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
Plan C was incaping Tempest early to use his "complete immunity to a damage type" ability and getting an early Irradiated Cyclohexane Vat to shut down all incoming damage. Thus I could take advantage of Infinitor's inability to deal any damage and complete lack of effects to last more than just 3 turns.
I ended up getting a really good hand including most of AA's better songs including card plays, power uses and card draws. Bunker had the perfect starting hand with Flack Cannon, Omni-Cannon, and Ammo Drop and a Turn 1 Irradiated Cyclohexane Vat from the environemnt. I killed Tempest off turn 2 allowed me gain damage immunity and safety despite my other heroes being in single Digits.
I managed to pull off a wonderful string using External Combustion in conjunction with Infinitor's Ocular Swarm and Ammo Drop. External Combustion had enough damage to auto kill nearly any Manifestation played by Ocular Swarm which I was able to use to combo draw a lot of cards using Ammo Drop. This was significant because it allowed me to power Omni-Cannon but more importantly it found me an Adhesive Foam Grenade.
Using the Adhesive Foam Grenade and having AA recover it meant I didn't need to worry about my Vat being destroyed and allowed me to slowly Whittle away at Infinitor's Health until my Omni-Cannon was charged enough to KO him.
Overall a rather annoying setup. Although I don't mind needing to come up with strategies, I dislike needing to reset til I basically get a proper draw.
Key strategies:
1) Let infinitor flip, then keep his projections under control, but don't wipe them out - he'll just flip and bring a whole bunch more out. His damage and 1 or 2 projections is much less than the mess of projections his front side brings out - not to mention having to deal with his front-side DR.
2) DR and healing are your friend. Infinitor doesn't heal (barring biomemetic vats, which also heal you and save you a ton of damage), so slow progress is ok if that means survivng.
3) Pike Industrial is (mostly) your friend, especially after Tempest is defeated. Rats target projections, Bio vats help the heros more than Infinitor, because they are subject to more hits (so the DR helps more), cyclohexane vats let dead-Tempest make the heros immune to all damage. Even vat explosions can be good to clear out projections - though hopefully tempest is making the heros immune to toxic at that point, and there's at least one Miscreation up so that Infinitor doesn't flip back to his first side. With some DR and/or cyclohexane and dead tempest, even the trisolvent vat can be useful - just be careful it doesn't wipe all the projections and make Infinitor flip.
How I played:
AA: My most used songs were Inspiring Supertonic (used on himself of course) and Counterpoint Bulwark, and for a while. Rhapsody of Vigor and Scherzo (Draws gave me Pipes but no Drum or second Rhapsody, those probably would have been used instead). When there was a cyclohexane vat up, I used harp/lyra/pipes, otherwise it was harp/lyra/bell; either way feeding Bunker extra cards with Bulwark's accompany and self-healing with supertonic. I didn't use Vernal Sonata for Adhesive Grenades as much as I should have, and it almost cost me the game when a vat exposion ended the tanking setup. Luckly a Miscreation survived and kept Infinitor from flipping.
Bunker: I got a crap starting hand, two decommisioned hardwares, an upgrade mode and omni-cannon. Turn 2 Gat helped, but kept his hand thin until i got an ammo drop on turn 4 or so. Eventually got a maintenance unit and then a grenade launcher; by then AA and Ammo Drop were keeping him well supplied for the omni-cannon, so that was loaded and fired every round. The only mode I used was Turret, and that was only when Bunker was flush with cards. I would have used a recharge mode early if I had one, though.
Tempest: Tempest got caged on turn 1 - a happy mistake, I should have caged Bunker and his crappy hand, but the cage dropped Tempest to lowest hero so he was taken out by the multiple reapers Infinitor played instead of one of the other two. he would have been more useful early on than bunker, but his 2nd defeated ability was the key to victory.
Last match Infinitor opened with 3 Twisted Miscreations, and the environment played Biometric Plasma Vat as its first two plays.
If you're keeping track, this means Infinitor's cards are at -3 damage resistance, meaning bunker literally can't hurt them with anything short of Omni-Cannon. But those Miscreations still do 6 damage spread out over the guys with the highest HP. Infinitor refuses to play Lambent Reaper, so I end up having to have Bunker and Tempest work together to flip Tempest. Finally I can make my guys immune to energy damage so that the Miscreations aren't wrecking me.
Enviornment promptly plays Cyclohexane Vat.
In short, the environment pummeled Infinitor while I sat behind an invincible wall. Once his health was low enough, I just unleashed the Omni-Cannon and that was all she wrote.
-Gemini