Introduction Glossary The Arena The Cards Strategy Tournaments Explained Etiquette
Acknowledgements
Firstly I would like to thank the following people in no particular order. Captain Amazing for being a sport you have helped me out a great deal in making this guide using your images and proof-reading this guide for spelling and grammatical errors. I would also like to recognize OhmsLaw for allowing me to use your awesome tip about the wild card in the searches and also for helping me to proof-read my guide when Captain Amazing was away or busy. Also a huge thanks to Blue Spark for giving me permission to use the card images seen in this guide. I must recognize Unknown Traveler for inspiring me to write this guide in the first place originally as a supplement to his own. NostrumX you were there for me giving me advice and encouragement and further inspiration to make my guide as detailed as it is. I must also thank Ger Versluis for releasing the source code to her incredibly useful pop up menu which is integrated into this guide as it's main means of navigation. And finally I would like to thank Infrarat and All-American BADASS for their help in correcting my guide and All-American BADASS for allowing me to link to his TSK2 Guide. Thank you all!
Introduction:
I originally started writing this guide for my mother. I had introduced her to superdudes and invited her to join as one of my recruits to get the Web of Knowledge card. The one thing I did not count on was that she would actually take an interest in SuperDudes. This started to become a drawback for me as she ended up constantly bombarding me with questions about the mobius arena from across the living room. Finally losing patience with her lack of initiative to look for the information for herself I went in search of a comprehensive guide that I could print out and throw at her. The first logical place to look was inside the mobius arena itself. This is obviously where I came across Unknown Traveler's guide when I first started playing. Hoping that this would be enough I showed this guide to my mother and it quieted her down for a good while. Five minuets later I was being inundated by her again with questions about the arena. At this point I decided to look on the message boards for help. I went to the newbie's section and the tips and tricks sections. I noticed there were more questions there than answers. Seeing that my mother and I were not alone in our unique situations. I decided to build on Unknown Traveler's guide seeing as how even though much of the information in his guide is still relevant to this day he does not go into a great deal of detail. He, instead, gives you just enough information to get started and leaves the rest for you to discover. I have to admit I used his guide when I first started out in the mobius arena. It was good enough for me.
However, sitting across the room from me was my mother and on the message boards were hundreds like her needing more guidance than what Unknown Traveler's guide gave them. Also in the Mobius Arena there was a statistical guide on how many combinations of the cards were possible and that they all had counter combination. As interesting as this guide was it was of no use to people like my mother. I had always wanted a web page but never had a worthy topic or the knowledge of HTML to make one. That having been said you are probably wondering how it is that this guide came about if I didn't know HTML? Did a friend make the site for me? No, I decided that that time was as good as any to learn. I searched on the web for tutorials on HTML and came across w3schools.com and dynamicdrive.com both sites were integral influences in my learning HTML and DHTML. I bought a copy of Dreamweaver MX 2004™ from my local Micro Center and sat down and began writing the very guide you see before you. Oddly enough I actually enjoyed learning HTML and have started to study even more internet operative languages. I've also started a small freelance business in writing basic web sites for gamers and am looking into starting a career in web design.
I do not claim to be an expert in the Mobius Arena, nor do I claim to be undefeated in the arena. Far from it I'm just a normal person who wishes to share what I have learned in the arena. This guide is not intended to be an absolute but rather a supplement or guideline. The information represented in this guide is as accurate as I can get it and is provided as is. Use it at your own risk. Corrections in the information, spelling, and grammar are always welcomed. As are suggestions and comments on it's usefulness and ease to use. This guide will be maintained and updated with each new pack or update that is released or as time permits.
Because of the extensive nature of this guide I have been forced to integrate a new navigation system into the guide. This navigation system employs a series of pop up menus. The first menu is attached to the "The Cards" anchor in the index above. The second menu is attached to all of the other anchor menus along the far left side of the guide or to put it more plainly the heading titles above each section of the guide. The final menu is activated by simply right clicking anywhere within the guide. After the guide has finished loading. This is incase you find yourself deep in a particular section like "The Arena" and do not wish to scroll the long distance to reach the nearest heading title. Essentially you can navigate to anywhere there is a title heading from anywhere within this guide.
Please be aware that the pictures in this guide are nearly two years old and thus reflect the mobius arena as it was then before the change in life points, knugg cost of challenges, and usage of the deck builder. I took part in this change as a beta tester and updated the text of this guide accordingly but have yet to update the pictures. I may leave the pictures as is for posterity's sake.
Minimum Computer Requirements to play the mobius arena are: 400MHz Processor, 64MB of Ram, 32MB of Video Ram, and a 56K or better internet connection.
*NEW* This guide now features All-American BADASS's TSK2 Guide in the Strategy section! All-American BADASS is the only player in the world to pass the 140,000 mark; 150,000 mark; and 160,000 mark in that game. I also linked to the TSK2: Trapped in Time Tips and Tricks thread on the Super Dudes message board where he answers questions regarding that game.
Two fonts are needed to view this page as it was intended to be viewed. Lumos and HarryP click on their names to download them they should automatically install themselves.
Okay now that we have that out of the way the first thing you'll want to do is learn the lingo. Every game has its own special language and learning the terms helps you to better understand what is going on. Here are the more commonly used terms.
Glossary:
Comm, Communicator: A location in your Head Quarters where you can send and recieve personal messages from other players and SuperDudes Staff. For more information on this area of SuperDudes and the Message Boards see this guides written by Etherialfire. Communicating in living color!
Head: This is the section of your avatar card that gets put into your opponent's head shed when they beat you in the arena. You can customize your head and your card in the supernator. A link to the supernator can be found on the left hand side of your card in your HQ or in the navigation bar on the right hand side of your headquarters below the link to the Mobius Arena and above the link to the Hero Finder (more on this feature later).
HQ: Abbreviation for Head Quarters. This is your central hub for superdudes. Other hero's can leave you messages in your communicator, rate your card, add you to their power pie, add you to their allies list, and challenge you in the MA from here. On the main page you will see major alerts, any incoming messages or challenges, and the last head you've captured at a glance.
Incomings: These are challenges made to you by other Superdudes.
Issued: Challenges that you make to other Superdudes.
Karma: This is what the points that are used to determine ones level is called(More on this later).
Knuggs: Knowledge Knugget. These are defined as bits of knowledge that can be gathered to gain Karma. The Karma to Knugg ratio, according to what I have been told by NostrumX and my own observations, is 1 - 1.
MA: Mobius Arena this is the area of battle where you put your head on the line and is what this guide is all about.
MM, Mayhem, Mobius Mayhem: The complete and total annihilation of your opponent. A Mobius mayhem occurs when either you knock out your opponent without taking any damage; or your opponent knocks you out without taking any damage. a picture example of this is below.

( This image was used with permission from -Legacy-> Captain Amazing for use in this guide.)

(AOL users would do well to note that when this occurs the arena is coded to "shake" before the head appears in the case depicted above. In the AOL browser however that coding causes the arena to, for lack of a better word, shoot to the very bottom right of the browser out of sight. I am not sure if this is intentional or not, however it is rather annoying. which is the reason I will only open the arena in an internet explorer browser in which the arena only shakes when I commit an MM or get MM 'd.)
Prime: This refers to an SD Prime member. Prime members get more benefits in superdudes than the regular members. Reason being is that they help support the site keeping it a free service for everyone else. Benefits of a Prime member are 1) Access to private message boards that are reserved for prime members only. 2)New card packs every month at the beginning of the month (more on these later). 3)The full use of the deck builder in the mobius arena (again more on this later). I won't mention any more about this as I'm not sure how much I'm allowed to say without completely spoiling the site. Click here to become a prime member of Superdudes.net.
Readies: Challenges you have sent that have been answered.
Rematch: This is where you send another challenge to an opponent after having seen the results of a previous challenge.
SD: SuperDude, Super Dude, Superdude. See "Superdude".
Speed: Speed Battling, Speeding. Speed battling in a nutshell is where two combatants battle each other in rapid succession. I will go into this more later in the guide.
Stack: When effects are cumulative, they add in with each other, they are said to stack.
Superdude: A member of SuperDudes.Net
Tie: A tie occurs when both combatants have the same number of life points at the end of the battle. Or are both knocked to zero (0) life points or below. If at the end of the battle both combatants are above zero (0) life points whom ever has the most life points is declared the winner.
Tourney: Tournament, these are set up by players in superdudes. In a tournament participants are randomly matched up together and they must battle each other in the Mobius Arena. The combatants will battle each other until one of them has two wins over the other.
The Arena:
According to the lore, and wizards like myself pay very close attention to lore, the Mobius Arena: Call to Battle™ is a holographic simulation of Superdude trading card combat. It's origin is shrouded in mystery; however, it appears to be relatively safe. In this section I will go into very detailed descriptions of the arena as far as my knowledge will allow. There is a lot to go through in this section so please bare with me. Lets get started, then, shall we?
Mobius Arena Overview- Here we go. In this section I will go over the operations of the Arena click for click with illustrations. First I will explain how to get to the Mobius Arena from your HQ.

Here we have the upper half of my own HQ. The links circled in red are links that take you to the Mobius Arena. There are an additional two links on the stats page. One on the top in roughly the same spot as the one pictured up top in green and one in the listing of Knuggs earned for each game; and one in the communicator listed in the miniature profiles of your allies as you move from one to another. Once you click on one of those links you will be brought to this screen.

This screen is self explanatory simply click "Enter The Arena" and you're well... in the arena. Upon first entering the arena you will be brought to the screen seen below.

This is a highly useful in game resource to look up basic information about the arena and the cards quickly. once you close out of it by going to the challenge screen or the main screen you will be brought directly to the challenge screen, shown below, from there on out when you start up the arena again.

Alright here is where things start to get interesting. This screen will be your main area in the Arena here is where you will see your incoming challenges, issued challenges, and ready challenges. This guide is being written on the pretense that you are new to SD in which case you already have one challenge waiting from Infrarat; so lets begin with him. To view his challenge click on Incoming.

Here you can see exactly who is challenging you, what date they challenged you, and what time they challenged you. Older challenges will be listed above the newer ones. Once you start to get multiple incoming challenges it is customary, although not required, to answer the older challenges first; as they have been waiting the longest. Now back to Infrarat; just click on his name to view his challenge. Your not going to see what cards he has set up and he will not see the cards you set up until they are played.

Here is where you can view your opponents challenge; to the right of their avatar card you can see on the top their taunt, if any, and on the bottom their basic stats. You can clearly see that Infrarat is a level three (3) Superdude in the Soul Katra and that his motto is "Challenge Accepted!" his taunt is "Welcome to the Mobius Arena!"(very kind of him). Now you have three choices. Accept, Decline, and Back. Lets go ahead and accept his challenge.

(Okay, a word on higher level Superdudes challenging lower level Superdudes and visa versa. It doesn't matter, your level, a level 1 Superdude can beat a level 3 or 4 Superdude in the arena. It's all a matter of how you play your cards. Many, but not all, higher level Superdudes will only play the level cards of the person they are challenging if they are challenging a lower level superdude. Or if a lower level Superdude challenges them. This only applies to the first time that they are challenging or being challenged however. After that it is assumed that the lower level is fully aware of whom and what they are challenging and from there on out the higher level will treat the lower level as an equal and will use every card at their disposal.)

After clicking accept you are brought to this screen. This is where you will choose your cards to be played, against your opponent, in the arena. You can only play five (5) cards in any given battle at any given time no more, no less. To chose the cards you want to play simply click on them in the card selection shown. A detailed description of the card that your mouse is over will appear next to the card selector in the card description screen. The window just above the card description screen is where you can enter your taunt. Should you click on a card that you don't want in your line up for that battle or you placed it in the wrong spot in your line up you can click the "undo card" button that appears just below the card line up screen to remove it. Please note that the undo card button will only remove the last card that was chosen in the line up. So if you notice a mistake later and the line up is full you will have to keep clicking the undo card button until the card you wish to remove from the line up is removed. After that you will have to redo your card line up. You should note that there are numbers along the top of the card line up screen numbered one (1) through five (5) and that there is a little red light next to it with yet another challenge button. the numbers indicate the order in which the cards will be played there are only five (5) rounds in a battle and only one (1) card can be played each round. Once you are finished and you have filled up your line up and made your taunt, if you chose to taunt back. Your screen will look something like the picture below.

Notice that the light next to the new challenge button is now green. It will only turn green when you have chosen your five (5) cards. Otherwise if you were to click on it ,while it was still red, nothing would happen. Okay lets click on the green lit challenge button. Now you will be brought to the battle grounds.

The first thing that gets displayed, after both opponents avatar cards, are the taunts. After that the battle begins.

Congratulations! You are now in the arena battle field. Each round is commentated in the text box at the bottom of the screen as shown above. The fastest card always goes first unless two cards of the same speed are played then they are played at the same time. More on this in the next section. If you wish to skip to the results of the battle then you can click on the "Skip" button in the lower right hand side of the screen. At the end of the battle win, lose, or tie you have three choices.

You can replay the battle and see what cards your opponent played in each round. Exit back to the challenge screen or rematch which brings us back to step one of the process of setting up a battle. Lets rematch just to see the confirmation screen.

The challenge confirmation screen has only a few differences from the challenge acception screen. The first and most noticeable is the absence of the accept button that has been replaced by the confirm button. There is no decline button at all. Finally there is no area to view the taunt your opponent has made for you to see. Reason being is he is not making this challenge you are. Here you can view your opponents basic stats as you did before. Once you click confirm you are brought back to the card set up screen. Set your cards up any way you want then click the challenge button again. This time however you will not see the battle. Not until your opponent has accepted your challenge. Instead of seeing your battle being fought you will be brought to this screen.

This is the Challenge status screen every time you make a new challenge or rematch from a challenge that you have just viewed you will be brought here. This screen will tell you if your challenge was sent, how many Knuggs it cost you to make that challenge, and how many Knuggs you have left in your account. Please note that issuing and receiving challenges will cost you knuggs.
Level 1: 250 knuggs
Level 2: 500 knuggs
Level 3: 1,000 knuggs
Level 4: 1,500 knuggs |
Level 5: 2,500 knuggs
Level 6: 3,500 knuggs
Level 7: 4,000 knuggs
Level 8: 5,000 knuggs |
Lets say a level 5 superdude challenges you and you are level 1. The challenge will cost the level 5 2500 knuggs to challenge you. It will only cost you 250 knuggs to accept their challenge and should you win, 2750 knuggs will be deposited back into your account that is your entry fee and their entry fee together. Since they lost they only lost 2500 knuggs. If you as a level 1 were to challenge a level 5 it would only cost you 250 knuggs to make that challenge. It would cost them 2500 knuggs to accept your challenge. Should they decline your challenge you will get back your 250 knuggs and it would cost them nothing. Should you cancel your challenge BEFORE they accept it then your knuggs will be given back to you. More on declining and canceling challenges in the Etiquette section.

This is your ready screen it is very similar to your incoming screen only the challenges that appear here are those that have already been fought and were initiated by you. there is no limit to how many challenges you can keep in here. Also there is no limit, that I know of, to how many challenges you can receive. There is, however, a limit on how many challenges you can keep in your sent screen. That limit as of this date is two hundred (200).

(New members of the superdudes community should note that some higher levels will not rematch you after answering your challenge. This is not because they think poorly of you or they don't like you. It is mainly because their sent's are full; that is they have 200 challenges that they have made waiting to be answered and they have no space to rematch you. So if you wish to battle them again you should rematch them. After a short while in the arena if you prove to be active enough they will be more likely to reserve a spot in their challenge box for you. NostrumX and *mirena*, currently being the only level 8's in SuperDudes.net, are a perfect example of this.)
Lets move on to the Head Shed. I'm certain by now you have captured at least one head and it's sitting there waiting for you to admire it.

Here you can sit back relax and admire your own greatness as the heads of all the superdudes you have beaten stare back at you. On the left the head you have selected to view up close will be in the large bell jar. There you can see how many times you have captured that persons' head, when the last copy of that head was captured, and their motto . Just underneath you have the choice of visiting their head quarters or challenging them again. Above your collection of heads you will see the name of your head shed and also how many individual heads you have captured. You can capture a superdudes head more than once, the head counter will only display how many individual heads you have captured. That's all you really need to know about the Head Shed. Now I'm sure you're eager to start challenging other superdudes so lets go over the New Challenge screen. On your Challenge screen, pictured above, you'll see a big red button just above your incoming challenges click there.

Here we have the new challenge screen. This is where you can find some "new challenges". whether you're looking for an individual as exampled in the picture above or are looking to challenge a specific clan or group of people this is where you want to go to find them. You can search by Katra, Level, Name, and with photo. The display on the left of that shows their card, level, name, how many Power Pies they are in, their over all ranking, their motto, and when they joined SuperDudes. the two blue arrows beneath that allows you to move up and down the list at the bottom. Because I'm the only one in that list it's a moot point. notice the headings on top of the list. You can sort your findings by name, katra, rank, level, active, and since. Just above the headings you see the number one. Many times your search will turn up a lot of results. You can jump to a specific page by clicking the corresponding number above the heading the arrows on either side of the page listing allow you to scroll through the pages one at a time they are your next and back buttons. Once you've chosen your opponent you can challenge them by clicking on the challenge button just below the picture of their card.
A tip from my friend OhmsLaw: Search tip; if you want to find a player in the Hero Finder or Challenge Finder but only know part of their name, here is how to do it. Let's say you want to find "<voc>Lonewolf007". But can only remember Lonewolf. If you just type Lonewolf into the Finder you will get nothing. Try using the % sign. It acts as a wildcard and can substitute anywhere from 0 – 100 characters. So if you were to type in %Lonewolf, you will find him. Let's say that you know only two parts of someone's name. For example, you want to find me(--LEGACY-> OhmsLaw) but could only remember legacy and law. If you search for %legacy or %law you will get to many hits. To narrow down the search try typing %legacy%law into the Finder and it will only find players with the word legacy followed by the word law.
Alternatively you can go to the Challenge Finder website where you can seek out active players who are currently in the mobius arena.
The Cards:
Well here they are these cards are taken from the Spirit Katra if you are in any other katra but spirit there is no need to worry you have the same cards just different pictures and animations. All the cards do the same thing in every deck and every deck has all the same cards except the expansion packs after the Dreams of Decay pack. Each expansion pack contain cards unique to that pack more on this later on. Well the best way to approach this is by introducing the cards by their level I guess. But before we do that lets go over where to get those new cards once they are unlocked and made available to you.
Up above you have the Deck Builder Prime members have access to all the level one (1) through four (4) Katra deck's and every deck that was released since they became Prime. Non Prime members only have access to their own Katra, Master Katra deck's and any expansion packs that they may have purchased. As of this time prime members only have access to their own katra's master deck. Here is where you will retrieve your next level cards and can mix and match cards from various decks. Just choose the deck you want to use and then click and drag the cards you want from the top section to the blank card line up beneath it. Level one (1) through four (4) cards are found in the regular Katra decks. Level five (5) through eight (8) cards are found in the Master Katra decks.To remove a card from your deck that you wish to replace just drag it to the discard hole and release. The card is not deleted but put back into the deck it came from. You are allowed any combination of these cards in your deck. However, you are only allowed to use two (2) 500 damage cards, one (1) neutralizer card, one (1) defense card, one (1) 600 damage card, one (1) 800 damage card, one (1) long term power up card, one (1) short term power up card, and one (1) 1000 damage card at a time when putting together your line up for a battle. Other than that anything goes. To set your deck back to it's original state before you made any changes or added new cards click the revert deck button. To clear all the cards from your deck and start from a clean slate click clear deck. Once you have your deck the way you want it click the save deck button and now you can use your new custom deck in the arena. Please note that once you click the save deck button every time you click the revert deck button there after it will revert your deck to it's last saved status. Card descriptions will appear in the middle frame between the Katra listing and the actual cards themselves when you click your mouse on them. Once you are finished and you've saved your deck you can use the menu above to return to the challenge screen.
The following cards and corresponding levels are based on the standard leveling structure. That is to say that this is what your deck will look like without alteration as you attain these levels. You may change out these cards for other cards as you level, become prime, buy expansion packs, or participate in events sponsored by superdudes.net.
EVERYONE HAS 1200 LIFE POINTS, IN THE ARENA, REGUARDLESS OF THEIR LEVEL.
Level 1: We all start out at this level simply no way around it. At this level you start out in the arena with the following cards.
You have one (1) of these
This card adds an additional 150 damage to all the attack cards played after it. This will stack with the +300 and the +400 power up cards. This is a power up card. Speed six (6).
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You have one (1) of these
This card adds an additional 300 damage to the next attack card played after it. This will stack with the +150 and the +200 power up cards. This is a power up card. Speed six (6).
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You have two (2) of these
This card does 300 damage to your opponent in the round that it is played. Unless it is under the effect of a power up card played before it. This is an attack card. Speed four (4) unless it is under the effect of a speed power up card played before it.
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You have two (2) of these
This card will do 350 damage to your opponent in the round that it is played. Unless it is under the effect of a power up card played before it. This is an attack card. Speed three (3) unless it is under the effect of a speed power up card played before it.
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You have two (2) of these
This card will do 400 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed two (2) unless it is under the effect of a speed power up card played before it.
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You have one (1) of these
This card will neutralize any attack card of equal or lesser speed and do 200 damage to your opponent in the round that it is played in. This is a neutralizer card. Speed four (4).
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(A note on power up cards. Though they do increase the damage on attack cards they WLL NOT increase the damage delivered by neutralizer and defense cards. Also they will not stack with like power up cards. A +150 power up card WILL NOT stack with a +200 power up card. Likewise a +300 power up card WILL NOT stack with a +400 power up card.)
Level 2: It takes 50,000 Karma to obtain this level. At which you receive the following card in addition to your level 1 cards. You also become a bit more competitive at this level.

You get one (1) of these
This card will do 200 damage to your opponent in the round that it is played in. It will also absorb 300 points of damage from any attack card of equal or lesser speed played that round. This is a defense card. Speed five (5). |

(A note on defense and neutralizer cards. Though they do block damage from attack cards they WILL NOT block damage from other neutralizer or defense cards.)
Level 3: It takes 250,000 Karma points to obtain this level. At which you receive the following card in addition to your level 1 and 2 cards.

You get one (1) of these.
This card does 500 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed one (1) unless it is under the effect of a speed power up card played before it. |
Level 4: It takes 1,000,000 Karma points to obtain this level. At which you receive the following card in addition to your level 1, 2, and 3 cards. It should be noted that this card is no longer the "unblockable" attack card it used to be with the advent of the "Gothic Asylum" expansion pack. Unless it is under the effect of one of the new +1 speed power up cards which comes with one of two expansion packs, which will be, later, discussed below.
You get one (1) of these
This card will do 200 damage to your opponent in the round that it is played in. Unless it is under the effects of a power up card played before it. This is an attack card. Speed 6. |
Level 5: It takes 5,000,000 Karma to obtain this level. At which you receive the following cards in addition to your levels 1, 2, 3, and 4 cards.

You get one (1) of these.
This card will do 500 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed two (2) unless it is under the effect of a speed power up card played before it. |

You get one (1) of these.
This card adds an additional 200 damage to all the attack cards played after it. This will stack with the +300 and the +400 power up cards. This is a power up card. Speed six (6). |

You get one (1) of these.
This card adds an additional 400 damage to the next attack card played after it. This will stack with the +150 and the +200 power up cards. This is a power up card. Speed six (6). |
Level 6: It takes 15,000,000 Karma to obtain this level. At which you receive the following cards in addition to your level 1, 2, 3, 4, and 5 cards.

You get one (1) of these.
This card will do 600 damage to your opponent in the round it is played in. Unless under the effects of a power up card played before it. This is an attack card. Speed three (3) unless it is under the effect of a speed power up card played before it.
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You get one (1) of these
This card will neutralize any attack card of equal or lesser speed and do 250 damage to your opponent in the round that it is played in. This is a neutralizer card. Speed four (4).
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Level 7: It takes 50,000,000 Karma points to obtain this level. At which you will receive the following cards in addition to your level 1, 2, 3, 4, 5, and 6 cards.
You get one (1) of these.
This card will do 800 damage to your opponent in the round it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed two (2) unless it is under the effect of a speed power up card played before it.
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You get one (1) of these
This card will do 250 damage to your opponent in the round that it is played in. It will also absorb 400 points of damage from any attack card of equal or lesser speed played that round. This is a defense card. Speed 5. |
Level 8: It takes 100,000,000 Karma points to obtain this level. At which you will receive the following card in addition to your level 1, 2, 3, 4, 5, 6, and 7 cards.
You get one (1) of these.
This card will do 1000 damage to your opponent in the round it is played in. Unless is it under the effects of a power up card played before it. This is an attack card. Speed one (1) unless it is under the effect of a speed power up card played before it. |
Unique Cards: These cards are unique in that they aren't given to you once you reach a certain level. They are earned and are the mark of a superdude who has gone above and beyond the call of duty.
The "Web of Knowledge" card: this card can be obtained at any level. the requirements to get this card is that you recruit ten (10) people into the superdude's site. To recruit someone to join superdudes you must go into your recruiting station by clicking on it's link on the link menu (see my HQ above in the Mobius Arena section of this guide). Once there you enter in ten (10) e-mails of at least ten (10) friends that you would like to join SD. A person is considered recruited once they have verified their e-mail address with superdudes. Note this must be the same e-mail address that YOU sent the invitation too or else they will not count as a recruit for you. Once you have recruited ten (10) people into SD you simply click the link under the card in the recruit station to claim your Web of Knowledge card.
You can only get one (1) of these.
This card will do 500 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed three (3) unless it is under the effect of a speed power up card played before it.
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The "Gold Burning Gundam" card: This card is currently retired. However, rumor has it that it will not remain retired for very long. To obtain this card you had to "battle scar" the five (5) gundams. Dragon Gundam, Burning Gundam, Zeong, Wing Gundam, and Bolt Gundam. To battle scar a gundam you must knock the gundam to less than zero (0) life points. Once you have battle scared all five (5) Gundams you simply click the link under the card on the challenge site to un lock your new card. please note since this is a neutralizer card it will replace your current neutralizer card as you are only allowed one (1). With the advent of the Deck Builder (see above) you can switch out between the Burning Gundam card and you regular neutralizer card. the only difference between them besides looks and animation is that the Burning Gundam card does fifty (50) more points of damage to your opponent than your regular neutralizer card.

You can only have one (1) of these.
This card will neutralize any attack card of equal or lesser speed and do 250 damage to your opponent in the round that it is played in. This is a neutralizer card. Speed 4. |
Expansion Packs: These are packs released each month by Head Quarters for use in the Mobius Arena. They can be bought individually for $4.99 U.S. plus any applicable tax. Prime members are guaranteed these packs with their prime subscription.
Blade of Ninjaka:
Released: 02/01/2004
All the cards in the Blade of Ninjaka deck are the same as you would get in a regular level 3 deck with the exception of the "The Chameleon" and the "Stars of Ninjaka"

You can only have one (1) of these
This is a level 2 card. This card will do 200 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed 6. |

You can only have one (1) of these
This is a level 6 card. This card will do 600 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card speed three (3) unless it is under the effect of a speed power up card played before it. |
Creatures of Katrana:
Released: 03/01/2004
All the cards in the Creatures of Katrana deck are the same as you would get in a regular level 4 deck including the level 5 speed 2 damage 500 card with the exception of with the exception of the "Klump" and the "Klunk".

You can only have one (1) of these
This card will neutralize any attack card of equal or lesser speed and do 150 damage to your opponent in the round that it is played in. This is a neutralizer card. Speed 5. |

You have two (2) of these
This is a level 3 card. This card will do 450 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card speed two (2) unless it is under the effect of a speed power up card played before it. |
Katra Bots:
Released: 04/01/2004
All the cards in the Katra Bot deck are the same as you would get in a regular level 4 deck including the level 5 speed 2 damage 500 card with the exception of three (3) cards. The "Dark Light", "Proteus", and "The Redeemer" are different

You can only have one (1) of these.
This card will neutralize any attack card of equal or lesser speed and do 250 damage to your opponent in the round that it is played in. This is a neutralizer card. Speed 2.
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You can only have one (1) of these.
This card does 300 damage to your opponent in the round that it is played. Unless it is under the effect of a power up card played before it. This is an attack card. Speed five (5) unless it is under the effect of a speed power up card played before it. This is a level three (3) card |

You can only have one (1) of these.
This card will do 250 damage to your opponent in the round that it is played in. It will also absorb 250 points of damage from any attack card of equal or lesser speed played that round. This is a defense card. Speed 5. |
The High Council:
Released: 05/01/2004
All the cards in the High Council deck are similar to the cards that you would receive in a level four (4) to seven (7) deck with the exception of "Lord Phyrus", "Boulderman", and "Lady Xevion". Lord Phyrus does 250 damage at a speed of 5 in my opinion"The Proteus" in the Katra Bots deck (see above) is far superior doing 50 points more damage. as for Boulderman the 400 defense is nice and this card can be rather useful in some situations as it does neutralize the +400 power up but only on cards that are speed 4 and lower. would be better off just waiting for level 7 and using the master block for the 400 defense in the mean time it would be wiser to use any of the 300 defense cards or if you have that deck using "The Redeemer" from the Katra Bots. Lady Xevion has been long awaited by those who do not already have the Web of Knowledge card seeing as how she has the exact same stats however is limited to level 5's and above.

You can only have one (1) of these
This is a level four (4) card that will do 250 damage to your opponent in the round that it is played in. This is an attack card. Speed five (5) unless it is under the effect of a speed power up card played before it. |

You can only have (1) of these
This card will do 200 damage to your opponent in the round that it is played in. It will also absorb 400 points of damage from any attack card of equal or lesser speed played that round. This is a defense card. Speed four (4). Only those level four (4) and above can use this card. |

You can only get one (1) of these.
This card will do 500 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed three (3) unless it is under the effect of a speed power up card played before it. This is a level 5 card. |
Minions of Decay:
Released: 06/01/2004
All the cards in the Minions of Decay deck are the same as you would receive in your level one (1) through six (6) decks with the following exceptions. Firstly There are no power up cards for levels one (1) to (4) the only power up available is a +400 one time power up for levels five (5) and up. The only cards of interest in this deck is The Creech and The Rabid Pouncer. The Creech, in my opinion, has the potential to become a real nuisance to non primes and those below level seven (7). With this card you're basically giving up 200 points of damage for 2 points of speed.
You can only get one (1) of these.
This card will do 600 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed four (4) unless it is under the effect of a speed power up card played before it. This is a level seven (7) card |
You can only get one (2) of these.
This card will do 400 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed three (3) unless it is under the effect of a speed power up card played before it. This is a level three (3) card |
Skullz of Kaos:
Released: 07/01/2004
The Skullz of Kaos deck is similar to your levels one (1), three (3), and four (4) decks with the following exceptions. Captain Dredknugs, Queen Raptus, Kaos Lord, and Knautillus. This deck has no power up or neutralizer cards with the exception of the +400 level five (5) power up card.

You can only have one (1) of these
This card will do 200 damage to your opponent in the round that it is played in. It will also absorb 400 points of damage from any attack card of equal or lesser speed played that round. This is a defense card. Speed four (4). Only those level four (4) and above can use this card
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You can only have one (1)
of these
This card will do 550 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed two (2) unless it is under the effect of a speed power up card played before it. This is a level five (5) card.
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You can only have one (1) of these
This card will do 650 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed three (3) unless it is under the effect of a speed power up card played before it. This is a level six (6) card
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You can only have two (2) of these
This card will do 450 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed one (1) unless it is under the effect of a speed power up card played before it. This is a level one (1) card
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Kommanders:
Released: 08/01/2004
The Kommanders deck is has all the same cards at your standard levels one (1) through three (3) decks with the exception of two (2) cards. The Autocav and Sarge.
You can only have one (1) of these.
This card will do 200 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed five (5) unless it is under the effect of a speed power up card played before it. This is a level one (1) card
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You can only have two (2) of these.
This card will do 450 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed one (1) unless it is under the effect of a speed power up card played before it. This is a level two (2) card
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Gothic Asylum:
Released: 010/01/2004
The Gothic Asylum deck WOW it is my honest opinion that no one should be without this deck. It is probably the most note worthy deck of all. Four (4) of the ten (10) cards in this deck can be found in the common katra and master decks. The six (6) notable cards in this deck are as follows in order of usefulness Raggedy, Doctor Voltaic, A Foul Creature, Rumors of Evil, Smedley, and finally Monteeanx.

You can only have one (1) of these.
This card will do 100 damage to your opponent in the round that it is played in. It will also absorb 200 points of damage from any attack card of equal or lesser speed played that round. This is a defense card. Speed six (6). Only those level three (3) and above can use this card.
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You get one (1) of these.
This card adds an additional 450 damage to the next attack card played after it. This will stack with the +150 and the +200 power up cards. This is a power up card. Speed (6) unless it is under the effect of a speed power up card played before it. Only level six (6) and above can use this card.
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You can only have one (1) of these
This is a level three (3) card that will do 200 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed five (5) unless it is under the effect of a speed power up card played before it.
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You can only get one (1) of these.
This card will do 500 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed two (2) unless it is under the effect of a speed power up card played before it. This is a level four (4) card
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You can only get one (1) of these.
This card will do 600 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed four (4) unless it is under the effect of a speed power up card played before it. This is a level seven (7) card
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You can only get one (2) of these.
This card will do 450 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed one (1) unless it is under the effect of a speed power up card played before it. This is a level three (3) card
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Legends of Knowledge:
Released: 11/01/2004
The Legends of Knowledge deck is the first deck to feature a speed power up card , Spirit Magus. Other cards of interest are Denizen of Morath, Dhalseer, Kaltior Krtx, Kelric the Warrior, Nightshade, Princess Pernilla, and Spirgo.

You can only have two (1) of these
This is a level five (5) card that will do 400 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed four (4) unless it is under the effect of a speed power up card played before it.
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You can only have one (1) of these.
This card will do 100 damage to your opponent in the round that it is played in. It will also absorb 500 points of damage from any attack card of equal or lesser speed played that round. This is a defense card. Speed five (5). Only those level three (3) and above can use this card. |

You can only have two (2) of these
This is a level two (2) card that will do 450 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed two (2) unless it is under the effect of a speed power up card played before it.
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You can only have one (1) of these
This is a level eight (8) card that will do 900 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed two (2) unless it is under the effect of a speed power up card played before it.
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You get one (1) of these.
This card adds an additional 350 damage to the next attack card played after it. This will stack with the +150 and the +200 power up cards. This is a power up card. Speed 6. Only level three (3) and above can use this card.
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You can only have one (1) of these.
This card will neutralize any attack card of equal or lesser speed and do 250 damage to your opponent in the round that it is played in. This is a level five (5) neutralizer card. Speed 4.
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You can only have one (1) of these
This is a level six (6) card that will do 700 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed one (1) unless it is under the effect of a speed power up card played before it.
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You get one (1) of these.
This card adds an additional one (1) speed to the next attack card played after it. This is a speed power up card. Speed 6. Only levels five (5) and above can use this card.
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Holiday Havoc:
Released: 12/01/2004
Happy Holidays!!! Here's Rudy with a present for you. I wouldn't tease this reindeer!

You can only have one (1) of these.
This is a level six (6) card that will do 700 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed two (2) unless it is under the effect of a speed power up card played before it.
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You get one (1) of these.
This card adds an additional one (1)speed to every attack card played after it. This will stack with the +150 and the +200 power up cards. This is a power up card. Speed 6. Only level five (5) and above can use this card.
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Silver Age of Heroes:
Released: 01/01/2005
The Silver Age of Heroes deck is reserved solely for Prime members and thus cannot be purchased separately from the other expansion packs this is for obvious reasons. There are nine (9) cards of interest in this deck.

You can only have one (1) of these.
This is a level three (3) card. This card will do 200 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed six (6).
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You get one (1) of these.
This card adds an additional one (1) speed to every attack card played after it. This is a speed power up card. Speed 6. Only levels three (3) and above can use this card.
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You can only have one (1) of these
This card will do 550 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed three (3) unless it is under the effect of a speed power up card played before it. This is a level 5 card.
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You can only get one (1) of these.
This card will do 275 damage to your opponent in the round that it is played in. It will also absorb 400 points of damage from any attack card of equal or lesser speed played that round. This is a defense card. Speed five (5). Only those level three (7) and above can use this card.
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You can only get one (1) of these.
This card does 300 damage to your opponent in the round that it is played. Unless it is under the effect of a power up card played before it. This is an attack card. Speed five (5) unless it is under the effect of a speed power up card played before it. This is a level three (3) card
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You can only get one (2) of these.
This is a level six (6) card that will neutralize any attack card of equal or lesser speed and do 275 damage to your opponent in the round that it is played in. This is a neutralizer card. Speed 4.
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You get one (1) of these.
This card will neutralize any attack card of equal or lesser speed and do 225 damage to your opponent in the round that it is played in. This is a neutralizer card. Speed 4. |

You get one (1) of these.
This card adds an additional two (2) speed to to the next attack card played after it. This is a speed power up card. Speed 6. Only those level three (3) and above can use this card. |

You get one (1) of these.
This is a level seven (7) card that will do 850 damage to your opponent in the round that it is played in. Unless it is under the effect of a power up card played before it. This is an attack card. Speed two (2) unless it is under the effect of a speed power up card played before it. |
Strategy:
The best advice I can give to you on this matter is to vary your card layouts. Statistically speaking you can win many battles using the same combination of cards repeatedly. However people will catch on and you will end up getting beaten very badly. This is why you would do well to change your card line up every once in a while. Also if you are getting challenges from the same person over and over again you will want to make use of the ready screen view your old battles and watch for patterns in their card set up if they always block in the third round then that is where you want to power up. If they always open up with two 500 damage attacks then you will want to use your neutralizer and block cards in the first two rounds. Finding patterns like these will mean the difference between you admiring their head in your head shed and them admiring yours in theirs. The following are the root combinations for every combination that I have seen so far. These are just common strategies you can study these and come up with your own as that is the best way. I will list them in level order. But first a little key for some of the symbols I'll be using.
** = Can be used by those of level 2 and up that have the web of knowledge card and the Chameleon.
* = Can be used by those of lower level that have the web of knowledge card.
! = Uses the Burning Gundam card for full effect. But is not required.
Level |
Basic Card Combinations |
Notes |
| Level 1+ |

400 damage |

400 damage |

Neutralizer |

300 damage |

300 damage |
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This combination can serve you well up until level 2. There are better level 1 combinations out there this is just one of them. Due to the new changes this combination is only effective against players up to level 8. But I wouldn't recommend trying it against anyone above level 4.
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| Level 2+ |

300 Power Up |

Defense |

Neutralizer |

300 damage |

300 damage |
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The defense, neutralizer, and power up cards can be moved around for better effect. The power up MUST be played before the attacks. Due to the new changes this combination is only effective against players up to level 6. |
| Level 2+ |

400 damage |

300 damage |

Defense |

Neutralizer |

300 damage |
|
This combination takes into account of doing at least 300 damage within the first two rounds. Due to the new changes this combination will at best win in the last round. |
| Level 3+ * |

300 Power Up |

500 damage |

Defense |

Neutralizer |

300 damage |
|
This combination is a bit dangerous as it relies on you doing 800 damage in the second round and leaves little room to do more damage in the last two rounds. you can move the defense or neutralizer cards ahead of the power up card for a bit more protection in the first two rounds. Level 4+ might want to use their 200dmg speed 6 card in place of their defense card and boot the 300 damage card altogether. |
| Level 3+ * |

Neutralizer |

Defense |

300 Power Up |

150 Power Up |

500 damage |
|
Any combination with two power ups in it is just plain dangerous but against some combinations like the ones I show in level 5+ can be effective. Due to the new changes this combination is only effective against players up to level 6. |
| Level 4+! ** |

350 damage
500 damage |

Neutralizer |

Defense |

200 damage |

300 damage
450 damage |
|
The defense, neutralizer, and 350 damage card can be moved around for better protection in the first and second rounds. This card line up has been changed to take into account that everyone now has 1200 life points. |
| Level 4+** |

500 damage |

300 power up |

200 damage |

Defense |

Neutralizer |
|
This combination is also kind of dangerous as you are not blocking until the 4th and 5th rounds you can move the blocking cards around to your liking for more defense in the first round or so however the power up card MUST be played before the 200 attack card or else the whole point of this line up is mute. |
| Level 5+ * |

500 damage |

500 damage |

Neutralizer |

Defense |

200 damage |
|
The defense and neutralizer cards can be moved around for more protection in the first two or last two rounds. |
| Level 5+ * |

500 damage |

500 damage |

Neutralizer |

Defense |

300 damage |
|
This is more if you are level 3 with the web of knowledge card. The defense and Neutralizer cards can be alternated with the 500 damage cards for more protection in the first two rounds. |
| Level 6+ |

600 damage |

Defense |

Neutralizer |

400 damage |

200 damage |
|
This combination will win in the fourth round. The 600 damage card, the defense card, and the neutralizer card can be moved around if your opponent blocks in the first or second rounds. The last two cards are just place holders but you might want to take into account the the 600 damage card might not do full damage thus you want to make sure you land at least 600 damage in the last two rounds. |
| Level 7+ |

800 damage |

Defense |

Neutralizer |

600 damage |

200 damage |
|
The defense, neutralizer, and attack cards can me moved around for better effect. |
| Level 8 |

1000 damage |

Defense |

Neutralizer |

800 damage |

200 damage |
|
The defense, neutralizer and damage cards can be moved around for better effect.
|
(Unknown Traveler told you this before and I'll repeat it as it is VERY true. You want to save your weaker but faster attacks for later rounds. A fast attack in the later rounds can knock your opponent out before they can play their finishing move.)
The table below mainly addresses the current troublesome card combination that has been plagueing lower level superdudes. The initial "Unbeatable Combination" or "Cheap Card Combination" is in the top row it's counter measures in every form are listed below it. At best level 5 non-prime members, who do not own at least the Katra Bots expansion pack, can only tie this combination. Any superdude level 4 and under, who is not prime, or does not own the five expansion packs listed below, will lose every time to this combination. The expansion packs that assist in making this "Cheap Combination" almsot completely useless are in order of release Blade of Ninjaka, Katra Bots, Skullz of Kaos, Gothic Asylum, and Legends of Knowledge.
Level and Misc. Requirements. |
Expansion Pack
Card Combination / Counter Combination
|
Notes |
| Level 7+ and Prime Membership |

+450 damage Power Up |

275 damage Defense speed five (5) |

275 damage Neutralizer |

200 damage speed six (6) |

300 damage speed five (5) |
|
This Combination is known as the unbeatable or cheap combination with good reason. It utilizes the Gothic Asylum and Silver Age of Heroes expansion packs. No one under level 5 if Prime or 6 if not prime can defeat this combination. The first three cards may be moved around however the last two cards must remain where they are. There are a few counter combinations listed below that can beat this combination or at least tie it..
|
| Level 5+ and Katra Bots Expansion |

500 damage Any Speed |

+400 damage Power Up |

300 damage speed five (5) |

200 damage Neutralizer |

200 damage Defense speed five (5) |
|
This combination will defeat the first combination in the third round using the Katra Bots expansion pack and the level 5 Master Katra one time power up in the second round. The draw back to this solution is that it is not very flexible and relies on both the 500 damage card and the powered up proteus card landing their full damage. |
| Level 5+and Katra Bots, Gothic Asylum, and Legends of Knowledge Expansion Packs. Or Prime Membership. |

250 damage Neutralizer |

+200 Persistant Damage Power Up |

300 damage speed five (5) |

100 damage Defense 200 speed six (6) |

200 damage speed six (6) |
|
This Combination will beat the first combination in the final round and is only slightly more adaptable than the above combination. The neutralizer in this case is used as an attack card and can be moved around to allow the powered up proteus to chase the opponents neutralizer card in the second and third rounds. The power up card must remain ahead of the proteus and raggedy must remain in the fourth round. If you have the golden burning gundam then you do not need the Legends of Knowledge expansion pack for this combination. |
| Level 5+ and Katra Bots, Skullz of Kaos, Gothic Asylum, and Legends of Knowledge Expansion Packs. Or Prime Membership. |

550 damage |

250 damage Neutralizer |

300 damage speed five (5) |

100 damage Defense 200 speed six (6) |

200 damage speed six (6) |
|
This Combination will beat the first combination in the fourth round and is only slightly more adaptable than the above combination. The neutralizer in this case is used as an attack card and can be moved around to follow the opponents defense card and allow the Kaos Lord and Proteus to chase the opponents power up and neutralizer cards, respectively, in the first three rounds. Raggedy must remain in the fourth round. If you have the golden burning gundam then you do not need the Legends of Knowledge expansion pack for this combination. |
| Level 6+ |

600 damage |

+400 damage Power Up |

200 damage speed six (6) |

200 damage Defense speed five (5) |

250 damage Neutralizer |
|
This combination is a higher level version of the combination in the second row of this table and is about as flexible. The only thing guaranteed here is that you will do a minimum of 600 damage. |
| 3+ and Blade of Ninjaka and Legends of Knowledge Expansion Packs. Or Prime Membership. |

500 damage Any Speed |

+150 Persistant Damage Power Up |

+350 Damage Power Up |

200 damage speed six (6) |

200 damage Defense speed five (5) |
|
At best this will tie you against the first combination in this table. This is the least flexible line up as only the first two cards may be moved around. level 5's can substitute their master katra power ups and their normal 200 damage speed 6 card in their respective places if they do not own any expansion packs. |
Now you're probably wondering how do I get to those higher levels??? Well you CAN get them just in the arena alone, however, playing the other games along with the arena and rating cards will get you there MUCH faster. How do I get to these games? Well the easiest way would be to go to the stats page in your HQ. There will be a listing of the Knuggs you've earned and where you earned them. That listing is actually a links page. If you click on the name of the game in the listing you will be brought right to the game. The only three games that have restrictions on them. They are "TSK Trapped in Time", "Prime Defense Squad", and "Terminal Decay". "TSK Trapped in Time" and "Prime Defense Squad" are for Prime members only. "Terminal Decay" is restricted to level 3 and over players only; you can play the game but you will not earn any knuggs from the game until you are level 3.
Here is a guide for "TSK Trapped in Time" Written by a good friend [LAVA] All-American BADASS! TSK2 Guide
For questions regarding the TSK2 Guide or the "TSK Trapped in Time" game please feel free to post in this thread!
Another way to get your level up faster is to speed battle. Speed Battling is a VERY fast way to level but it's also dangerous in that if you do not know what you are doing you can just as quickly lose your knuggs as you could gain them by using this method. It is safer to wait until at least level 3 or 4 before you start speed battling. By then you will have a better feel for your cards and more of an idea how things work, thus the reason for this guide. Many will tell you that your karma will go up even if you lose. This is not true your karma will remain the same. When you lose it will neither go up nor down. Your knuggs will obviously go down when you lose. On the reverse, depending on whom you are speeding, You can gain hundreds of thousands of knuggs and thus karma a day using this method. It is not unheard of for people to earn 1,000,000+ knuggs / karma a day using this method.
How does speed battling work? Well the idea behind speed battling is that if you battle someone long enough you will eventually come to an even number of wins and losses. A lower level Superdude would benefit more by speeding a higher level superdude as they need less karma and knuggs to level. Say you are a level 3 superdude and you are speeding a level 5 super dude it will only cost you 1000 knuggs to make and accept challenges. It costs them 2500 knuggs to make and accept challenges. When you win you are making a 2500 knugg profit in the turn out. Lets say for arguments sake you start out with a pool of 250,000 knuggs. You just made level 3 simply by playing the games and you want to see some arena action. And lets say you decide to speed battle me. I'm level 5 with over 2,000,000 knuggs I've been playing the games, rating cards, and speeding in the arena for a reasonable time. The knugg to karma ratio is 1 to 1. You don't lose karma when you lose knuggs remember that! Okay we speed battle for an hour or two eventually battling each other 200 times. A total of 3500 knuggs are being transferred each time 2500 from me and 1000 from you. That's 700,000 knuggs being transferred back and forth all together. Lets say that we each win 100 battles your pool of knuggs will go up by 250,000 knuggs bringing you to 500,000 knuggs. Mind you are only earning 2500 knuggs a win by beating me as it cost you 1000 knuggs to challenge me and 1000 knuggs to accept my challenges. My pool will only go up by 100,000 knuggs bringing me to 2,100,000 knuggs. But that's not where the real reason to speed battle lies.
Lets look at it from the karma side of the math. Lets take a closer look at those knuggs being transferred You started off with a karma of 250,000 for arguments sake. I started off with a karma of 5,000,000 again this is for arguments sake these numbers are sure to be much higher but that would make this even more complicated. There was a total of 700,000 knuggs being transferred back and forth that's 700,000 karma being transferred back and forth now the knuggs aren't greatly affected in this example but the karma was! I know I'm getting repetitive however I will remind you again YOU DO NOT LOSE KARMA WHEN YOU LOSE A BATTLE! YOU WILL NOT GAIN KARMA WHEN YOU LOSE A BATTLE EITHER. What does that mean??? Simply this. Every time you DO win a battle you not only gain 2500 knuggs my wager but you're also gaining 2500 karma. When you spent the 1000 knuggs to make the challenge; you didn't spend any karma. So after our little speed battle session you walked away with not only 250,000 knuggs but an additional 250,000 karma bringing your karma up to 500,000 and my karma will go up to 5,100,000.Obviously this is just an example actual results will vary depending on whom you are battling. I know what you're thinking... "Okay great! But how do I earn 1,000,000+ karma from this???" My answer to that is simply... "You're not going to speed battle JUST one person a day are you???"
(I feel it necessary to make a statement here in this section, though, it may seem weird and has very little to do with speeding or the mobius arena and more to do with your own mental and physical well-being. This is true for all games no matter the type of game it is. It is not unheard of for some people to spend hours on end or even entire days playing a game to obtain a certain goal or distinction. While most would admire their dedication or diligence, and I'll admit I am guilty of such things, this type of behavior is not healthy or rather is not conducive to a healthy life-style.
By the same token it is not unheard of for people to take a game too seriously often getting upset or frustrated when something doesn't go the way they would like it too. For example you are speeding with another player and they are constantly beating you. Or you are trying to make a difficult jump in TSK2 and you keep missing. Either of these scenarios or variations thereof can cause a lot of undue stress. Doctors and Scientists have proven that people who suffer from a great deal of stress increase their chances of suffering a heart-attack or stroke by upwards of 50% or more. It is also known that many people who play these games do so to unwind and relax especially after a particularly stressful day. Why compound the stress? What is my point? Well in short... THIS IS JUST A GAME!!!
Please allow me to elaborate on that. When is a game no longer a game? When it no longer continues to be fun! If you find that you are no longer having fun playing a game that is when it's time to turn off your computer or whatever, walk out of the room, and read a book, listen to some music, hug and kiss your loved ones, take a long walk, have a healthy snack, watch TV, talk to some friends or make new ones, take a long shower or soak in the tub, go swimming, go fishing, anything but don't continue playing. Once you've calmed down and feel relaxed then, if you want to, return to playing the game. By then it should just be a game again!)
Perhapps the best way to earn knuggs is through supernation.org. By doing community service projects through this site in your community not only do you earn 250,000 knuggs per project you also make your community a better place to live not only for yourself but for those around you as well. When you do a community service project through supernation.org be sure to bring a camera and take pictures of yourself working on the project and it wouldn't hurt to write a small essay on what you did and how it benefits your community.
Tournaments Explained:
Tournaments are most often set up by the players of Superdudes. The general idea behind the tournament is of course bragging rights. To win a tournament basically give you the right to say for that brief period of time that you were the best of all those people in the tournament. There are several rule sets for a tournament basically as wide as the hosts' imagination. I will only cover the more common rule set here.
The step to a tournament is to register with the host of the tournament and later to "check in" with them about minuets (15) before it begins.
There are several different formats used in tournaments. I will only cover the most basic and popular of those formats. one (1) on one (1) single elimination. Here you are fighting for your own honor alone. To be eliminated from the tournament you must lose two out of three battles against your assigned opponent. You cannot choose whom you will go up against and in some venues even the host cannot choose whom you go up against. One such venue which is popular among the more elite clans is My League.com. It is most often done randomly. Don't be surprised if you enter a tournament with a friend and end up facing them. Because I am most familiar with the My League.com venue that is the one I will use here. In this venue pairings for the tournaments are done randomly.
Standings are the list order or pairings of whom challenges whom this most often appears in tree form as seen below.
Here we have a simple tournament standing sheet using only six (6) people. The least number of people you can have for a tournament. You'll notice that there are numbers in parentheses next to the names of each person. Higher numbers always challenges the lower numbers on their seed. Tournaments don't end until there is only one (1) person left. Don't expect a tournament to start exactly on time. It has been known to happen but is a rarity at best. I have yet to attend a tournament that has ever started on time.
After each battle against your opponent you must report your #wins/ #ties/ #losses to the host. Remember to win a round you must win two (2) out of three (3) battles ties don't count. I personally had twenty-three (23) battles in one (1) round in a tournament. You will only have a certain amount of time to send your challenge to your opponent. Most tournaments require that you put the word "tourney" in your taunt box but not all of them. It's still a good habit to get into with tournaments. You will be disqualified if you exceed a reasonable amount of time to send or answer your challenge. As a show of good sportsmanship it is customary to say, win or lose, Good Games (ggs) to your opponent. If you've lost and cannot stay to see the turn out of the tournament it is customary to thank the host for the tournament and for inviting you before you leave.
Etiquette:
Hmm where to begin... Well every game has its rules I'm not talking statistical rules where you get this many points for doing that. I'm talking about rules of conduct. In many sports misconduct is often called a foul but there's no such thing as a foul in superdudes unless some hero goes by that name. There is such a thing as foul language. that's a pet peeve for me. A good example of that is below.


As you can see I don't take well to rude language. Or being rude in general. I am usually nice and will play on a low level superdudes level playing only their level cards. However I don't care if you're level 1 or level 8 every superdude deserves SOME amount of respect and I will let my cards do my talking for me. I'm not a moderator, obviously, nor do I represent SD in any way shape or form. I simply enjoy SuperDudes and I am not obligated to sugar coat this as it's something I take very seriously. I understand your superdude is a tough guy or has a REALLY dark side. Corpse Goddess role plays her card as an evil goddess and she does it without offending people or being rude. There is no reason why you cannot follow her lead and keep things Super!
I mentioned before that many, not all, higher level superdudes will be nice and battle a lower level superdude using the lower level superdudes cards. This does not apply to ALL higher level superdudes. If you find you are having problems in beating a high level superdude then stop challenging them or ask them to stop challenging you. if they persist then you can simply decline their challenges. You do not have to accept every challenge posed to you.
If you feel that you are being harassed by a member of superdudes there are several moderators at your disposal to help you. Going on the message boards and attacking this person in public is futile and only causes these helpful moderators to frown upon you.
Though you have the ability to decorate your superdudes avatar in an almost unlimited manner please keep in mind that this is a family site. Nude or sexually explicit or violently graphic images are not allowed. On the same note sexually explicit or racist comments and names are not allowed on this site for the same reason.
Because this is also an international web site, though based in America. We have members of almost every nationality and religion and many of them suffer from disabilities such as being hearing impaired or are suffering from a debilitating disease such as Multiple Sclorosis. Therefore we ask you to keep an open mind. Don't attack someone if their english or typing is not perfect and keep in mind where this person might be coming from english may not be the first language of their country or there may be extenuating circumstances. True as this is we do ask for the sake of keeping the message boards organized that every member at least attempt to write their posts in english.
On the same note not everyone on this site is christian or catholic. Please unless the person shows interest in converting from their current religion do not attempt to impose your religions moral values on other members. There are a few groups within superdudes dedicated to one religion or another that gather together on the message boards to debate or talk about their religion. These are organized and run by knowledgeable people in that religion. Feel free to contact the leader of such a group if you wish to participate.
Prejudice is not allowed on the message boards or in the mobius arena for obvious reasons. If you do not wish to consort with people who are not the same color, nationality, or religion as you that is your loss. To you we ask that you do not join our site. If being prejudice against prejudice is a double standard then so be it.
Sexual advancements made from or on any staff, volunteer, or member of SuperDudes will not be tolerated and should be reported immediately to a trusted moderator or other staff member. Before you even consider such an act ask yourself this. Do you really know who or what is on the other side of that screen?
Think twice before airing your dirty laundry on the message boards. If you decide to do so then don't get upset if you do not like the replies you get. This is a public american forum where people are free to express their thoughts and ideas, within reason, no matter where in the world they live. Some people can be rusty, blunt axes while others can be more tactful.
Earlier in this guide I mentioned that it is customary to answer your older incoming challenges first as they have been waiting the longest. Unless you are in a tournament; even still you should be able to find time between rounds to answer those challenges. There are exceptions. As stated before if you are in a tournament or in a speeding session. Other reasons to hold off include real life issues that prevent you from being at your computer or online.
I'm not sure if any other clans have this rule, however, in [LAVA] if you are going to be gone for an extended period of time you must do three things. 1) Leave a message in the clan message boards that you will be going inactive for an extended amount of time. Try and give a date when you will be active again. 2) Remove your clan tag. It would look poorly on your clan if you were inactive and wearing the clan tag and not answering any challenges. You can always rejoin your clan when you return. 3) Turn off your challenge status in the arena. This way people cannot challenge you while you are away. This ensures that active players are only challenging other active players in the arena. It would also ensure that you're not inundated with too many challenges when you return. You can always turn your challenge status back on when you return.
If someone asks you to stop challenging them... STOP!
**Disclaimer**
The statements above are the opinions of the author only and may not reflect the opinions of SuperDudes, LLC., Supernation, LLC., or any of its staff or subsidiaries.