Friends vs. Friends is already a lot of fun, so there’s no need to add buffs and debuffs. So, let’s talk about which debuffs are the best ones to use.
Even though Friends vs. Friends is a very violent and beautiful PvP FPS game, it may not have as many cards as other deckbuilder games, but it still has more than enough for players to make a lot of different builds.
In Friends vs. Friends, players can add all kinds of cards to their decks, such as Weapon Cards, Buff Cards, Joker Cards, Helper Cards, Trap Cards, and even Debuff Cards. When used, the Debuff cards in particular can make a big difference. So let’s go over them all and rank them from worst to best.
The first card is Pixel Vision. It makes the already pixelated graphics of Friends vs. Friends even more pixelated for a short time. Players use this card when they don’t want their enemies to be able to see them. But most of the time, their enemies can still figure out what they look like based on shapes and colors.
It turns out that this very pixelated view isn’t as confusing as the makers probably wanted it to be. It’s not a “bad” card by any means, and against the right opponent. It can be a huge help, but most players don’t seem to care much about it.
The next card is placed low because, on average, players haven’t been using it very well. Garbage Day is a card that, when played, puts a bunch of useless cards in the opponent’s hand. Making it hard for them to find and use the card they want.
But, for some reason, most players like to use Garbage Day right at the beginning of a round. This gives their opponents plenty of time to get rid of all the Garbage Cards. But it’s important to note that Garbage Day can have a huge effect on the round if it’s used with another card called “Invisible Hand.” Plus, now that the Bomb Lover Card is in the game, using Garbage Day can be more harmful than helpful.
The next card is Big Head, which pretty much says what it is. When used, it makes the head of the opponent bigger for the rest of the round, making it easier to hit the head. The only reason it isn’t higher on this list is because all the other Debuff Cards are stronger and most of the better Buff Cards can easily “counteract” it. Even with bigger enemy heads. It’s hard to get reliable headshots in FvF, which makes it hard to get headshots at all.
While the result of the More Accuracy Buff card, which reduces weapon spread, is easy to see right away, it’s not as clear how Less Accuracy makes opponents “less accurate.”
The card’s summary says that at level 1, the card makes enemies 40% less accurate. But what does that mean? In any case. It’s a great card to use against players with Brasshoppers or the FK-82 Assault Rifle. But it doesn’t do much against most other players, especially those with “elite” FPS equipment.
The Invisible Health Debuff Card takes advantage of the fact that people don’t know how much they depend on certain pieces of in-game information or UI Elements until they’re gone. And when players can’t tell how much life they have, they do one of two things. They either play way too carelessly or way too carefully, which are both easy to counter.
Funny enough, at max level (level 4), Small Mag is better than Empty Mag. Because it can almost “ruin” guns like the Boomstick and Laika by lowering their mag size by 50%. But at the usual level, Small Mag is a useful card to have and play. But enemies won’t “fear” it being used against them.
Empty Mag is a card that needs to be used at the right time to be effectiv. But when it is, it can change the course of a round in an instant.
For example, if enemies pull out two Boomsticks and get really close. Players can use Empty Mag and Bullet Time in order to make the perfect moment for a really stylish kill.
Invisible Hand is pretty much the same as Invisible Health, but it tends to make a bigger difference overall because knowing how to use cards well is more important to the game than knowing how much health a character has left. Also, the combos that can be made with this card using things like Garbage Day or Counter Card will almost immediately make any player who falls for it angry.
Swap Weapons is another one of those Debuff cards that requires the person using it to always know what’s going on in Eggy Car. They need to be ready to notice when their opponents use Weapon Cards, and they should be able to tell if trading weapons with them will hurt their chances of winning the round or not.
For example, most of the time it’s not worth it to switch out the weak starting weapon. The Boira 9, for the slightly better Golden Boira. But if you use a card like the Punch-R to switch, the person who used the Punch-R Card will get mad right away.
Move Slower is basically just a way for players to hold two copies of the Move Faster card in their deck. Since it has the same general “end result.” But what really makes this card worth it is how it can make Katana users much scary or how it makes it almost impossible to get close on maps like Subway Station or Rooftop.
Mind Blowing is one of the best cards in Friends vs. Friends in the hands of a skilled player. When this card is used, it actually pulls the opponent’s brain out of their head and lets it float above them for 4-6 seconds (depending on the level of the card). If that brain is shot or hurt in any way, the player dies instantly.
Rubber Bullets is another one of those cards that all players have in their decks, even if it’s only level 1. Because anything that hurts the opponents is a big boost for the players.
Still, this card’s effect on damage is almost unnoticeable until players pull enough copies to get it to level 2 or 3. At level 4, it makes it nearly impossible for opponents to do any real damage.
The thing about Poison is that at level 1, it only does 24 damage over 8 seconds. Most characters have 150 HP as their starting health, so that’s almost nothing. But Poison is still ranked so highly because most players use it to track where their enemies are for those 8 seconds. Since the “ticks” of poison damage over their heads can be seen by both sides.
Most FvF players probably don’t know that Barbed Cards is more of a mind-game card than they think. At level 1, this card only does 10 damage each time it is played. This means that a person with full health can play 14 cards and still live. But seeing the “barbs” around the cards and knowing that playing them will cause damage keeps most players from playing anything at all. This makes it one of the best Debuff Cards by far.
No Jump is probably the card that annoys players the most when it is used against them. Almost every map in FvF has a lot of verticality that makes it hard to get around if you can’t jump. Not only that, but most Friends vs. Friends players have already learned that they can’t hit them as easily if they always jump and move around.
So, playing No Jump on the Trucks map, for example, corners the opponent and makes them a sitting duck (or dog, moose, etc., based on their character).
And Health Down has to be the best card with a negative effect. At level 1, Health Down only takes 35 HP away from the opponents’ Max HP, which is 150. But in a 2v2 match, that’s 35 HP for each opponent, for a total of 70 HP.
And when played with Poison or Health up, it tips the odds even more in the user’s favor, making that round almost a sure win unless something horrible happens.
PC users can play Friends Vs. Friends.