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
Once you know what to expect, however, you'll start to be more cutthroat in deckbuilding and tailor your final deck for it. Then it's doable.
I have uploaded 4 entire runs on youtube to illustrate some different approaches I've had going into that mission.
My aggressive deck is probably not a typical deck, since it's one of those "get apprenticeship early, build ungodly deck," but the others may be helpful.
remove any card that isnt good from your deck (try to remove one card from your deck everytime you get to the gym, up until the last or second to last stage maybe) and make sure you have one clear win condition with your deck
· Get offensive deck.
· Get rid of Surprise attack (awful) and quick block asap.
· Focus on positioning/damage cards:
-- slip
-- steel body
-- the frontal 3 kick (don´t remember the name right now) is great, but one is enough
-- Throw and Roll back. You need knowckdowns.
-- Pocket sand and throat punch (try to upgrade this quickly).
-- Right and left kick. Great for getting enemies out of the scenario.
-- Other cards, like hook kick and mostly jumping back kick are quite ok.
-- Option play. I usually get one, pretty versatile.
-- Spartan kick and flash kick are nice. Get SK only if you have high max momentum.
-- Wall punch and wall kick are situational, but can wreck heavily.
-- Ponder
-- Flurry (upgraded)
-- The healing card (for extreme measures, but probably you won´t need it)
-- Jolted
-- Grapple
-- Shove (great card)
-- Swap
-- Shift
-- Rising Strength
-- Taunt
-- Three punches card
-- Two punches and one kick card
· Upgrade in order:
-- Slip
-- Steel body
-- Throat puch
-- Grapple
-- Flurry
-- Spartan kick
· Try to get always the max+1 momentum bonus. It´s extremely important to have enough momentum in last stages of the game.
· Important tips:
-- Shift and swap can be used for pure movement.
-- Steel body effects persist if not used even if you pass turn.
-- Combining high combo and steel body is key to make massive damage.
Even if you have a nice deck in last phase, the guy with the rifle can be annoying. Try to trick that ****ole into getting near and use pocket sand or throws. Remember that Throat Punch has to actually do damage to stun.
Take a look here, this guy gets it: https://youtu.be/__s9WJRcpH4
Take note at 1:18. The prison boss is dispatched in only one attack with wall kick and high combo.
And this is it :D I haven´t found other approach to finish the game. I think there is a really big problem with balance, but hopefully, devs will fix it.
Good luck!
Trickster starts with a lot of useful movement cards and +1 momentum, so all you have to do is pick a few damage cards and things like Rising Strength.
Pick up Slip and Shift if you see it, don't pick any other movement cards.
Doesn't matter how good deck you build because 90% of the builds simply suck, but the rest still needs luck.
Random combo of multiple 100-200 hp/ar bosses and not just 4-5, but 8 of them - and they can call in more heal + make more dmg for all + use your imagination.
Diplomatic: Shame.
Honest: Stupid as fck.
I didn't watch your video, but I followed along with the card suggestions you dropped, and sure enough after a few more tries I managed to get through the final stage. I think I got a little lucky though as I had two events in a row in the final branches, one of which was a free upgrade. Went into the last fight with 17 health, was a bit scary but I pulled it off. I greatly appreciate your advice but am also concerned about balance for sure. There has to be another way to approach the final stages aside from pure aggro setups.
I like jumping punch (32 damage) and charged strike (10 damage per momentum) as end game damage cards for the guy who can't be pushed and killing high hp mooks in rooms with no exit. Jumping punch is good because it can get you out of trouble if your move card draws are bad since it includes a move and a stun. Charged strike is good because sometimes you just want your turn to be a step and a 100 damage punch.
Survival prep is mostly a case of removing bad cards from the deck. I'm aiming to remove a card at every gym and add cards very sparingly.
A 5 card deck with 2 move cards will draw a hand with no moves 0% of the time
A 10 card deck with 4 move cards will draw a hand with no moves 2% of the time
A 20 card deck with 8 move cards will draw a hand with no moves 5% of the time
A 30 card deck with 12 move cards will draw a hand with no moves 6% of the time
The ideal deck is five cards big and consists of your ideal hand.
At the late stages one turn where you fail to defend yourself can end your run from full hp and you'll play enough turns that even low % chances will come up sooner or later, so survival is about consistency. Slimmer decks are more consistent. Decks with a greater proportion of cards that get you out of trouble are more consistent. Decks with cards that let you draw more cards are more consistent (if you've got the momentum for that).
I aim to have 3 or fewer cards that cannot get me out of trouble so that I'll always have a choice of escape methods for different situations. Cards that escape in very limited ways, like step and dash need to go. Cards that escape from any situation, like intimidate, are particularly valuable.
Sure, it gives all enemies +5 damage as well, but you know ... if you don't get hit it doesn't matter.
A Rush of Blood deck is how I found out that if you one-shot the ninja boss with massive damage, you don't take spike damage.
It's just... well, boring. I can play every mission up to this point over and over, but the final is just a slog.
ive beaten the final mission a number of times now, with a pretty large variety of decks: high momentum; low momentum; big combos and finishers; no combo cards; lots of movement; low movement but blocking and counter-attacks (i have not yet done it with a throw- or stun-focused deck however). the aggressive deck is definitely the easiest for me to beat it with though: can rarely go wrong with straight up doing lots of damage to enemies!
the one thing that was consistently true for all of them was that avoiding damage was the best strategy to beating all the fights. the tactics for that differ with each deck and play style. but even then i would occasionally mess up or end up in a position where damage was unavoidable, so i always prefer to have a Heal Self+ or Painkillers+ in hand so over the course of a few fights i can recover to full health from all but fatal mistakes. the other thing that is pretty consistently important to my success was having a plan and cards for dealing with the Riflemen before getting to the final mission.
If my deck has 8 attacks and 2 moves I'll always draw two hands of 4 attacks and 1 move?
If it's got 9 attacks and 1 move I'll draw that move on the second hand even though I just discarded it and haven't gone through my full deck yet?
If I could always draw Option Play as part of the attack pool, I'd be much happier choosing it.
I had to boot up the game and check, but there's even a little animation of it taking the card out of your discard pile and adding it to your deck. It's unmistakable.
I believed the tutorial when it told me my deck was randomly shuffled and I could click on it to see the pool of cards my next hand would be drawn from. More the fool me I guess.