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(Strategy)
(Hope you like that "nifty icon" ;))
 
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{{CardAutobox}}
 
{{CardAutobox}}
 
 
'''Reaper''' is an [[Attack]] card for the [[Ironclad]] that combines area-of-effect damage with a strong life-steal effect. Upgrading Reaper increases the damage from 4 to 5.
 
'''Reaper''' is an [[Attack]] card for the [[Ironclad]] that combines area-of-effect damage with a strong life-steal effect. Upgrading Reaper increases the damage from 4 to 5.
   
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Reaper restores health equal to the HP the enemy loses. For instance, dealing 4 damage to an enemy with 1 HP will only restore one point of health.
 
Reaper restores health equal to the HP the enemy loses. For instance, dealing 4 damage to an enemy with 1 HP will only restore one point of health.
  +
  +
The heal from Reaper applies AFTER damage effects from {{KW|Thorns}}, and cannot be used to avoid death by that effect.
   
 
== Strategy ==
 
== Strategy ==
* Reaper is a clunky card - not only is it situational, but it's expensive at 2 Energy. When playing a deck with Reaper, take care not to get too greedy. It's easy to make poor plays in the hope that Reaper will restore more health in the future.
+
* Reaper is a clunky card - not only is it situational, but it's expensive at 2 Energy. When playing a deck with Reaper, take care not to get too greedy. It's easy to make poor plays in the hope that Reaper will restore more health in the future.
   
 
* In fights with one or two enemies, it's usually advisable to play Reaper as soon as possible to avoid drawing it in the future. With more enemies, you can hold out longer, but be careful - wait too long, and you may need to kill the enemy you had hoped to drain.
 
* In fights with one or two enemies, it's usually advisable to play Reaper as soon as possible to avoid drawing it in the future. With more enemies, you can hold out longer, but be careful - wait too long, and you may need to kill the enemy you had hoped to drain.
   
* In general, you should play Reaper as soon as enemies give you an opening unless you'll lose more HP that turn by using it than by blocking, or you have a reliable way of gaining large amounts of Strength, such as {{C|Demon Form|Demon Form}} or an upgraded {{C|Limit Break|Limit Break}}.
+
* In general, you should play Reaper as soon as enemies give you an opening unless you'll lose more HP that turn by using it than by blocking, or you have a reliable way of gaining large amounts of Strength, such as{{C|Demon Form|Demon Form}} or an upgraded{{C|Limit Break|Limit Break}}.
* Reaper is generally not spending a Smith action to upgrade - it only increases the damage by 1, which usually translates to at most 3-5 extra damage/health.
+
* Reaper is generally not worth spending a Smith action to upgrade - it only increases the damage by 1, which usually translates to at most 3-5 extra damage/health.
   
 
== Synergies ==
 
== Synergies ==
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* Reaper's best friends are {{KW|Strength}} buffs. Not only does {{KW|Strength}} increase the amount of Health restored, but you don't need to worry about timing it like you would with Vulnerable.
 
* Reaper's best friends are {{KW|Strength}} buffs. Not only does {{KW|Strength}} increase the amount of Health restored, but you don't need to worry about timing it like you would with Vulnerable.
   
* Reaper is an excellent utility for self-damaging decks, especially ones with {{C|Rupture|Rupture}}. It gives you more health in mid-battle, allowing the usually short-lived deck to effectively fight longer battles against bosses.
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* Reaper is an excellent utility for self-damaging decks, especially ones with{{C|Rupture|Rupture}}. It gives you more health in mid-battle, allowing the usually short-lived deck to effectively fight longer battles against bosses.
   
* Consider combining it with {{C|Dual Wield|Dual Wield}} or {{C|Double Tap|Double Tap}} to maximize its potential.
+
* Consider combining it with{{C|Dual Wield|Dual Wield}} or{{C|Double Tap|Double Tap}} to maximize its potential.
   
 
* [[Strange Spoon]] can be a double-edged sword - more plays equals more Health, but the card's utility generally decreases with the number of enemies.
 
* [[Strange Spoon]] can be a double-edged sword - more plays equals more Health, but the card's utility generally decreases with the number of enemies.
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**Improved lifesteal logic for Reaper and Shelled Parasite.
 
**Improved lifesteal logic for Reaper and Shelled Parasite.
 
*Weekly Patch 55: Blur
 
*Weekly Patch 55: Blur
**Reaper card now heals the correct amount if the player has The Boot relic.
+
**Reaper card now heals the correct amount if the player has The Boot relic.
 
**Adding VFX for Reaper card.
 
**Adding VFX for Reaper card.
 
*Weekly Patch 44: Chrysalis
 
*Weekly Patch 44: Chrysalis

Latest revision as of 00:24, April 18, 2020

Reaper is an Attack card for the Ironclad that combines area-of-effect damage with a strong life-steal effect. Upgrading Reaper increases the damage from 4 to 5.

Note that any effect that increases damage, including Icon Vulnerable Vulnerable, Icon Strength Strength buffs, Relics, Stances, and upgrading the card also increase the amount of health restored. Similarly, effects that reduce damage such as Weak or enemy Buffs will reduce the health restored.

Reaper restores health equal to the HP the enemy loses. For instance, dealing 4 damage to an enemy with 1 HP will only restore one point of health.

The heal from Reaper applies AFTER damage effects from Icon Thorns Thorns, and cannot be used to avoid death by that effect.

Strategy Edit

  • Reaper is a clunky card - not only is it situational, but it's expensive at 2 Energy. When playing a deck with Reaper, take care not to get too greedy. It's easy to make poor plays in the hope that Reaper will restore more health in the future.
  • In fights with one or two enemies, it's usually advisable to play Reaper as soon as possible to avoid drawing it in the future. With more enemies, you can hold out longer, but be careful - wait too long, and you may need to kill the enemy you had hoped to drain.
  • In general, you should play Reaper as soon as enemies give you an opening unless you'll lose more HP that turn by using it than by blocking, or you have a reliable way of gaining large amounts of Strength, such asDemon Form
    DemonForm
    or an upgradedLimit Break
    LimitBreak
    .
  • Reaper is generally not worth spending a Smith action to upgrade - it only increases the damage by 1, which usually translates to at most 3-5 extra damage/health.

Synergies Edit

  • Reaper performs well with cards that inflict Icon Vulnerable Vulnerable, which sharply increases the amount of health restored.
  • Reaper's best friends are Icon Strength Strength buffs. Not only does Icon Strength Strength increase the amount of Health restored, but you don't need to worry about timing it like you would with Vulnerable.
  • Reaper is an excellent utility for self-damaging decks, especially ones withRupture
    Rupture
    . It gives you more health in mid-battle, allowing the usually short-lived deck to effectively fight longer battles against bosses.
  • Strange Spoon can be a double-edged sword - more plays equals more Health, but the card's utility generally decreases with the number of enemies.

Update HistoryEdit

  • Patch V1.1: The Dealer
    • Improved lifesteal logic for Reaper and Shelled Parasite.
  • Weekly Patch 55: Blur
    • Reaper card now heals the correct amount if the player has The Boot relic.
    • Adding VFX for Reaper card.
  • Weekly Patch 44: Chrysalis
    • All sources of random temporary card generation in combat (like Dead Branch) can no longer generate cards that provide healing.
    • New tip added to indicate that healing cards cannot be generated randomly during combat.
  • Weekly Patch 6: We're Back!
    • Reaper now heals as part of the attack now, not after (you heal before thorns hit you).
RedEnergy Ironclad Cards RedEnergy
Starters
Attacks
Common
Uncommon
Rare
BludgeonFeedFiend FireImmolateReaper
Skills
Common
Uncommon
Rare
Powers
Uncommon
Rare
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