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- A character somewhat similar to the Silent, but that focuses on manipulating enemies and cards. Starts with only 64 HP, the lowest of any character, but has more healing options than other characters between Starving Seeds and Engulf, and can prevent damage very well.
- Basic deck:
- Strike x4
- Defend x4
- Opportunist x1: 1 Energy | Attack | Deal 9 (12) damage. If the enemy intends to attack, gain 9 (12) block instead.
- Confound x1: 0 Energy | Skill | (Retain.) Change the enemy's intent.
- New debuff: Leech
- Leech deals X damage to the target at the end of each turn and gives the player X Block, where X is the stacks of Leech. Leech bypasses opposing Block. All stacks of Leech are lost when the enemy damages the player.
- Because Leech does not gradually decrease like Poison and it also provides the player with Block, most Leech sources apply less Leech than equivalent Poison sources. The highest single-target Leech options are Overgrowth and Mycelium Network, which typically apply around 12 Leech. Further, because the more Leech an enemy has, the harder it is to remove Leech, there are no methods to rapidly increase Leech, like Catalyst can with Poison.
- Manipulating enemy intent:
- The cards that can change intent are Confound, Taunt, Perplex, Cordyceps, Pacify, Boredom, and Provoke.
- Confound and technically Perplex always change the enemy's intent if the enemy has more than one action it can take. Enemies that only have one action - most Gremlins, small Spike Slimes, the Transient, Taskmaster, Torch Heads - are stunned.
- Taunt and Provoke force the enemy to attack.
- Pacify, Boredom, and Cordyceps stun the enemy and cause it to miss its turn.
- Enemies that perform a random action reroll their action, obeying any rules of the card.
- If an enemy is patterned and its intent is changed, it uses ANY action in its pool and uses what it meant to use this turn next turn, continuing the pattern from there.
- Examples:
- Gremlin Nob is patterned because he always uses Enrage turn 1, then randomly uses Rush or Skull Bash each turn afterwards.
- Using Confound or Taunt on turn 1 causes him to use Rush or Skull Bash instead of Enrage, then he uses Enrage on turn 2.
- If he intends to use Rush on turn 2, using Confound has a 50% chance to make him use Skull Bash and a 50% chance to repeat Enrage. His action the next turn is random.
- Looters follow a pattern of Mug, Mug, 50% chance to Lunge, Smoke Bomb, Escape.
- Confound turn 1 creates a 33% chance to Lunge, a 33% chance to Smoke Bomb, and a 33% chance to Escape.
- If it did not Escape (which causes it to leave the battle), next turn it will use Mug.
- Taunt after using Smoke Bomb will change its intent from Escape to either Mug or Lunge. It will use Escape next turn.
- Cordyceps when it intends to use Smoke Bomb will stun it and cause it to miss a turn. Next turn it will use Smoke Bomb.
- Jaw Worm always starts with Chomp, but afterwards picks randomly from Chomp, Thrash, and Bellow.
- Since Chomp is part of its normal pool, Confound fully randomizes its action every turn.
- Exceptions and specific cases:
- - Enemies with Stunned as an action (Lagavulin, Bronze Automaton) cannot randomly become stunned.
- - Stunned enemies CAN have their intent changed to something other than being stunned. Un-stunning an enemy does NOT cause it to become stunned next turn.
- - Hexaghost's intent on turn 1 (Activate) cannot be changed. Causing Hexaghost to use Inferno prematurely will snuff out all its flames and reset its pattern.
- - Enemies that can summon minions (Gremlin Leader, Reptomancer, Collector) can only change intent to summon if they would normally be allowed to do so.
- - Bronze Automaton CAN be made to summon more Bronze Orbs, but only if both Bronze Orbs are dead.
- - If Bronze Automaton uses Hyper Beam early, its next move will always be Stunned, and then its pattern will continue as normal.
- - Slimes that are about to split cannot have their intents changed, nor can they be made to split early.
- - If Slime Boss is forced to use Prepare, its next move will always be Slam before it continues its normal pattern, but if Slam itself is interrupted, it will be skipped.
- - If the Guardian is forced to use Twin Slam early while in Defensive Mode, it will shift back into Offensive Mode early.
- Generally speaking, moves that are only used once like the Chosen's Hex or the Collector's Mega Debuff CAN be called on other turns.
- Enemy-unique debuffs used by cards:
- - Slow: Whenever you play a card, this enemy receives 10% more damage from attacks this turn. (Giant Head)
- - Reactive: Upon receiving attack damage, changes its intent. (Writhing Mass)
- - Shifting: Upon losing HP, loses that much Strength until the end of the turn. (Transient)
- Common:
- Body Purge: 1 Energy | Skill | Gain 5 (8) Block. Clear all debuffs.
- Shadow Trail: 1 Energy | Attack | Deal 7 (10) damage. If the enemy intends to attack, deal 7 (10) damage again.
- Kin Strike: 1 Energy | Attack | Deal 10 (14) damage to all enemies related to this enemy.
- Morph: 2 Energy | Skill | If the enemy does not intend to attack, gain 12 (16) Block. This Block lasts until broken.
- Transfusion: 0 Energy | Attack | Deal 3 (4) damage. Transfer any Weak (and Vulnerable) to the enemy.
- Bail: 1 Energy | Skill | Draw cards until you've drawn 2 (3) unique cards.
- Lash Out: 1 Energy | Attack | Deal 8 (10) damage. If you have Weak, deal 24 (30) damage instead.
- Tilt: 0 Energy | Skill | Gain 1 (2) Strength. Lose 1 Dexterity.
- Sway: 0 Energy | Skill | Gain 1 (2) Dexterity. Lose 1 Strength.
- Psych Out: 1 Energy | Attack | If the enemy does not intend to attack, apply 1 (2) Vulnerable. Deal 7 (10) damage.
- Jelly Body: 1 Energy | Skill | Gain 12 (14) block. Gain 2 (1) Weak.
- Thrash: 1 Energy | Attack | Deal 14 (16) damage. Gain 2 (1) Frail.
- Pseudopods: 0 Energy | Attack | Deal 3 (4) damage 3 times. Add a Slimed into your hand.
- Taunt: 0 Energy | Skill | If the enemy does not intend to attack, gain 1 (2) Energy and make it intend to attack.
- Brood Parasite: 0 Energy | Skill | Gain 1 Vulnerable. ALL enemies gain 2 (3) Vulnerable.
- Leeching Roots: 1 Energy | Skill | Apply 4 (6) Leech.
- Tangle: 1 Energy | Attack | Deal 5 (8) damage and apply 2 (3) Leech to ALL enemies.
- Organ Theft: 1 Energy | Attack | Deal 8 (11) damage. If this kills an enemy, gain 2 Energy and draw 2 cards.
- Simple Routine: 0 Energy | Attack | Deal 14 (20) damage. Can only be played if the last card played this combat was a Strike or Defend.
- Dredge: 2 Energy | Attack | Deal 13 (17) damage. Play the lowest-cost card in your hand.
- Uncommon:
- Loophole: 0 Energy | Attack | Deal 8 (11) damage. Whenever you draw a Status or Curse card, this card enters your hand.
- Mire: 1 (0) Energy | Skill | The enemy becomes Slow. Exhaust.
- Pick Off: 1 Energy | Attack | Deal 11 (15) damage to the enemy with the least remaining HP.
- Shifter: 2 Energy | Power | At the end of your turn, if any enemy intends to attack, gain 1 (2) Dexterity, otherwise gain 1 (2) Strength.
- Guard Up: 1 Energy | Skill | Gain 8 (11) block. If you have Frail, gain 24 (32) block instead.
- Refresh: 0 Energy | Skill | If you have played exactly 4 cards this turn, gain 2 (3) Energy.
- Shuddering Body: X Energy | Attack | Deal 5 (7) damage and gain 5 (7) block X times.
- Hold On: 1 Energy | Skill | Your HP cannot fall below 1 the next time you take damage this turn (for the rest of this turn). Exhaust.
- Repurpose: 2 Energy | Power | (Innate.) If you have unused Block at the start of your turn, draw 2 cards.
- Perplex: 1 (0) Energy | Skill | The enemy becomes Reactive this turn.
- Raise Hackles: 2 Energy | Power | At the start of your turn, if all enemies (any enemy) intends to attack, gain 1 Energy.
- Engulf: 2 Energy | Attack | Deal 15 (20) damage. Heal 5 (7) HP. Exhaust.
- Copycat: 1 Energy | Skill | The first time (Whenever) you take damage from an enemy this turn, deal the same damage back.
- Deceive: 1 (0) Energy | Skill | Apply 99 Weak. Exhaust.
- Lethal Envy: 2 Energy | Attack | Deal 12 (18) damage. If the enemy has more health remaining than you, deal 24 (36) damage instead.
- Overgrowth: X Energy | Skill | Apply 4 Leech X (X + 1) times.
- Mycelium Network: 2 Energy | Skill | Apply 12 (16) Leech as evenly as possible among ALL enemies.
- Cordyceps: 2 Energy | Skill | If the enemy intends to attack and has Leech, it becomes stunned (and gains 2 Vulnerable). Exhaust.
- Fog of Spores: 1 Energy | Power | At the start of your turn, apply 2 Leech to a random enemy (ALL enemies).
- Desperation: 2 Energy | Attack | Deal 12 damage. Play all Strikes and Defends in your hand (and draw pile).
- Rotten Stench: 1 Energy | Skill | Enemy loses 4 (5) Strength. For the next 4 turns, the enemy gains 1 Strength at the end of each turn. Exhaust.
- Self-Amputate: 1 Energy | Skill | Exhaust 1 card. Discard 1 card. Gain 8 (10) block. Draw 4 (5) cards.
- Provoke: 1 Energy | Attack | Deal 11 (14) damage. Next turn, force the enemy to attack.
- Old Memories: 1 Energy | Skill | Shuffle your discard pile and draw 3 (4) cards from it.
- Change of Pace: 1 Energy | Skill | Draw 4 (5) cards. Discard all cards drawn this way that are not Uncommon or Rare.
- Limb Shed: 1 Energy | Attack | Deal 9 (13) damage. Put a card from your draw pile into your discard pile.
- Autotomize: 1 Energy | Power | At the end of your turn, you may choose a card (two cards) in your hand to Exhaust.
- Encore: 1 Energy | Power | Reduce the cost of the next card (two cards) you play to 0 this combat.
- Mirror Shard: 1 Energy | Attack | Steal half the enemy's Block. Deal 10 (14) damage.
- Compost: 1 Energy | Skill | Exhaust all Status cards in your discard pile (and hand). Draw one card for each card exhausted in this way.
- Spit Up: 1 Energy | Skill | Play the card (two cards) at the bottom of your draw pile.
- Brand New Me: 1 Energy | Power | Strikes and Defends exhaust when played (and gain Ethereal).
- Stutter: 0 Energy | Attack | Deal 4 (5) damage. 50% (75%) chance to put this card on top of your draw pile. Draw 1 card.
- Outreach: 1 (0) Energy | Skill | Add a random Red, Green, Blue, and Purple card into your hand. Exhaust.
- Boredom: 2 Energy | Skill | Stun the enemy. Shuffle three (two) Dazed into your draw pile.
- Restructure: 0 Energy | Skill | Put a card (two cards) in your draw pile on top of your draw pile.
- Rare:
- Splatter: 2 (1) Energy | Power | Whenever you are attacked, the enemy gains Slow for the next turn.
- Adaptive: 1 Energy | Power | (Innate.) Dodge the last hit of attacks that hit multiple times.
- Another Body: 4 Energy | Skill | Pick a card in your hand and permanently transform it (then upgrade it). Exhaust.
- Mockingbird: 2 (1) Energy | Attack | If the enemy intends to attack, copy their attack.
- Take Without Asking: 2 Energy | Attack | Deal 14 damage. If Fatal, gain a Relic (2 Relics) after combat, and transform this card. Exhaust.
- Reform: 0 Energy | Skill | Replace this card with a copy of another card in your hand. (Reduce this copy's cost by 1 this combat.)
- Soul Sap: 2 Energy | Skill | Ethereal. (Not ethereal.) Steal half the enemy's Strength buffs. Exhaust.
- Inspiration: 1 Energy | Power | (Innate.) Whenever the enemy gains a buff, gain 1 Dexterity.
- Invasive Tendrils: 1 Energy | Attack | Deal 12 (16) damage. Activate Leech on ALL enemies with Leech.
- Myriad Forms: 3 Energy | Power | Reduce the cost of the first card you play each turn to 0 (then draw a card).
- Pacify: 3 (2) Energy | Skill | Stun the enemy. End your turn. Exhaust.
- Rebirth: 1 Energy | Skill | Gain 99 Vulnerable. Heal 12 (16) HP. Exhaust.
- Lose Control: X Energy | Skill | Gain 1 Strength or Dexterity X (X + 1) times. Exhaust.
- Suffocate: 1 Energy | Attack | Deal 14 (19) damage. The enemy cannot inflict debuffs or gain buffs this turn.
- Graft: 1 Energy | Power | Whenever a card is created, deal 8 (12) damage to ALL enemies.
- Infect: 2 Energy | Attack | Deal 10 (14) damage. The enemy becomes Shifting this turn.
- Grim Visions: 2 Energy | Attack | Deal 16-24 (20-30) damage to ALL enemies.
- Relics:
- Strange sap: Starter | At the start of each combat, apply 1 Weak to all enemies that intend to attack.
- Face paint: Common | Card rewards now contain one additional choice from a different colour.
- Jack-in-the-box: Uncommon | If you do not take damage on a turn where you have Vulnerable, gain 2 Strength.
- Spore bombs: Uncommon | At the start of each combat, apply 2 Leech to ALL enemies.
- Spare parts: Uncommon | On pickup, remove a card from your deck. Upgrade all copies of that card in your deck.
- Looking glass: Rare | Cards that can change enemy intent are retained.
- Costume kit: Rare | At the start of each combat, draw a card and gain 1 Energy. At the end of your turn, deal 3 damage to a random enemy. At the end of combat, heal 3 HP.
- Bog body: Rare | Whenever you play 3 or less cards in a turn, ALL enemies become Slow for your next turn.
- Starving seeds: Shop | The first time you gain Block each combat, heal HP instead.
- Viscous ooze: Boss | The first time an enemy intends to attack, apply 1 Weak to it.
- Mutating garden: Boss | Normal enemies drop 2 extra card rewards. Whenever you climb a floor, remove a card from your deck.
- Antibiotics: Boss | Gain 1 Energy at the start of your turn. ALL enemies start with 2 Artifact.
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