How to Beat (Advanced) Spite

Villain Profile

  • Primary Damage Types: Toxic, Infernal, Psychic, Projectile
  • Secondary Damage Types: Energy, Melee
  • Most Dangerous Attack: PL626 Compound XI
  • Most Dangerous Utility: Lab Raid
  • Most Annoying: PL531 Compound Upsilon
  • Card you most want to see: Potential Sidekick!
  • Nemesis: Wraith

The drug-addled serial killer known as Spite disobeys practically all of the laws villains in this game tend to follow.  He has no other targets in his deck.  All of his important cards are indestructible.  He has cards in his deck that heroes love to see.  He even destroys the environment for you, making the landscape strangely clinical.  Once he assembles all of his drugs and flips, he has a ruthless attack routine.  He no longer draws cards, however, which means you know what he’s going to do every round… and you can beat it.

Tactics

Here’s the most important thing to realize against advanced Spite.  There's almost no reason to attack him before he flips.  In addition to healing whenever he deals damage and whenever he offs a victim, he heals H+2 every round, and 5H when he flips.  Unless you have several ways to stop his progress or damage (like Nightmist’s Mistbound or Tachyon’s Hypersonic Assault), or you have some truly absurd damage potential readily available, then it’s just not going to happen, and you’re going to look silly.

Instead, it is far easier to do everything you can to prepare for when he becomes vulnerable.  Heroes that can employ this preparation time to good effect will have the most success against Spite.  Put those damaging powers away, and use the powers and abilities that let you put more things out or heal heroes.  Build towards your hero’s ultimate combo, and slow down Spite if at all possible, as his drugs can really hinder your setup.  Most importantly, play ongoings and equipment to the board.  When PL531 Compound Upsilon comes out, you’ll want as many out there as you can get.

In addition to whatever normally makes your hero work, two things in particular are extremely useful.  Anything that reduces damage Spite deals, like Visionary’s Twist the Ether or Wraith’s Stun Bolts, helps minimize his damage threat.  Failing that, armor for your hero, like Haka’s Ta Moko or Legacy’s Fortitude, gives that hero much more staying power. 

An important aspect of slowing Spite down is environment control.  Early on, the biggest threat you face is the prospect of a Lab Raid.  Make sure you kill every environment card you can, so he doesn’t swiftly bring out all of his drugs (and most importantly Upsilon or XI).  Out-of-turn environment destruction like Unity’s Bee Bot is great for this, as well as cards that stop the environment from playing cards, like Bunker’s Adhesive Foam Grenade.

The Safe House

In general, Forced Entry makes it a gamble to rescue the victims.  One option is to wait to save as many as possible until the turn before he flips.  This minimizes the losses of the heroes, but likely kills several victims, making the Safe House less effective.  If you’ve followed my advice above, his healing means nothing.  In my experience, the only downside to losing most victims is that exacted by your conscience.  

The better option is to save victims on a case-by-case basis.  Let your tank rescue the Lost Child, as they can probably spare a couple hit points, even for no gain (if Forced Entry comes out).  Let the player with 10 cards in hand rescue the Innocent Bystander – between Compound Upsilon and the Potential Sidekick, there’s always somebody with more cards than they could ever use.

The Good Samaritan is very difficult to save, since doing so hastens Spite’s endgame.  It’s even hard to save him right before Spite flips, since he could undo all of your Safe House work with a Forced Entry.  If you’re going to do it, I recommend waiting until Spite has all his drugs, then using someone like Visionary to stack his deck to make sure he doesn't play that. 

The Potential Sidekick is there to be awesome for you.  His noble sacrifice will not be forgotten.  It’s not for me to tell you to throw little girls to the beast to try to keep this guy out as long as possible.  You’ll have to make that choice on your own.

Just Say No

So you navigated the early game, saved some victims, and hit him in the face with the
Safe House.  Now what?  Simple.  You use the ultimate setups that your heroes have arranged, and open fire.  Here’s how to wage the War on Drugs.

“Demon’s Kiss” and “Mind-Phyre” are clear enough.  These, as well as the attack listed on Spite’s card, deal six damage a turn.  This is where the damage reduction comes in handy.  Pre-empting the environment as described before is still quite useful to reduce the damage “Mind-Phyre” deals.

PL626 Compound XI is even more of a threat.  You’ll generally have to use a lot of powers to claw through 80 hit points.  The effects are within your control, though.  Focus on attacks that don’t require constant power use.  If your hero has to use powers to deal meaningful damage (Expatriette), make sure they are as effective as they can be.  (For example, by fully loading her guns before Compound XI comes down.)  The side effect is generally meaningless, but can be really good for Nightmist and Tachyon, and wonderful if a hero can access the trash.

Breaking through PL602 Compound Omicron is a pain, but easier with automatic attacks like Tempest’s Electrical Storm, since it only reduces the first damage each turn.  Remember he still reduces all damage by one, due to his advanced rules.  You can’t get rid of this, so you just have to punch through it.  Use your big attacks.

Finally, his most annoying card would have to be PL531 Compound Upsilon.  Starting turn one, everybody should play ongoing or equipment cards as much as possible, to prepare for when it comes out.  Anybody who can play multiple cards a turn is great to have for this, especially Bunker and Tachyon – they can do it without one-shots or powers.

Exploits

Most villains have some exploitable weaknesses.  Spite’s is merely the fact that all of the damage in his deck comes from him.  This makes reducing his damage extremely powerful against him and removes a lot of the threat.  If necessary, you can use Visionary’s Twist the Ether, and turn all Spite’s damage to a type to which your heroes are immune, courtesy of Legacy or Ra.  Also exploitable is the fact that you know almost exactly what Spite will do every turn – indeed, this guide is predicated on that.

Try using

Bunker.  His defenses seem engineered to counter Spite’s unusual methods of attack.  Heavy Plating and Recharge Mode can make him practically immune to Spite’s damage, while Upgrade Mode counters Compound Upsilon handily.  Bunker needs only one power to blow Spite away – his Omni-Cannon.  Spite courteously gives Bunker plenty of time to charge it.  Finally, Adhesive Foam Grenade is at its most useful.

Avoid

Fanatic.  Her only way to deal significant damage to Spite without inflicting a ton of damage on herself is with the elusive Wrathful Retribution.  She can keep up her life, and play good support (Redeemer Fanatic is usually far superior here), but a good number of her cards are rendered ineffective by Spite’s methods (End of Days, Zealous Offense, Chastise, and Final Dive, for instance).  Divine Focus is at least a good way to remove the damage shield granted by Compound Omicron.

I've been lovingly crafting this particular piece since I've started writing my guides, but I've been focused on the heroes.  Since somebody had a question about this, here's my take on it.  Enjoy!

I love it.

Interesting.

 

My strategy has been the opposite -- to get the drugs out as fast as possible to get to the end game as quickly as possible with the heroes taking as little damage as possible.

 

I hardly ever play on advanced mode, though, so wonder if this is a difference between advanced and standard.

Spite does some damage to you before he flips, but the real damage happens in the endgame.  That's why I find delaying the event handy.  There are certainly some times that you want to speed it up and get it done (if there's an untenable combination of drugs already out, say).  I just tend to lean towards giving the heroes more time to get to their best setups.

Just totally kicked the crap out of Spite (not Advanced) with Legacy and Tachyon. I (Tachyon) had slowly been whittling him down throughout the game, helped of course by the damage buffs from Legacy. He'd been healing himself a bit on his turn by doing us a small amount of damage, but usually no more than two at a time. He got one drug out on maybe his second turn. Can't remember the name (one of those whose name is a weird formula number thingy) but it was the one where he destroys hero stuff and also has his damage boosted by one. Fortunately, H - 2 = 0 so we only had to worry about the damage boost ;). We'd got him down to about 50hp or so when I realised that now would be a good time to use my erm…the one where you do damage equal to Burst cards in the trash, since my deck had about two or three cards left in it so didn't want to waste my chance. Turned out all my Burst cards were in my trash and thanks to my goggles I was able to play both mega-hit cards in one turn, doing a total of 46 damage to Spite (23 for each card, as I had 22 Bursts in the trash and a +1 damage bonus from Legacy), taking him down to about 5hp or something. Yeah…he didn't last long after that - Legacy took him out on the next turn :D.

Yeah, Spite is A LOT easier at H = 2.  Since the H mechanic is designed for 3 <= H <= 5, certain villains (including the Matriarch) have their main threats neutralized when you play at an H value below the expected minimum.

Isn't it typically expected that the (H) number is 3 in a two-man team so that the Villain still does something on H-2 effects?  I can't remember for certain, but I seem to remember that being mentioned somewhere.  It may just be a personal preference thing.

I think it was just a suggestion. Technically, the rules don't support fewer than three heroes. So, it's house rules! :)

It was also suggested that you can adjust (H) to change the challenge level of a villain. Four heroes vs. Plague Rat is too easy for you? Try it again but make (H) 5. The Freedom Five having trouble against the Chairman? Set (H) to 4 or 3. The rules police won't take you away for that.

(Note to self: New villain idea - The Rules Police. Their cards are nothing but text with convoluted contingency rules and complicated formulas that require calculus to solve. Mwahahahahaha!)

Tachyon turned against me, unfortunately. I wasn't getting my x melee damage = burst cards in my trash and my best bunker card was Synaptic Interruption which redirects 3+ damage from a single source. Sadly, Spite's drugs deal 1-2 damage each, and are considered sources on their own, so even though he was hitting me 3+, I had to eat it all because it was dealt in small increments.

I suppose that's a case where you actually want the villain's damage boosted...Visionary's "Twist the Ether", or something like the Obsidian Field from Insula Primalis would have been helpful there ;). Although Synaptic Interruption is one-use (if you choose to activate it, it's destroyed after redirecting the damage), so that probably would only help you in the short-term. Still, given how fast Tachyon can burn through her deck, that probably won't actually be a huge problem :D.

While Synaptic Interruption does nothing to avert Spite's attacks on his turn, it does allow Tachyon to use a power without taking damage once, as she can redirect the 3 damage that would normally be dealt to her to something else.  And she gets five more cards in her trash!

Since I don't have my cards at work with me.... Is is possible for Tempest to knock one of spites drugs back to the top of his deck if for some reason we didn't want him to flip just yet? Since I'm not sure on the wording I don't know if it would work on an indestructable card or not.

The Enhanced Edition changed the text on Into the Stratosphere to "Non-Indestructible card", pursuant to somebody doing exactly that.  Does not work, unfortunately.

Ok, thanks, guess I need to scrap that plan.

*curious now smaf... curious*

I was just flipping through the Rook City rulebook again and I saw again the typo in the FAQ that says "Demon's Kiss" deals each non-villain target 1 fire damage and 1 infernal damage. (Instead of just 1 infernal damage)

Just wondering how much more difficult will Spite be with this change?

Depends how much soak your characters have, I suppose.

We've had much luck lately fighting Spite with Legacy and Wraith. And two other characters (we play two each these days). It's pretty nice - Legacy gets out the Legacy Ring, Next Evolution, and Lead from the Front.This means we can nullify the damage dealt from the drug which deals you two toxic damage and makes you discard five cards every time you use a power. Okay, so we can't stop from discarding five cards, but Legacy making himself immune to toxic damage and then redirecting all that to himself is most handy :). As for the Wraith, her Utility Belt and two Stun Bolts mean pretty much all of Spite's other damage is nullified. The only time when it isn't is when he deals two damage and hits the Wraith with it - then the two is nullified but the Nemesis bonus still gets through. But we had Smoke Bombs out as well and the Wraith (due to being hit like this a lot) had the lowest hp, so even this was redirected to...well, it doesn't matter who, since if it wasn't Legacy then he redirected it to himself (with Lead from the Front) and had Fortitude out, which nullified that as well :D.

I played 3 times against normal Spite and was a bit bummed to come to your same conclusions. Bummed because Spite has an AWESOME theme going on for him, but his gameplay falls flat once figured out. Victims are rarely worth it if you don't have a hero with deck manipulation, even more due to Forced Entry (really, I like Forced Deployment, not a fan of Forced Entry). The only penalty of letting them get offed is Spite healing, which he already has plenty of.

So taking out the victim's game, Spite is just about figuring out what set up you need with your heroes to out-do his flipped side, the game just becomes a puzzle that you think-out at the start of the game and then you see if the luck of the draw (of your deck, Environment and Spite's) works out. Bummed to have such a cool concept for a Villain being able to be totally ignored in the gameplay. This is also stressed by which Drug comes out earlier: they all make his healing stronger (by doing damage or reducing damage to him).

My first game was with Tachyon, Expat and AZero (I usually play 3 heroes when going solo) and had Tachy and Expat bite it before hitting hard, but with their aid Zero (fully set up) was doing 2 damage to Spite and healing 1 (overall) making the environment the only problem. Spite had more than 50 life and gave up on the game. Can't recall the other games (in one I had Scholar, Ra and OmniX in other) but ended up with a similar situation (but better prepared to smack him when flipped).

I think next time I play him I'll cook up a variant to spice him up. Like

- "when a victim is destroyed, play the top card of the environment deck" (thematically, Spite moves on to the location of it's next victim)

- "Spite flips when H drugs are in play"

And when flipped:

"Instead of playing Villain cards, reveal the top card: if it's a Drug or Lab Raid, put it into play. If not, destroy it and Spite deals all hero targets 1 projectile damage".

The H drug thing makes Spite easier (his healing stops earlier) but it also makes his end-game more varied. OTOH, not saving victims now can be a big deal, with Phyre drug or Lab raid (so having to sacrifice more to keep stuff going).

 

edit: Btw, Ra makes an excelent choice against Spite too. You can bring back to his hand his staff and play it every turn for fun and profit. Also he can do tons of damage from One-Shots and Flame Barrier, dodging the penalty for using powers. Nice also that it's a match were playing Wrathful Gaze (?) is good :-D

I'm coming (very) late to the party, but I've had great success against Spite using a loaded deck-control/damage soak team:  Dark Visionary, Legacy, Wraith, Tempest (sometimes with Tachyon, Nightmist, AA, or DW Fixer added).  Dark Visionary and Wraith can peek through Spite's deck three times a round and four if Wraith has Utility Belt and two Infrared Eyepieces (DV's Turmoil power, DV's Precognition card, and Wraith's Infrared Eyepiece).  Add in some Suggestion card from DV and you can almost stack Spite's deck to get exactly the cards you want when you want them. Tempest adds some Into the Stratospheres to pick off any pesky ongoings, Flash Floods to kill environment cards, and Reclaim from the Deeps to keep letting you spam Precogntion/Suggestion/Into the Stratosphere. (A particularly sweet combo is having Tempest go after DV/Wraith; one of them puts a victim card on top of the deck, buries a drug card, then Tempest uses Into the Stratosphere to put another victim card back on top of the deck.)  Wraith can hit him with Stun Bolts to lessen/eliminate any drug card damage that he manages to get through.

 

That's usually enough to put off the Lab Raids and the really bad drugs (the Upsilon/Omicron bad ones that make you sacrifice your ongoings or damage you/churn 5 cards off the top of your deck) and give you time to set up.

 

 

What do you do with that time?  Look for the Twist the Ether/Lead From the Front/Next Evolution Combo.  Since Spite loves to kill off environment cards, he's usually the only one doing much damage to your heroes.  (I sometimes let him play the Mind-Phyre/environment-killing card just for this reason).  If you can (a) control the type of damage he does, then (b) direct it all to a Legacy who's immune to that damage type, you can pick him off at your leisure.   By this time, you've probably got Wraith loaded up with the Targeting Computer/Razor Ordinance/Stun Bolts and Tempest with Localized Hurricane and a hand filled with lots of nasty one-shots.  Now, kill him!  He's not going to do much healing, since he can't damage your heroes, and by this point Wraith on her own can zing him for 6-8 points every Razor Ordnance barrage (3 +1  for Nemesis, +2 for Targeting computer, +1 for Galvanize (if you can play it), +1 Inspiring Presence).  

 

With this core group, I usually kill Spite without him ever flipping.

 

Some heroes to add to this group to make Spite's demise even sweeter:

AA -- this almost makes it a joke; AA lets you churn your decks and find/get out those combos all the quicker.  Once you have your set up, some Polyphonic Flares/Inspiring Supertonics/Silver Shadows can let you get in multiple one-shots or DPs.

Tachyon -- As long as none of the DR cards are out, Tachyon can Hypersonic Assault Spite into not damaging other heroes while they put together the Legacy/DV combo, play Fleet of Foots to help the other heroes churn their decks, destroy pesky environment cards with Blinding Speed (so Wraith doesn't have to waste a card play with Grappling Hook), redirect Spite's damage with Synaptic Interruption, all the while discarding Burst cards to get ready for several 20-point Lightspeed Barrages.

Nightmist -- Mistbound provides even more deck control, Enlightenment lets you churn your decks to get out your crucial combos, Amulet of the Elder Gods can turn Spite's damage against him or the rare environment card that gets through.  

DW Fixer -- as usual for Fixer, different cards help different situations.   Hoist Chain can lessen Spite's damage.  DW Fixer's Bitter Strike damage (particularly with Galvanize/Inspiring Presence) is enough to get through Spite's DR if it comes out before you want, and with Riveting Crane, now all the rest of your heroes can join in the fun.  If the "discard 5 cards" drug is getting you down, even though Legacy is soaking up the damage, this is an equipment-heavy group; let Spite do it for a couple of turns, then Salvage Yard -- now all of those discarded equipments come into your hand!  Grease Gun can buy you a round or two (particularly in the early going) to set up your DV-Legacy damage soak.  And if you have a good draw and get Fixer equipped with some tools/styles, his damage potential is out of this world.