changes). If you like that option, ok, good for you. I did a few playthroughs with them back in the day, but didn't care for it too much.
Third, I just finished a playthrough of Shadows of Amn and Throne of Bhaal (didn't feel like playing BG1/SoD this time around) with a Half-Orc Assassin, so that's what I'm gonna be focusing on, especially cause most people's complaints of single class thieves pertain to Throne of Bhaal.
With that said, let's get to it (feel free to skip certain sections, of course, it's a huge post):
THIEVING SKILLS POINT DISTRIBUTION (just copy and pasted it from my comment below, I didn't talk about it before cause it's too basic, but maybe some newbies might be reading this)
-There are several potions/equipment that increase your thieving skills, so you don't need to max out pickpocket, open locks or find traps. Plus, every point in dexterity increases every thieving skill except detect illusions by 5 points and you can increase dex permanently (eg tome) and temporarily (eg draw upon holy might).
-95 is enough to open every lock and find every trap in the trilogy. But if you can reach 25 str temporarily that gets you the equivalent of 85 open lock through bashing.
-You don't need much pickpocket unless you wanna steal from shops often, cause otherwise you can just buff it temporarily whenever you need it.
-Hide and move silently max out at 200 each, but 100 on one of them is reasonable enough to just hide outside of combat (remember you can use quick load to speed up your hide attempts outside of combat). 100 in both is enough to max out in dark areas (lighter areas and being outside during the day give you penalties). If you wanna run+hide constantly put more into it earlier. Or, if you're playing a shadowdancer you need as much of this as possible right away.
-Detect illusions can't be buffed so get it to 100, but you don't need it too much in bg1 cause there aren't many invisible/hidden enemies.
-Set traps should be at 100 for convenience, but you can live with a lower number if you only trap outside of combat and don't mind reloading. It's absolutely essential to max out if you wanna trap during combat (by running away first ofc otherwise you can't use it).
All in all, I just get some good hide/set traps/detect illusion early in soa and then start to minmax. Bg1 is really kit/strategy dependent but I ignore open lock/find traps for most of it (unlocking/disabling doesn't even get you much xp in bg1, why bother? Just take traps and bash locks unless doing no reload).
KITS
-Assassin: fantastic kit. Poison is a great buff (especially vs spellcasters, but not just that) with decent duration (5 rounds) that you can reapply a ton of times. That +1 to hit comes in super handy for thieves (who get worse thac0 progression than a cleric) and the +1 to damage actually makes a substantial difference when you consider it factors into backstabs. Every +1 damage (that factors into the backstab formula, so no Strength bonuses) means 7 extra damage on a single backstab or 63 extra damage in a single round of Assassination with 9 Attacks per Round (APR). And, of course, we get that sweet sweet x7 backstab, meaning Assassination can do MONSTROUS damage (easily over ~1000+ in a single round with 9APR).
-Bounty Hunter: also great, though it's been a while since I've played a solo one to judge it properly. Being able to throw the special traps and have them explode in a fireball-sized area is great and the Maze traps are underrated (they ignore magic resistance and there's no save!), cause anything with under 18 Intelligence (most enemies, pretty much) and not immune to maze (again, the vast majority of enemies, even dragons/demons are vulnerable) gets caught up for at least 2d4 (probably more) leaving you with a great opportunity to place traps for when they come back. Plus, the smarter folks come back sooner, meaning spellcasters will probably be left alone and take the brunt of the traps (whose damage can pretty much only be stopped by the exact physical/elemental-damage resistance).
-Swashbuckler: unnecessarily fighter-like IMO. As we'll see later, thieves can be quite the fighters if geared properly and it's rare that they're lacking either thac0 or AC. But since Swashbucklers get ridiculous amounts of thac0/AC by the end of the game it means you can get a little bit more creative with your gearing and access to Whirlwind is nice, I suppose. Not getting backstabs/access to Assassination is a huge bummer though.
Shadowdancer: super fun kit, but they miss out on some of the best parts of thieves: high level abilities (HLAs). Shadow Form (essentially a stronger, but short-lasting Hardiness+Improved Invisibility) is great, Shadow Twin is simply unnecessary (it's a Simulacrum, cool, but there are already two other sources of Simulacrum...) and their Shadow Maze is crappy compared to the Bounty Hunter's maze trap cause it doesn't ignore magic resistance, there's a save (at -4, admittedly) AND it only affects a single opponent, not an area. But the worst part is that they don't get the amazing thief traps and their Assassination is super nerfed with that x4 multiplier. So why are they still good? Because they still get Use Any Item (UAI), shadowstep lets you dispel illusions comfortably in the chaos of battle and give you time for your hide cooldown to reset, but, most importantly, hide-in-plain-sight allows for a cheeky combo:
Invisibility (not hiding) -> Backstab -> Insta-cast ability (eg use a wand if you're a single class SD or use a 0 casting time spell if you're a dual SD/Mage or Cleric) -> Hide (that's not on cooldown cause we weren't hidden to begin with, we were invisible before).
That means you can constantly do a backstab + use a wand or cast a spell (or a triggesequencer!) and hide before the enemy can do anything. So the more sources of invisibility you have, the more you can do in combat without ever being engaged! If the enemy doesn't just straight up ignore invisibility you can pretty much play without armor if you want (if your hide/move silently are good, ofc).
RACES
Human: good for dualing, of course. Swashbucklers and Shadowdancers are the best duals IMO, unless you're willing to dual crazy late for the x7 Assassin backstab (you can do it if you're playing solo, but I wouldn't recommend it in a full party with six-way shared XP).
Elf: -1 con makes no difference, but the +1 to dex is nice, cause we can easily get to 21 DEX (with 2 out of the 3 sources of +1 dex: BG1 Tome, the Machine of Lum and the Deck of Many Things) for that extra -1 AC and each point in dex gives us +5 to thieving skills (except Detect Illusions), but none of that is necessary cause we can still reach 21 DEX starting with 18 DEX and by the end of the game we'll have all the skills pretty much maxed out anyway. 90% charm immunity is nice though, I guess.
Half-Orc: my preferred choice. Why? Thieves need more thac0, especially against late-late game bosses that are immune to Time Traps/Time Stop (meaning we can't just auto-hit them) and having more thac0 when you're a class with poor thac0 progression is always nice. Plus, you get more damage. In BG1 alone it's a huge difference cause jumping from 18 to 19 STR means -2 bonus to thac0 and +7 to damage. By the end of the game we can have natural 23 Strength, which is more than any girdle can give us.
Other races: shorties are cool for saving throws, but thieves already get enough with all the saving throw-enhancing gear that UAI lets them use and with Greater Evasion that lowers them by a further 3 points. And we miss out on, again, what we need the most: thac0! The difference between maxing out at 22 and 23 is another extra point!
GEAR
Use Any Item is one of the main strengths of thieves, so, yes, talking about items is also talking about thieves. You can't ignore this.
-Weapons: "easy, you're an assassin, just get the Celestial Fury or the Staff of the Ram for great backstab damage!" Sure, if all you want to do a single powerful backstab to one-shot a single powerful enemy that's fine, go for those. But after getting HLAs what you want is Assassination potential and those weapons, surprisingly, aren't the best for that. Plus, you probably want a thief that can actually fight well in battles even after backstabbing and without needing to go away to hide again or whatever (though that's an option, of course).
So what's the big bad weapon combo? How do we turn out non-Fighter Thief into a fighting Thief? We need more APR. Belm+Kundane then? That'll get 1 base attack, 1 offhand attack, plus 2 main hand attacks. Double that if you're Improved Hasted, so 8 APR. Cool, but we can do a lot better than that.
Both Belm and Kundane are +2 weapons, meaning a bunch of powerful enemies will be immune to them. +3 is the real deal (only Demiliches, the Lesser Demon Lord from the eggs main quest, the Ravager, the Fallen Solar at the final battle and Watcher's Keep's Aurumach Rilmani are immune to +3 weapons). Besides, Kundane only has 1d6 base damage, meaning it weakens our Assassination potential.
The answer? Throwing daggers, motherf****! That's right! Throwing daggers ain't just for throwing!! Both the Boomerang Dagger +2 (which you can easily pickpocket right at the start of SoA) and the Firetooth +3 (available in Ust Nasha) give you an extra attack! It's just that you can't use them in the offhand, but that doesn't matter cause they're both great! Both do a respectable 2d4 damage (better than a long sword's 1d8!) and the Firetooh is a +3, plus it does 1d2 extra fire damage for some convenient troll killing and stoneskin harassing! So you use either of those in the main hand and Belm in the offhand, but if the enemy is immune to backstabs or immune to +2 weapons you switch Belm out to the Scarlet Ninja-to +3 (available in Joluv's shop at the Copper Coronet and useable by thieves with UAI!). Dope! 8 APR with a great +3 main hand weapon! As for the 9 APR... Gauntlets of Extraordinary Specialization, which you can use after getting UAI. That's an extra 1/2 APR normally, but a full 1 extra APR with Improved Haste.
Other great weapons you should keep in mind are the usual (Mace of Disruption/Daystar against undead, that one staff that instakills golems you get in Ust Nasha... But there's more that people don't often talk about, like:
-The Blackmist Halberd you get from giving the eggs to the Lesser Demon Lord in Ust Nasha, which is great in a secondary weapon slot cause it lets us cast area blindness (blindness is one of the best spells in the game) once per day.
-The Sling of Arvoreen that stuns in an area for 3 rounds (auto-hits for our 9APR thief!).
-The Darkfire Bow available in ToB for its long-lasting (23 rounds) improved haste cast.
-The Answerer in ToB if you really want to worse the enemy's AC (I didn't need to resort to it once in my playthrough, but you can use it if you want).
EDIT: as mentioned by semiticgod, "The Staff of the Magi can royally screw with Sendai in ToB. Unlike some other ToB enemies, the drow cannot see through invisibility, though SCS Sendai and company will use divination spells (the Cloak of Non Detection can preserve the staff's invisibility despite those spells)". I totally forgot to fight the Twisted Rune before going to ToB, so I screwed myself there.
-+4 weapons for the few +3 immune enemies (which I only used to finish off the Aurumach Rilmani in Watcher's Keep and kill Demiliches, I'll talk about how to handle the Ravager later).
ArmoAccessories:
-Wands, you know them, you love them, you can backstab (or just attack) and then immediately cast them. I barely used them in my playthrough, but they're excellent, of course, especially the wands of paralyzation and spell striking.
-Invisibility stuff. Obvious use.
-Like I said before, Gauntlets of Extraordinary Specialization (SoA) to get to 9APR.
-Headband of the Devout (ToB): blesses you (-1 thac0 and +1 backstab-effective damage!) and lets you cast Righteous Magic (+3 Strength and MAXED OUT DAMAGE) once per day lasting 1 turn aka 10 rounds!!! GET THIS!! Normally only monks can use it and it's available in Rasaad's quest, along with two other nice items (a cloak that gets you -2 stackable AC and Protection from Magical Energy and Boots with 3x/day Shadow Door).
-Improved Haste (IH) gear:
a) (SoA) Early on you can use the Ring of Gaxx to get 1 round of undispellable (hardly necessary, but I just thought I'd let people know about this if they didn't) IH 3x/day, it technically amounts to 5 rounds, not 3, cause each of the 3 casts lasts for 10 secs (a round is 6 secs), so you might end up doing more than 1 round's worth of attacks (it's hard to tell).
b) (SoA) Bracers of Blinding Strike in the Underdark for 20 secs (a little over 3 rounds) of IH. You can equip it, cast it and equip something else.
c) (SoA) Scrolls of Improved Haste, if you really want to have a longer lasting IH in SoA. There are quite a few and you won't need them in ToB, so use them freely. If you want, you can even waste a scroll of wish for it...
d) (modded SoA or ToB) If you're using the mod (was it Tweaks Anthology?) that lets Cromwell forge the ToB recipes that you can already get in SoA then you can get the Improved Cloak of Protection +2 for those sweet 23 rounds of IH.
e) (ToB) Amulet of Cheetah Speed, also 23 rounds of IH.
-Cloak of Unerring Strikes (SoA) and later Montolio's Cloak (ToB) for extra offhand thac0 and, in Montolio's case also -1 save and AC bonus.
-White Dragon Scale (SoA): best base AC out of any armor in game, available early in SoA, doesn't interfere with thieving skills, lets you cast Cone of Cold, protects from Cold (great for Melissan battle along with the Boots of the North)... The only problem is that it won't let you use the Improved Cloak of Protection +2, so when you get it switch to the Robe of the Apprenti (AC3) until you get another source of long-lasting IH. Or switch it out to cast IH with the cloak before battle and then put it back on.
-Thieves' Hood (SoA): you're a thief, backstabs can hurt a lot in ToB, this makes you immune. Poison immunity is great too, but you got the Ring of Gaxx (which I'll cover with other regen gear) for that.
-Paws of the Cheetah (SoA): along with (improved) haste this lets you run and hide or, better yet, run and place a Time Trap or Spike Trap! Essential!!
-Helm of Balduran: we need that thac0 early on, boys and girls. Some HP and AC is nice too.
-The Visage (SoA, from Dorn's quest): -1 bonus to saves and thac0, protects against crits (I just noticed this lol), can dominate once and has an acid breath attack and a big ol' list of immunities (fear, charm, feeblemind, confusion). What's not to love? It just takes a while to get cause you gotta finish Dorn's quest. It's dope, but after your saves get really low (naturally protecting you against those status as well) you get better stuff.
-Book of Infinite Spells (SoA): Spell Turning! Underrated item and spell. You don't get a lot of spell protections as a non-spellcaster, especially the rechargeable kind, so this is one of the best.
-Vhailor's Helm: more traps! More Assassinations! I actually forgot about using this until the literal final battle lol, but it's great.
-Heart of the Mountain (SoA): available in Spellhold and normally only useable by Shamans, this gets you -2 AC and stacks with enchanted armorings! Excellent before ToB.
-Amulet of the Master Harper (ToB): -3 bonus to AC, even better! Silence immunity and thieving skill bonuses aren't bad either.
-Blessed Bracers (modded SoA Cromwell or ToB): resurrection heals you completely (at least until 2.6 comes! Though the text says it fully heals, so maybe it'll still after 2.6?) and there's some Cure Wounds too if you want. You're better off using a Rod of Resurrection cause it casts faster, but sometimes you just don't feel like using non-rechargeable item charges. Put it on, use it and switch out.
-Nymph Cloak: cheesyyyyy, so cheeeeesy, but it's the kind of cheese I love. I tried not using it too much though, I just used it against a few Rakshasa early on and against Aesgareth's party.
-Regen gear (I'll explain why this is great for thieves next): Ring of Regeneration, Ring of Gaxx (-2 AC and poison/disease immunity is great too ofc), Wong Fei's Ioun Stone (which also nets you some HP and -1 AC).
REGENERATION
"What? Why are you talking about regeneration? What does that have to do with thieves?"
Alchemy = unlimited Potions of Regeneration that stack with all of the regen geaspells (all sources of regen stack INCLUDING DRINKING MULTIPLE POTIONS OF REGENERATION and I just discovered this last part after finishing the game). And Potions of Regeneration heal 2HP/round and last for 3 turns aka 30 rounds!
Although Potions of Regen aren't super rare, they're also not available in ample supply, especially if you don't know where to find them all to begin with. But high level thieves can spam them freely cause they can always get more with Alchemy.
So, if you're not a believe in regeneration like I am, let's explain how good it can be (this is the calculation without abusing potion of regen stacking, so only using one):
-Ring of Regen 1HP/round (aka 1HP/6 seconds)
-Ring of Gaxx 2/round
-Wong Fei's Ioun Stone 1HP/Round
-Potion of Regeneration 2HP/round
=
6HP/round (aka 1HP/sec)
x2 (cause Haste doubles it)
12HP/round (aka 2HP/sec)
That's already pretty damn nice and it "reduces damage" a lot better than AC in ToB where some enemies still tear through -20 AC (plus, you can easily get to the AC cap and still wear all of those items and you've still got a cloak slot to spare and it doesn't force you into using regen weapons)
But if you want some more quick regen as you run around you can use the Cloak of the Sewers' troll form to get you an extra 1HP/sec or 2 with haste, netting you 4HP/sec or 24HP/round which is almost a free Potion of Extra Healing (heals 27HP) every round.
Hexxat makes this even better cause she's got "natural" (it's actually from her amulet) 1HP/round regen.
And, of course, that's all without abusing the Potion of Regeneration stacking that can up as much as you can (though, again, you don't need it and I didn't use it cause I only discovered it now, after finishing the game), as long as you can be bothered to produce a ton of potions with Alchemy and resting (though they're temporary, so as you're drinking more you're wasting the duration of the previous ones, but it CAN get pretty ridiculous quickly and, hey, mages get crazy 8HP/sec WITHOUT HASTE regen from Shapechange -> Greater Wolfwere, so it's fair!).
TRAPS
Regular Traps: they eventually do 3d8+5 missile damage and 20 Poison damage with no save, Slays target if a Save vs. Death with a +4 bonus is failed. Pretty neat, especially if you stack a bunch, but not world-shattering.
Spike Traps: everybody knows how good Spike Traps are, so I won't waste much time on them. They do 20d6 magic damage, so 20-120 (average 70). Magic damage is rarely (and I mean rarely) resisted, which makes them top tier and they can crush even Demogorgon and the final boss easily. I generally get 7 of them so I have the max stackable (was this a thing in vanilla or is this limit SCS-only? I don't remember) whenever I want without simulacrums etc..
Time Traps: bonkers. Amazing. Insanely underrated. Let's do some ToB-stage calculations (this is just the damage I was doing at some point in ToB with IH+Righteous Magic, it's not 100% minmax'd):
Righteous Magic (max damage and 25 STR)+Improved Haste (9APR)+Time Trap (auto-hit) without backstabs/Assassination:
Firetooth +3 -> 29 * 7 attacks (main hand) = 203 damage
Belm +2 -> 28 * 2 attacks (offhand) = 56 damage
=
1 trap spent, 1 round = 259 non-variable (without taking into account potential resistances to pierce/slash) damage. Plus, this is damage you can divide among multiple enemies.
Same thing, but with Assassination:
Firetooth +3 -> 147 * 7 attacks (main hand) = 1029 damage
Belm +2 -> 112 * 2 attacks (offhand) = 224 damage
=
1 trap spent, 1 round = 1253 non-variable (without taking into account potential resistances to pierce/slash) damage. Plus, this is damage you can divide among multiple enemies (eg backstabs for everyone aaaaand fall) and you can still do a lot of damage without Time Traps, it's just that auto-hit is great to make sure every attack hits.
All in all, Time Traps often (not always, ofc) provide more value per use than Spike Traps, especially cause you can divide the damage among several enemies. With a properly geared Assassin, in most fights even without Righteous Magic IH+Assasination+Time Trap = 9 dead enemies in 1 round, so you can start doing this in SoA easily. EDIT: also, when you think about probabilities, even though Spike Trap does 20d6 and technically that's 20-120 damage, in reality there's a ~83% chance to roll in the 60-80 range or ~53% to roll in the 65-75 range, so their damage is largely inferior to what it may seem at first, meanwhile, out Time Trap strategy rolls max damage always due to Righteous Magic!
And, supposedly, another trap exists... Hmmm... Don't bother, folks.
OTHER HIGH-LEVEL ABILITIES
Greater Evasion: dope! -6 bonus to AC, -3 bonus to saving throws, movement rate +2 and immunity to normal missiles. Lasts 5 rounds. I get 2 just in case, but it's rarely needed tbh. You got access to a lot of AC reducing gear with a thief (this is without Greater Evasion or any buffs and I could still get -2 if I used the Ring of Earth Control and the Cloak of the Dark Moon, but I'd rather keep my regen and thac0 stuff).
Scribe Scrolls: unfortunately pointless. The only half-decent spells you can easily get from other items (wands, White Dragon Scale etc.). Do not invest!
Avoid Death: -5 bonus to Save vs. Death, immunity to instant death effects, and +20 Hit Points. Lasts 5 rounds. It's aight. I get 2 later in the game just in case, but I rarely use it (good against Planetars so you don't get vorpal'd, would be good against Balors' vorpal effect too, but you can just Assassinate them).
THE GREAT LIST OF BACKSTAB-IMMUNE ENEMIES! OH, THE DESPAIR!
"Thieves are useless, there are too many backstab immune enemies!". Is that really the case? I mean, I know it's subjective (what you think are "too many", I mean), but too me the list is pretty short. The only thing that bothers me is ToB bosses being immune to it, but you can still handily deal with them as I'll show later. I think people think a lot of enemies are immune to backstab just cause they see past invisibility (like Demons do), but Assassination still works on them. So... Here's the list:
SoA/ToB backstab-immune enemies:
General enemy types:
-Barbarians (fun fact: there are almost no Barbarians in SoA/ToB and the majority of them are specific measly Orcs/Orogs/Minotaurs)
-Beholders (all types) <- Trap, even regular traps do it most of the time.
-Demiliches (NOT Liches in general) <- Use Spell Immunity from a scroll or Protection from Undead if you're low level.
-Devas/Planetars <-You should kill mage/clerics before they can summon them, but if you can't just Time Trap or Spike Trap.
-Dragons <- Time Trap handles them easily or just use a scroll of disintegration.
-Golems
-Slimes/Oozes
-A lot of mists/wraiths (I can't tell whether it's all of them or not, so I listed them below)
Specific enemies:
-3 out of the 6 enemies in the Heart Key fight in Watcher's Keep Final Seal level (The Huntress, the Hive Mother and Ameralis are immune, so Nalmissra, Xei Win Toh and even Y'Tossi are vulnerable)
-Aesgareth and his party
-Bone fiends (Bone Golem-looking demons)
-Specific demons in fight 2-5 of the Black Pits II (for some reason... Even the Lesser Demon Lord in the Underdark is vulnerable, so why make these ones invulnerable?)
-Garock/Rock (the two minotaurs at the Machine of Lum level of Watcher's Keep)
-Guardian spirit (don't even remember who this is)
-Kiser (dude causing some mischief in Saradush)
-Liches, only two of them (Azamantes, the Spike Trap-able, along with his flaming skulls and Vongoethe in Amkethran)
-Mists/Wraiths: Mist/Swamp/Wandering Horrors, Vampiric Wraiths/Mists, Spellhaunts, Slave Wraiths and Demon Wraith (Watcher's Keep maze level)
-Velithuu (the ice salamander-looking demons in the Watcher's Keep Maze level)
Bosses (ie enemies you have to fight finish the game, plus Demogorgon cause he's the "boss" of Watcher's Keep):
-The Bhaalspawns (Balthazar, Gromnir, Illasera, Sendai, Yaga-Shura and his Lieutenants)
-Demogorgon
-Melissan
-Nyalee (technically a boss lol)
-Ravager and its Bone Blades
Everything else can be backstabbed! Including:
-Bodhi
-Irenicus
-The Slayer
-Pretty much every Demon (even the Lesser Demon Lord in the Underdark)
-Almost every Lich (even Kangaxx and Shangalar)
-Greater Werewolves/Wolfweres
-Mind Flayers (even their Master Brain)
-The Watcher's Keep statues
-Rakshasa
-Fire Giants
-Drow and so on (what else worries people?)
If they see past invisibility, just pop that assassination, brother!
And for those that can't be backstabbed we always have Time Traps! 9APR of auto-hit max damage is no joke. And takes us to...
ENEMIES IMMUNE TO TIME TRAP/STOP
They are just a few:
-Demogorgon
-Melissan
-Ravager
-Abazigal
-Aurumach/Ferrumach Rilmani
-Balthazar (only while in Lunar Stance)
-Guardian Spirit (who???)
Not that many and, really, the only ones who are a big deal in the non-tactical challenge SCS Insane game are Melissan and Ravager (which I'll cover later). Aurumach is also immune to +3 weapons and under, but he's too squishy to be a bother and can partially be hurt by normal traps (he's immune to magical damage, so Spike Traps don't work and the poison part of normal traps also doesn't work).
ENEMIES THAT REQUIRE +4 WEAPONS
Also not too many:
Ravager
Aurumach Rilmani <- mentioned it before, too squishy to be a bother.
Fallen Solar (NOT Fallen Planetar, it's the one from the Melissan battle) <- lure and 2-3 spike traps handles it
Demiliches <- usual cheese
Lesser Demon Lord <- vulnerable to Time Trap and backstabs
SO HOW DO WE DEAL WITH THEM TOB BOSSES?
Demogorgon: Spike Traps. Bye.
Yaga-Shura: Time Trap, hit him. Then deal with Lieutenants until you find him and then Time Trap him again.
Sendai: actually one of the most annoying fights in the game for single class solo thieves, because there are sooooo many enemies to handle it's a big bother. The important part is to Spike Trap her clones that cast magic before they spawn and to put a Time Trap at the left of the arena before killing that last clone (who's pretty weak, thankfully, so you can take your time to set things up), that way the reinforcements will trigger the Time Trap along with the real Sendai spawning and you can just hit her until she dies and she can't do anything. Remember that you have a million different sources of Improved Haste at this point, so you can re-buff. EDIT: Read about the Staff of the Magi on the weapons section. I fucked up and didn't have it cause I forgot to get it before moving on to ToB.
Abazigal: pre-fight 1 Time Trap to kill his human form in 1 round, 6 Spike Traps somewhere else -> Dragon (Time Trap immune), get him to trigger the 6 Spike Traps, then run and Spike Trap one or two times more. Dead. In vanilla it would be way easier cause dragons don't get the x3 SCS buff to HP.
Balthazar: one Time Trap. Done. Yeaaaah, he's too easy for pretty much every party, I should re-install the improved version of his fight at least.
Ravager: Time Trap AND backstab immunity! What a meanie! Besides the usual buffs (improved haste+righteous magic) and prioritizing thac0 boosting equipment, I used Black Blade of Disaster + 3 scrolls of Protection from Magical Weapons + 1 of Absolute Immunity. Harder to think of what to do than to actually do it. You gotta get a little lucky so that PfMW doesn't run out as he hits you and does the stun (sleep?) stuff on you or that you don't get dispelled too soon. Not too bad once you know what to do.
Melissan: again Time Trap and backstab immunity. The first phase is the whole fight, pretty much. Usual buffs (improved haste+righteous magic) + BBD + Spell Immunity: Abjuration (to prevent dispel) can end it fast before it gets outta control. After that it's just a matter of abusing Spike Trap (4 traps for each phase) by using Simulacrums (scrolls or Vhailor's), Project Images and/or Rest Wishes (stop hoarding scrolls, it's the final fight!).
RANDOM STATS
Total scrolls I used in the whole playthrough:
-3 Disintegrations for dragons (Firkraag/Thaxll'ssillyia/Saladrex). I coulda Time Trapped and hit them for a few times but this is easier.
-2 Black Blades of Disaster (Ravager + Melissan's first phase).
-2 Simulacrums (Melissan trap shennanigans).
-3 Protection from Magical Weapons (Ravager).
-1 Absolute Immunity, which coulda been another PfMW (Ravager).
-1 Protection from Undead (to kill Kangaxx's Demilich form early on).
Basically, feel free to use more scrolls than I did, cause you rarely need them.
Wands I used:
-1 charge of a wand of spellstriking to Breach Melissan at the start of her first phase.
-3 charges of a wand of cloudkill on random enemies after getting UAI, then I forgot about it.
Coulda used a lot more wands (especially spellstriking, but with regen and stuff I just waited til PfMWs ran out on some mages and so on), but I was too busy having fun with Time Trap Assassinations trying to kill as many enemies before they fell to the ground.
How many times I used the super cheesy Nymph Cloak that I love but avoided using to focus on thief-related strats:
-A few times against Rakshasa very early in the game (Watcher's Keep rakshasa can destroy a good deal of the second level on its own).
-Once to charm the mage in the Aesgareth fight very early in the game to rush the +1 STR (Machine of Lum) and +2 DEX (Lum + Deck of Many Things).
FINAL VERDICT
Tons of fun. It's actually been a while since I last bothered to really finish Throne of Bhaal all the way through, but I was having so much fun with my Assassin that I did it. And it's boooooooooooooooooooooooooooonkers to think that some people think they're underpowered. Bonkers! They're almost fightemage/thieves on their own. And even if you don't like positioning for backstabs... You barely need it. I pretty much only did that before I got Assassination (and even then I didn't need to rely on it too much cause I already had 8APR and so on), afterwards it's Assassination-a-palooza. Too bad you only get 1 so you have to rest a bunch though, but you can still do plenty of damage with just Time Traps if you don't wanna abuse resting.
submitted by RobotPirateMoses to baldursgate [link] [comments]

Lottery is more addictive than cigarettes

Within the first 2 hours of opening, on average, we sell 9 times more scratch tickets than cigarettes. We're talking 6am-8am where youd expect people to stop by on their way to work for smokes but nope, it's all lottery addicts that cant go 8 hours without scratching a ticket.
The real scary thing to me is that nicatine is chemically addictive but they seem less nutty about it than lottery fiends
submitted by thereal_omegavince to retailhell [link] [comments]

How do you decide which slot machines to play at the casino?

Do you do research in advanced on play strategy and odds? Do you watch if certain games are hot and wait until there is a free seat available to play that specific slot game?
How long do you usually sit on a certain machine? Do you jump around when you are on a winning or losing streak?
submitted by kautica0 to gambling [link] [comments]

Console Update 10.2 – Patch Notes

Console Update 10.2 – Patch Notes
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Live Maintenance Schedule:
  • 1/21 2021 1 PM – 7 PM KST
  • 1/20 2021 8 PM – 1/21 2021 2 AM PST
  • 1/21 2021 5 AM – 11 AM CET
Live maintenance schedule may change. We will update you if any changes occur.

PUBG GLOBAL INVITATIONAL.S

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Are you ready for the new PGI.S? The PUBG Global Invitational.S sets teams from around the world against each other in a week-long tournament. Teams will battle for placements in weekly tournaments and rack up prize money as the overall tournament goes on. There’s a new Pick’em Challenge available as well, giving you a chance to earn sweet PGI.S gear for predicting the winners. This will be a tournament unlike any other, so tune in, pick’em, and win!

PGI.S Lobby Update

  • PGI.S themed lobby has been updated for the normal match with kickass BGM.

Other PGI.S Related Updates

  • PGI.S logo graffiti has been painted around the buildings of Erangel and Miramar.
  • Starting plane will be dragging PGI.S promo banners in Erangel, Miramar, Sanhok, Vikendi and Karakin.
  • New PGI.S loading screen splash art has been added.
  • Due to performance issues, digital screens on Erangel and Miramar will not be supported on console platforms.

New Vehicle: Coupe RB

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There’s a new roadrunner in town. Introducing the Coupe RB, a vintage sports car with a blazing top speed of 150 km/h, making it second (on land) in speed only to the Motorbike. The Coupe RB won’t carry your whole squad, but it will get you to where you need to go fast. Try out the Coupe RB on Erangel, Miramar, and Sanhok!
  • Max capacity: 2 (Driver, Passenger)
  • Max speed: 150km/h
  • Only spawned in Erangel, Miramar and Sanhok

New Feature: Reputation System

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Keeping in-game interactions healthy is important to us. We know passions can run high on the Battlegrounds, but toxic behaviour is never justified. To help keep things more civil while you kill each other, we’re introducing a new Reputation System to PUBG. This system will assign you a Reputation Level from 0-5 depending on how you treat your fellow players. Your Reputation Level will be displayed in the Team Finder, giving players searching for a group an idea of what kind of teammate you’ll be. Your Reputation Level will naturally increase as you play games, as long as you are not exhibiting toxic or otherwise disruptive behaviour. We hope this helps everyone have a better time on the Battlegrounds!
https://preview.redd.it/wvkyk8eiq6c61.png?width=1920&format=png&auto=webp&s=2d6d0031e48fadb8618f0ec7f3e58bfa91b3659e
New reputation level will be displayed next to the players IGN.
  • Reputation level designates whether a player is well-mannered or toxic towards others.
  • Reputation level will be displayed in the Team Finder and team member list next to player IGN.
  • Reputation levels range from 0 to 5, for a total of 6 levels.
https://preview.redd.it/mo4636mlq6c61.png?width=1920&format=png&auto=webp&s=fb5f2771d4bf51e7f2f7b2d4ba920a7a5dc1cecf
Reputation level is affected by the following:
  • Players reputation level will naturally increase with normal gameplay of Normal/Ranked Battleroyale matches.
  • Leaving a match repeatedly failing to return may lead to a decrease of reputation level.
  • Player’s reputation level can be decreased when reported with negative behaviour (obstructing gameplay, verbal abuse, team killing, etc.) or when banned due to violation of terms of service.
  • Being reported for suspected use of cheats itself does not affect reputation level.

Ranked Mode Update

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We’re updating Ranked Mode penalties to allow for a certain amount of safe time if your team never fully formed. You can check out all the details around the system and how it works below.
Leaver penalties should be waived for players who leave within 5 minutes after the plane takes off if the player:
  • (1) chooses for matchmaking to find them teammates AND
  • (2) the plane takes off with an incomplete team (team of fewer than 4 players in Ranked squad mode), AND
  • (3) a member of the player’s pre-made team hasn’t left the match before the plane leaves.
If a player qualifies to have their leaver penalty waived, then the match is considered to be competitively invalid for that player. This means:
  • No stats are recorded on their Career page
  • No change is made to their RP
  • No matchmaking penalties are issued
  • Players will be granted any Pass XP and BP they would have earned as normal
RP Balance Changes.
  • We have increased the rank point cap to 44 from the previous 39.

PUBG LABS: Arena Mode

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Schedule

  • 01/21 2021 After live server maintenance – 01/25 2021 4 PM KST
  • 01/20 2021 After live server maintenance – 01/24 2021 11 PM PST
  • 01/21 2021 After live server maintenance – 01/25 2021 8 AM CET

Arena Mode – 2nd Iteration Changes

  • Perspective – TPP
    • Only available in TPP.
  • Changes in default pistol
    • Changed default pistol to P18C.
    • For the first Arena Mode, we received feedback that players with the default P1911 pistol did not stand a chance against players with purchased weapons. As such, we’ve replaced it with the P18C, which comes with an auto-fire mode.
  • Loadout store improvements
    • Adjusted the amount of ammo given when purchasing a weapon.
    • Increased helmet price, which is now higher than the vest.
    • Starting from Round Four, weapons purchased from the loadout store will include attachments.
    • Players on a winning streak will earn bonus rewards accordingly and the teams who don’t lose any chances before the final round will be rewarded with an upgraded loadout store which has the following items:
      • Care Package items.
      • Special consumables like Adrenaline Syringe and the First Aid Kits.
    • Pistols and shotguns can now be found under the same category.
  • Loadout point balance adjustment
    • Reduced points earned for a kill from 150 to 100.
    • Reduced end of round points earned (both win/lose).
    • Since squads with fewer players are at a disadvantage, they will earn more kill points depending on their squad size.
    • Considering player feedback on how hard it is to win the next round after losing your items upon defeat, you’ll now get a small bonus to help you rebuy the gear you need.
  • UX improvements
    • To help reduce confusion during combat, we’re disabling kill feed messages from the other arenas, so now only events within your current arena will be shown.
    • There were quite a few players leaving the game after losing their first chance, thinking the game was over. We’ve added a message to let players know they’re still in it!
    • When starting a new round, map features such as zoom option and markers will revert to default.
  • Addition of the reporting system
    • Players in spectate mode can now report other players for cheating or behaviour that goes against our Rules of Conduct.

Gameplay

Stunt Emotes
https://preview.redd.it/vzrhmwpzq6c61.png?width=1920&format=png&auto=webp&s=2dc8e50bb5af3f5ee4bce2ac20618adbacd0fafa
And you thought flips were cool. Now you can trigger random stunts while mid-air on the Dirt Bike to really style on your enemies. There are a total of 6 new stunts available and best of all, they’re easy to perform. Simply hold down the L3 while in the air on a Dirt Bike and watch how cool you are.
  • New Stunt emotes exclusive for a dirt bike has been added.
  • 6 new default stunt emotes can be played.
  • The Stunt Emotes are triggerable only mid-air on a Dirt bike – and when the player is not about to hit something.
    • Hold L3 to trigger a random stunt emote
    • Release L3 to stop emote
  • Please note that the Horn functionality has been replaced with the Stunt Emotes for the Dirt Bike.
Other
  • Adjusted the reload animations of M416, Scar-L, QBZ, G36C to better match the reload speeds.
    • The reload animations adjustments are a follow-up to the Balance tweaks to the 556 guns in the 9.2 November update.
  • Haven gameplay mode update
    • Haven's selectable gameplay mode has been updated
      • Duo / 1-man-duo → Squad / 1-man-squad

Inventory Improvements

To maximize PUBG’s strategy and the core fun of the Battle Royale, we continue to make improvements, including reducing the steps of unnecessary controls in console PUBG gameplay. The ‘Auto Attachment Options’, ‘Controller Preset C’ and ‘Custom Key Binding’, which were updated in the past, are good examples. We hope that the ‘Inventory Improvement’ will also be an update that will satisfy the survivors.
Of course, we don’t want this change to give a negative impact on the UX experience that has already been learned, but to improve the inconveniences. Please, continue to send us your feedback!
https://preview.redd.it/tj03wqium8c61.png?width=1439&format=png&auto=webp&s=2843d511f7a8a9512283b631b2c6c06debbd3c67
  • Keep the existing movement controls and added grid controls
    • You can navigate around the inventory from right to left and top to bottom with the D-pad and R-stick.
    • (Tap) R-stick will function the same and the select(A) key.
  • Intuitive improvements on item pick-up/drops
    • Added the ‘Quick Pick-UP/Drop’ feature to allow rapid item distribution between squad members.
    • You can quickly adjust the number of items you wish to pick-up/drop by using the R-stick.
  • Weapon/attachments UI/UX Optimization
    • Removed the unnecessary steps when selecting attachment slots in weapon slots.
      • Swapping from main weapon 1 to 2 can easily be done by selecting the new ‘Weapon slot change’ key.
    • Displays all attachment slots regardless of weapon type, and intuitively displays the availability of specific slots.
    • Applied animation to provide feedback on actions such as equipping/removing weapon/attachments
  • Button guide improvements
    • Button guides are displayed at the bottom of the inventory in the same location and content.
  • Tool-tip visual improvements
    • The tool-tip visuals have been improved to enable intuitive information recognition.

QoL Improvements

Notification System
https://preview.redd.it/tedftsr3r6c61.png?width=1920&format=png&auto=webp&s=eb84cffca45441e40daf3a009ad8febbefd05dad
  • Select the top right notification centre icon to see stacked notifications.
    • Pressing the Option button calls the menu on the top right corner
    • L-stick/D-pad can move the selection on the menu.
    • Pressing button A can enter a menu(news, notification, system menu)
    • Pressing the Option button/button B closes the called menu
  • When acquiring an item or a currency from out-game event etc. will toggle a notification.
https://preview.redd.it/13bccwc7r6c61.png?width=586&format=png&auto=webp&s=0c0985a6e9e95459275e72227426ae9e9a4f608e
  • The time displayed in Stadia’s Notification System is not the player’s local time, but Stadia’s machine local time.
https://preview.redd.it/ugaz8ttar6c61.png?width=1920&format=png&auto=webp&s=e234ca1bd6d0c9dc1af27bc29c55fcdbc92688b2
  • A message will be shown on the notification centre in case of item or currency is soon to be expired.
Store QoL Improvements
  • Opening crates upon purchase
    • Players now can open purchased crates(Set, crate, random rate items) right way in “Purchase complete” pop-up screen.
  • New ‘move to store’ button has been added when browsing empty item category in customize tab.

Performance

  • Enhanced CPU performance by reducing physics calculation costs of invisible physics actors (vehicles, characters).
  • Optimized hitching and fps drops occurred when loading maps (when entering and manoeuvring the world).
  • Reduced the hitch occurred when updating a character.
  • Optimized memory usage to reduce crashes.

Skin & Item

https://preview.redd.it/nhyfwsuer6c61.png?width=1920&format=png&auto=webp&s=4a72f9c7f4eaf7fb861e1cef0d8705a24b7f45e4
  • Graffiti Themed Skin – 8 set items, 29 individual items, 2 not for sale items
  • Sales Period:
    • 1/21 2021 2 PM KST – 1/20 2022 2 PM KST
    • 1/20 2021 9 PM PST – 1/19 2022 9 PM PST
    • 1/21 2021 6 AM CET – 1/20 2022 6 AM CET
https://preview.redd.it/880687zhr6c61.png?width=1920&format=png&auto=webp&s=6bdb3e858d4b028377f4eadf2ae79883f8fab473
https://preview.redd.it/5ga4m4bjr6c61.png?width=1920&format=png&auto=webp&s=817e49332910db439ce6bfbd39801431a9895f73
  • Lunar New Year – King and Royal Bodyguard – 6 set items, 9 individual items, 1 event item, 4 not sold separately items
  • Sales Period:
    • 2/3 2021 11 AM KST – 3/17 2021 11 AM KST
    • 2/2 2021 6 PM PST – 3/16 2021 7 PM PDT
    • 2/3 2021 3 AM CET – 3/17 2021 3 AM CET
https://preview.redd.it/4g3jnaemr6c61.png?width=1920&format=png&auto=webp&s=1006e29ea9d66e86c1352a2e47da95e63041054a
  • PGI.S 2021
  • Sales Period:
    • 1st:
      • 1/21 2021 2 PM KST – 3/27 2021 5 PM KST
      • 1/20 2021 9 PM PST – 3/27 2021 1 AM PDT
      • 1/21 2021 6 AM CET – 3/27 2021 9 AM CET
    • 2nd:
      • 2/27 2021 11 AM KST – 3/27 2021 5 PM KST
      • 2/26 2021 6 PM PST – 3/27 2021 1 AM PDT
      • 2/27 2021 3 AM CET – 3/27 2021 9 AM CET

Bugfix

Gameplay
  • Fixed the issue where some pass missions could not be accomplished in Haven.
  • Fixed the issue where players could respawn with a ghillie suit equipped when killed while equipping a ghillie suit in TDM.
  • Fixed the foliage clipping through a vehicle while in FPP mode in certain maps.
  • Fixed the case where character’s body equipping a ghillie suit could be invisible to others.
  • Fixed the issue where players could change perspective to TPP when spectating other players in FPP game mode.
  • Fixed the awkward POV when viewing a kill cam of a character equipped with a ghillie suit.
  • Fixed the issue where the deaths in Blue Zones were recorded as suicides.
  • Fixed the issue where the two characters collide after going prone in a moving ferry, they receive fall damage.
  • Fixed the issue where the headshots were not reflected in the Career page.
  • Fixed the issue where the AI pillar guard positions are rendered in wrong locations.
  • Fixed the store issue where it only displays the loading screen after purchasing an item or requires a long loading time for the item popup to be displayed.
  • Fixed the issue where the completed missions were displayed in the System Menu’s Mission List.
  • Fixed the issue where sending a cross-platform invite to another player in a custom match causes abnormal behaviour.
  • Fixed the issue where players are able to use the emergency parachutes while in a DBNO state when falling from non-fatal heights.
  • Fixed the issue where certain bots would constantly walk around.
  • Fixed the issue where “Enemy Spotted” ping would function while navigating through the inventory when it is bound to the RB/LB buttons using the custom key binding feature.
  • Fixed the issue where the message ‘Invalid Season’ is displayed when checking out the profile of an invited friend.
  • Fixed the issue where you cannot navigate either GNB, LNB after pressing the Options button two consecutive times.
  • Fixed the issue where the character’s wrist is bent too much when equipped with certain weapons in preview.
  • Fixed the issue where the localization was not complete in the Team finder guide popup.
  • Fixed an issue where partially accomplished missions were not visible in the mission list.
Sound
  • Fixed the unclear sound of UMP45 if another player is firing from a distance.
  • Fixed the duplicate click sound played when clicking on the preview button in the customize screen.
World
  • Fixed the issue where players could clip through a certain building in Abbey, Vikendi.
  • Fixed the issue where enlarging the minimap while flying in the helicopter, makes the minimap glitch.
  • Fixed the issue where the last Blue Zone was set as a non-playable area in Haven.
  • Fixed the issue where the vehicles collided with the land when driving over low hills.
  • Fixed the issue where it was hard or impossible to enter certain buildings in Georgopol of Erangel.
  • Fixed the issue where the buildings were not loading properly in the southern village of Georgopol, Erangel.
UI/UX
  • Fixed the issue where inappropriate RP changes were displayed in the match history section during placement matches.
  • Fixed the issue where starting plane’s seat UI were sometimes displayed as empty.
  • Fixed the issue where some pages of the store page not loaded when entering store page after restarting a lobby.
  • Fixed the issue where profiles of players located in ‘Unassigned’ ‘Observer’ section of custom match session cannot be loaded.
  • Fixed the issue where centre pointer not displayed in replays.
  • Fixed the issue where the earned/lost RP was displayed in the Match History in Ranked.
  • Fixed the issue where the currency and system UI are not displayed when returning after completing the TDM.
Skin & Item
  • Fixed the issue where the visor of Mad’s Motorcycle – Helmet (Level 1) is not displayed when equipped by a male character.
  • Fixed the issue where the nose of Killer Clown Mask could clip through when equipping face-covering helmet items.
  • Fixed the issue of the clipping issue when Gas masks and Helmet skins are equipped at the same time.
  • Fixed the issue where the hood of the Survivalist Parka costume blocks the view in FPP Mode.
  • Fixed the issue where the Battlestats were printed on the Mk47 Mutant Skin.
submitted by PUBG_Andymh5 to PUBGConsole [link] [comments]

Avoiding signature synergies + combos for your Commander can improve the play patterns of your deck and increase overall enjoyment of the game experience

We live in an age of EDH deckbuilding which encourages solving the most optimal choices for your Commander. Sites like EDHRec are amazing utilities that help us construct decks that work like well-oiled machines and are synergistic. It's never been easier to build a commander in a fluent and effective way mere days after it has been spoiled to the world.
However, I would like to posit that sometimes this can lead to less enjoyable games. I recognize that this might come across as an obvious statement to a lot of people, but new players join our ranks everyday. So it bears repeating that sometimes restraint is your greatest tool in deck-building.
We tend to discover very obvious and effective synergies with Commander quickly after they are released. The cumulative effort of the internet helps narrow this down at a frightening pace and very quickly those synergies become synonymous with the Commander in question. To the point where you may feel a obligation to include certain cards or combos in your deck because they seem part and parcel to the experience.
I've been there. I've definitely done this a lot. I still do it sometimes. I'm not saying that those signature strategies should be wholesale avoided. I'm just saying that their inclusion should be contemplated a little rather than including them automatically.
I'll give some examples:
An early lesson I had on this was with [[Animar]]. The card [[Ancestral Statue]] in particular is one that sees play in 55% of Animar decks. That's one of the highest percentage adoption rates for any card in Animar according to EDHRec.
It's just a highly effective card allowing Animar to go infinite quite quickly as it's ETB trigger allows it to target itself and return it to your hand. As such, Animar decks tend to run other cards to grab Ancestral Statue like [[Fabricate]]. Or they'll run cards like [[Weird Harvest]] to grab Statue and Walking Ballista to end the game.
It's super boring in practice. You end up finding that your deck just wants to find this one card due to it's absurd synergy with the commander and once you get it, it's game over unless someone answers it.
If you are playing Animar with a competitive pod (high power or cEDH), then this is fine and perhaps desirable. However, a lot of people pick up Animar early because he looks cool and has a great ability. They spend the money to build the deck, bring it to their medium power playgroup all excited to play a lot of creatures and build Animar up..... and find out that games end up feeling really similar. Either you find and play the Statue and win or you end up holding the Statue in your hand, not wanting to play it because you don't want the game to end. You WANT Animar to actually grow overtime. You want to experience the look on other people's faces as they try to figure out how to deal with a rapidly increasing Animar. You don't want to just play a card and win.
Another example of this is [[Niv-Mizzet, Parun]] with [[Curiosity]] effects. Outrageously synergistic! Once this is in place, the game is essentially over barring immediate interaction to prevent it. You can't say Niv-Mizzet without thinking about the Curiosity combo.
However, Niv-Mizzet decks are a lot more fun without that combo. If you have that combo in your deck and your playgroup knows it, it turns Niv into a kill-on-sight commander. It's arguably still a kill on sight commander without the commander, but at least there's some room for argument. Without that combo in your deck, you have to work to discover how you will win the game. With the combo in your deck, you know how you'll win, it's just a matter of time until you get there.
It's always more fun when a deck has multiple pathways to winning that are equally viable than having a Plan A which is absolute in it's effective dominance.
As an alternative, I have sometimes included cards that strongly synergize with my commander but effectively choose to not play them based on the current game's intent. This obviously comes with a lot of potential feed-bads. You have a card wasting away in your hand and you are making the choice to pull punches. It's a choice that really only makes sense if you play games of different power levels a lot and you don't have a lot of decks to modify to fit those power levels.
I've done it and it doesn't feel great. However, at the time I didn't have many decks. As my collection grew and I built more decks, I find that I mostly build them with a specific power level intent in mind and if those signature synergies don't fit that vision, I don't include them or I remove them after testing when I determine that they are little too consistent for what I want the deck to do. Or I'll include "alternate" commanders within the color identity of the deck that I can swap in to lead the deck to power down the deck and kind of nerf those main commander synergies. I like this a lot in mono-colored decks especially.
Anyway, I'm just a dude on the internet. Take all this with a grain of salt and don't construe anything I say as being the only way to do things. I just wanted to take a moment and talk about how sometimes it's the cards we don't play moreso than the ones we do that determine how fun a deck is and how well it slots into your current meta.
I'd love to hear other people's feedback on cards and synergies that they removed from decks or intentionally left out to improve their play experience!
submitted by Syncharmony to EDH [link] [comments]

META 6.7 Report (January 2021)

This is a continuation of the top 10 voted META bots for all game modes. Here are the results:
  1. Hawk
  2. Scorpion
  3. Nightingale
  4. Blitz
  5. Typhon
  6. Ravana
  7. Fenrir
  8. Leech
  9. Phantom
  10. Hades
Greetings once again, Commanders, and welcome to the newest edition of the META reports. Here was the previous one.
It is broken down into the following chapters:

--------------------------------------------------------
META Synopsis
Hawk, Blitz, Scorpion, and Nightingale are well established. Many Top Tier clans and players have 2-3 Hawks in their hangars, along with 1-2 Scorpions, or a Blitz and / or a Nightingale. Many players still have Ao Juns and Fenrirs are emerging as true tanks thanks to the Bernadette Legendary Pilot. For Squad play most Top-ranked clans will mix Lokis and Hawks (with Quantum Radar) to support Blitzes (and sometimes Phantoms) and Nightingales fighting for beacons. Blitz (with Legendary Pilot) and Nightingale are popular openers to help fill the Titan bar quickly.
The introduction of sonic weapons countered the nerf to Ravana and helped push Scorpion to the #2 spot. Pixonic's shift to mid- / long-range META along with the new Typhon and Jaeger bots has not significantly changed the dynamic and tactics in most game modes, especially beacon games. The new balanced module will likely replace Thermo Nukes and Heavy Armor Kits since it is a "balanced" compromise of both armor and firepower.
As far as Titans go, Minos has slightly altered the landscape, especially for beacon games. Overall Arthurs are still voted as the best all around Titan and Nodens are flatly the best support unit in the game capable of turning even mid level titans into unstoppable forces.
------------------------------------------------------
To explain the rankings, here is the criteria for rating each bot.
------------------------------------
Top 10 Meta Bots (Beacon Rush)
#1 Hawk (previous #1)
Hawk is the current META, replacing the Ao Jun as the premier ambush and anti-Titan bot. With its built-in beam that bypasses resistance it can do significant damage to Fenrirs, T-Falcons, Blitzes, Phantoms, Leeches, Mings, Minos, and Kids. By using a Jump module pilots can leverage higher flight altitudes to gain an advantage with attack angles. The Hawk has relatively low durability and cannot hold a beacon from sustained pressure unless utilizing ECUs and sonic weapons (best defense is overpowering offense). It is clunky to maneuver both in flight (it "bounces off structures"and legs do not rotate when landing) and on the ground and can easily get caught on structures.
-----------------------------------------
#2 Scorpion (previous #4)
Scorpion's ability to teleport behind a target with increased defense, decent firepower and decent speed make it a formidable ambusher. When equipped with sonic weapons it is devastating. For Beacon Rush the Scorpion is not ideal at holding or taking beacons but can dish out significant damage and support a strategy of mech'ing the opponents early instead of beacon control.
------------------------------------
#3 Nightingale (previous #3)
The ability to suppress almost the entire red team during a long flight and drop onto a target and burst them into oblivion is powerful. This is a contender for a top slot on the list because it is also very strong support role for and against titans. Nightingale is a proven beacon runner at all phases of the game and the legendary pilot keeps it safely in the air when necessary.
-------------------------------------
#4 Blitz (previous #2)
With Clive (Legendary pilot ability to emulate the Leech) the Blitz is a powerful bot with incredible speed, resistance, and firepower. Equipped with Shredders or Rime along with supporting microchips the Blitz can lock / freeze enemies almost instantly while suppressing firepower. Alternatively 4 Sparks or 4 Quarkers can do serious damage at any range while reserving the ability for defensive purposes. The most popular loadout is 2x Shredders / 2x Quarkers.
It's interesting to note the Overdrive Unit combined with Deft Survivor give the Blitz immense firepower, suppression, and durability for long periods of time, making this bot incredibly powerful.
-----------------------------------------
#5 Typhon (previous unranked)
Typhon has great firepower, decent speed and an ability to suppress, lockdown, and prevent a target from using its ability. The Typhon is on the rise in the META due to its ability to support front line engagement. A late-game Typhon can be a powerhouse to support the front line by blacking out Titans and Hawks. When equipped with Fortifiers and Igniters it can brawl and inflict significant damage against Titans.
With the shift to mid- / long-range META along with the introduction of the Hawk, mid-range support bots are popular in upper league play. With Energy Machine Guns, Electric, Damage over Time, or Lock-down weapons, they can serve as an excellent support role.
----------------------------------------
#6 Ravana (previous #6)
Combined with phase shift the Ravana is nearly impervious from harm for large windows of time. This is useful in one-v-one situations or when hunting down enemy bots. Due to the nerf to Ravana in 6.3 it dropped significantly but with the introduction of sonic weapons the Ravana is making a comeback in upper league play as a dominant assassin bot.
------------------------------------
#7 Fenrir (previous #9)
Fenrir excels in the early game as a 2nd drop since they are still incredibly hard to beat down (especially with Bernadette Legendary Pilot and support chips / drones) and can withstand a Blitz or Hawk for long enough to simply outlast the bots' abilities and keep weapons locked on and firing. It's a great bot to push and hold beacons and can be used to flank the enemy with its relatively fast ground speed and aegis shield.
Fenrir can also be used as an opening bot combined with Nightingale to devastating effect, disrupting Phantoms / Blitzes, and Lokis when fighting for center beacon.
-------------------------------------------
#8 Leech (previous #5)
The Leech was already on the decline in the META due to Titan weapons and the Hawk, however Leech has great firepower, decent speed and an ability that is unmatched except against a Titan and a Hawk. An early game Leech is still a powerhouse to support the front line by taking out Lokis, Ao Juns, and Nightingales quickly (when equipped with QR) and can help take center beacon when played aggressively.
-----------------------------------------
#9 Phantom (previous #7)
Phantom used to be the premier map opener in beacon games but many clans shifted to Blitz, NG, or Loki. While still strong the Phantom is challenged by these other bots. For the majority of players doing duos or solo play, the Phantom still remains a strong opener and a relatively strong mid- /late-game play bot because of the combination of speed, durability, and firepower.
If you want to begin games in a Phantom it is recommended to use spark/scourge or QuarkeAtomizer to combat opposing Phantoms and Blitzes since you can chip them down while navigating to center / key beacons. If your Phantom is for mid-game the best setups are sustained damage combined with healing to better tank through Blitzes.
---------------------------------------------
#10 Hades (previous unranked)
Pantheon bots are making a comeback as a counter to Hawk. The Hades buff (increased HP) and decent speed allows it to support front line engagement and skirmish at close range. With Energy Machine Guns, Electric, Damage over Time, or Lock-down weapons, Hades serves as an excellent support role.
------------------------------------------
Honorable mention:
Loki (previous #10)
Loki is still used in Champion League squad play in beacon games. The ability to navigate the battlefield under duress of Titans is unmatched. More squad games are won and lost due to the Loki than ever before because nothing else has stealth and enough speed to steal beacons away at any point in a battle. The Loki also forces the enemy team to remain spread out and leave defenders at beacons or run the risk of sacrificing a bot to keep beacon advantage. Even with the advent of the Quantum Sensor module for Titans, the Loki will still be difficult to deal with, especially at the beginning of a match when grabbing center beacon. Once a 3-2 beacon lead is locked in its very hard to take away from hordes of Blitzes and Hawks, often needing a fairly early ArthuNodens push to break.
------------------------------------------
Ao Jun (previous #8)
Ao Jun goes down due to the nerf to its ability (reduced time and increased cool down along with loss of stealth when taking off and landing). It is still a formidable ambusher especially with Yang Lee (pilot) as it provides a direct counter to Loki, Nightingale, other Ao Juns, and Hawk. It also is one of the best bot counters to Titans when equipped with Glaciers and Embers.
------------------------------------------
Falcon
Falcon has an excellent ability to tank damage and hold beacons and is up there with the Fenrir as a primary bot to to hold / push center beacon. 1-on-1 a Falcon can defeat several Blitzes if its weapons and pilot skills are built to beat them...think armor, durability, repair and adamant. While resistance bots are naturally poor against titans and Hawks, the falcon can hold its own against just about everything else.
-----------------------------------------
Tyr
Considered by some to be a good all around bot (it is not incredibly strong against anything yet not weak against anything either), the Tyr can float itself and its allies with repair for long periods of time either pushing or defending a beacon. Combined with any resistance bot or high durability bot a Tyr can push a group of allies from an even clash into a winning clash with ease. It's also decent at healing allied titans.
Tyr has a decent matchup against Hawks since it can take the attack on its physical shield.
----------------------------------------
Pantheon Bots
With the shift to mid- / long-range META along with the Hawk, the Pantheon bots are making a come back. With Energy Machine Guns, Electric, Damage over Time, or Lock-down weapons, they can serve as an excellent support role.
----------------------------------------
Titan Meta
#1 Arthur
Arthur, unlike the Ming, is an excellent beacon holder and a respectable beacon pusher. An Arthur, especially combined with a Nodens or Nightingale, is the best way to bust a red beacon through tides of defending Hawks and Blitzes in squad games.
Arthur is relatively weak to splash, especially opposing titan rockets so it's good to identify the weaponry of opposing titans before pushing.
#2 Nodens
The Nodens is not as good as an Arthur for pushing or holding bacons, but as a support Titan it is invaluable on the battlefield because it keeps other Titans and bots alive. If you can support an Arthur or Kid with your Nodens from a relatively safe location those Titans can easily kill multiple red Titans supported by your suppression and healing chain.
#3 Minos
Minos is an excellent Titan for capturing beacons and can be a respectable brawler against other Titans when played smartly. Minos is relatively weak when its reflective shield is not in use so its important to identify the right opportunities to engage.
#4 Ao Ming
The Ao Ming is still a massive damage hog with the ability to clear entire hangars off the field. The only real counter to the Ming is an Arthur push, coordinated attacks by Ao Juns and Hawks, or stealth (for now).
It should be noted that the Ming is fairly poor at taking or holding beacons, so it is best deployed when there is a beacon lead and played well it should be floating over or near one of your teams rear beacons so that if a Loki does break through you can simply land and keep the beacon blue.
Obviously it's best to abuse the range benefit of plasma or titan scourge weapons to protect yourself from opposing Ming or Arthur.
#5 Kid
A maxed Kid is very good at dealing damage to groups of bots in mass. The Kid is very fast, especially compared to Arthur. It has the highest durability and resistance of any titan and it's very functional against Arthur and Nodens.
The downfall of the Kid is that it is poor against Plasma Ming without Nodens/Nightingale support, since it's difficult to find appropriate cover and close the gap from 600-500 without losing significant portions of its durability.
--------------------------------------------------
Weapon Meta
Heavy Weapons:

Medium Weapons:

Light Weapons:
------------------------------------------
Anti-Meta
This section is for bots that can still perform, even in niche scenarios.
These are in no particular order.
----------------------------------------------------
Cheers,
JFSoul

Key:

Special thanks to:
u/cnavla, u/_summoning_, u/QuirkyTitle1, u/WARROVOTS, u/Osiru_s, u/Shaaadyyy, u/Talkjar, u/commie_heathen, u/bechewyn, u/LionNemesis1, u/13ladeMD, u/HORRORCRANKY, u/Warcraftisgood, u/_Mausername_, u/pegboot, u/squeeepatato, u/sufoalmighty, u/chthroop and all others who contributed.
submitted by JFSoul to walkingwarrobots [link] [comments]

slot machine winning strategies video

The best way to win at slot machines, Winning on slots ... How to Win at Slots - Interview With a Professional Slot ... 10 Tips to help you win at slot machines. - YouTube Slot Tips - Winning strategies for slot machines online ... THIS STRATEGY LEADS To WINNING Time and Time AGAIN! Smart ... Slot Machines - How to Win and How They Work - YouTube HOW TO WIN MONEY at the Casino Strategy - How to Win at ...

I have purchased numerous slot machine strategies and betting systems promising to reveal the secrets to winning at slots that actually work. I have also developed my own variations of these slot machine strategies, based on hours upon hours of playing both day and night, with notebook in hand. The result of all this is right here in front of you. After extensive testing of slot machine ... Slot Machine Strategies for Winning Real Money. Slot machines are popular options for playing looking for an entertaining and rewarding casino experience that does not require much skill and strategy. While slots are essentially a game of chance, there are some slot machine strategies and fruit machine secrets and tips like Hold the Reels or Nudge and Hold you can use in order to have a more ... Really useful slot strategies are actually about finding the balance among following factors: Chance to win; Size of the winnings; Cost; Thrill; Playing time; Every player looks for something else, so there is no ideal strategy that fits everyone. I will show you my strategies, each suitable for a different kind of players. Finding out which of them fits you best is up to you. That’s because slot machines are designed to return less money than they take in. In other words, they guarantee a profit, and nothing you can do as a player affects that design in any meaningfulway. Good slot machine strategy focuses on two things – increasing your chances of winning and helping you save money you might otherwise lose. At website slot-machine-strategies.org you will find information not only at the slot game in general, but also in some slot machines in particular. There two ways of paying slots – online and offline. Different people prefer different ways and we can assure you that if both of the ways have their own pros and cons, which may satisfy one player and dissatisfy other one. Slots at land based ... Winning Slot Machine Strategies The basic strategy that can be effective when playing slots is wise bankroll management. Slot game is based totally on a Random Number Generator, therefore there can be no powerful strategy in beating slot machines. There are still some things you can do to increase your possible odds of winning and to reduce losses. There are lots of various strategies that can ... Slot machines may appear to be a game of luck more than anything else, as the player merely has to spin the reels in order to play. There are no in-game decisions that improve or decrease the players odds of winning. However, there are several strategies that can help give you a better chance of … Continue reading Top 5 Strategies for Slot Machines → Choosing Your Slot Machine Now that you have your basic strategy outlined, it’s time to make some decisions to help you pick the right slot machines. There are two important things to keep in mind about slot machines in general: first, you won’t know what the odds of winning at any given machine are, but you can determine the various payout levels for each machine. There are no blackjack- or video poker-like strategies that can cut into the house’s mathematical edge. Odds on slot machines are unchanging. There’s nothing you can do legally that will change the outcome, though scam artists sometimes have succeeded until caught, arrested and imprisoned. But there are approaches that will help you get the most out of the games. Let’s take a two-tiered ... Choosing to play a machine with a 95% rather than an 80% RTP definitely helps your chances of winning. See our page on the best slot machine by payout percentage for help with this. 2. Clear a Bonus, Fulfil a Promotion or Earn Points. Bonuses (especially welcome bonuses) and promotions can improve your chances of coming out on top because every time you spin you’re a step closer to earning ...

slot machine winning strategies top

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The best way to win at slot machines, Winning on slots ...

GO TO www.sevenstepstoslotmachinesucess.com How to win at slots. We all know the slot machines are set by the casinos to make them money, But what if you kn... Our SECRET WEAPON we use to NEVER leave the casino broke...https://bit.ly/2AhTFsWHOW TO WIN MONEY at the Casino Strategy - How to Win at Slots (Free Play)Thi... Tips from an Online Slot Player that will help you maximize your chances to win playing slots at the online casinos. Slot machine video from casino expert Steve Bourie that teaches you the insider secrets to winning at slot machines and how a slot machine really works. Also... Steve and Matt Bourie, from the American Casino Guide, interview professional slots player, Peter Liston. Peter is the author of "Million Dollar Slots" and h... We interviewed some frequent slot players and casino workers. We got these inside tips on how to increase your chances of winning. You won't want to miss thi... Thanks for Watching THIS STRATEGY LEADS To WINNING Time and Time AGAIN! Smart Slot Machine Playing W/ SDGuy1234! Like the video? Thumbs it up! Love the video...

slot machine winning strategies

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