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- Build Spellweaver and Hatchet
- Shop: Minor Power Potion, Boots of Striding each
- Cards:
- Spellweaver:
- -Frost Armor
- -Flame Strike
- +Crackling Air
- +Aid from the Ether
- Hatchet:
- -Close Cuts
- -Second Wind
- +Extra Lift
- +Fancy Hat
- --------------------------------------------
- 1 Black Barrow
- 2-person team: Hatchet/Spellweaver
- Turn 1:
- Hatchet: The Favorite/Extra Lift; set up both ongoings, and move up to bait the gaurds.
- Spellweaver: Aid from the Ether/Crackling Air; move up not adjacent to the gaurds and set up Crackling Air with infusion
- Turn 2:
- Hatchet: Fancy Hat/Disorenting Barrage; Barrage the three guards, using The Favorite on the Elite, then move to hopefully recollect The Favorite
- Spellweaver: Mana Bolt/Fire Orbs; Orb the three guards, then move up next to the door.
- Turn 3:
- Hatchet: short rest, then Disorienting Barrage/Double Throw; move into the next room with Barrage, taking some free damage on the gaurds, then Double Throw the archer and the right guard, using the potion and The Favorite on the archer.
- Spellweaver: Ride with the Wind/Freezing Nova: Use Ride + boots to make it into the middle of the enemies in the last room, then Nova + potion to hopefully wipe them.
- Turn 4:
- Hatchet: Attack/push move; attack the guard before moving so you can maybe get some money, but otherwise use the push for a guaranteed kill.
- Spellweaver: Impaling Eruption/Reviving Ether; finish off the last targets if necessary, then get some gold.
- --------------------------------------------
- 2 Barrow Lair
- 2-person team: Hatchet/Spellweaver
- Turn 1:
- Hatchet: Fancy Hat/Double Throw; use Hat buff to kill both archers
- Spellweaver: Crackling Air/Reviving Ether; Set up Air, get some money
- Turn 2:
- Hatchet: The Favorite/Extra Lift; set up ongoings, end next to the door
- Spellweaver: Mana Bolt/Impaling Eruption; kill any archers still standing, then get some money; if both archers are still up consider using Orbs here and Eruption next turn
- Turn 3:
- Hatchet: Disorienting Barrage/Power Pitch; Barrage movement into the next room. Boots should get you into place for 2 damage to both enemies, then Power Pitch + Favorite + potion on the boss
- Spellweaver: Fire Orbs/Ride with the Wind; jump into the next room and Orb + potion on both targets; hopefully killing both.
- --------------------------------------------
- 4 Crypt of the Damned
- 2-person team: Hatchet/Spellweaver
- Turn 1:
- Hatchet: The Favorite/Extra Lift; start at the top, move into the back-right corner if enemies aren't moving, or left of the door if they are, set up The Favorite.
- Spellweaver: Aid from the Ether/Crackling Air; start front and center, summon in the corner behind you, then set up Crackling Air
- Turn 2:
- Hatchet: Fancy Hat/Disorienting Barrage; Use Fancy Hat's bonus and power potion, attack all three enemies, use The Favorite on the elite skeleton
- Spellweaver: Freezing Nova/Ride the Wind; jump into the next room in the middle of the three enemies, then Freezing Nova + power potion to kill them all. Summon should help finish off a target in the first room.
- Turn 3:
- Hatchet: Retrieval/Center Mass; if the enemy in the room hasn't died, kill it, then loot The Favorite with Retrieval
- Spellweaver: Mana Bolt/Impaling Eruption; if the Cultist summoned last turn, Impaling Eruption to kill both. Otherwise, Mana Bolt the Cultist. Heal if necessary, otherwise get some loot. Dismiss the summon if all the first room enemies are dead.
- Turn 4:
- Hatchet: Short Rest, Disorienting Barrage/Power Pitch; Use Barrage's movement with Extra Lift to get into the Earth Demon Chamber, then Power Pitch + Favorite it.
- Spellweaver: Reviving Ether/Fire Orbs; If you need healing, short rest to get Freezing Nova back and play it in place of Fire Orbs, otherwise move towards the door. Get back your burned cards.
- Turn 5:
- Hatchet: Stopping Power/Follow Through; finish off the Earth Demon with Follow Through if you didn't last turn, then use Stopping Power's movement to make Wind and grab some money.
- Spellweaver: Late init/Crackling Air; do whatever movement, but end nearish the door, and set up Crackling Air
- Turn 6:
- Hatchet: whatever/whatever; just get some money or something, idk
- Spellweaver: Fire Orbs/Ride the Wind; use Ride the Wind + Boots to jump into the next room, then Fire Orbs everything down.
- --------------------------------------------
- 5 Ruinous Crypt
- 2-person team: Hatchet/Spellweaver
- Turn 1:
- Hatchet: The Favorite/Extra Lift; set up both ongoings, then move in range of three targets. Start by left door.
- Spellweaver: Aid from the Ether/Crackling Air; Set up Air and summon behind you. Start by right door.
- Turn 2:
- Hatchet: Fancy Hat/Disorenting Barrage; Buff with Hat and Potion, and attack anything you can kill.
- Spellweaver: Mana Bolt/Impaling Eruption; Hit as many targets as you can. If the Cultists summoned on turn 1, prioritize hitting both Living Bones. Dismiss the summon as soon as all the enemies in the center room are dead.
- Turn 3:
- Hatchet: Short rest, then whatever/Disorienting Barrage; Barrage through a trap and use the second shot of damage to kill the Flame Demons, then use boots to move onto the chest.
- Spellweaver: Fire Orbs/Reviving Ether; jump into the next room (with boots if necessary) and Orb all three enemies with potion.
- Turn 4:
- Hatchet: Power Pitch/Retrieval; Loot the Flame Demon money if possible, then Power Pitch + Favorite to guarnteed kill the Living Bones. Use Stopping Power for movement if the Living Bones hasn't moved up.
- Spellweaver: Short rest, then Mana Bolt/Ride the Wind; Mop up whatever is left, then Ride to the chest if you still need money.
- --------------------------------------------
- 10 Plane of Elemental Power
- 2-person team: Hatchet/Spellweaver
- Turn 1:
- Spellweaver: Aid from the Ether/Crackling Air; Set up Air and advance.
- Hatchet: Fancy Hat/Double Throw; Buff, attack and hopefully kill both Flame Demons; use the potion here.
- Turn 2:
- Spellweaver: Fire Orbs/Ride the Wind; jump into the next room and Orb all three targets. Use potion. Don't be afraid to land in lava to break disadvantage.
- Hatchet: The Favorite/Extra Lift; move into the doorway and set up your buffs.
- Turn 3:
- Spellweaver: Mana Bolt/Reviving Ether; Shoot the Sun Demon and jump over the traps next to the door.
- Hatchet: Center Mass/Disorienting Barrage; Kill what you can, but save the bottom of Disorienting Barrage. Prioritize the Sun Demon, using The Favorite if necessary. Also move in as far as possible without abandoning The Favorite.
- Turn 4:
- Spellweaver: whatever/Reviving Ether; recover your cards before entering the next room.
- Hatchet: If you need to pick up The Favorite and/or kill an enemy still, do so. Otherwise skip to next turn.
- Turn 5:
- Spellweaver: Fire Orbs/Ride the Wind; position yourself to Orb the two Flame Demons and the Sun Demon.
- Hatchet: whatever/Power Pitch; open the door to the next room, stand somewhere safe-ish, and throw everything at the Earth Demon.
- Turn 6:
- Spellweaver: Mana Bolt/Impaling Eruption; hit as many targets as you can, shoot to kill.
- Hatchet: Attack/Disorienting Barrage; Use Barrage's movement to mop up, with an attack on any target still standing.
- --------------------------------------------
- Shop:
- Cloak of Invisibility each.
- --------------------------------------------
- 14 Frozen Hollow
- 2-person team: Hatchet/Spellweaver
- Turn 1:
- Spellweaver: Mana Bolt/Impaling Eruption; start in the upper-right spot, move up to the line of hounds, and Eruption + potion to clear them.
- Hatchet: Disorienting Barrage/Extra Lift; Pick off any remaining hounds and set up Extra Lift.
- Turn 2:
- Spellweaver: Crackling Air/Move 4; set up Crackling Air and move towards the next room.
- Hatchet: Fancy Hat/Power Pitch; default move with Hat, then Power Pitch to kill the spirit.
- Turn 3:
- Spellweaver: Fire Orbs/Ride the Wind; jump into the next room and blast the two close demons and the spirit. Try not to have disadvantage if possible; you'll have enough movement to get through the room.
- Hatchet: The Favorite/any movement; finally set up The Favorite and move as far into the next room as you can.
- Turn 4:
- Spellweaver: If there are two+ enemies left, Freezing Nova one and move forward. Otherwise, drop Crackling Air, recover cards and leave the fully healed Frost Demon to the Hatchet.
- Hatchet: Ranged attack/best non-burn movement; get as far into the room as possible, and attack the fully healed Frost Demon with the Favorite.
- Turn 5:
- Spellweaver: If you recovered cards last turn, set up Crackling Air and move towards the door. Otherwise recover cards and move up.
- Hatchet: Retrieval/whatever; use Retrieval's loot to get back The Favorite while moving towards the door; if there's still a Frost Demon alive, attack it first.
- Turn 6:
- Spellweaver: Fire Orbs/Move 4; run into the room, Fire Orbs the Hound and the Frost Demon, and a spirit if in range.
- Hatchet: Double Throw/movement; get into the next room, then Double Throw at the hound and the demon, using The Favorite on the demon.
- Turn 7:
- Spellweaver: Mana Bolt/Impaling Eruption; try to clean up as best as possible.
- Hatchet: Disorienting Barrage/Stopping Power (if available); use the guaranteed damage on Barrage to clean up anything left. If you don't need to clean up, jump over to the chest.
- --------------------------------------------
- Build Demolitionist and Scoundrel
- Shop:
- Minor Power Potion for Scoundrel
- Minor Healing Potion and Winged Shoes for Demolitionist
- Cards:
- Scoundrel:
- -Special Mixture
- +Swift Bow
- Demolitionist:
- -Knock out the Support
- -Implode
- -One Two Punch
- +Rubble
- +Level
- +Lobbed Charge
- --------------------------------------------
- 22 Temple of the Elements
- 4-person team: Spellweaver/Hatchet/Scoundrel/Demolitionist
- Turn 1:
- Spellweaver: Late card + Crackling Air; set up Air and move towards the door
- Hatchet: Double Throw/Extra Lift; Throw at the two Cultists with potion unless they went on a 10, then Lift towards door (not a corner)
- Scoundrel: Smoke Bomb/whatever; get at least two away from door and set up Smoke Bomb/whatever
- Demolitionist: The Big One/Windup; Use The Big One on the Cultists with potion to kill and make fire, and set up bottom of Windup
- Turn 2:
- Spellweaver: Impaling Eruption/Ride Like the Wind; Jump to back left altar, attack Wind Demons and Altar with potion.
- Hatchet: Disorienting Barrage/Power Pitch; Run to the back left altar and oneshot it, then invis if available
- Scoundrel: Backstab/Swift Bow; run to front left altar and oneshot it
- Demolitionist: Explode/Level; run to front right altar and oneshot it
- -------------------------------------------
- Build Mindthief, level up Hatchet
- Shop:
- Mindthief gets Minor Power Potion
- Hatchet gets AND EQUIPS Winged Shoes
- Cards:
- Mindthief:
- -The Mind's Weakness
- +Possession
- Hatchet:
- Get Repeat Shot on level up, equip over Retrieval
- (If level 3, get Sharpened Blades and replace Center Mass for it.)
- -------------------------------------------
- 31 Plane of Night
- 2-person team: Hatchet/Mindthief
- General goal: get Hatchet to the boss ASAP, attack for a bunch with Power Pitch/Double Throw/The Favorite/potion
- Turn 1:
- Hatchet: The Favorite/Extra Lift; stop just short of the door and set up both ongoings. Go invis if the Deep Terrors are immobilizing
- Mind Thief: Empathetic Assault/Possession; Kill the middle Night Demon and advance the Hatchet
- Turn 2:
- Hatchet: Fancy Hat/Disorienting Barrage; Hat first, jump on first move of Barrage, use Barrage damage to kill last 3 enemies, go invis in second doorway
- Mindthief: Into the Night/who cares; go invisible
- Turn 3:
- Hatchet: Power Pitch/Double Throw; oneshot the pillar, then you can die
- Mindthief: Late init/who cares; stay invis as long as possible, skip turn, don't die
- --------------------------------------------
- If Hatchet has 20 gold, add +1 move to Stopping Power.
- (If level 3, get Sharpened Blades and replace Center Mass for it.)
- --------------------------------------------
- 39 Treacherous Divide
- 2-person team: Hatchet/Mindthief
- Turn 1:
- Hatchet: The Favorite/Extra Lift; set up both ongoings, and turn invisible in the choke point to maybe force the Frost Demon into a trap
- Mindthief: Empathetic Assault/Possession; Attack a bear, move the Hatchet up
- Turn 2:
- Hatchet: Power Pitch/Disorienting Barrage; Move into the back and oneshot the altar
- Mindthief: fast/Into the Night; go invis
- ---------------------------------------------
- 46 Nightmare Peak
- 2-person team: Hatchet/Mindthief
- Turn 1:
- Hatchet: Extra Lift/Sharpened Blades; (or The Favorite if you don't have Blades yet) Move up to where the trap was
- Mindthief: Empathetic Assault/Fearsome Blade; move up, push Night Demon through trap.
- Turn 2:
- Hatchet: Fancy Hat/Stopping Power; Stopping Power bottom to jump over garbage in room 2, then Fancy Hat to get to the end, then go invis
- Mindthief: Best init/Possession; Move the Hatchet up, Hatchet uses Winged Shoes on this movement
- Turn 3:
- Hatchet: Power Pitch/Double Throw; oneshot the boss.
- Mindthief: Into the Night/whatever; go invis
- --------------------------------------------
- Hatchet equips Boots of Striding.
- Also level up now if you didn't hit 3 earlier.
- --------------------------------------------
- 43 Drake's Nest
- 2-person team: Hatchet/Spellweaver
- Turn 1:
- Hatchet: Sharpened Blades/Extra Lift; Move up towards the door and set up Blades and Lift.
- Spellweaver: Aid from the Ether/Crackling Air; Set up Air and default move up.
- Turn 2:
- Hatchet: Disorienting Barrage/Double Throw; Use Barrage's movement + Boots to get through the door and into the right side room, damaging two drakes and ending in the doorway, then Double Throw at the two drakes in the side room. then go invisible.
- Spellweaver: Fire Orbs/Reviving Ether; Move up to the doorway and Orb the two Rending Drakes in the center. If the Spitting Drake has moved up, use boots to hit all three drakes in the center. Go invisible.
- Turn 3:
- Hatchet: Power Pitch/Follow Through; unless the Flame Demons steal your Wind, you should be able to get in range of the Spitting Drake in the center even if it hasn't moved with Follow Through. Power Pitch is a guaranteed kill.
- Spellweaver: Ride the Wind/Impaling Eruption; jump into the left hand room and use Impaling Eruption + potion to kill all three targets.
- --------------------------------------------
- 37 Doom Trench
- 2-person team: Demolitionist/Spellweaver
- Turn 1:
- Demolitionist: Crushing Weight/The Big One; Start front and center, move up between the bottom Lurker and the obstacle, destroy the obstacle, then the Lurker.
- Spellweaver: Fire Orbs/Reviving Ether; Move up to where the Lurker used to be, then Orb the other two enemies with your potion.
- Turn 2:
- Demolitionist: Lobbed Charge/Level; Move up next to the door. If both enemies are still alive, attack the Deep Terror with the top of Level. From here on out, heal with the potion as soon as you need to.
- Spellweaver: Mana Bolt/Aid from the Ether; If there's only one enemy left, heal otherwise, Mana Bolt the Deep Terror. Move to a spot two away from the door.
- Turn 3:
- Demolitionist: Explosive Blitz/Windup; if there's an enemy in this room still, go on the faster initiative. Attack something to generate fire, and set up Windup.
- Spellweaver: Short rest, then Reviving Ether/Ride the Wind; use boots + Ride to get just to the right of the next door, then go invisible and recover your cards.
- Turn 4:
- Demolitionist: Explode/Rubble; Move 12 jump, move 2 jump. Put yourself on the left side of the final room (not adjacent to the Harrower.
- Spellweaver: Impaling Eruption/Fire Orbs; get behind the right obstacle and Orb the two Deep Terrors and the Harrower. Consider using Freezing Nova for initative and movement if Demolitionist wasn't able to make fire last turn.
- Turn 5:
- Demolitionist: Short rest, then Explode/Rubble; Use Rubble's top to destroy the obstacle, attack if the Harrower is being threatening this turn and you're likely to kill it, and then run to the exit.
- Spellweaver: Mana Bolt/Ride the Wind: Bolt whatever thing in the last room is most dangerous, and get the hell out of dodge.
- --------------------------------------------
- 47 The Lair of the Unseeing Eye
- 2-person team: Hatchet/Spellweaver
- Turn 1:
- Hatchet: The Favorite/Extra Lift; set up both ongoings, go invisible, and move into the middle water next to the elite Lurker
- Spellweaver: Freezing Nova/Crackling Air; set up Air, go invisible, and default move up
- Turn 2:
- Hatchet: Power Pitch/Sharpened Blades; Use Winged Boots + Sharpened Blades to get into the door and attack the boss for 10. You can now die.
- Spellweaver: Ride the Wind/Fire Orbs; Rush to the boss and kill it.
- --------------------------------------------
- 38 Slave Pens
- 2-person team: Hatchet/Spellweaver
- Note: lots of razor thin margins here; probably needs some improv at the end.
- Turn 1:
- Hatchet: Fancy Hat/Double Throw; Buff with Hat and potion, and kill both guards. Be sure to start in the front.
- Spellweaver: Aid from the Ether/Crackling Air; Set up Air and move next to the door.
- Turn 2:
- Hatchet: Sharpened Blades/Extra Lift; Move into the next room, set up the Blades, and consider going invisible if the enemies are going to immobilize you.
- Spellweaver: Freezing Nova/Impaling Eruption; Default move into the next room towards the door, then Eruption + potion all three enemies and consider going invisible.
- Turn 3:
- Hatchet: The Favorite/Stopping Power; audible to Disorienting Barrage if there are any archers alive. Attack everything in the room and move up with the bottom of The Favorite. If you can, go invisible in the doorway. Abandon the Golem in this room to bleed out to the wound you just gave him.
- Spellweaver: Fire Orbs/Reviving Ether; jump into the next room with boots and Orb down all three targets.
- Turn 4:
- Hatchet: non-burn attack/movement; The specifics aren't important, just make sure you attack the elite golem, and if you have it and there are multiple targets up, consider Disorienting Barrage to hit all the targets. Try to get next to the trap line by the door.
- Spellweaver: Mana Bolt/Ride the Wind; Attack the golem and run away. Probably default move.
- Turn 5:
- Hatchet: Disorienting Barrage/whatever; if you haven't had to attack multiple targets and you made it to the trap line, Barrage should get you to the two enemies in the next room in time for two free damage. Follow up with an attack on the guard to wound it.
- Spellweaver: Short rest, then Reviving Ether/Ride the Wind; advance into the next room as far as possible and rebuy your cards.
- Turn 6:
- Hatchet: Short rest, then improvise. Follow Through to push the guard through some traps is good, and an attack on the Archer is good, especially if you still have charges of Sharpened Blades left.
- Spellweaver: Crackling Air/default movement; You're setting up to kill the last room with Fire Orbs and/or Impaling Eruption.
- Turn 7:
- Hatchet: whatever/whatever; if you can make it into the next room to attack/kill something, great.
- Spellweaver: Fire Orbs/Ride the Wind; jump into the final room and Orb everything.
- --------------------------------------------
- 48 Shadow Weald
- 2-person team: Hatchet/Spellweaver
- Turn 1:
- Hatchet: Fancy Hat/The Favorite; memorize where the boss will spawn in, move to within 3 of that location, then go invisible and set up The Favorite
- Spellweaver: Mana Bolt/whatever; go invisible
- Turn 2:
- Hatchet: Double Throw/Power Pitch; oneshot the boss with an attack 20
- Spellweaver: Aid from the Ether/whatever; stay invisible
- --------------------------------------------
- 51 The Void
- 2-person team: Hatchet/Scoundrel
- Turn 1:
- Hatchet: The Favorite/Extra Lift; use boots to move into the center, set up The Favorite, and go invisible
- Scoundrel: Flanking Strike/Smoke Bomb; move up next to the boss and set up Smoke Bomb
- Turn 2:
- Hatchet: Power Pitch/Double Throw; Attack the boss for 20 with everything
- Scoundrel: Backstab/Single Out; Consider swapping to Venom Shiv/Backstab if the boss teleported on turn 1. If the boss hasn't moved, this is an attack for 20.
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