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For Ironclad, You have things like clothesline or uppercut if you have ways to generate enough energy or energy relics to play more than 3 energy per turn, shrug off if you need the additional draw to see if you can pull into more block, disarm for the multi-hit, feel no pain if you have an exhaust heavy deck or a dead branch, flame barrier to uno-reverse his multi hit, ghostly armor, power through, impervious for a big boost of defense when you need it most, along with potions and relic that help with block such as the boat set, tungsten rod, charron's ashes, etc.
For defect you've got leap (I know it's not amazing but it gets the job done), auto shields if you don't have much frost generation, gennetic algo if you found one early, Glacier, Reinforced body with pretty much any energy generation card, and probably the best card for the chonky hit - buffer. You've also got seek which lets you hunt any card out of your deck.
If you can manage to survive the first few turns while scaling up your damage enough to end the fight before you have to deal with too many other attacks or get a block engine going to consistently mitigate most of the damage after the first cycle, you're usually in ok shape. Granted this is all for low ascension heart, a lot of the same advice applies to higher ascension but the ways of doing it that are viable become a little narrower.
Turns 2 and 3 consist of a big hit and multi-hit in random order.
What can you do to mitigate some or all of this? I'm sure you can figure it out.
Hint: Cards are not the only tools at your disposal.
Frost Defect is on a shorter timer, but as long as you pack some finishers should have no problems with heart.
shorter timer? do you mean because of the requirement to build up focus or evoke some for larger block?
Maybe this will also help:
https://www.youtube.com/watch?v=pzFZmpik5xI
https://www.youtube.com/watch?v=ZoMQCDlbFCg
https://www.youtube.com/watch?v=9czLA-7ELdM
Nah, they both have setup time.
Its just that heart will eventually kill you no matter how much you tank up.
It also has maximum damage taken per turn so while ironclad can just shield bash it a few times, defect finishers take several turns to charge up (unless you invoke enough frost for blizzard to be relevant).
As for defect... I don't know, defect doesn't exist.
Honestly heavy blade is actually pretty meh if you actually compare the raw numbers, if you get nothing better then go for it but even a twin strike scales harder unless you’re hitting absurd levels of strength buffs, and is more cost effective in the early game. It’s also very possible to do it without relying entirely on strength boosting either if you don’t see much of it (has some good standalone damage and other synergies.
I fairly recently managed to beat the Heart on A20 with all four characters for the first time. Just as an example of how varied Heart runs can be, I will give the rundown of some of the things that helped me succeed in each case. The only specific element that reoccurs across two examples is Kunai, which is coincidentally one of my favourite relics in the game.
Ironclad: This was a Perfected Strike run with Necronomicon. I had six copies of Perfected Strike+ along with a bunch of other strike cards and a decent chunk of energy. This meant a lot of frontloaded damage despite little to no strength scaling. Another helpful tool was Kunai. Thanks to Necronomicon I would almost always be playing at least 3 attacks, so I could scale dex fairly efficiently and get a lot of mileage from my block cards (notably didn’t have neither Barricade nor Entrench). Self-forming Clay also saved my life against one of the big hits, because it generates a ton of block after a flurry of small hits.
Silent: The easiest victory of the four. I managed to get both Shuriken and Kunai in a Shiv-heavy deck (the dream!), so I could scale both strength and dex like crazy. Coupled with some judicious use of Burst + Blur, which often meant rolling over 50+ block from the non-attacking turns.
Defect: A power escalation deck containing 5 copies of Storm and a bunch of high-value power cards + several copies of Amplify. Amplified Buffer and Amplified Biased Cognition (+ frost generators) helped me generate enough block over the course of the fight that my lightning generators could burst it down.
Watcher: The toughest victory of the four. This was very much an ‘Alpha Strike’-deck. I had a bottled Omniscience and a huge chunk of the relics that boost your first turn. Steamrolled most of the content up to the Heart (one turn kills against Time Eater, Awakened One’s second form, and Spear and Shield), but you cannot nova the Heart in one turn, and my defences were really not up to par compared to my offense. Still managed to scrape by, with Omniscience into Wish+ for 16 plated armor being the key move that helped me tank enough damage. Also had a Divinity-potion stored up for the final turn. Still a very close thing!