Major Player | Toontown: Corporate Clash

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The Major Player is a Bossbot Manager Boss who was introduced as part of the Hires & Heroes Update. He can be fought in "The Musical Master of Melody" found on Tenor Terrace in Mezzo Melodyland after unlocking the Kudos task Let's Dance!. He was first introduced in the Musical Monstrosity Blog Post on the Corporate Clash website.
The Major Player increases the amount of Cogs that can be present in the fight by 2, totaling up to 6 Cogs in one sitting.
𝗣𝗵𝗮𝘀𝗲 𝟭:
One of the first challenges you'll be greeted with in phase 1 are Dance Partners. You'll want to take out Dance Partners in 1-2 rounds to lift the damage restrictions placed upon the Toons. There are many strategies that can be implemented against Dance Partners, however the simplest strategy usually involves:
If your Partner is not Lure Immune and does not have Focused Defense, use Trap.
If your Partner IS Lure Immune, use Drop.
Focused Defense partners can be defeated with Zap or fired. Low-level Focused Defense partners can be also defeated with Trap.
Have one Toon Lure, then defeat their partner on the next turn.
It's also worth mentioning that Dance Partners do not have tenure; Firing off all Dance Partners is an option if you'd like.
Rising Stars in Phase 1 deal an immense amount of damage, combined with the Major Player's Guest Verse, they can be dealing upwards of 60-70 damage in one turn (increasing every turn), although their accuracy is very low in some cases (for example, Swindlers only have a 40% Accuracy). Because of this, Rising Stars usually need to be dealt with very quickly. It's recommended to focus taking out Rising Stars, even over the Major Player early on. However Dance Partners should still be dealt with first; allow anyone not partnered to focus the Rising Star while others finish off their Partners.
𝗣𝗵𝗮𝘀𝗲 𝟮:
The biggest hurdle of Phase 2 is the Superstar Mr. Hollywoods. You'll want the 3 partnered Toons to deal with their Hollywood partner as soon as possible, with Dave's partner on support. Remember that they cycle their additional cheat every turn, meaning you may have to switch up your strategy unexpectedly. Trap is very strong against the Hollywoods, it's recommended to use your TNT against them if possible. If Lure Immune, Drop can also be effective. If a Hollywood has Focused Defense, you could have one fellow Toon break the shield through either Squirt or Sound (recommended if others have Soak Resistance) then following up with Drop. Zapping the Hollywoods isn't great but may have some niche uses. It shouldn't be used for its group damage, assuming the Toon is partnered, as the jump damage is extremely minimal. It is however decent single target damage, and can be used to wipe Soak off of the partners, preventing a case where they could roll into Soak Resistance while Soaked (although Zap cannot remove Soak Resistance on the same turn). If partnered, Lure should only be used for stunning and setting up Traps, as the damage debuff will make its knockback near useless.
Once a Toon has defeated a Hollywood, they should aid the other Toons in finishing off theirs as well. Remember that the Major Player will cycle his partner status between the available Toons. If not partnered with the Major Player, aid the other Toons through the use of damaging Gags (Lure for knockback, Throw, Drop, or Zap), and if partnered with the Major Player, support the Toons through other means (Toon-Up, Lure for stun/Trap, Squirt, removing Focused Defense).
Once all Hollywoods are defeated, focus your attention on healing, crowd control, and damaging the Major Player. The damage increase from defeating Stars should make easy work of any additional Cogs, as usual Squirt/Zap is very effective for this. Your team can decide how much they'd rather focus on crowd control or damaging the Major Player. In most cases Major Player can be quickly defeated using Lure with Prestige Throw due to the sustain provided by the latter. However, in some cases you might want to defeat the stars if their damage grows too high.
The last obstacle you should keep in mind is the Major Player's match game. Once he falls below half health (2222), he'll use this cheat at the start of the next round, before Toons get a chance to attack. Given the absurd amount of notes required to complete this (hitting at least 15 notes is required to reduce the damage taken), Toons will most likely be taking the full 32 damage. Because of this, it may be useful to use a High-Dive or Juggling Cubes in the same round. Most importantly, take note of each teammate's health. If they're 32 Laff or below and are going to take full punishment damage, a Unite will be required to save them, and if you use it on the turn that Toon will skip their attack, so you'll have to use the Unite either on the previous turn or on the Gag selection screen. If you're looking for methods to try and mitigate damage from this cheat, using a notepad and marking down the arrows as he goes along can be useful.

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