Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Biggest issue with them is that their core mechanic is burnout and for that to be good you need to take a bunch of cards to make burnout better but none of these cards do other stuff. So you're basically taking a bunch of do nothing cards just for the sake of making your somewhat above rate dudes not worthless half way into the fight.
This is especially problematic because rector flickers only worthwhile upgrade path is burnout which essentially forces you to take these do nothing cards just to ensure your champion makes it through the fight. This is especially bad because you can get screwed by card draws and have your rector just die.
Basically I think you should just avoid burnout entirely and do something else entirely (sometihng that's not stygian though cause there's no stygian support in burning remnant).
I really don't see how a reform strat is gonna be able to grind through seraphs 4000 hp pool fast enough. You really need something that scales a lot faster. Hypothetically you could use reform to recycle the same buffed units on each floor to maybe deal with seraph but his op adds are just gonna run you over (screw the guys that sit in the back and attack for 15x2, they're awful, and the emberdrain guys are even worse if you're not playing stygian).
You just get pulled in a few too many directions at once with them
Use stealth to make your units survive if needed. I'm usually successful with reforming morsels like crazy because while you don't scale as quickly as other things, you scale off 3 things at the same time, reform, morsel buffs, and gorge/harvest.
You also get access to cave in, multistrike and trample if needed and all spells for this strategy are low cost, so emberdrain doesn't actually do anything.
So i`m just gonna say: i won Ascension 25 twice with the Candle guys
1 Rector "tanking" with a bunch of multistrike candle dudes in the back (and lots of stuff to give burnout) Stygian support for some odd spell damage
2 Melting/ umbra
Duped Crucible Collector with Rector on top reforming good morsels (mostly Collector OP
did it like this and won thx but i played umbra not stygian
who did u use to tank instead of rector?
i did use him as a tank
here is the run if you are interested
https://imgur.com/a/pysYKZF
It's worked brilliantly for me up to Covenant 18. 15x2 is awful, but 85x3 is getting somewhere. It's really not that hard to scale units up significantly before Seraph activates.
I haven't had problems with it. Legion of wax is great, the stalker guy who gets a permanent +10 atk every time he dies is great, I've even won using 3x multistrike cloned Draff.
Don't forget that you're also printing money here using the baron guy who gives 5 gold every time someone dies. I also had an artifact once that was 5 gold for ALL deaths on ALL rows, which was nuts. And using reform, the guy who gives +20 gold per kill can get strong enough to actually get kills regularly if you have multistrike on him.
All of that gold means you can have tons of artifacts and upgrades. You can also dip into the secondary faction for your boss finisher (for example, memento mori + spell weakness, thorns/frostbite/rage + legion of wax, etc.).
It also really helps to have something to help smooth out your draw. The biggest concern with the ascend/descend strat is draw order. If you draw your cards in an order that's a bit too counterproductive you can lose control of the situation very quickly. The run could end just cause you didn't draw unit x before unit y and z or because your ascends were all at the top or bottom of the deck. I've found that march of shields is very, very useful for helping here because it gives a lot more lenience in the order you can draw your units. More draw power is obviously also very helpful but hellhorned/remnant isn't exactly known for their card draw.