A 2800 YOLO means playing a THTD in Attack mode against an opponent that has monsters stronger than THTD that can significantly damage your Life Points. A 3300 YOLO means playing a THTD with 1 equip in Attack mode against an opponent that has monsters stronger than 3300 ATK, which might require 2+ equips (or 1 equip + Umi/Mountain) ---------- 2800 YOLOs ---------- Anubisius: 30.9% to work, 11.3% to save THTD from getting killed -- always worth it Kepura: 34.8% to work, 14.5% to save THTD from getting killed -- usually worth it Labyrinth Mage: 67.9% to work, 34.1% to save THTD from getting killed -- always worth it (should be saving on good runs too) Sebek: Always worth it (damage is marginal) Neku: Always worth it (damage is marginal) Heishin: Never worth it (GG damage often matters + very low chance of saving THTD) Seto 3: Never worth it (damage often matters + extremely low chance of saving THTD) DarkNite: Always worth it (put THTD in Moon) Nitemare: Never worth it (damage often matters + extremely low chance of saving THTD) ---------- 3300 YOLOs ---------- *Atenza: 77.9% to work -- always worth it (damage rarely matters) Anubisius: 68.2% to work -- always worth it (protects against topdeck + PUGM is too hard to beat anyway) Kepura: 59.5% to work -- usually worth it (protects against topdeck + GG is too hard to beat anyway) Heishin: 35.9% to work -- usually worth it (protects extremely well against GG/MBD topdeck) Seto 3: Never worth it (damage can matter) DarkNite: 71.4% to work -- usually worth it (can usually still win if MBD) Nitemare: 25.7% to work -- usually not worth it (Damage can matter) *No equip; THTD gets to 3300 from Mountain