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Admittedly one of the first things I picked up was Watch Battery, and then I lowered its charge in the shop, so I had a free move every turn, and since The Lost has those ghost thingies that recharge your items, it gave me enough moves that I was never in danger. I might play a few more runs and not find a game-breaker combo and agree with you.
Get a few charge items to make it easier, on my 2nd run I had the 3 charge battery that gives you +3 moves when used + The Pause charge item which is very very good
That means a little leeway if you're going for the 45+ coins held cheevo. I'd recommend spinning the wheel after the first dungeon until you get a speed up, if you don't, restart. Other than that, if you managed to unlock him, you should already know most of the game mechanics by now. Play defensively and go for 7 poop combos as much as you can.
I also always upgraded the piercing shot to 0 charges and tried to destroy the ghost pieces with the starting spell as much as possible, since they take up vital space for piece diversity, and are only worth 1 damage unless you happen to get another useful spell, which I wouldn't bet on with this character.
This does have its draw-backs, like puzzle-damage only enemies, or some bosses who lock you out of spells, or Puzzle/Spell damage boss, Color Skull boss, but makes the game "nearly" free for The Lost in most aspects.
Nope. The character get's 2 whole junk tiles when they NEED to focus on defensive options.
All ghost tiles only appear and replace an upcoming tile when you match something. The Luck Wheel can be a non-factor when The Lost already starts with 3 movement, and buying from the prick vendor is much more valuable to upgrade The Negative or for rerolling spells.
On the other hand, not too sure on what to change for him without making it too easy, it's supposed to be challenging, and you can get insanely op really quickly. so it's fine as it is I guess.