Give the first shop a job
Start with the board and your health, then sort the shop into three jobs: something that makes the next fight safer, something that advances an upgrade, or something that supports a route already taking shape. This keeps the first turn focused even when the shop misses your preferred unit.
- Check the fight you are preparing for. Identify the current damage source, the unit that can protect it, and any empty role that leaves the board exposed.
- Compare every offer with that need. A lower-rarity stabilizer can matter more now than a stronger late-game piece with no support.
- Choose one purchase or one search. Say what result would improve the board before spending gold. If none of the possible results would change your plan, save the roll.
- Place the board and review the result. Check adjacency, target order, health, and whether the purchase changed the next battle.
Turn a card into a board role
- Types and effect: decide whether the unit adds a missing function or improves a bonus already on the board.
- Trigger and cooldown: look for the timing. An ability that activates after a knockout needs a different support plan from one that acts at battle start.
- Target and position: place the unit where its stated target or adjacency condition can work.
- Level and evolution: compare the next level's effect with the value of adding a different role. Upgrade because the improvement helps this board.
When the core unit is missing
Keep the board functional while you wait. Buy a piece that protects the current carry, adds immediate damage, or fills a job the team lacks. If a reroll misses, look at the new offers again instead of paying repeatedly for the same absent target.
After several shops, compare the route you wanted with the route the offers are funding. Keep the current line when it is winning fights and receiving useful pieces. Pivot when another plan has real support and the current core still has no path into the board. A bridge unit can buy time while that decision becomes clearer.
Common first-run mistakes
- Rerolling before naming the job or target.
- Buying a high-rarity unit that does not improve the current board.
- Splitting purchases across two incompatible plans instead of completing one useful role.
- Upgrading a unit without checking the next effect or its position.
- Assuming every trainer receives the same free shop benefit. Check the selected trainer and the current offer.
Practice with a focused guide
Use Swim Coach, Bug Catcher, or the conditional Painter Beetdown route to see how one run can adapt to a trainer rule. Use Economy & Rerolling when a shop choice comes down to buying, searching, or saving.
Review each battle
- Which role was missing when the fight went badly?
- Which unit can leave if its temporary job is complete?
- What useful offer would make you change direction next shop?