Your Dream Team

I don't know that I've ever played a specific combo enough to have a "dream team" but my 4 person team would be(I player two player with my wife most often)

 

-Naturalist (promo is crazy, base still pretty great) - Can do anything, best environment control in the game, top 3 tank, solid secondary damage dealer (primary if needed)

-Nightmist (base or promo) - speaking of doing anything, can just shut down villains from redirecting damage, stopping villain plays, nuking ongoings.  Care about her health less than any other hero other than possibly the Scholar, which makes her an incredible teammate

-Mr Fixer (base on this team) - utility, irreducible damage redirection, excellent damage potential

-Fanatic (base or either promo) - my favorite to play, absolutely lethal boss killer, great team support to with Embolden (especially on Naturalist)

 

Tim Minchin would indeed improve any team. However, his base power would be a bit broken:

F-Sharp:  Deal H sonic damage to each target and player.

:slight_smile:

Thanks! Happy to be here.

Next Year I will try to play Sentinels and Void Guard in a 5 player game.

 

When I go for Tempest/Scholar Shenanigans, my team of choice is Mr. Fixer (out of turn Grease gun or overdrive), Expatriette (Unload) and Nightmist.  For even more ridiculousness Replace Nightmist with Adept for Vernal Sonata and card play/draw that gets you a second DDA fun time each round.

If I had to choose a Dream Team based on their ability to do well against any Villain and Environment combination it would be:

Parse -> Tachyon -> Tempest -> The Scholar -> Haka

Parse - Parse going first means that Villain and Environment cards can be taken care of before they become a problem for the other heroes ("Data-Mining", "Segmentation Fault"). If such an effect would require her to discard that's fine by her as well ("Critical Multiplier"). If there are any non-Hero targets that provide damage reduction to multiple targets, she can take them out with irreducible damage ("Between the Lines", "Impossible Shot", "Reveal the Flaws"). Otherwise she'll generally spend her turns setting up the other heroes and stacking the villain deck ("Buffer Overflow", "Extrasensory Awareness", "Guage", "Syntactic Analysis", "Updated Intel").

Freedom Six Tachyon - Tachyon going after Parse means she can clean up whatever Parse didn't ("Blinding Speed"). She'll also have an idea of what's in store and will know when to unload ("Lightspeed Barrage", "Sonic Vortex"). She can shut down all the targets that are out if she needs to, and thanks to Parse, damage reduction isn't neccesarily an issue ("Hypersonic Assault"). The main reason I brought her along however, is her awesome draw power ("Fleet of Foot", "Team Leader").

Tempest - Tempest is the most versatile Hero in the game and can respond to whatever Villain and Environment he's dealing with. I won't elaborate on him too much, because in doing so I would have to list every card in his deck! However, in this setup his placement is specifically to set up The Scholar ("Reclaim from the Deep").

Scholar - Scholar's is almost as versatile as Tempest. This Dude can absorb damage as well as anyone ("Expect the Worst", "Flesh to Iron"). When he does, his ability to heal himself often allows him to strategically choose where he falls between lowest and highest HP Hero target ("Better Living", ""Get Out of the Way"", "Solid to Liquid", "Transmutive Recovery"). Thanks to Tachyon and Tempest, his goal most of the time will be to really open up this team's potential ("Don't Dismiss Anything", "Proverbs and Axioms").


Haka - A hard choice for my last team member, I wanted someone who could reliably do single target damage ("Crush", "Elbow Smash", "Haka of Battle", "Mere", "Tiaha"). Haka not only does that but reinforces this team's ability to shut down the Villain and Environment decks ("Ground Pound", "Rampage", "Savage Mana"). Ra was a close second.

That's a great writeup. Soon as Parse makes it to the video game, I'll give that lineup a shot!

Oh yeah, for my money, Haka is probably the best all-around cleanup hitter in the game.  Savage Mana means that Haka is your preferred choice for landing the killing blows; that in conjunction with Punish the Weak allow for some great synergies - while the big guy is quite self-sufficient, he benefits more from anyone from the rest of your team can setting the table so he can clean up with Rampage and/or Savage Mana.

Situationally, Absolute Zero is great as your last guy if any of Fanatic, Ra or Mr Fixer is on the team to set him up for Coolant Blast and/or Isothermic shenanigans.

Another cool synergy that'd be fun to try out is Scholar going before SST Tachyon.  Scholar can set up the bottom of his deck with Bring What You Need and after doing it twice, there are some great combos for SST to bust out:  2x Don't Dismiss Anything. Alchemical Direction + Expect the Worst, Know When to Hold + Know When to Cut Loose.

Strategic turn order is one of the most underrated aspects of the game, imho.  Usually you want your set up/support guys at the top and hitters at the bottom, though Chairman and Apostate have specific minions that favor having a nuker at the top of the order to get kill said minion ASAP.

About 2 years ago, there was a post on the forums about trying to make a team that could withstand multiple villain encounters back to back to back without resetting their board or HP totals. Here is my 5 man team and teambuilding strategy for creating a team that can last through the long haul:

 

Teambuilding for Endurance:

To begin building the perfect team to take on multiple villain encounters, we need a cornerstone, someone who can take punishment, deal punishment out, and has the tools to keep themselvs and possibly others sustained through multiple rough patches. For the cornerstone of my team, no one really fits the bill as completely as Scholar. His elemental forms provide DR and heavy team tanking through redirection, massive self healing with utility team heals, the tools to prevent damage through Offensive Trans, and the ability to deal mass damage once set up through Energy forms. His out of turn plays will help during occasional board wipes. Scholar makes a perfect cornerstone to build an endurance team around.

1. Scholar

Now that we have identified the perfect cornerstone for a survivability team, lets start plugging holes. If there is one essentail component that Scholar is missing, its the lack of Ongoing destruction and general Villain deck Shenanigans. There are tons of great options here, from Nightmist to Argent to Visionary to Wraith, the list goes on. Parse, though, seems like a great fit. Her ability to screw with the villain deck and dictate what the villain plays is unrivaled, even by the previous queen of utility Dark Visionary. Parse brings the manipulation of DVis, while being able to deal more damage than her on average and can be the saving grace to Scholars major other weakness, DR, which her nack for Irreducible damage. They compliment each others weaknesses incredibly well and they form the "core" of the teams strategy.

1. Scholar

2. Parse

Now that the core of our team is built, we can start adding the bells and whistles that will make our core better and more efficient. We have two heros are are pretty such specializing in what they do. Scholar as the main Tank with benefits and Parse as our Utility queen, if ANY of them can't perform their job, for whatever reason, everything can fall apart. In competitive Pokemon team building, there is the notion of the "pivot" attacker, or in Baseball we call them pitch hitters. We need someone that can fill multiple roles and do it well in case someone falters. The Naturalist instalty jumps out to me as the perfect pivot for an endurance team. He can flip the switch to the DPS/Tank/Utility role on a whim and has his own fantastic ways of healing, redirecting, and even taking the Environment out of the equasion when it all becomes too much withstand.

1. Scholar

2. Parse

3. Naturalist

We are coming down to the wire, and with only 2 spots left, the competition gets tough. Back to the Pokemon teambuilding metaphor, the team lacks a definitive "Sweeper", the guy that comes it and cleans up the board through sheer speed and power. When the name of the game is Endurance, most of our heavy hitting heros are pretty frail and counter to our goals. Also, the team up to this point is very ONGOING heavy. But if we can ignore equipment destruction it leaves more room for Parse to be even more selective with her deck manipulation shenanigans. Tempest has the makings of of a great endurance style damage dealer. He not only has some of the best teamhealing, but his access to AoE and strong one-shots and enviro destruction makes him attractive. Haka is another prospect, where his bulky HP, healing, Ground Pound, and particularly Savage Mana could be very strong together and make a lot of sense. But there is another option that might not be very obvious. The Sentinels. They require very little setup, Medico can spot heal Parse or Scholar, they can team wide heal, have access to their own DR, can belt out a considerable amount of damage per turn (AoE and single target), and Writhes signature card can be used and abused. They can revive themselvs in case something goes horribly wrong as well, and when the name of the game is endurance, well, Battle Rez's have always been invaluable.

1. Scholar

2. Parse

3. Naturalist

4. Sentinels

You can't just throw the Sentinels into a team built for endurance without taking note of their largest flaw, low HP. Thats a challenge buster right there, and if they go down early to AoE or are targeted by constant lowest HP effects, the entire team will follow shortly. The healing/damage brought by the Sentinels is of key importance which is why they were chosen over some other more bulky options, so they need to be protected. Wraiths Smoke Bombs would be a great choice, but would be counter productive since the team works best staying as Ongoing heavy as possible. The best way to protect the Sentinels from a constant barrage of damage is to produce alternative low HP targets. Unity makes a very attractive option since she can belt out damage when fully setup and has some great utility in her BeeBots and StealthBot. While her deck is really fun to play and has a great mechanic, she tends to suffer from a lack of consistency, and since endurance is the name of the game, any weakness will be exploited especially if it takes her a long time to setup. Fortunatly, there is another option that fullfills our specific needs. Captain Cosmic! He has a wide array of low hp cards, a ton of ways to play them, and a lot of them gain extra beneficial effects when they are inevitably damaged. His unique style of of team Utility will help the entire team with healing, damage, low hp target damage sponge, and out-of-turn power uses.

1. Scholar

2. Parse

3. Naturalist

4. Sentinels

5. Captain Cosmic

I don't know, If I'm going for long run where you carry over health I'm going with something like:

 

Greatest Legacy:  Because Legacy, and more healing and versatility.

Expatriette:  She solves a lot of issues, and gives you steady and solid damage.

Tempest:  Cleansing Rain is going to be huge.

Sky-Scraper:  because 2 tanks are better than one, her manipulation is valuable, and those Micro-Assemblers are great.

KNYFE:  Damage, toughness, burst, she's always pumping out damage.

 

The most successful would probably be a cheap team like:

Greatest Legacy:  powers and Take Down, and Bolster allies is a positive here.

TL Tachyon:  You want the take down engine going fast, burn decks.  Her kit is strong against the toughest bad guys too.

Argent Adept:  for more DDA shenanigans and more powers.

Tempest:  Rain, Reclaim, Shackles, Ball Lightning.  He's too good to put on the bench.

Scholar:  DDA and Tanking.

So much healing and you can shut down most villains from ever playing cards by round 4, often earlier.

 

It's funny that x-gray has SkyScrapper and The Naturalist so high but they don't see much selection.

I think that's partly because of the video game -- it's great for setting up and testing teams, but they're not available in it yet, so not as many people can work out their kinks.

Once upon a time, there used to be discussions about whether or not Wraith was broken because she was so good, yet I never see her picked for a dream team. And why doesn't Legacy get on them more often? With five-hero teams, Galvanize and Inspring Prescence are fantastic. Combine that with Take Down and Heroic Interception and he has incredible utility.

For me including Legacy was a no Brainer… the only question was which one. I decided on Grandpa Legacy because of the many great powers the team has and the synergy with Scholar. I guess I omitted Wrath because while on her own she’s one of the best heroes, she doesn’t really fit any individual niche and doesn’t have the same degree of synergy as some other heroes.

Does she have to? I mean, isn’t part of the point that she’s good at NEARLY EVERYTHING?

I guess it’s just a matter of your approach to teambuilding. The strategy I (and presumably a bunch of other people) used was a team of semi-adaptable specialists to ensure all bases were covered. I included Tempest in mine as a jack-of-all-trades to cover the inflexibility of this approach. Another fun team could be a team of all highly adaptable heroes under the assumption that between them all bases will be covered. How about: Wraith, Argent Adept, Nightmist, Hunted Naturalist, and Omnitron-X?



Legacy is one of my favorite Heroes to play, and ninety-five percent of the time he/she is an amazing asset to any team. The other five percent of the time he/she has two fatal flaws:

1) His/her deck is comprised of 28 Ongoing cards with no ability to play or draw more often.  All build-up characters are roungh against enemies that ramp up fast and finish quickly. Legacy is no exception, but due to having a character card and two promos with great base powers, I'd rather have him/her along in such fights than someone like Absolute Zero. Where  Legacy really suffers is against Villains and Environments that destroy Ongoing cards. Akash, Dawn, Matriarch, Omnitron and Progeny are of special note in this regard. Also, since "Legacy Ring" is the only Equipment card in his/her deck (with two copies), Legacy will always be forced to destroy it when effects destroy any number of his/her equipment cards.

2) He/she increases all types of damage dealt by all Heroes. A lot of fan favorites like to damage themselves  (Fanatic, Nightmist)  or other Heroes (Haka, Sky-Scraper); and some Villains rely on Heroes killing themselves (Plague Rat, Miss Info). This can be overcome with planning and knowing the decks in play. However, I'm sure everyone has accidentally helped the Villain(s) out at least once, much to their chagrin. [It wasn't Legacy's doing, but I once had Parse shoot herself in the face for 58 damage. :( ]

 

Minor point, Legacy does have few cards that let him draw a card, but not much.

I can only think of "Bolster Allies", but then again I suppose I did say no draw power. So I stand corrected none-the-less.

He can also punch and draw with a single card!