High Roller/Strategy

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While this fight may be accessible for Toons of all Laff and Gag levels, this fight still requires an understanding of all eight Gag Tracks, their Prestige benefits and how status effects work. If you are a low Laff Toon without any experience in fighting Regional Managers, this fight may be too difficult to tackle without guidance. It is also important to understand how the High Roller's cheats work before reading into this strategy.

The best strategies for this fight require conserving Pips and managing Dices. You will not often have a chance to get your Pips back if you spend too much, especially if you pick very important Dices that are very Pip heavy in price.

  • If you plan to use multiple Dice in one turn, make sure to pick the 3-Pip Dice first for the discount (if possible). This also makes buying 1-Pip and 2-Pip dices less of a hassle since they're free.
  • 2-Pip Dice can help with negating a lot of damage towards the significantly bulky Cogs.
  • 6-Pip Dice can allow substitution of Toon-Up for some other damage Gag. Its slightly hefty cost and 3 round cooldown means that the 6-Pip Dice has to be used with care.

Phase 1

These three minigames can foil even smart players, although the damage penalty is only an issue if your losses are pretty early into the fight. Losing also makes your max Laff lower than other winners. Your only strategy towards avoiding these problems is using your brain and perhaps rely on others who are certain to know what they are doing.

Puzzle: It may be easiest to use Squirt and Zap if there are mostly low level Cogs, but one high level one in the mix, in addition to the required Gag. However, since Pips are reset after Phase 1, the Gag choices can be a bit lenient. Only one player needs to use the required Gag in order for the team to pass. It does not matter if the Gag is used after all of the Cogs have been defeated (for example, killing the Cogs with Squirt/Zap on a Sound puzzle).

Shuffle: This minigame can be tricky as the phase progresses, since the cups get faster overtime. The human eye may not be able to catch up, but the human finger can be dragged across your screen for some support.

Trivia: Some questions are easy, while some are hard. They may require a look over on other wiki pages or even some internet knowledge outside of Toontown itself. If a question has no right answer, simply pass and no harm will be done to you. Keep in mind that picking a correct and an incorrect answer at once will count as a Game Over. Avoid using Squirt for this minigame unless there are two right answers, and only use Sound for the questions where all the options are the right answer.

Once you complete the game and Cogs spawn in, focus on the high leveled Cogs or low leveled Executives to rack up damage towards the High Roller. It is more than recommended to fight the Executives due to their 9x damage towards the High Roller. But also because they can take more damage from Trap's Executive damage boost (30% more). Be aware that these Cogs will go WAY over the traditional promotion lineup. It is okay to leave some Cogs for the High Roller to destroy if it means they will avoid attacking you and deal big damage.

Phase 2

While these 25.exe Mr. Hollywoods may be intimidating, they can be managed. This phase is to help you during phase 3, giving you a great damage boost depending on your success, so if only a few are killed it is not a huge deal. The idea is to try to take advantage of their health values by either defeating the Cog with the highest health or multiple Cogs with average health. Your damage boost in the next phase depends on the amount of health you've lowered from each Mr. Hollywood, rather than the amount of Mr. Hollywoods defeated.

Depending on the health, or your use of 4-Pip Dice, high level Trap Gags can be used to finish them in one shot. Multiple high-health Cogs can be brought down with Squirt and Zap, or they can be used to whittle down their health to set up a round of Sound for the next turn. Lure can be used to keep some on the backburner until the time to combo them is right, but be aware of their two rounds of Lure Resistance. They do not deal too much damage as long as you keep killing them and thinning out the amount that will attack in-between rounds. During this phase, 4-Pip Dice are most utilized and can make a big difference in combos, especially with the varying health amounts each Mr. Hollywood has.

Phase 3

Phase 3 is all about Dice management and stacking up as much damage as possible in 1 turn. This is due to High Roller's damage resistance when the other Silhouettes are on the stage. You'll only get one round with him alone before he summons more Silhouettes, so dealing as much damage to him as possible in that round is key.

Your first priority is to destroy the Silhouettes one by one, dealing with the most dangerous first. It is crucial that you leave one Silhouette alive for this strategy, preferably weakening it without killing it. Lure/Throw and Drop combos are very efficient at picking off the Silhouettes. The following is a list of Silhouettes ordered from most dangerous to least.

  • C45HB4CK: Their damage basically means you do 50% less healing than normal, although this does not apply to the 6-Pip Dice. It is best to destroy this Cog Silhouette first regardless.
  • TR4P-C4RD: This Cog should be destroyed first and foremost if not paired with C45HB4CK. Extremely dangerous if paired with GR33NL1GHT3R, who can turn in that 100 damage for free by simply making this Silhouette Lure Immune. This Silhouette should never be kept alive last, as the retaliation damage stacks each time it is used.
  • GR33NL1GHT3R: Arguably the strongest Silhouette. Not only are they immune to Lure, but they can share that Immunity towards a random Silhouette that the Toons have considered destroying first. There's also the Virtualized buff that they all get. Focus on this Silhouette whenever possible.
  • F4C3 V4LU3: The lack of combo damage can make it more troublesome dealing with other Silhouettes, though it should be noted the damage cancellation does NOT apply to Lure's Knockback damage.
  • S1NG1N' BLU35: While the Winded debuff is fairly negligible, it does mean you'll be unable to get the encore boost until the round after it is defeated. It's recommended not to leave this Silhouette alive last if any of the Silhouettes below are present.
  • J0K3R: Either beneficial or a hindrance towards your team, though overall negligible. If you keep this Silhouette alive last, be careful when weakening it as an increased Gag level could cause it to be defeated prematurely.
  • SPL45HB4CK: Not very dangerous and safe to keep alive last, roughly equal priority to F1ZZL3. If you wish to setup a Soak on the High Roller before attacking him, just take into account the damage resistance when finishing off this Silhouette.
  • F1ZZL3: Not dangerous and safe to keep alive last. Using other attacking strategies than Squirt/Zap will completely negate this Silhouette's downside and will not cause any problems when kept alive or setting up for damage on the High Roller.

Pip/Dice Usage:

With one Silhouette left alive, this is where you'll focus on preparing to stack up as much damage as possible. In order to do this, you'll need to stack up certain Dice and Pips. During Phase 3, you'll gain +8 Pips at the end of every round, and +4 more as you destroy sets of Silhouettes. However, the more Pips you hold the less you will be able to get each round. Knowing this, you'll want to spend your abundance of Pips on some beneficial Dice:

  • 1-Pip Dice: Rerolls can allow lots of Dice stacking, very important all around. These Dice will be completely free with the 3-Pip Dice discount, and will be a great help in getting the Dice you want.
  • 2-Pip Dice: Can be useful to negate a lot of incoming damage from the High Roller, especially after the Ace in the Hole cheat has been triggered. Bear in mind that the chance of rolling the damage reduction still luck based, and you may get a weaker reduction while trying to get a higher one.
  • 3-Pip Dice: The reduced Pip cost is crucial to Pip conservation and making this part of the fight go quickly. You'll want to stack up quite a few of these to have the discount active every round. The discount applies to itself, meaning buying more 3-Pip Dice will only cost 1 Pip.
  • 4-Pip Dice: Only use these on the round you attack the High Roller, as they do not stack in round duration. When time does come to attack the High Roller, these are by far the most important Dice to get, you should use rerolls to try and get as many as possible.
  • 5-Pip Dice: You'll want to use these Dice to get IOUs for whatever attacking Gags you'll be using on High Roller for all Toons. Drop is by far the most effective at damage dealing, so it's recommended you get Drop IOUs on all Toons. Once done, you can ignore these Dice from then on.
  • 6-Pip Dice: Not extremely useful during stalling rounds. With the Pip Discounts, Toons can use low level Toon-Up Gags for free instead.

Enough of the 4-Pip and 5-Pip Dice will slowly, but surely, be enough to deal huge amounts of damage to the High Roller. Just remember that you should have enough Pips to be able to use your Level 8s and you will be fine. Do note, that once the High Roller reaches 2/3 of his health, he will perform his Ace in the Hole cheat immediately. This should not be underestimated as it is used in addition to the High Roller's other attacks while all players are 20% more vulnerable. This makes it possible to kill players that are only missing a couple hundred health.

When the High Roller and the last Silhouette are alone, a good combo would be to Squirt the High Roller so you can get the Prestige bonus from Drop. Then you can use Sound to be able to get the Encore bonus (DOES NOT WORK IF THERE IS THE S1NG1N' BLU35: SILHOUETTE AS THE LAST COG). Once you kill that last Silhouette regardless, you can use your Pips to build up on 4-Pip Dice as much as you possibly can. The final step is to send 4 Pianos on the High Roller and go from there. Another option could be to set up a TNT on the High Roller and the last Silhouette and use Squirt on one of them. Have one Toon use Lure while the others use Drop. The debuffs from Dazed and Soaked will greatly benefit the Drop Gags. The Toons that place the Trap Gags should be the ones that (hopefully) have a Trap damage boost. The same applies for the Toons using Drop. This should deal a majority of the High Roller's health, allowing you to full send 4 Pianos on his turn alone. If he still has health, this can be repeated until the High Roller is defeated. Having as many 4 and 5-Pip Dice as possible will greatly benefit the result, but spending too much time gaining Pips can be unnecessary.