On the Ironclad side of things, Searing Blow's special ability is that it can be upgraded an infinite number of times (as opposed to every other card where it's a one-and-done affair), and the bonus damage the card receives increases with every upgrade.The catch? It can only be used once your draw pile is completely empty, and setting up this situation requires perfect control over all your cards that enable draw. The Silent's Grand Finale deals 50 damage to all enemies ( 60 when upgraded) for no Energy.Likewise, some relics are almost useless without cards, particularly those involving mechanics such as Poison and Exhaust. Many cards only shine with other cards or even relics to provide synergy. Depending on your deck, a lot of seemingly amazing cards can just wind up being dead weight if you don't have the right cards to fully take advantage of their abilities.The Slime Boss takes it further by splitting into two Large Slimes that can split further. Asteroids Monster: Large Slimes will swap their current action to Split once they reach half health, splitting into two smaller Slimes that each have the amount of HP the Large Slime had remaining when it split.This makes it an excellent opening attack on enemy's with high block scores. Armor-Piercing Attack: Melter will remove an enemy's block for that turn and then deals its damage.These cards reduce all damage to Scratch Damage, while they last. Armored But Frail: One event takes away a large percentage of Max HP and adds Apparition cards to your deck.This is to prevent the Writhing Mass from changing its intent after the player has spent an entire turn preparing to deal with it, which would have been incredibly irritating. As even one point of damage is enough to make its intent change, certain mechanics like poison and lightning orb strikes do not cause the intent to change even though they deal damage. The Writhing Mass enemy in Act 3 has a gimmick where it will change its intent based on whether or not the player damaged it. ![]() Ascension level progresses regardless of whether you enter the Final Act or not, and losing the run by then still unlocks the next difficulty. ![]() As a result, you only have to go through it once with each character to get every achievement, and it can be done on the base difficulty.
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