FANDOM


(Created page with "{{CardAutobox}} {{Defect Card Navbox}}")
 
(Update History)
 
(3 intermediate revisions by 3 users not shown)
Line 1: Line 1:
 
{{CardAutobox}}
 
{{CardAutobox}}
  +
Meteor Strike is an Attack card for [[The Defect]] that deals a huge amount of damage, channels a lot of Plasma Orbs, and has a notoriously restrictive Energy cost.
  +
  +
Upgrading Meteor Strike increases its damage from 24 to 30.
  +
  +
== Strategy ==
  +
* Meteor Strike requires The Defect to generate two extra Energy just to play it! The payoff is worth the effort - big damage, three Evokes, and six Energy to play with the following turn.
  +
  +
* Taking Meteor Strike without high-powered Energy generation is extremely risky. Instead, gather up {{C|Fusion}}, {{C|Aggregate}}, {{C|Double Energy}}, and Energy-generating [[Boss Relic|Boss Relics]] like [[Cursed Key]] and then find the Meteor Strike.
  +
  +
* Since Meteor Strike provides no defense, expect to take some damage the first time it's played. Subsequent plays will actually generate Energy, since remaining Plasma Orbs will probably be Evoked.
  +
  +
* Plasma Orbs consistently generate Energy turn after turn, so Meteor Strike stabilizes a single-turn Energy boost like {{C|Double Energy}} into an Energy advantage that can last through the rest of the game.
  +
  +
* Meteor Strike obviously requires Energy generation. Relics are best, but in practice, a combination of Relics and Skills will probably be necessary. {{C|TURBO}} is actually a good choice, as the Plasma Orbs offset {{C|Void}}'s Energy loss.
  +
  +
* Subsequent Meteor Strikes will likely Evoke some Plasma Orbs and refund their own costs. Add {{C|Skim}} and {{C|Machine Learning}} to keep the combo going.
  +
  +
* Playing Meteor Strike with an active {{C|Echo Form}} is frankly ridiculous.
  +
  +
* One of Meteor Strike's strongest synergies is {{C|Tempest}}. Tempest Evokes the Plasma orbs, enabling a 12-Energy turn. Meteor Strike then Evokes the Lightning Orbs, dealing 45 total damage and restoring the Plasma.
  +
  +
* Because Plasma Orbs aren't affected by [[Focus]], consider playing Meteor Strike alongside {{C|Hyperbeam}}.
  +
  +
* [[Snecko Eye]] can reduce Meteor Strike's cost enough to play without Energy generation. Snecko Eye will also never raise its cost, making the combo pure upside.
  +
  +
==Update History==
  +
*Weekly Patch 28: The Ritual
  +
**Fixed issue where Strike (blue), Thunder Strike, and Meteor Strike weren't used by Perfected Strike.
  +
*Weekly Patch 27: Hello World
  +
**This week adds the long anticipated third character into the game!
  +
**A new character with unique mechanics, keywords, and art.
  +
**Content: 75 Cards.
  +
 
{{Defect Card Navbox}}
 
{{Defect Card Navbox}}

Latest revision as of 22:46, October 31, 2019

Meteor Strike is an Attack card for The Defect that deals a huge amount of damage, channels a lot of Plasma Orbs, and has a notoriously restrictive Energy cost.

Upgrading Meteor Strike increases its damage from 24 to 30.

Strategy Edit

  • Meteor Strike requires The Defect to generate two extra Energy just to play it! The payoff is worth the effort - big damage, three Evokes, and six Energy to play with the following turn.
  • Since Meteor Strike provides no defense, expect to take some damage the first time it's played. Subsequent plays will actually generate Energy, since remaining Plasma Orbs will probably be Evoked.
  • Plasma Orbs consistently generate Energy turn after turn, so Meteor Strike stabilizes a single-turn Energy boost like Double Energy
    DoubleEnergy
    into an Energy advantage that can last through the rest of the game.
  • Meteor Strike obviously requires Energy generation. Relics are best, but in practice, a combination of Relics and Skills will probably be necessary. TURBO
    TURBO
    is actually a good choice, as the Plasma Orbs offset Void
    Void
    's Energy loss.
  • Subsequent Meteor Strikes will likely Evoke some Plasma Orbs and refund their own costs. Add Skim
    Skim
    and Machine Learning
    MachineLearning
    to keep the combo going.
  • Playing Meteor Strike with an active Echo Form
    EchoForm
    is frankly ridiculous.
  • One of Meteor Strike's strongest synergies is Tempest
    Tempest
    . Tempest Evokes the Plasma orbs, enabling a 12-Energy turn. Meteor Strike then Evokes the Lightning Orbs, dealing 45 total damage and restoring the Plasma.
  • Because Plasma Orbs aren't affected by Focus, consider playing Meteor Strike alongside Hyperbeam
    Hyperbeam
    .
  • Snecko Eye can reduce Meteor Strike's cost enough to play without Energy generation. Snecko Eye will also never raise its cost, making the combo pure upside.

Update HistoryEdit

  • Weekly Patch 28: The Ritual
    • Fixed issue where Strike (blue), Thunder Strike, and Meteor Strike weren't used by Perfected Strike.
  • Weekly Patch 27: Hello World
    • This week adds the long anticipated third character into the game!
    • A new character with unique mechanics, keywords, and art.
    • Content: 75 Cards.
BlueEnergy Defect Cards BlueEnergy
Starters
Attacks
Common
Uncommon
Rare
All for OneCore SurgeHyperbeamMeteor StrikeThunder Strike
Skills
Common
Uncommon
Rare
Powers
Uncommon
Rare
Community content is available under CC-BY-SA unless otherwise noted.