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Progression Guides
Account-level pacing: when to stop upgrading one system and start another.
35 guides across 26 games
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.