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There are some things that can be done, sometimes. You can heal injured summons (although they often get one-shot). Some mercs have abilities to move summons around for better tactical positioning.
But mostly summons serve as meat shields and occasionally a source of extra damage.
The exceptions are the ranged summons, who can sometimes be a steady source of extra damage and stay alive because monsters are too busy focusing on your melee mercs.
And of course, there is one really tough summon in the game.
There is one powerful summon with good HP and is meant to be a tank, and the associated character gets some cards that specifically move that summon wherever you'd like it to go. That makes a big difference.
Also c), because it is the spellweaver, you don't have to hang onto it the whole game hoping to use it in the last room. If it dies, you get it back when you use reviving ether.
(And it's got a nice attack on the top of the card too, so you don't have to feel like you are carrying the card around as baggage until it's time to use your summon.)
Yeah. Everyone loves the Monolith.
Remember to summon things near the end of the round and go early the next round to get the most use out of them. And don't think of them as something that's going to accompany you for the whole scenario--they often fall behind or get killed.
-Ranged summons are generally quite good, particularly once you enhance their movement and/or range (depending on the summon) - they can keep bombarding enemies for the full scenario in some cases without dying
-Melee summons tend to die fast but some times that's are exactly what you need: a meat shield that takes one for the team. In those situations, they are the equivalent to "gain some XP, do X damage, negate the next enemy attack" which is not outstanding for a loss card but it's not terrible either. You can summon them to "disarm" a trap too, in some cases :D
-In general, I think that summons shine when you have A LOT. A single summon is not a big threat, but via cards and items, you can summon an army of them (beware of enemies with AoE attacks though) and clog the board for a turn or two, so enemies cannot advance or target your characters
If you don't mind spoilers...
-Sunkeeper can protect all summons quite effectively with her level 9 card - but she will require additional healing herself
-Summoner has awesome summons (her level 1 lava golem is ultra-good in short scenarios in which longevity is not a factor) and a lot of cards to move them and make them attack as she pleases
-Doomstalker has the best summon in the game, although you need to wait until level 9 to get it, but it's ridiculously awesome
-Beast Tyrant as mentioned above has a powerful and tanky summon BUT also cards that heal "all allies" or grant shield to "all friendly summons", which is quite beneficial if you have other summons around
Music Note helps a lot with this. (give enemies disadvantage, heal them each turn etc)
Daniel.
That heal two every turn really helps a lot with the bear, though.
Indeed. I wasn't noting melee summons were especially good or effective simply that I found them viable. (for those fancying the challenge)
I completed numerous missions using them.
Daniel.