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
Accelerated process by using countdown reduction wands.
Enemy team fell quickly, with 8 poison after first cycle, 13 after second..
For survival I buffered against attacks with consume +9 health berry juice and an occational frost/clunker.
they are very tough, but clearly beatable.
@ronin-XIII - that 'Dev' specified very clearly for clairity that they were part of the publishing team, hence not a Developer per say.
They’re definitely hard and you need ways to crowd control them with snow, and ink is as overpowered as ever. I’ll be curious to see how I can beat it with non-tinkers - I imagine that careful use of summons to fake repositioning will be the key in my next run.
There is still hope if the Frost Guardian remains after the first clear, but so far this achievement seems almost impossible ... at least to me.
-The guy that applies snow to all enemies every 4 turns, but with the -1 turn count charm, plus lumen jar to make it 2 snow, plus the frenzy tea that slowed him down by 1 turn but added frenzy.
-2 kerbonkers (which attack whenever snow is applied to an enemy), which each also had an "apply snow on hit" charm thanks to duplication (they didn't trigger each other though; no infinite loop shenanigans), and one of which had an 8 nut charm as well.
-3 Snow application spells (one of which had noomin so it didn't take a turn to cast) and the +2 speed spell.
Crowns on the snow application guy, both kerbonkers, and the lumen jar.
Basically I snow-locked the entire enemy group. The only one that ever got a turn was the bottom one with the barrage, once, but the only person he hit was the kerbonker with the 8 nut charm - I did get a little lucky drawiing the +2 speed spell in my opening hand but I was prepared to take the couple of hits that would've headed my way if I hadn't. Between all the snow I was throwing around with my characters and the spells focused on the two that could only ever have 1 snow applied, I almost completely locked them out and pummeled them to death with my kerbonkers.
Funny thing is, the run started as a poison/healing run - my leader had "apply 3 poison when hit" and 10 hp, and I did take the berry guy that heals everyone in his row when he kills and the berry guy that gets +2 damage on being healed. But I had taken some snow stuff as well, which seems to be a pretty good addition to any deck, and ended up pivoting when I just kept getting better and better snow options.
Still way too hard for the average player though lol.
https://www.youtube.com/watch?v=noo0rqbVB-g&ab_channel=spyder2x
As far as balancing, I really don't feel that the true boss is much of a step up from any of the other boss battles. Is the jailer's ability annoying? Yeah, 100%, and true it wasn't added with much grace, but the whole game has a focus on repositioning and heavy wiff-punishing; the true final boss simply makes you consider the opening positioning with the same care as you would proc-order or card choice. The same goes for the lumin lamp; it's a very powerful tool but only if you can get both parts, so you're trading off utility now, for some later.
I guess in the end, it comes to the way you see and play the game. While it's marketed as a card battler, the limits on one card per turn and focus on adaptive utility makes it feel more like a TBS, and I've found much more success when playing it as such. Hopefully you've found a bit of a groove and are achieving more victories, or if not then at least you found a rocking soundtrack!
8 ink on all 6 of them and some snow besides that during the fight was enough to controll em'.
But yeah i felt pretty well prepared and it was a close fight!
I've seen people getting 10-win streaks so I gotta believe there's more skill involved than most comments here give credit
- Lock down Crusher - this guy will spiral out of control and destroy your team in a few rounds if you don't snow or ink him asap. Crowned snowcake or ink will do the trick, or constantly having a chump blocker will work until you can snow him.
- Kill or lock down Junker - it may not seem it, but this guy will also get out of control. If you don't have a barrage unit or high dmg items, just snow him when you can or even better, just use a Frostbite Shard and he becomes a minor annoyance.
- Kill off Jailer - this is where you want to focus your attacks so that you can move around to avoid the aimless and barrage attacks when they come up.
If you do the above, you should have a good shot at winning the fight. Your main line should generally be on the Jailer floor (leader in back, dmg dealer in middle, tank in front), with a throwaway unit or clunker or summon on the Crusher floor.
If you can't beat the Jailer in time before the Lancer attacks, you need to make sure your leader and main dmg dealer can survive the aimless hit. I usually won't take a leader that has less than 8 HP for this single reason. This is where a lumin vased pinkberry juice usually comes into play if you are under 8 HP, or Frostbell or Frostbloom to reduce the dmg. Always have ways to add HP or heal or Frost an enemy to be able to survive the hits. And since its the last fight, don't worry about units dying off to protect your leader. Change your crowns around as needed and use the lumin vase to either amp up dmg or amp up your hp. The fight may seem ridiculous at first, but its not at all impossible.
That said, there definitely is a huge difficulty spike that can make the fight seem impossible the first few times you encounter it, and the fight is structured in a way that only some strategies can win, while other strategies that works fine for everything before that point will just fall apart.
Neither of those two things are great IMO, but "ridiculous" is a bit of an overstatement.
Spamming summons like Fallow can force move your cards around, so long as you have one spot open at all times for the force move to work.
Everything else about true final boss is good.
Frost Jailer's current implementation being almost specifically made to screw certain decks that can pass every other encounter with no issue, however, is not as good.