Friends vs Friends Combos and Cards

Hello everyone from our Friends vs Friends Combos and Cards guide! A crazy online PvP shooter that combines fighting and deck building. Choose a character, customize your card-based equipment and prepare for the fights of your life! The characters, cards and combinations you need for this adventure are below with details!

We know that there are people who have a hard time finishing the Friends vs Friends game. If you are one of those who find it difficult to finish the game, let’s take you to our Friends vs Friends guide.

Friends vs Friends Combos and Cards

Welcome to our Friends vs Friends Combos and Cards guide. In this guide, we aim to cover all the characters and notable cards that we think benefit the most. Additionally, we’ll cover some very popular and powerful combos and single cards so you know how to deal with them in the future.

Character and Card Synergies PT.1

Friends vs Friends Combos and Cards

Moose Salto

  • Personality Card: Power Legs (Double Jump)
  • Likes: Just about anything.
  • Dislikes: No Jump. Bear Trap. Move Slower.

Moose is an interesting character simply due to the fact that the simple benefit of added mobility through a double jump adds so much but requires very little to make the most out of. Being the most flexible character in the game doesn’t automatically make them the best though, since their double jump can only help so much in evasion. Your deck, therefor, is gonna be balanced around your own personal playstyle and making the most of THAT. You won’t outright win an engagement with their passive, but in combination with a good deck, they’re a strong choice in any match-up on any stage.

That being said their generalist playstyle still has some GLARING weaknesses. No Jump alone counters your biggest edge in any firefight, and while it’s temporary, it certainly lasts long enough to get you killed. Not to mention anyone familiar with fighting Scouts in TF2 will find fighting you a cakewalk. The passive is not something to rely on, but merely a slight edge that you need to make the most of.

Friends vs Friends Combos and Cards

Duck Anderson

  • Personality Card: It’s Medicinal (Medkit)
  • Likes: Karrotov, Toxic Bomb, Bomb Lover
  • Dislikes: Barbed Cards, Garbage Day, Invisible Hand

Funny weed duck over here is a very basic, but useful character. Starting each round with a free level-1 Medkit technically gives him the most effective HP in the game. He can shrug off cheap tricks like Poison with ease and can be a little reckless with DoT bombs. Him also getting a free extra card means he gets a tad bit of extra value out of Bomb Lover, essentially being able to turn his Green Herb into a heal AND a dangerous explosive. Overall, you’ll need to be more aggressive then your opponent and make use of your extra healing to get the edge on someone. He doesn’t have much, but it is something.

On the other hand… Duck is unfortunately the biggest victim of any card that directly messes with your hand. Garbage Day when used effectively can make finding your Green Herb nearly impossible in the midst of a fire fight and Invisible Hand on top of that will make it literally impossible. Barbed Cards will also negate the usefulness of Green Herb that much more, and unfortunately there’s not much you can do about it if this happens.

Friends vs Friends Combos and Cards

DJ Newton

  • Personality Card: Reading Glasses (More Accuracy)
  • Likes: FK-82, Phantom Bullets, CA-Turret
  • Dislikes: Ninja-Log, Pixel Vision, Parley

With the best mid to long range game out of the cast, a good DJ Newton player is gonna do everything in their power to engage on their terms and, usually, as far away from the opponent as possible. See, their passive really shines when fighting someone at a distance, since their potshots will almost certainly hit more then anyone else’s at range. This early advantage can steamroll into a win, but ONLY if you can continue to pick fights on your terms. You may be wondering why the Albatross 21 or Laika isn’t on the liked list, but that’s simply due to them not being affected by Newton’s passive. A Scoped-In Albatross and Laika always have near perfect accuracy so Newton doesn’t benefit too much more from them then anyone else. An FK-82, on the otherhand, has it’s spread reduced SIGNIFICANTLY, making it far more deadly in mid to long range. Same can be said for the Boomstick as well.

And that’s where Newton starts to fall apart. Most characters WANT to get in nice and close, and even besides that, most players will naturally do the same. At close range, their unique ability simply doesn’t matter as much since you’ll be hitting shots you would have hit anyways. This means Ninja-Log and Parley both hinder your ability to function when you need to and gives your opponent a very easy entry into their optimal range, hense why defensive use of CA-Turrets may be required. Still, it isn’t guaranteed to save you, so be mindful.

Friends vs Friends Combos and Cards

Spike Remington

  • Personality Card: Big Bullets (Steel Bullets)
  • Likes: All Guns except the Punch-R. Big Head.
  • Dislikes: Less Accuracy, Small Mag, Rubber Bullets, Helmet

Spike’s passive may make it seem as though he’s the best character in the game… I mean, come on, it’s more damage! How can that be anything but good? Well… the damage buff tends to only help kill someone one-shot faster at best, having only one point of damage more then anyone else using the standard Boira. That being said, that damage buff really starts to shine with other guns, especially the Boomstick, FK-47, Lakia and Golden Boira. Top that off with the damage buff seemingly applying before the Headshot multiplier, and you have yourself a character that shines with well placed shots. Mind you, however, not every gun is a winner. The Albatross only can kill Donnie B easier, with only requiring 1 headshot and 1 bodyshot as opposed to 2 headshots, and the Brass Hopper doesn’t seem to do any more damage at all. (Which, to be fair, giving a high RoF weapon like the Brass Hopper even a single point of extra damage can be… problematic.)

With all of that said, it’s no surprise that the cards that debuff your weapon hit Spike the hardest. Rubber Bullets results in overall less damage then base, and Small Mag or Less Accuracy can make it hard to even capitalize on that extra damage. Spike is a character of needing to choose the right gun at the right time because his buff alone is not enough of an edge to beat someone you wouldn’t have beaten without his passive.

Friends vs Friends Combos and Cards

Stevie Gull

  • Personality Card: Classic (Golden Boira)
  • Likes: Counter Card, Mirror Card,
  • Dislikes: Swap Weapons. Empty Mag. Poison.

Stephen Gull is another generalist with arguably the best overall advantage in the game. The Golden Boira not only does more damage then the standard Boira, but also reloads faster and has a bigger magazine, making Stevie a cut above the rest in terms of overall DPS. Because of this, Stevie’s deck doesn’t really need to be tailored to cover any weakness. Any build a character can do, Stevie SHOULD be able to do slightly better. As such, your best bet with Stevie is to build a deck around countering most strategies. Of course Stevie doesn’t benefit from this any more or less then anyone else, but because of his straight upgrade pistol, he’s free to put in more counter-play cards then anyone else.

As for the downsides… really, it’s hard to say. Sure, you slightly benefit less from weapon cards but if you’re picking a different weapon, it’s probably because the situation calls for it. Swap Weapons absolutely sucks since it will certainly give your opponent that same straight advantage you had, but only for a round.. and that same round you can easily pull out any number of tricks to keep the edge. Empty Mag will absolutely still inconvenience you, but it’s still less then anyone else being hit with it. The only card that really shines against Stevie is Poison, and that’s more of a case of evening the playing field.

Character and Card Synergies PT.2

Friends vs Friends Combos and Cards

Donnie B

  • Personality Card: Badass (Health Up)
  • Likes: Heartless, Titan, Love Letter
  • Dislikes: Mind Blowing, Bomb, Tin Man

Nobody does it like Donnie B… except honestly Donnie doesn’t really do much. The passive is short, simple, and sweet, but similarly to her brother, Spike, (yes apparently they’re siblings) it will only give you the slightest benefit that doesn’t stand out much above other characters. It doesn’t make her bad, not at all. The extra health can help you tank things like Self-Destruct Device or an extra Albatross shot, but more times you’ll just be an nothing more then an extra pull of the trigger. However, that extra HP becomes VERY useful when combined with Heartless, giving you that extra precious few moments to put someone down before you die to your own card.

Now on the contrary, that HP bonus can be circumvented very easily. Mind Blowing outright ignores HP and kills you outright, Bombs do such a significant amount of damage that her passive can’t make up for, and Tin Man laughs at the idea of being out-tanked. Putting it bluntly, there’s not a lot going for Donnie B, and the times where her passive actually matters are few and far between.

Friends vs Friends Combos and Cards

Myk Raver

  • Personality Card: Brasslover (Brasshopper)
  • Likes: Poison Bullets, Big Mag, Steel Bullets
  • Dislikes: Anyone who can actually aim.

If it seems like I’m not the biggest fan of Myk, well you’d be more accurate then the people who play him. In all seriousness, the Brasshopper is not a good weapon in most situations. It has the worst damage fall off in the game, middling accuracy, some rough recoil and terrible base damage that it’s RoF only barely makes up for. Being beaten at a distance is one thing, but the standard Boira 9 will square up pretty evenly with the Brasshopper at up close as well. Combine that with anyone else’s passive except Sable’s and Myk shows how little he has going for him. All of that said, cards that can buff the Brasshopper can really be felt with Raver, especially Poison Bullets. On top of that, Myk has probably one of the better match-ups against Sable and the Katana in general since he can easily fire more shots then it can block.

Unfortunately that first section was the POSITIVES, and honestly that alone says more about this character then I ever could. There just simply isn’t enough in the game currently to really push Myk into a unique playstyle, just a few cards that can *maybe* scam out a win. Newton, Stevie and Spike can all out damage you, Moose and Haru make it that much harder to land shots on your spray and pray weapon, and Donnie and Duck both can both live long enough to kill you before the Brasshopper can kill them.

Friends vs Friends Combos and Cards

Little Lars

  • Personality Card: Thick Coat (Explosive Resistant)
  • Likes: Mr.Torque
  • Dislikes: Other Little Lars players. Explosive Resistance

Ah, Little Lars shootin’ for the stars. His explosive resistance leans incredibly heavily into an explosive oriented build. Unlike most other characters that have a weaker version of another card as their passive, Lars outright tanks explosives MUCH better then someone with Explosive Resistance, meaning Mines, Bombs, and the Punch-R can be used in much closer quarters then anyone else, and Self-Destruct is a light breeze to him.

All of that said, Little Lars’ gimmick isn’t gonna work against other Lars players, and someone using Explosive Resistance is gonna force you to actually have to fight them straight up. In addition, you only have so many explosives in a single deck, which can still be either avoided or outright shot in your face. If you’re careful with your card usage, and precise with your explosives, you’ll benefit a lot with him. Otherwise… eh, it’s still nice to take nearly no damage from other bombs.

Friends vs Friends Combos and Cards

Sable Santana

  • Personality Card: Katana Lover (Gee I wonder)
  • Likes: Speed Up, Double Jump, Swap Weapons
  • Dislikes: Boomsticks, Brasshoppers, Anyone with mobility.

High Highs and loooooooooow lows, Sable is the definition of an 8 or 80 character. The Katana has some unique abilities that help balance it out against most weapons, and everyone has to fight her differently then any other character. Having said that, fighting her is 90% a knowledge check and anyone who knows how to avoid you will make you hate this character, while anyone who doesn’t will hate her themselves. When fighting anyone who’s decently skilled, you will be incredibly reliant on your deck to be able to get the upper edge, but when you get her working… she’s probably the most satisfying character to play. Don’t just mindlessly stack your movement buffs, evenly space them out to help you secure your win. Or… you can run Swap Weapons to troll the life out of your opponent, especially effective when your opponent equips a Boomstick.

Her biggest downside though is by far her match-up dependence. Moose and Haru naturally have much better mobility then you, reducing your overall effectiveness against them, and Blocking Myk’s shots is just never going to work out, forcing you to have to approach him stealthily. Sable is all or nothing, and when it’s nothing, it suuuuucks.

Friends vs Friends Combos and Cards

Haru

  • Personality Card: Runner (Speed Up)
  • Likes: Just about everything.
  • Dislikes: CA-Turrets, Mines, Bear Traps

Another generalist, Haru’s basic yet effective passive really has no downsides to accommodate for and no benefits that you need to push further. Of course even more movement speed is always helpful, but it’s usually unnecessary (and occasionally outright detrimental). There’s not much different I can say from Moose, and the two are very much “Pick your Poison.”

However, Haru does suffer a bit more from traps and turrets, on account of the increased likelihood of accidentally blundering into them. It’s not really too much of an issue, as long as you’re keeping track of the opponents cards, but that extra mobility won’t save you against someone good with bombs, so be mindful and pick your fights accordingly.

“That is so CHEAP!” How to counter specific cards.

In the interest of maintaining what little sanity I have left, I’m only gonna go over certain cards that I believe have a lot of stigma and are generally seen as “easy win buttons.” If I miss a card, let me know and I’ll gladly get back to you on it. Mind you, the section of card combos is gonna be below.

Mind Blowing

As the ONLY card in the game that enables a guaranteed insta-kill, this one certainly deserved a spot at the top. When activated, a brain will spawn above all rivals for 4 to 6 seconds. If the brain is shot, it is usually instant-death. There are cards like Small Head to make your brain smaller, Empty Mag to force the opponent to reload, as well as Tin-Man or Ice Block (get ready to see that card get mentioned a lot) but the best advice I can give you it to simply look up. The brain is always directly above the player’s head, so looking up then hides the brain behind your hitbox. After that, run around like a madman to throw off their aim. They only have a few short seconds to make that card count, so do your best to stall. Of course hiding behind a wall or even making a wall in response is effective, but generally anyone using this card will already be lined up to take the shot, since they have a very few precious moments to make their attack count.

Unfortunately the only way to beat this is to play re-actively, and it can still leave you in a disadvantage, but the important part is to not just give up when this card is thrown up.

Self Destruct Device

HOO BOY SELF DESTRUCT DEVICE. One of the biggest salt generators in the game, and it’s not hard to see why. Most characters cannot survive the blast at point blank, and Donnie B can only *maybe* survive if just at the edge of the blast zone. Little Lars, however, eats Self-Destruction for Breakfast, and even something like Health Up or Explosive Resistance can help you tank the blast. Of course, this all helps if you KNOW the Self-Destruct Device is coming, which as a trap card, isn’t exactly obvious.

This is why it’s important to keep track of all cards your opponent has used, and be mindful of all possibilities. There’s only four trap cards in the game currently, so right now it’s a fairly easy process of elimination that goes as follows:

  1. Use a throwaway Card, if it’s Counter or Mirror Card, this will safely disengage them.
  2. Land a shot. Did they disappear? If so, great, Ninja Log’s gone… if not…
  3. It’s Self-Destruct Device. Run.

The running part is also absolutely viable. Unless you’re fighting a Haru or Moose, they’ll have to run at the same speed as you and be unable to close the distance. Otherwise, you can also use a Counter Card to deny the self-detonation. Mind you, they will still explode on death, but now they can no longer just choose to end you. The most important thing to remember about Self-Destruct Device, however, is that it still gives you a point. This means that anyone who wants to use it to secure a win NEEDS a one point advantage. With this knowledge, you can help better guess when someone might be going for Self Destruct Device, and adequately play around it. And even if they manage to get in with the device, Ninja Log and Ice-Block will both save you from immediate death, so if you suspect the opponent might try one desperate move to take you with them, Ninja Log is your best saving grace. Even if it activates on a shot it will usually give you enough speed to get out of the range… and Ice Block? Well, it’s hard, but you can absolutely call out a Self-Destruct with it and just pop Ice Block when you enter Self-Destruct Range.

And if all else fails, just play Lars.

Poison / Vampire Bullets

While I’m not considering these two a combo, and I don’t even consider them overpowered it can certainly be annoying to fight against, especially if it’s a Myk player. In this situation, Tin Man shines as Vampire Bullets will be unable to heal, and only the Poison damage can harm you. If neither of those are available, then burst damage options like the Albatross, Boomstick, or even bombs (they’re getting their own section.) can outpace the poison or healing and lay out anyone using them. Simple counter, but worth knowing.

Tin Man / Heartless

The key to beating Tin Man is in the description, as they are only “bullet-proof.” Bombs of any kind, or status effects, damage through Tin-Man all the same. This is the PERFECT time for a Karrotov or Poison Bomb as the lower movement speed Tin-Man gives means they have to endure it’s damage for longer. Worse case scenario, duck behind cover and wait it out. It’s not worth fighting… which is the perfect segue into Heartless. Very similar to Tin-Man, except Heartless makes you completely damage immune. If you didn’t already know, Heartless does spawn a heart that will instantly kill the user of Heartless if it’s shot, but it has a far more glaring flaw in that the damage ticks will reveal the location of the Heartless user. You can easily just run away from the Heartless user until he dies from his own card, so don’t pay it too much mind… on it’s own, at least

“What was I supposed to DO?!” Card Combos & Counters.

As opposed to the previous section, this is here deal with specific card combos, since the application of certain cards together can drastically change how you approach them. Spoiler Alert, the generic answer to most of these is Ice Block since most of these combos come with the caveat of a timer.

Bullet Time + Mind Blowing

I’m afraid that I just gave some particularly evil players some ideas but given time this combo will certainly see a rise in popularity. Due to the way Bullet Time slows down EVERYTHING, including your camera sensitivity, the typical play of looking up just doesn’t work. Once again, Ice Block can save the day, but a much safer jail card is Empty Mag. Popping Empty Mag in the midst of a Bullet Time turns the entire situation on it’s head and gives you the advantage, as the entirety of Bullet Time will be wasted on reloading.

Nuke + Heartless

If you didn’t already know, Nuking the map after using Heartless will put the heart out of reach of the player, meaning you are now trapped in a hole in the ground with an angry immortal animal, probably with a gun. The game is no longer a FPS, it is now hide and seek… and nothing helps in Hide n Seek more then Invisibility. Mind you, the Invisibility does leave a slight silhouette that experienced players are going to learn how to see, but you’re also given a constant sign of where your hunter is. Move carefully, crouch walk to negate any noise you’ll make if they’re near, and keep your calm and they’ll die a slow, painful death while you can live on to die of radiation poisoning!

Phantom Bullets + Predator Vision + Albatross

Your opponent is AWPing A-Long and just turned on Wall-Hacks. Get to stepping. Seriously, as long as you’re aware of this combo, you can at least make the opponent have to work for that headshot. If you think they’re going for your head, obviously a helmet helps, but the best jail options are Ninja Log, as it tends to be against the Albatross. You can also troll your opponent with Weapon Swap, but that’s more likely to just piss them off, let’s be honest. Still better then getting dome’d from another country.

Katana + Weapon Swap

Ultimate Troll Combo, if you do not know how to use the katana you will absolutely get cooked. This has a lot of workarounds, from popping a weapon card to popping movement buffs / debuffs, but the scary thing about this combo is with Sable, who can just pop Weapon Swap at any time. Specifically against her, you want to reserve your weapon cards for when they actually matter, and use them to cancel your reload animations to not give the katana wielder an opportunity to strike. This seems more like a general Katana counterplay tip, but knowing the value of your weapon cards going into a fight with Sable will save you the pain of getting robbed. Tl;dr, don’t pop a Boomstick at the start of the round against a good Sable main, you will regret it.

Bombs – The Great Equalizer

Okay so I realize that calling Bombs the “Great Equalizer” is a bit of a misnomer because Lars just… exists and reduces their effectiveness a lot, but I still think it’s worth putting bombs in their own section since skillful use of bombs completely tip the scales back in your favor for little cost of your card economy. If you find yourself facing a rough stack of buffs and debuffs, a well-placed bomb can render all of that absolutely worthless, and is always a worth-while Hail Mary option. However, don’t think of these things as simply “fire and forget” since the bombs have a decent bit of nuance to understand if you really want to maximize their potential.

Retreat Catching

Many people make the mistake of throwing a bomb carelessly whenever, but they are most effective if you can catch someone retreating. A bomb thrown at someone advancing on you just minimizes the chance of it actually blowing up on them. However, someone retreating is both less likely to notice where it landed and much more likely to back up into it.

50/50s

If you can subdue someone’s vision, throwing a bomb is gonna force them to guess where it rolled off to. You can see here that the Stevie player, who was originally going toward the hall, doubles back thinking I threw it down the hall in the first place. Unforunately he guessed wrong, and even if he didn’t, I was waiting right down the hall with a shotgun.

Bomb Shots

My favorite use of bombs, shooting them will cause them to instantly explode, leading to some massive burst damage to quickly turn the tables of a fight. This, above anything else, is worth learning, as there’s not much someone can do about a bomb exploding in their face!

Written by ZombiBatz

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