Ok, start by going to your Storage menu, and going to the second tab, your Wooparoo Album. You will see the screen below, with two buttons, one to see all normal wooparoo and one to see all hero wooparoo.
Normal wooparoo are generally only good for filling up extra spots in a team when you don't have enough star slots for a hero wooparoo, or to die to single-target attacks so that hero wooparoo don't take the hits. This guide will not cover these wooparoo since...well, they aren't that important.
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Now these are the real stars of your team. Hero wooparoo should compose the majority of your team, but because of their higher stars, you won't be able to fit as many on your team (until you're higher level). The guide has info only on these wooparoo.
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Stars: The number of stars a wooparoo is worth indicates how much space that wooparoo will take up on your team, and, to an extent, the overall power of the wooparoo. This person is level 19 and has 22 total star slots. His wooparoo make up a total of 20 stars, so he could either add another 2-star normal wooparoo, or better yet, take out his 2-star wooparoo and put in a 4-star hero wooparoo, if he has one. |
Tiers: Tiers refer to the different versions, or evolutions, of a wooparoo. Most hero wooparoo, aside from the various chameleons, have four tiers, like Apis shown here. Tier 1 is its weakest form, while Tier 4 is its strongest form.
I like to refer to a wooparoo by its tier, rather than how many stars it is. The reason is that I don't like keeping track of how many stars each wooparoo has, and it's not a good indicator of a wooparoo's strength compared to its other forms. For example, if I talk about a 6-star Jacquard, that's his tier 3 form, and is better than two of his other forms. He has more abilities and some that are leveled up. Relative to his other forms, a 6-star Jacquard is good. For many wooparoo, however, 6 stars is only their first tier. If I were to mention a 6-star Walla, for example, that's the worst version of it you can get, and it has only one ability. It's easier to just say tier 1, tier 3, etc. sometimes. |
2. Types: Attack, Defense, Healing
Defense:
Defense-type wooparoo are basically the tanks of your team, and they will absorb damage in place of your attackers. However, they can't stop area-of-effect damage that affects multiple units. Defense units can either be "Health tanks", which survive by having a lot of health, or "Defense tanks", which survive by having higher than average defense. I'm not sure if there's an advantage of using one over the other. Healing:
Healing-type wooparoo can either heal or buff the other wooparoo on your team. If your attackers are dying too quickly even with the help of a couple tanks, it might be beneficial to use a wooparoo that can heal your front line as opposed to another attacker doing a little extra damage and then dying. They generally have other supportive abilties as well, and a single-target damage ability. |
3. Ground vs. Aerial
Ground:
Melee ground attack units should have a ground tank to take hits in their place so they don't die. Most of them only have attacks that can hit other ground units, which can be either bad or good. The downside is that they can't target some of those pesky aerial units that are pummeling them. The upside is that if they destroy all the ground units in front of them, they can just pass by the aerial units to destroy their base unchallenged. The ranged ground units more typically have attacks that hit air and ground, so as long as they're protected they can dish out some good damage.
Aerial:
Aerial, or flying units are almost unanimously ranged attackers, with the exception of Caesar and Inferno. Most of them have some sort of attack that hits ground enemies, so they probably won't just fly over units to attack the base (except tier 3 Inferno). They'll stop to hit the ground tanks in front of them. Against a team of units that mostly target ground enemies, aerial units can do some serious damage to the opposing team without dying. However, against a team that has strong units that can target aerial creatures, you will want to have an aerial tank to protect them.
4. Attributes
Every wooparoo has one or two attributes, or elements if you will, associated with it. Some wooparoo have one attribute at tier 1, but gain another attribute at a higher tier. I am not sure what purpose they serve, or if some are strong against others, but I'll include it in the wooparoo information section. The attributes so far are as follows:
Ground:
Melee ground attack units should have a ground tank to take hits in their place so they don't die. Most of them only have attacks that can hit other ground units, which can be either bad or good. The downside is that they can't target some of those pesky aerial units that are pummeling them. The upside is that if they destroy all the ground units in front of them, they can just pass by the aerial units to destroy their base unchallenged. The ranged ground units more typically have attacks that hit air and ground, so as long as they're protected they can dish out some good damage.
Aerial:
Aerial, or flying units are almost unanimously ranged attackers, with the exception of Caesar and Inferno. Most of them have some sort of attack that hits ground enemies, so they probably won't just fly over units to attack the base (except tier 3 Inferno). They'll stop to hit the ground tanks in front of them. Against a team of units that mostly target ground enemies, aerial units can do some serious damage to the opposing team without dying. However, against a team that has strong units that can target aerial creatures, you will want to have an aerial tank to protect them.
4. Attributes
Every wooparoo has one or two attributes, or elements if you will, associated with it. Some wooparoo have one attribute at tier 1, but gain another attribute at a higher tier. I am not sure what purpose they serve, or if some are strong against others, but I'll include it in the wooparoo information section. The attributes so far are as follows:
Fire Thunder Dark Water |
Ice Forest Light Gold |
Wind Earth Magic |