Time Warp: Every time you play a total of 12 cards (carrying over between turns), your turn is immediately ended. The Time Eater gains 2 Strength, then takes its turn.
X Draw Reduction: Draw one less card for the next X turns.
If its HP drops below 50%, will use Haste next turn. Can use Haste only once per battle.
Has a 20% chance of using Ripple, 45% chance of using Reverbate and a 35% chance of using Head Slam.
Ripple cannot be used twice in a row, Head Slam cannot be used twice in a row and Reverberate cannot be used three times in a row.
|Name||Intent||Effect||Asc 4+||Asc 19+|
|Reverberate||Deal 7 x 3 damage.||Deal 8 x 3 damage.||Deal 8 x 3 damage.|
|Head Slam||Deal 26 damage, apply 2 Draw Reduction.||Deal 32 damage, apply 2 Draw Reduction.||Deal 32 damage, apply 2 Draw Reduction and shuffle 2 Slimed into the discard pile.|
|Ripple||Gain 20 Block, inflict 1 Weak and 1 Vulnerable.||Gain 20 Block, inflict 1 Weak and 1 Vulnerable.||Gain 20 Block, inflict 1 Weak, 1 Vulnerable and 1 Frail.|
|Haste||Heal back to 50% HP and remove all debuffs.||Heal back to 50% HP and remove all debuffs.||Heal back to 50% HP, gain 32 Block and remove all debuffs.|
- The Time Eater is basically a hard counter to card draw and rotation style decks, unlike any other boss or enemy in the game. If you’re relying heavily on this strategy in Act III, the outlook is bleak.
- Trying to play a consistent number of cards per turn may be useful, so you don't end up with a 1 play turn because of the Time Eater's Time Warp ability. (Ex: Play 4 cards, then 5, then 3, vs. 7 cards, then 4 cards, then 1).
- The heal action can only happen once, and will ALWAYS happen the turn after falling to half HP. Since it erases all debuffs and heals to half HP, there is no reason to take offensive action once you pass half HP unless you can burst the Time Eater down in one turn. It is better to play Powers and buff yourself for the remaining battle, when possible.
- Try to avoid using low-cost, spammable cards when you can. This is important because those cards will quickly increment the Time Warp ability and the Time Eater will gain too much strength to be dealt with. For example, if you play Acrobatics --> draw into 1 Strike+ and 1 Defend+, it will cost 3 Time Warp charges. A single Dash+ would give the same block/damage for the same amount of energy, but only 1 charge.