Nuking for Glory: Max Damage

WHY HAS THIS NOT BEEN UPDATED FOR VENGEANCE!!!!

Oh well, time to do it myself then.

 

K.N.Y.F.E.

In Play

Battlefield Experience x4

Primed Punch x3

Kinetic Neutralizer +1

Overdo It

Prototype Servo-Gauntlets +1 Melee

Focusing Conduit-Blade +1 Energy

 

Start of Turn

Primed Punch 6

Primed Punch 6=12

Primed Punch 6=18

Overdo It plays...

For The Greater Good

Energy Burn 5 + 4=27

Battlefield Experience 4 + 4=35 and plays...

For The Greater Good

Energy Burn 5 + 4=44

Battlefield Experience 4 + 4=52 and plays...

For The Greater Good

Energy Burn 5 + 4=61

Battlefield Experience 4 + 4=69 and plays...

Incidental Contact 3 + 3=75

Play Phase

Incidental Contact 3 + 3=81

Power Phase

Battlefield Experience 4 +4=89 and plays...

Incidental Contact 3 + 3 =95

 
You could also swap in Amplified Combatant for the Incidental Contact and come out with the same damage... and not damage your team, but where's the fun in that?
 
(Edited formating)

Conversely The Sentinels top out at a massive 8!

 

2 ways I found of doing it

Horrifying Dichotomy for 3 from Medico and 3 from Writhe, then The Idealist uses her power for 2

OR

Coordinated Assault from Mainstay while his Chain is inplay and all The Sentinels are alive (for 6) and then The Idealist uses her power for the other 2

 

I have seen them wreck stuff all over the place but against a single target they seem to fall off badly

The Naturalist gives us a 12

 

In Play

Natural-Born Vigor

Natural Form's Power

The Deadly Crocodile

 

Play Phase

Predator's Eye (draw no cards) 5

Power Phase

Natural Form's Power 3=8

The Deadly Crocodile 4=12

 

(Thanks to Ronway for this one)

Parse benefits from her ongoing cards not being limited

 

In Play

Critical Multiplier

Critical Multiplier

Critical Multiplier

Snap Decision

 

Start of Turn

Discard for Snap Decision triggering each Critical Multipler +3

Syntactic Analysis reveals Recompile and Syntactic Analysis(2)

Syntactic Analysis(2) reveals Recompile and Recompile

Discarding 3 for each Recompile gives +30

Play Phase

Impossible Shot for 33 irreducible damage

Power Phase

Pinpoint shot for 2=35

How is Snap Decision producing +9? It's +3 surely, 1 from each Critical Multiplier for discarding the card to allow the extra play.

Setback plays Cause and Effect and his damage is only limited by the tokens in his pool so theoretically his damage is limitless. If you add in his two copies of High Risk Behavior then he also adds +2 damage per 3 tokens, I'm sure those villains will really feel those extra 2/3rds of your unlucky pool's limitless tokens!

Plus his power phase.

 

Setback can topple mountains, who knew!

Setback:

X tokens in play, Silver Lining, Looking Up, High Risk Behavior x2, play Cause and Effect.

Deal X + 2/3X to one target.   Probably die and get better.   Then deal 5 to that target.

 

It doesn't, you did not see that!

Actually, thinking about it with Wrong Time and Place in play he can redirect the limitless damage he is about to recieve at the villain again, limitless damage times 2 +2/3rds limitless damage!

The best thing is that without official tokens there is no limit to how many can be gained, so roughly 2.7 infinities of damage.

Parse can also do infinity; just Critical Multiplier forever, then unleash it all in a single shot.

Can't he only redirect damage from non-hero targets?  Or is it the first damage dealt to a hero target each round?  I the second, then yes, that equation would obliterate most single targets once.

edit - Yes, he can double-nuke.  So the total is 3 1/3rd X plus 5.  And I am ashamed for my lack of true Setback skills.  

Actually, it's only 2*Infinity + 2/3 Infinity +5. By spending the points to redirect Cause and Effect, he now has a pool of zero so the two High Risk Behaviours only apply to the initial damage, not the redirected.

True.  Still, divide each villain target's health by that much and you'll know Setback's guaranteed nuke range.  Looks like 36 tokens will toast anyone at 100hp.  Iron Legacy requires just a hair over 10 tokens.  And you need to survive having Wrong Tume and Place out for one round with 2x High Risk Behavior, or get a lot of card play assists.

Parse is being sadly underestimated! (Just because she only has 3 Recompiles in her deck doesn't mean that's all she can play in a turn!)

 

In Play

Critical Multiplier

Critical Multiplier

Critical Multiplier

Snap Decision

Deck: 16 cards

 

Start of Turn

Discard for Snap Decision triggering each Critical Multipler: +3

Syntactic Analysis(1) reveals Recompile(1) and Syntactic Analysis(2)

Syntactic Analysis(2) reveals Recompile(2) and Recompile(3)

Discard 3 for Recompile(3): +9

Deck: 6 cards

Discard 3 for Recompile(2): +9

Deck: 0 cards

 Syntactic Analysis(2), Recompile(2), and Recompile(3) have been resolved, and are in the trash.

 

Discard 3 for Recompile(1): +9 

   -Deck is empty for the draw, trash is shuffled into a new deck. Syntactic Analysis(2), Recompile(2), and Recompile(3) are in the deck; Syntactic Analysis(2) is drawn.

 

Play Phase 

Syntactic Analysis(2) reveals Recompile(2) and Recompile(3)

Discard 3 for Recompile(3): +9

Discard 3 for Recompile(2): +9

 

Power Phase

Pinpoint shot for 2+48=50

 

I bet The Super Scientific Tachyon can help out by allowing anyone to play two cards with her power..

When calculating damage I made a conscious decision to not reycle trash or almost everybody's damage goes up.

Reanimating this thread so that we can add Guise, Captain Cosmic, and Sky-Scraper.

Guise is pretty heavily neutered by “no help” restriction, which makes I can do that too, Lemme see that, and Uh Yeah I’m that guy useless, and the “one turn” rule makes Blatant Reference far less useful than usual. Also, I have no idea how we should handle Say Cheese.

Time to add what I got then.

Captain Cosmic is causing me so many headaches without the physical cards in front of me

 

Max Damage, Sky-Scraper style!

Colossal Left Hook->3

Colossal Left Hook->6

Colossal Left Hook->9

Undetectable Relinking->Take back 4 cards

Compulsion Cannister on yourself->11*

Compulsion Cannister on yourself->13*

Catch A Ride->15**

Catch A Ride->17**

Tiny power is incidental

*And 2 to yourself

** and 2 by another hero to the same target

 

 

 

 
 
Guise is all the damage!
 
Guise the Barbarian
Power: Tough choices->Play a card
 
Best Card Ever!->+4=4
Best Card Ever!->+4=8
Say Cheese!->+3=11*
Look what I found!->+5=16
Damage from Tough Choices->+4=20
 
However you could add Retcon to the mix for destruction of 3 Ongoing/Environment cards and Gimmicky Charcter for 3 discards from the top of every Deck, including the Villain Deck (and Potential HP gain).
 
*Multiple Say Cheese! cards would add an extra 3 damage per card to the total (for a maximum of +6 damage)but it would be difficult to keep the chain going as your target would be at 2 or less HP after the second one was played.

 

Here's a start for Cosmic
 
Captain Cosmic!
 
Discard for Augmentated Ally
Cosmic Weapon->3
Autonomous Blade->5
Autonomous Blade->7
Autonomous Blade->9
Discard for Augmentated Ally
Cosmic Weapon->12
Discard for Augmentated Ally
Fabrication
Potent Disruption->(one of the used Cosmic Weapons at 4HP)-> triggers Sustained Influence bringing the destroyed Cosmic Weapon back into play-> also triggers Destructive Response->13 & 1 to a Dynamic Siphon->resurrected Cosmic Weapon->16->21
 
He still has a play phase and a power phase and I haven't accounted for Wounding Buffers or Sustained Influence/Unflagging Animation when using more Potent Destructions, Harsh Offense or Construct Catacylsm as his play phase. I really need the decks for that.