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Progression Guides

Account-level pacing: when to stop upgrading one system and start another.

35 guides across 26 games

Builds & Tier Lists Banana Guava

Banana Guava Hybrid Guide: Four Legal Pairs and the Water Chain

Banana Guava hybrid rules: the four legal pairs, the layout that triggers them, five rune families, and the water element chain with its level gates.

5 min read
Beginner BangBang

BangBang Survivor Beginner's Guide: Stage Bands and Max-HP Damage

A stage-banded BangBang Survivor route: when to leave incendiary shells, why max-HP percentage outgrows flat damage, and the six-slot reroll order.

5 min read
Tips Bonk Bonk Tribe

Bonk Bonk Tribe Era Guide: The Five Stats That Gate Every Age

How the five era stats gate every Bonk Bonk Tribe age, where the real stalls hide, why morale multiplies troops, and what to sell or never sell.

5 min read
Beginner Boom Squad

Boom Squad Beginner's Guide: Spread Direction Beats Star Level

Boom Squad's fixed spread directions, the 20-power gate on ultimate evolution, and why a level 7 gold unit is not automatically the strongest pick.

4 min read
Builds & Tier Lists Cell Survivor

Cell Survivor Damage Math Guide: Additive Affixes, Spawn Weapons and Capsule Timing

Cell Survivor damage math: why same-category affixes add, how crit applies to every weapon, how spawn and track shape pick your build, and Capsule timing.

5 min read
Beginner Dream Merge

Dream Merge Beginner's Guide: Merge Chains and Special Tiles

Dream Merge's fixed merge chain, the four special-tile patterns that crack ice, and a tea-house build order that pays before the decor does.

5 min read
Builds & Tier Lists Evo Defense

Evo Defense Assault Guide: Mech Count, Affix Order and the 5-Mech Threshold

Evo Defense Assault math: one starred carry plus seven chargers, the 2/4/5 mech thresholds, the affix order that adds damage, and the Swordsman pivot.

5 min read
Builds & Tier Lists Fish Kingdoms

Fish Kingdoms Lineup Guide: Why Lü Bu Belongs at the Back

Why Lü Bu belongs in Fish Kingdoms' back row, how the four-gift sacrifice lineup works, which spirit fish to socket, and why three units clear faster.

5 min read
Builds & Tier Lists Gladiator Raising

Gladiator Raising Gear Guide: Four Build Thresholds and the Codex First Rule

How Gladiator Raising's five builds hit their dodge, stun, lifesteal and combo thresholds, and why the soul card codex comes before any single card.

5 min read
Beginner Goose Gym

Goose Gym Beginner's Guide: Piggy Bank Clicks and Board Space

A Goose Gym starting plan: merge-2 orders, the piggy bank click limits, and the board-space rules that keep your gym moving without wasting a bank.

4 min read
Beginner King's Decree

King's Decree Beginner's Guide: Skill Fusion and the Three Opening Builds

A King's Decree opening plan: how level-up picks become fusions, which of the three builds fits your gems, and why the castle wall ends most runs.

4 min read
Tips Knock Knock

Knock Knock Room Defense Economy Guide: Bed First, Door Second

How Knock Knock: Room Defense's bed-and-door economy compounds, why offline rate follows the bed, and how to place melee, ranged and support.

5 min read
Builds & Tier Lists Legend of Elements

Legend of Elements Divine Skill Build Guide: Core, Actives and True Spirits

How Legend of Elements splits divine skills into core, active and passive layers, where true spirits unlock, and the resource order that keeps a build moving.

5 min read
Builds & Tier Lists Legend of Mushroom

Legend of Mushroom Class Change Guide: First, Second and Fourth Class Choices

How the level 30 and 60 class changes work in Legend of Mushroom, what the sword, bow and spell trees do, and why lamp level and rune slots outrank the branch.

5 min read
Builds & Tier Lists Lootborn Warriors

Lootborn Warriors Build Guide: Bleed, Frost Hammer and Fire Hammer

Three Lootborn Warriors builds compared: bleed stacks before the payoff, a frost hammer control chain, and a fire hammer crit window, plus the retainer rule.

5 min read
Beginner Counter-Terror

Mobile Counter-Terror Beginner's Guide: Weapons Decide Your Skill Chain

A Mobile Counter-Terror starting plan: how each weapon selects its skill chain, which element counters which target, and the ice cannon trick that saves ammo.

4 min read
Tips My Garden Tale

My Garden Tale Hybrid Guide: 3×3 Rules, Recipes and Layout

How My Garden Tale's 3×3 hybrid rule, the three-flower triangle, daisy and tulip recipes, and the seven-color rose fit the daily order economy.

5 min read
Builds & Tier Lists Nobody's Adventure

Nobody's Adventure Chop-Chop Build Guide: Three Lineups and What Each One Costs

How a Nobody's Adventure Chop-Chop build fits three genies, one beast, four divine arts and a bloodline, plus what the combo-crit and dodge lineups cost.

5 min read
Beginner Soul Chapter

Soul Chapter Beginner's Guide: Martial Souls, Soul Spirits and Slot Order

A first-week route for Soul Chapter: choose a martial soul, fit three soul spirits, order your skill slots and know when the dodge build is the wrong pick.

4 min read
Beginner Stickman Heroes

Stickman Heroes Beginner's Guide: Classes, Elements and Gear Rules

Stickman Heroes' class jobs, the partner element split, and the gear and rune rules that make enhancement free to move and synthesis strict.

4 min read
Tips Three Kingdoms: Battle

Three Kingdoms: Battle for the World Class and Troop Counter Guide

How Three Kingdoms: Battle for the World's six class talent trees work, the shield-bow-spear-cavalry ring, and when terrain changes the plan.

5 min read
Beginner Time Grocery

Time Grocery Beginner's Guide: Talents, Vehicles and Store Levels

Time Grocery's four talent tracks, the two-card referral rule, and why a new shop needs level 50 plus two floors before a strong manager moves in.

5 min read
Tips Trading Legend

Trading Legend Retainer Guide: Earn Rate, Bonds and Shop Order

Trading Legend retainer math: earn rate first, one core to level 100, business before negotiation, and a shop spread that avoids the magistrate penalty.

5 min read
Tips Wild Water World

Wild Water World Badge and Hero Guide: Where the First Upgrades Go

Where Wild Water World upgrade resources should go: hero stars unlock all four skills, legendary gear starts rerolling, and every badge carries one fixed affix.

5 min read
Beginner Bonk Bonk Tribe

Bonk Bonk Tribe Beginner's Guide: Survive the Ice Era First

How to open Bonk Bonk Tribe: push eras instead of side systems, keep a resource reserve, and prepare for Conquest Mode mini-bosses properly.

4 min read
Beginner Cell Survivor

Cell Survivor Beginner's Guide: Gold, Gems and Damage Priority

A first-week Cell Survivor route: how the segmented virus dragon takes damage, where gold should go first, and why gems belong in 10-pulls only.

5 min read
Beginner Haunted Dorm

Haunted Dorm Beginner's Guide: Best Room, Bed and Door Order

A first-run route for Haunted Dorm: how the bed-door loop works, which room to pick, when to build turrets, and the three mistakes that end most runs.

5 min read
Beginner Knock Knock

Knock Knock: Room Defense Beginner's Guide: Door vs Bed

A five-minute run plan for Knock Knock: Room Defense: when to upgrade the door, bed, or hero, how to spend stamina, and the first Room Research picks.

5 min read
Beginner Legend of Elements

Legend of Elements Beginner's Guide: First 7 Days

A seven-day route for Legend of Elements: pick a class you can live with, fix one upgrade bottleneck, bank pulls for the 100-pull SSR pity, and time the garden.

5 min read
Beginner Legend of Mushroom

Legend of Mushroom Beginner's Guide: Your First 15 Days

How to use the 15-day new-server carnival, why one class should get every resource, and which rewards to keep instead of spending on draws.

5 min read
Beginner Nobody's Adventure

Nobody's Adventure Chop-Chop Beginner's Guide: First 7 Days

A first-week route for Nobody's Adventure Chop-Chop: the chop-reincarnate-equip loop, what to upgrade first, and when to stop pushing PvP in week one.

5 min read
Tips Three Kingdoms: Battle

Three Kingdoms: Battle for the World Alliance and Siege Guide

How alliance city building, scheduled sieges, supply cutting and night-war windows work in Three Kingdoms: Battle for the World, and what resets each season.

4 min read
Beginner Trading Legend

Trading Legend Beginner's Guide: Cash Flow Before Prestige

How to open Trading Legend in Bianliang: build steady cash flow, hire staff for throughput, and only open trade routes once the shops can support them.

4 min read
Beginner Whiteout Survival

Whiteout Survival Beginner's Guide: Furnace First, Everything Else Later

A first-week plan for Whiteout Survival: why the furnace sets your ceiling, how to keep heat and survivors working, and when troops and heroes are worth the resources.

5 min read
Beginner Wild Water World

Wild Water World Beginner's Guide: Build the Raft Before You Explore

An opening plan for Wild Water World: secure water and food, treat diving as a capacity test, and expand the raft only when production keeps up.

4 min read