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On top of that, an upgraded Neutralize helps a lot to keep enemies Weakened, so it's often one of my first upgrade choices.
Getting card draw cards (especially Prepared and Acrobatics) can help make sure you get to the block cards you *do* have. I almost never turn down having one or two Prepareds, and an Acrobatics is *usually* a good choice, especially if your deck is getting big.
Acrobatics is useful in decks where you haven't been able to add many block cards, and you run the risk of starting a turn with no blocks on a turn where you need blocks. It costs 1 energy, but it gives you another chance to access block cards you otherwise wouldn't have had access to. Sure, a chance within a chance, but Acrobatics is just a good card draw card regardless.
Or with After Imagine or Thousand Cuts.
And truth be told a lot of her defensive options that don't cost 2 are kinda low number, 4-6 when not upgraded. Dodge/Roll is 8, but only 4 per turn. Blur is useless if you can't block everything that comes at you. Deflect is nice in small numbers, because its free. Cloak and Dagger is 6 and upgrading it doesn't increase the block amount, its really only good in Shiv decks.
Really you need the powers to make her defense work. After Image is good for like 4-5 in your average deck, but upwards of 10 per turn in Shiv or Discard Cycle. Well Laid plans lets you hold onto your good defensive cards for when you need them most. Footwork is where its at.
Also shes really good at reducing damage output, with Malaise, Peircing Wail, and a suite of Weaken effects.
Backflip is a huge upgrade over Defend. Drawing two cards is a very valuable addition to a Defend card.
Most unupgraded block cards in the game are in the ballpark of 5 block per energy (Shrug It Off being one of the notable exceptions). Dash is 5 and Leg Sweep is 6. Being able to reliably mitigate more than 20 damage per turn almost always relies on support from Powers or Relics. But you still need a good foundation of those block cards.
And yeah, forgot about Malaise. That's one card I almost always take and upgrade. Being able to permanently drop an enemy's strength and have the card exhaust is just too good to give up. Especially if you have some energy sources, Malaise can just completely neutralize an enemy.
Know what works great with malaise? Ice cream, you can potentailly inflict a lot more with malaise than you can otherwise, especially if you have stuff in your deck like outmaneuver.
I had a run that was going pretty well last night w/ 2x upgraded Footwork, Caltrops, Blur, After Image, the thorning card, and Calipers... until I listened to the siren song of the Black Star and foolishly attempted an elite right before what would have been the final campfire. Ran into a pair of Orb Walkers and couldn't block fast enough.
Shouldn't have been greedy. *sigh*
Also, my last winning run with the silent, I fought double orb walkers and managed to kill one of them first turn. Look at this crazy build:
http://steamcommunity.com/sharedfiles/filedetails/?id=1315611288