- Playing As Shifu Robot
- When at 1 HP, positioning is key, especially in the early game. Take longer, unpopular paths to make time for Auto-Heal to kick in and when an opponent is likely to KO you after your turn, consider landing on Encounter, Drop or Boss panels to make it as unappealing as possible to challenge you.
- Healing cards are imperative here, both to make the best use of and to avoid being repeatedly bullied after recovering. Because of their importance, focus draw panels over star panels whenever you don't have any and try only using them when you cannot wait for Shifu Robot's passive to heal you instead.
- is a must have for any Shifu Robot deck. It's arguably enough the best card to use in combination with allows Shifu Robot to turn the tables when being challenged at low HP, and generally allows Shifu Robot to try to rely on its auto-heal passive as much as possible with no risk.
- & are also incredibly useful with being an early game savior. It's important to diversify healing cards, as only packing late-game cards might spell disaster for early game Shifu Robot.
- is another great card to use in combination with since it can be used against already damaged players, reducing the risk of retaliation significantly. It can also enable Shifu Robot to KO multiple targets at once, making the most of its long lasting ATK boost, or as a defensive measure to skip a turn and stay behind players in case its at low HP. The main downside is that it can also be used against Shifu Robot when its at 1 HP, setting it up for repeated bullying.
- is a great pick for both defensive and offensive purposes. It can greatly increase the chance of Shifu Robot surviving when challenged at 1 HP after reviving, potentially stopping a devastating repeated bullying session, and can also be used as a last-ditch effort in combination with to take down a high HP target.
- in combination with can allow Shifu Robot to reliably KO full HP targets with relatively little chance of failing.
- and are great cards to combine with , allowing Shifu Robot to take down even higher HP targets with much more confidence.
- in combination with can allow Shifu Robot to snipe most 4 MAXHP characters in the game with little risk of failing. While Shifu Robot will be forced to miss out on +1 ATK due to being unable to play both cards in the same turn, it can use that delay to heal using its passive and/or a Home panel, reducing risk in case of bad rolls. Combining the cards with the aforementioned or other ATK boosting cards can extend Shifu Robot's reliable snipe range drastically.
- can help Shifu Robot offensively and defensively. Defensively, it will naturally allow Shifu Robot to keep its HP high, while offensively it can be used to weaken targets in advance while keeping Shifu Robot at high HP. This can allow Shifu Robot to either decide to go for the KO with a max power in case the previous battle went favorable, or continue on passively in case the battle wasn't enough to put the opponent in reliable KO range.
- can be used to defuse potentially dangerous situations, or potentially bring the player closer to their Home Panel for healing.
- and can be great ways to reach the player's Home Panel faster for healing, stay out of harm's way when low, or to catch an opponent after having used . However, the opponents are more likely to draw these, potentially using them to escape a challenge.
- is a good defensive card, as it can allow Shifu Robot to more reliably survive low HP battles, while making it unlikely for opponents to benefit from it when challenging them after having used .
- and can enable Shifu Robot to more reliably survive at low HP. However, care must be taken, as both of these cards can potentially ruin a high-stakes play. The same can be said for and .
- can also be used to prevent an opponent from playing potentially disruptive cards when challenging them after having used .
- is a good pick to make it easier to draw , while can make it easier to draw the healing and positioning cards Shifu Robot needs.
- can be used to more reliably get a hold of important healing cards such as & .
- Since Shifu Robot revives with 1 HP anyways, can be brought into the game with significantly less risk than any other character in the game.
- both helps Shifu Robot draw the cards it wants and reach its Home Panel sooner depending on its current position.
- can enable Shifu Robot to get a lot more Stars from KOs after having used at high HP, since the -1 ATK is negligible when boasting +5 ATK. On the flipside, it can also be used against Shifu Robot with ease, considering how often it will be at low HP.
- Playing Against Shifu Robot
- If the player is able to pursue Shifu Robot in the early chapters of the game, when it is still at low HP, the player can KO it for 2 easy wins.
- , , and to a certain extent are brutal against a Shifu Robot that has used its Hyper previously.
- is highly effective against Shifu Robot. Not only does it make it unable to use its Hyper, it also sets it up to get bullied multiple times in a row by other characters.
- can be used to escape otherwise fatal encounters in case Shifu Robot has previously used its Hyper.
- Traps that most likely will deal damage to Shifu Robot such as , and can often lead to it being KO'd due to the high frequency of it moving at low HP, setting it up for repeated bullying.
- Traps that make Shifu Robot lose its cards such as , , , and can seriously set it back.
- and can make Shifu Robot lose access to the very cards it depends on, especially when at low HP.
- Considering the frequency Shifu Robot wants to aim for its Home Panel and how often it is at low HP, can make bullying it even more fruitful.
- can prevent Shifu Robot from healing itself via cards or potentially sniping players with , causing it to lose an extra ATK boost since it will have to wait a chapter.
- can easily snipe a 1 HP Shifu Robot and set it up for repeated bullying. , though more RNG reliant, can also do it.
- Taking against Shifu Robot can be a beneficial investment, given how often it will be at 1 HP.