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I also found that some fights could still be dangerous even with this strategy (maybe the game has gone through some balance, I don't know), so better prepare ~10 armor portions in battle to ensure armour no less than 4 before the enemy attack.
They should be:
1. 'Fist bump'
2. 'Divine treatment'
3. 'Armadillo'
- We play a card giving us 4 magical armor and 4 physical armor, then we play our other cards with heal if needed, if not then dmg.
- Enemy hit once and we are left with 1 armor
- Enemy hit second time and we have no armor, but dont lose hp
- If the third atack is physical we play small armor potion to block whole attack. In some cases oponents will play one magic attack and two physical attacks (then we dont need to play the potion beacause magic armor will block the third attack)
- We don't lose hp, so on our turn we can play armor once for 5 mana, and then attack as we please.
In case enemy play 4 attacks instead of three then we would armor -> heal -> attack on those turns. Otherwise we can play armor -> attack -> attack based on what attack card we use and the amount of int we have.
The game in general is beatable at around 40 levels and there are only two difficult fights that sometimes seems random because of the bug on enemy shield stacking.
The other option for the build is to get Armored Knight and then use the card for shield, add healing and play the card with 5% of chance to deal 25%dmg. The stats then will be based more around INT with something like (we focus on int and potion spam):
Health: 250
Str: 40
Int: 130
MAX LVL IN "EL DIABLO" - 50
You may only have problems with the final boss, but by then we'll have plenty of cans.