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3. It's a good idea to learn to play charmless and without using cursed crowns for a good part of the run. On the final boss fight you will need every bit of synergy you can get, so waiting for as long as it's physically possible before commiting them can win you quite a few runs.
1. ALWAYS prioritize frozen companions over other map events (except for the shop, naturally) for a few first battles. Getting a compaion worthy of building your deck around is vital to almost all strategies and increses your chances significantly. Easiest examples: Nova and Tiny Tyko, as both of them can obliterate the Heart Of The Storm given the right charms and supporting cards, sometimes turn 0-4. Less obvious would be Snoffel, who can't win against the final boss on his own, but can freeze 4 out 6 enemies given you are willing to spend a lumin vase on him, + something like Poki or a Boost charm, after which you only need defencive items to slowly grind guadians down. Finally, someone like Jumbo, or any other card which can attack several times or several enemies as their sole ability, while lacks game breaking abilities, is simply a good damage dealer, given you get them some spice or increase their attack in any other way.
It should also be worth mentioning that fallow mask is an incredibly strong card that should almost ALWAYS be added as well. High hp and barrage w/ a decent cooldown and it doesn't even consume. That summons a unit that is on the level of quite a few companions even. Often it can take a few hits, and then when it's low on hp, you can just sacrifice via a spell like yeti skull, you can put soulbound skulls on it, and also any other sort of sacrifice synergies you may have going on in your deck.
Also Soulbound Skulls is arguably the best spell for this clan, especially at high difficulty considering you are going for heart of the storm and also other difficult fights like the shade cats it trivializes.
Munch has like what, 6 2 4 or whatever and disables an entire row for your hero, as he will eat you and instantly lose you the run. All he does is to merge stats, but never generate any and on top of it, he is super slow with a chunky 4 timer.
Snoffel only needs, like, the singular best charm in the game to even do ANYTHING useful, maybe pops off with Yuki, but you first have to run a useless 4 X 4 guy.
I'd rather run any damage that can take a 3 -> 2 countdown on the sun charm, or even better, the godly 2 -> 1 upgrade.
No idea how you made it happen with either of these units, so props for that, lmao.
3. Having a couple of the apply 10 snow cards with crowns on them is extremely helpful both for the final battle and throughout the game - they are a top tier pick and for duplication AND for applying a critical charm to if you gain one to make it apply 20 snow.
4. Delayed gratification is very helpful for charms. If you can survive the earlier fights, holding back great charms until they can be applied to a great card can he really helpful.
For example, if you get a Apply Snow charm early, it can be worth holding on to it until you can apply it to -
A low countdown hero with barrage
A card with barrage
A card that hits all enemies (the ink one, I think there is just one, excluding Pombomb)
1. The build choices from very beginning need to be ALL about the final battle and not the journey to get there.
For example, any companion <6 health that therefore cannot survive a single barrage is entirely non-viable (without a reliable health boost or shield option) no matter how helpful they may be during the rest of the run.
2. Ink feels close to essential to help counter the final battle special abilities, which can be sometimes ruinous. i.e., if you go in with a lean deck and the mob that destroys your rightmost card has a reduce countdown charm . . . game over
Lots and lots of snow can be an alternative since the mobs with the ruinous special abilities do not have the snow blocker on them, so if you can stack snow high with companions and cards, that can be enough to negate the abilities too.
Out of 60 . . . .
2 full wins, one heavy on snow, another heavy on shield / acorn.
Reaching Heart of the Storm about 1 time in 4-5 attempts, but often with a hopeless deck for winning the final battle.
I have *almost* pulled off wins with spice, poison and blue-stuff that explodes focused builds, almost but . . . failed on the final battle each time.