@southbullet, their weakness is magic attacks.
@Tifforo Grey < Green < Blue < Gold (< Indigo?)
@PringleHunter MP is based on their INT. Either that, or every student has a fixed amount of MP, and only difference is regen rate.
@PlasmaBlade, I've encountered the problem many times(along with the game telling me to install Adobe for the hundredth time!). The solution is simply to refresh until the problem is gone, if a few refreshes does not fix it then try clearing your browser cache.
I beg to differ, the whole point of a game is to have fun, whatever the reason be it from smiting rivals, completing challenges few can say they have, etc. Most commonly though, is challenge. While you need some fairness so that new players aren't steamrolled for months on end before given a single chance of winning, you still need the all mighty early comers entertained with completely unfair challenges that even they might not be able to beat. A game like this is meant to take weeks of attendance, it's the sheer devotion that drives players skywards here.
It's a card game! The whole point of shuffling decks is so you DON'T know what you're going to draw. The whole point of buying packs is so you can't reliably get every card. Now, actual strategy is decided before you actually play by making a deck. Do you want to Fear past all their units? Do you want to stall a defense? Do you want a card for every task? How many cards am I going to use? In-game, you use out of what cards are available to best improve your progress to victory, which is an uphill or downhill battle based on card choices of you and your opponent. Out of hundreds of battles, I only see few exact clones amongst more than one player.
I actually do love the higher leveled wanderers, as it's a suitable handicap for acting first and possibly killing off some or all of their team before they can fight back.
It seems the best mission is 'Don't Bully Me'. A simple mission where you fight one level 3 boss with around 208 health. At level 22 I beat it and got 14590EXP and 7245 Gold.
@RevanFan01; A shard is the equivalent of 5000 gold if sold, but you cannot purchase it for 5000 gold. So having a Shard is obviously a better deal. As for Warbonds, I think they need to remain scarce as they're pretty much the ultimate currency. Making them come up at set points in time would mean each player has a guaranteed income of warbonds. (Personally I hate finding gold in my daily reward.)
Goal 1, get a lot of money by replying a valuable level. Goal 2, buy a mech. Goal 3, upgrade said mech to highest level. Goal 4, obliterate everything in your path. Goal 5, win. (For me, it almost was that simple.) Great game, but feels very different from the previous ones in the series. In both good and bad ways.