Score Attack challenges players to reach the highest Score they can within only 60 seconds. Upon beginning Score Attack, players are presented with a set of three Yo-Kai in that week's featured Tribe. After they are defeated, another set of three slightly tougher Yo-Kai appear. Once those are defeated as well, the Big Boss appears. The Big Boss has unlimited health and can not be defeated. While their attacks may not deal much damage at first, their attacks deal more damage with every hit to prevent stalling strategies.
Many people play Wibble Wobble differently. Some quickly tap, some take their time to link together long chains, and some swipe randomly. In order to perform at a competitive level in Score Attack it is required to play with a certain playstyle. The device used to run the game should be held in both hands, with both thumbs held above the screen. As soon as the run begins, the playing area should be quickly analyzed to locate small chains of Wib Wobs. By alternating swipes between their left and right thumbs, players will have no time in which a Wib Wob is not being connected or popped. Wib Wobs should not be swiped randomly; for optimal Soul Gauge charging, players must be quick and decisive with their swipes to chain together Wib Wobs without stopping their swipes.
To gain a competitive edge, players can purchase up to four Items before beginning their Score Attack run. These Items are consumed upon beginning a Score Attack run and must be purchased again if their Bonuses are desired in future runs. The Score Charm, which costs 200y, increases Score by 10% once the run it is used in has completed. The Extension Charm will extend the given time in a run by 10 seconds for 250y. The Time Ball Charm can be purchased for only 150y, and increases the chance of Time Balls appearing. Finally, the 200y Connection Charm will extend the range at which Wib Wobs can be connected. It is essential to buy all four of these Items in order to get a competitive Score. Skipping any of them is not an option, as even the few seconds gained from a Time Ball Charm can make a 1000000 Point difference.
While time can be extended to 70 seconds with a Score Charm, there are a couple other ways to extend the time of a Score Attack run. When a Bonus Ball is created by popping a Wib Wob of Size 7 or above, Score Attack gives a small chance for a Time Ball to be created in instead. When popped, a Time Ball awards an extra second. While this may seem small, the few extra seconds gained throughout a run can add up. Once time has run out, five extra seconds can be purchased for 300y. Once those five seconds have run out as well, a final five seconds can be purchased for 500y.
Purchasing more time will replenish the HP gauge. If the HP gauge drops to zero during Score Attack, the prompt to buy more time will appear even if time has not yet reached zero. If more time is bought, no time will be lost and the run will continue. If the HP gauge reaches zero three times, the run ends.
Every Monday, players' Scores are reset and the current Big Boss is switched out for a new one, along with the two sets of three weaker Yo-Kai. When the Scores reset, players are rewarded with Charms, Exporbs, Coin Gs, Soul Secrets, and even the previous week's Big Boss depending on their ranking. Players also receive Y-Money depending on their Score as well as additional Y-Money for beating their friends. Each week's rewards differ slightly, since the Coin Gs' color always matches the Tribe of the Big Boss.
Score Attack greatly amplifies Tribe Compatibility effects, making it essential to take advantage of them in order to achieve the highest Score possible. Yo-Kai with Tribe Compatibility deal 50% more damage and take 50% less damage, while Yo-Kai with Tribe InCompatibility deal 50% less damage and take 50% more damage. Damage is directly tied to Score, so 50% more damage is a potential bonus that should not be ignored when creating a team.
Composing a team is, by far, the most important part of maximizing the Score earned during Score Attack. It is important to keep in mind that, although some Yo-Kai are better than others when they are all at Soultimate Level 7, most players do not have all their Yo-Kai at MAX. When creating teams, the pt value of a Yo-Kai's Soultimate Move is more important than the Yo-Kai's name. When comparing two Yo-Kai of the same Class, only their Soultimate Moves' pt values should be compared along with any other relevant values, such as Duration. Please keep in mind that Soultimate Move Level is the most important aspect in the game. A player with a team that has all Level 1 Soultimate Moves will likely not even get a tenth of what a player with the same team at Soultimate Level 7 would get.
There are two general categories of Yo-Kai, each with many specific Classes that fall within them: Supporters, and Attackers. The most important Supporter Class is Score Uppers. Score Upper's Soultimate Moves increase Score gained by a set percentage for the 10 seconds following their use. The percentage Score is increased by is about 1.25x a Score Upper's Soultimate Move Effect pt. The four Score Uppers in the game, listed in order of effectiveness, are Elder Bloom, Sgt. Burly, Wiglin, and Steppa.
Score Uppers' Soultimate Moves should only be used before using one or more Attackers' Soultimate Moves. A Score Upper's does not do much by itself, but when used before Attackers' Soultimates, a notably high Score will be reached. Fever Time does not apply damage until it is over. Since Score is only raised when damage is dealt, the effectiveness of a Score Upper's Soultimate can be maximized by being used right before Fever Time ends. This will give about nine extra seconds of increased Score, compared to the one or two seconds that would be had when being used near the beginning of Fever Time.
The second most important Supporter Class is Attack Uppers. An Attack Uppper's Soultimate increases all damage dealt by a set percentage, indicated by its Effect pt, for the following 10 seconds. When used before Attacker Soultimates, the damage boost an Attack Upper gives allows them to effectively deal as much damage as up to four Attackers. More than two Attack Uppers should never be used; using a Score Upper in place of the third Attack Upper is always the better choice, except in special cases where the third Attack Upper has a significantly higher Soultimate Level. Since Score is directly correlated with damage dealt, Attack Uppers such as Beelzebold and Siro are essential additions to any Score Attack team.
The final Supporter Class worth mentioning is Inflaters. Only one Inflater, the best of which is Signiton, should be used on a team. Inflaters target two random Size 1 Wib Wobs on the screen and increase their Size. This is useful for two reasons: The newly created Wib Wobs can be popped to quickly charge Soul Meter, and when they are popped, they may create Time Balls. The unique combination of damage and time increase that Inflaters provide make them worth considering; however, they will not fit into every player's preferred playstyle. Some players may perform better with an additional Attacker or Attack Upper.
There are many viable Attacker Classes, such as Poppers, who randomly pop Wib Wobs and apply a multiplier onto their pooled Attack, and Single Attackers, who deal a large amount of damage to a single target without affecting the playing field. When choosing Attackers, pt and Tribe Compatibility should be kept in mind. Tribe Unity is also very important; using three Yo-Kai with the same Tribe results in a 20% damage boost.
The Aggression strategy is an easy to use strategy that every player can use. An Aggression team should consist of one Score Upper, one Attack Upper, and three Attackers, preferably with Tribe Unity for increased damage. The game plan for an Aggression team is simple: charge Soultimate Moves as fast as possible and use them as soon as they are charged. If an Attacker's Soultimate Move is charged and Fever Time can be activated within the following few seconds, it is usually favorable to wait until Fever Time to use it. If there is a Big Wib Wob of that Yo-Kai in the playing area, their Soultimate Move should be used immediately and the Big Wib Wob should be popped, giving an extra Soultimate use while still having that Yo-Kai's Soultimate ready for Fever Time.
Score and Attack Uppers' Soultimates should not be used unless at least two Attackers' Soultimates can be used within the following ten seconds. The only exception to this is a Soultimate Level 7 Beelzebold, who raises damage by 100%. His Soultimate will be effective enough when used in conjunction with only a single Attacker's Soultimate.
On an Aggression team, it is important to use the strongest Attacker Yo-Kai available while keeping in mind the power of Tribe Compatibility. An example of a good Aggression team is: Sgt. Burly, Siro, Shogunyan, Snartle, and Cruncha. Tribe Unity is incredibly strong; while Sgt. Burly may have a weaker Soultimate compared to Elder Bloom, the difference is offset by the Tribe Unity increase he provides except in cases where Elder Bloom has a high Soultimate Level. While it may be tempting to use this team every week, it is essential to check Tribe Compatibility. Using this team against an Eerie or Shady Big Boss would result in a drastically lower Score compared to what could be reached with a team of a difference Tribe.
The Flooding strategy requires speed, precision, and a specific team composition. Two Score Uppers, Two Attack Uppers, and a Single Attacker. The two best Single Attackers in the game are Blandon and Bananose, who each have a max Soultimate Power of 69pt. Nul can deal slightly more damage than Blandon due to its slightly higher Attack stat, but since it is a Rare Yo-Kai, only players with hundreds of Spirit and many free hours should attempt to get Nul to Soultimate Level 7. While an All Attacker such as Komashura can be used instead of a Single Attacker, it is likely that they will not deal as much damage depending on Soultimate Levels.
In order to successfully pull off a Score Attack run with the Flooding strategy, all five Yo-Kai's Soul Gauges should be full before 30 seconds have elapsed. If the timer shows that there are 40 seconds left and every Yo-Kai's Soultimate has not been charged, it is extremely unlikely that a successful run will be performed. All five Soul Gauges are full, every Yo-Kai's Wib Wob that is not the Attacker's should be popped. Continue popping Wib Wobs as fast as possible while taking care not to pop any of the Attacker's. Once the entire playing area has been "Flooded" with the Attacker's Wib Wobs or there are less than 10 seconds remaining, the final phase of the Flooding strategy may be entered.
With a properly flooded playing area, three Size 13 Wib Wobs can be easily formed. Chaining two adjacent columns of Wib Wobs together will form a Big Wib Wob of an adequate Size. During the process of forming the three Big Wib Wobs, the Fever Time gauge will be filled. After forming all three Big Wib Wobs, both Score Uppers' Soultimate Moves should be used. It does not matter when they are used, since less than 10 seconds should be remaining. After the Score Uppers' Soultimates are used, the Attack Uppers' Soultimates should be used as well. Finally, the Attacker's should be used.
When a Size 13 or above Big Wib Wob is popped, the Attacker's Soul Gauge will be immediately refilled, allowing for a minimum of four Attacker Soultimate uses during Fever Time. It requires a great combination of luck, speed, and skill, but proper use of Bonus Balls generated by the popped Big Wib Wobs can result in enough Soul Points being gained to allow the Attacker to use their Soultimate a fifth time.
The best possible team for Flooding and, by extension, Score Attack as a whole is: Elder Bloom, Sgt. Burly, Beelzebold, Siro, and Blandon, Nul, or Bananose. Although it may take some practice to pull off properly, proper execution of the Flooding strategy will result in a seven or eight digit score. While the Aggression strategy can be used to reach a satisfactory Score with the right team, the Flooding strategy is and will remain the superior strategy forever unless Wibble Wobble's mechanics are significantly changed.