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Either make use of an attack-AOE-attack pattern, or an attack-knockback another enemy into them with shove or a slide environmental-attack pattern and make sure to K.O. them before their second turn or employ some form of crowd control on them for that second turn.
It's key to plan ahead for the sniper before you start consuming the environment, your AOE and minion enemies that may be useful in bringing them out of concealment. You don't want to play half a dozen moves and then realise you have no means to reveal a sniper, especially one targetting an already vulnerable hero.
Captain America's AOE taunt with weak is good to bring them out of concealment if they are targetting another team member who has vulnerable. Their damage is less lethal when dealt at 50% rather than 150% modifier.
Shoving them into electrical boxes for a stun is good. Bind allows you to avoid their attack for a turn and then beat them to a pulp at the same time. Note that being stunned/bound prevents their reactive trigger for the duration.
A bit later down the line you can use them to your advantage with Mindbreak or Mindbend. Mindbreak is particularly potent as it eats their turn as well as making them turn their high damage on 2 (or 3 when upgraded) allies. You do need to be careful of hero final positioning and not killing the 2 (or 3) enemies closest to them. Shoving either them or nearby enemies to ideal positions is often a good idea.
Occasionally you may get a chance to make use of a rune of vertigo consumable + a drop. Certain story missions and general mission types or locations guarantee useful placement of these.
Knockbacks, environmentals, stuns, as others have mentioned.
Lategame, well ... when incoming damage starts to get silly, it's my turn to abuse "stealth."
Nothing is as hilarious as taunting most everyone, then disappearing.
Wastes all their turns.
Doesn't just apply to actual stealth cards, replacing the hero with a drop does the trick as well.
Also, keep a lookout for sources of resist.
Don't need to take out the sniper, if you can take out the other 2 enemies targeting the same hero, and watch the bullet hit for a huge zero damage.
Knockbacks into items, off cliffs, etc
AOE attacks when they turn invisible will knock them out of it
OHKO them
They're not that bad if you have someone with AOE abilities to knock them out of invisibility mode.
Snipers on the first turn will never do anything except apply Vulnerable to a hero. Second turn they'll one-shot that hero. This means you got some time and can plan ahead an entire turn. Take out as many opponents you can and then in the second turn make sure no enemies on the board target the hero with vulnerable.
Taking down the sniper itself depends on a few variables for me. On some maps they're positioned near an environmental hazard that costs 2 heroism and drops down on an area for big damage. In that case I try to knockback or in another way move as many enemies under that hazard.
Always make sure your plan involves the fact that you need to damage the sniper. Then it has a 50% chance to Conceal which you need to undo with an AOE explosive, or knocking another enemy into the sniper. Which you then follow up by big damage to kill the sniper.
Conceal as usual is a good option.
Once they are stealthed If you dont have aoe cards you can either use enviroment as other suggested or a smart pushback effect pinballing goons into sniper.
Once you learn how to prepare for them they become just a nuisance.