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 Reverberate 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. Due to the fact that the heal can be reliably activated, it may be worth ending the turn with the timer close to 12 if it lets you get time eater below half, as you can safely play only one or two cards next turn while he heals, resetting the timer.
- 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.
- For the Watcher character specifically, Time Warp can be nullified by playing Vault as your twelfth card; the result is the same as if you had normally played a Vault card and the Time Warp counter is reset.
- Weekly Patch 51: Recursion
- Burn cards no longer trigger Time Eater's ability at end of turn.
- Weekly Patch 42: Reboot
- Adding a VFX for when your turn ends due to Time Warp power.
- Updating SFX for Time Warp Power.
- Weekly Patch 40: Forethought
- Adding SFX for Time Warp, Flight, Constricted, and Entangle Powers.
- Weekly Patch 18: Paranormal
- Time Eater's Time Warp no longer increments when Curses play themselves.
- Weekly Patch 11: A Library of Features
- Curses/Statuses that play themselves no longer trigger Powers (Time Warp, After Image, etc)
- Weekly Patch 10: Quality of Life
- We updated the animations for several monsters! Affected monsters include: Time Eater
- Weekly Patch 2: Slimes!
- Time Eater now gains less Strength from Time Warp but base damage for attacks increased.
- Weekly Patch 1: The First of Many!
- TimeEater and Champ now show which Powers get removed when they remove them.