A Hero's Guide to Haka

Character Profile

Best Attack: Savage Mana
Best Team Support: Ground Pound
Best Personal Support: Dominion
Primary Damage: Melee
Secondary Damage: Toxic
Worst Card: Enduring Intercession
Nemesis: Ambuscade

You ever wanted to just hit something? Haka is your man. Haka is the melee bruiser for the Sentinels of the Multiverse. He can absorb an insane amount of damage, and he even has control options available to him. This fun guy has a fun deck that can fly through the cards and really bring the hurt to the villain and his minions.

Attack

Haka takes great pleasure at getting into the fray. Most of his cards are dedicated to dealing nice chunks of damage, up close and personal. Some of them excel at dealing damage to many targets, which makes Haka very good at dealing with foes with a lot of targets in their deck.

While he’s just fine Crushing, let’s talk weapons. Haka has two standard weapon options, Mere and Taiaha. Taiaha is a strong double attack, while Mere gets you a card. If Haka is under no particular pressure to deal damage, I will take the card every time. More cards mean more options, and Haka can use his cards in all sorts of creative ways. It must be noted, though, that your slacker allies will usually expect Haka to deal damage. Taiaha also works very well with Savage Mana to start charging up for the finale.

Haka has Elbow Smash and Rampage, two cards that help with that damage-dealing expectation. Punish the Weak, Haka’s only ongoing damage boost, is no good if you want to attack the big bad past his minions or inconvenient environment targets. However, this is a card that gets better with teamwork. Your allies can help point Haka towards the right target by killing or weakening things until the right target is the lowest. Rampage, in the right situation, can also maximize Punish the Weak - just choose targets in order from weakest to strongest, and depending on the hit points of the things involved, you could get 6 damage to everybody, but only one damage to your allies.

Finish him!

Haka is blessed with not one, but TWO charge-up finishing moves. First up, Savage Mana. The more targets you consume, the more damage you deal when you cash it in. Not only can you overwhelm the villain once you’ve gotten rid of all of his minions, this provides you with an excellent measure of control over enemy minions. You’d much rather have Voss’s minions under Savage Mana than in his trash when Forced Deployment comes calling. Same goes for Citizen Dawn or the Chairman. It is sadly vulnerable to ongoing destruction, which can be a big problem against Citizen Dawn.

The other finishing move is Haka of Battle. I’ve had plenty of games end with a 20-point Crush from Haka - more games have ended this way than with Savage Mana. This is why I recommend drawing as many cards as possible with Haka. Play Mere and Dominion as soon as possible, and play the card-drawing one-shots as often as you can. When the villain leaves himself open, coming down on him for all of the cards in your hand will usually be enough to finish the job. Haka has three of them, and plenty of card drawing, so don’t be afraid to use it on any target that needs to die.

Perhaps most amusing is that Haka of Battle boosts your damage - it isn’t a separate attack. This means you can play both of your finishing moves in one attack, for a cool 30+ damage.

Defense

Haka starts with the most hit point of all the heroes, so he is usually a target right away. He gets plenty of cards to negate all that damage, though. Ta Moko is his armor, and it will never go out of style.

Vitality Surge, Haka of Shielding, and Haka of Restoration round out the rest of his defensive suite. Note that, if you only plan to discard one card, Haka of Shielding is just better than both Vitality Surge and Haka of Restoration. With Haka of Shielding, if you draw two cards and discard one, you prevent two of the next damage coming your way. Since damage is usually dealt in increments of two or more, you typically get the same net effect on your life as Vitality Surge, and double that of Haka of Restoration, while getting better card selection.

The life-gaining cards are still nice, though, especially when you’re managing targets - who is highest, who is lowest, who is second-highest, that sort of thing. I heard one story of somebody using Haka of Restoration to gain 13 life to make Haka, the only surviving hero, get himself out of the trap of being the lowest HP target. This allowed the villain and environment cards to whale on each other, while Haka went on to win.

Utility

Haka has the earth-shattering Ground Pound, which protects the heroes from villain and environment damage at the cost of two cards. Haka typically draws enough cards to make this loss inconsequential, and this is an excellent guard against the big villain turns.

Dominion is an excellent buff for Haka, granting him more or less an extra card every round. Unlike Mere, this is not limited in use. Some environments are more favorable to this card than others - Wagner Mars Base will play and destroy a lot of environment cards. Dominion has great synergy with Savage Mana, because the environment cards are destroyed both when he puts them under Savage Mana, and then again when he releases it.

The only other card not yet mentioned in Haka’s deck is Enduring Intercession. While it is interesting, this card is potentially too painful for Haka. He can minimize or recover the damage with Ta Moko and Co., but when an environment card causes each hero to take 3 or 4 damage, Haka can still go down quickly. Outside of a desperate sacrifice play, I don’t see too much use for this. It may be possible for Haka to dedicate his game to holding off environment damage from the rest of the heroes, but that just doesn’t seem like it would be necessary.

The Eternal Haka

The Eternal Haka trades one hit point and Crush for Haka of Knowledge. In the right circumstances, that power effectively reads “Draw three, discard one.” This is some phenomenal card drawing. He trades his damaging base power for it, however, which can be a liability. He is less capable of consistent damage, but he is more able to accumulate cards to power his abilities or diversify his options. If consistent damage is what you seek, however, with a power like this, Taiaha and Mere cannot be too far away. Eternal Haka, like other card-drawing promo heroes, is better for villains where you have time to prepare.

An important thing to note: it has been clarified that the printed Eternal Haka is not required to discard a Haka card if he only has one and would prefer to keep it. (Text has been changed to “May discard,” according to the proof sheets.) I would be willing to discard Haka of Shielding or Haka of Restoration for this power, but I hold my Hakas of Battle like a miser.

Weaknesses

Haka is incapable of destroying ongoing and environment cards. That’s one of the most useful effects you can find in a hero’s arsenal. That said, ongoing destruction isn’t needed in every game, and nothing stops him from beating several of the nasty environment cards to death. He might even welcome the chance, if he’s charging up Savage Mana.

Another issue in Haka’s build is that he pretty much only does melee damage. Savage Mana is the only attack he has that deals a different damage type, and it requires preparation, so Haka will have a difficult time with anything sporting melee immunity.

Both of these weaknesses are countered by team selection. As long as somebody has the ongoing or environment destruction when needed, and as long as somebody can deal a significant amount of non-melee damage if needed, Haka helps round out a team very well, and is very self-sufficient.

Teamups

As just mentioned, Haka is self-sufficient. Though he appreciates any assistance that the team can offer, especially extra cards or bonuses to damage, he doesn’t need the help to bring the pain. One of the best things the team can do for him is to weaken or eliminate targets for the benefit of Punish the Weak or Savage Mana. Haka simply doesn’t have very many combo interactions with the other Sentinels.

I have seen one impressive interaction, and that’s with Bunker and his Ammo Drop. Whenever Haka kills a target and adds it to Savage Mana, Bunker gets a card. Then, when Haka releases the Savage Mana, Bunker gets an exciting card windfall.

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The thing about targets put under Savage Mana being unavailable when Forced Deployment comes calling seems obvious now that you’ve pointed it out, but it never occurred to me before. I’m learning already!

I’ve been working a bit on the Enduring Intercession build actually. I don’t know if I’ve convinced myself, but it is an interesting way of playing.

You need Ta Moko if you’re going to make it work. Haka of Shielding doesn’t hurt either if you expect to take a lot of damage from an environement card, but Vitality Surge is probably your best play most of the time.

The best game that kinda showcased it was a really bizzare one against BB on the Industrial Complex. We had gotten BB flipped, but some really odd things started happening. Firstly BB got out a Living Forcefield and nobody had their ongoing destruction in their hand. We were also plagued by 2 biometric plasma vats. So Baron Blade is sitting pretty over there with 5 armor, and healing 2 points a round (as is everyone else). BB can’t knock out the heroes because his attacks just arent doing enough dame with the Plasma Vats. Haka has got 3 armor himself with Ta Moko in play. So we just had to sit there and wait. For… anything really. A chemical explosion, a cyclohexane vat… something like that so we could start getting damage through.

It didn’t come. Instead we got all the rats and double Experimental Mutagen. So now we’ve got killer rats on the loose too, each doing 3 damage to the 2 lowest which is us. Rats with 4 armor, by the way. Fortunately Haka was there to continually tank all the rat damage round, after round, after round, after round… Finally we drew a chemical explosion and Haka took like 17 points of damage due to a pre-emptive Haka of shielding -but was still up at 3 hp. We slaughtered BB the following round, thanks in no small part to Haka of Battle.

It also pulls the teeth of the Chairman. Hides the underbosses from a prison break and can even keep still existent underbosses from pulling thugs out of the trash.

And if you use it on all of Matriarch’s birds…

Turn one Brain Burn from The Visionary ruins his day slightly faster. If one plays Decoy Projection on turn one, it’s even more fantastic.

This is an awesome session report! Wish more of my games went like this!

you do NOT want to use it on the birds if you can just weaken the Matriarch instead. No birds means more Horrid Cacophonies and cohorts. I recommend just using it to kill the cohorts and mask, since they are the biggest threat. LET the birds clog up her deck.

I don’t see how the Fowl clog up her deck. If you draw one you keep going until you don’t draw one.
If the next card is a Horrid Cacophany, then she draws it and plays it.
If the next card is a Fowl followed by a Horrid Cacophany, then she draws the Fowl and it makes her draw Horrid Cacophany.
If the next ten cards are Fowl and the eleventh is Horrid Cacophany, then she will draw ten Fowl and Horrid Cacophany.
Of course, the best thing is for Haka to sit on the Mask and Carrion Fields. :slight_smile:

Thing is, if you sit on the mask and carrion fields, you increase the speed at which she plays her Horrid Cacophonies, increasing the chance that she’ll destroy your Savage Mana. With all of the birds stored, on the other hand, you reduce the damage she does because she stops reacting to you killing her friends, you negate the carrion field damage, and you don’t do anything to change the speed of her deck (since all of the birds would chain into something else anyways).

I guess it depends on Haka’s draw. Rampage will take care of any number of fowl, but if you don’t draw it, then it will hard to Savage Mana all of them. Of course, it is Haka. So, so card draw isn’t usually problem.

I concede that. I hurped a little.

Sometimes being able to kill the birds repeatedly is nice, though. I will point to my (apparently trademarked) Demoralize-twist the ether-coolant blast combo. Having the mask and cohorts (or at least Huginn) out of the way is nice though. If you have smoke bombs or Wrest the mind and cocoon, the carrion fields are a non-issue. They’ll hit everyone but AZ for 1, which is redirected and neutralized once the healths are evened out.

Still, this is a Haka thread. He’s all right against the Matriarch, but for me he REALLY shines against Voss, Omnitron, and the Chairman. They all have low-health, respawning minions, so being able to easily kill them AND prevent them from coming back is great. And then there my awesome fight against the Plague Rat, where Haka pretty much took him out himself after Ra and ExPat died with Plague Rat at 50 HP and Haka at 1.

I tried my hand with Haka Wednesday night before reading this guide and managed to pretty effectively ping Ambuscade to death with a combination of an erupted volcano, Ra's fire immunity power, and game-long use of Punish the Weak. Haka struggled to keep cards in his hand and I kept thinking to myself, "Huh, why do so many of his one-shots call for massive discard?"

Yesterday I found this guide and gave Haka another spin last night. What a difference! Between Dominion and Mere, Haka was swimming in cards all game long. In fact, he was so effective to beating down Ambuscade and his various devices that I never managed to cash in his Savage Mana 

Thank you, flamethrower49, for showing me the ways of the warrior. Haka stood out as a potential favorite for me ever since his YouTube introduction over a year ago. Leading him beatdown after crushing beatdown last night, a smile on his face the entire time, was the best experience I've had with the game so far.

That said, which villains does Haka match up well with? Which would present more of a challenge for him? Which heroes make for the most fun combination with the big guy?

In my experience Haka really shines againt villains with minions or other targets to smash. Being able to clear the board with a devastating Rampage (with or without Savage Mana) or keep them ineffective with Ground Pound while the rest of the team goes to work is just awesome. That said, he has a lot of flexibility; if you don't need to smash two targets with his Taiha then you just whip out the Mere and/or Dominion and build to a huge Haka of Battle to pound something into a fine paste. His raw damage output and high HP (along with nice personal recovery and DR) always make him a welcome member of the squad at my table.

I'm glad you enjoyed him!  His attitude is certainly among my favorites of all of the heroes.

As McBehrer says above, Haka excels at fighting minions that want to keep coming back, due to Savage Mana.  This gives him an edge against Voss, Gloomweaver, and the Chairman.  Savage Mana is an "I win" card against Citizen Dawn or Akash'Bhuta, if the villain lets you keep the card.  Ta Moko is a superb defense in every fight.  It's very nice when it allows him to ignore the pinging attacks of, for example, the Ennead or the Matriarch.  He can stay ahead of Spite's attack routine fairly easily, and Dominion is very nice in that fight.

As for heroes, I couldn't find any particular combinations that especially benefitted Haka, so he probably has the most fun with the general support characters: guys who can boost his attack, like Argent Adept, Ra, or Legacy, as well as guys who can augment his card draw, like Visionary.

Haka's Ground Pound loophole?

Just played a game today against the Chairman and I was Haka. I played Ground Pound to stop all damage from non-heros then kept skipping my turn to keep ground pound from leaving play and let everyone else take down the Chairman.  Was that a legal move?  Since I skipped my turn I never had a start of turn and the ongoing effect stayed in play.  It meant I didn't get to play the rest of the game but also made it possible to defeat the Chairman without losing any Heros. :)  Is there a rule I am unaware of that would not let this happen?  I guess the question is, does your turn still "start" if you decide to skip it?  Ground Pound seems like an almost guaranteed win card if, in fact, we played it within the bounds of the rules.

You can't really "decide" to skip a turn.  The only time you skip a turn is if there is a card that specifies skipping your turn (and the start-of-turn destruction effect on Ground Pound would trigger before you could skip your turn if the card was played after Ground Pound).  If you choose to not play a card and not use a power, you're still going though every single phase.  the benefit to not playing a card or using a power is that you are able to draw up to two cards during your draw phase instead of up to one.  Sadly, it sounds like the strategy you implemented isn't a legal move as presented by the game's rules.

Also to answer the question about if you skip your turn do you still have a start of turn phase. Yes infact you do, view any card that allows you to skip the turn, I believe it says "at the start of your turn you may skip the rest of your turn" the one I can think of off the top of my head is Wagner Mars Base's Meteor Storm.

It is technically possible to do this with the Self-Destruct Sequence on Mars.  After it comes out, you can play a card like Takedown or Ground Pound.  Then at the start of all your other turns you may skip them, keeping Takedown and Ground Pound in play indefinately.  You will just be adding one card to the countdown pile to keep pace with the one discard each environment turn.

That is the only card I know of which allows you to skip your turn while keeping it in play.

Also, just to be clear, while Self-Destruct Sequence is the only card that does this indefinately, several environment cards can get you one extra round of Ground Pound or Takedown so long as the environment card enters play first.  Off the top of my head they would be Meteor Storm, Volcanic Eruption, and Pillars of Hercules.

Of course, Meteor Storm kind of negates the first round of Ground Pound, but Pillars of Hercules + Takedown is a particularly awesome combo.