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Crazy Joe Isn’t What You Think… (How It Actually Works) | Whiteout Survival

Surviving the Whiteout23:50

Transcription

Hello men and gentle ladies, and also crazy ladies, because today is all about Crazy Joe. And yes, Crazy Joe is in fact a lady, which apparently surprises a lot of people.

But that isn't the only thing that people get wrong when it comes to Crazy Joe, because like me, many people have misunderstood this event for a long, long time. So in this video, I'm going to try to break it down.

So, most people, and this very much includes me, assumed that Crazy Joe was a defensive event where Crazy Joe arrives at your city with her troops, attacks your cities, and you have to defend against her using defensive heroes. Nope. Apparently not. Crazy Joe is actually an event where we do the attacking. We do not defend at all against Crazy Joe. We attack Crazy Joe. And our cities do not burn because we were defeated by Crazy Joe. Our cities burn because we didn't defeat Crazy Joe in time.

And a lot of this surprised me when somebody told me this, and it's probably all in the information screen that none of us ever read. So definitely our fault. So I did a lot of research. I read a lot of posts. I watched a lot of videos to find out if this was true and then went and tested it myself in our Crazy Joe events. And I came to realize that it was in fact true. And shout out to all the people that helped me to understand this and particularly people who made very helpful guides, people like Tonson that helped me to understand this event even better and go and apply it properly in the alliance that I'm in right now. So, buckle up as I talk about Crazy Joe.

Now, in most of my videos, I just waffle on and I just talk and I say what I feel is the right thing to say in that moment. In this video, because it has confused me a little bit, I have written most of it down. So, this is mostly going to be me reading what I've written down. So, it is my own words, but I've got to read it because if I don't, I know I'm going to miss out some crucial information like I do in some videos anyway. But in this video in particular, I want to make sure that I get everything right and I don't miss out key information so that you and your alliances can get the most out of this event, get the most amount of points possible, and make sure that you're doing it correctly.

So, first, the basics that most players understand. There are 20 waves in the Crazy Joe event. There are 15 waves that attack every single city. There are three waves that only attack online cities. Those being waves 7, 14, and 17. And then waves 10 and 20 attack the Alliance HQ. But how does each wave actually work? And what is happening behind the scenes that we aren't actually seeing?

Now, each wave actually takes three turns. Now, this happens in a split second. You see Crazy Joe and the troops arrive at your city. You see the attack happen and they leave straight away. But it actually happens across three turns that happen in a split second. So, in turn one, we attack Crazy Joe's infantry. In turn two, we attack Crazy Joe's lancers. And in turn three, we attack Crazy Joe's marksmen. Now, if we don't kill all of the infantry in turn one, then turn two will include the leftover infantry as well as the lancers. And the same will apply to turn three. If we haven't killed all of the infantry and lancers, then we'll be fighting against all three troop types in turn three.

So, in order to beat a wave, we simply need to beat at least 50% of Crazy Joe's troops. We don't need to defeat 100%. We just need to defeat at least 50% in order to succeed in that wave. And if we don't defeat at least 50% of the troops in that fight, then our cities burn, not because we were defeated, but because we didn't kill enough troops in the time that was allotted. And if we fail two waves against our cities, so less than 50% defeated in each of those waves, then Crazy Joe will no longer come and attack our city. If we fail two times, we are out.

Now, you can still get points from people that you are reinforcing or points from the HQ, but your city will no longer be attacked and you will no longer get points for your city.

Now, the reason that you've likely been told that infantry are the most important in Crazy Joe is because infantry are always on the front line and are always attacking first. So regardless of what level troops are in your city, if you have 100,000 FC8 Helios marksmen and 100,000 FC1 infantry, the infantry will attack first and score those initial points in turn one of the wave. So this is why it is crucial, absolutely crucial to get all infantry out of your city because if you are being reinforced and you have infantry in your city, you are stealing kills from other players and taking points away from them. And these aren't points that you're then getting for yourself because you don't get any points for killing troops in your city. Any troops that are killed by your troops in the city do not give you extra points. Your points simply come from the defense points. And this is why it's so important to be reinforced by other players and why you need to reinforce other players yourself because you're going to get points for defending your city anyway and they are going to get kill points for killing troops within your city.

So, if you're in the early game and you just trade troops with one person, then you're both going to be getting the same amount of defense points that you would have got anyway, but you're now going to be getting extra points for kills you're getting in the other person's city. And this is why it's so important, especially in the first few levels, to get all of your infantry out of your city so that they are not taking kills away from anyone that's reinforcing you. And as lancers are second to attack, ideally you want to get all the lancers out or as many lancers as possible. And if you are early in the game, if your alliance has only been going for a couple of weeks, then chances are you're probably going to be able to get all of your troops out. So, all infantry, lancers, and all marksmen. If you can do that, then great. Just make sure that someone is reinforcing you so that your city isn't completely empty. So, speak to another player, exchange troops, get all of your troops out of your city, and get all of their troops into your city.

Now, when it comes to heroes, this is where most people get it wrong. And I say most people again, definitely including myself because I've been doing this for the last year and getting it wrong because I've been reinforcing people with defensive heroes and I've been asking people to send Patrick and Sergey to the HQ for waves 10 and 20, and that is just wrong because it isn't about defense at all. It is about attack. So we need attacking heroes. So when you reinforce players, send your bear trap joiners as the first heroes. Send Jesse, send Jassa, send Gonimo, send people like Nora who give some attacking boost in that first expedition skill slot because you want to give those waves and those three turns within those waves the biggest chance possible of killing at least 50% of Crazy Joe's troops.

But if you are reinforcing a weaker player and you are going to be the strongest player reinforcing them, then you probably want to send three of your best attacking heroes because you will likely become the bonus source. So, similar to a rally or similar to a garrison, whoever the strongest player is will offer that bonus source. Their gear, their charms, their stats will be used. So, if you are going to be the strongest player in someone else's garrison or someone else's city, then all the expedition skills of all three of your heroes will be used. And alongside this, we've been telling people a long time and still do to lock their three strongest heroes in their barricade to make sure that your strongest heroes are there defending your city. But if a stronger player does reinforce you and becomes the bonus source, then you effectively become a joiner in your own city. So what you want to make sure that you do when you barricade heroes in your city is make sure that whoever is in the very first slot does have an attacking skill for their first expedition skill because you may be the bonus source. You may be the one bringing those stats. But on the off chance that you're not because somebody stronger reinforces you, at least the hero that you now use effectively as a joiner is helping. And this is where it does get a bit complicated because in the last time that we did Crazy Joe, I left my three strongest heroes in my city because I thought I was going to be the strongest player there. I realized somebody else reinforced me who had stronger stats, and my first hero, I can't even remember who my first hero was, but they didn't offer an attacking stat and I ended up burning because I wasn't actually contributing much to that garrison. So, even if that first hero that you're using, who is your best hero, even if the first expedition skill is a chance-based attack, at least it is an attack. At least it's going to give some chance for you to help that attack against Crazy Joe. So, my advice is still to use your three best heroes because you can't always guarantee who is going to be reinforcing you. If you see a player reinforce you that you know is much stronger and that you know is going to be the bonus source, then sure, you can send your other heroes out and make sure that your first hero is somebody like Jesse, Jasa, or Soyune. But if you're not sure, just make sure that that first hero does offer some kind of attack.

So if we talk about ratios, again, this is where it gets slightly complicated and where it's different depending on what stage of the game you're in. So I've got two accounts right now. One where I've got 100,000 troops and I can send them all out to one city, and then my main account where I have 2 and a half million troops and I can't even get half of them out. So, if you are early on in the game and you don't have troops for multiple marches, then just exchange them with one or two players, speak to those players and make sure that you're getting their troops back when you send your troops to them. But when you're later in the game, like I am here, you want to make sure that you send out as many troops as possible. And especially for those earlier waves, you want to reinforce players with all of your infantry. You want all of your infantry out of your city so that you're not stealing kills, but you also want all of your infantry in other people's cities so that you're getting kills there. And in the early rounds, the fight against Crazy Joe is fairly easy. So, your infantry should be able to defeat Crazy Joe. So, infantry are so important in this event, particularly for those first 10 or so levels. But after wave 10, after that first wave that hits that HQ, things are going to get slightly more difficult. And that's where lancers will become slightly more important because your infantry won't be able to defeat Crazy Joe as easily and will need support from lancers who have that stronger attack and who will attack second. They will still attack before the marksmen, which is why they are more important initially.

So this is where you can get a bit tactical, but you do need to be careful. So, if you only send infantry out, if you sent 100% infantry to all of the people because you have that many infantry and you can send six full marches of 100% infantry, then consider when you're waiting for wave 10, recalling some of your marches from other people and sending out some lancers. This way, it just gives you more of a chance of beating those waves and having a better chance of making sure those cities survive. So consider sending out 70% infantry and 30% lancers just so that as those levels get more difficult, you've got more lancers that are going to be better at attacking and give you more chance to defeat Crazy Joe. So if you're like me and you've got 700,000 infantry and you can't just send 100% infantry out and you have to send some lancers out anyway, it's not much of a problem because everyone that I'm reinforcing has some lancers from me anyway. But if they don't, then it may be a good idea to switch them out. And because certain waves take longer to arrive, particularly wave 10, it takes a couple of minutes for it to arrive and even trigger. And then also waves 7, 14, and 17, they do take a bit longer when they're targeting online players. It does give you a little bit of time to rearrange your troops. So if you are reinforcing people close to you and you do have some time and you are going to be able to do it effectively, then do consider changing the composition of the people you're reinforcing. You can go and have a look at the battle report. So if we go and have a look at my battle report now, I mean, I'm missing half of this event. So people in my alliance are probably going to be fairly annoyed. If we go to our Crazy Joe report, you can see the people that you're reinforcing and it tells you the loss rate. So it tells you how many of the troops you defeated. So you can see in this one we've defeated 100% of the troops. If you look at some of them and the number goes down and it's looking like 80%, and these were all doing absolutely fine with. But if there are some that are looking a bit precarious and you're only defeating 80% and that percentage is going down, then do consider recalling some of your infantry and sending some lancers or even some marksmen to help with those attacks. But please be careful when you do this because I've seen some people time this horribly where they recall their troops to send them back, but they don't send them back in time. So while their intentions are good to have more lancers and more marksmen there to help those players, they've actually just taken troops away, which has resulted in these players burning. So if you are going to do this, make sure you time it effectively. If you're worried about not being able to time it well, just don't do it. It's just not worth the risk. So if you do do this, make sure that when you send the troops back, you're sending it with the same hero again. You're still using the correct hero in that first slot, and all you're doing is changing that troop composition. and just make sure you're not missing any of those waves and you're reinforcing them in time.

Now, if cities in your alliance aren't burning, if you're getting to wave 20 and no cities are burning, then you don't really need to bother with this. But the later levels you do in Crazy Joe, the more difficult it becomes. So, if cities are starting to burn around 16, 17, 18, then do consider the next Crazy Joe changing your tactics slightly and recalling and sending out more lancers and more marksmen.

Now, waves 7, 14, and 17 only target online players, and these waves are slightly more difficult, but they do offer you more points. So, if you are online for Crazy Joe and you're reinforcing a number of players, and some of the players you're reinforcing aren't online, then again, do consider recalling for these waves and sending it to players that are online. It's going to give you more points. It's going to give you more personal points, more alliance points. But please, if you do this, remember to send them back to where they were before. Again, I've seen people do this a lot where they get frustrated because someone who said they were online turns out they're not going to be online and they recall right before wave seven, they send them to somebody else who is online and then they don't bring them back. So, the player that they were initially reinforcing burns because they no longer have enough troops. And I get that people want to score as many points as possible. So, it's definitely not a problem to recall your troops and to send to people that are online. Definitely do that. It's going to improve your score. It's going to help your alliance score better. Definitely do it, but please make sure you send them back to exactly where they were with the same heroes.

Now, the last main thing to talk about is the HQ. And this is slightly different because in the HQ, you need 100% marksmen. Not 80%, not 99%, 100% marksmen. Now, the reason we don't do this when we're reinforcing cities is because everyone has a lot of infantry and has a lot of lancers, so those are always going to attack first anyway. But in the HQ, you can send only marksmen to make sure that in those three turns of that wave, you are giving yourself the best chance possible of winning. The marksmen in this game are your primary damage dealers. They are your main damage source. If you can control it and make sure that they are the only ones attacking, you're going to have a greater chance to beat Crazy Joe. And remember, in this event, Crazy Joe isn't attacking us. I know it seems like it's attacking us because we get injured troops, so people think we're getting attacked. We aren't. We are doing the attacking. We don't need infantry and lancers in that HQ because all we are doing is attacking.

So, similar to a rally, similar to a garrison, similar to pretty much any other situation in the game, you need your strongest player who has the biggest capacity and the best stats to send their three best attacking heroes. It's going to be very similar to the heroes they use in bear trap. It may be slightly different because this game, and this is where it does get confusing, because although we're not being attacked and we aren't technically defending, because we're in a garrison, certain skills are triggered. So a hero like Molly, who has, if we can go and have a look at Molly now, Molly, who has a widget that gives you a skill of defender troops lethality. Yes, we're not defending, but because we're in a garrison, the game technically counts it that way. So using a hero like Molly as one of your three strongest is going to give the overall boost to defender troops lethality for everyone in the garrison. And Hector is also incredible because he gives so many boosts to different types of attack to infantry and to marksmen. So he is incredible. So my advice would be if you're at this stage of the game for the strongest player to use Molly, Hector, and then probably just their best marksman heroes. So whatever stage you're at. If it was me, I mean, my widgets aren't really worked for either of those people, but if it was me, I would use Hector, Molly, and Gwen. But really, you're focusing on attack. So, whoever that strongest player is, whoever your rally lead is, make sure that they send their three strongest heroes, but particularly their three strongest attacking heroes or those heroes that give those attacking boosts. Anything that boosts attack and lethality are a must for the person who is the bonus source in the garrison. And for everyone else, send your joiner heroes for bear trap. Send Jesse, send Jasa, send So Yune. If for some reason you don't have them available, you can send somebody like Norah or somebody like Flint. Not particularly ideal, but they're still going to give you some boost to attack against Crazy Joe's infantry or lancers. But your best options are really your Jesse, Jasa, Syun, and Girono. So similar to joining a bear trap rally, every single joiner needs to offer that boost to attack because all we are doing against Crazy Joe is attacking.

Now our alliance has a limit of 85,000 when we join the HQ. This is always scary when this comes up in so many red lines. But we go to the HQ and you can see that we've got a marker on there right now that says 101,000 shooters or 101,000 marksmen. Translation is always weird in this game. And just send Jesse or Raina. For me, it can be any of the bear trap joiners. So they can send, they can send Jasa, it's absolutely fine. We just want to make sure that everyone who joins or all those four skills that are triggered from those joiners is going to boost that attack. And all they send is 100% marksmen. Give yourself the best chance of defeating Crazy Joe in those three turns of wave 10 and of wave 20. All you want is marksmen. If anyone sends even one infantry, even one lancer that is going to attack first. And we had it recently where somebody sent more infantry and they got more points. They got the most points. They got more than anyone. But it's because in that first turn, they were the only ones doing the attacking. Their infantry focused on the attack completely on their own while the marksmen waited for their turn. So if anyone joins with a single infantry or any infantry, you have to kick them. You have to make sure that this HQ is just full of marksmen. Absolutely nothing else. Absolutely nothing else.

Now I'm going to quickly recall just so I can join wave 20 because I've not really taken part in this at all. So at least I can get some kind of points. So I'm going to send Jesse as first hero. If I can get another hero in there, it doesn't really matter because I'm not going to be the bonus source. Make that 101,000 and deploy. And you can see everyone's rushing there now. So, as soon as we get there, we want to make sure that one of our players is made the garrison chief so that our capacity is as high as possible. And go have a look at that now. He's there anyway. And then you make sure everyone's joining with the right heroes. So, you can see everyone's joining with Jaser, sorry, Jesse or Raina. Make sure that everyone's joining with the right composition of troops. Make sure everyone's sending just marksmen. Someone else is keeping an eye on this anyway. But if they don't send marksmen, then you simply want to remove them. All you want in this garrison is 100% marksmen. So we can also go and have a look there. And we can see that Burker has sent infantry. So I'm sorry, but you're going to have to get kicked. So you can see now that we are back to 100% marksmen. So we've got all of the marksmen we need. Everyone's sent attacking heroes. We've got somebody with their three strongest. So we're in a fairly good position.

Now remember that only four joining skills are ever triggered in a rally like this. And you can see the order in which these heroes are chosen. So you can see at the top you've got the garrison chief. We know he's going to be our strongest player with our strongest stats anyway. But we know he's our strongest player. So he is going to be the bonus source. And number two, three, four, and five are going to be our joiners because you can see all of them have five-star heroes. So they're all going to have level five skills. If for some reason one of them didn't have a level five skill, then the person next to the person in sixth would have their skill used. So, if someone has sent the wrong hero, but they have sent 100% marksmen, then it's not necessary to always kick them if they're not going to be one of those people that is having their hero triggered. But, it's just a good way to get everyone into the right frame of mind to make sure they know to always send the right heroes. So, for us, we make sure that we send the right number of troops. We send the right composition of troops, which is 100% marksmen, and we send the right heroes.

So, that's it. That's Crazy Joe. That's the event that confused a lot of us, confused me for a long time, and I'll be honest, still confuses me. I'm talking as if I completely understand it. I don't, but I think I understand it enough because we have seen an improvement in our results since we've started using marksmen in the HQ and started using attacking heroes.

So, to run through it quickly, you want to get all of your infantry out of your city. You want to get as many lancers out of your city as possible. You can leave your marksmen at home because your priority is getting your infantry and your lancers out first. You want to add your three best heroes into your barricade, but make sure your first hero is somebody who has an offensive skill as their first expedition skill. Someone that is going to boost that attack if you do happen to become a joiner in your own city. Prioritize reinforcing players who have emptied their cities, because if their cities aren't empty of their own troops, then they're going to be stealing kills from you. So, try to reinforce people who've already emptied their cities. Send your bear trap joiner heroes and other attacking heroes as your first hero when reinforcing other cities and joining the HQ unless you are the bonus source, unless you are going to be that strongest player. And focus on joining online players for wave 7, 14, and 17. But make sure that after that wave you send back to wherever your troops were before. And consider recalling some of your marchers and adding more lancers to the later waves to give those players the best chance possible of surviving in their cities. And also add some marksmen if they really are struggling. And when you join the HQ, only send 100% marksmen. Absolutely nothing else. 100% marksmen and not a single troop of the other troop types.

And the other thing to know is to not heal your troops. You'll see a number of troops get injured in this event and you'll be tempted to hit that heal button. Don't do it because anytime you heal those troops, they're going back to your city. So, if I would have healed these troops earlier in the event, then that's 4,000 infantry that are going back to my city and they're going to start taking kills from the people that are reinforcing me. So, do not heal your troops. You might panic and think, "My infirmary is going to get really full." It won't. Just wait until the end of the event and then heal. And regardless of what you may think and what may make sense, you do not get extra points for killing troops in your own city. You do not need to have a single one of your troops there to get more points. Get your troops into other people's cities and allow their troops to reinforce you.

And if you can't get all of your troops out, then this certainly wouldn't be a bad day to use something like a deployment capacity boost, which I've clearly done here. I've used it because it's day two of SVS where we get points for gathering, so I know I'm going to be able to get more resources by gathering. We've also got Frost Mine coming up, so it's going to benefit me there. So on the Tuesday of SVS prep when Crazy Joe comes up, using a deployment capacity boost is a very good idea, particularly if you're not able to get all of your troops out. If you can get all of your troops out, then don't, because it's a complete waste. But if you struggle to get all of your infantry out and most of your lancers, consider using an employment capacity boost. And also think about using pets. Again, if it lines up with other events as well, if it lines up with your Frost Mine, if it lines up with bear trap, then do consider using your pets and give yourself the best chance possible of surviving Crazy Joe, beating as many waves as possible, and getting the most amount of points for you and your alliance.

If you found this video helpful, then please do leave a like and subscribe for more content like this. And if you do, then hopefully I will see you real soon. Thanks a lot. Peace.