Team Leader Tachyon, Chrono-Ranger, Omnitron-X, and Elemental Wrath Absolute Zero versus the Dreamer in the Block.
I am not fond of the Dreamer.
I am not fond of the Block.
The combination makes for a pretty hard game. My test game started with two Dark Heroes (because you always start with two Dark Heroes) and a Whipacorn (ditto) and proceeded downhill from there. Most of the team had HP in the low teens when Dreamer flipped, and the Block proceeded to murderize AZ just before he got his Thermal Shockwave/Focused Apertures/Cryo Chambers healing engine set up. A pair of Grotesque Arachnids killed off everyone else but Omnitron-X, and then Violent Nightmares hit and OX went down under a wave of projections.
So, does anyone have a clever gimmick for fighting the hardest Difficulty 3 villain?
Well the start for the one shot does start with one Dark Hero and Whipacorn. Thankfully it hit Tachyon who was not setup to do damage with him out anyways. Anyways, this was pretty rough but manageable. Just so that it didn't last any longer after I had eight projections under the Dreamer I used Timeshift to put a Dark Hero out which Absolute Zero proceeded to take out on his turn. Scariest part was figuring out how I would take Char out who showed up in the second environment turn with a Prison Riot. Thankfully I had a Displaced Armory and could get a temporal grenade to use on him.
Near Mint - only because I accidentally hit Choose For Me while Char was dealing damage which I couldn't recover from. I had actually set him up perfectly. I had The Whole Gang on a projection. I had reduced Char down to 4 HP. With the two Imprisoned Rogues, Char was dealing 8 damage to all. The plan was, have Char hit all projections, saving the projection with the Whole Gang till last. Then the Whole Gang takes out Char - no damage to Dreamer or Heroes. Accidentally hitting Choose For Me ruined all that - Tachyon had to eat 16 damage and everyone else ate 8 damage. Only lasted two more rounds after that.
Second time around I did it right and ended the game with Tachyon incap, everyone between 3-7 HP. Definitely a tough fight. Dark Heroes damage reduction nullified Chrono Ranger and Tachyon a lot (couldn't use Hypersonic when I really wanted to). Getting Masadah helped. I stuck with Temporal Shielding for Omni-X with Reactive Plating but he still took beatings from Toy Master. Didn't have time for AZ to do much other than his base power.
Well, that would have been a lot easier if I hadn't kept confusing "Kill on Sight" with "By Any Means". But I got mint, despite playing the wrong bounty (twice!), stupid Dark Heroes coming out whenever it would have been most useful to use Hypersonic Assault, and accidentally injuring the Dreamer with a Defensive Blast that I thought that she would avoid.
Speaking of which, during the Defensive Blast I had the Treacherous Ape destroy my plating card; I expected that this would turn off the damage being dealt before it got to the Dreamer. After all, no types of damage are currently being reduced, right? But that didn't work, and Vanessa took 4 damage. Is this a bug, or is that how Defensive Blast is supposed to work?
I minted, despite some horrible sequencing on my end. Had to kill Dark Hero like three times, and a Hypersonic Assault hit poor Vanessa once, but managed to keep the environment under control. In fact, the environment dealt damage exactly once. An Agent shot one of the heroes on the last turn after I had cleared the 8th Projection. The Inmates never did anything because I kept popping them as soon as they appeared. It was a little dicy at times, since she wiped Omnitron's components on the first turn and everyone was in their low teens, with a few in single digits, by around turn 3. It also didn't help that I kept screwing up Crono Ranger's and Absolute Zero's turns, causing the Toy Masters to stay in play far longer than they had any right to be. I think those guys dealt a total of 20 damage over the course of the game. Liberal use of "The Whole Gang" via Ranger's Mark and Sudden Contract allowed me to clear out two Projections a round after she flipped, making short work of phase 2. A timely Defensive Barrier also helped to mitigate her damage after flipping.
Fixed, I think. I'm pretty sure that unless it specifically says, then you can assume fixed seed. Also, someone mentioned getting a Whipacorn and Dark Hero first thing, and I got that too.
Fixed, I think. I'm pretty sure that unless it specifically says, then you can assume fixed seed. Also, someone mentioned getting a Whipacorn and Dark Hero first thing, and I got that too.
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Makes sense. My game started with Whipacorn, Illusory Demon, Dark Hero, and Toy Master, with the first card play being a second Toy Master.
My Dreamer woke up to the smell of minty freshness. For what ever reason we don't play the dreamer a lot so there were definitely some times when I played in a sub optimal nature. The two key card in my game were Hypersonic Assault and The Whole Gang. It is hard to do, but I like holding onto the hypersonic assaults until the dreamer flips. As for the whole gang, just recycle it as many times as possible.
Mint! That was a juicy one though. I was genuinely unsure whether I'd succeed towards the end.
I deliberately Defensive Plated Vanessa (didn't think of the combo with Treacherous Ape) to wipe out the first wave of projections and then just avoided hitting her again once she was at 2 HP.
While hanging out with MigrantP in Barcelona, I'd commented that I always ended up playing Chrono the same way. I feel like this game was to show me how adaptable he is to different situations; he was definitely my MVP, with The Whole Gang being used 3-4 times to great effect.
I hate 4 vs the Dreamer. My first time with the card game was four vs. the Dreamer. Worst beating I've ever had in this game. Just to be clear I had already fought Baron Blade, Omnitron, Citizen Dawn, Grand Warlord Voss, and Ambuscade in the digital game first, so it wasn't my first game ever.
I will give this a go, however. Defeating Advanced Spite so easily two weeks ago has given me confidence.
Dreamer is brutal - I got buried in the first game but was able to rebound fairly comfortably. Some tips for people wanting to mint this (this is from memory so I'm admittedly hazy on some details):
- First turn: Have Chrono take the first hit from the Toy Master(?) so that Tachyon gets Whipacorned. Tachy's job the first 2-3 turns is to feed people cards and soak Whipacorn damage. Everyone else's job is to kill the Dark Hero ASAP. On the first turn, Omnitron's power will flip Reactive Plating Subroutine, so play Ablative Plating on your main phase so you get a few free hits on Dark Hero.
- General tips: At some point it may become more useful to soak up Psychic and Infernal Damage so count up the damage Omni will take each turn. You'll probably lose components at some point so don't over-extend. For Chrono, Masadah, Whole Gang and By Any Means are your friends. Absolute Zero's job is finish off stragglers, and play cards so he or Omni can take the hit for the one-shot that prevents the hero with the most cards in play from playing cards.
- This is the critical point in the game: on turn 4(?) a Prison Riot will flip Char and some inmates. Tachyon starts with a Hypersonic Assault: *This is what you save it for* There will likely be a Dark Hero in play to prevent HSA from hitting the projections but that's fine. If you let Char and his friends go off you're gonna have a bad time. Fortunately the environment will take care of the inmates the very next turn. This is literally the only thing you need to worry about from The Block - use all your other resources to manage the projections; you'll need it
- The Dreamer has 6 hit points: use them! On turn 3-4 a second Dark Hero appears; if you let two of them stick around for more than a turn, you probably can't recover. At this point I'd used every trick in the book to get rid of the first Dark Hero, what I did for the second was: Chrono replayed "By Any Means" on the second Dark Hero and shot him down to 3. Omni-X used Defensive Plating to finish off Dark Hero and also hit everything else for 3. It's OK if you dink the Dreamer, you lose when she has zero HP, not one, nor two, nor three.
- If you get past Char and the inmates and the second Dark Hero the game gets a lot easier from that point. Without Whipacorn and Dark Hero, the Sonic Vortices and Lightning Barrages that Tach's been hoarding make the rest of the projections very manageable.
Got mint. Chrono-Ranger is definitely the MVP, as has been said.
I used Sudden contract to put By Any Means on the Dark Hero in round 1, and then used Hypersonic Assault early, (round 2, I think) hitting the (1HP at that point) Dark Hero first, then hit all the loaded up Toy Masters and the Whipacorn and whatever other projections were out at the time.
That bought me time to not have to worry about their big damage, or the Whipacorn's effect for a round. I did use the sneaky "whole gang" trick with Char to have him kill all of the projections, and then have him destroyed before he hit the Dreamer or the Heroes. That was very helpful.
No hero was in big trouble at any point--they all ended up around 10HP.
The currrent operation seems consistent with a similar issue I had a while ago (posted on the video game's forum) about Nightmist's Amulet of the Elder Gods with relation to the Citizen Tears+Citizen Blood combo. In that case, Citizen Tears must do damage equal to the number of cards discarded by that hero's player during that turn, but Nightmist's Amulet allows her to discard cards to redirect that damage (or to discard 1 card for no effect). Doing so does not change the amount of damage, even though more cards have been discarded during that turn.
I've confirmed that this hasn't changed, and there are certainly one or two differeneces between the effects (e.g., the effect that alters the damage being done occurs during the attack instead of between multiple attacks), but I thought it might be worth mentioning it for comparison.
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Finally achieved a Fine on attempt *cough* six. My first non ipad crapping out related non mint. Oh well.
My downfall was soaking all the damage while letting Char take out the projections and then using The Whole Gang to take him out. The first round after letting the Dreamer flip, everyone was down to less than 10hp and I couldn't recover. After five attempts that way, I realised that I needed a plan B.
Finally, went take out Dark Hero round 1, both Toy Masters round 2, then Hypersonic Assult when Char appears as he is only going to be there for one round. That made my life easier, as everyone was at about 20hp at the flip. The only scary moment was when both Dark Heroes came out on the same round, but Tachyon greeted both with their own personal Lightspeed Barage to the head.
Heroes ended up at 5hp, 7hp, 10hp and 13hp with the Dreamer having 10 projections under her.
Oh and Cryo Chamber didn't seem to act properly after the Dreamer flipped. It added one to AZ hitting himself, but not when using his base power on projections.
Near Mint :( Everyone was easily in their teens, she flipped, played 2 cards, brought out a tonne of projections out that AoE damaged my entire team. Took her two turns to destroy me while I was scrambling to get past their damage reduction.
My second non-Mint. This one was looking really easy until that one turn took away all hope.