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Rogues only really have one build..
I'm sort of concerned for how rogues work, I've played the rogue a few times and my friends have as well. They usually always go mastery build because bomb build just doesn't work, am I crazy or do the other classes have better variety.

Mage has scrolls, runes, freeze, bolt, mana gain + card draw, and shield builds

Warrior has stamina, shield, scaling damage, card draw, disarm.

and rogue has bomb, and mastery...

Are we just really unlucky or is rogue getting the short end of the stick.
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Showing 1-15 of 17 comments
brown29knight Mar 9, 2023 @ 2:28pm 
rogue also has gem builds, hoard gems = lots of stun and high damage... But hoarding gems makes it hard to get those cards, so it's a rare combo to pull off.
Tsuru Mar 9, 2023 @ 2:40pm 
Bomb build has been my most successful build. I start with the bomb starter artifact, and i dont take any bombs after that. Cards like finesse, or diversity to draw into the ignites, And the rest are cards that stun or move enemies to make sure they get hit by multiple bombs in a turn.
Blazingfire21 Mar 9, 2023 @ 3:21pm 
Originally posted by brown29knight:
rogue also has gem builds, hoard gems = lots of stun and high damage... But hoarding gems makes it hard to get those cards, so it's a rare combo to pull off.

yeah ive seen the gem cards, but its still inconsistent as compared to other character's builds
Blazingfire21 Mar 9, 2023 @ 3:22pm 
Originally posted by Tsuru:
Bomb build has been my most successful build. I start with the bomb starter artifact, and i dont take any bombs after that. Cards like finesse, or diversity to draw into the ignites, And the rest are cards that stun or move enemies to make sure they get hit by multiple bombs in a turn.

I'll have to take a look at it again, but still it seems rogue has less variety.
BiggieJohn Mar 9, 2023 @ 3:43pm 
I use the starter that upgrades arrow to rogue tactics. I upgrade kick to enchufla asap and start pruning the deck of bucklers and either random upgrading/removing the arrows. All a rogue needs is enchufla/ tripwire/legendary bomb/ lash out. The control is next level and you have boss kill power. If I random roll upgrade on arrow I always turn it into a rogue tactics. Rogue tactics are free pruning and ensure you get your control every hand. The rogue has the most control in the game with positional shift and stuns. If I get an armory 1 coin roll on an arrow i'll also turn it into a rogue tactics. I just make sure to turn one of them into a lash out by the end.

For some reason so many can't understand that adding cards to your deck is BAD. 9/10 times adding a card is NO! Accept a legendary or a rare if you need it. Otherwise DON"T ADD CARDS.
Last edited by BiggieJohn; Mar 9, 2023 @ 3:49pm
brown29knight Mar 9, 2023 @ 4:58pm 
Originally posted by BiggieJohn:
I use the starter that upgrades arrow to rogue tactics. I upgrade kick to enchufla asap and start pruning the deck of bucklers and either random upgrading/removing the arrows. All a rogue needs is enchufla/ tripwire/legendary bomb/ lash out. The control is next level and you have boss kill power. If I random roll upgrade on arrow I always turn it into a rogue tactics. Rogue tactics are free pruning and ensure you get your control every hand. The rogue has the most control in the game with positional shift and stuns. If I get an armory 1 coin roll on an arrow i'll also turn it into a rogue tactics. I just make sure to turn one of them into a lash out by the end.

For some reason so many can't understand that adding cards to your deck is BAD. 9/10 times adding a card is NO! Accept a legendary or a rare if you need it. Otherwise DON"T ADD CARDS.

Not only this, but the Rogue ALSO has a card that gives your entire team block equal to the incoming damage.

And unlike eternal winter, the stun all/defense for all card's costs don't strain, making the rogue the best potential defender in the game.

Therefore my thoughts on the rogue, are that they are the hardest to begin play with and learn, but the strongest when you understand the mechanics and can get the cards you need.
goiflin Mar 9, 2023 @ 7:56pm 
Gems feel pretty consistent for me, but perhaps I'm lucky. You don't even need to end the game on a lot of gems. I had a run recently that went into the antipope with 7 gems?

Bling is really good and it just asks you to have 4 gems. The damage engine can come from another card, or can be on another character entirely. Rogue can control the board quite well with enchufla/bling and other stun/move effects. So even if you don't land in an archetype you're still able to do things like support the others with good card draw (finesse is nutty) and control for turns you're not able to handle entirely.

Rogue is definitely my favourite of the three. I feel she has a reasonable balance on support, control and damage.
Platapoop Mar 9, 2023 @ 9:32pm 
If you get stonks (1 draw per kill) and hired help (gain mana equal to gems), you auto win the game. Pretty funny when that happens. I actually can't really get arrow or mark build to work though. Maybe if there wasn't a hand size limit :^).
Hailspork Mar 9, 2023 @ 10:05pm 
You can do a decent build around the Tired mechanic.
Wolfmor Mar 14, 2023 @ 7:14am 
I've been consistently doing a Gem or "Econ/Economy" Rogue build. Basically hoard up on gems and upgrade your Arrows asap. If you're lucky by the time you get to the last boss you'll be hitting them for 40+ damage with a 1 drop card so you have the potential to just kill the boss on turn 1.

That being said I really hope some sort of poison or bleed build is introduced. I really enjoyed playing that in Slay The Spire
snekmuncher Mar 15, 2023 @ 1:15pm 
By far the easiest and most powerful build is gem build. Take rogue tactics to start, upgrade it to trickle down, and rarely spend gems (removes mostly). That's literally all you have to do then you're hitting 20-30 damage AOE's at the end. Only other cards you take are the free stun cards when you have more than 3 gems.
Stonks build OP. Hoard gems and let the other players carry in the early game, then go for card removal and smiths to make a tiny deck with like 2 stonks and maybe a kill or 2. It is a high risk high reward build but if you get an early golden ticket or spoon you win that run.
yujiri Apr 2, 2023 @ 8:37pm 
I actually think the mage has the fewest viable synergies.

with rogues, i've seen gem, arrow and bomb synergies each do very well.

with warriors, there's sword synergies, block synergies, and no-block synergies.

with mages, the rune synergies just seem useless, the status card synergies seem meh, the bolt synergies are decent but the only time i've seen a bolt-heavy deck perform really good is with Rage Cage. the freeze synergies suck, but that doesn't matter because freeze is ridiculously strong even without any synergies, so much that you should basically always take freeze cards if given the choice. when I play mage i usually get a bunch of freeze cards and just steamroll the whole run because nothing can ever actually attack us. nothing else in the game feels similarly overpowered to me except Chainshirt/Clout.
brown29knight Apr 3, 2023 @ 5:00am 
Originally posted by yujiri:
I actually think the mage has the fewest viable synergies.

with rogues, i've seen gem, arrow and bomb synergies each do very well.

with warriors, there's sword synergies, block synergies, and no-block synergies.

with mages, the rune synergies just seem useless, the status card synergies seem meh, the bolt synergies are decent but the only time i've seen a bolt-heavy deck perform really good is with Rage Cage. the freeze synergies suck, but that doesn't matter because freeze is ridiculously strong even without any synergies, so much that you should basically always take freeze cards if given the choice. when I play mage i usually get a bunch of freeze cards and just steamroll the whole run because nothing can ever actually attack us. nothing else in the game feels similarly overpowered to me except Chainshirt/Clout.

Mage status card synergies are hard to pull off, but can be a game-breaker. I have repeatedly pulled off decks that will give the whole team 60+ block each, just from drawing my hand. (And FAR more if I actually play cards at that point) All it takes is a copy of Grit, a way to play it 5-7 times, and some status cards. Take the pacifist torment and the little helper, thin your deck out, and you'll be drawing hands of 8-10 status cards as soon as your grit gets rolling.

Mages also have more infinite combos than other classes. Shuffle works wonders with status cards, while cheat can be used for a few different infinite builds.

There's also the paper-recycle Bolt Hell combo, where every kill with bolt hell puts it back in your hand, gives you mana, and gives you free scrolls to weaken foes for the next kill, add block, or give your friends mana. I saw that pulled off once to the point where the mage gave 80ish mana to each of the other players, all from scrolls. Really crazy.
Blazingfire21 Apr 3, 2023 @ 6:34pm 
Originally posted by brown29knight:
Originally posted by yujiri:
I actually think the mage has the fewest viable synergies.

with rogues, i've seen gem, arrow and bomb synergies each do very well.

with warriors, there's sword synergies, block synergies, and no-block synergies.

with mages, the rune synergies just seem useless, the status card synergies seem meh, the bolt synergies are decent but the only time i've seen a bolt-heavy deck perform really good is with Rage Cage. the freeze synergies suck, but that doesn't matter because freeze is ridiculously strong even without any synergies, so much that you should basically always take freeze cards if given the choice. when I play mage i usually get a bunch of freeze cards and just steamroll the whole run because nothing can ever actually attack us. nothing else in the game feels similarly overpowered to me except Chainshirt/Clout.

Mage status card synergies are hard to pull off, but can be a game-breaker. I have repeatedly pulled off decks that will give the whole team 60+ block each, just from drawing my hand. (And FAR more if I actually play cards at that point) All it takes is a copy of Grit, a way to play it 5-7 times, and some status cards. Take the pacifist torment and the little helper, thin your deck out, and you'll be drawing hands of 8-10 status cards as soon as your grit gets rolling.

Mages also have more infinite combos than other classes. Shuffle works wonders with status cards, while cheat can be used for a few different infinite builds.

There's also the paper-recycle Bolt Hell combo, where every kill with bolt hell puts it back in your hand, gives you mana, and gives you free scrolls to weaken foes for the next kill, add block, or give your friends mana. I saw that pulled off once to the point where the mage gave 80ish mana to each of the other players, all from scrolls. Really crazy.


I agree, my fav build to go is that same status build. Although you do need some prevention for those damn poison wounds (if you go the pacifist torment). I usually mix it with some mana gain as well. and glass caltrops 😍
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Date Posted: Mar 9, 2023 @ 1:36pm
Posts: 17