Sentinels of the Multiverse

Sentinels of the Multiverse

54 ratings
All Variant Requirments and My Tips
By LeslieAF
This guide will contain all the unlock conditions and my personal tip to acieve them. You, of course, can do it your own way.
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Villains

Mad Bomber Blade:

Requirements: Defeat standard Baron Blade. Then, while fighting Citizen Dawn, destroy Citizens Blood, Sweat, and Tears in the same round.

Tips: Bring someone who can do a good amount of damage at a moments notice, like Ra. He'll kill those citizens the instant they come out. Visionary will keep using foresight until she has 3 suggestions. Then, she'll have dawn play all the citizens from her own trash over 3 turns. Those effects are going to be annoying to deal with, so you can use sub-zero atmosphere if you want to.










Cosmic Omnitron (II):

Requirments: Defeat standard Omnitron. Then, while fighting Grand Warlord Voss, destroy two spaceships in the same round.

Tips: Bring Visionary and Haka. Play twist the ether on Haka. Make sure to control the spaceships to the top of the deck ASAP. Put the spaceships under savage mana. Once you have both of them under there, use savage mana. It will technicly destroy both of the ships.



Spite: Agent of Gloom:

Requirments: Defeat standard Spite. Then, defeat GloomWeaver by having 3 villain relics in the villain trash. At least two of the following must be in play: Cursed Acolyte, Profane Zealot, Chosen Disciple, or Ophidia the Deceiver. No Voodoo Pin may be in play.

Tips: The hard part here is to beat spite. Bring the following heros in order to the spite fight: Legacy, Ra, Action Hero Stuntman, K.N.Y.F.E, and Fanatic in Insula Primalis. Use this team to maximize damage. Don't bother healing or saving victims. For the next fight, bring termi-bunker. Incapacitate bunker as fast as you can. Then don't die and kill any relics in play ASAP. Then when you have the cultists in play, use bunker's third incapacited ability, winning the game.


Skinwalker Gloomweaver:

Requirments: Defeat standard Spite and GloomWeaver. Then, do one of the following:

Defeat Spite: Agent of Gloom in Rook City on his “Broken Vessel” side with zero cards under the Safe House and at least five Victims in play.

-OR-

Be defeated by Spite: Agent of Gloom in Rook City on his “Agent of Gloom” side with no more than two Drug cardsface up. Spite must have destroyed at least five Victims.


Tips: We are doing the top option. Before spite flips, take five victims and put them under the safe house. Bring five heroes! You need to do this so you can remove all the victims before spite kills you all. The following is a setup that is so powerful, that is baffled me for a while, even though I made it. Bring F5 AZ and any Visionary. Visionary plays twist the ether on Spite and AZ. AZ plays two impales on Spite and a cold snap. All this cold damage is being increased by one. AZ plays a damaging card. Make all of it's damage cold. AZ uses thermal shockwave. Still attack with cold. AZ is going to deal himself over 20 fire damage right? Wrong. Make it cold. All of Spites damage is either cold or reduced by one. Visionary goes into a cacoon. Make sure to bring Spite down to almost 10 HP before stopping hurting him. I've found that PW Tempest works really well for providing fodder for upsilon. If you do use him, also bring medico or argent to make sure tempest doesn't instantly die. When he flips, on the last hero's turn (I suggest AZ), kill him off.






Trickster Kismet

Requirments: Lose a game against regular Kismet in The Block, with at least K.N.Y.F.E., The Argent Adept, and Fanatic on the team. Over the course of the game, the Talisman must spend more full turns in hero play areas than full turns in the villain play area.

Tips: Steal the talisman then hurt yourselves as much as possible.















Heroic Infinitor:

Requirments: Defeat Infinitor with damage dealt by a Construct. Captain Cosmic must be the first hero and no heroes may be incapacitated. Each different Manifestation must enter play at least once.

Tips: Bring a healer, a damager, and a control. Place an atonomus blade on the damager. Make sure that it kills Infinitor.
Core Heros


America's Greatist Legacy:

Requirments: Defeat Ambuscade in Silver Gulch with no hero character cards over 9 HP and Legacy not on your team.

Tips: Just damage Anbuscade until he is at very low HP. Once there, damage yourselves to fit the requirment. Then you can finish him.











America's Youngest Legacy:

Requirements: Baron Blade himself deals damage that incapacitates Legacy in Wagner Mars Base.

Tips: Bring S&D benchmark and PW Argent. Parse is going to try to get BB to play Devious Disruption at just the right time.



















Dark Visionairy:

Requirements: Defeat GloomWeaver on his “Demon-God Incarnate” side using The Visionary. Telekinetic Cocoon must have been destroyed at the start of The Visionary’s turn.

Tips: Bring the team: Visionairy, Absolute Zero, Fanatic, Cosmic Inventor Writhe, and PW Haka. Click the restart game button over and over until you have telekinetic cocoon. Play it turn one. Kill off Zero and Fanatic as fast as you can. Pick an environment that can't destroy ongoings. Use the incapacitated power all the other heroes "Choose 1 hero target. Increase the next damage dealt by that target by 2." Use this over and over again. Don't destroy the cocoon. Gloomweaver will flip and you deal him 90 damage in just one mind spike.






Eternal Haka:

Requirements: Win a game where Haka is the only non-incapacitated hero. Then, defeat any villain in The Final Wasteland, playing each “Haka of” card at least once each. Again, Haka must be the only non-incapacitated hero.

Tips: The most difficult part for me was remembering the "Haka Of"s. You want to fight baron blade both games. Lower him down to super low HP, then start ripping into your heroes. Make sure that you have incaps that can heal Haka. Haka should be focusing on killing blade.










Ra: Horus of two horisons:

Requirements: A member of The Ennead deals damage that incapacitates Ra. The Staff of Ra, Flame Barrier, Flesh of the Sun God, Living Conflagration, Solar Flare, and Wrathful Gaze must be in play.

Tips: Bring FF Legacy and F6 Tacyon. Use FF Legacy to get Ra to play cards. Use Living Conflageration to draw cards. Make sure to restart over and over till you start with Shu, so you don't die when you aren't expecting it. Kill everyone but him. Once you get your setup, lower Ra to relatively low HP. You want to make sure that the environment or Solar Flare doesn't kill you.











Ra: Setting Sun:

Requirements: Defeat the Ennead in the Tomb of Anubis with Ra: Horus of Two Horizons as the first hero. Fanatic may not be on the team. During the game, Ra must be reduced to 1 HP, then restored to maximum HP. Ra must deal the final blow to at least 3 members of the Ennead.

Tips: There is a really good weekly-oneshot that bassicly sets up the game for you. Almost. My reccomended team is as follows: Ra, F5 Legacy, The Natualist, The Sentinels, and XPA Haka. Only get Ra to 1 HP on his turn. F5 Legacy is just all around good for this situation. Natualist is good for pure damage. Play as a crocodile. The sentinels can do MASSIVE healing in a way I found out doing this fight. If you have the Hippocratic Oath in play, play Coordinated Assault, Medico deals the damage, aim at the idealist to get nemisis bonus, heal Ra. Haka is there to make sure Ra doesn't die while he's at low health.




Redeemer Fanatic:

Requirements: Defeat Apostate with damage dealt by Fanatic using the power on “Absolution.” Undaunted must be in play. Prayer of Desperation must have been played at some time after Fanatic was restored by Aegis of Resurrection.

Tips: Make sure to draw a lot of cards. I would recomend F6 Taachyon. Bring tempest for the healing. Make sure to contol Apostate's deck. We don't want him to go relic crazy.














Rook City Wraith:

Requirements: Use the Infrared Eyepiece power twice in the same turn.

Tips: Ok, this might be the easyest one in the game.


















The Super-Scientific Tachyon:

Requirements: Put five or more Burst cards into the trash in a single turn.

Tips: Play two Synaptic Inturruptions. Use all three fleet of foots and hud goggles to play lightspeed barage twice on tacyon. Redirect it twice.

















The Visionairy Unleashed:

Requirements: Complete a game in the Enclave of the Endlings with the regular Argent Adept and Dark Visionary on the team. The Argent Adept must use the effects of at least one melody, one harmony, and one rhythm on Dark Visionary. Dark Visionary must be incapacitated, and the Argent Adept may not be incapacitated.

Tips: For this game, fight baron blade. Once you get the argent requirements, kill visionairy and bring the moon to the earth.
Season 1 Heros

Captian Cosmic Requital:

Requirements: Defeat Infinitor with regular Captain Cosmic on the team. 10 Manifestations and 5 Constructs must be destroyed. Captain Cosmic must deal the final blow to Infinitor.

Tips: Bring Mister Fixer and Omnitron-X in the temple of Zhu long. Omni will get a plating making him be safe for the game and he's going to use timeshift on infinitor and zhu long. Zhu long to get ressurection ritual in play. Infinitor to get more manifistation in play. Cosmic will give Mister Fixer a cosmic weapon. Mister Fixer will play jack handle, alternating tiger claw, and harmony. That'll kill every manifistation no matter what. The manifistation will go under the ressurection ritual and never come out. Make sure to kill the true form so that it wont keep playing manifistations. Cosmic will want to build up a massive swarm of constructs, then kill them all and infinitor will a massive cataclysm.






Best of Times Chrono-Ranger:

Requirements: Win a game against Ambuscade in the Wagner Mars Base with any versions of Tachyon and Chrono-Ranger on the team. Tachyon must not be incapacitated. Chrono-Ranger must not play any bounties on targets other than Ambuscade. Neither Tachyon nor Chrono-Ranger may deal the final blow to Ambuscade.

Tips: Bring Legacy and Tempest. Legacy will be giving a +2 to tempest, who will do massive AOE to his devices. Tempest also will have the shackles, giving him a total +4 to ambuscade. If you have vicious cyclone, thats 5 damage for each card discarded. Chrono and Tachyon will focus on Ambuscade. Tempest or Legacy will deal the final blow.











Dark Conductor Argent Adept:

Requirements: Win a game with any version of the Argent Adept on the team. Every time the Argent Adept uses a power, perform text, or accompany text that can benefit himself, he must benefit himself. The Argent Adept must deal at least 20 damage over the course of the game.

Tips: Bring Xtrime Prime Wardens Argent Adept. Don't use other powers. By the time the game is done, you will have dealt over 20 damage. You can play wasted polyphoric flares just to get more damage out. If you don't think the game will take ten rounds, bring Legacy to increase argent's damage.











Extremist Sky-Scraper:

Requirements: Win a game against Baron Blade with regular Sky-Scraper on the team. Three separate times in the game, Sky-Scraper must be Tiny, Normal, and Huge over the course of a single turn.

Tips: Use either Collosal Left Hooksize or Argent Adept to make her change twice per turn. Remember, when you change size, always change to the thing you didn't start the turn with.















Omnitron-U:

Requirements: Defeat regular Omnitron with Omnitron-X and Unity on the team; neither of them may be incapacitated. Then, defeat Cosmic Omnitron with Omnitron-X and Unity on the team; Omnitron-X must be incapacitated, but Unity may not be incapacitated. Then, defeat any villain with Unity and without Tachyon or Omnitron-X on the team. Construction Pylon, Modular Workbench, Scrap Metal, Supply Crate, and Volatile Parts must be in play. Robot Reclamation must be played at least once.

Tips: Don't. Just click the auto-unlock button. I only have this variant because I have no life. But don't do this unlock condition. But, of couse, you can still do this if you have no life whatsoever.











Santa Guise (Aka: The Best Hero!):

Requirements:In a game with Guise on the team, allow a single player to take 25 actions outside their turn. Valid actions are playing a card, using a power, or drawing a card. The actions must be caused by hero cards, powers, or incapacitated abilities. Super easy right!

Tips: Hey, it's Guise here. These conditions are the best! (Like me) All I'm saying is play my cute card (Super ultra kawaii) and bring the voodo guy (Argent Adept). Ho ho ho! It's christmas everyday!












The Scholar of the Infinite:

Requirements: Defeat either GloomWeaver or Apostate with The Scholar incapacitated. The Scholar must have healed hero targets for at least 20 HP in total.

Tips: Get tempest to get Scholar Proverbs and Axioms in his hand over and over. The wrest to absolutly destroy gloomweaver and Scholar.
Season 2 Heroes

Action Hero Stuntman:

Requirements: First, defeat Ambuscade (classic mode) without any heroes getting incapacitated. Then, defeat Ambuscade (team mode) without any heroes getting incapacitated. Then, defeat The Chairman in Pike Industrial Complex with The Sentinels on the team. At the end of that game, all heroes except Mainstay must be incapacitated.

Tips: The first fight is a piece of cake. The second one is a bit more complex. I'd recommend fighting (in order) Ambuscade, Fright Train, Miss Information, and La Capitan. The general idea is to have Stuntman absolutely nova all the villains, by giving him damage increases. So legacy and insula primalis. The third and final game is the most annoying one. You'll want FF Legacy, The Sentinels, SS Tachyon, and Haka of Learning. Sentinels and Legacy are going to try to focus on healing and tanking. Legacy and Tachyon are going to try to boost haka. Haka will eat all of chairman's targets with savage mana. Make sure to kill The Chairman himself with Haka. Leave the operative alive. The hardest part is the variability of the environment, so if you can, get all environment cards but one into the trash. Legacy will loop the remaining one forever. If you need to get more targets in play to feed to mana, experiment chairman. Then, Haka should, if his deck is completely in your hand at this point, be able to infinitely loop ground pound with his innate power. Slowly lower everyone's HP. All your heroes, except Mainstay, should die on the same turn.



Supply and Demand Benchmark:

Requirements: First, win a team mode game wherein you play at least (100 - 10*X) equipment cards and destroy at least (50 - 5*X) devices, where X is the number of RevoCorp related decks in the game. Then, play an equipment card. The list of RevoCorp related decks is: Ambuscade, Baron Blade, Benchmark, Expatriette, Friction, Fright Train, Luminary, Parse, Plague Rat, and Setback.

Tips: You'll want to bring as many Revocorp decks as you can. If you had to not bring one of the heroes for some reason, I'd recommend parse or expat. You're going to want to focus on villains in this order (change tactics if villains are throwing wrenches in your plans): Plague Rat, Baron Blade, Fright Train, Friction, Ambuscade. For clarification, the "Then play an equipment." requirement means a second game in which anyone plays an equipment card.






Fugue State Parse:

Requirements: Defeat Progeny with regular Parse on the team. At the end of the game, Parse must have at least 10 ongoing cards in play, and must be at exactly 1 HP.

Tips: You want to bring FF Legacy for the +1 damage bonus from Inspiring Presence, helping parse play cards, and to help Knyfe to rip into Progeny brutally. This isn't as difficult as it sounds. You might want to bring tachyon for small amounts of damage to control parse's HP and to stop progeny from damaging anything.














Rogue Agent Knyfe:

Requirements: In a game with regular K.N.Y.F.E. in The Block, have K.N.Y.F.E. destroy 5 Agents other than Warden Hoefle. K.N.Y.F.E. may not destroy Warden Hoefle.

Tips: This helps with Omnitron-X. More card playing and discarding is great for this. Choose a villain that you can ignore.














The Adamant Sentinels:

Requirements: Lose a game with regular The Sentinels incapacitated at the end. The Sentinels must be incapacitated before any other heroes are incapacitated. All four Signature cards along with Sentinel Tactics must have been in play at the same time during the game.

Tips: F6 Tachyon is required. Visionairy will also help. Click restart over and over until you have Unique Capabliaties or Team Communication in your starting hand.






The Hunted Naturalist:

Requirement: Win three games where regular The Naturalist deals the final blow to the villain. Each different villain must be defeated while The Naturalist is in a different form.

Tips: Pick three difficulty 1 villains. You win.
Termi-Nation

Bunker:

Requirements: Defeat Omnitron in Omnitron-IV with regular Bunker as the first hero. Then, defeat Cosmic Omnitron in Omnitron-IV with regular Bunker as the last hero. At the end of both games, Bunker must be active and have less than 10 HP.

Tips: The first game is just winning as fast as possible. The second game is a different story. You want Wraith and Omnitron-X. Wraith will use infared eyepiece. Normally, you would put the more friendly card on the top of the deck. But, if you see a really bad card, like the darts or tech singularity, put it on the top of the deck. On omni-x's turn, he'll discard it from the top of omni-I's deck. Bunker will want to slowly lower Omni-I's HP until you can kill him with a massive omni cannon. Then get bunker to ~9 HP.

Absolute Zero:

Requirements: In a single non-hero turn, regular Absolute Zero must take over 10 damage, regain over 10 HP, and deal over 10 damage to a single non-hero target (in one shot). These three things can happen in any sequence, but all must occur on the same turn.

Tips: Play against Omnitron with Dark Visionairy and FF Legacy. Have both of the modules in play. When the card "Electro-Pulse Explosive" goes into play, play wrest the mind and twist the ether. Don't damage it. At the start of the villain turn, 15 fire damage is dealt to Zero. Zero deals 15 damage to Omnitron. Damage dealt dealt by the EPE is redirected to zero and changed to cold.







Unity:

Requirments: In a game with regular Unity on the team, more than 5 times (H) hero targets must be in play for a complete round (from the start of the villain turn through the end of the environment turn). Only hero targets that have HP printed on their card count.

Tips: Use three heros, two of which are Unity and Captian Cosmic. Take a villain that won't kill your little friends.
Freedom Six

Absolute Zero:

Requirements: Lose a game to Iron Legacy with regular Absolute Zero on the team. Then, defeat any villain with regular Absolute Zero and without a Legacy on the team. Each of Absolute Zero’s equipment cards must be destroyed at least once, and he may not be incapacitated.

Tips: Use stuntman's "The Usual Solution" and Mainstay's "Kick the Tires" to destroy aperatures and his 2 module. He can destroy cryo chamber himself.














Bunker:

Requirements: Lose a game to Iron Legacy with regular Bunker on the team. Then, defeat any villain with regular Bunker and without a Legacy on the team. Bunker must draw at least 12 cards, and he must be the only incapacitated hero.

Tips: Bring F6 Tachyon. Walk in the park.

















Tachyon:

Requirements: Lose a game to Iron Legacy with regular Tachyon on the team. Then, defeat any villain with regular Tachyon and without a Legacy on the team. Fleet of Foot must be played at least 5 times.

Tips: This is the most useful hero in the game. No skipping this variant. Use Vernal Sonata and Reclaim from the deep to play Fleet of Foot over and over.















Tempest:

Requirements: Lose a game to Iron Legacy with regular Tempest on the team. Then, defeat any villain with regular Tempest and without a Legacy on the team. Aquatic Correspondence, Localized Hurricane, and Reclaim from the Deep must be played at least once each. Tempest must be the only incapacitated hero.

Tips: Every time, F6 Tachyon.















Wraith:

Requirements: Lose a game to Iron Legacy with regular The Wraith on the team. Then, defeat The Chairman with The Wraith as the first hero and without a Legacy on the team. The Wraith must deal the final blows to The Chairman and The Operative.

Tips: Take heros like tachyon, haka, and Scholar that can disable damage. The less damage The Oprative and Chairman can do, the more you win. Haka can also place a ton of the minions under Savage mana. Make sure that you allow chairman to flip.












Unity:

Requirements: Lose a game to Iron Legacy with regular Unity on the team. Then, defeat any villain with regular Unity and without a Legacy on the team. Unity must end the game with more mechanical golems in play than her HP.

Tips: Pick an easy villain and pick a hero that can make Unity play cards off turn. The card plays will be used to play extra Mechanical Golums. Make sure to have a Robot Reclamation in your hand at all times in case of a bot wipe.
Dark Watch

Expatriette:

Requirements: Defeat Baron Blade in Rook City with Expatriette using the card “Unload” to fire guns at least 3 times at Baron Blade to destroy him.

Tips: Lower Baron to about 10 hp. Bring all of your guns. When unloading, use pride and prejudice last and use your innate power. This will allow you to use all of your powers. Legacy or Ra would be good for damage buffs to bring him to the ground.















Mr. Fixer:

Requirements: The Operative herself deals damage that incapacitates Mr. Fixer in Rook City. Bloody Knuckles, any one Style, and no Tool must be in play.

Tips: Bring a suicide team. Click restart over and over again until you have a style and bloody knuckels. To have The Operative get the kill, make sure all heros are at 6 HP maximum. Mr. Fixer will be the highest or tied for highest. Someone kills a minon or underboss then The Operative kills off fixer.











Nightmist:

Requirements: In the Realm of Discord, deal damage to both hero and villain targets with an Oblivion play that revealed two 4 spell icons. Expatriette must be on the team and Master of Magic must be in play.

Tips: It's very simple. Bring Argent and Tempest. Nightmist gets Master of Magic, plays two 4 spell icon cards and has oblivion in her hand. Once you got all that, using Vernal Sonata and Reclaim from the Deep you can place the 4 spell icon cards on the top of her deck. Make sure to damage both hero and villain targets.








Setback:

Requirements: Defeat The Chairman in Rook City with the 4 hero team: Setback, Dark Watch Expatriette, Dark Watch Mr. Fixer, and Dark Watch NightMist (in any order).

Tips: There is only one foolproof stratagy that I know of. Trial and Error. See what works for your play style. I do have a tip though. If Setback goes before Mr. Fixer, than Setback can play Friendly Fire and Mr. Fixer. can play Dual Crowbars on his turn. The Operative dies turn one. When the chairman flips, Aim all your fire on him. Remember, Setback doesn't need to survive.
Prime Wardens

Argent Adept:

Requirements: Lose a game to Akash’bhuta with the regular Argent Adept on the team. Then, defeat Akash’bhuta with the regular Argent Adept as the first hero; the rest of the team must be regular Haka, regular Captain Cosmic, regular Tempest, and Redeemer Fanatic (in any order). Each of the Argent Adept’s instruments must enter play during the game.

Tips: I have nothing to say but practice and godspeed to you.





Captian Cosmic:

Requirements: Prime Wardens Argent Adept must be unlocked. Then, in a game in Dok’Thorath Capital, standard Captain Cosmic must prevent a total of 20 damage that would be dealt to other heroes or refugees. The prevention must be accomplished with Energy Bracers or by redirecting damage from Abject Refugees to Captain Cosmic.

Tips: Bring Fanatic against Ambuscade. Bring a 5 hero team. Play a lot of constucts (with two bracers on Fanatic). Fanatic uses Divine Sacrifice on the Sonic Mine. It's all redirected and Fanatic shrugs it off.


Fanatic:

Requirements: Prime Wardens Argent Adept must be unlocked. Then, in a game against Apostate, regular or Redeemer Fanatic must destroy 2 Imp Pilferers, 2 Fiendish Pugilists, and 2 Relic Spirits.

Tips: Redeemer is much better for this fight. I recommend playing in the temple of Zhu Ling with rook city wraith on the team. Mil the deck until you can get the resurection ritual. Once you have it, get the true form in play. Now just kill and ressurect the demons. I recommend putting fanatic last, so that the team can soften up the demons before fanatic goes super sayan.


Haka:

Requirements: Prime Wardens Argent Adept must be unlocked. Then, defeat Ambuscade with regular Haka on the team. At the end of the game, Haka must be the only active hero, and be at maximum HP.

Tips: Bring a good healer, like Tempest. Then bring someone good at damage. I'd recommend KNYFE. Put any hero at the back that can make a hero use powers on their incap. Throught the couse of the fight, make health sacrifices if it'll kill ambuscade faster. Once Ambuscade has 4 or fewer HP, it's the final round. Make sure before the final round that you have taiaha in play and a ton of cards in your hand or are at Max HP. On haka's last turn, he plays haka of restoration to go back to max if he isn't already there. If he is, kill ambuscade with the taiaha. Otherwise, use the incap on the other hero to kill ambuscade with the taiaha. You can substitute taiaha for savage mana if it's your forte.



Tempest:

Requirements: Prime Wardens Argent Adept must be unlocked. Then, with regular Tempest in a game, play Ball Lightning, Chain Lightning, and Lightning Slash at any time when Electrical Storm, Grievous Hail Storm, Localized Hurricane, and Vicious Cyclone are all in play.

Tips: Fight a villain that you can stall for a while, like BB. Go and damage him normally until he reaches 15 HP. Out of all your storm cards, play electrical storm last and only if you have all the lightning cards in your hand.
XTREME PRIME WARDENS!!!

Argent Adept:

Requirements: Win a game in Insula Primalis with the regular Argent Adept on the team. The Argent Adept must use his Vocalize power to activate each of his unique Melody, Harmony, and Rhythm cards at least once each.

Tips: This may seem quite hard but it's easier than it sounds. The part that tripped me up the most was I forgot I could only use vocalize to activate the songs. Bring dark visionary and team leader tachyon on the team and fight BB. Bring him down to 10 HP and stall.



Captain Cosmic:

Requirements: Win a game in the Enclave of the Endlings with regular Captain Cosmic on the team. At least 10 Construct cards must enter play. By using his own card effects, damage from himself, or damage from Constructs, Captain Cosmic must destroy at least 10 Construct cards.

Tips: This is actually very easy. Bring BB down to 10 HP. Use omnitron, knyfe, or parse (most likely a jumble of them. Whatever suits your team) to play tons of cards from cosmic's deck. Then blow them all up in a cataclism.






Tempest:

Requirements: Win a game in Dok'Thorath Capital with regular Tempest on the team. Tempest must deal at least 1 damage on each of Tempest’s turns. At the end of the game, both Gene-Bound Shackles and Elemental Subwave Inducer must be in play.

Tips: The best way to do is to make the game short and play electrical storm as fast as possible.









Fanatic:

Requirements: Win a game in the Court of Blood with regular Fanatic on the team. Fanatic must destroy each unique Vampire at least once. Fanatic must not be dealt any infernal damage.

Tips: Fight ambuscade. The numerous targets will help combat infect an heir. Bring RC Wraith to get the cards you need. Also get legacy. The increase will work well with exorsize.









Haka:

Requirements: Win a game in Magmaria with regular Haka on the team. Haka may never have any equipment cards in his play area. Haka must destroy at least 5 villain targets and at least 5 environment targets.

Tips: Bring either knyfe or onmitron to speed up cards coming out. Make haka last, so that the other heroes can weaken other targets. If you do it right, a well timed rampage can take out tons of enemies.
Void Guard

Super Sentai Idealist:

Requirements: First, 5 Concepts must be in play with at least 2 cards under each of them for at least 2 rounds. Then, in the same game, 5 Concepts must be in play and no Concept may have a card under it.

Tips: Easy mode: Ambuscade, Temple of Zhu Long, FF Legacy, XPA Argent Adept, Idealist, S&D Benchmark. Benchmark is there to keep up a good amount of damage to make sure Ambuscade doesn't actually do anything in the game. The focus of all the other decks is to support the crap out of benchmark and idealist.










Cosmic Inventor Writhe:

Requirements: Complete a game with Void Guard Writhe on the team. Void Guard Writhe must play at least 1 equipment card and at least 1 ongoing card. Whenever Void Guard Writhe has an ongoing card in his play area, he must have more equipment cards than ongoing cards in his play area.

Tips: Just go to town on ambuscade. Take Legacy, TL Tachyon, AH Stuntman, Ra, and Writhe in insula. Legacy is going to be making Ra and Stuntman go absolutely nuts. Tachyon is going to be making sure that Write has his cards by the end of the game. For writhe, your going to want to make sure to play 2 equipments before anything else. Then just play whatever ongoing you can. If you can, use imbued fire and concealed assailant to deal massive damage. If you say that you want to deal the extra damage, the cloak won't be destroyed, cause you're making all the damage fire.





Malpractice Medico:

Requirements: First, Void Guard Dr. Medico must be dealt 50 damage in a single game. Then, Void Guard Dr. Medico must destroy Re-Volt.

Tips: Fight ambuscade, cause he's easy to stall. Bring tempest cause he can heal medico and deal damage to medico. You probably want to write down his HP loss. Also accelerate his play in any form just to get him healing faster. The best part of the second fight is that you can (in this game only) keep resetting until ambuscade starts with revolt in play. Then just lower revolt until medico can kill revolt with a flare up.












Road Warrior Mainstay:

Requirements: First, all 3 of Void Guard Mainstay's equipment cards must enter and remain in play for at least 3 rounds. Then, in the same game, Void Guard Mainstay must destroy all 3 of his equipment cards in one turn.

Tips: Just bring FF Legacy and the temple of zhu long to speed up mainstays plays.
The Freedom Five
What you've all been waiting for, the five, the only, FREEDOM FIVE!

All of the freedom five have prerequisite games. If you complete them once, you never have to do them again.

Prerequisites: First, the Prime Wardens (all variant members) must be defeated by Progeny anywhere other than Rook City or Megalopolis. Then, Dark Watch (all variant members) (this includes Dark Watch Harpy too!) must by defeated by Progeny in Rook City. Then, the Freedom Five (non-variant members) must be defeated by Progeny in Rook City.

I am going to do this a bit differently. I am going to list all of the requirements. I reccomend getting them all in one game, so I will have a giant tips section at the end.




Absolute Zero:

Requirements: First, play the Prerequisite Games. Then, the Freedom Five (non-variant team members) must defeat Progeny in Megalopolis. During that game, Absolute Zero must be dealt over 29 fire damage and must deal over 29 cold damage. Absolute Zero must have at least 6 Ongoing cards in play at one time.











Bunker:

Requirements: First, play the Prerequisite Games. Then, the Freedom Five (non-variant team members) must defeat Progeny in Megalopolis. During that game, Bunker must discard each unique Mode card at least twice. Bunker must deal at least 4 different types of damage to Progeny.









The Wraith:

Requirements: First, play the Prerequisite Games. Then, the Freedom Five (non-variant team members) must defeat Progeny in Megalopolis. During that game, Trust Fund must be played at least 3 times. The Wraith must draw at least 20 cards and play Smoke Bombs at least once.










Tachyon:

Requirements: First, play the Prerequisite Games. Then, the Freedom Five (non-variant team members) must defeat Progeny in Megalopolis. During that game, Tachyon must play at least 10 cards in one turn. Tachyon must run out of cards in her deck and thus shuffle her trash into her deck at least once. Tachyon must be incapacitated.















Legacy:

Requirements: First, play the Prerequisite Games. Then, the Freedom Five (non-variant team members) must defeat Progeny in Megalopolis. During that game, Legacy must prevent at least 20 points of damage and must prevent more damage than he increases. Danger Sense must be played during the game.

















TIPS:




Alright. Wall of text bewarned.

You want to get lead from the front and next evolution as fast as possible. Become immune to energy damage. I recommend keeping track of what damage you have been preventing this game and what damage you have been increasing this game. Only play inspiring presence late game. Thought, if progeny flips, become immune to radiant. With bunker the four damage types come from guns, omni-cannon, external combusion, and cramped quarters combat. Scion of blight will help with the mode discards (the only time they help with anything). Otherwise, build up an omni-cannon if you want to and make sure to get heavy plating. Tachyon here is all about geeting cards out of your deck and hoarding certain cards. You want to hoard fleet of foot, lightning relfexes, and pushing the limits. Only play pushing the limits once 2 of the three tachyon conditions are completed Then, keep it in play. With wraith you want the following equipment in play: Stun Bolt x2, Infared Eyepiece x2, Mega Computer, Utility belt, Smoke bombs. You can play any other equipments besides micro computer. Don't play it! Always start with one infared eyepiece. Then either stunbolt or (if the top 2 cards were both really bad) use another eyepiece. When controlling his deck, optimise for getting 2 frost scions in play. The draws from the infareds will help you get the trust funds. For Zero, I would reccomend tracking cold damage you deal (not counting damage negated by the equipment) and the fire damage you're dealt. Projeny should help with that. Don't play impale or cold snap. Just get tons of coolant blasts and glacial structures. To help with the fire taken and cold dealt, you can use cryo chamber and modular realignment to deal tons of damage. The amount of damage redirection and negation you'll be doing is just beutiful and sluggish at the same time. My reccomended order for the team is Legacy, Bunker, Tachyon, The Wraith, and Absolute Zero.
Good luck
13 Comments
cygnia 14 Feb, 2023 @ 9:00am 
I got lucky with Setback. Managed to get a Silver Lining in play via his innate power on top of Friendly Fire/Dual Crowbars (had Nightmist/Expat in the rotation first before Setback/Fixer too). So he had 15 tokens after Fixer had taken out both Operative & Setback. Silver Lining then brought him back and the Dark Watch team was able to take down Chairman after I trashed the third underboss.
Questionably Sourced Milk 13 Feb, 2023 @ 8:49pm 
For Omnitron-u's second battle, I discovered if you can get legacy's take down turn one, you can can constantly place it on top of your deck with visionary's mental divergence, then have omni-X use base power to put it in play. So long as at least one of Omni-X component is in play, cosmic cannot flip, cannot play cards. Keep beating up cosmic and Omni-X until you are ready
cygnia 30 Jan, 2023 @ 4:02pm 
And according to my testrun, it looks like Baron Blade has to be normal version and not Mad Bomber variant alas...
cygnia 24 Jan, 2023 @ 3:54pm 
For Extremist Sky-Scraper, does it need to be normal Baron Blade or can you do it to Mad Bomber Blade?
desolation0 9 Feb, 2022 @ 7:59am 
Cheers FearOfTerriers. The other guide skimped out and just said "all" and I missed having Harpy. Just wish I caught your note a few days ago before I whiffed the first F5 unlock fight. I'd love to see Harpy mentioned in the F5 section, even if the guide otherwise doesn't get updated fully.
FearOfTerriers 31 Jan, 2021 @ 2:22am 
Dark Watch Harpy is required to unlock the Freedom Five.
Lord Vecna 19 Nov, 2020 @ 7:05pm 
Love this guide. Just wondering if/when the Oblivaeon heroes will be added.
cedric18 16 Sep, 2020 @ 1:40am 
So I have tried following this guide to unlock the Freedom Five twice now, but it hasn't worked. One thing I haven't done because I have not unlocked her is include Dark Watch Harpy in the Dark Watch loss game. Is she required?
SageInThyme82 26 Jun, 2020 @ 3:42pm 
What about Dark Watch Harpy :h: ?
styjoy 20 Apr, 2020 @ 1:59am 
My uttermost thanks for tips getting Dark Watch Setback. It's hilarious watching Fixer bouncing back the two.