Freedom Tower
This is the homebase of the Freedom Five. A place that overshadows the city, and provides a sense of hope. Every now and then the Villains decide to come to them.
Here's some pointers on protecting this heroic place.
- Types of Cards: Rooms - Rooms just stay out unless an entry point covers them up.
- Number of target cards: 0
- Special Mention: Entry Point - Covers up existing rooms, and also increases villain damage by 1. There are a few of these and having multiple out can be devastating.
- Dificulty rank - 2 (According to the wiki)
Villains with this environment
- The increased damage from Entry Points is useful for any villain - Chairman is a specific nightmare. Iron Legacy is another that is greatly enhanced by the increased damage.
- Legacy's Landing Pad - With Villains that have minions or lower targets, not only will the villain get the increase but the reduced damage as well.
- Training Simulator - With the Dreamer, forces a target from the trash to come out. She only flips when there are no projections on the table. So this will slow your progress.
- Ironclad Maintainace - helps control Baron Blade and Citizen Dawn's trash piles. It also would benefit by pushing Chairman's thugs to the deck, and Matriarch's Mask and La Capitan's ship to their decks.
Heros with this environment
- Frost's Cryo Chamber - is beneficial for Absolute Zero
- Caspit's Playground - is beneficial for Unity, can use hero ongoings as equipments.
(I'm fairly new to this game, so most of my insights are face value. Please contribute any strategic elements that may be found in this environment.)
Anything I should add? Tips thoughts? Suggestions? Anything you suggest will added. Thanks for the help!