A Hero's Guide to Wraith

Character Profile

  • Best Attack: Razor Ordnance
  • Best Team Support: Infrared Eyepiece
  • Best Personal Support: Impromptu Invention
  • Primary Damage Type: Projectile
  • Secondary Damage Type: Melee
  • Worst Card: Combat Stance
  • Nemesis: Spite

The Wraith uses her vast array of equipment-based powers to keep tight control over the villain, or simply shred the villain and his minions to death.  Or both!  She supplements this with powerful utility and card-drawing, and has excellent resources to keep her team alive.  Wraith is one of the most versatile heroes, able to deftly switch between damage, control, and defense.

Attack

Wraith’s full attack routine is vicious.  Using Utility Belt, she can fire off both Razor Ordnance and Throwing Knives.  Damage from these is given a powerful boost by Micro Targeting Computer, allowing her to spread around an easy 14 damage every round, up to 8 of that to a single target.  Her plentiful deck manipulation makes it easy to get and maintain this setup.  Indeed, the only downside to this offensive is watching it go unused as Wraith activates her defense or control powers.  More on those later.

Wraith’s Combat Stance provides retaliatory damage, but could cause problems in tandem with some heroes and villains, since you can’t turn it off.  Micro Targeting Computer doesn’t boost it, so I tend to ignore it.  It is Wraith’s only Ongoing card – potentially useful to protect against some environment cards.

Inventory Barrage can create a spectacular finishing move for 10-20 damage.  Unfortunately, that is its only use.  Once you throw away all your stuff, you’ve lost your awesome powers.  It’s a good finisher, but has no versatility.

Defense

Wraith’s Stealth kicks off her defensive capabilities.  This can extend her hit points by quite a bit, but is easily edged out by the plentiful powers in Wraith’s deck.  It’s still good to use on occasion when Utility Belt is in play.

Stun Bolt is her best defensive power, simply reducing the damage of one target by one.  It gets a nice boost from Micro Targeting Computer, but it doesn’t even have to break damage reduction or immunity(!) for the rider to apply.  This can suitably replace either weapon in her attack routine if you need to devote attention to defense.  Note that it’s not limited.

The hits keep coming with Smoke Bombs.  What generally ends up happening with this card is that hero hit points tend to equalize.  Once everybody has the same hit point total, the damage goes wherever you want, and is reduced by one.  This combines especially well with heroes who have their own armor, or works especially well against villains who do damage one point at a time.  This is a great defense for the heroes, even if the involuntary nature of the card sometimes poses an issue.

Mega Computer is good for reducing variance in the environment deck.  In pretty much any environment except Megalopolis, you will notice the effects.  The environment deals less damage to the villain as well, but that’s usually a tradeoff the heroes are willing to make.  Not limited.

Suture Self is a great pun and an okay card.  I don’t like spending my precious card plays just healing, but when you’re dangling at two hit points, it’s not just healing.  Finally, Throat Jab is a very strong play.  Shutting the villains up gives you more time to kill them.

Utility

Wraith’s Infrared Eyepiece is the pinnacle of villain control.  Choosing which villain card to avoid is enormously powerful, especially against villains playing only one card a turn.  You can avoid big attack cards, like Forced Deployment, or you can preserve hero setups from things like Devastating Aurora.  If that’s not enough, you get to draw a card.  The card is less effective when the villain plays several cards a turn (like the Matriarch) or in certain circumstances (like Ambuscade has set some traps).  This is my go-to power for the Wraith.

Speaking of card drawing, Grappling Hook lets her kill something troublesome while replacing itself, and Trust Fund lets her comb through her deck to get to the really good stuff. 

With so many good powers, Utility Belt is a must.

Impromptu Invention

Impromptu Invention is the crown jewel of Wraith’s deck.  This is the reason she is so useful and resilient.  The ability to get two things down in one turn, with one of them coming right from your deck, is unmatched in this game. 

The most common question I hear players ask about Wraith is about this card.  What are you supposed to get?  The answer depends, of course, on what you have and who you’re fighting.  I have had occasion to search for every piece of equipment in her deck at one point or another, but I tend to use this order.

  • Infrared Eyepiece, if you’re looking for your first power.
  • Utility Belt, if you have two awesome powers to use.
  • The correct weapon.  (Knives or Ordnance or Bolts, as the situation dictates.)
  • Micro Targeting Computer, to turn on the damage.

Smoke Bombs and Mega Computer can be searched for on a case-by-case basis, when you recognize the circumstances in which they are lifesavers.  Don’t be afraid to search out a card that’s already in your hand, if you still need to play a particular non-equipment card right now.  (Grappling Hook comes to mind.)

Rook City Wraith

RC Wraith trades Stealth for one more hit point and SleuthStealth is able to save you much more than one hit point.  So what does Sleuth bring to the table?

In short, uncertainty.  The issue with the power is that it is the only one in the game where you do not know the outcome beforehand.  You don’t get to put the card back and delay nastier environment cards.  You could use it to flip a beneficial card into play to get some immediate advantage, sure.  You can also use the power to avoid something mildly bad, and end up drawing your worst nightmare.  For this reason, blindly using the power every turn is not worth it.  Fortunately, you’re playing Wraith.  She’s got plenty of powers to use.

This does not mean Sleuth is worthless – just very situational.  Hastening Akash’Bhuta’s flip, fishing for Distortions in the Realm of Discord, or looking for the Volcanic Eruption with Ra on the team are the type of circumstances in which I’ve employed the ability successfully.  I’ve used it looking for the Meteor Storm while trying for a Flawless Victory.  (It worked.)  This power requires far more finesse than any power in the game, but it has some value.  Know the environment deck, and it can reward you.  Ultimately, though, standard Wraith is a superior choice, since her base power is a known quantity.

Price of Freedom Wraith

This promo power is also a known quantity.  Base damage powers will always be useful, allowing Wraith to get damage in without actually having any stuff handy.  As with most base powers, this is eclipsed by the other powers in her deck.  For it, she trades one hit point from her basic form.  The damage from this attack does not synergize with the rest of her deck.  For instance, it is not boosted with Micro Targeting Computer.  If villains have armor, you're better off with another version of Wraith, but if you have allies that can boost you, this can be a terrifying base power to see in action.  Remember, however, that Throwing Knives are always an Impromptu Invention away.

Weaknesses

Wraith is annoyed if something is eating her equipment, but she doesn’t buckle like some of the other stuff-reliant heroes.  The main reasons for this are her villain deck control, her copious card-drawing, and Impromptu Inventions.  The first can avoid equipment destruction, the cards give her options, and the Inventions can restore her stuff extremely quickly.

Her setup can be slow, but the Impromptu Inventions help you out yet again.  Finally, Wraith doesn’t start with that many hit points, but she has many powers and cards that keep her and her allies alive.

Teamups

Wraith is a strong individual hero, not needing much assistance from others.  Indeed, she has some visible anti-synergy with heroes, such as not appreciating Ra’s Imbued Fire when it nullifies the Micro Targeting Computer. 

I have seen some cool combos, though.  Smoke Bombs can put a total damage freeze out when combined with heroes that can achieve damage immunity like Legacy, Visionary, or Nightmist.  It also works well with the Argent Adept’s Counterpoint Bulwark.  Visionary and Nightmist, along with Tempest, have good control over the villain’s plays, and Wraith’s constant Infrared Eyepiece is the best tool in allowing a tandem lockdown. 

Great guides.  Keep 'em up. :)

Very good. Spot on. I tend to go for the Utility belt before Infrared Eyepiece, but it's a close call.

If I have both items available to me at once, I'll play the Eyepiece first and use its power that turn. Then next turn I'll play the Belt and then use both the Eyepiece and Stealth. Being able to root through the villain deck is a must-have! :D

Useful guides. Thank you, flamethrower!

Is it possible for a moderator to place all playing guides with a sticky or compile them for quick-reference?

 

you mean like this one? http://sentinelsofthemultiverse.com/forum/topic/flamethrower49s-strategy

:slight_smile:

 

Personally I don't really like The Wraith, she's kind of… too good? Just look at the contrast between Infrared Eyepiece and the card in Nightmist's deck that pretty much does the same, but requires you to discard a card instead of drawing it! She's a great hero to give to the more board game savvy beginner though, because she allows you to play well on pretty much every field, be it damage or control, without the risk of just not getting what you need. Tempest is in the same category for us, by the way.

 

However, sometimes you need `kind of too good' to have a chance! I do feel very sorry for spite though, he picked the wrong city to go crazy! :smiley:

The difference between Infared Eyepiece and Nightmist's Power is that Nightmist can scry /any/ deck. Environment, Villain, hell, even another hero.

Ah, thanks, that's interesting, didn't catch that. Don't think that's worth a two-card difference, but it's still very much worth using. That does only reinforce how awesome Infrared Eyepiece is though :smiley:

I think the Nightmist one is probably a spell too, right? So if she's got Master of Magic out then she can heal just for using it ;).

Nightmist's Astral Premonition is just an ongoing, as opposed to a spell, but I didn't really note in her guide how you can use it on things other than the villain or environment.  You probably won't use it on much other than the villain, but still something to mention.

LCinn, Thank you! 

I'll look more carefully before asking a silly question.

[quote=LCinn]

 

Hex_Enduction_Hour wrote:
Useful guides. Thank you, flamethrower!Is it possible for a moderator to place all playing guides with a sticky or compile them for quick-reference? 

 

you mean like this one? http://sentinelsofthemultiverse.com/forum/topic/flamethrower49s-strategy:) 

I have added Last Stand Wraith to my analysis.

I think Wraith is the best character. Impromptu Invention is especially ridiculous. She does more damage than just about any other character when fully equipped, can stack the opponent's deck, reduce damage, and take out ongoings/env cards. And she can do this all *consistently* with her tremendous card draw. She can switch on a dime from all-out damage to pure support. Infrared Eyepiece may just be the best card in the game, Smoke Bombs+Stun Bolt+Throat Jab can lock down many bosses, yada yada. Hard to say enough good things about her.

Yeah, I tend to consider her and Tempest the best all-rounders. Wraith does have a problem if some kind of equipment destruction comes into play, though (well, apart from Inventory Barrage used as a finishing move...).

Apparently, the whole Price of Freedom Wraith section was bolded.  It was a little obnoxious, but is fixed now.

A slightly advanced strategy for Wraith:

Once you've got your basic setup in place (IR, Utility Belt, at least one damaging power), start considering playing a *second* Infrared Eyepiece.  It may seem like a waste... until the time that your first use of IR reveals *both* cards to be Technological Singularity, Devastating Aurora, or something equally traumatic.  Not all villains have single cards that are *that* critical to avoid, but for those that do, having a second IR available is *very* valuable.

Exactly when it's right to play is arguable, but I think a second IR is almost always better than a *third* damaging power, and quite often better than a second.

Yeah, that's certainly something that can work, plus you get yet another extra card draw :). Also, if the game's gonna be going on for a while it's worth playing as many pieces of equipment as you can, just so you can chuck them all at the bad guy later on >:).

On the subject of Rook City Wraith, playing the app, I've found a situation where she's downright invaluable.

Appropriately enough, it's in Rook City. In an Environment where only 2 out of 15 cards are going to work in your favor, being able to toss them directly into the trash before they can help out the villains helps immensely.

Even the destroy criteria for the Rook City cards are more punishing than usual, so being able to nuke Scum and Villainy, Twisting Back Alleys, and Blighted Streets without enduring the damage and the villain card plays makes things a lot easier.

Falling Statuary becomes an asset instead of a random liability -- you can keep it from crushing one of Unity's bots or a goon if you're not prepared for The Operative's counterattack, or let the gargoyle fall on an Underboss before the Villain turn comes around again.

Tony Taurus and Dr. Tremata show up a lot sooner (and, with the rate at which you're trashing the other environment cards, pop up that much sooner even after they're destroyed). If you can keep Tony alive, you can get more mileage out of Wraith herself, bringing up a damaging power and letting him play the role of Infrared Eyepiece for you. Dr. Tremata takes a lot of the uncertainty out of Sleuth, letting you see what's coming up before you decide to play or trash it.

Toxic Sludge stops being a global damage against you, and becomes much less costly environment destruction.

While it may be random and uncertain in other environments, in Rook City, the ability to toss problem cards straight to the trash can't be discounted.

Agree on Rook City Wraith, though I'd never analyzed it anywhere near to the extent that mwc146 had. RCW helps when the environment is swingy. Perhaps other good environments for that would be the Realm of Discord, Pike, and Freedom Tower. There's got to be cards that you _want_ to put into play. The point isn't to avoid a specific bad card, but to assure that the good cards show up.

Also helps to have Rook City Wraith first in turn order if possible if you plan on using the base power a lot.