u/OXYL_4

Image 1 — FULL DISCLOSURE , then FULLER DISCLOSURE , what's next? FULLEST DISCLOSURE?
Image 2 — FULL DISCLOSURE , then FULLER DISCLOSURE , what's next? FULLEST DISCLOSURE?

FULL DISCLOSURE , then FULLER DISCLOSURE , what's next? FULLEST DISCLOSURE?

I can't wait to see if after 4 more years we're gonna get the FULLEST DISCLOSURE lol ✨

u/OXYL_4 — 1 day ago

A post about every single phobie! Part 64- Red ✨🎈

One of the brand new phobies since I'm respecting the album order ❤️

Red floats into the arena as a psychological bomb. He completely shifts the pace of the match by acting as a fragile, mobile punisher. He has no basic attack and only 100 health, meaning his entire purpose is to die, but he ensures that when he goes down, he takes a massive chunk of the enemy formation's health with him.✨

Red mostly represents:

Globophobia: The severe, sudden fear of balloons and, more specifically, the terrifying anticipation of them popping. Red perfectly plays on this dread since the pop is devastating in-game ✨

He can also represent...

Allodoxaphobia (Fear of opinions/consequences): The psychological pressure of making a choice. Seeing Red float toward your army forces a stressful dilemma. Though this fear isn't really what Red is BASED on, since it's only the gameplay and not the actual phobie.

Red is a direct palette swap of Blue . While Blue is a debuff utility unit that shrinks the enemy's damage when popped, Red is his aggressive, damage-focused twin that shrinka the enemy's DAMAGE when popped. It is a slight nod, I'd say, to retro video games where red variants represent the highly volatile, explosive version of the standard.✨

It plays on the creepy horror aesthetic of innocent children's party decorations turning malevolent, popularized by horror icons like Pennywise the Clown. (I just had to mention it) 🎈

Red is the definition of simple but effective design. He is a round, vibrant red balloon floating in the air, tied off at the bottom with a small string. To set him apart from his brother Blue, Red features significantly larger, wider eyes. 👁️👁️

Stats:

Key Cost: 2

Race: Monster (No upsides, no downsides ✨)

Movement: 2 Tiles (Flying. Can float over walls, on walls, and abysses).

Health: 100 (Extremely fragile, dies to literally any attack, even Haphe's basic hit!✨)

Attack Range: None (Has no basic attack)

Passive Trait ("Slow Starter"): To keep him balanced, Red can only move 1 tile on the very first turn he is spawned. After that first turn, he regains his full 2-tile flying speed.

On-Death Ability ("Damage"): Red only pops when an enemy or external force attacks and kills him (you can manually pop him on your own turn, with phobies like Impy✨). When he dies, he unleashes a massive explosion:

600 Damage to all adjacent enemy units (1 tile away).

300 Damage (half damage) to all enemy units sitting 2 tiles away.

Park Red directly on top of a highly contested Panic Point or right in a narrow choke point, mostly of small maps so the enemy has lesser space to run. Because enemies don't want to take 600 damage, they will be forced to halt their advance or waste their turn finding a way to deal with him safely, IF they don't have a specific phobie to directly deal with Red.👀

Use his flying movement to float over walls or across lava tiles directly into the center of an enemy cluster. Once he is surrounded by 2 or 3 enemies, he creates an impossible situation for the opponent, since they have to ruin the formation before they can safely pop Red, and in this game, positionings is key💕

Trading a cheap 2-key balloon to deal 600 damage to a more expensive 3-key or 4-key enemy unit is a massive victory for your key economy.

You can also pair Red with Paddles for sudden preassure! (ANOTHER phobie good with Paddles) 🔥

But don not..

..float Red out into the wide open if the enemy has long-range snipers like Jar Cannon or In-Oculus on the board. They will effortlessly pop him from 3 tiles away, completely wasting his explosive radius and giving you zero value.🥲

Always plan ahead! Because of his "Slow Starter" trait, he won't be able to rush the enemy immediately on turn one or create early panic point preassure. So treat him like a phobie with an ability lock, like Cupcake! Spawn Red a turn before you actually want to use it, though it's harder for Red since it's an attacker.

Be very careful with his positioning. While his explosion only damages enemies, popping him too early can clear a path for the opponent to rush your fragile backline, so wait until the perfect moment. It's like a more aggressive version of Mr. Spilly, where you force the enemy to hit you🙃

Honestly..

Red is a fantastical , cheap tactical nuisance unit, the board feels denser when Red is on the board (Just like Blue!)✨. He requires great spatial awareness and map knowledge to shine. If the enemy lacks long-range snipers (or positioning skills..) , Red becomes an absolute nightmare that can single-handedly stop an enemy push for only 2 keys!

🫵What do YOU think about Red⁉️🫵

I personally like Blue better since it's a 1 key, and I preffer utility over raw damage. Though Red DOES seem way better💪

u/OXYL_4 — 1 day ago

THE 10 NEW PHOBIES!!!

I'm not gonna talk about each of them in particilar since I'm sure nobody cares about my oppinion right now ✨

But

What is YOUR FAVORITE?! ✨

Mine is clearly Impy, he looks sick!!! (Seems like Boss didn't fire this demon and promoted him to fight along side the other phobies!) And he seems really baalnced! I like that ❤️

u/OXYL_4 — 1 day ago

THE PITY SYSTEM! THE PITY SYSTEM IS REALLL!!! 🙏🥹

So I take that when you open packs you get those Vendy coins, I think the better the pack the more Vendy coins you get. ✨

Vendy packs give you one scratch card, it may seem pretty mid but it GUARANTEES YOU A NEW PHOBIE! AND IT'S A RARE OR AND ULTRA RARE!! THIS IS INSANE! NO

The pack ALSO gives you 20.000 XP and guaranteed rare and ultra rare upgrade cards!❤️❤️❤️

This is a dream come true.. 🥹

u/OXYL_4 — 1 day ago

NEW UPDATE SOON ❗🎉🎊🥳

I AM SO EXCITED FOR THE NEW UPDATE COMING VERY SOON , AND I DON'T THINK I'M ABLE TO PREDICT ANYTHING, I HAVE NO IDEA WHAT AWAITS US IN THIS RELEASE‼️

The only thing I'm not sure but I hope we get is that Pitty System the entire comunity has been asking for. If we get that, all players will be pleased for sure. ❤️‍🩹

Another thing I'm expecting is that ham phobie which was teased on 21th of november LAST YEAR! I think it's finally time we get to see him get added.

Talking about new phobies, we COULD maybe get the flower plants that were shown on the Wabbit Season post, but that's just a maybe. ❤️

And, of course, I can't wait to see if the winners of the Fanmade Phobie contest- Abyssmal OR Petra, are getting added✨

u/OXYL_4 — 2 days ago

A post about every single phobie! Part 63 - Creepy Devil ✨😈

​

Creepy Devil bursts onto the board as a manace of psychological warfare and stealth. As a 3 Key, Ultra Rare, Undead unit, he forces the opponent to play a deadly game of hide-and-seek. He doesn't hold lines or tank hits, he dosen't support a combo. Instead, he hides in plain sight, turning the battlefield into a horror movie where HE is the antagonist.

Creepy Devil taps into deep, unsettling anxieties that mess with your mind:

Scotomaphobia & Pantophobia: The intense fear of going blind or being completely unable to see what is around you. His invisibility represents the absolute dread of a threat you know is there, but your eyes cannot track.👀

Xenophobia & Teratophobia: The fear of the unknown and monstrous, misshapen beasts. Because his anatomy is so confusing and distorted, it naturally triggers a sense of biological wrongness.

Agoraphobia: The fear of open spaces where you feel completely vulnerable. When Creepy Devil is on the board, every spot becomes scary 🫣

His character concept is built on a hilarious and gross twist of a common saying:

His name is a undirect ironic play on the term Handsome Devil. While a handsome devil is smooth and charming, this guy is a Creepy Devil. He genuinely thinks he is smooth, though during his idle animations, he grooms himself by using his own spit to slick back his hair. ✨

Creepy Devil's face is a complete evolutionary trick. What look like his "eyes" are actually his giant nostrils. He is practically face-less, using his snout to mimic a terrifying gaze.

His design heavily mirrors swine-like monsters or mutated wild boars from dark fantasy folklore, creatures known for rooting around in the dirt and aggressively charging from the brush. I actually think Creepy Devil has an ACTUALLY scary design.

Stats :

Key Cost: 3

Race: Undead ☠️ (Leeches 40% of damage dealt. Cannot be healed/cured. only Zomboni can cure & heal him)

Movement: 2 Tiles (Ground/Walking)

Health: 900 (Very fragile for a melee fighter)

Attack Range: 1 Tile (Melee)

Attack Damage: 350 base (Leeches 140 HP normally).

Special Ability ("Now you see me..."): Creepy Devil vanishes, becoming completely invisible to the enemy for 3 turns.

Cooldown: 3 turns. Turn-1 Lock: Cannot be used on the exact turn he is spawned.

Striking an enemy while invisible breaks the stealth but adds a massive +400 bonus damage to the strike. This means his ambush hits for a whopping 750 pocket damage (instantly life-stealing back a massive 300 HP!).

If an enemy unit accidentally or intentionally walks onto the exact tile where Creepy Devil is hiding while invisible, Creepy Devil is instantly executed and dies on the spot. That's what I call a Fatal Flaw ✨

Creepy Devil is built to erase squishy backliners. Pop his invisibility in a safe corner, sneak past the enemy's open spots and unleash a 750-damage jump-scare on an unsuspecting Jar Cannon or character package. (because Creepy Devil gets exposed after attacking, you should be aiming for a 3 key or more expensive phobie, for an positive key trade)✨

Just activating his ability throws the opponent into a panic. They will often waste their movement turn taking weird, defensive paths just to avoid stepping on a tile where they think you might be hiding. (Though they can just rewind, so it's better to play safe) ❤️‍🩹

(Bonus, a combo that I've never really seen but can be deadly, is Paddles + Creepy Devil. You pop Devil's ability, then buff his movement with Paddles, then you sprint past the enemy's lines on an open zone with those 6 tile movement in total, then the next turn you chose who to assasinate. Though I can see why it is not used. If Devil is in the enemy's territory, they can just wipe out and search for every tile to find Devil)

With only 900 health and a baseline 350 melee attack, Creepy Devil will get absolutely obliterated if you fight normally. Never trade hits in plain sight!

Do not stand invisible on a Panic Point or a narrow 1-tile bridge! The enemy has to walk through those tiles anyway. If they accidentally step on you, your 3-Key Ultra Rare is instantly deleted for zero value.🥲

Also, Invisibility does not make you INVINCIBLE to splash damage or floor hazards. So watch out🙃

Creepy Devil is a high-risk, high-reward wild card. If you enjoy tricking your opponent and setting up massive, game-changing burst ambushes, this handsome devil is incredibly fun to pilot. Just keep him away from crowded lanes so he doesn't get stepped on, and let him hunt from the shadows!✨✨

What do YOU think about Creepy Devil ⁉️✨

Talking about phobias, my biggest fear when making these posts is misspelling a word 😭

u/OXYL_4 — 6 days ago

A post about every single phobie! Part 62 - Benny ! ✨✨

​

Benny steps into the fray as a distance creating defense unit or as a preassure keeping phobie. Classified as a 3 Key, Rare, Undead unit, he operates entirely as a "turret." He anchors choke points, forces enemies to take awkward pathing, and slowly wins wars of attrition by holding his ground.✨

Benny is a visual embodiment of severe bodily anxiety and psychological distress:

Anorexia & Cacomorphobia: His incredibly skinny, emaciated figure represents the severe dread of extreme physical wasting, malnutrition, and body decay.

Scoliopathemata (Fear of bodily deformity): The sight of five sharp, jagged rib-bones bursting directly out of his upper chest cavity taps into a deep horror of skeletal mutation and body horror.

Necrophobia: The classic fear of things that shouldn't be walking. Since he is an Undead unit without eyes, he relies entirely on supernatural senses to pinpoint his targets, evoking the primal fear of a faceless, relentless stalker.

Benny’s name and back-alley musician aesthetic pull from some great dark humor:

Benny is canonically the brother of Lenny, the cheaper, 2-key turret . Their naming structure is a classic comedic rhyming pair trope (Lenny and Benny). The joke here is that while Lenny is a bit weaker, Benny is the upgraded, more menacing older sibling who brings significantly more pressure to the table.✨

Just like his bandmate Whiskers, Benny has an artistic life outside of scaring people. He plays the triangle in the official in-game rock band alongside Whiskers , Omega ,Skinwalker, Ace, and Tri-Volta! Imagine a skinny, stitched-together skeleton patiently waiting to ding a tiny metal triangle over heavy metal riffs

Benny looks like a classic, unsettling zombie figure .He has a highly emaciated, slender grey mixed with faded green frame that is heavily stitched together at the joints. Like most of his Undead kind, his face is completely hollowed out with zero eyes. His most defining visual feature is his chest, where five long, naked white bones poke straight out of his flesh.👀

Stats :

Key Cost: 3

Race: Undead (Leeches 40% of damage dealt. Cannot be healed or cured . can only be restored by Zomboni).

Movement: 1 Tile (Ground / Walking)

Attack Range: 2 Tiles

Attack Damage: 400 (Leeches a solid 160 HP per shot)

Mechanic: When Benny drops to 0 HP, he leaves behind a pile of bones. If the enemy does not physically walk a unit onto his tile to crush those bones, Benny resurrects with 300 HP to keep shooting.

Benny is built to sit on or right behind your Panic Points. Because he pumps out 400 damage from 2 tiles away, lower-tier 1-key or 2-key skirmishers cannot approach without taking a deadly beating.🫣

With 1200 health and a 400 damage attack, Benny recovers 160 health every single time he shoots an enemy, pair that with the 300 health ressurrection, and suddenly he's way harder to take out than you originaly thought. If you sit him behind a wall or a friendly tank like Haphe, he acts as an un-killable turret that heals off the frontline.🔥

Drop him in tight choke points. Even if the enemy burns their action points to kill him, they must have an extra unit ready to step on his bones. If they can't, Benny wakes back up next turn and immediately resumes his defensive duties. And if they do manage to step on his remains, the said phobie is already dead since Benny is a backline turret and you'll have other phobies ready to hunt it down. ❤️‍🩹

Do not draft Benny if you are planning a fast, offensive rush. Moving only 1 tile per turn means he cannot chase down retreating enemies, as every other turret, he gets kited insanely easily. If the map is wide open, ranged snipers (Oopsy Baby, In-Oculus, Preacher, etc...) will easily stay out of his 2-tile range and chip away at him.✨

Because he moves so slowly, how I said, you can get kited and get diseased or poisoned, even though poison isn't a big problem to ressurrection units because they can't REALLY die from it, it DOES chip away their health and make them.. not so tanky..

Don't let Benny die directly adjacent to an enemy melee unit. They will instantly crush his bones for free and then back off.

Also, this applies to every phobie that can ressurrect. Another weakness is getting pushed into lava tiles, because once a ressurrection phobie is on one, they can no longer ressurrect, they will die instantly. This does not count to fire tiles, only lava tiles from the map itself ❤️

Benny is an incredibly reliable, high-value turret for 3 keys. He commands respect on defensive maps, pumps out serious damage, and forces your opponent to play a tedious "bone-stomping" mini-game just to clear him out. Beautifully designed phobie! 🥹 Protect him from long-range kiters, let him anchor your backline, and he will happily ding his triangle all the way to victory. 💖

Wut do YOU think about Benny ⁉️🫵

Which 3 key turret do you like the most?

Mike Roscopic , Stabby , BoMangles or Benny??? 🤔

u/OXYL_4 — 7 days ago

A post about every single phobie! Part 61- Whiskers! 🕳️✨

Classified as a 3 Key, Rare, Undead unit, Whiskers completely shifts how you play around hidden battlefield hazards. It is a utility-first specialist designed to neutralize traps, acting as a underground minesweeper for a fair price

Fairs ✨

Whiskers physically embodies several distinct, deeply unsettling phobias:

Zemmiphobia: The specific, acute fear of the naked mole rat. Its raw, hairless, wrinkled skin and protruding teeth trigger an immediate visceral discomfort.

Taphephobia & Claustrophobia: The terrifying dread of being buried alive or trapped in tight, pitch-black underground spaces. Whiskers thrives in the dark, suffocating soil where humans fear to tread. (Or I'm just overthinking, because I don't think Whiskers neccesarly represents these phobias)

Scoleciphobia: The fear of worms and slimy, hairless subterranean creatures, visually amplified by its long, thin, rat-like tail dragging through the mud.

Netophobia (or fear of the unseen): The paranoia of what is hidden right beneath the surface. Whiskers represents the fear of stepping into an invisible trap, but flips that fear back onto the opponent.

And as any other undead unit: Necrophobia

Whiskers ALSO features some detailed canonical lore in the game:

Its design is heavily based on the Naked Mole Rat. In nature, these creatures are completely blind, hairless, live entirely underground, and, fascinatingly, are virtually immune to certain types of pain and cellular damage. The game translates this biological immunity directly into its trap-immune gameplay. Cool right? ✨👀

Cannonically within the Phobies universe, Whiskers is a talented drummer! He lays down the rhythm section for an official in-game rock band alongside other musical Phobies: Omega, Skinwalker, Benny, Tri-Volta, and Ace. 🥁🎸

During its movement animation, it doesn't just dig through dirt, it travels underground through a literal sewer, nodding to classic urban legend tropes of mutated creatures living in city sewage systems. That might explain the weird astethics, like the huge eyes, fangs and the fact that its physique tilts slightly to a more human-like figure than an actual naked mole rat.✨

Speaking of looks..

Whiskers is a beautifully grotesque creature. It is a completely hairless, pinkish naked mole rat with slight stitched seams running across its wrinkled skin. Its face features massive, swollen, tightly closed eyelids, emphasizing its complete blindness, balanced by three giant, razor-sharp fangs protruding from its mouth and it wears a long wiggly tail.✨

Stats:

Key Cost: 3

Race: Undead (Leeches 40% of damage dealt. Cannot be healed or cured. can only be restored by Zomboni).

Movement: 2 Tiles (Underground / Burrowing) (Can dig directly under map walls and enemy units, but cannot cross abysses)

Health: 1200

Attack Range: 1 Tile (Melee)

Attack Damage: 325 (Leeches 130 HP per basic hit).

Passive Ability ("Neophobe"): Automatically detects, and reveals any hidden enemy traps within a 2-tile radius around Whiskers. It completely uncovers traps laid down by all traper units, which makes him useful in at least ONE way.👀

2nd Passive Ability ("Trap Absorber"): Whiskers is entirely immune to trap damage. If he steps on a trap, he completely neutralizes and defuses it, nullifying its effects entirely with zero penalty. (Like Tickles and Doom Doom) ✨

If you see your opponent drafting trap-heavy Phobies like Fire Ant to lock down Panic Points, immediately drop Whiskers for a safe alternative (Although most people preffer Tickles, Whiskers can be more useful since he can also SPOT traps, not just absorb them. Though even then, people like using more Doom Doom, Charon or Honey Bear...) . He renders their entire key investment useless by simply walking around and revealing their hidden setups.✨

Use his 1200 HP pool and "Trap Absorber" trait to intentionally march over revealed traps. He sweeps them off the board for free, clearing a perfectly safe path for your squishier backline damage dealers. Also, because his movement is underground, Whiskers can tunnel right past enemy frontliners or slide under a defensive wall to body-block an enemy ranged sniper, forcing them into a disadvantageous melee scuffle. Though that is a high risk of dying.. do your math to make sure your precious radar dosen't get killed 🥲

If the opponent hasn't drafted a single trap-laying unit, you have absolutely NO reason to even consider using Whiskers. His baseline 325 melee damage is really weak for a 3-key unit, meaning he will get out-dueled by dedicated brawlers like Baby Snakey or Misanthope in a straight 1v1 fight. His health dosen't really help that much either in fights.. nore the leeching ..

The problem with Whiskers that he has NO ROLE in the game. Sure, it is an "utility phobie", but you can't make the utility work if you literally don't have anything besides that. The only thing can be the fact that he can gk underground.. but that's it. besides the trap radar and absorbing.. he's useless. Since he just can't actually GO and remove the traps, because he's a melee phobie that CAN'T create distance, his damage is somewhere laughable and even if he DOES manage to suck up a trap, he WILL get taken down. He ALSO can't be used as a melee unit, because of its bad stats, you just can't rely on him to protect anything. His only role is just being the cheapest radar in the game, that's his whole perk. Buff Whiskers. ❤️‍🩹

What do YOU think about Whiskers 🫵⁉️

I know I seemed to hate on this fella but I just think it's the time for him to get another buff. I actually like Whiskers, but I would like him even more if he was playable 🙃

u/OXYL_4 — 8 days ago

What is YOUR FAVORITE Phobie and WHY ⁉️✨

If you have more, make a list of 3(/5)

Mine:

1-Haphe

2-Zappy

3-Sulky

HM:

4-The Collector

5-Jackalope King

♥️

u/OXYL_4 — 8 days ago

A post about every single phobie! Part 60 - Jackalope King! ✨👑

Jackalope King HOPS into the aren of the rodent underworld. Classified as a 3 Key, Rare, Undead unit, this Phobie introduces another family-based synergy. It acts as a powerful field commander its pairing allies offspring directly into combat, completely transforming the tactical board into a warzone. A complete tactic based around this single phobie. This Phobie is the reason Mopsy, Flopsy and Cotton Tale even exist. ❤️‍🩹

Jackalope King is an eerie pull from deeply unsettling psychological anomalies:

Leporiphobia & Chthonophobia: An intense, irrational dread of rabbits or hares, magnified into a primal fear of underground, chthonic monsters. Seeing a creature normally associated with harmless, fluffy innocence twisted into an aggressive, sharp-horned killer triggers an immediate mental dissonance.

Necrophobia & Coimetrophobia: The looming anxiety of encountering rotting graveyard remains. Because the King and his pack are Undead, they embody the terrifying realization that things put into the ground do not always stay resting.

Scolionophobia & Hierophobia: The fear of absolute authority or corrupt family dynasties. The King represents a perverted, undead hierarchy where the patriarch commands a swarm of lesser entities to throw away their lives for his glory.

The lore behind this undead king balances classic American folklore with cherished children's literature:

Hailing from North American folklore, the Jackalope is a legendary cross between a jackrabbit and an antelope. In ancient tales, they were described as highly aggressive, capable of mimicking human speech, and incredibly dangerous when cornered.👀

The names of his 2-Key subordinates: Mopsy, Flopsy, and Cotton Tale, are a direct, brilliant reference to Peter Rabbit's siblings (Flopsy, Mopsy, and Cottontail). The game takes this beloved, comforting childhood story and turns it inside out, re-imagining the innocent bunny family as an army of skeletal phobias ✨

Visually, Jackalope King is distinct from his subordinates. While Mopsy, Flopsy, and Cotton Tale sport dark, heavily rotted, and dirt-stained bones (besides Mopsy, perhaps Jackalope King has a favorite? 😏🫣) the King possesses white bones that gleam . A dense, spectral whiteish mane flows around his neck, framing a skull dominated by glowing, red eyes and a set of massive, sharp antelope horns protruding from his cranium. He radiates a cruel, regal majesty. Exploiting his supermacy😈👑

Stats:

Key Cost: 3

Race: Undead (Leeches 40% of damage dealt. Cannot be cured or healed , can only be restored/cleansed by Zomboni).

Movement: 2 Tiles (Ground / Walking)

Health: 1000

Attack Range: 1 Tile (Melee)

Attack Damage: 360 (Leeches 144 HP per basic hit).

Passive/Pairing Ability ("Pack Attack"): If Mopsy, Flopsy, or Cotton Tale are on the board, the trait activates. The King gains +200 base damage buff (bumping his melee strike to 560, which jumps his lifesteal to 224 HP!). Concurrently, the active 2-Key Jackalopes receive a +150 damage buff to their own attacks.✨

Mechanic - Resurrection: Upon death, he leaves a pile of bones on the tile. If an enemy does not step on his bones by the end of the turn, Jackalope King resurrects with 250 HP.

(Note on Pack: The 2-Key Jackalopes possess 600 HP, deal 300 base damage, move 2 tiles, and resurrect with 150 HP if their bones aren't stepped on. I've covered them up in previous posts)

Never summon the King completely isolated, you don't have a reason to, unless you're trolling. Always drop him when you already have Mopsy, Flopsy, or Cotton Tale holding panic points. With the "Pack Attack" passive active, your 3-Key unit swings for a nice bonus of 560 damage, letting him slice through enemy tanks while healing himself for over 220 HP per hit, pair that with his ressurrection and he suddenly seems harder to take out.

Use his resurrection to choke narrow pathways. Force the enemy to waste attacks destroying him, and if they lack the action points to physically step onto his tile to crush the bones, he will rise again next turn to continue blockading the lane. ✨

Keep him tucked slightly behind his 2-key children. As long as he remains alive, the entire family acts as high-damage assassins. You can also guard Mopsy/Flopsy/CottonTale and camp enemy phobies that are supposed to step on the remains , you can also do this with other phobies, of course ❤️‍🔥

But... :(

It's better to drop the King after his pack is ready. Without his Jackalopes on the field, 360 melee attack with no active abilities makes him an underwhelming frontline fighter for 3 keys, so by himself, you're better off using someone like Baby Snakey.

Do not let him die deep in enemy territory. If he dies right next to an enemy melee unit, they will effortlessly step onto his bones at the end of their turn, permanently deleting him from the board along with his buffs.

Try to NOT use the entire Pack Attack strat on small maps all the time, it usually don't goes well because the limited phobies housing space on a regular map is 5, Jackalope King, Mopsy, Flopsy and Cotton Tale fill in 4 spaces alone, so you'll have only one more phobie to support them 💔

So, overall..

Jackalope King is a spectacular pairing unit, underrated design wise. If you enjoy playing swarm-style, high-pressure geometric strategies where you crowd panic points ,the King is your ultimate go-to. Just protect his bones, keep his children close (Are Mopsy, Flopsy and Cotton Tale his kids or just his workers? We don't really have a clue.. ) and do your own thing ✨

What do YOU think about Jackalope King⁉️ 🫵

One of my absolute favorite phobies, and I'm so salty because I have all the other Jackalopes BESIDES the King ...!

I'm so sorry for y'all have to wait so much for parts in this series.. 💔

u/OXYL_4 — 8 days ago

Phobies progress guide ✨💕

To get the absolute maximum value in your hard worked progression, you must treat the game's economy like a puzzle. Whether you are min-maximizing as a Free-to-Play player or strategically investing as a Pay-to-Win player, efficiency is key.🔑

✨First of all, The Golden Rules for All Players:

Before spending any currency, know this: The very first time you buy any specific pack (both Tears and Coffee Beans), you are 100% guaranteed to pull a new Phobie.

Buy exactly one of every single pack type available in the store before you start focusing on one specific pack.

I also wanna include the fact that, if you're saving for a dreadful pack , and you're looking forward to get rares and ultra rares, make sure you already have all the commons (and/or uncommons, I wish I knew this before wasting all my coffee. one time I only got Mike Roscopic from an entire dreadful pack. So if you wanna get at least some valuable phobies from time to time, hunt the common and uncommon phobies until you can only pull phobies that are worth it. I'm not saying you shouldn't open dreadful packs at all if you don't have all the commons/uncommons, but if you do, don't complain about it, you knew what you've signed up for) 🤷

Be active in the monthly events that appear from time to time, such as Monster Mash, Undead Rising, Dimentional Dominance and Heavy Metal. They guarantee you a boost in progression if you do grind them.❤️‍🩹

And, speaking of grind. Getting seasonal rewards such as the cup of coffee and the season pack are always great. Make sure you get the golden cup of coffee and season pack if you really want to see a change of resources in your account. The rewards grow along side your rank, so skill = reward ✨

(You can also participate in comunity events if you wanna get bonus coffee, so watch out for those 👀)

Now. What NOT to Do :

Do not level up every Phobie! Leveling increases your Stress Level, but spreading your EXP too thin leaves you with weak units. Focus on your core team. The phobies you use the most in basic matches, not in particular interactions and situational units.

Do not ignore low-rarity units. Common and Uncommon Phobies (Grave Digger or Murder Wing) are top-tier staples throughout the entire game. Rarity does not equal power. That's a fact ✨ Rarity means the uniqueness of that phobie, that's why lots of higher rarity phobies are good in CERTAIN situations. because they are situational.

Don't waste your resources on portraits❗

Overall:

As an F2P player, your progress is tied to time investment and strict resource management.

Here's what to do first:

(In my oppionion.. When you create your account, ensure you roll the starting pack containing Heavo, Stabby, Unbearable and Alleygator. It offers far cleaner early-game synergy than the alternatives. But that's not really your choice.. 🥲)

Once you buy your single first-time packs, shift your Tear spending strategy based on your collection size:

Early Game (Low Phobie Count): Spam Uneasy Packs (100 Tears). The community favors these early on because you quickly expand your roster with essential Commons and Uncommons. (On my current account, I got Flail, Sparky and Hexxy just from those! They're really good at expanding your starting collection! ❤️) And if you're feeling lucky, you can open a Frightening pack and hope for something big ✨

Mid-to-Late Game: Switch exclusively to Scary Packs (3,000 Tears). As your collection grows, your drop rates for new Phobies drop drastically. Scary Packs offer the highest localized baseline chance to unlock new Rare and Ultra-Rare units using tears. 💖

The Daily Double Trick: If you actively play every day and hit your daily resource caps for XP and Tears, a good use of Coffee Beans is buying the Daily Double booster. This doubles your intake and accelerates your leveling significantly in terms of XP , upgrade cards and tears from Jacks , though most people stick to packs. (You can do this when there's a limited reward from Jacks, so you have more chances to get it)

If you play casually, Save your beans strictly for Terrifying Packs (300 Beans) or Horrific Packs (800 Beans) to systematically inject new characters into your pool without relying on pure luck. (Though Horrific packs are statisticaly bad.. personally I sticked to Terrifying and Dreadful.)

‼️Maximize Free Rewards Daily

Clear the Challenges: Complete all single-player tactical challenges immediately. They teach you map mechanics and hand out thousands of free resources. (Watch MissCha's videos for help, she has a full guide on her channel teaching you how to complete them all💝)

Coffee overdose: MY absolute favorite thing to do is get the Diamond Jack for 20 coffee, complete the daily coffee quest for another 20 coffee, and at least complete (win or lose) some matches to get at least another 10 coffee from them. Bringing me to a total of 50 coffee per day. Gather that up with the season cup of coffee, vendy gifts at certain times and the monthly race events (and maybe even comunity events or the 10.000 jack prize that appears occasionally), and suddenly coffee is not that hard to get. ❣️

Also..

Referral Codes: Share your referral code. If 3 players use it and hit Stress Level 20, you get free Terrifying Packs along with thousands of Tears, Beans, XP and upgrade card packs!!! ❤️‍🔥

And ...

🤑If you want to spend money to aggressively climb the Mount Ego leaderboard, blindly buying packs is incredibly inefficient.💲 Use this targeted blueprint:

💰 1. The Event Pass / VIP Pass: This is the highest value-for-money purchase in the game. It heavily boosts your progression tracks and grants massive chunks of specific upgrade cards.🐋

🛒2. Flash Sales (30% to 50% Off): Never buy raw Coffee Bean bundles at standard prices. Wait for store discounts or holiday promotional bundles that package Beans, XP, and specific high-tier Phobies together. 🐳

💸3. Whale Pack:

Skip the lower-tier packs entirely once your baseline collection is established. Spend your premium Coffee Beans exclusively on Dreadful Packs (2,000 Beans).

Dreadful Packs give you the highest volume of XP (53,000–79,800) and Upgrade Cards (279–783) per pull, which is exactly what you need to over-level your units and crush opponents through raw stat advantages.💳

I hope at least one tip helped you, because I know you players are super dedicated and already know a bunch of tactics. So if I missed anything, feel free to comment ✨

u/OXYL_4 — 9 days ago

Phobies X Wormboy collab would be PERFECT ❣️

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They with fill in the same vibes and astethics, the creepy theme while not being a real horror game. This would also be a comeback for wormboy since the game has been dead for long.. I'll probably (?) make some phobie concepts for this as well. It's Impossible that THIS could happend but it's cool to imagine ✨

u/OXYL_4 — 13 days ago

Still want something like this to be added ❤️‍🩹✨ (Repost)

Club-like system concept: Nightmares!✨

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You know how in almost every online mobile game you have clubs? Well, in Phobies, it would be Nightmares! (Also tought of naming them "Cults", idk)

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Here's how it'll work:

When you press on "more" button, where there is the "Practice" , "Frenemies" and "Challanges", there would also be Nightmares. When you tap on it, you'll be sent to somewhere like a frenemies list, however, it'll be Nightmares you'll be looking for to join! You, of course ,can search directly the name, or browse them to see wich one is to your likings. Every Nightmare should have an icon, a name (obiously), a description, a family friendly mode for chat, donating cards feature (maybe) and a elo require (If a Nightmare's elo requirer is 2000 elo, you can not join it if you're below that amount of elo). Also, the amount of players that can enter a Nightmare is 30, or if it's too less, make it 40, or even 50❤️

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But what else could be even more interesting about Nightmares?! That's right, new way of progresion! You know that in every season, you get a season pack.

Well Nightmares, will have a similar feature, every season, you have 30 days (cuz that's how long a season usually lasts) to complete a certain amount of wins. You can have 2 goals!:

If all the Nightmare members complete 1000 games, you get a Chilling Pack! If all the Nightmare members complete 2000 games, you get a Threatening Pack! And if all the Nightmare members complete 3000 games, you all get both of the pack! (I'll cover up those packs later) Other things you should know:

You can enter a Nightmare only if you're above stress level 20💖

Creating a Nightmare costs 5000 tears (what? tought you'll get packs for free???)

Cards donations can only be sent once a day, and you can donate: 40 commons, 30 uncommons, 20 rares and 10 ultra rares. (IF there would be a card-donate feature)

You can get kicked and even banned by the creator of the Nightmare! And you'll get silenced in chat if you have a dirty mouth!✨

There are 4 roles: 1 (President) , 2 (Vice president), 3 (Senior) and 4, (Member)💕

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Also, you can share games on chat.

I DIDN'T PLAN COMPETITION AGAINSTS NIGHTMARES, LIKE A "CLAN WAR" OR SOMETHING, MAYBE I'LL MAKE ANOTHER CONCEPT ON THAT

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Now, let's talk about the packs ✨

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What Makes It Special???

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The Chilling Pack stands apart from all other packs by focusing on choice and resource control, but not xp.✨

Choice Scrap Card (Signature Feature)

Instead of one scrap card, the pack contains a splitting scrap card

When scratched, it duplicates into two separate scrap results

You reveal both rewards, then:

✅ Choose ONE to keep

❌ The other is discarded

Example:

Option A: Sparky

Option B: Ogre

→ You pick one!

☕ Coffee Instead of XP

Chilling Packs do NOT grant XP

Instead, each pack grants:

☕ 50 Coffee

If the chosen reward is a duplicate Phobie:

You gain an additional +25 Coffee

Total possible coffee: 75

This makes the pack:

Great for endgame players

Not a shortcut for leveling

Still rewarding even on duplicates

Upgrade Cards✨

You can receive:

200–400 Upgrade Cards

Keeps progression moving without power creep

What do you think about this pack yet?♥️✨

Now, Exact Drop Chances!!!

These chances apply per revealed option on the Choice Scrap Card

(remember: you see two, but only choose one)

Base Reveal Chances (per option)

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Duplicate Phobie

30%

Common Phobie

35%

Uncommon Phobie

20%

Rare Phobie

12%

Ultra-Rare Phobie

3%

Total

100%

Why These Numbers Work

Duplicate – 30%

Higher than normal packs on purpose

Softened by:

+25 bonus coffee

The choice mechanic (you can avoid the duplicate if the other option is better)

Encourages coffee farming without frustration

Common – 35%

Still the most likely new pull

Keeps early/mid-game players progressing

Commons stay relevant due to upgrades

Uncommon – 20%

Respectable chance

Makes the pack feel premium

Often the “best choice” when paired against a common or duplicate

Rare – 12%

Slightly higher than standard packs

Balanced by:

No XP gain

No guaranteed rarity protection

Choice makes this feel very good when it appears

Ultra-Rare – 3%

Rare enough to stay exciting

BUT:

Seeing two options means the per-pack perceived chance feels higher

You still only get one

This keeps Ultra-Rares special without flooding the game.

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Because you see two rolls, the effective feeling is:

Higher odds of at least one good option

Less frustration

And devs stay safe ❤️‍🩹

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NOW- Threatening Pack!💝

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the other pack I mentioned in my 2 previous poThis packsts! It's like an upgraded Chilling Pack! Welp, here's detalies about it!:

🟡⚫ Threatening Packwas

A high-tier special pack based on the Chilling Pack system, built for late-game players who want control, coffee, and higher-rarity Phobies! 🙂‍↕️

Double Choice Scrap Cards (Signature Feature)

The Threatening Pack contains TWO scrap cards

Each scrap card:

Splits into two revealed outcomes

You choose ONE reward per card

Total:

4 revealed results

2 chosen rewards

This massively increases player agency while still keeping balance.

☕ Coffee Instead of XP

Threatening Packs give NO XP

Instead, you receive:

☕ 100 Coffee (guaranteed)

If you choose a duplicate Phobie:

Gain +30 Coffee per duplicate

Possible coffee outcomes:

100–160 Coffee, depending on choices

🛠️ Upgrade Cards

Each Threatening Pack grants:

500–600 Upgrade Cards

Makes the pack:

Excellent for roster-wide upgrades

Not just Phobie hunting

📊 Threatening Pack – Exact Drop Chances

These chances apply per revealed option

(remember: you see four total, choose two)

🎯 Base Reveal Chances (per option)

Result Type

Chance

Duplicate Phobie

20%

Common Phobie

30%

Uncommon Phobie

25%

Rare Phobie

18%

Ultra-Rare Phobie

7%

Total

100%

🧠 Why These Numbers Are “Better” (But Still Fair)

🔁 Duplicate – 20% (Lower than Chilling)

Reduced frustration

Still useful due to:

+30 Coffee bonus

Choice mechanic lets players dodge duplicates more often

Common – 30%

Still present, but no longer dominant

Keeps economy healthy

Uncommon – 25%

Becomes a strong mid-tier reward

Often beats commons or duplicates when choosing

Rare – 18%

Significantly boosted

Seeing four reveals makes rares feel frequent—but not guaranteed

Ultra-Rare – 7%

Very exciting

Balanced by:

No XP

No pity system

High pack cost (assumed)

This is premium-tier but not broken.

🔥 Effective Player Experience (Why This Feels Amazing)

Because of two choice cards:

High chance of seeing:

At least one Rare

Occasionally an Ultra-Rare

Almost never feels like a “dead pack”

Duplicates feel strategic, not bad

Comparison Snapshot

Feature

Chilling Pack

Threatening Pack

Choice Cards

1

2

Base Coffee

50

100

Bonus Coffee (Duplicate)

+25

+30

Upgrade Cards

200–400

500–600

Ultra-Rare Chance

3%

7%

Target Player

Mid–Late

Late / Endgame

Holy yapping, if I missed to mention anything, feel free to ask!❣️

u/OXYL_4 — 13 days ago