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Ironclad - Not counting the two cards mentioned, Spot Weakness and Inflame also do a solid job of scaling, especially if you have more than one. Combine that with relics that also increase strength, or if you're REALLY confident in your defenses (or did the apparitions event and got the cards that give intangible), Brimstone can be a SUPER risky option that scales fast, but is a lot more specific in what actually works with it. You also have things like Flame Barrier and Bronze Scales to turn that multi-hit into TONS of damage for you as long as you have the health pool for it (and that's definitely doable with things like Feed as mentioned earlier). Having some exhaust synergies also can help if you feel like the statuses are bogging you down, or making sure you consistently repeatedly hit the cards you need. As jank as it can be, Perfected Strike with Necronomicon or Snekko Eye and Double Tap can do massive work also. As for the block options, self forming clay if you can tank most of the multi-hit with health will basically set you up to block the chunky hit after if he uses that one first.
Silent - Blur and weak are your friend. Poison is an ok option but choke or finisher with playing a TON of cards also works well, as well as having the card that gives block when playing a card to negate the beat of death (forget the name offhand). Wraith Form can buy you a TON of time (especcially if you have multiples or nightmare it in a deck designed to cycle quickly), and Phantasmal Killer can skyrocket damage potential also. Caltrops is also incredible since it kind of serves the same purpose and bronze scales and flame barrier. Also don't sleep on Piercing Wail, it basically says "The Heart's Multi-Hit does jack this turn". Discard synergies with things like Eviscerate or Sneaky Strike (don't build your ENTIRE deck around it but if you have some good cycling stuff or gambler's chip it can really pay off) work well too. Also Malaise works well for one cycle until it cleanses all the debuffs.
Defect is not really my strong suit, but he does have some options. Buffer is amazing, and Seek is pretty much a no-brainer as it lets you hunt down whatever answer you need. As for scaling block and damage, static discharge is great, as is just general orb cycling with things like rainbow. You can also use the double energy card (forget the name offhand) to use the X cost block card if need be, or as you mentioned just have some good frost orb synergies and tank an early hit cycle just getting set up to unkillable levels of defense. Honestly I prefer to have less slots on defect because I tend to work more around well timed cycling rather than just building up a million orb slots unless I get some REALLY good ways of getting orb slots.
Watcher - Hit it really ♥♥♥♥♥♥♥ hard? Idk, watcher doesn't really have many 'Heart Counters' as I like to call them, but her raw damage should be enough where you don't specifically need them if your deck is on point. The biggest problem is the 300 damage cap and being forced to survive a few rounds against it.
Beating the heart does require having a plan, though, and being on the lookout for stuff.
You 100% don't need poison with the Silent, both of my A20 Heart wins were heavily shiv-based. It's really important to avoid tunnel vision if you want to improve at this game. No single card/relic is a must for the Heart, though some are of course more helpful than others.
A20? I'm, uh, far from a top player.
With ironclad for instance, I've beaten it with demon form before sure.. but I've also beaten it with the doubling your shields + the card that lets you keep your shields between turns (+ optionally body slam, it's not strictly necessary but it does make it a lot faster), or with the 2x dropkick infinite combo (exhaust most of your cards, keep 1x rage, 1x the bash that you start with, and 2x drop kick and you can just use drop kick to draw drop kick over and over again - flash of steel works too instead of dropkick, or 1x of each works too, but it's more rare, and you can get infinite armor from rage while you're at it). I've also once done it with a weird janky deck where I had the cards that dealt 7 damage whenever you gain armor, gain 3 armor whenever you exhaust a card, and draw a card whenever you exhaust a card with a bunch of exhaust cards. There are probably a bunch of other strategies that can work too.