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Bash is useful when upgraded, but In my opinion if you don't upgrade it at later floors it becomes a terrible card compared to other character's starting cards (like Survivor, Neutralize, Dualcast, or Zap) so either upgrade it or remove it
Barricade x1
Defend x4
Strike x3 (maybe you were able to remove a couple)
Shrug it off x2
True Grit x1
Body Slam x1
Entrench x1
Upgrade priorities would be
1: entrench
2: true grit
3: body slam
4: barricade
5: shrug it off
You can add a single headbutt which can return entrench or barricade if you drew it on a bad turn. That 0 energy draw 3 is also good to have one of. Madness is also very good for shrug it off.
If you can't get barricade on a run, just a few shrug it offs and a body slam work fine. Deck needs to be relatively thin though, like under 20 cards, preferably closer to 10~15.
"If you're always blocking for more than the enemy is attacking, barricade does nothing. Consider taking it if you overblock every other turn so carrying it over does something."
TL,DR though:
Feel no pain + stuff that has exhaust written on it.
As for bash, it depends. Usually you just haven't found anything more attractive to upgrade. I mean, +1 vulnerable is worth a lot more than the +4 in stats that other 2-cost upgrades get.
shrug it off, body slam, and entrench are as much the centerpieces of a defense build as barricade, and can get you wins without barricade, at least, without ascensions. I don't usualy play on ascensions, but do often challenge myself to get the pauper bonus at the end for not having any rares. the most common rare I draft is feed, to go for the stuffed bonus. I've never drafted demon form, it slows you down too much the turn you play it. strength builds are better off with inflame and flex, and maybe if you want a rare, limit break. I'm something like 35wins 31losses with ironclad, mostly without ascension play but I do have A6 unlocked. I've got alot of those losses going for achievements like trying to win with a single relic too.
well, its more like 4wins 1loss or so after the last patch I think, and these are runs not going for the heart though, just the act 3 boss, I actualy haven't played defect at all since the heart patch, so I don't have the heart unlocked.
here are some screenshots of some of my winning decks with no rares -
https://steamcommunity.com/sharedfiles/filedetails/?id=1590160895
https://steamcommunity.com/sharedfiles/filedetails/?id=1590160952
https://steamcommunity.com/sharedfiles/filedetails/?id=1590160994
https://steamcommunity.com/sharedfiles/filedetails/?id=1590161043
one common theme with these 4 decks, they all have either an uppercut or a clothesline to apply weak.
If all you need for your deck to go bonkers is a Barricade or Corruption, take the path with the most shops and look for alternative win-conditions, if you can't rely on a specific key-card to show up.
(If the rare you meant is dark embrace: That one isn't even necessary the more shrugs and / or battle trances you have. Or, super crazy idea, try runic pyramid more often.)
And like, juggernaut wasn't even on my radar for the longest time until I saw it in action with feel no pain. It's kinda like playing spot weakness twice with an upgraded sword boomerang. So simple yet so efficient. No rares involved in the latter, and neither is it exclusive to any deck in particular. You can just have these two cards in your deck and be a happy camper.
Addendum in regards to Scathe's screenshots:
Don't be fooled into thinking smol decks are the only way to go. 20something+ is regularly the size you end up at higher difficulties, so keep that in mind should you ever stick around long enough to find interest in climbing.
Will probably go find relevant screenshots when I have more time later.
Hyper edit:
So here you go.[imgur.com]
20 recent runs (mostly more than 25 cards) that could have your name on them. Notice anything? "Wow, that's a lotta demon forms and juggernauts and even barricade."
Yep. Shoutouts to the two runs that only had limit break.
What does that tell you though? Without exception, I was given at least one very obvious win condition for longer fights with more than enough rare pickups to spare so I never even had to figure out a way to make do without rares at all.
Side note: Two of these have dead branch corruption which is broken.
Super important note to dispel misconceptions:
None of these "very obvious win conditions" mean squat if the rest of the run is going poorly due to a variety of reasons including but not limited to a very low number of upgrades, too many cards that only exist to deal frontloaded damage, spending your resources on drawing way more cards than you can play without even cycling to anything important repeatedly, the opposite of drawing too few appropriate cards in relation to all the energy you could spend, or just getting no relics that really do anything in combat so your early game suffers which puts the whole run in a tough spot.
Rambly stuff which refers to nobody in particular:
So, I guess if you'd like to arbitrarily limit yourself to only playing hyper defensive runs, I guess it sucks if the game chooses to give you mostly strength scaling instead.
But that's the thing right? Besides the draft modifier in custom mode, this is not a game where you construct a deck first and play the run second. They happen simultaneously. Embrace it and you'll be less frustrated.
New page edit:
I just noticed one of my runs had an upgraded limit break and the only enabler was shuriken LUL
I vaguely remember super early feed and singing bowl compensating tremendously. So much for obvious win conditions LUL