Trials of Fire

Trials of Fire

Not enough ratings
Guide for Cataclysm 10
By Dotcream
This guide provide my few thought about how to get cataclysm 10 run successfully.
   
Award
Favorite
Favorited
Unfavorite
Introduction
English is not my first language, so bear with me.
This guide aims for cataclysm 10 run, assuming knowledge of the game basics. Therefore, not everything is explained, but feel free to ask in comment.
As a roguelike deck building game, before cataclysm 7, my playstyle is to let the game decide my build each time, rather than focus on one specific build. After cataclysm 7 I feel it's hard for me. However, that might be because I’m not that good at this game, lol.
Anyway, this is my build and some explanation on how it works.
the Composition
The build is alchemist/occultist/warrior, but alchemist/occultist/spirit speaker works just fine if you like summoner playstyle more.(see below for spirit speaker)
The most synergy of this comp is from alchemist and occultist, the third position of hero is quite flexible.

Heroes
Passives
Alchemist
At the start of your turn, upgrade a random card in hand.
Occultist
The first time each turn that you play a non-movement,non-power card that effects one or more friendly heroes, one of those heroes draws a card.
Warrior
Once per turn, after you play a card and are adjacent to an enemy,defend 2 on all other heroes.
Spirit Speaker
The first card you play each turn has the following effects while applicable:+1 defence,+1attack damage,+2summon health.
the Build
This builds build on two parts: the draw and the win.

1.
For the win part, the core of this build is alchemist card "metamorphosis".
metamorphosis: replace each other card in your hand, with a choice from 3 random cards costing 1 more willpower, then reduce its cost by 2.
The maximum number of card in hand is 6, while building decks around it, it should be easy to have 5 other cards with cost minus 2 in hand to use. i.e. Totally 10 extra willpower for one turn.

card cost before morphs
card cost after morphs
card cost minus 2
comments
0
1
0
not recommended, if you can reduce 2 to 0, why reduce 1 to 0
1
2
0
0 cost is their most advantage, if lack of willpower
2
3
1
most 3-cost cards are powerful, note: about half times there is summon in the choice,1 willpower to have a 5-9 hp creature on board
3
4
2
only 2 4-cost cards in game, fireball(can inflict burn as magic damage starter),blade swarm(also good card, usually not the pick)
4
5
3
only 1 cards in game, sand golem, with aoe melee attack, auto regenerate armor each turn
With "controlled" morphs, you can handle most situation purposely.
For example, for the elven illusionist boss(which create 2 illusion each turn), it is best to morphs some 3-cost summons, to poke the illusion each turn. Or create some aoe cards, rather than use single target card to them(highly likely waste a card).

It is better to have 2 metamorphosis in the deck.(I have a run with only 1 morphs, and there is a game mechanics that everytime you shuffle your deck an exhausted card is added to the deck, everything works fine until the finally boss with 200+hp, too many shuffle exhausted makes the deck die.)

2.
For the draw part, see the 2 chapters below, from the comments of each card.
the Heroes Cards
Power Cards
Resourceful(Alchemist,S tier, low priority to upgrade): When you draw, draw one more and lose 1 resilence.
The 1st or 2nd important power in this build.
One card draw one card is one thing. With this power on, one card draw two card is completely another level. Note that you can also put resourceful on occultist in early game, occultist's mind blast, call the flames draw himself two card.

Plotting(Alchemist,S tier, mid priority to upgrade): when you create or draw cards, you may have 1 more option and grant 1(or 2) defence,per card.
The 2nd or 1st important power in this build.
Plotting achieve 3 things: defence, deck manipulation on draw, better quality when creating cards.
In the early game, note occultist too.
In the late game, plotting usually grant 30+ defence per turn for the alchemist. Note that the maximum card in hand is 6, combine with resourceful, it can easily overdraw. Therefore you can purposefully discard weakness card this way.

Experiments(Alchemist,A tier, low priority to upgrade): when you create or draw cards, you get 1 willpower.
The 3rd or 4th important power in this build.
Note in the early game,this is mostly likely a dead card,so dont bother alot. In late game this is also optional to put on.

Sheltered(Warrior,A tier, mid-high priority to upgrade): when you get defence from other heroes, +1 to all attacks, note that it does not reset after turn.
The 3rd or 4th important power in this build.

With these 4 powers on alchemist, plotting for defence and draw quality, resourceful for draw number, experiments for will power, sheltered for more damage.

Other alchemist powers: repeat result, high potential, fit this build, double the fun, but cost too much, and a bit overkill. Not recommended for cataclysm 10 run.

Other warrior powers: resilence(B tier), good defence card. Its on play defence trigger's sheltered power.

Other occultist powers: irrelevant.

Basic Cards
Unstable Elixir(Alchemist,S tier,high priority to upgrade): create one(two if upgraded) basic card in hand, reduce cost by 1.
Metamorphosis's best synergy card. If you need a fireball, create a random 3 cost card, if you short of mana, create a random 1 cost card, if you have spare willpower and dont know what you are looking for, create a random 2 cost card. See the metamorphosis table from previous section.
Dont say goodbye.

Call the Flames, Mind Blast(Occultist):
Early game carry card, works well with warrior's passive, resourceful power, plotting power. Say goodbye when alchemist can carry the game.

Action Cards
Metamorphosis(Alchemist,S tier, high priority to upgrade): Preferred to have 2 copy in deck.
The first copy of unstable elixir and metamorphosis are top upgrade priority, the 2nd copy can wait a little bit but not too long. Because the draw manipulation and alchemist's passive take care of the other copy randomly.

Shattering Arrow(Alchemist,B tier, no priority to upgrade):
Inferior substittue for metamorphosis. Because in this build alchemist can easily have more cards in hands, with damage buffs from occultist like demonic fury or dark gift,sheltered from warrior, it does serious damage.

Smart Infection(Alchemist,C tier, no priority to upgrade):
It's good to morph some random 2-cost card to 1-cost, it's also good to morph smart infection into 2-cost fireball(guaranteed),it's also good to smart infect all of your summons. Have it in the main deck if there is nothing better.....

Elixir of Power(Alchemist,D tier):
One card for one card, worse than unstable elixir, dont pick.

Frenzy potion(Alchemist,B tier, mid-high priority to upgrade):
Usually worse than unstable elixir, if it's used for alchemist, because alchemist's hand are either too full or too empty, random 1-3 card can either not many or too many.
But it can be used to other heroes as a card dump. It's a plus to the build, but not essential.

Warrior Cards:
Bulwark, challenging stride, protect, (upgraded)parry, tackle are generally good, any card keep the team survive are generally good. Most useful warrior cards are from items.

Offering(Occultist,S tier,mid priority to upgrade):
3 card for 4 willpower, occultist's passive trigger, card removal from the battle. The only cards of occultist worth upgrade.

Firestep(Occultist,S tier):
Activate alchemist, alchemist draw 1(2 if resouceful). occultist's passive random trigger between alchemist and occultist, with recouseful+trigger, it's draw 4 on alchemist.

Dark Gift(Occultist,A tier): Destroy a card in a friendly heroes' hand and to grant that hero +2 damage and +4 defence.
Occultist's passive guaranteed trigger on alchemist(again resourceful). Destroy alchemist's exhausted, unwanted card, increase the deck's quality.

Demonic Fury(Occultist,A tier):
Occultist's passive random trigger between alchemist and occultist, good early-mid game carry.

Corrosive Temptation(Occultist,D tier): Magic attack 3, you gain acid and return to your hand.
It's D tier on occultist, however if alchemist can morphs a card into this one. It will cost 0 and 0 and 0, with plotting's defence on alchemist, you can one shot enemy.

Signal Shot: Hunter's card, if can morphs into signal shot, it will cost 0 and activate all summons plus some range damage. Huge damages if there are summons on board.
the Item Cards
Start from staring gears:
Force Field(A tier): Defence 2 for all heroes
Good card anyway, plus trigger's occultist's passive, plus Sheltered enabler.
Can be used from early to end game.

Overhead Slam(A tier): 1 cost, 5 melee damage, add exhausted
Usually the early game is set in first 3 turn, in which the exhaustedcard can only be drawn once. And it can be recycled as willpower/movement anyway.
Good early game carry.

Head Shot(A tier): 2 cost, 6(8 if upgraded by alchemist's passive) damage potential
In early game, every point of damage count.
Good early game carry.

Armoured Advance(A tier): 2 move, 3 defence, 1 willpower, exhausted
Similarly to overhead slam, it's essentially 2 for 1 card, best early game no doubt, worth the negative effect even without 2 move. And I like to have it on both warrior and occultist through the game to the end. Espeicially for occultist's offering.

Some draw cards, with comments:
Alertness,Rethink,Coordinate,Quick Step,Quick Thinking
works well with plotting and resourceful. For shuffle backs, you can shuffle one metamorphosis back for the next turn, if resourceful resilience is low. You can shuffle drawing card back for the next turn, if resourceful resilience is high.
Coordinate can only target other heroes, but upgraded one can target self.

Some creating cards, with comments:
Double Down, Double Effort, Shape of Elements, Study, Think ahead
All of these card item can either equip on alchemist or occultist.
Note, creating card triggers occultist passive. Also note that, Think ahead(shuffle 2 shiv or Shot or Guard into your deck, the next time you draw this turn, draw one more), synergy very well with occultist's passive.
Improvise, triggers occultist's passive.

Some power cards, with comments:
Abjuration: when play a non-power card, defence up equal to the card's original cost, works well with metamorphosis which reduce the cost by 2. Inferior substitute for plotting. Repel, even worse in this build.
Reach: with Iron Taunt, Reel In, Grapple, Gravity Vortex, warrior become another drawing machine, tank and aoe setup. It's hard to have two heroes with best deck, but the possibility is there.
the Items
Different hero has different itemlization strategy
Alchemist, the carry:
By comparison, green heavy armor has 3 armor and 1 card, blue/purple armor has 1/2 more armor and 1/2 more card with it. Most card from armor are useless for this build anyway.
3 armor and 1 useless card, its better than 5 armor and 3 useless card. There goes green heavy armor. Plus armoured Advance sometimes is a oh-sh*t button for him.
Weapon is useless for this build, and accessories are card drawn only, and provide some quality.
The total deck is 4 from equipment(3 cards for drawing, 1 card comes from armor).

Warrior, and occultist, the supports:
Occultist and warrior wear armor as heaviest as possible, usually occultist wear more because he can Offering random card to god.
Occultist's weapon and accessories are about Force Field and passive enabler(for alchemist of course).
the Weakness Cards
In trials of fire, weakness cards can be recycled as willpower/movement, therefore most weakness card shouldn't be a big problem.

Exhausted: each time use overhead slam,armoured advance, reshuffle the deck, add a Exhausted to the deck. It's not a problem for occultist and warrior. But maybe problem for alchemist if shuffle too many times.

Fatigue: discard on draw, the most dangerous card in game, avoid it at all cost (of carrot).

Early Games
Here is my math for the early game:
1 card = 1 willpower = 2 movement = 2 defence
Warrior's passive (+2 +2 defence for two other heroes) worth 2 cards.
Occultist's passive (draw one), of course worth 1 card.
Alchemist's passive (randomly upgrade 1 card), worth less than 1 card.

Occultist's Mind Blast, cost one willpower(= one card), self damage 2(2 defence = one card), trigger passive(get one card back) ,essentially, the first Mind Blast each turn cost 1, damage 4(can hit more with aoe).
By comparison, even upgraded Flame Flask cost 2, damage 2-4.A lot worse than Mind Blast.

The early game is carried by occultist and warrior, supported by alchemist.
Warrior armor occultist up, while occultist use that armor to kill enemy.

For alchemist, only Headshot, and randomly upgraded Unstable Elixir and Flame Flask worth to use.

For basic common card, Swipe cost one card as willpower plus swipe itself, to melee damage 2. Power Shot cost 2 cards as willpower plus power shot itself, to damage 3. It's one damage per card.
Therefore, nearly all the item cards are better than basic cards. It's better to equip every item you get in the early game.
Mid-Late Games
The mid game starts as:
You start to unequip some items, for the build to work better. Let the builds win the fight, rather than let the random equipped powerful card to win the fight.
If the warrior can support the team better without 2 weapons? do it
If occultist can win the game easier without some random crazy lightning tomb? do it
If the alchemist can deal more damage without the starter headshot bow? do it

In trials of fire, i feel before the first boss fight, it's better to just equip all items like no brainer.
Right before the first boss fight or after it, items should be equipped with more thought.

Horn items(delete one useless card from item) is more priority than upgrade items, especially for alchemist who can upgrade card randomly.
Some item cards worth upgrade: Force Field(defence 3 to all heroes), Coordinate can target self after upgrade.
Alchemist/Occultist/Spirit Speaker, and Summons
Spirit Speaker's Cards, with comments:
Feral Lunge: Basic card. Feed Spirit Speaker some 0 cost power, such as defensive stance, prepare, stalk, etc.
Feral Lunge can do 4 damage, essentially its 2 card for 4 damage, while swipe is 2 card for 2 damage.

Roar: Another basic card. 2 cost for 2 aoe damage, no friendly fire. A bit low compare to mind blast, but with exert it does 2 more damage, with spirit speaker's passive 1 more damage, its not hard to pull off some 2 cost 5 or even 7 aoe damage.

Force Field: Starting item card. With Spirit Speaker's passive, it gives 3 aoe defence up. A tier to the end.

Swarm Aspect: All friendly summons get + damage, not only the heroes with this power. S tier, the reason to bring spirit speaker to the team.

Stampede: Activate all friendly character, heroes and summons. Note activate for summons means one more round to attack. S tier, the reason to bring spirit speaker to the team.

Giant Grub can be activated by exert, Swarm Host i think it's the best 3 cost card to morphs into(1 cost, does magic damage, and spawn a summon, what can be better than it?), if you are lucky, not recommended to have it in main deck though.

Compare Spirit Speaker with Warrior support:
For the early game, feral lunge and roar make the early game much easier than warrior.
For the late game, it's the choice between Sheltered/defence and Swarm Aspect/Stampede
Conclusion
The general flow of the fight is like this:
Casting Plotting and Resourceful
Drawing cards
Creating expensive cards
(Put the drawing card to the top of the deck with Rethink or upgraded Alertness, if possible)
Metamorphosis, and dump all summons and damages out
Occultist's Firestep, Coordinate, to let alchemist draw more.
Rinse and Repeat
End of turn.
Bugs
Here is how i found the bug:
With Plotting and Resourceful, cast Unstable Elixir+ to get two random cards.
One of them is Mind Drain.
Cast Mind Drain on enemy, which steal two cards from enemy's deck.
Metamorphosis my hands, and two cards(after stolen and morphs) goes directly into enemy's discard.(annoying 1)
The enemy can use the morphed card rather than their original card.(annoying 2)

The bug is quite annoying me until I found the cause and work around it: don't morphs the stolen cards.
1 Comments
Juicy Jerry Aug 10, 2023 @ 9:58am 
Sick guide, i always knew there was potential with some of these combinations but didnt know the extent.
Looking forward to reading more of your comps in the future