OH! Maybe it's dealing damage to hero targets as well! Not just villain/environment targets!
Only problem with that is in the unlock picture the whole team is pretty full on life. Unless PWAA is the only one taking a beating.
@handelabra fire, fire, fire, COLD! Villain-turn, Dynamic-Siphon-enabled Coolant
Blast right into the invading Flagship. Then this popped up
what the dude put in with the picture.
not sure how much it helps, but hey, something right?
kinda brings to mind destroying some number of targets maybe?
Dynamic syphon into coolent blast at flagship, destroying it with 7 cold damage. No unlock.
I've destroyed all of Voss' minions with fields freeze after a forced deployment. Twice.
It might be something that happens on villains turn
Had both modules, focused apatures and cryo chamber out.
Visionary had Twist the Eather on Ambuscade
AZ was at full health at the start of Ambuscade's turn.
Ambuscade hit AZ with his first shot (turned into fire). Isothermic reacted and AZ KO'd the Pteridactyl.
First hand cannon let Ambuscade shoot AZ (turned into fire) Isothermic reacted and AZ healed himself to full.
Second hand cannon let Ambuscade shoot AZ (turned into fire) Isothermic reacted and AZ destroyed one of the hand cannons.
Charged attacks let Ambuscade deal energy damage (turned into fire) to everyone. Isothermic reacted and AZ healed himself to full
At this point I got the TermiNation Absolute Zero unlock.
I have attached my log.
Hope it helps.
Neat bit: when you unlock TNAZ, head to the Multiverse tab and check out the artwork in his bio.
I tried unlocking with Ambuscade but didn't have enough damage boosts out. Got the unlock immediately after I had taken 7 fire and turned it into 11 on the villain, then taken an additional 7 fire and healed for 12. Looks like you have to do both of those things (> 10 cold damage in one shot to a non-hero target, and healing for > 10 HP in one shot) during one non-hero turn.
Got it!
Ambuscade v Legacy, Ra, Tachyon, D Visionary and AZ in Insula P
Saw a post on Steam that tipped me off.
AZ had both modules, focused A and Glacial S in play. He also had a twist on him from Visionary
Legacy had inspiring presence out and was boosting.
The environment had a lava field and volcano out.
AZ was already down quite a bit and needed healing. When the volcano went off i targeted it first to AZ and healed him. It was 8 fire damage and then 13 healing. The second blast from the vilcano targeted Tachyon which i bounced back to AZ he took 8 more damage, but I then used the resulting damage on Ambuscade.and got the unlock.
Hope this helps.
Could it be dealing a certain amount of cold damage outside his turn, then?
Unlocked on iPad
volcano
two obsidian fields
inspiring prescence
cryo chamber
focused apertures
synaptic interruption
volcano hits AZ for 10 heals himself for 15, volcano hits tachyon, redirects 10 damage to AZ redirects fire damage to custom hand canon for 13. Unlocked on hand cannon destruction.
Got it, thanks to the fantastic work of those who have gotten it so far.
I agree with those who have suggested above that the unlock involves taking (approx) 10 fire damage, dealing 10 cold damage, and regaining 10 HP all in a single turn.
The easiest way to set up the above conditions are:
Villain: Ambuscade
Environment: Insula Primalis
Heroes: AZ, Legacy, TL Tachyon, Visionary, RC Wraith.
AZ sets up, making sure that he always has the most cards in play. This makes sure that the hand-cannons target him.
Legacy gets out the flag ASAP, with a secondary focus on tanking (this will largely depend on your intial hand), as your intention in this game is to get as many damage boosts out as possible- having legacy be able to be immune to a damage type and be able to redirect it will be VERY handy while setting up!
TL Tach gets out redirection and gives everyone cards.
Visionary's main job is to mill her deck until she finds Twist the Ether, and puts it on Ambuscade. Preferably multiple copies. If she is the lowest hero, it migh tbe handy to drop into a cocoon, in case ambuscade flips unexpectedly, as having those Twist the Ethers in play is key. If you have mass levitation, and Legacy is set up for redirection tanking, then feel free to nerf the environment.
Wraith's job is to nullify the environment with Computers, while looking for Obsidian fields. be VERY careful not to go overboard in having cards out- Wraith tends to like having all the cards in the world in play, but you REALLY want AZ to have the most! Having Visionary assist with environment damage dampening is very useful, as Insula Primalis can be a terrifying place with 3 Obsidian Fields in play- Lava and Plant life especially can rip you apart if you aren't reducing environment damage!
Once you have these things in play, AZ should be able to to get the unlock if he has his modules and apertures out. I found it helpful to leave a few extra targets in play, to give AZ things to kill with redirection, like Reactive platings.
Ambuscade will hit him for having the highest HP, which you turn into fire and bounce back out at any environment/non-hand-cannon targets.
Ambuscade will hit AZ with a handcannon for having the most card, which you can use to bounce out or heal.
Continue as needed until you get the unlock. You want to see BIG numbers, so do everything you can to boost ambuscade's damage once you are set up!
hope this helps!
I don't think that destroying a target is important.
AZ, Legacy, TL Tachyon, Visionary, and Wraith vs. Ambuscade in Insula Primalis.
3 Obsidian Fields, Inspiring Presence, Twist the Ether (on Ambuscade), and Focused Apertures were in play for damage boosting options.
Unlock turn damage instances:
Run and Gun, 2 projectile to AZ, twisted and boosted to 6 Fire.
Transducer reflects that to 11 cold damage to Ambuscade.
End of Turn 4 projectile damage, twisted into 8 Fire.
Transducer reflects into 13 cold that I used to heal.
Totals of 14 fire damage taken, 11 cold dealt to Ambuscade, and 13 cold to heal himself.
It might be as simple as "In one turn, AZ is dealt 10 damage, deals 10 damage, and heals 10 damage".
Edit - I want to be a bit more precise.
In one turn, AZ is dealt 10 damage by Villain or Environment cards, deals 10 damage to Villain or Environment targets, and gains 10 HP by dealing himself Cold damage with Null Point in play.
Portions of this could be tested by, say, attempting to hit him with Ra or something to test the non-hero source requirement or healing him with, say, PW Haka of Restoration (could still be on one turn through extensive AA or Grandpa Legacy shenanigans).
I also note that I've lost a game with the 3 TN heroes against Chokepoint, so none of my posts on these threads are valid test cases for if that's not a requirement.
You might be on the correct path, you but if you are need to go for more than 10 damage each.
I got the unlock on Ambuscades turn after the following.
Ambuscade dealt AZ 5 fire damage.
AZ reacted with 11 cold damage to Pteradactyl Thief
Ambuscade dealt AZ 5 fire damage.
AZ reacted with cold damage to himself, healing himself 10 to his maximum.
Ambuscade dealt AZ 5 fire damage.
AZ reacted with 11 cold damage to Custom Hand Cannon
Ambuscade dealt AZ 5 fire damage.
AZ reacted with cold damage to himself, healing himself 10 to his maximum.
And this is where the unlock happened.
I didn't get the unlock until the healing had exceeded 10.
It could be in one turn AZ is dealt more than 10 damage by non-hero cards, AZ deals more than 10 damage to non-hero targets and AZ regains more than 10 hp using Null Point.
I just unlocked Absolute Zero earlier today. My team was Legacy, TL Tachyon, Visionary, Ra, and AZ against Ambuscade in Insula Primalis.
I had NPC Unit, Focused A, Iso Transducer, C Blast,and T Shockwave out.
What happened before the unlock is the below excerpt from the log. Basically AZ took damage and healed, then took damage, attacked, and destroyed.
Went from Absolute Zero's End phase to Insula Primalis's Start phase.
Volcanic Eruption initiates 7 Fire damage to Absolute Zero.
Obsidian Field increases the damage dealt by Volcanic Eruption by 1.
Volcanic Eruption deals Absolute Zero 8 Fire damage.
Absolute Zero is now at 17 HP.
Absolute Zero initiates 8 Cold damage to Absolute Zero.
Legacy's Galvanize increases the damage dealt by Absolute Zero by 1.
Focused Apertures increases the damage dealt by Absolute Zero by 1.
Inspiring Presence increases the damage dealt by Absolute Zero by 1.
Obsidian Field increases the damage dealt by Absolute Zero by 1.
Action of Isothermic Transducer was cancelled by Null-Point Calibration Unit.
Null-Point Calibration Unit caused Absolute Zero to regain 12 HP, up to their maximum HP. HP is now 29.
Volcanic Eruption initiates 7 Fire damage to Freedom Six Tachyon.
Synaptic Interruption redirects the damage dealt from Freedom Six Tachyon to Absolute Zero.
Synaptic Interruption destroys itself!
GameController moved Synaptic Interruption to Tachyon's trash.
Obsidian Field increases the damage dealt by Volcanic Eruption by 1.
Volcanic Eruption deals Absolute Zero 8 Fire damage.
Absolute Zero is now at 21 HP.
Absolute Zero initiates 8 Cold damage to Custom Hand-Cannon.
Legacy's Galvanize increases the damage dealt by Absolute Zero by 1.
Focused Apertures increases the damage dealt by Absolute Zero by 1.
Inspiring Presence increases the damage dealt by Absolute Zero by 1.
Obsidian Field increases the damage dealt by Absolute Zero by 1.
Absolute Zero deals Custom Hand-Cannon 12 Cold damage.
Custom Hand-Cannon is now at -7 HP.
Absolute Zero's Thermodynamics destroys Custom Hand-Cannon!
Yep! Took two custom hand cannons to the face with four entry points in play, then changed the damage to fire with two Twist the Ethers. Then used one to backlash as cold, boosted by galvanize and Inspiring Presence. The other I used to heal, and immediately afterwards, unlocked TN-AZ. I also, of course, boosted damage with Apertures, so 2 instances of 2 damage to Zero is all that is needed to pull this off.
So possible conditions are:
Using a three hero team, including Absolute Zero, deal 10 damage using Absolute Zero outside of the hero turns and restore 10 Absolute Zero’s health by 10.
Got the unlock using the >10/>10/>10 method. I can confirm that a) it must be during the villain (or possibly the environment) turn; it doesn't work on a hero turn even via villain damage (Charged Attacks), and b) losing to Chokepoint is not nessecary.
Environment turn is fine; I just unlocked on the environment turn. I inflicted thirteen points of cold damage from "Isothermic Transducer," and healed fifteen from Isothermic Transducer"/"Null-Point Calibration Suit" both on the environment turn. Both instances came from a single damage source: “Volcanic Eruption” struck Absolute Zero twice in one round because of a redirection from Tachyon’s “Synaptic Interruption.”
Just got it using Braith's formula (AZ, Legs, TLT, Vis, RCW, Ambuscade, Insula).
The unlock definitely has to be either:
Have Absolute Zero Deal X damage and heal X damage in a single turn.
or
Have Absolute Zero Deal X damage, heal X damage, and take X (fire?) damage in a single turn.
or
Have Absolute Zero Deal boosted damage, heal boosted damage, and take boosted damage in a single turn.
Killswitch, it doesn't need to be a three hero team. I had five.
I did the 10/10/10 thing, and it didn’t work at first. Then I did it again, with Cryo Chamber and Focused Apertures in play, and it worked. It was during the environment turn, and it was hero damage that triggered it (Zhu Long let me play Modular Realignment.)
So one or both of those cards need to be in play. He was not first in the turn order. It was Voss at Zhu Long, so villain and team doesn’t matter.
During a villain or environment turn, while (Cryo Chamber and/or Focused Apertures) are in play, have Absolute Zero take at least 10 fire damage, deal at least 10 cold damage, and regain at least 10 hp during the same turn.