WGT Golf is a game that has been around for a long time and has a lot of people who know how to play it. For people who aren't familiar with WGT Golf, this guide will help them get ready for the game, or help them stay up to date on concepts that can help them stay competitive.
Skills are important in WGT Golf, like most sports games. About 95% of the time, we'd say. The other 5% is because we have better clubs, balls, and clothes (which gives bonuses except in tournaments).
Having more or better clubs means that you can be more flexible and make better, more precise shots if you have more or better clubs. In the end, skill is more important than the tools you use. If you've done well in other golf games, you won't have to make many changes to how you play and how you keep up with the other players.
When you play WGT Golf, you can't rotate or zoom in on the course, which makes it more difficult. This is the main difference between WGT Golf and its more visually-friendly rivals, like Golf Clash and Golf Rival. This is why some Tour Masters take a long time to shoot, because they have to do a lot of math to figure out how many shots to take because they can't see where they're going.
Since WGT Golf was released, Topgolf Media has done a great job of keeping the game updated and making it more fun. Everything about this game is good: console-quality graphics, an elegant interface, and a mix of options from other golf games with its own flavour to make it more realistic. In this case, how strong are you?
This is a game where most people still follow their instincts, so we won't be taking a math-based approach. After all, it's a lot more fun to play this way. Still, we'd give a few tips on how to come up with an approach that is almost as effective as one that is math-based.
We also want to make it clear that this guide is mostly for people who are new to the game and want to learn quickly. You might already know these things if you've been playing the game for a long time or since it came out. We're going to tell you what they are. But, of course, you can stay with us here at Level Winner. This article may give you new information about WGT Golf that could change your understanding and perspective of the game.
To start, let's go over the interface you see when you're in a match and the options or features each one has. As someone who is "just playing," paying attention to the in-match options will make you a golfer who is actually playing to win.
In this example, we're talking about the small panel that shows up in the upper left corner of the screen. It shows your shot number, how far you are from the hole, and the direction and speed of the wind, which will help you think about how to play the course. There are a lot of settings and options that can be changed by tapping on it. One of them is the command for the end round (loss match).
It also shows the par count (the number of strokes it will take to play the course or hole), the hole number, the green speed, and the logo of the course. As a side note, you can tap on the flag icon to get rid of the flagstick.
The flagstick has hit us a few times, but we learned about it late. If the ball hits the flagstick with too much force, it could be sent flying. It could also offer a "brake," which could stop the ball from rolling too far.
Objects in the upper right and lower left corners of the screen both do the same thing when they're tapped, and they work the same way. Even their gear can be checked out if you have enough time and want to learn more about your opponent. The turn indicator will make the name of the person whose turn it is bigger and show how much time is left to play a stroke.
Labels for leads and deficits will also be shown on the turn indicator, as well as the useful reminder tag that shows if the current stroke is for a birdie or par, bogey, or other type of score.
Your best friend and enemy in WGT Golf is the stroke bar. It could help you get ahead of your opponent if you read your target distance correctly and aim for your ideal range in the Stroke Bar with it in mind.
In the meantime, if you can't figure out what kind of power your shot should have for what kind of distance, or if you missed the perfect stroke by a lot, you're likely to be at a disadvantage.
The key, then, is to become friends with it. When you reach level 15, you'll be able to use Shot Pal. The Shot Pal is a set of marks on the Stroke Bar. This can help you figure out the right power-to-distance ratio for each shot because you don't have to just guess.
The availability of the Shot Pal is, however, limited. You can buy charges in the Pro Shop to keep it going. In the event that you no longer have an active Shot Pal, you just have to divide the bar in your mind based on the maximum range of the club you've chosen (which you can see to the left of it).
It doesn't matter if your club has a range of 90, and you want to send the ball 42 metres away. You just have to swipe the power input when the power colour is about half the way up on the Stroke Bar.
Surveying the area is very important when you're planning how to attack the course; for that, you need to look at the small map. When it's your turn to shoot, tap on the mini-map to get a general view of where you're going to shoot. You can't go into a certain, moving "drone" type of view to survey the field. Instead, you'll be taken to a wide view of the numbered spots on the course between the tee and the hole, depending on which shot you're taking at the time.
If you want to make your shot go in a different direction than the one you've already set, look at the "ghost" line on the mini-map as you move the target placer. This line shows where the "ghost" line is as you move the target placer. If the marked area is reachable, the ghost line will be navy blue in colour. If you drag it to an area that isn't reachable, it will turn red.
Keep in mind that some places may not allow you to put the target marker there. Instead, you may be able to point at a very far place (as such, it will turn red). Such a case, don't pay attention to the red line warning or if the target is far away. It will only be the general direction of your shot at this point in time.
The target marker can be moved to a safer place or to see how much you need to offset the wind's effect (we'll talk about this later). To move the target marker, you should first tap on the mini-map and drag it from there. Outside of it, you have a better ability to place a spot than inside of it.
Just be careful not to move the target marker before you open the focused view. It might be hard to see the marker in the focused view if you move it too far away from where you want to see it. You will lose a lot of time if you have to move out of the focused view to drag the marker back into the viewable area and open the mini-map again.
The game will pick the best club for you based on where you're shooting. Make sure that the active club picture is on the screen. Then click the menu and choose a new one.
You can use this mostly if you have a group of clubs that you can trust to work on hard parts. We're talking about rescue clubs and hybrids. In general, though, there isn't a lot of need to change clubs. Proper spin, good stroke strength, and a good swing usually do the job.
It's shown to the left of the picture of the club that is equipped. You can see what kind of stroke you will be taking next time. As a result, changing your stroke type is more important than changing your clubs. Switch from full to punch and then put more spin on your ball if you get into a bunker or a bush. This is the general rule (not unless you are under tree). Punches are the best way to get the job done in this case.
Some shots will be better than the presets, especially when you're in a situation that's a little tricky to deal with. To give you an example, the default shot type in the picture below is a chip. We used the preset twice and fell into the water because a chip doesn't have a lot of flight and isn't meant to go far.
Because the other bank of the trench slopes down, we needed a bigger shot, which is why a flop saved us.
Take a look at the description of each shot type when you highlight/select them. Then, try each shot in solo practise mode to get a better sense of what they can do, and read the description again if you need to. After the tee, don't use a driver.
When you're already on the green but still a long way from the hole, make sure to switch clubs first if you don't want to putt. The putter can't chip or flop.
As long as you don't mind, let's move on to the things that will help you finish a course.
Almost everyone knows that golf is all about getting the ball to hit a hole. People who play golf in the real world and on WGT Golf use the same basic ideas.
A consistent swing is what separates great golfers from the “just” good ones. Fortunately, unlike in real golf, you don't need to have a dexterous arm or great kinetic linking to play this game. A good sense of timing is all you need to play WGT Golf. You also need to be able to see and move your hands and eyes well.
You want to make sure that you can swing with as much force and precision as possible. To do this, you want to time the swing of your stroke so that it coincides with when the bar on the Swing Meter crosses the middle line. When the bar is right on top of that line, you can tap on your screen to make a great swing.
You can't always get the swing metre right at the centre of the ball when you play. In a perfect world, we'd all be making great strokes every time we played. If you want to get a perfect stroke at full strength, the general rule is to quickly count from 1 to 6.
We took the time to figure out the speed and found that it is about 165 BPM (you can check an online metronome to get a better grasp of it). To be clear, this timing idea isn't going to help you get a great shot, but it will help you aim at least a few hair strands away from it.
You can still use the counting method if you hit a shot that isn't full power or if you wear leveled-up clothing that slows down the stroke bars for certain club classes. When it comes to learning how to make strokes and how to move your hands and eyes together, it may come down to instincts or "feelings."
As you keep playing games, you'll get used to the way they feel. As long as your stroke isn't too far to the left or right, you'd still be okay.
How good and quick your mental calculations are doesn't matter if your hand and release don't work together. That long-distance jumper won't go in. In most cases, bad shots happen when you're under a lot of stress, like when you're only up by one stroke against a skilled opponent and your lead was just luck (i.e., your opponent had to take 1 extra shot from an error).
Fortunately, you can work on your stroke instincts in the solo player mode (Game Modes > Stroke Play and CTTH). You can do this by taking advantage of the no-pressure situation.
Make sure to never be afraid to move your target marker. This is true even if you are just starting out and don't know the terrain very well. The idea is to pick a safe place to land.
Straightening the shot When you move in the direction that will make the most sense for you, it isn't always the best thing for you to do. If a dogleg is covered by land mass, sand bunkers and rough that is thicker than the second cut on a golf course.
This is why it's important to be familiar with the terrain because you'll be able to figure out where to aim as you get closer to the hole. If you land on a fairway, you'll be able to figure out how far and how quickly you can hit your next shot.
In the single-player mode, you can go around and look at the maps. This is good news. All of the game's courses are open to everyone right away, even if you're at a different level or tier than the person who's playing. The game may set you up on a certain hole, but you can play around it. You can send the ball where you want to look for clues.
The practise mode won't hurt your account's stats at all. If you ever talk to more advanced players and ask for advice, or even just compliment their skills, they'll often talk about practise and map familiarity when they give advice or give you advice. If you want to get better, use the solo player mode to work on your game skills.
It doesn't matter how good you are at timing the swing metre or how smart you are at picking your target area. If you don't take into account the wind, your shots may still go bad. In places where there are water hazards, bunkers, and sand pits between the tee and the hole, don't forget to think about the wind's direction and strength.
There are also maps that are very small and the fairways are broken up by a lot of barriers and unfavourable terrain. A golfer may have to take 1 or more more strokes to get back on track after a shot is caught by the wind. When you're competing at a higher level, even one or two extra strokes will make it very difficult for you to even try to get a tie or even win.
In this case, you must move your target marker to the left of where you want your ball to land in order to make up for the wind. In addition, your offsetting differential should be based on the strength of the wind. If you see that the wind speed is reaching 30s or more, always offset because you will land far from the marker.
The wind isn't always a bad thing, especially if you want to get more distance on your shot. There will be times when the wind is going in the direction of your main goal. To help your ball go farther, let the wind help. Whenever the wind isn't very strong to the left or right, always try to hit your tee shot with the most power possible.
Having to deal with difficult terrain is a fact of life in some places, which is why you need to put as much control on your ball as possible You may not be able to get back to where you were in one shot if you don't change your spin. For lost balls and water drops, you'd be sure not to want the +2 stroke penalty that you can avoid by shooting the ball at a higher angle, right?
Increase the spin on your ball to make it go higher when you want to cover a gap with a jump shot. High-spin shots also cause the ball to land at a steeper angle, which makes the ball roll less when it lands (except of course if it lands forward a downhill surface). With that said, putting less spin will allow a more slanted throw to help the ball reach and roll farther.
At times, who makes the fewest mistakes can decide who wins, especially if the skill level of the golfers is about the same. Turning your body in a certain way, like putting on the "brakes," is very useful when you want to stay safe and play in and around dangerous areas like water hazards or trees.
Keep in mind that changing the spin of your ball is an option you should always look into, no matter what your goal is. To recap, less spin allows you to reach farther, while more spin allows you to jump over obstacles and keep the ball from rolling after you've thrown it.
In addition to these 4 things, choosing the right club for a shot is also important, but the game picks the best one for each turn, so we won't have to talk about that anymore. In each game, you should keep these important ideas with you. They will help you adapt to any situation that comes up and help you win as you progress in your career.
During your journey to the hole, you might find that skill, math, and luck get in the way. Even though you seem to be going to the same place, your approach to the course actually has forks in the road. We're going to talk about the three most common problems you'll have as a golfer now.
The default placement of target markers on tees usually makes them safe places to land, which is why most players choose to play a full power tee. After all, who doesn't want to go further as soon as the first stroke? As long as you don't forget that playing it safe is also an option. The sense of security that the tee shot gives may make people forget that playing it safe is also an option.
In the picture above, our high-level opponent, who has a better driver, went all-power from the start. In the end, it didn't work out for him. His shot fell into the water. To make things even worse, the game told him to take his next shot from a certain spot, which is on the rough.
A fairway before an obligatory jump is a good way to figure out if you should go for power or safety. The lesson is to look at the mini-map and keep your own self-control.
As long as your club has its maximum range, it can be tempting just to go for it right away. Because your club isn't the only thing. To make sure that a stroke doesn't go to waste, always think about the wind and the ground.
Suppose the wind isn't bad for your shot. You should still think about where your ball will go if it has to fly over land. Direct shots aren't good if you can't swing your club at full power for more than 20 metres. If you play it safe, you can't go wrong at all.
There is still a chance to gamble to get farther or take a shortcut, but you need to say "yes" to the following questions to do so.
1. Is the wind neutral or favorable to your shot’s direction?
2. Is there an adequate, safe landing space that can accommodate back rolls?
3. Does your club have at least a 20-meter power differential from the marker?
4. Are you familiar with the course’s exact part you are planning to land?
5. Can you still win or tie if you make a terrible shot? Will you need to do an extra stroke?
Yes. There are five requirements. Isn't it a lot to take in? We admittedly took some risks despite our lack of confidence under those situations, and it is reasonable to say that it backfired on us.
Theme the first step in resolving this quandary is to assess your situation. If you can't afford to make mistakes, play it carefully; if you still have a point cushion, you can take a leap (or stroke) of faith.
There is no WGT Golf course that has a symmetrical green with the hole properly situated in the centre. Most greens are meant to be uneven in shape, and to compound matters further, the hole is frequently positioned in an uncomfortable spot surrounded by various varying elevation levels.
When dealing with difficult holes, you have the option of going vanilla, entering through the dogleg, and taking lengthy putts that frequently require trial and error for repositioning and attempts. This is the "book" approach, but it may push you over your stroke count restriction if you can't get the ball to stop on safe ground near the hole, which is common if it has its own little uphill slope.
Alternatively, you can play strategically around the green's frame and take a shot from the outside. The goal of this strategy is to land the ball closest to the hole in the rough, fringe, or fairway. This is the preferred option if the safe entrance to the green is far away and rolling/putting from there plainly necessitates two or more additional strokes.
Putting with less force to position for the next shot will be more difficult and may not be as conducive as it is on flatter greens. If the hole has a slight slope approaching it, the smarter decision (as discussed in an earlier section) is to give it a high spin and a short hop (flip shot), avoiding the need for the ball to crawl up.
If you still have the opportunity to get a jump on your shot, you can forego any positioning efforts and shoot directly for the hole itself while hovering over uneven ground. If Lady Luck is on your side, the after-jump roll might sometimes finish the job. We've lost track of how many times this has resulted in a birdie or par. However, we recommend that you only like fringe striking if you are already familiar with it.
With these unavoidable scenarios and the proper frame of mind for dealing with each clearly spelled out, we hope you will develop an exquisite sense of discernment in choosing your shots.
Performing well in putts is so important that our desire to educate you on it warrants its own section. Every hole may have a homestretch, with a successful putt serving as the finish line. However, such a bid to cross the finish line may be faced with a number of "checkpoints," also known as missed and miscalculated putts. Here are some pointers to help you reduce the recurrence of such checks.
If the ball must move across micro depressions and elevations, adjust the power you use to account for any climbs and dips. In addition, positioning the target marker behind the hole will aid in directing the ball as it travels through depressions and slopes.
Check the colour of the grid lines on the green while estimating your putt. If you observe three colours, it signifies that there are several depressions and elevations surrounding the target marker. While in putt view, you can scout the surrounding height by sliding the marker around.
Most importantly, pay attention to the movement of the small wide dots and take your time inspecting them. Even if the level change has a minor angle of elevation or depression, the dots on the grid lines will always "roll." Even if the hole is more than twice the width of the ball, a slight downward angle may cause your shot to miss.
When playing on rough terrain, check diligently for a flat or a safe mild incline near to the hole, as putting from there will allow you to hit a cleaner closing shot, especially in matches where a gimmie is not permitted.
The Putt Preview is a limited function that lets you see the trajectory of at least one putt attempt. The preview will take into account the placement of the target marking as well as the amount of force you intend to apply to the shot. It will even display the curvature and trajectory of the ball, allowing you to fine-tune your decision-making.
This feature is always available when you are still in the Hack tier (Level 19 and below), even in competition situations (Play Now matches). That one shot forecast will greatly improve your ability to correct your putt and will provide you a rough concept of how putts occur depending on distance, target marker placement, and force applied. Its restricted availability is the game's approach of introducing players to the nature of putting, and removing it is an effective technique of forcing them to acquire the skill.
If you want to increase your ability to judge how strong your putts should be, there is a Putter Pal in the Pro Shop that can also be purchased with WGT Tokens and functions in the same way as the Shot Pal.
Furthermore, if you truly want to improve your putting approximation, use the Putting Green game mode. It allows you to play around the green at your own level of difficulty. You may even set the ball wherever you want to putt to practise putting from different angles and distances.
We're banking on the previous sections to provide you with all of the 'offence' weapons you'll need to win matches. Now, let's beef up your defences and whittle down each method of coping with perilous items on the courses.
If you land virtually adjacent to a body of water, the game will warn you with a "water hazard" comment. If, on the other hand, your ball fell in a body of water, there is nothing you can do. The shot will be handled as if it were a lost ball, and you must redo it from a predetermined point before the body of water that claimed the ball.
Surveying the terrain is essential when dealing with bodies of water. Tap on the mini-map if you see patches or strips of dark blue colour to confirm the presence of water. In any case, the goal is to avoid landing on them. If the map includes water areas, the best course of action is to avoid them entirely or to aim for the approximate location before it if the course includes an obligatory water crossing (jump shot).
Land mass barriers and cliffs are impassable regions that guarantee your demise. If your ball lands on one, you'll get a quick +2 on your stroke count. Pits should not be messed with because they are generally always surrounded by downhill slopes, which will cause the ball to roll downward.
If you're tempted to cover more ground by firing over one, remember to account for the wind's interference. If the wind is blowing in the direction of the cliff, it is best to adjust by adding more force and, even better, more spin to your shot. Generally, it is best to avoid pits by positioning your target marker on a safe area away from the cliff and just shooting at maximum force to sacrifice less distance.
Similar to pits, if your ball lands within a barricaded area, structure, or large road, it will be judged out of limits and you will receive a +2 stroke. Due to a lack of natural barriers such as hills or mountains, most maps lacking such characteristics are windy. Add to that, they are frequently narrow, posing a constant risk that a faulty stroke would misdirect the ball.
They are, however, regarded as a lesser evil than hills and pits because you can land on them; there are no downhill slopes, thus there is no risk of rolling out of boundaries. Just be aware of any concrete ground because it does not provide enough friction for the ball to stop rolling and bouncing. That means that even a high spin shot will have a difficult time bringing the ball to a halt.
If your shot got stuck in a tree line, don't be too concerned with hitting a "good" huge shot toward the hole. Whatever power you put into your next stroke, it will be suffocated by the branches above you. If your ball lands in a bushy area with trees overhead, play a low spin shot and choose the nearest, safe fairway or thin rough to land on.
Your goal is to recover and return to negotiating terms. Fescue, sand, bunker, and rough are all dangerous places to be, but they are significantly less dangerous than being deep within a tree line since you can shoot high to get away from them. Keep in mind that trees are frequently surrounded by thick rough, which will reduce the strength of your stroke even more
WGT tokens are the game's primary currency, and they are extremely uncommon. Each time you go to the next rank, you are given a handful. The ad watching opportunity only provides you two tokens every ad, and anything of value that can aid your game (clubs, balls, and limited use enhancers) will cost you hundreds or thousands of them. Other ways to gain free credit are highly restricted and rarely available.
The only way to get a considerable amount of it is to buy it with actual money. We honestly believe that it is only fair; WGT Golf is a wonderfully designed game that players are privileged to have available on mobile as a free-to-play game.
Meanwhile, you get thousands of coins every time you level up. If you wish to earn extra points, you can do so by competing against other players in the various match types available in the Play Now cluster.
The catch is that in order to compete with other golfers, you must pay a playing fee. This is a fantastic WGT Golf dynamic that encourages everyone to play skillfully. We recommend the Casablanca challenge for efficient farming because it is only a 3-hole match and you may earn 8,000 each win (playing fee is 10k).
Apparel provides benefits on all non-tournament modes, which is why you should take advantage of the free sponsorship function. When you activate a free sponsorship, you will be rewarded with random pieces and quantities of clothing from the sponsoring brand every time you complete a match. Sponsorships will be active for 30 minutes after a 6-hour cooldown period. This means that competing in 1-hole matches is the best way to acquire clothing (you can do about 5 on the average).
You can play Top Golf mode if you want to earn cash without taking any risks. It is possibly the game's single non-realistic element (apart from apparel bonuses and item special effects, that is). Top Golf places you on a driving range with numerous enormous holes, and your goal is to score as many points as possible in 15 shots before the timer runs out. Each hole serves as a target board, and the closer you drain a shot to the centre, the more points you receive.
It's a fun mode with its own unique flavour of pressure, especially if you're up against players that are well-versed in the mode. Every shot you drain earns you points, but higher points are awarded for scoring streaks when you make a shot on the highlighted hole. As a result, the idea is to take your time and aim for the indicated hole (taking into account the usual suspects: wind, distance, ideal spin). If you miss a shot, your streak is definitely broken, and you must wait to see which hole is highlighted next.
And we've arrived at the 18th hole! Thank you for spending the time to read this article. We hope you've gained some knowledge from this WGT Golf General Guide that we've compiled for you. We had a lot of pleasure studying and improving in the game, especially when we beat far more superior opponents.
Despite WGT Golf's formal and refined aura (which suggests the sport is a pastime for the wealthy), the game has a fantastic and helpful community. Everyone is friendly and welcoming, from the forums to the in-game chat. Speaking of welcoming, if you're a WGT Golf pro or higher and happened to come across this article, please share your experiences and possibly tips in the comment section below! We wish you continued success with aces, eagles, and birdies, but for the time being, we bid you farewell!