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
dont rely on 1 card in your deck
simplest solution to that enemy, just have more then 2 good cards
actually its not rare
i have to kill the orbs, while the automation is doing 1X dmg or building up strengths,
at the same time, the orbs are doing 8 dmg each,
so i dont understand, doing dmg to kill orbs, while defending for 16- 30.
Without 2 important cards, and survive?
maybe i am too bad to do that.
more than 2 good cards, and still there are strikes and defends in the deck, at least 15 deck size i guess?
and normally, how many rounds needed to get the "more than 2 good cards" ?
LUL
Also, I'd actually kill the orbs unless your deck is very aggressive. When both of them attack for 16 damage a turn (after capturing cards), it *really* ups the boss' DPS. Plus, he doesn't even resummon them, so unless one hyper beam is a lethal problem for you I'd get rid of them.
at least 16 dmg, most of the card can only do < 8 defends, so two cards for defending orbs, and doing, and the automaton have 3 "curse block".
As i am playing poison deck a lot.
at least second to actually giving poison, at the third round the orbs just take away my poisons.
You cant just say "remove strikes and defend", "more more good cards", "better RNG card drawing", with "more trinkets as possible"
Sometimes i kill this boss really quick, but most of the time, the boss setup completely ♥♥♥♥♥ my deck. Just saying maybe some nerfs are needed.
when you kill them they dont return the card to your deck, they give it to your hand
so if it grabs an essential card you just have to kill the orb to get it instead of having to wait to draw it
Invest the rest of your cards into staying alive, so stuff like backflip, out-maneuver, things that produce weaken effects, stuff like that.
Remember, as long as you have 1 copy of noxious fumes (naturally, preferably more) you'll win eventually. So all you need to do is survive to that point
Same here, every time. Always get my key cards on the bottom of the deck for this fight and end up getting them stolen before they're drawn.
The automaton himself is completely scripted.
It's important to be able to strip his artifact stacks so you can weaken him for the hyper beam. If you can't do that, it's a lot harder.
Exactly. And it's also just fact that you (as for a lot of fights) need cards to set up for his hyper beam attack (blur, well laid plans, neutralize, burst, set up). You're better off eating an attack from both orbs (especially since they don't attack every single turn, they tend to shield a lot as well), in favor of getting Automaton down before he does a second hyper beam.
Also, only kill the Orbs when you actually can use the card they give back. Because only grabbing the card just to discard it again right away is a waste of a turn.
Also, as mentioned above: Just a couple poison cards and then basic strikes and defends isn't gonna cut it. By the time the second floor boss comes around, your deck should be pretty much done, except for some slight situational tweaking.
If you're going for a poison build, you need to get rid of your strikes asap and make sure you have some -good- defend cards (backflip for card draw, blur for a 'barricade' effect) and it's pretty much a must to at least grab 1 Footworks and/or save a dex potion or two.
Also always make sure you have at least 1 weaken card in your hand and that you can set it up for when the automaton is using his hyperbeam.
Also make sure you don't use anything that crowds up your deck, leaving less room for you to draw defensive cards.
Also make sure you don't waste money in shops on relics that "seem" cool, but don't really add anything to your deck (i.e. buying a tingsha when you only have 1 discard card in your deck, when you could have used the money to get a backflip, burst, blur, potions, or even a caltrops). Some relics seem useful (i.e. Gremlin Horn, giving you 1 energy and a card draw if you kill an enemy), but if you don't have a consistent way of using the relic, it's utterly useless and a waste of money.
The biggest thing, generally, is that you -have- to decide on which way you want to go with your deck and stick with it, especially for silent. And if it's a poison build, you have to rely on getting plenty of defense cards, especially if you don't get a "downburster" (Catalyst or Corpse explosion) early. And especially cards like Leg Sweep, Blur and Burst (for a double Leg Sweep or double Bouncing Flask or Catalyst) as well as an upgraded Neutralize are key in most poison builds.