Soccer Spirits is Com2us’s new oddball collectible card RPG developed by Bigball co for the iOS and Android platforms. This quirky RPG puts you into a world full of interstellar conflict and intrigue, and all that is not solved in politics is solved in… soccer matches! Your battles are done one move at a time, and how well you choose your next move can determine the outcome of the battle. Read on for some tips and tricks for Soccer Spirits!
You want to have the rarest cards in your deck, of course, so always be sure to continue checking the Draw area for opportunities to draw rare cards, especially when an event is going on. Event tickets and other goodies will get you free draws, but so will crystals. 30 crystals will get you one rare draw while 300 will get you ten at a time.
Every card can be trained and evolved for enhancement purposes. Training a card is done simply by using up weaker, more common cards, up to six at a time, in order to power up the cards that you want in your party. Evolving requires a specific blend of sacrifice cards (different for everyone), and also require your main card to be at a specific experience level.
You can move onto new chapters in the PvE modes once you earn all of the available stars in the matches. The toughest stars are the “shoot skill” stars if you like to automate every battle. For these, take the battle out of auto mode and pick the shots yourself. To be extra sure that you score when you shoot, use extra penetrates to wear down your opponents.
Know when to best use passing and blocking as opposed to attempting to steal and attempting to penetrate. Passing will send the ball off to another one of your team members, with vastly increased attack, giving your next player a far greater advantage than they normally would have. Blocking will decrease action points from your action bar, which gives the opposing player less turns.
Shooting or using a shooting skill will win the match if successful, but if it’s not you’ll end up giving the ball to the other team. Avoid this by penetrating enough so that at least one of the defenders that you shoot against will be drained to 0HP when you shoot. It doesn’t matter if both of them are drained or not; only one of them.