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(Grouped up Synergies and Strategy under one heading, replacing links of cards with templates.)
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== Strategy ==
 
== 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.
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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.
   
Taking Meteor Strike without high-powered Energy generation is extremely risky. Instead, gather up [[Fusion]], [[Aggregate]], [[Double Energy]], and Energy-generating [[Boss Relic|Boss Relics]] like [[Cursed Key]] and then find the Meteor Strike.
+
* 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.
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* 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.
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* 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.
   
== Synergy ==
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* 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.
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.
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* 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 [[Echo Form]] is frankly ridiculous.
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* Playing Meteor Strike with an active {{C|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.
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* 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 [[Hyperbeam]].
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* 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.{{Defect Card Navbox}}
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* [[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.{{Defect Card Navbox}}

Revision as of 00:59, October 20, 2018

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.
  • 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.
BlueEnergy Defect Cards BlueEnergy
Starters
Attacks
Common
Uncommon
Rare
All for OneCore SurgeHyperbeamMeteor StrikeThunder Strike
Skills
Common
Uncommon
Rare
Powers
Uncommon
Rare
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