While the hyperviolent and hyper-stylish PvP FPS gameFriends vs Friendsmay not have quite as large of a library of cards as other deckbuilder games, it still has more than enough for players to create plenty of different builds.

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There are cards of all different types inFriends vs Friendssuch as Weapon Cards, Buff Cards, Joker Cards, Helper Cards, Trap Cards, and even Debuff Cards for players to integrate into their deck. The Debuff cards, in particular, can tip the scales quite heavily when used, so let’s go over them all, ranked from the worst of them to the absolute best.

16Pixel-Vision

First up is Pixel Vision, a card that takes thealready heavily pixelated visuals ofFriends vs Friendsand cranks them up even more for a short duration. Players use this card when they want it to be difficult for their enemies to see them, but the problem is that the majority of the time the enemies can still make educated guesses based on general shapes and colors.

It turns out this hyper-pixelated vision isn’t quite as disorienting as the developers probably intended. It’s not a ‘bad’ card by any means and against the right person it can be hugely beneficial, but it doesn’t seem to have much effect on the majority of players.

Pixel vision

15Garbage Day

Now next up is a card that’s only ranked this low because of how players, on average, have been using it. Garbage Day is a card that, when played, fills the opponent’s hands with a bunch of useless cards, making it awkward for them to actually scroll to and select the card they want to use.

But, for some reason, most players like to use Garbage Day right at the start of a round, which gives their opponents more than enough time to get rid of the Garbage Cards entirely. But, it should be noted that, when combined with another card called Invisible Hand, Garbage Day can actually have a massive impact on the round. Plus, with the newly added Bomb Lover Card, Garbage Day can actually be more detrimental than beneficial to use.

Garbage Day

14Big Head

Next up is Big Head, a card that’s pretty self-explanatory. When used, it makes the opponent’s head larger for the duration of the round, making it easier to land headshots. The only reason it’s on the lower end of these rankings is simply because all the other Debuff Cards have a larger impact andmost of the better Buff Cardseasily ‘counteract’ it. That and the fact that the gameplay ofFvFmakes it difficult to get headshots consistently at all, even with an increased enemy head size.

13Less Accuracy

While the More Accuracy Buff card has a pretty immediate noticeable effect of reducing weapon spread, it’s a bit harder to tell exactly how Less Accuracy makes opponents ‘less accurate’.

The card description says that the card (at level 1) reduces enemy accuracy by 40 percent, but what does that mean exactly? In any case, it’s a card that’s great when used against players wielding Brasshoppers or the FK-82 Assault Rifle but has a pretty small impact on most other players,especially ones with ‘elite’ FPS hardware.

Big Head

12Invisible Health

People never seem to realize just how much they depend on certain bits of in-game information or UI Elements until they’re gone, and the Invisible Health Debuff Card capitalizes on this. And, when players can’t tell what their health is at, they do one of two things; they either play way more haphazardly or way too cautiously, both of which are easy to counterplay against.

11Small Mag

Funnily enough, at max level (level 4) Small Mag is actually better than Empty Mag, just because it can almost ‘ruin’guns like the Boomstick and Laikaby reducing their mag size by 50 percent. But, at the default level, Small Mag is a useful card to have and play, but not one that the enemies will ‘dread’ being used against them.

10Empty Mag

Empty Mag is a card that needs proper timing to get the most out of it, but when players use it perfectly it can flip the tides of a round in an instant.

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For example, if the enemies pull out two Boomsticks and get in really close, players can use Empty Mag and Bullet Time in sequence to create theperfect moment for a truly stylish kill.

9Invisible Hand

Invisible Hand pretty much has the same application as Invisible Health, but since proper card usage has a bigger impact on gameplay than knowing how much health a character has left, it tends to make a bigger difference overall. Plus, the combos with this card using things like Garbage Day or Counter Card will almost immediately frustrate any player who ends up falling prey to it.

8Swap Weapons

Swap Weapons is another one of those Debuff cards that require the user to keep constant track of the state of the game. They need to be ready to look out for when the opponents use Weapon Cards and should be able to tell if swapping weapons with them will actually ruin their odds of winning the round or not.

For example,switching the weak starting weapon, the Boira 9, with the slightly better Golden Boira usually isn’t worth it. But, switching with something like the Punch-R will instantly make the player who used the Punch-R Card completely irate.

Less Accuracy

7Move Slower

Move Slower is essentially just a way for players to hold two copies of the Move Faster card in their deck, as it provides the same general ‘end result’. But, the way that this card can make Katana users so much scarier or how it almost nullifies the ability to approach on maps like Subway Station or Rooftop is what really makes it worthwhile.

Invisible Health

Small Mag

Empty Mag

Invisible Hand

Swap Weapons

Move Slower