Godzilla Battle Line - Events [Android/iOS]
Event Structure - Waves - Tickets - Opponents - Rewards - Event Shop - Tips

Event Structure

Introduced with version 1.4.0, all-star events are limited and available for fixed periods of time. During an event, the player is locked into using a single leader in this mode. For example, in the case of the debut event this was Mothra. Rather than getting to choose a deck or be limited to seven battle pieces, players also are randomly given access to all battle pieces that share the same level as their own. If they don't own a unit, it's treated as a level one in event mode. The only exception, naturally, is the leader as they can't be acquired as a unit while playing them. These battle pieces are random too. For example, playing the same wave over and over again the player will see their starting units be different. As a result, there is a degree of luck to winning during events.


Waves

The all-star event mode is broken up into what are called waves, which unlike regular matches don't have time limits. Waves are played in groups of three. So waves 1-3, 4-6, 7-9, etc. After the third wave the player reaches what is called a checkpoint. This will return the player to the main event screen and saves their progress. It also creates a restart point, so for example a player can choose to start on wave 4 if they like and replay waves 4-6 before it returns them back to the main event screen once they beat wave 6.

As the player advances, waves get progressively harder. Each wave has a "recommended level" for it. This technically aligns with the level of the leader, but really isn't a good metric for what level your units should be to actually beat the stage.

Players start each wave with 8 energy, as opposed to 6 energy in the regular game. There are also a few things that are carried over between waves until the player either loses or reaches a checkpoint. One of these is health, so if a player takes a lot of damage it could be difficult to win the next wave. Another thing that's carried over are evolutions. So if a player evolves Battra Larva into Battra Imago they will get access to Battra Imago, assuming the unit comes back up as it's still random. Another thing that carries over are leader special moves, which is a disadvantage to the player given the generally long delay between being able to use them again.


Tickets and Continuing

In order to play the event mode, a ticket is required. Each day the player is given four tickets for free. They can buy additional tickets in the event shop using event points earned, although these tickets for sale are limited in number. In addition, the player can spend 150 G-stones for a ticket as well.

Event Ticket

Tickets are consumed the same way regardless of if the player wins or loses. If they beat all three waves and reach the checkpoint or if they are beaten during the first wave it doesn't matter, the ticket is still used up. If the player does lose, though, they can spend 100 G-stones to continue and try the current wave over again. This can be done twice before the player is returned to the main event screen.


Opponents

All-star events are very similar to ranked battles. You are fighting an enemy who is deploying units against you. Victory is achieved by defeating that opponent through damaging them. In the case of event mode, the setup is two giant red crystals in the first two waves that can't directly attack. This is then followed by a regular leader, like SpaceGodzilla or Gigan, in the next wave before reaching a checkpoint.

Crystal Opponent

In terms of battle, while similar, there are several major differences in event mode versus ranked in terms of the opponent. For one they can place units even if they are already on the field, for example summoning multiple Mothra Larvas at once. Another is that the opponent doesn't have "energy". They can place a wide range of units that would normally be impossible, like a wave of Markalite Cannons. They can also place units anywhere on the field, including right in front of your leader.

While all of this might sound intimidating, the opponent acts in a fixed manner for each wave. For example, on wave 43 of the first event they will always play Minilla on the left side a few seconds in. They will then follow with King Caesar a few seconds after also on the left. As a result, each wave presents a slightly different challenge, even though a few waves feel similar to each other. This also means the opponent can "run out" of units as well, if they reach the end of what was programmed for their wave but the battle hasn't finished.


Event Rewards

Every wave defeated gives the player a certain number of G-tokens. The amount awarded depends on the wave, with the first starting at 100 G-tokens. For the first all-star event, each following wave added another 10 G-tokens to the total to be won from beating that wave. Starting with the October 2021 event, though, this amount was greatly reduced while the event itself was split into two parts (waves 1-30 and 31-60).

In addition to G-tokens, the player indirectly completes achievements which is how event points are earned. These will often be aspects like "reach wave XX" or "defeat XX number of enemies".


Event Shop

Timed with events is an event item exchange available in the shop. This is where the player exchanges their event points for prizes, which can range from battle pieces to g-tokens to player icons to posters to titles and even event tickets. These items will have a limit that can be purchased too, like maybe 10 event tickets or only 1 of a particular unit.

Event Shop

Note that the event item exchange runs for a longer period of time than the event itself is accessible. For example, the first event ran for 13 days while the shop was open for 20, meaning there were an extra 7 days to continue to use the event points that were earned. Also keep in mind that unsepent tokens will roll over to the next event, so the player doesn't need to spend them all before the store goes away.


Tips

All-star event mode starts out easy but gets very, very hard. As a result, here are some tips to help players out with this mode.

  • Events are not setup with the idea the player can "beat them all", and the difficulty will eventually hit a point where even a player with all maxed out units can't progress - realizing this helps in how one approaches this mode.
  • Prioritze evolution units in the first or second wave of a run. Getting them to evolve means access to those evolved forms when they come up in later waves. It also puts you in a better position to not have a really bad starting hand for these waves, as for example drawing Hedorah Flying Form is a lot different versus getting Hedorah's final form in your starting hand.
  • There aren't enough event points awarded to purchase everything in the shop, as a result the player should prioritize what they really want.
  • Event tickets are generally not worth it in the event shop since event points are limited. This is especially true compared to just buying G-tokens with these points, as the player would have to reach waves 90+ before they would earn more G-tokens from the wave rewards versus just spending 100 event points for 3,000 G-tokens. That said, tickets can be worth it if someone doesn't play every day and finds themselves behind on an event.
  • Focus on completing the unit specific event achievements in the earlier waves when it's easier. These are the achievements like having Godzilla 1989 beat 30 enemies. Prioritize using these units in the earlier waves whenever they come up, as this is where it's harder to lose. Also stall out these earlier stages so they can rank in more enemies defeated before the wave is done.
  • Find a good wave to grind out wins. Eventually you'll reach a point where you simply can't progress. Rather than trying and failing over and over again, it's often better to just back track and play an earlier wave for the duration of the event. Try to prioritize a wave that you can easily beat but is high enough to give a good amount of G-tokens as a reward. This might be a few waves back from how far you got. Ideally this wave also has a lot of enemies, as there is one achievement series that rewards points based on defeating enemies and is the hardest one to max out during the period.
  • Waves are luck based. You can be given a starting hand that makes the wave easy and in other circumstances literally be given a starting hand that makes the current wave impossible simply because you won't be able to defend yourself in time. This is tricky, though, as it's harder to gauge how far you can actually get with your current battle pieces and when it might be best to stop pushing ahead and settle into grinding out wins in lower waves.
  • If you are serious about event mode, it can be helpful to level up your battle pieces across everything that you own. This is especially true for the 4 star units, with a focus on getting them to level 5 as they have a huge boost for their first five levels. Keep in mind that doing this for all units is very, very expensive and should be seen more as an end game goal.

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