I am running into a wall at A15 for Silent. I feel like my card selection choices aren't viable anymore.
What are peoples A1 card choices for Silent?
I usually look for at least 2-3 damage cards. Some good options are:
Bane (if you have a Poison activator)
Dagger Throw
Poisoned Stab
Flying Knee (this falls off hard past A1)
All-Out Attack or Dagger Spray
Dash (can carry A1 really well)
A1 is the hardest for The Silent, so don't try and force too many archetypes early on. Avoid great cards like Noxious Fumes, because the real challenge is beating the A1 Elites, all of which need big damage to outrace them. Also don't be afraid to use your potions on Elite fights. For upgrades, I almost always go with Neutralize first. It's 0-cost and provides 2 turns of protection, which you will need in the races.
If you can defeat 2-3 Elites on A1, you'll have a much easier time getting through the rest of the run. Good luck!
I never pass up Noxious Fumes. I don't have the willpower.
I am running into a wall at A15 for Silent. I feel like my card selection choices aren't viable anymore.
What are peoples A1 card choices for Silent?
I usually look for at least 2-3 damage cards. Some good options are:
Bane (if you have a Poison activator)
Dagger Throw
Poisoned Stab
Flying Knee (this falls off hard past A1)
All-Out Attack or Dagger Spray
Dash (can carry A1 really well)
A1 is the hardest for The Silent, so don't try and force too many archetypes early on. Avoid great cards like Noxious Fumes, because the real challenge is beating the A1 Elites, all of which need big damage to outrace them. Also don't be afraid to use your potions on Elite fights. For upgrades, I almost always go with Neutralize first. It's 0-cost and provides 2 turns of protection, which you will need in the races.
If you can defeat 2-3 Elites on A1, you'll have a much easier time getting through the rest of the run. Good luck!
I never pass up Noxious Fumes. I don't have the willpower.
To be fair, neither do I. Can't even follow my own advice.
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
I am running into a wall at A15 for Silent. I feel like my card selection choices aren't viable anymore.
What are peoples A1 card choices for Silent?
I usually look for at least 2-3 damage cards. Some good options are:
Bane (if you have a Poison activator)
Dagger Throw
Poisoned Stab
Flying Knee (this falls off hard past A1)
All-Out Attack or Dagger Spray
Dash (can carry A1 really well)
A1 is the hardest for The Silent, so don't try and force too many archetypes early on. Avoid great cards like Noxious Fumes, because the real challenge is beating the A1 Elites, all of which need big damage to outrace them. Also don't be afraid to use your potions on Elite fights. For upgrades, I almost always go with Neutralize first. It's 0-cost and provides 2 turns of protection, which you will need in the races.
If you can defeat 2-3 Elites on A1, you'll have a much easier time getting through the rest of the run. Good luck!
I never pass up Noxious Fumes. I don't have the willpower.
Yeah that's terrible advice to avoid Noxious, Dover!
Take Noxious. It's too strong to ignore. Even if your deck dosent do poison things, a single copy of Noxious Fumes+ strips artifact and provides a fairly impressive damage ramp for a ridiculously small investment.
Early on your big issue is that act 1 elites are mostly about burst damage, and this is Silent's weak area. All of the stuff Dover listed is solid. It's worth noting that her Shivs have gotten stronger - Blade Dance+ can be suprsingly solid now. Poison is also very good vs Lavagulin as she's heavily impacted by Lavagulin's strength stripping (No easy vuln like Ironclad, no wrath like Watcher, no orbs like defect - her default deck just looses to Lavagulin, unlike everyone else). Skewer+ will get you through all the elites just fine, and Infinite blades does a lot of work
Well-laid plans can be a godsend. Burn your potions, they do you no good if you're dead.
For starting boons for Silent - Choose a Rare card, Get Gold, Get Max Hp, 1hp Enemies (if you can guarantee at least 1 elite snipe with it) are all good selections. Trading relics is basically never worth it on silent as her starter relic is the strongest of the four, and relevant at all points in the game.
I forget the rarities- is it possible to trade out the Silent's starting relic and get the backpack? Because that would be hilarious.
Nope, you trade a starting relic for a boss relic.
For every other class, there's generally situations where this is worth it, due to the strength of being able to start with 4 energy/Snecko/Runic. But for Silent, 2 extra cards in your starting hand is SO GOOD. Every other class needs Snecko and Bag just to do what silent can do with one of those. (And if you're amazingly lucky on silent, you can get the Bag, Snecko, Ring combo which gives you a ten card starting hand and draw 8 every turn)
ArcticLancerBest served chilled.Registered Userregular
It's further worth considering that Silent's base deck is also built with her starting relic in mind (she has 13 cards instead of 11), so you're kind of forcing yourself to play with a shittier starting deck if you trade it in.
I am running into a wall at A15 for Silent. I feel like my card selection choices aren't viable anymore.
What are peoples A1 card choices for Silent?
Where are you playing STS: PC, a console, iOS, Android?
If you're on PC or Android (patch 2.2), Shivs got buffed like crazy so Blade Dance is a very, very good choice. You have to be careful with it with the Nob, but still.
I am running into a wall at A15 for Silent. I feel like my card selection choices aren't viable anymore.
What are peoples A1 card choices for Silent?
Where are you playing STS: PC, a console, iOS, Android?
If you're on PC or Android (patch 2.2), Shivs got buffed like crazy so Blade Dance is a very, very good choice. You have to be careful with it with the Nob, but still.
Wait, there's an updated version of the game? I've been playing on my iPhone/iPad lately and didn't even know about these buffs. When are the updates hitting iOS? Why is it taking so long?! RAWR!
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
I am running into a wall at A15 for Silent. I feel like my card selection choices aren't viable anymore.
What are peoples A1 card choices for Silent?
Where are you playing STS: PC, a console, iOS, Android?
If you're on PC or Android (patch 2.2), Shivs got buffed like crazy so Blade Dance is a very, very good choice. You have to be careful with it with the Nob, but still.
Wait, there's an updated version of the game? I've been playing on my iPhone/iPad lately and didn't even know about these buffs. When are the updates hitting iOS? Why is it taking so long?! RAWR!
Humble Bundle has done a terrible job at patching the game on the various ported platforms. The only reason Android has the latest is mostly because the Android port took the longest.
Balance
Accuracy card buffed. Damage increased from 3 -> 4.
Accuracy+ card buffed. Damage increased from 5 -> 6.
Aggregate card buffed. Energy gained every 6 -> 4 cards.
Aggregate+ card buffed. Energy gained every 5 -> 3 cards.
Blade Dance card buffed. 2 -> 3 shivs.
Blade Dance+ card buffed. 3 -> 4 shivs.
Bloodletting card buffed. Energy gain increased from 1 -> 2.
Bloodletting+ card buffed. Energy gain increased from 2 -> 3.
Dramatic Entrance card buffed. Damage increased from 6 -> 8.
Dramatic Entrance+ card buffed. Damage increased from 8 -> 12.
Eviscerate card buffed. Damage increased from 6 -> 7.
Eviscerate+ card buffed. Damage increased from 8 -> 9.
Good Instincts card buffed. Block increased from 5 -> 6.
Good Instincts+ card buffed. Block increased from 8 -> 9.
Hemokinesis card buffed. Damage increased from 14 -> 15.
Hemokinesis card buffed. HP loss decreased from 3 -> 2.
Hemokinesis+ card buffed. Damage increased from 18 -> 20.
Phantasmal Killer card buffed. Cost reduced from 2 -> 1.
Phantasmal Killer+ card buffed. Cost reduced from 1 -> 0.
Reflex card buffed. Card draw increased from 1 -> 2.
Reflex+ card buffed. Card draw increased from 2 -> 3.
Reprogram card Focus loss decreased from 2 -> 1.
Reprogram+ card changed. Focus loss, Strength, and Dexterity changed from 1 -> 2.
Rupture+ card buffed. Strength gain increased from 1 -> 2.
Rupture+ card nerfed. Energy cost 0 -> 1.
Sadistic Nature card buffed. Damage increased from 3 -> 5.
Sadistic Nature+ card buffed. Damage increased from 4 -> 7.
Scrape card draws 3 -> 4 cards.
Scrape+ card buffed. Damage increased from 9 -> 10.
Scrape+ card draws 4 -> 5 cards.
Slice card buffed. Damage increased from 5 -> 6.
Slice+ card buffed. Damage increased from 8 -> 9.
Sneaky Strike card buffed. Damage increased from 10 -> 12.
Sneaky Strike+ card buffed. Damage increased from 14 -> 16.
Storm of Steel card buffed. Cost lowered from 2 -> 1.
Storm of Steel+ card buffed. Cost lowered from 2 -> 1.
Swift Strike card buffed. Damage increased from 6 -> 7.
Swift Strike+ card buffed. Damage increased from 9 -> 10.
From what the devs have said there's a lot of cards they'd like to rework, but it's not really worth it - they want to do new projects, and reworking cards would cause a huge issue with translation (since every reworked card has to be translated, and then that translation checked...)
So number buffs are all they can do - even if stuff like Accuracy would have been cool to rework entirely. (I still think it should be a every 3rd attack in a turn does X extra damage...)
Still, the number changes are very good overall. Lots of cards got a lot stronger!
ArcticLancerBest served chilled.Registered Userregular
You know ... I think I've literally never gotten a deck that could play Eviscerate reliably. I've just never been offered it in any deck that had even something as simple as Prepared+. And given that I really like Prepared+ and Calculated Gamble and Acrobatics and take those cards fairly often, that feels kind of insane. >_>
Those changes look great. I want to play that version. hurry up Humble Games, it’s been 5 months already.
MNC Dover on
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0
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
I just had a hell of a fun run on my ascension climb.
Watcher with just some stupid buffing of things, that got me a dead branch, that just made even more fucking stupid shit occur!
It got me a new achievement (have over 100 block) and a new end-game point reward (c-c-c-c-combo). No curses on Act 1 means I basically kneecapped myself for 8 HP for absolutely no benefit.
The really exciting part was act 2, though, where I went for 8 floors at 7 hp or less. I tried everything I could to stay alive. I even cheesed a 3 cultists battle like 4 times trying to get an optimal play to survive dying on turn 5.
I'm slowly working my way up the ascensions with all the character. My first A16 run just made it past the Slime boss by the skin of its teeth, and now I'm finding the card choice... troublesome.
I've still got four strikes and five defends, and my choices are between Corpse Explosion+, Nightmare+, or Adrenaline+ (or +2 max health, I guess.)
I honestly was thinking I was doomed before I picked up the toxic egg, but there's a lot of potential now.
I'm thinking the choice is between Nightmare and Adrenaline. I like Corpse Explosion in general and I've already got a Catalyst, but both Letter Opener and Gremlin Horn should help against multiple baddies.
I bought the orange pellets hoping to high roll a wraithform, and Nightmare goes well with that plan and with Catalyst, but I suspect Adrenaline will be stronger in the short term, and I'm not super confident with how the deck has performed so far.
I know I can pick one to see the relic choice and then reset, but I'd prefer to make the decision without extra info.
That probably would have worked out better than what I did (Adrenaline) because the relics were Ring of the Serpent, Velvet Choker, and Snecko Eye.
Took Snecko, died in Act 2. Then had a quick Watcher run where I got overconfident and died to Awakened One.
This game is fun.
Nightmare into Snecko Eye would have won you the game very easily. Kinda awkward since you have Orange Pellets (and cleansing the confusion would work against you), but early enough in the game you could build around cleansing confusion asap so you just had a huge card draw engine. Personally i'd prefer the cost randomization with Nightmare, as it enables all kinds of silly bullshit, and lets you lean hard into silent's good 2 and 3 cost cards.
(Cleansing confusion is a valid thing to be doing with Orange Pellets/Snecko, but it takes a specific deck that can do it asap, ideally turn 1, and can deal with your starting hand+X where X is however long it takes to draw the combo to cleanse being cost-randomized. I prefer to just lean into Cost randomization and focus on 2 and 3 drops, because this makes Snecko an energy engine)
Had a run end when Snecko Eye gave me nothing but 2-3 cost cards for 3 turns in a row against an Stabbing Book Elite.
Snecko giveth and taketh away.
I'm pretty sure that should be impossible - there's coding beginning the scenes to avoid snecko being too streaky. (Though if your deck is poorly built for snecko, it's a real problem)
Had a run end when Snecko Eye gave me nothing but 2-3 cost cards for 3 turns in a row against an Stabbing Book Elite.
Snecko giveth and taketh away.
I'm pretty sure that should be impossible - there's coding beginning the scenes to avoid snecko being too streaky. (Though if your deck is poorly built for snecko, it's a real problem)
Really getting into the nitty-gritty of what defines "streaky" here. I've definitely had about the same encounter Dover just described, and maybe one or two cards cost 1 energy over 3 hands, but playing 4-5 cards against Book of Stabbing across 3 turns when the quality of those cards is deeply unreliable is a surefire way to wind up dead quick. :P
Had a run end when Snecko Eye gave me nothing but 2-3 cost cards for 3 turns in a row against an Stabbing Book Elite.
Snecko giveth and taketh away.
I'm pretty sure that should be impossible - there's coding beginning the scenes to avoid snecko being too streaky. (Though if your deck is poorly built for snecko, it's a real problem)
Really getting into the nitty-gritty of what defines "streaky" here. I've definitely had about the same encounter Dover just described, and maybe one or two cards cost 1 energy over 3 hands, but playing 4-5 cards against Book of Stabbing across 3 turns when the quality of those cards is deeply unreliable is a surefire way to wind up dead quick. :P
I have to be correct on the internet @ArcticLancer - That's how it works!
The real combo was snecko, deva form, fasting, 2 wishes, 2 heavy blade, and a whirlwind. Also the armament upgrade fixes the cost of the card when snecko makes it too expensive if it's one that gets reduced cost from upgrade.
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
I think I just had my most fun Silent run ever.
I decided to try my best to reduce my deck size as much as possible. I was just discarding cards whenever I could, whatever the cost. I started replacing my strikes with Banes to start with.
Finally, on floor 8, I got bouncing flask.
Then I got Bullet Time somewhere.
Then I was off to the fucking RACES.
I knew the run would be fun here, where I almost, ALMOST killed a boss in 1 turn.
Downed him in 3 in the end.
But at the end of the day, the mark of this run? Transient achievement.
For the final boss, I kept my catalyst till the end for the second phase. I also picked up Sadistic Nature at the very last shop.
Humorously I had to discard a Defend + due to that stupid event in act 3 that requires discarding a card. I didn't have any power cards!
I finally got the kill a boss in 1 turn achievement... Except I got it on my android where there are no achievements and not my PC where I'm missing like 3 achievements.
I'm stuck on 13 with The Watcher, so have been levelling Defect, who is now on A9.
Defect seems to be having an easier times, but I did get Snecko's Eye on my may last two runs which helped a lot.
+1
Tynnanseldom correct, never unsureRegistered Userregular
edited May 2021
I've been working on climbing the Ascension levels with Watcher. Just beat A16 with a somewhat absurd one. Lesson Learned from the act 1 boss turned into this...
Shuriken + Ornamental Fan + Flurry of Blows = Yes
Tynnan on
+4
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
So... uh.. 37 damage shivs are a THING.
Everything just kind of fell into place for a hell of a powerful run.
ArcticLancerBest served chilled.Registered Userregular
edited May 2021
I've been poking at StS again recently just because it's still the best at what it does, and I'm a touch hung up on not having cleared A20 once since I came back to it. I know there's some bad decisions I'm making as I go, but I've had a few runs that were frustratingly close where I feel like I was just a card, relic, or turn away from pulling it off.
I'm bad and that makes me feel bad.
[Edit]
Also Time Eater is still the biggest bag of dicks in the game. There's just nothing as frustrating as having to navigate an arbitrary timer that overlays the game's turn-to-turn draw luck in a manner that I've just never enjoyed. His 50% reset is also the worst of the act 3 bosses "Ah-ha!"s because it frequently either gets entirely circumvented (probably the most common way to win?) or you have to be able to consistently setup your win condition without relying on exhaustable cards. That A20 means you're very likely to see him on any given run is really tiring for me ... Bury that slug in a pile of salt.
Just had a unique win with Ironclad. The core idea of the deck was to load it up with Wound cards from Power Through+ and Wild Strike. Then I used Evolve+ to draw 2 cards per status card I drew, which would easily fill up my hand to 10. My damage would come via a full hand Fiend Fire+ or Fire Breathing+ dropping 10 AoE damage per status card. It was pretty nutty.
At the very end of the run, I got Charon’s Ashes for more damage and Barricade/Entrench/Body Slam for extra damage on another target.
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Just had a unique win with Ironclad. The core idea of the deck was to load it up with Wound cards from Power Through+ and Wild Strike. Then I used Evolve+ to draw 2 cards per status card I drew, which would easily fill up my hand to 10. My damage would come via a full hand Fiend Fire+ or Fire Breathing+ dropping 10 AoE damage per status card. It was pretty nutty.
At the very end of the run, I got Charon’s Ashes for more damage and Barricade/Entrench/Body Slam for extra damage on another target.
I’ve been playing with similar builds, and it’s gets nutty when you’re drawing full hands every turn and doing tons of passive damage.
I haven’t considered using fiend fire to actually burn them for extra damage, though, I’ll keep an eye out next time.
Just had a unique win with Ironclad. The core idea of the deck was to load it up with Wound cards from Power Through+ and Wild Strike. Then I used Evolve+ to draw 2 cards per status card I drew, which would easily fill up my hand to 10. My damage would come via a full hand Fiend Fire+ or Fire Breathing+ dropping 10 AoE damage per status card. It was pretty nutty.
At the very end of the run, I got Charon’s Ashes for more damage and Barricade/Entrench/Body Slam for extra damage on another target.
I’ve been playing with similar builds, and it’s gets nutty when you’re drawing full hands every turn and doing tons of passive damage.
I haven’t considered using fiend fire to actually burn them for extra damage, though, I’ll keep an eye out next time.
A full hand with Fiend Fire+ on a Vulnerable enemy is a metric fuckton of damage. Base is 7 damage per card, upgraded is 10 damage per card. 9 cards is 90 damage or 135 on a Vulnerable enemy. It also procs your Exhaust abilities (Charon's Ashes, Dead Branch, Feel No Pain, etc) multiple times for some crazy wombo-combo stuff.
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That build is indeed great. As a bonus you can often get the shell running in act 1, which is a very unpleasant surprise for any sentry elites you meet.
Just had a unique win with Ironclad. The core idea of the deck was to load it up with Wound cards from Power Through+ and Wild Strike. Then I used Evolve+ to draw 2 cards per status card I drew, which would easily fill up my hand to 10. My damage would come via a full hand Fiend Fire+ or Fire Breathing+ dropping 10 AoE damage per status card. It was pretty nutty.
At the very end of the run, I got Charon’s Ashes for more damage and Barricade/Entrench/Body Slam for extra damage on another target.
I had a similar run the other day: its main damage-dealer was a combination of Juggernaut for damage per block gained, Feel no Pain for block per card exhausted, and Second Wind to exhaust a lot of cards and gain more block per exhaust. Later I got Evolve and Fire Breathing, and had a sub-theme of refilling the deck with Angers as everything that wasn't an attack got exhausted by Second Wind. Very fun and chaotic deck.
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I never pass up Noxious Fumes. I don't have the willpower.
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To be fair, neither do I. Can't even follow my own advice.
Legends of Runeterra: MNCdover #moc
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Yeah that's terrible advice to avoid Noxious, Dover!
Take Noxious. It's too strong to ignore. Even if your deck dosent do poison things, a single copy of Noxious Fumes+ strips artifact and provides a fairly impressive damage ramp for a ridiculously small investment.
Early on your big issue is that act 1 elites are mostly about burst damage, and this is Silent's weak area. All of the stuff Dover listed is solid. It's worth noting that her Shivs have gotten stronger - Blade Dance+ can be suprsingly solid now. Poison is also very good vs Lavagulin as she's heavily impacted by Lavagulin's strength stripping (No easy vuln like Ironclad, no wrath like Watcher, no orbs like defect - her default deck just looses to Lavagulin, unlike everyone else). Skewer+ will get you through all the elites just fine, and Infinite blades does a lot of work
Well-laid plans can be a godsend. Burn your potions, they do you no good if you're dead.
For starting boons for Silent - Choose a Rare card, Get Gold, Get Max Hp, 1hp Enemies (if you can guarantee at least 1 elite snipe with it) are all good selections. Trading relics is basically never worth it on silent as her starter relic is the strongest of the four, and relevant at all points in the game.
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Nope, you trade a starting relic for a boss relic.
For every other class, there's generally situations where this is worth it, due to the strength of being able to start with 4 energy/Snecko/Runic. But for Silent, 2 extra cards in your starting hand is SO GOOD. Every other class needs Snecko and Bag just to do what silent can do with one of those. (And if you're amazingly lucky on silent, you can get the Bag, Snecko, Ring combo which gives you a ten card starting hand and draw 8 every turn)
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Where are you playing STS: PC, a console, iOS, Android?
If you're on PC or Android (patch 2.2), Shivs got buffed like crazy so Blade Dance is a very, very good choice. You have to be careful with it with the Nob, but still.
Wait, there's an updated version of the game? I've been playing on my iPhone/iPad lately and didn't even know about these buffs. When are the updates hitting iOS? Why is it taking so long?! RAWR!
Legends of Runeterra: MNCdover #moc
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Humble Bundle has done a terrible job at patching the game on the various ported platforms. The only reason Android has the latest is mostly because the Android port took the longest.
Here are all the balance changes:
Balance
Accuracy card buffed. Damage increased from 3 -> 4.
Accuracy+ card buffed. Damage increased from 5 -> 6.
Aggregate card buffed. Energy gained every 6 -> 4 cards.
Aggregate+ card buffed. Energy gained every 5 -> 3 cards.
Blade Dance card buffed. 2 -> 3 shivs.
Blade Dance+ card buffed. 3 -> 4 shivs.
Bloodletting card buffed. Energy gain increased from 1 -> 2.
Bloodletting+ card buffed. Energy gain increased from 2 -> 3.
Dramatic Entrance card buffed. Damage increased from 6 -> 8.
Dramatic Entrance+ card buffed. Damage increased from 8 -> 12.
Eviscerate card buffed. Damage increased from 6 -> 7.
Eviscerate+ card buffed. Damage increased from 8 -> 9.
Good Instincts card buffed. Block increased from 5 -> 6.
Good Instincts+ card buffed. Block increased from 8 -> 9.
Hemokinesis card buffed. Damage increased from 14 -> 15.
Hemokinesis card buffed. HP loss decreased from 3 -> 2.
Hemokinesis+ card buffed. Damage increased from 18 -> 20.
Phantasmal Killer card buffed. Cost reduced from 2 -> 1.
Phantasmal Killer+ card buffed. Cost reduced from 1 -> 0.
Reflex card buffed. Card draw increased from 1 -> 2.
Reflex+ card buffed. Card draw increased from 2 -> 3.
Reprogram card Focus loss decreased from 2 -> 1.
Reprogram+ card changed. Focus loss, Strength, and Dexterity changed from 1 -> 2.
Rupture+ card buffed. Strength gain increased from 1 -> 2.
Rupture+ card nerfed. Energy cost 0 -> 1.
Sadistic Nature card buffed. Damage increased from 3 -> 5.
Sadistic Nature+ card buffed. Damage increased from 4 -> 7.
Scrape card draws 3 -> 4 cards.
Scrape+ card buffed. Damage increased from 9 -> 10.
Scrape+ card draws 4 -> 5 cards.
Slice card buffed. Damage increased from 5 -> 6.
Slice+ card buffed. Damage increased from 8 -> 9.
Sneaky Strike card buffed. Damage increased from 10 -> 12.
Sneaky Strike+ card buffed. Damage increased from 14 -> 16.
Storm of Steel card buffed. Cost lowered from 2 -> 1.
Storm of Steel+ card buffed. Cost lowered from 2 -> 1.
Swift Strike card buffed. Damage increased from 6 -> 7.
Swift Strike+ card buffed. Damage increased from 9 -> 10.
From what the devs have said there's a lot of cards they'd like to rework, but it's not really worth it - they want to do new projects, and reworking cards would cause a huge issue with translation (since every reworked card has to be translated, and then that translation checked...)
So number buffs are all they can do - even if stuff like Accuracy would have been cool to rework entirely. (I still think it should be a every 3rd attack in a turn does X extra damage...)
Still, the number changes are very good overall. Lots of cards got a lot stronger!
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Watcher with just some stupid buffing of things, that got me a dead branch, that just made even more fucking stupid shit occur!
It got me a new achievement (have over 100 block) and a new end-game point reward (c-c-c-c-combo). No curses on Act 1 means I basically kneecapped myself for 8 HP for absolutely no benefit.
The really exciting part was act 2, though, where I went for 8 floors at 7 hp or less. I tried everything I could to stay alive. I even cheesed a 3 cultists battle like 4 times trying to get an optimal play to survive dying on turn 5.
So many close scrapes. It was delightful.
I've still got four strikes and five defends, and my choices are between Corpse Explosion+, Nightmare+, or Adrenaline+ (or +2 max health, I guess.)
I honestly was thinking I was doomed before I picked up the toxic egg, but there's a lot of potential now.
I'm thinking the choice is between Nightmare and Adrenaline. I like Corpse Explosion in general and I've already got a Catalyst, but both Letter Opener and Gremlin Horn should help against multiple baddies.
I bought the orange pellets hoping to high roll a wraithform, and Nightmare goes well with that plan and with Catalyst, but I suspect Adrenaline will be stronger in the short term, and I'm not super confident with how the deck has performed so far.
I know I can pick one to see the relic choice and then reset, but I'd prefer to make the decision without extra info.
Anything this analysis is missing?
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Took Snecko, died in Act 2. Then had a quick Watcher run where I got overconfident and died to Awakened One.
This game is fun.
Nightmare into Snecko Eye would have won you the game very easily. Kinda awkward since you have Orange Pellets (and cleansing the confusion would work against you), but early enough in the game you could build around cleansing confusion asap so you just had a huge card draw engine. Personally i'd prefer the cost randomization with Nightmare, as it enables all kinds of silly bullshit, and lets you lean hard into silent's good 2 and 3 cost cards.
(Cleansing confusion is a valid thing to be doing with Orange Pellets/Snecko, but it takes a specific deck that can do it asap, ideally turn 1, and can deal with your starting hand+X where X is however long it takes to draw the combo to cleanse being cost-randomized. I prefer to just lean into Cost randomization and focus on 2 and 3 drops, because this makes Snecko an energy engine)
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Snecko giveth and taketh away.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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I'm pretty sure that should be impossible - there's coding beginning the scenes to avoid snecko being too streaky. (Though if your deck is poorly built for snecko, it's a real problem)
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Perhaps I can interest you in my meager selection of pins?
I have to be correct on the internet @ArcticLancer - That's how it works!
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
I can't imagine how this might possibly go wrong.
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Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
I didn't kill myself!
Juggernaut + a single frost orb is a fun combo.
The real combo was snecko, deva form, fasting, 2 wishes, 2 heavy blade, and a whirlwind. Also the armament upgrade fixes the cost of the card when snecko makes it too expensive if it's one that gets reduced cost from upgrade.
I decided to try my best to reduce my deck size as much as possible. I was just discarding cards whenever I could, whatever the cost. I started replacing my strikes with Banes to start with.
Finally, on floor 8, I got bouncing flask.
Then I got Bullet Time somewhere.
Then I was off to the fucking RACES.
I knew the run would be fun here, where I almost, ALMOST killed a boss in 1 turn.
Downed him in 3 in the end.
But at the end of the day, the mark of this run? Transient achievement.
For the final boss, I kept my catalyst till the end for the second phase. I also picked up Sadistic Nature at the very last shop.
Humorously I had to discard a Defend + due to that stupid event in act 3 that requires discarding a card. I didn't have any power cards!
24 HP at the end. Just.. so many smites and so much energy. Also 3 wishes used for 18 plated armor which saved my bacon a ton.
I'm stuck on 13 with The Watcher, so have been levelling Defect, who is now on A9.
Defect seems to be having an easier times, but I did get Snecko's Eye on my may last two runs which helped a lot.
Shuriken + Ornamental Fan + Flurry of Blows = Yes
Everything just kind of fell into place for a hell of a powerful run.
I'm bad and that makes me feel bad.
[Edit]
Also Time Eater is still the biggest bag of dicks in the game. There's just nothing as frustrating as having to navigate an arbitrary timer that overlays the game's turn-to-turn draw luck in a manner that I've just never enjoyed. His 50% reset is also the worst of the act 3 bosses "Ah-ha!"s because it frequently either gets entirely circumvented (probably the most common way to win?) or you have to be able to consistently setup your win condition without relying on exhaustable cards. That A20 means you're very likely to see him on any given run is really tiring for me ...
Bury that slug in a pile of salt.
Perhaps I can interest you in my meager selection of pins?
At the very end of the run, I got Charon’s Ashes for more damage and Barricade/Entrench/Body Slam for extra damage on another target.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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I’ve been playing with similar builds, and it’s gets nutty when you’re drawing full hands every turn and doing tons of passive damage.
I haven’t considered using fiend fire to actually burn them for extra damage, though, I’ll keep an eye out next time.
A full hand with Fiend Fire+ on a Vulnerable enemy is a metric fuckton of damage. Base is 7 damage per card, upgraded is 10 damage per card. 9 cards is 90 damage or 135 on a Vulnerable enemy. It also procs your Exhaust abilities (Charon's Ashes, Dead Branch, Feel No Pain, etc) multiple times for some crazy wombo-combo stuff.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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I had a similar run the other day: its main damage-dealer was a combination of Juggernaut for damage per block gained, Feel no Pain for block per card exhausted, and Second Wind to exhaust a lot of cards and gain more block per exhaust. Later I got Evolve and Fire Breathing, and had a sub-theme of refilling the deck with Angers as everything that wasn't an attack got exhausted by Second Wind. Very fun and chaotic deck.