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1. Flagellant / Leper
2. Barbarian / Flagellant / Runaway
3. Jester / Runaway
4. Plague Doctor
Graverobber with the ranged specialist path (Can't recall the name)
Runaway, Arsonist
Flagellant, fourth path that specializes in taunt tanking (Carried this team because it's broken)
Highwayman, Rogue with melee-focused build due to easy trinket synergy and DoT stacking with Death's Door bypass
You can keep re-using the team in different runs and simply swap to a ranged focus for bosses that require hitting the back ranks. The General's position lock trophy is great for this, since it removes the weakness of Graverobber or Runaway being pulled forward while setting up repeated Point-Blank Shots. Both of them have good escape tools without that trophy, and a support/tank-oriented Flag can use many of his skills from the back if necessary. Highwayman can also move himself forward while gaining dodge and riposte tokens to keep the damage pressure up. You also have two characters capable of setting up combo tokens, with the Highwayman having access to two skills that do it and denial of dodge tokens for the endbosses that try to hide behind them.
Flag as a taunt tank is stupid. "More, MORE!" can heal, at worst, 5% HP if he somehow gets hit by nothing and opts to use a 10% self-damage skill on his next turn. It can heal 45% without any modifiers if he takes 2 hits and the self-damage or 3 hits; with trinkets, I've had him self-heal over 100HP in a single turn. He can casually drop a 50% instant self-heal with a 35% heal on someone else. And stacking his regen on someone makes them unkillable outside of massive focus from the enemy, since regen seems to take priority over DoT at Death's Door so long as the effects are equally stacked. Suffer+ can steal and then self-cleanse DoT. Lastly, Endure ensures he keeps gaining Toxic's stacking Blight backlash during boss fights, so every taunted hit kills the boss faster. Mind the relationship drain, though.
Controlled Burn makes most bosses a breeze, since the majority of bosses in this game take up two spaces so they're on a burning tile most of the time, or they outright don't move at all and eat the stacking DoT every single turn. Smokescreen+ is also a one-turn-kill set-up, thanks to the combo token and 50% bonus damage; even if they live, they have two blind tokens. Cauterize is a niche heal but works when in the bleeding biomes like the Tangle and Sluice. Self-regen and moving back into stealth can save her from shuffles or combo token focus.
Graverobber is simply consistent damage to any rank, from any rank, with some stress heal thanks to a high crit rate. The self-heal and easy dodge/stealth tokens also mean she can bail herself out if the turn order is really bad and Flag isn't coming up to save her. She also has niche uses for corpse denial in the Foetor and Creature Den fights.
2. MAA/Leper
3. Highway man/Jester
4. Plague Doctor
A pure tank/dot team where I can play around with the skills to dish out dot damage while also being able to hit all positions and dish out some big self heals with Flag/Leper or use the Plague Doctors mastered "indiscriminate Science" heal to dish out bit heals on my tanks.
I have just started playing around with runaway so I might throw her in there after I unlock more skills and spend some candles on her.
He is an big, and slow baby.
He only fit in to the backward. (for me)
His Story tells u that also.
The rest of your fighters can't see a sh** if he stands in front of them
;D
2. Leper
3. Occultist
4. Jester.
Highwayman with point blank shot and rogue path.
Leper with chop and tempest path
Jester with (upgraded) combo mark skills
Occulistist with all the debuffs you can get.
You got yourself a glasscannon squad that with the right trinkets nukes every enemy.
You will only have a hard time at the mountain bosses past the first chapter though. But makes just about everything else trivial. Who needs healing when there is nothing left alive to do damage to you.