I was doing pretty well with a shiv deck..had two copies of the power that added damage to shiv, and two of the cards that gave you block and 2 shivs, and the card that turns all your cards into upgraded shivs.
I'm a fan of getting a singleton leg sweep on the silent. Between upgrading it and neutralize, it's normally trivial to keep an enemy permanently locked down with the weakened state. It's also a nice card to clone with burst.
I was doing pretty well with a shiv deck..had two copies of the power that added damage to shiv, and two of the cards that gave you block and 2 shivs, and the card that turns all your cards into upgraded shivs.
Then i got a random relic...snecko eye.
That goddamn snecko eye.....
How did you randomly get it? It's a boss relic, it shouldn't appear in any event or shop or normal chest.
I was doing pretty well with a shiv deck..had two copies of the power that added damage to shiv, and two of the cards that gave you block and 2 shivs, and the card that turns all your cards into upgraded shivs.
Then i got a random relic...snecko eye.
That goddamn snecko eye.....
How did you randomly get it? It's a boss relic, it shouldn't appear in any event or shop or normal chest.
I was doing pretty well with a shiv deck..had two copies of the power that added damage to shiv, and two of the cards that gave you block and 2 shivs, and the card that turns all your cards into upgraded shivs.
Then i got a random relic...snecko eye.
That goddamn snecko eye.....
How did you randomly get it? It's a boss relic, it shouldn't appear in any event or shop or normal chest.
Maybe the "Gain 3 relics, gain 3 curses" relic?
You still have to choose to pick those up, don't you?
I routinely have my runs ended by the knight and healer and the cannibal plant. Birds you can kinda juggle because they lose two turns if you hit them three times.
3DS: 2234-8122-8398 | Battle.net (EU): Ladi#2485
0
Options
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I've never had knight & healer mess me up that badly, but plant and mutant pear are such a pain.
Sorry, I should have clarified, it was the 3 blue cultists guys holding scythes. Power up on turn 1 then non-stop attacks. I was running a poison focused deck and couldn't kill them fast enough.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
+1
Options
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
For the silent you are looking to remove your strikes and add 2 damage cards as soon as possible to take on elites. If you don't have something you will get fucked by lagavulin or nob. Good options are...
1) Noxious Fumes (you don't need a poison build, just this.)
2) Heel Strike (Always take this)
3) Poison Strike (11 damage!)
4) Infinite Blades
5) Caltrops (seriously)
If you don't have the damage, don't take on elites.
After that, you need some defense (footwork) and after that you pretty much will always win.
+1
Options
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Knight and Healer is easy to get in a healing loop by just focusing the Knight down first. Pkus he doesn't get angry if he dies first.
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
Yeah it's counterintuitive because you're trained to always go after the Healer first, but the fight is just a drawn-out fight of attrition if you kill the Knight first. If you try going the other way around it takes just as long, if not longer, and you run the risk of the Knight blowing you up.
+6
Options
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I've been doing fine killing the healer first, but maybe I was just lucky drawing into most of my block on the knight's big swings.
Ok this might be the strongest deck I've ever made. I had 14 cards, 5 of them are powers, 2 were madness. I also had an sundial, enchiridian, a monkey paw and an expertise+.
Easiest turn 1 infinite deck. I'm on a streak of 3 turn 1 infinite runs in a row.
Ascension level 2 with the Silent beaten! I came up with a brilliant strategy...
...swap my starting Relic to obtain the Velvet Choker and take Pandora's Box after the first boss. Replace all my Blocks and Strikes? Sure, why the fuck not. Let's see what could possibly happen...
The final boss was the Awakened and it wasn't even close. x3 Footworks and x3 Blurs meant having an absurd amount of Block that carried over between turns. I could usually dig through the deck fast enough to get another Blur to continue the chain. Apotheosis was sold by the 2nd merchant and made not having to upgrade at camps viable. Not that it mattered since I wasn't taking much damage anyway.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
heh, just lost a pretty good run in the 3rd area because my deck that was 80% draw and block drew no draws and no blocks and i got lit up for like 60 damage in a single turn.
If I had to pick a single card that if seen early will result in a win for silent, it would be noxious fumes. After that, it would be footwork.
Noxious fumes found on floor 1 will allow you to delete everything from your deck while you build up for the end game. Once upgraded it does 3,5,7,9... damage a turn to everything. For one AP it will do more damage than you need. It also makes poison strike silly. You can then focus entirely on defense or a draw engine.
All of the powers are OP for silent. Infinite blades does 4 damage a turn for 1 ap. That 1 ap turn 1 or 2 is going to give you like 32+ damage. And once cast, they remove themselves from your deck making your other turns more consistent.
Picking up non essential cards bogs your deck down. But with powers you can just grab whatever if it will help your deck in the short term.
Powers are inherently riskier with Silent, as it’s a trade early in the fight between being able to block effectively and pull off the powers. Not perfectly blocking when you can will slowly chip away your health, even if the rest of said fight is easier.
Well, in theory. Silent has some crazy cheap block generation.
I mean not really. Typically the powers cost as much ap as a strike and are infinitely better. So there isnt must opportunity cost to using them. If you have to spend all your ap on blocks each turn, you are gonna lose. Instead of using a strike, instead spend 1 ap to cast noxious fumes or footwork or infinite blades or caltrops. In three of those cases you ultimately do way more damage and in the other case you can use more of you ap attcking on future turns. The other good powers upgraxe to cost 0 ap.
If I had to pick a single card that if seen early will result in a win for silent, it would be noxious fumes. After that, it would be footwork.
Noxious fumes found on floor 1 will allow you to delete everything from your deck while you build up for the end game. Once upgraded it does 3,5,7,9... damage a turn to everything. For one AP it will do more damage than you need. It also makes poison strike silly. You can then focus entirely on defense or a draw engine.
All of the powers are OP for silent. Infinite blades does 4 damage a turn for 1 ap. That 1 ap turn 1 or 2 is going to give you like 32+ damage. And once cast, they remove themselves from your deck making your other turns more consistent.
Picking up non essential cards bogs your deck down. But with powers you can just grab whatever if it will help your deck in the short term.
I do not find this to be true on higher Ascensions. Enemies simply do too much damage, too quickly. You'll take way too much damage if you're waiting for Noxious Fumes to kill an enemy.
I've only managed to beat Ascension 8 (on to 9!) with explosive decks that consistently murder end-floor 2 and floor 3 enemies in at most 3 turns. An Exhaust Ironclad deck can hit block cap while using free Body Slams to finish enemies. A Catalyst-Poison deck can generate 50+ poison on an enemy in the opening turn. Noxious Fumes at best puts 3-6 poison on an enemy by turn 3, Infinite Blades generates 2 Shivs by turn 3. IMHO, neither are good building blocks for beating Ascension 7+.
I have seen streamers beat Ascension 15 with a huge variety of decks, so it's definitely possible. I have not reached that myself, so can't say how easy it would be for us common folks :P
Girya + JAXX + Thunderclap + Energy potion + Whirlwind + Necronomicon = turn 2 D&D kill on Ascension 5. I wonder if they nerf Whirlwind at some point, it's a bit too good IMO.
I have seen streamers beat Ascension 15 with a huge variety of decks, so it's definitely possible. I have not reached that myself, so can't say how easy it would be for us common folks :P
Sure but I bet they had either explosive offensive or defensive generation. Multiplier effects are pretty much necessary on higher ascensions, or some way to go virtually infinite. I got a sweet deck to crush ascension 9 that abused the top plus multiple concentrates to generate infinite energy and card draw turn 1 consistently by the end of floor 2.
My “normal” decks that are not abusive in some way are too underpowered to survive the higher ascension enemies. IMHO, viable and dominant strategies change drastically as the ascension level increases.
That seems reasonable. Ive done ascension level 1 and that's it. For me, I just want to beat the game 100% of the time, not max out ascension levels. I suspect the mechanics of the game dont hold up well at that point making most of the discussion here moot.
Got two nice wins in a row today. The first was an Ironclad who lived the Searing Blow + Necronomicon dream. The second was a Silent who got All The Powers and killed everything with chip damage. (The boss was the Unawakened because of course it was. I thought the strength went away at the phase change and almost killed myself.)
Posts
Then i got a random relic...snecko eye.
That goddamn snecko eye.....
Armchair: 4098-3704-2012
How did you randomly get it? It's a boss relic, it shouldn't appear in any event or shop or normal chest.
Maybe the "Gain 3 relics, gain 3 curses" relic?
3DS Friend Code: 3110-5393-4113
Steam profile
You still have to choose to pick those up, don't you?
I don't remember if you get to not pick it up.
6x3, 12x3, 18x3 and I'm dead.
Are the enemies that spawn in ? areas stronger than usual? They feel like Elites.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I agree so much, yes!
3DS Friend Code: 3110-5393-4113
Steam profile
But If you don't have any of those, they can be really rough.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Yeah but that's an elite. Floor 2's regular fights are mini-elites, is what we're getting it.
Naw, that's not quite true. Elites can outright kill you, the regular fights will just put you in unwinnable positions.
1) Noxious Fumes (you don't need a poison build, just this.)
2) Heel Strike (Always take this)
3) Poison Strike (11 damage!)
4) Infinite Blades
5) Caltrops (seriously)
If you don't have the damage, don't take on elites.
After that, you need some defense (footwork) and after that you pretty much will always win.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I used to do that due to video game training, and it's doable, just a bunch easier the other way
3DS Friend Code: 3110-5393-4113
Steam profile
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Easiest turn 1 infinite deck. I'm on a streak of 3 turn 1 infinite runs in a row.
Yep, I have 38 AP on turn 1 in that picture.
lol this deck. i killed a giant head in one turn.
got a bouncing flask and a catalyst like 5 spaces in and was just all aboard the poison train.
...swap my starting Relic to obtain the Velvet Choker and take Pandora's Box after the first boss. Replace all my Blocks and Strikes? Sure, why the fuck not. Let's see what could possibly happen...
The final boss was the Awakened and it wasn't even close. x3 Footworks and x3 Blurs meant having an absurd amount of Block that carried over between turns. I could usually dig through the deck fast enough to get another Blur to continue the chain. Apotheosis was sold by the 2nd merchant and made not having to upgrade at camps viable. Not that it mattered since I wasn't taking much damage anyway.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
that sucked a whole lot.
Noxious fumes found on floor 1 will allow you to delete everything from your deck while you build up for the end game. Once upgraded it does 3,5,7,9... damage a turn to everything. For one AP it will do more damage than you need. It also makes poison strike silly. You can then focus entirely on defense or a draw engine.
All of the powers are OP for silent. Infinite blades does 4 damage a turn for 1 ap. That 1 ap turn 1 or 2 is going to give you like 32+ damage. And once cast, they remove themselves from your deck making your other turns more consistent.
Picking up non essential cards bogs your deck down. But with powers you can just grab whatever if it will help your deck in the short term.
Well, in theory. Silent has some crazy cheap block generation.
I do not find this to be true on higher Ascensions. Enemies simply do too much damage, too quickly. You'll take way too much damage if you're waiting for Noxious Fumes to kill an enemy.
I've only managed to beat Ascension 8 (on to 9!) with explosive decks that consistently murder end-floor 2 and floor 3 enemies in at most 3 turns. An Exhaust Ironclad deck can hit block cap while using free Body Slams to finish enemies. A Catalyst-Poison deck can generate 50+ poison on an enemy in the opening turn. Noxious Fumes at best puts 3-6 poison on an enemy by turn 3, Infinite Blades generates 2 Shivs by turn 3. IMHO, neither are good building blocks for beating Ascension 7+.
3DS Friend Code: 3110-5393-4113
Steam profile
Sure but I bet they had either explosive offensive or defensive generation. Multiplier effects are pretty much necessary on higher ascensions, or some way to go virtually infinite. I got a sweet deck to crush ascension 9 that abused the top plus multiple concentrates to generate infinite energy and card draw turn 1 consistently by the end of floor 2.
My “normal” decks that are not abusive in some way are too underpowered to survive the higher ascension enemies. IMHO, viable and dominant strategies change drastically as the ascension level increases.