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I think the best strategy is to have 2 floors for morsels: one for your hero and the other for one of the tanks that get damage shield or lifesteal.
One of the 2 floors must be automatized: the morsels are produced by the Antumbra Summoner (and if possible) duplicated by the summoner that duplicates them.
Holdover in the card that gives 2 ember and 2 emberdrain is a wonderful idea. Never get the +1 ember crystal while playing Umbra. I believe +1 draw is even more necessary than +1 slot because you could also make some space in the floors with the Umbra spells and because the automatized room won't need a lot of space since the morsels are created even if there is no space.
The other two floors should be designed to clear the enemies out. This is usually the job of your sub-clan.
Your champion should be either your designated gorger, or one of the sweeper units. Monstrous is an easy setup sweeper floor, just one unit and you're done. You should get at least one capacity upgrade if you go full monstrous. I prefer doing it as the second boss crystal, in case a cave event gives me extra capacity.
The multistrike robot is flexible and can be a boss killer or a unit killer, but I usually use it as a unit killer.
I usually pair with Stygian for the pretty good removal spells or melting remnant because the 1 mana reform card goes really well with morsels and the cards that scale with unit death work with morsels
I usually go all in on monster or gorge penumbra but I can see reasoning for mixed. usually if I take monster I try to get one or two immortal trade. it goes a long way towards keeping Penumbra from dying and you shouldn't overthink the emberdrain, in my experience once you're set up the emberdrain isn't that big of a deal
I found the hellhorned to be a very good match with umbra to get some direct damage and maybe a heavy hitter like the demon fiend or even the plain 30/4 guy. Vent can be very helpful, since umbra has only one aoe damage spell (which is awesome but cost 4 to cast).
Then there are the artifacts.. everything that gives morsels can be very powerful, also the x+3 one is awesome, since umbra has more x-spells than all the other factions combined.
Upgrade: depends on everything^^ At cov25, I always take +draw if possible at all. Architect champ helps to be not reliant on the +space upgrade.
A couple of guys already asked about umbra help, so maybe check out older threads as well ;)
What worked for me was Monstrous X 1 and Gorger X 2 but I got lucky and had the minion that makes morsels every turn. Was able to usually draw it fast enough to set it up behind my leader in the first few turns on the 3rd floor. Some quick sweepers made work of the trash mobs, at the bottom floor. The rest of my cards were focused on healing. Kept my deck size under 25 so I'd draw my good stuff fast and frequently.
He also plays a lot of Slay the Spire so he's very familiar with this style of gameplay.
Or you can have 2 Morsel Makers behind the Glutton which you leaves you free to build a stronger 2nd row and/or 3rd row.
Always look out for ShroudSpike as well. Getting Morsel Miner reduced to 1 with Holderover is another good thing if you're using Morsel Masters as it is a higher quality morsel. That coupled with ShroudSpike is very powerful. Getting consume taken off Shroudspike and better sill on Holdover is very powerful but hard to get.
Morsel makers make everything super simple. your hero has one of 2 paths i see as best, Either make him huge and on his own so he takes care of stuff while a later care eats everything and becomes unkillable or the opposite and let your Leader eat while everything else takes care of the fighting.
They also have great synergy with Wax people because one of the Wax gimics is based around how many of your Allies died and Morsels are counted to that. Memento Mori is a beast once you get to the boss after feeding the entire battle. you can also get the wax tome and constanly recycle a Morsel Miner so that every round your Gorge unit gains 5/5 even better if you have a Morsel Master to up it to 10/10
Because of the 7 unit limit per floor, increasing space usually won't help at all on a floor with Glutton Penumbra + Morselmaker + Morselmaster. You only need 5 spaces to make that work. It can still be good on other floors though.
This is an excellent strategy, although I recommend giving holdover to Retch in preference to Feast. That said, putting holdover on both of them is ideal.
Personally, I find Umbra can be powerful but tricky to play. They tend to have lots of boss killing units, but because they don't have many good backliners they aren't as good at killing the minions that come before the boss, so their pyre can be destroyed before the boss even shows up. And they can have issues with enemy sweepers, harvesters and debuffers. I tend to set up the top floor for Umbra, and the bottom and/or mid floor with their allied clan to overcome those issues.
Several times I've made it to the final boss and then been wiped out either right at the start or right at the end. It seems to me that the opening turns for the Umbra are really critical- either I get everything in place and make it through, or I get bad cards and fizzle out quickly. Monstrous does seem to be the one that survives the longest.
One strategy I tried was the card that gets one damage shield on gorge. I had the relic that doubles gorge events, and right up until the last boss it was able to just sit there being fed, waiting for the boss... except in the last battle I didn't get the morsel cards out fast enough and it all fell apart.
5 can work as long as at least one is a Morsel Maker and you get them both planted right away but the more space the better. For instance if you have 2 Morsel Masters you need at least 6 in order to plant a morsel to be copied. Also it you gives you more leeway in being able to plant the Morsel Makers/Masters. With only 5 spaces you may not get the Morsel Master planted if you plant a Morsel Makers first because it will pop out Morsels on the next turn and then you won't have room for the Master. That is where Feast can come in handy as well. (It is also an advantage to to the Dazed on the top floor after Co10--which saved me quite a few times)
I always avoided Retch, wouldn't it clog up your deck if you don't have room to plant them all? It would be good if you had a 2nd gorger as you had lots of room behind it. Ideally if you have 1 or 2 Morsel Masters then I would like to get Morsel Miner and Feast on Holdover but that is getting greedy!
It happens for sure. But I find it is fairly common to be able to pick up a tome of Multistrike and/or Trample which solves that problem as long as your pyre can handle the first few strikes until you scale up some and get the tomes applied. I also try to get an Endless unit for the bottom floor. Titan Sentry, Demon, preferably with multistrike or a large or quick Husk Hermit all work well. I once had the Volitile Gauge relic and 2 Consumer of Crowns with one Endless and I also had a tome of endless--that was a fun game! Another thing that has worked very well for me several times is having Inferno on Holdover for rounds 6 - 8, though you need extra energy to make it work.
The advantage of Retch is that you can continually cycle the best morsels without needing to constantly create them. I tend to focus on Morsel Miners and Morsel Excavators (the ones with lifesteal). It does lead to a few random morsels getting into the deck, but considering how I'm reliably getting the morsels I want each turn for 0 ember cost, I think it's worth it.
Shadoweater can also be a good solution, if you have some spare morsels (another reason I like Retch). And yes, Trample is another solution once your units power up a bit (if you can get it). There's a bit of luck needed to bring all the parts of your solution together when you need them, but solutions do exist.
Once you get set up, you can really overpower with Umbra. I remember I had a run with a Glutton Penumbra champion and Hellhorned allied clan. I managed to get an Endless Impish Scholar, Onehorn's Tome and the Fossilized Fangs artifact. By the end of the run, my champion was doing over 700 damage per attack and multiattacking 5 times per turn. I finished the run even before Seraph entered the train, otherwise I expect I could have added another 1-2 multiattacks and at least another 300 damage per attack (I usually get over 1,000 damage per attack with a Glutton Penumbra and Fossilized Fangs, when I have enough time for it). I know other clans can do high damage for one turn, but when it comes to damage turn after turn, I think Umbra has the potential to beat them all if everything comes together for you.
currently at co16 I failed every time when encounter it with umbra.