Warfriends guide - Part Two - Upgrades and WarCards

By , on January 24, 2017
Last modified 7 years, 3 months ago

In this second chunk of our WarFriends guide we’re going to look at three of the mechanics that the game likes to throw directly into your face.

Namely we’re going to have a gander at WarCards, unit upgrades, and weapon upgrades. These are three things that you’re going to need to understand if you want to be the finest person murderer the world has ever seen.

And quite frankly, why wouldn’t you want to be that? It sounds like an excellent thing. But only in the digital world. Don’t try it in real life. Or if you do, don’t tell anyone that I told you to, I’ll get in so much trouble.

Unit upgrades

It’s important to make sure that you’re constantly pushing your troops to do better. They’ll take care of themselves on the battlefield, and if they’re running into a fight with soldiers that are tougher than them, they’re going to get mullered.

Look at the troops that you’re utilising the most in your strategies and consider toughening them up first. To begin with it’s good to have strong Rushers, as not only do they do damage, they draw out your foe so your snipers and heroes can take shots at them.

Weapon upgrades

The same goes for weapons. It’s all well and good lining up the perfect shot, but if you’re not doing a massive amount of damage it can all be a bit of a waste. Figure out which guns you’re making the most use of.

It’s likely to be your primary and secondary ones. But don’t neglect your pistol. It’s incredibly useful when you’re reloading your other guns, and since it’s got unlimited ammo you can call on it when you’re desperate for defence.

WarCards

You unlock these at level 6, and they can come in really handy when things are getting tricky. You get to choose three at the start of each battle, and you can throw them into the mix whenever you want.

You get free cards just by watching videos, and it’s definitely worth doing that whenever you can. Not just because it’s good to have a wide selection, but because you can craft more powerful cards from ones you’re not going to use.

The game doesn’t really open up until you get WarCards, but stick with it and you’ll find that they throw new tactics into the mix. It’s a good idea to have at least one that heals your hero, or at least throws shields up around them.

Having an offensive card in the mix is great as well. And then filling up the third slot with whatever takes your fancy. You should be able to find a setup that compliments the way you play.