安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题


First off, your leader and companions. I personally used the Snowdweller tribe because of the plethora of healing-related things it can do. I don't remember what leader I chose, but for this deck you'll want something that either buffs other people (like the one that gives spice and attacks twice) or generates shell/heals the party. The companions I used are more easily memorable as they are marked with gold, and they are as followed:
- Big Berry
- Lil' Berry
- Dimona
- Snoffel
Note that none of the starting companions are listed. I'd assume that I either used Loki (b/c of demonization) or Snoof (b/c of snow).
Now you're probably wondering why I chose those particular individuals. Well, my strat for the boss revolved around three main components-- tanking, stunning, and buffing. I made sure that with my build, I could tank a lot of hits, stop the enemy from taking turns, and buffing the crap out of my units or otherwise making their output much larger than usual.
Tanks in my deck revolved around healing and clunkers. I made sure to stockpile on useful clunkers like Heartmist Stations and Kronos to not only buff my companions but also use as damage sponges. Since clunkers only tick down once no matter what damage is dealt to them, you can put them in the line of fire in a pinch to stave off the heavy hitters. Other useful clunkers include the Mobile Campfire and the Gatchapomper.
The biggest exploit that I used for this build, however, revolves around healing. I vividly remember having three to four Heartmist Stations at my disposal during my run. Not only does it help soften the damage a bit, it also makes Lil' Berry crazy strong. One hit from the enemy team will guarantee a +6 base buff to Lil' Berry with three Heartmist Stations on the field, and that's without other buffs like the Lumin Vase or Spice. The Jewelberry Charm is a godsend in this deck since it'll even raise the max health of a unit whenever it's healed. And, well, free heals will always prevent you from dying sooner, so that's good too.
Next up is stunning. No matter what sort of deck you end up running, I highly suggest that you try to get the broken Snoffel combo whenever you can. It's quite simple to get this combo-- just equip the Sunglass Charm to Snoffel and watch the chaos unfold. Bonus points if you attach a Sun Charm to him afterwards (and yes, make sure that you attach it AFTER the Sunglass Charm as things reduced to half always round up, so you'll only be missing out). Also, pick up a Blaze Tea to give him Frenzy, and in a pinch put Lumin on him to increase the amount of snow he can output. Other than that, invest in a good amount of items that inflict snow in order to stop the more pesky enemy units.
The third part of my strat is buffing. For Lil' Berry, this goes in tandem with the healing stuff I mentioned earlier, so refer to that section for his combo. I'll talk more about Big Berry and Dimona here. Big Berry's just an all-around good unit to have on your team since he starts with a decent amount of health, attack, and low turn count. I turned him into the main tank of my team as he heals whenever he kills an enemy. Best way to do this is to buff the crap out of him in order to get those kills (though in all honesty, you probably won't be able to exploit his ability that often as the endgame enemies are damage sponges). Just chuck a bunch of shell on him and you'll be fine.
Dimona was kinda on my team because I felt like my companion had too little health to be useful... Though she was more of a throwaway pick, she was pretty useful as her ability lets you hone in on one enemy by chucking items at them. This is very useful as items such as Snow Sticks and Snowglobes count as items that target things, and while you don't do damage with them, you'll be able to demonize the target, doubling the damage they take next turn.
As a little last tidbit, here are the charms I'd recommend for each unit because I completely forgot to mention them... The order they're listed in denotes their priority:
Big Berry - Jewelberry Charm, Hog Charm/Heart Charm, Acorn Charm
Lil' Berry - Pomegranate Charm, Moko Charm, Jewelberry Charm
Dimona - idk man you do you... just buff health so she can stay on the field
Snoffel - Sunglass Charm, Sun Charm, Frozen Heart Charm/Block Charm
Bonus:
Hearmist Station -> Lumin Charm + Shade Sculptor = MORE HEALS
Sun Rod/Sunlight Drum -> Lumin Charm = Less Turns!
For the actual fight itself, I'd say focus in on the Barrage people first as they have snow blocks on them. See, if the overpowered Snoffel combo is on your team, all the other enemies are effectively stunlocked as they do not have snow blocks on them. Next to go down would probably be the guy that makes you unmovable or the guy that buffs almost every turn. Also, DO NOT put all of your clunkers or powerful cards out in one turn. You'll want to pace them out to make sure that you have something to fall back to if things go awry. Yes, get your companions on the field to actually do damage, but recall them if you don't think they can survive the next attack.
Finally some miscellaneous tips:
- Use the redraw bell early if you can't find an effective counter for something. A lot of novice players feel intimidated by this and end up blundering as a result. Asses your situation, and reroll if there seems to be better prospects in the deck.
- You can actually wedge cards in between each other to rearrange them, even with the Unmovable debuff. This is an effective way to reposition your units even when you're technically not supposed to be able to.
- Always prepare for the worst possible scenario by healing your troops or giving them shells. Especially your leader. You might even be able to use your leader as a tank (and yes, this is actually a decent play when you have your squishy units out).
- Try to recall units only when the draw deck is nearly depleted. This will ensure that you will draw them within the next few turns. DO NOT recall them when the deck has been recently reshuffled (as now they will not be shuffled back in until you mow through the rest of your deck) unless you are confident that you will be okay without them for a while.
Welp, that's my two cents at least... Idk how helpful this will be, but good luck out there!
I did it! YAY!
LUSGOOOOOOOOO ^.^