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At lower covenants sure, but at higher ranks you can easily lose the game because of trials if they counter you or you are not fully done with your deck (e.g. missing some key upgrades/cards). I've won games at 25 rank, + extra challenge while only doing 1 or 2 trials. Skipping a trial does not mean you are not likely to win late game and you should skip those that seem very risky (unless you are limit testing).
I am not talking about the last trial, but trials overall. It is not only about winning or losing a trial, it's about paying the cost in pyre health which can lose you the run down the road.
I was specifically referring to your two points:
Always take the trial. - For lower covenants it can apply, for higher you need to learn which ones you can take safely without losing too much health.
If you can't handle a trial, your build probably can't handle harder fights later - Trials are not great indicators of future success as some decks need time to ramp up.
Yep, you are saying the same thing my man. I said "like I said for the last trial", that means what I said about the last trial can apply to any trial as I explained in the rest of my post. Relax lol.
I'd advise something similar too, the logic makes sense. Obviously there are exceptions and this rule of thumb doesn't always apply.
If you're at the start of the run and your champion or units get hard countered, big nope (eg: tethysbane with sweep and other sweep units vs spike for 50 gold? You have a spell heavy deck and they have 2 spell shield? i'll pass). Maybe that's part of why Stygian Guards feel like they are harder to win with, a lot of the trials and bosses can hard counter them if you mess up.
An artefact is always very tempting, but the heal after every floor modifier can be especially vicious, even if it seems like you have the perfect deck to counter it. I'd be wary of this modifiers. I usually can handle multistrike well unless it's vs the extinguish +2 damage to all units.
I guess I can see how he's harder than some others though. Melee weakness with like 90 attack is pretty intense.
Some good counters for each clan:
Hellhorned - tireless climb is god tier as you can stick it on holdover with an energy upgrade and for 1 ember each turn you can stack dazed on seraph, nullifying his ability to apply weakness and attack in general. Also helps come boss fight time as he will have several stacks of dazed to burn through. Beyond that imps as chump blockers will do pretty fine if tireless climb coukdn’t be found, or just some serious armor stacking.
Awoken - I have found big heals combined with cycle of life to be quite good. If you have cycle on holdover you can stack ho each turn and heal back whenevr you get something like an unleash the wildwood or focused growth.
Stygian - silence is nice to stop the rally/incant but I still find melee weakness to be the main problem not his silencable elements. The true counter here is either a sirens song on permafrost to stack dazed on seraph when he is at the top, or just the card that discards your hand and applies dazed on holdover to keep him dazed the whole fight.
Umbra - Pretty easy mode honestly with the plethora of damage shield. If for some reason you can’t find damage shield theres always chump blocking with morsels
Melting Remnant - reform kind if laughs in the face of seraph. if for some reason you aren’t able to make reformed work, tomb units on holdover can chump block wuite well, particukarly the stealth dude
I dont know the name of the card in english, but in portuguese is "Efígies de cristal".
It transfer all frostby effects of a floor to only one unit and double it. So I transfer to Seraph
more than 30( he already had ) + 19( from other enemy ) x 2. He got with +- 120 frostby, and this before the final wave!
In the end he had 33 attack. I lost the first floor but second one was enough, because my champion "Tethys Titansbane" was with +20 frostby per attack, and added some frostby during the final wave too.
Run Resume (portuguese):
https://imgur.com/AEaaI1Y
Hellhorn and Awoken have the hardest time dealing with Seraph the Patient
Kind of had a crappy synergy with melting remnant from randomizer so just went with the plant carry.
I don't think he is overtuned though... i just am scared of that one that expends all your spells.
That's a running theme in this game, you need to pick a strategy and commit to it.
The answers:
Hellhorned: armor and mass rage on multistrike unit. Also chumping with imps to preserve the armor, and building multiple floors, using hidden passage to overstack top floor.
Awoken: Regen, big stats.
Stygian: silence, incant for big stats, sap, spell weakness + big spell.
Umbra: damage shield, big stats, lifesteal can also work with big stats.
Melting: stealth, daze, big stats.
I mention big stats a lot because the fewer rounds you need for the kill, the better, and the less strain on your defenses.
After a long time on cov25 I'm no longer convinced it's the worst seraph, I think chaste is.
umbra - shield and morsel in another floor;
stygian - silence
hellhorn - armor, imps in another floor or 2 floors set up;
awoken - 2 floors, 1 with a sweep unit and other with regen
https://steamuserimages-a.akamaihd.net/ugc/1644343064521777871/017B91CA5321227E5C3DAF594249FCA1B44ED2D7/
https://steamuserimages-a.akamaihd.net/ugc/1533996449366572666/29AB5761731C2DD47478631A30E4E7644D714519/
https://steamuserimages-a.akamaihd.net/ugc/1642083690516571339/90ECB61ED617807C2E2356E226CB3DCDE458F6A2/
https://steamuserimages-a.akamaihd.net/ugc/1751305007958797764/56D9B75CB713D9BA4A2B4AB82C53C769CC2CBF3B/