Christmas Event/Strategies

This page is used for explaining the strategy for Christmas Event in details.

## General Info

Every playthrough of the Christmas event will be different from the previous one as you are guaranteed to meet a different setup of enemy units every time. Because of this, it's impossible to come up with an exact strategy for this event.

However, certain tactics can still work as general rules for pretty much every or any situation:

* In order to participate in as many fights as possible, you need to have *almost all human units in the game*.
* Having proper upgrades for both human units and rage abilities is very important.
* You shouldn't quit the event even when losing, otherwise you throw away your kill count. Having some kills is better than none.

## Units and Their Tactics

Some units can provide a major advantage. It should be noted that the best picks for Christmas event are not the same as in Skirmish due to difference of ways these game modes works.

* Medic can help extend the lifespan of all units on her team, so you won't need to heavily rely on the Medkit rage ability while she's on the battlefield.
* Virtually every shotgunner is very useful in this event, as they provide amazingly wide crowd control. Especially Ranger with his special unlocked, as he becomes a major nuissance for your opponent's bullet resistant melee units.
	+ But it must be noted that it can lead to stalemates, should your opponent also run Turbo while you haven't tried using anything else against her.
* Speaking of Turbo, her full bullet resistance is as relevant as ever, since she can solo teams that have no one but ranged units in them.
	+ And yet again, just like with Ranger, you have to take knockbacking shotgunners into account, otherwise your run will become a game of rock-paper-scissors in which ties lead to softlocks.
* Both Cap and level 13 Pepper with her special unlocked can inspire other units, improving their performance in battle with the inspiration buff.
* Spammable units might survive longer than usual in this event thanks to the presence of rage abilities. Even if they die in a battle, they still provide some aid one way or another so their use shouldn't be discounted.
* Bullet-resistant damagers and heavyweights are important for protecting your own ranged units and dealing with some less threatening shooters.
* Polina and Charlotte can both snipe from a distance and pick off enemies. Sniper, in particular, can be devastating with her special ability unlocked.
* Firefighter can be annoying to deal with thanks to his explosion on death, even though it's not guranteed.
* Grenadier and Queen can potentially wipe out teams that have too many members or have inconvenient positionings, while the former being able to also work as a tanky unit that explodes on death and the after being able to fire multiple grenades with decent positioning by the opposing team. While Grenadier can be dealt by dropping barrels on him, queen can fire at least one grenade before going down to barrels.

Rage abilities require perhaps the most careful approach as they can carry entire fights and lead to certain victory.

* Molotov is one of the best abilities in this event, as it can quickly eliminate swarms of enemy teams in seconds, especially against groups of dangerous ranged units.
* Nitrogen is important in certain situations where simply controlling the enemy team's movement is a higher priority than trying to outright kill them.
* Red Barrel can be used as a cheaper substitute/alternative to Molotov for doing heavy damage to a single tanky threat or dealing with several closely located shooters.
* Empty Barrel is useful for being dropped directly onto dangerous yet frail ranged units, like Sniper and the majority of units with a high rate of fire. Some enemies may require more than one to be taken down swiftly.
* Generator can be used as a bait for virtually anyone since every nearby enemy unit prioritizes in targeting it. Placing them near any ranged or melee units will yield favorably explosive results. In a different strategy, using it in tandem with Nitrogen to slow down both the player and enemy teams can give it just enough time to produce a courage pack before transitioning to the next stage to give the player an additional courage to spend on more units for the team.
* Turret can easily shred through enemy teams even with a bullet-resistant unit (that isn't Turbo) if given proper cover from enemy ranged units trying to shoot it down. It can also be put in front of opposing range units to absorb some damage and likely lure and kill units that goes in its exploding radius, being more efficient than Generator that has higher health.

### Team Powers

Just like in Skirmish, Team Powers don't play too big of a role since majority of them are either irrelevant, or unable to get activated. Military team power is disabled on purpose.

* Cops are as strong as ever with all their Skirmish upsides carrying over to this event. The only problem is that they are best used in a team of four, because their on-death Fury effect gets removed in the following battle. Shields can also be put on the same unit only once, meaning when you put a 5th Cop on field, those who already lost it won't regain it with ability reactivation.
* Northerns' synergy is fairly notable, as it can help their melee units go on outright killing sprees.
* Another more or less usable synergy is Internal Forces, thanks to a chance of them getting some extra healing at the end of a fight.
* Patriots can prove to be efficient in combination with units who can set enemies on fire, like Carlos with his special unlocked, or Swat. Obviously, their direct boost of Red Barrel's and Molotov's strengths is the real dealbreaker.

 Bosses