Kung Fu Panda: Battle of Destiny Tips, Cheats and Strategies

Kung Fu Panda: Battle of Destiny is a collectible card game game from Ludia. It has quite a lot in common with Hearthstone, which means there’s a fair bit of strategic depth to it. Gamezebo’s Kung Fu Panda: Battle of Destiny …

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Kung Fu Panda: Battle of Destiny is a collectible card game game from Ludia. It has quite a lot in common with Hearthstone, which means there’s a fair bit of strategic depth to it. Gamezebo’s Kung Fu Panda: Battle of Destiny tips, cheats and strategies will start you on your way to becoming a Card Fu (their words, not mine) master.

Building Your Deck

  • New Masters can be unlocked by reaching different levels with other Masters. For example, getting Tigress to level 3 will unlock Po, and getting Po to level 3 will unlock Crane.
    Gaining levels also unlocks new cards for your Masters.
  • The Master you choose when creating a deck will decide which cards you’ll be able to add to it. They can all use Neutral cards but only Tigress can use Tigress cards, only Po can use Po cards, and so on.
  • Different Masters have different specializations, represented by the cards exclusive to their sets. For example, Tigress focuses a lot on direct damage and increasing attack power, while Po uses food to heal or strengthen his warriors. There are some cards with overlapping abilities or abilities that are similar to others as well, so not all abilities are exclusive to a single Master.
  • Your deck can only hold up to 30 cards, so make sure to keep an eye on the counter in the bottom-right corner of the screen as you add to it.
  • You can only have 4 copies of any one type of card in your deck – and only 2 of the stronger cards. No filling it with super powerful warriors, that’s cheating!
  • Pay close attention to a card’s Chi cost (the yellow icon in the top-left corner). The higher the cost, the longer you’re going to have to wait before you can use them. Make sure to include a few low-cost cards in your deck, otherwise you won’t be able to do anything for the first couple rounds of a match.
  • Once you’ve gotten comfortable with the basics, start looking at cards’ special abilities (if they have them). Some of these skills can be extremely useful in a fight, even if the card itself has fairly mediocre attack and/or defense.
  • Kickoff means the associated skill will take effect as soon as a card is played, while Farewell abilities only trigger if a card is “knocked out” (i.e. removed from play). You can find out what the other skills do by reading the descriptions when viewing your Collection, or by checking out the pop-up windows that appear if you tap and hold on a card during a match.

Card Fu Basics

  • At the start of each match you’re given the option to redraw as many cards from your starting hand (3 if you’re going first, 4 if you’re second) as you wish. Just tap on the cards you’d like to discard and then tap to redraw. Consider the Chi values of those cards, since the most Chi you’re going to start out with is 2 (if you go second and use your Chi Gem card).
  • Chi is king. You’ll earn +1 to your maximum Chi at the start of each turn, up to a total of 10 if the match lasts long enough. Keep this in mind as you start to eventually draw high-cost cards.
  • All cards have attack and health values, along with their Chi cost. Attack (how much damage that card deals when attacking or defending) is shown in blue, and health (how much damage that card can take before being removed from play) is in red.
  • To attack another card or Master, tap and drag one of your cards that have already been activated onto your intended target. Then watch them trade blows. You can see what the results of a fight will be before you commit to it by dragging and holding the targeting cursor over various opponents.
  • You can make a warrior Guard your Master by tapping and dragging them (i.e. targeting) your own Master. If a warrior is guarding a Master, your opponent will have no choice but to fight the warrior first – unless a special ability allows them to circumvent this rule, anyway.
  • Most cards can attack or defend as soon as they’re put out, but others (such as cards with Kickoff effects like Meditate or Guard) can’t until the following turn.
  • Pay attention to cards that have Kickoff and Farewell abilities, and try to plan around then accordingly.
  • Once per turn you can spend 2 Chi in order to draw an equipment card from the Armory (the large Chest on the left-hand side of the screen). These cards can be used to enhance your warriors, but you’ll have to pay to place them.

Card Fu Intermediates

  • When you place a card is often more important than if you place it. Be mindful of your opponent’s warriors as well as your own, and try to use special abilities when they’re most beneficial. For example, surprising your opponent with a card that will boost the attack of all your warriors works better if you have several warriors out already.
  • You can attack with your Master just like you can with your warriors, but it’s usually not incredibly useful. Masters trade equal blows more often than not, so ultimately you’ll only bring both of you closer to defeat.
  • That said, there are some cards that can heal your Master or even increase their attack strength temporarily. These make direct Master duels more worthwhile.
  • Some abilities are ongoing. This means that a warrior giving your other warriors a +1 to either (or both) of their stats will continue to boost new warriors as they come into play. So long as the warrior doing the boosting doesn’t get knocked out, of course.
  • Sheer numbers can sometimes win out over brute strength. High-cost warriors with a ton of health and attack power might look daunting, but they’re limited to one attack per turn just like everyone else. Massive damage doesn’t really mean much if they have to fight through a small army of weak guards one at a time.
  • Strength in numbers isn’t a guarantee. Some cards actually deal damage across a number of enemy warriors, which can be devastating to a group of weaker defenders.
  • Guarding is often just as useful as attacking. Being able to assign warriors, even weak ones, to protect your Master can make a real difference when it comes to keeping you in the match.
  • Learn to love Leap. Guarding makes it difficult to damage a Master, but Leap allows a warrior with that ability to completely ignore Guard effects.
  • Remember the Armory. If you have more Chi than you can spend (or not enough for the expensive cards you want to play), consider spending 2 to get yourself some equipment. You never quite know what you’re going to get, but it’s almost guaranteed to be useful in some capacity.
  • Eventually you’ll come across a Master Scroll – a very powerful card that’s exclusive to each Master, and can really upset a match in the right situation. Keep an eye out for it, but remember that you can only use it once per match.

Combat Etiquette

  • You can tap on your Master’s portrait to pull up a menu of basic emotes (thank you, sorry, hello, etc). It may not be detailed, but you can enjoy some friendly back-and-forth with your opponents this way.
  • Matches in Battle of Destiny aren’t asynchronous, so please don’t join and then immediately start doing something else.
  • Don’t feel rushed, but also don’t take forever. It’s normal to want to assess the situation before you place new cards, so don’t feel bad about looking at what’s in play. But try not to take forever, either. If you can’t commit your focus to a match against another player, then try practice mode. You’ll still earn experience for your chosen Master, to boot!
  • If you find yourself in a match with a player who’s either taking a really long time to finish their turn or is letting the clock run out, you can always forfeit. The “hurry up or else” timer does pop up faster if a player takes too long to act several times in a row, however. So it might be worth it to be a little patient.
Just a guy who likes to play video games, then tell people about them. Also a fan of the indie development scene.