Gameplay6 min read

When to attack the Leader and when to attack Characters

Every attack is a question you are asking your opponent. The skill is asking the ones they cannot answer cheaply.

The short version

  • An attack succeeds if the attacker's power is greater than or equal to the defender's power, so ties favour the attacker.
  • Attacking the Leader forces a choice: spend cards from hand on Counter, or take a Life card into hand.
  • Attacking a Character removes a threat permanently if it connects, but gives your opponent nothing if they simply let it die.
  • Each DON!! attached adds +1000 power, so most attack decisions are really about how many DON!! the attack is worth.
  • In the late game, attacking the Leader is usually correct; in the early game, contesting the board usually is.

New players attack the Leader every turn because it is the win condition. Better players attack the Leader roughly half as often, and win more. Here is the reasoning behind that.

The rule that shapes everything: ties favour the attacker

An attack succeeds when the attacker's power is greater than or equal to the defender's power. Equal power is a successful attack. This one line has enormous consequences: a 5000-power Character attacking into a 5000-power Character wins, and every attached DON!! moves that threshold by exactly 1000.

What each attack actually costs your opponent

You attack…Their optionsWhat it costs them
The LeaderTake the damage, or Counter from handA Life card into their hand (a gain, oddly) — or cards out of their hand to stop it
An active Character they care aboutCounter from hand, or let it dieCards from hand, or a body on the board
A rested CharacterSame, but they get less use out of defending itUsually they let it go
A Character with a Blocker on boardRedirect the attack to the BlockerThe Blocker rests and may die — sometimes exactly what you wanted

Notice the asymmetry. Attacking the Leader either drains their hand or hands them a card. Attacking a Character either drains their hand or removes a threat. Against a defensive opponent with a full hand, attacking the Leader is often the weaker play — you are spending your board to give them resources.

The four situations

1. Early game, contested board — attack Characters

In the first few turns nobody dies to Life damage, and board position compounds. Removing their Character with an attack means your next three turns are easier. Taking one Life off their Leader means nothing yet, and gives them a card they did not have.

2. They are holding a big hand — attack Characters

A full hand means Counters. Attacks into their Leader will be countered efficiently, and each Life card you do take through gives them yet another card. Grind the board instead and make them spend cards defending things that matter.

3. Their hand is empty — attack the Leader

This is the clearest signal in the game. An empty hand cannot Counter. Every point of damage lands, and the Life card they gain is one card against your entire board. This is when races are won.

4. You can win this turn or next — attack the Leader

Once the number of attacks you can make exceeds their remaining Life plus their plausible Counters, board advantage stops mattering. Count it explicitly rather than feeling it out.

Attack the board while their hand is full. Attack the Leader once it is empty. Most losses come from doing it the other way round.

How many DON!! to commit

Attaching DON!! to force an attack through is the most common source of small, invisible losses. A worked example:

  • Your 5000 Character attacks their 6000 Character. You attach one DON!! to reach 6000 — equal power, so the attack succeeds.
  • But they hold a card with a 2000 Counter. They spend it, reaching 8000, and your attack fails. You spent a DON!! and a rested Character; they spent one card.
  • Attaching a second DON!! to reach 7000 does not change the outcome — they still counter to 8000.
  • The question is therefore never "can I win this attack", it is "can I win this attack for fewer resources than it costs them to stop it".

Attacks that force a Counter are not wasted even when they fail — they drained a card. Attacks that fail *and* cost you two DON!! you needed for your main play are. The DON!! system covers the resource side of this.

The Blocker problem

A Blocker means your attacks do not go where you point them. Two practical responses: attack with your smallest relevant attacker first to draw the block out, or attack the Blocker directly on a turn where they cannot afford to defend it. Either way, plan the whole attack sequence before declaring the first one — the order of your attacks is a real decision, and it is free.

Sequencing a turn's attacks

  1. Count their possible Counters

    How many cards in hand, and what has this deck shown you about its Counter values? This sets your budget.

  2. Attack with the throwaway first

    Lead with the attack you are happy to lose, to pull out the Blocker or a Counter card.

  3. Then attack what you actually want

    With the Blocker rested or the Counter spent, the attack you cared about goes through more cheaply.

  4. Hold DON!! back if the maths does not work

    If no realistic amount of DON!! wins the attack, do not make it. An unattacked, unrested Character is a Blocker candidate and a defender next turn.

  5. Re-count before the last attack

    The board changed. The attack you planned three attacks ago may now be free, or now be pointless.

One more thing: their Life is their hand

Because a damaged Life card goes into their hand, an opponent at 1 Life is often holding more cards than an opponent at 4. Racing carelessly can arm the person you are racing. Cards with Banish sidestep this entirely by trashing the Life card instead — which is why Banish attackers change the calculus so sharply. See Life cards and Triggers.

Frequently asked questions

Do ties favour the attacker in One Piece TCG?
Yes. An attack succeeds when the attacker's power is greater than or equal to the defender's power, so equal power means the attack goes through.
Should I always attack the Leader?
No. Attacking the Leader gives your opponent a Life card in hand if the damage lands. Early on, and against an opponent holding many cards, contesting the board is usually stronger. Attack the Leader when their hand is empty or when you can count out the win.
How much power does a DON!! add?
Each DON!! card attached to a Character or Leader adds +1000 power to it for that turn.
Is a failed attack always a waste?
Not necessarily. If it forced your opponent to spend a card from hand on Counter, the attack traded your rested Character for their card. It is only a waste if it cost you DON!! you needed elsewhere and drew out nothing.
How do I play around a Blocker?
Attack with a Character you do not mind losing first, so the Blocker is used or rested, then send the attack you actually care about. Sequencing your attacks costs nothing and frequently decides the turn.

Sources

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