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== Strategy == |
== Strategy == |
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− | 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. |
+ | * 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 |
+ | * 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. |
+ | * 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 |
+ | * 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. |
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− | == Synergy == |
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− | Subsequent Meteor Strikes will likely Evoke some Plasma Orbs and refund their own costs. Add |
+ | * 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 |
+ | * Playing Meteor Strike with an active {{C|Echo Form}} is frankly ridiculous. |
− | One of Meteor Strike's strongest synergies is |
+ | * 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 |
+ | * 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. |
+ | * [[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== |
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+ | *Weekly Patch 28: The Ritual |
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+ | **Fixed issue where Strike (blue), Thunder Strike, and Meteor Strike weren't used by Perfected Strike. |
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+ | *Weekly Patch 27: Hello World |
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+ | **This week adds the long anticipated third character into the game! |
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+ | **A new character with unique mechanics, keywords, and art. |
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+ | **Content: 75 Cards. |
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+ | |||
+ | {{Defect Card Navbox}} |
Revision as of 22:46, 31 October 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
- 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 Fusion, Aggregate, Double Energy, and Energy-generating 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 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. TURBO is actually a good choice, as the Plasma Orbs offset Void's Energy loss.
- Subsequent Meteor Strikes will likely Evoke some Plasma Orbs and refund their own costs. Add Skim and Machine Learning to keep the combo going.
- Playing Meteor Strike with an active Echo Form is frankly ridiculous.
- One of Meteor Strike's strongest synergies is 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.
- 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 Cards | |||
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Starters | |||
Attacks | Common
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Ball Lightning • Barrage • Beam Cell • Claw • Cold Snap • Compile Driver • Go for the Eyes • Rebound • Streamline • Sweeping Beam
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Uncommon
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Rare
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Skills | Common
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Uncommon
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Aggregate • Auto-Shields • Boot Sequence • Chaos • Chill • Consume • Darkness • Double Energy • Equilibrium • Force Field • Fusion • Genetic Algorithm • Glacier • Overclock • Recycle • Reinforced Body • Reprogram • Skim • Tempest • White Noise
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Rare
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Powers | Uncommon
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Rare
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