The world of Mario + Rabbids Kingdom Battle can be surprisingly difficult behind its cute and whimsical exterior - and sometimes it's not clear which tactics you should be avoiding until half your team is running around on fire.
Below you will find tips on things NOT to do when battling Rabbids - and hopefully they'll help you survive and thrive along the way.
It's easy to get attached to using the same trio for each battle if you've discovered some good tactics that work well with your chosen buddies - but there are dangers to relying to much one the same three heroes.
While you're stuck with Mario whether you like it or not, the other two slots only require that one of them be a Rabbid. This is important to note later in the game when you start running through chapter gauntlets that span several battles. You might not always find a Mushroom to heal yourself, and sometimes it's better to sub in a hero who has a full health bar, rather than risk it all on a wounded hero who might not survive the opening salvo.
This also means you need to be on top of buying new weapons for all your heroes - so you don't get to a point where your only option is using a hero with outdated weaponry that won't dent the enemy. For this reason, unless you love grinding coins, it's better not to try and buy every single weapon for a Hero - just focus on one of the most powerful weapons available at a time.
EditDon't Stand in the Open
This goes without saying, but without cover, you're as good as dead. Cover is your lifeline in this game, and you should always be moving from cover to cover by any means necessary, unless you want to give the enemy a free 100% chance shot at you. If you have the choice between crumbling blocks or an unbreakable slab or a Warp Pipe, choose the cover that won't break after a few hits.
The only times you don't need to worry about cover is if you're exclusively fighting enemies that don't used ranged attacks - like Smashers. At this point, value movement and spacing above all else
The Fire special effect sounds too good to be true, as it has a chance to cause the target to run around on fire in a panic, placing them in a random position out of cover. Sadly, it is too good to be true if you aren't careful.
While under the effects of being burned, any character - friend or foe - that touches another unit, will cause them to ignite as well. While this can be especially hilarious if you manage to light up a horde of enemy units, it can easily backfire if a random Rabbid runs past one of your units and causes them to scurry halfway across the map into No Man's Land.
For this reason, be very careful when using any weapon with the chance to cause fire - or going up against enemies like the Pirabbid Plant. Plan for things to go wrong, because they just might, and if you can, make sure your units are far away or on other platforms from the targets you intend to light up.
If your turn goes by and you never moved a character, chances are you missed out on free easy damage. Every one of your characters can perform a dash attack when in range of another enemy, and some characters can even performing jump attacks as well.
When you factor in skill upgrades that can increase the damage or number of times you can dash or jump attack, you can often take out swarms of enemies with clever movement attacks in conjunction with weapon attacks.
Even if you can't reach an enemy, consider placing yourself in a better position for the next turn, and consult with your Tacticam to make sure you're out of range of being dashed into by enemies.
All secondary weapons you can obtain deal splash damage, which make them great for taking out groups of enemies or those hiding in cover. However, if your hero is sitting to close to the target area, they will take damage too.
Sometimes you can shrug off the blow and make the friendly fire worth it, but it's a risky proposition. You also run the risk of triggering your special effects, which is great to hit enemies with - but not so much your team. Utilize movement to be in and out before launching these big attacks. For example, have Rabbid Peach launch her Sentry before Mario jumps in to follow up with his Melee Hammer.
One of the best things about learning new skills in Mario + Rabbids is that you can reset your skill tree at any time. This may sound tedious and even unwarranted at times, but a lot of times it may be just what you need to tip the battle in your favor.
Dealing with a map with a lot of verticality? Pump points into High Ground Bonus and watch the enemies fall. If the next map is on flat terrain, you may be better off resetting your points to put it into something more worthwhile like upgrading your techniques.
Be sure to check out the battlefield before starting the match to see what your up against, and think about which skills are the most important ones to have active, and which you can live without.
EditNever Finish a Turn Standing Next to an Enemy
Unless you've got a great trick up your sleeve, you should plan to move in and out of combat - starting and finishing your turn in as fortified a position as you can manage. If you do plan to run next to an enemy to hit them point blank, you should at least try attacking around a corner - and make sure your team can eliminate the target before they get the chance to return the favor.
Often times, if an enemy spies you close enough, they'll shoot first, dash second, and run away before you get the chance to react, and you'll end up wasting time and health chasing them down.
Once you gain the ability to use the tactical top-down camera before battle, you would do well to constantly reference it - which you can even do once the battle begins.
Sometimes it can be hard to judge just how far an enemy can move and then shoot, but you'll at least have a good idea of what your options are, and the minimum distance you should stay away to avoid the enemy shooting first and then running away, since you want them coming to you and wasting movement getting close enough to flank.
Tacticam is especially useful for judging where you need to be to shut down incoming Smashers. Plan things out, and you can stand just out of range of their charging attacks - and make sure they can't reach you through a Warp Pipe too.
Special Effects may not always be a guaranteed thing, but if you operate on the assumption they hit, you can set yourself up for some great combos if you plan right.
Nothings worse than making your first attack on an enemy in cover trigger Honey to stick him in place, and waste the rest of your turn shooting at its cover - when you can try other weapons first that can push the enemy out of hiding with things like Push, Bounce, and Burn. Once out in the open, use weapons that deal Honey and Stone to shut them down and leave them wide open to the rest of your arsenal.
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