Termi-Nation Absolute Zero unlock

All those sollutions sound pretty chill, but a mite complicated . I got the unlock last night by bringing alongTLTachy(Draw power is always appreciated), Legacy(Buffs ahoy), Dark Vis(for digging and Twists), the AZ(unlockee himself), and Chrono(Bounties and plenty of twisted damage). The fight was standard fare while I set up for the idea of Chrono using revenge damage to help out AZ on this one. Twisted both Ambuscade and CR along with plenty of bounties(with Hunter and Hunted) and boosts from Legacy, and after some time enough Obsidian Fields came out to push it all over the limit with Ambuscade's first strike on AZ. He did 7 fire, CR reacted with a 10+ shot of fire to AZ, and AZ healed/blasted Ambuscade for even more.

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:slight_smile:

My wife had a great idea for unlocking this that we both used successfully Play against Omnitron w/ TL Tachyon and Visionary (Dark, probably), plus one or two others. We used Rook City Wraith to keep an eye on Omni’s deck and the environment, and Adept to have someone to skip a turn (Meteor Storm).

Get Electro Pulse device, put Twist the Ether on it. Change damage to fire as it hits Absolute Zero, so he both gets hit and fires back (both modules in play). Then aim at Tachyon with cold damage when she has Synaptic Interruption out. Redirect at her frozen friend for some healing, and presto … Unlocked. As suggested above, play at Mars to potentially hide behind Meteor Storm as you get set up.

Nice!

Ooh, that sounds a lot more doable!

Hmmmm…that made me think what else can do that kind of damage. Blade with Devious Disruption might work, and maybe even Bomber Blade.

I know this is after the fact, but now that Stuntman is out, you can unlock Termi-Nation AZ using just heroes, completely irrelevant of the villain or the environment. Here's the setup: Stuntman, PW Haka, CC, Visionary, and AZ.

Visionary is going to need to have played Twist the Ether on Stuntman. CC has Dynamic Syphon (with full health) out on AZ, Stuntman has out Lance-Flammes and either L'Embuscade or Dramatic Cliffhangar (I recommend DC though). AZ has out both modules and Coolant Blast. PW Haka uses his innate to play Haka of Battle on Stuntman, discarding a minimum of 7 cards.

That's all the setup required. To start the combo, trigger Dramatic Cliffhangar at the end of the environment turn and use Lance-Flammes. Choose AZ as the first target, make sure that the damage is fire damage, and increase by 1 with Twist the Ether if you discarded exactly 7 cards. This will deal 10 fire damage, triggering Isothermic Inducer. Use the cold damage to heal AZ. Choose Dynamic Syphon as the second target and make sure to reduce the damage with Twist the Ether (this is important, because otherwise Lance-Flammes will kill Dynamic Syphon automatically since it would only have 2 HP left). Dynamic Syphon will allow AZ to use a power, and AZ uses Coolant Blast targeting the villain (or really any non-hero target).

And that's it! A few things to note: Stuntman should not have any buffs or else when he hits Dynamic Syphon, it will be destroyed. For this reason, I recommend regular Stuntman rather than Action Hero Stuntman. The non-hero target that you hit with Coolant Blast can have less than 10 HP, and you will still get the unlock (in my unlock, I hit Baron Blade when he had only 8 HP left). However, the non-hero target can't have damage reductions that would make the damage that you deal less than 10. 

I've attached my log of my unlock using this method if anyone is interested. Let me know if anyone can figure out ways to improve this method!

Fantastic! :D

I gave the Stuntman strategy a shot against Infinitor. Probably not the best choice, since Infinitor’s difficult to control and pretty dangerous, but I thought I’d also try for Requital Captain Cosmic at the same time. I also played in the dinosaur island to give myself another avenue.

It didn’t work out, though I did get Requital Captain Cosmic. Even though Sub Zero Atmosphere was neutralizing the manifestation damage, and AZ was in fine shape, everyone else was hurting and the number of “all targets take 1 point” events was taking its toll. Particularly the if Obsidian Field was out when they triggered.

One thing I noticed, though, was that Stuntman isn’t really important to the strategy. Any hero with a power that attacks twice can take his place if Captain Cosmic puts a Syphon on him as well. Even, notably, Haka if he has his Taiaha out. Since the strategy requires Twist the Aether to prevent Stuntman from destroying the Syphon on Absolute Zero, you can use anyone and make the initial attack fire. For that matter, if you’re facing a villain who does 1 point pings against all hero targets (like Infinitor), you don’t need a hero who can attack 2 targets. The villain can trigger the second Syphon.

About the only thing Stuntman brings to the table is methods of triggering the initial attack without relying on villain or environment damage to fire off a syphon placed on him.

I managed the unlock.

Along the way, I discovered a couple of things. "Discard exactly 7 cards" doesn't work, because that yields 2 + 7 + 1 = 10 damage. The wording for all 3 clauses is "over 10 damage," meaning 11 damage or more. I discovered that 10 is not enough the hard way.

Thermal Shockwave also works, if you boost Absolute Zero with PW Haka. Thermal Shockwave does 11 Cold damage to one villain target, Absolute Zero takes 11 fire damage, AZ then heals himself with the resulting 11 cold damage. The main caveat is that the initial attack can't end the game.

If you're using Thermal Shockwave, you don't need another hero or Twist the Aether. All you need is Dynamic Syphon on Absolute Zero, and some way of doing damage to it during the environment or villain turns that won't destroy it. Any cards that ping all hero targets for 1 point will do the trick.

Thus, the mininimum is PW Haka, Absolute Zero, and Captain Cosmic. The other 2 heroes are discretionary. Stuntman remains useful since he can do damage pretty much on command during non-hero turns with any of his cards that let him use a power. Things like "get behind me!" and "moving target" work as well as Ambush or Dramatic Cliffhanger. The Chrono Ranger / Ultimate Target combo people mentioned upthread also works.

EDIT: To clarify, I mean that Stuntman or Chrono Ranger does 1 point of damage to the Syphon during the environment or villain turn. That triggers Thermal Shockwave which then cascades to the unlock. You only need this if the villain or the enviroment won't do it for you.

What I can't see working is Compulsion Cannister, which MigrantP suggested. You can boost the first damage, but no easy way to add +9 damage to the second attack.

I think I figured out 2 ways to use the Compulsion Cannisters, both of which have fun with the Ember Shaman from Magmaria. The easiest way to get Magma Crystals in all the applicable heroes' hands is with Fiery Crystallization.

Method 1:

Setup is Skyscraper, AZ, Visionary, and PW Haka at Magmaria. Skycraper should be in Tiny mode with a Compulsion Cannister and Magma Crystal in hand. PW Haka charges AZ so his next attack will be over 10. Visionary has played Twist the Ether on AZ. AZ has both modules and Coolant Blast out and a Magma Crystal in hand. Magmaria has Ember Shaman out. 

Ember Shaman activates at the end of the Environment turn, first allowing Skyscraper to use a power by discarding her magma crystal. Skyscraper uses her power to play Compulsion Cannisters from her hand on AZ. Twist the Ether so the damage is fire, so AZ will now hit himself for 11+ fire damage, Isothermic Inducer will react and then Null-Point Calibration will heal him for 11+ health. Aim the second damage at any non-hero target (it really doesn't matter, as long as you don't kill the Ember Shaman). AZ can now discard his magma crystal in order to use Coolant Blast and deal 11+ damage to any non-hero target.

While this is specifically designed for Compulsion Cannisters to be used, its actually a lot simpler if you subsitute Stuntman for Skyscraper, as you don't need Twist the Ether. Setup is Stuntman, PW Haka, and AZ. Stuntman has Lance-Flammes out and a Magma Crystal in hand. PW Haka charges Stuntman, and AZ has both modules and Coolant Blast out, Magma Crystal in hand. Magmaria has Ember Shaman out.

Ember Shaman activates at the end of the Environment turn, first allowing Stuntman to discard a magma crystal to use Lance-Flammes to hit AZ for 11+, Isothermic Inducer reacts and AZ heals back up. AZ discards his magma crystal in order to use Coolant Blast to deal 11+ damage to any non-hero target.

You can get this same thing to happen if only AZ has a Magma Crystal, as long as Stuntman has a way to use a power during the Environment turn before Ember Shaman activates.

Method 2:

This doesn't require AZ to have any cards played out yet.

Setup is Skyscraper, PW Haka, FS Parse, F5 Legacy, and AZ (in that order). Everyone but AZ must have a Magma Crystal in their hand. Skyscraper should be in Tiny mode with a Compulsion Cannister in her hand. PW Haka charges AZ and has Haka of Restoration with 9+ other cards in hand (not counting Magma Crystal), FS Parse has 3 Critical Multipliers out, with Recompile on the bottom of her deck, and AZ has Frost-Bound Drain or Hoarfire in his hand (or on the bottom of the deck). 

Ember Shaman activates at the end of the Environment turn. Skyscraper discards Magma Crystal to play the Compulsion Cannister on AZ. AZ deals himself 11+ damage, and then deals damage to any non-hero target. PW Haka discards Magma Crystal to play Haka of Restoration to heal AZ for 11+. FS Parse discards Magma Crystal (gives +3 from Critical Multipliers to AZ), plays Recompile, discards 2+ cards (gives +6 from Critical Multipliers to AZ). If the damage dealing one-shot for AZ is on the bottom of the deck play it now with FS Parse's power, aiming at any non-hero target (2/3 damage + 9 damage from Critical Multipliers). If the damage dealing one-shot for AZ is in his hand, play it with F5 Legacy's power.

Again, this is designed to use Compulsion Canisters, but all that is happening is that AZ is taking 11+ damage with it, so you could actually cut it out completely, give the Magma Crystal to AZ instead, and just use his base power to deal himself 11+ damage (just make sure that AZ is before FS Parse in the order)