Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't know if there's a need to add a section about classes, since the only real differences are in the starting cards and ability. It's pretty easy to tell what the different classes are going for in terms of deck type. (Really I've just been too busy to play or update things recently.)
This guide is about 95% accurate to where I'd want it. A few things have been changed or added since I last wrote about it, and so some example decks are a little out of date. The only thing that sticks in my mind that I'll need to change is that one new move (a 2-space jump with knockback) has been added that goes at the top of the S-tier cards.
Initiatives will be eliminated after using other cards so with other melee weapons you can't both fight and move without a Roll. The range of spears means you can use Initiative, deal your due damage and avoid getting hit by melee enemies. Their ability to attack two targets on the same line is also useful when you wanna walk to an enemy, burst it down while let the target standing behind suffer as well.
For the fatigue it brings, they won't hurt Warriors as much, who use a massive deck to keep Warrior-strikes powerful, and can even help boost them more. When they really begin to accumulate to harm your draw, you can always deal with them when running away from Bosses' strikes using your surpass energy, or bring a Power Through if you're lucky enough. I built a 50-card deck in that run and ended up unlocking the 25-Fatigue achievement when kicking Knight's ass, which means a 17 base damage for Warrior-strikes.
2/2
Don't advance to every combat, just what you need to get to the boss, and don't go for elites unless you really think you need the gold, shops, or upgrades behind them AND it's worth the time. You really only need to upgrade Empty Mind and Isshin, and maybe Flow State.
You probably want to try to create new cards instead of removing them, since you'll have at least one Empty Mind to trim your deck down anyway. This gives you a cost-effective way to find the very few other cards you'll be taking.
Lastly, multi-hit weapons and Wind Up are also nice to find, since they will drop the amount you need to scale Focus by between 50% and 66%. Prior to Hellwalker though, you likely won't need Wind Up.
Hmm, I haven't really thought about that one much, but here's some suggestions off the top of my head:
Start with the samurai class, upgrade Empty Mind, and cannibalize all of your normal cards (except Roll of course). Be aggressive with Empty Mind, especially if you add more than a few cards to your deck.
Once you have Isshin, maintain your focus until you can land one-hit-kills with it. This seems obvious, I know, but it needs to be said.
Don't add many cards to your deck. Just Isshin, a Flow State or two, and a control card like Fireball or Combust. The exception is Think Fast. Think Fast is basically free to play and gives your Empty Mind faster power scaling. If you want, you can also take another Empty Mind, again to trim down your deck more quickly. 1/2
Trying to think up new strategies to beat the game faster.