Journey tips and tricks

About applying spells, which should you use when?
Heal Spell:

This is the only spell that does not trigger in the first round (but only after a card is damaged). It's very good because you only use it when your cards need healing. When your cards are 100% they don't trigger. Suppose you put it on a card with a Dodge artifact. Theoretically it could never be used when the dodge triggers every turn, but normally it's an insurance that your card will survive another hit, even when the card dodges 3 times before it's hit.

Take note that the Heal spell only triggers when your cards are 100%, but this 100% is how they are before the fight starts. It is very well possible they were already damaged 50%, so then the heal starts only when it's lower than 50% and only up till the point that it's 50% again (!). To completely heal the card, you need a potion that can only be applied before the fight.

Honor Spell:

The Honor spell is specifically usefull to boost your cards past normal fights (not bosses, although you can also pretty good use it - together with Demise and Heal- to get past bosses, but if you don't have a lot of it, you should keep it for the normal fights)

You can actually apply 3 honor spells to the card you want to attack the enemy. On the card it's 1.6x, then totally on the left it's 1.2x (for all 3 cards), and on the total right it's the same thing: 1.2x.

So you can boost a card with 1.6x1.2x1.2 = 230,4%. You need a big load of spells, but it's much easier to get past a certain checkpoint. Suppose you have a card with Chain, Fireball, Allied Strike or Discoverer Strike, you can boost the card up to the point it does >3800 AT (or 3000, 2300 etc).

When I want to get past a checkpoint and I have a card that can almost kill the enemy, I wait till I have 10 honor spells. You need 12 but you can do the first 2 fights with your 21 fresh cards and save 2. Then for the bosses you need more cards alive. If you miscalculated and have more than your killer card and 2 others alive, you can start the fight anyway and use bomb spells (and demise and heal if you like) to save another honor spell.

Spells are relatively cheap you can buy 8 with 49. When you use the Honor spells mostly and demise and heal a bit less, you will be left with the bomb spells. Bomb spells are pretty useless for boss fights, but come in handy to kill the opposing cards in normal fights, when you have not much cards left. In this case you have resurrected too many cards, you can also kill the bosses of the previous map to cut down the overflow of cards. This will give more pineapples, since the normal figths of your new map only give 1-star loot.

Demise Spell:

The demise and heal spells are very good to kill an extra boss when you cannot do it without spells. So when you can only kill one boss of the map and you don't have enough cards left to do another, you can use spells. I would keep the Honor spell in the pocket and the bomb spell is not really of use, but you can use the heal and demise spells if you still got enough of them. It's no problem to use them, since you want to have most pineapples in the beginning of the game.

With journey you should get up another checkpoint if you can, because you need pineapples a lot. But after you upgraded P, N and F deck there is not much use for it unless you like to get event sets and mythics. If you go too far, you might be able to do only one boss, but that boss gives much more pineapples for your energy and in the process you will get much pineapples to upgrade your decks, which become stronger and you might do another boss anyway.

Demise can be better than heal, if the opposing cards are stronger than yours (when your cards died, the opposing card will still be with less AT). The final boss in the last map is a good example of that.

Bomb Spell:

I tend to be left with mostly bomb spells. But that doesn't mean they are useless. You can use it for:


 * 1) When your killer card can do 3800 AT but you are not sure whether it will kill the opposing card before it hits (with the artifact. Especially when the artifact is Fireball, it tends to be too weak to kill the opposing card first, or when you have Allied Strike on third place and your first who cards die in battle. This is why you should always use a calculator to check the outcome of the fight before you press 'fight'...)
 * 2) When in a normal fight you like to kill a card this turn or in the least amount of turns, you can put a bomb spell on one card or one or two bomb spells on all 3 cards (total left and total right). Suppose you are up against a Vengeance Spirit or a card that heals a lot.
 * 3) To push forward and do an entire map where you need 12 Honor spells, you can cut the amount to 10 or maybe even less using the bomb spells. It's a little bit unpredictable but still a good strategy.

Spells are inside Gold Boxes and Silver Boxes. Don't try to get them, or you will open too many boxes and end up disappointed. You can just check every now and then how many there are in your inventory. As soon as there are 10/12 -> bingo! Do the extra map (of course if you have a killer card). And if you cannot wait? You can also buy them: 8 for 49 rubies.

Normally you get enough health potions in the end reward of a map to do the next map, but in case you haven't you can also buy 36 of them for 99 rubies. If 36 is not enough, you are going to far. You always need to buy some for the first map and checkpoint, but going forward you should be able to finish the maps without buying or with buying less.

My estimation is that you need less than 100 rubies to get past any checkpoint. You can even do it for free if you have strong cards and a stock of spells.

It also depends on your killer card and the 2 cards you choose beside that card. Information about that should be written elsewhere.

Article written by Knepal from discord (Posted by Light-777-Angel).