Dream Tactics

Dream Tactics

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Share your interesting decks build
15h+ Played and never use the trading cards between characters system, Is there any interesting build about that?
Last edited by 祥公,你崛起吧; Apr 24, 2024 @ 10:36pm
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Showing 1-4 of 4 comments
Zylth Apr 24, 2024 @ 9:20pm 
I love my loadout, it feels so jank but it works so well.

Reggie: Vanilla, just single target damage

Luna: Pure tank with warmth, kindle, band of thieves, draining touch added in. She has no attacks, only heals, buffs, and most importantly her ult lunar eclipse (For Neru)

Neru:
Now we start to get weird. Neru's main ability is shooting star, but also uses flame pillar and smoke bomb.
Dimensional Bomb: The coup de grace. When cards miss you trigger an explosion. Now you are aiming to hit 3 times with shooting star, and missing over and over causing big explosions. Every other item is about building around this item.
Telescope to have shooting star hit thrice.
Cursed Mirror so when you blind and tired enemies you inflict it on yourself
Toxic Scythe & Flint Axe: Triggers on hit effects
Berserker Blade, Sleeping Mask, Pacifist Bracers: All lower dex

Willow:
You thought Neru was stupid? Willow will single handedly destroy groups of enemies from a snipers distance
We want experiment, Wishing star, Forage, and Hop
Snowman: This item will deal thousands of damage. The whole point of this build is to run willow into a group of enemies, hop away, and then cycle as many card casts as possible to cause the snowman to explode over and over and over killing everything around it with no chance of retaliation
Demonic Dice: Causes a million debuffs
War Bow: Easy +50% damage
Mana Treads: More mana
Running Shoes + Weightless Saddle: movement
Insignia of Indifference (optional): Allows you to use her ultimate without dying


And there you have it, a team that is basically just your two casters doing all the work and a little pillow doing cleanup duty.
Kaysoky Apr 24, 2024 @ 10:01pm 
I mashed together the inventory screens for my final party:
https://steamcommunity.com/sharedfiles/filedetails/?id=3231605110
https://steamcommunity.com/sharedfiles/filedetails/?id=3231605428
https://steamcommunity.com/sharedfiles/filedetails/?id=3231605714
https://steamcommunity.com/sharedfiles/filedetails/?id=3231606201

Luna and Sophie are my primary damage dealers. Luna hits with 10-range Earthquakes or snipes with 8-range critical carrots. Sophie can move extremely long distances and deal rather concentrated damage on a small group of enemies.

I also ended up using Dimensional Bomb on Neru with similar DEX-lowering items. But Luna/Sophie would often move way too fast for Neru to keep up.

Willow had the Sandals of Time boosting her movement up to 12 (which includes her Nightmare summon, who gets 13 due to not having the Snowman!). Most of the time, I had her pick off stragglers or buff Luna/Sophie with flame weapons.
Noules Apr 24, 2024 @ 11:07pm 
Willow: Finale Flail (100% Str/Int when 1 or fewer cards in hand) + Talisman of Faith (only draw 1 card but 10 redraws per turn) + Various int gear => 244 Int at level 50

Also Maiden Mace (all buffs are transferred to allies beginning of each turn) + Temporal Bracers (all status effects last 2x as long, maximum 9 turns); deck consists of Kindle, Forage and common filler cards. Willow then buffs herself with 2-turn Kindles each turn.

The other builds almost don't matter as long as they can generate hits to spend the massive Kindle procs. Willow also runs Heroic Headband (20% chance for a random buff on damage) and Poltergeist Plate (1 damage to self whenever an ally plays a card) for more random buffs to transfer to friendlies.

Nonetheless, the core of the other builds:

Neru: Healbomb, built around Death's Robes (AE damage around target whenever an ally is healed by user) and Enchanted Music Sheet (Lullaby scales just off int and no sleep status). Also runs 3 hit shooting star to help burn through Kindle stacks and Dimensional Bomb as she's really the only viable choice for it in my group.

Luna: HP sponge with Heartwood Bow (Makes thornshot scale off HP) with Thorn Shot. Glass Plate + Cactus + Bramble Shield also means she passively kills things by taking damage.

Sophie: Many attacks. She runs enough speed for 13 Mov passively, Hiltless for the Range 3 Overwhelms, Ghost Blade to fuel her card spends, and the rest on buffing her strength. Toxic Scythe to poison in case something somehow doesn't die in one turn (more relevant earlier in the game).

Her kit is probably the best natively out of all the characters and almost builds itself with Joust, Quick Attack, Overwhelm and Retreat. Good early on for hit and run while doing significant damage, eventually just deletes groups every turn.
A_random_guy Apr 25, 2024 @ 12:16am 
Luna:
Cards: 4xSmite, 2xShield Bash, 2xSnack, 2xStar Slam, 2xHop, 2xHarvest, Rabbit's foot.

Key Equips:
Garden Gloves (Move after using Harvest)
Lucky Star (Star Slam now scales with Luck)
Mana Thread (Hop makes next card cost 1 less MP)
Luna's Lunchbox (+1 Carrot every 2 turns)
Assassin's Clock (+25% Luck if unit has crit this turn)
Killing Edge (Crits now heal for 25% damage dealt)
3 Mythril Amulets (+10 base Luck each)
Moon Symbol (Unit gains Carrot every time they are healed, see killing Edge above)
Crimson Petal (Unit loses 20% max HP at start of turn, this effect can't drop below 30% HP; Just to make sure I have some HP to be healed for Moon Symbol, I don't know if it's actually required, but I had blue equips slots points to spare anyways)
Mystic Umbrella (70% chance to avoid Debuff)

Build idea: Quite Simple, I gave her Star Slam (ranged AoE attack that scale with Luck) and stacked as many Carrots Card + Smite (which also scales with Luck). She is the main Tank of the team and doesn't require heavy setups to work. Start a turn with Harvest near a pillow, walk/hop there, stack carrots and hit the pillows.


Neru:
Cards: 4xSnooze, 4xShooting Star, 2xSleep Walk, 2xWarmth, 2xFlourish, Dusk

Key Equips:
Elegant Rapier (Flourish now affects all allies; Combos with Reggie)
Sleeping Cap (Snooze now causes sleep if targets have 3+ Tired stacks)
Telescope (Shooting Star hits 3 times, at 70% damage values)
Badge of Fate (+1 redraw point per turn)
Hiltless (+1 range, deals 25% of max HP as magic damage to self (mitigated by resistance whenever unit play a card).
Temporal Bracers (Status effects on user lasts twice as long; Very relevant with the Kindle card from Amber)
Ultra Weapon (Unit is twice as likely to draw an ultra-rare card, if there's only 1 in the deck, in this case the Dusk card)
Banner of Mages (+15% INT, -10% STR for the whole party, mostly to buff Amber's INT without using her equipment slots)
Dagger of Dusk (+3 Int/Dex; 50% chance to inflict tired when dealing damage; Pairs nicely with Shooting Star)
Demonic Dice (40% chance to inflict a random debuff when dealing damage; Pairs nicely with Shooting Star)
Maiden Mace (Unit transfers all buffs to all allies at start of turn)
Poltergeist Plate (Unit takes 1 damage whenever another ally uses a card)
Heroic Headband (Unit has a 20% chance to gain a random buff whenever they take damage)
Excalibur (Unit gains the Enchantment Buff at start of turn (+50% damage, damage is converted to magic)

Build idea: This build has 3 main goals;
1. Finding the Dusk card as reliably as possible (Inflicts tired to every unit on the map). See Amber's section for the why. Ultra Weapon and Badge of Fate helps a lot here. If Dusk is not Drawn, Snooze can do the trick for nearby foes.
2. Stacking as many buffs as possible on self thanks to the combo of Heroic Headband, Hiltless and Poltergeist Plate. Whenever any ally plays a card, there's a 20% chance that Neru gains a random Buff. Thanks to Maiden Mace, all of these buffs are transferred to all allies on the next turn. Temporal Bracers allows the sharing of Amber's Kindle in this fashion. Neru has some buffs among her cards, like Warmth and Sleep Walk. Sleep Walk being shared helps nullify the debuff of Tired from Dusk on all allies as well. I've seen some allies being affected by 16+ status at once from all of these shared buffs!
3. Debuffing foes with the 3-hit shooting star + Demonic Dice, or kill them outright if buffed by Amber's Kindle.


Amber:
Cards: 2xKindle, 2xArson, Meteor, Wild Fire, 4xStar Beam, 2xWake, 2xBlood Blossom, Blizzard

Key Equips:
A lot of +INT items (Alarm Clock, Comet Wand, Tome of Curses, Victory Ledger, Angel's ring, Archmage's staff, Astral Codex, Demon Guard, Astramentis, Dream Fragment, Friendship ring)
Shadow's Blindfold (Lose all DEX, AGI is now used for hit chance)
Flint Axe (+3 RES/INT, 50% chance to set target's tile on fire upon dealing damage)
Toxic Scythe (Unit has AGI% to inflict Poison upon dealing damage. My Amber has well over 100 AGI, so it's a 100% chance)
War Bow (inflicts Vulnerable (unit takes 50% more damage) upon striking a foe from 4 tiles or further)
Ghost Blade (Gain 1 MP upon striking a foe that did not have Phasing. Apply Phasing to that foe.)
Marked Cards (Unit gains 1 redraw point whenever they kill a target)
Some +AGI blue items, to increase Toxic Scythe's chance to inflict poison. (Cloak of endless Sand, Haunted Cloak, Wool/Silk Capes)

Build idea: So the Dusk card from Neru inflicts Tired on everyone, and Star Beam can hit any target on the map, provided they have Tired? Oh dear...
The main goal here is to play Star Beam as often as possible, while maxing out its damage. Star Beam does trigger Flint Axe, Toxic Scythe and War Bow, for some nasty follow-up damage after the initial hit. Thanks to Ghost Blade, Amber regains 1 MP whenever Star Beam hits a new foe. Kindle can boost Star Beam's damage even further, by casting it on Amber directly or by casting it on Neru, which will share it with the whole team. Arson can be used to refill Amber's hand, while Blood Blossom can recharge some MP as well, by constantly refueling our hand and MPs, we can keep indirectly damaging Neru for more shared buffs. Also, thanks to Flint Axe, Star Beam might create some burning tile, which can be then be used with Wildfire for even more unlimited range mayhem.
Meteor and Blizzard are there to handle close by foes. Marked Card helps in regenerating redraw points.


Reggie:
Cards: 2xDual Strike, 2xCloak, 2xAvarice, Cheat, Band of Thieves, Finale, 4xQuick Attack, Fracturing Arrow, Floral Garden.

Key Equips:
A lot of +STR items (Guandao, Champion's Medal, Gigantic Greatsword, Iron Sword, Vampire Teeth, Dream Fragment)
Some +MOV cards (Accelerator, Winged Boots, Running Shoes)
Bottomless Purse (Avarice grants Initiation Stance upon discard)
Invisibility Cloak (Cloak grants 1 redraw point upon redraw)
Swift Stiletto (Dual Strike now spends 8 Greed stack to deal 4 hits, instead of spending 2 Greed stack to deal 2 hits)
Finale Flail (+100% STR/INT if only 1 card left in hand)
Talisman of faith (+10 redraw points per turn, limited to only 1 card in hand)
Mana Earring (+1 MP)
Siphoning Spear (+50% damage dealt, +1 MP cost of cards)
Weightless Saddle (+3 DEF, grants Initiation at start of turn)
Dobok (Heals 10% Max health whenever unit switches stances)

Build idea: Finale Flail gives a huge boost to STR if there's only 1 card in hand, right? Well, what if there was an attack card that redraws you a card whenever it's played? The Quick Attack card is what we need here! If Reggie has the initiation stance (which Reggie starts with every turn due to Weightless Saddle), the Quick Attack would get Finale Flail's bonus, without emptying our hand! However, we need the initiation stances for this, and Quick Attack switches it to Follow-up stances; This is why we run 2 Avarices in the deck, since they grant the Initiation stance upon being discarded (which can stack up to 3 times thanks to Guandao)! Neru can also assist here with her team wide Flourish, if needed. The Talisman of Faith is a HUGE help for this build; Not only does it restrict our hand size to 1 from the get go, it also provides us with a lot of redraws to get those Quick Attacks (or whatever else card we need at the moment)!
Thanks to the one Band Of Thieves card in the deck, we can reliably hit 8 stacks of greed for our Dual Strike cards, if needed.
Siphoning Spear makes our Quick Attack and Dual Strike cost 2 MP, while Finale and Fracturing Arrow cost 4 MP; The Mana Earring help smooth the MP used per turn.
Fracturing Arrow is a STR scaling multi-target powerful attack, as well as an Ultra-rare Card to power up the Gigantic Greatsword (+4 STR per Ultra-Rare card equipped). Floral Garden and Cheat are Ultra-Rare fillers for the Greatsword.

You can also save up your redraw points in order to power up a massive Finale; A 60+ redraws used Finale can deal upwards of 15k damage!
Last edited by A_random_guy; Apr 25, 2024 @ 1:17am
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