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Griftlands sal12/16/2023 ![]() Hostility builds are usually about building up a huge arsenal of Arguments that do all the work for you. I've found that Smith's two paths differ quite a lot. And that's quite different from Sal who, as far as I can tell, doesn't really want to mix Bleed and Combo. In my experience it's quite possible to mix and match Smith's different mechanics to find powerful synergies. This makes Smith, in my experience, the most durable character. Cards like Bio Strike (which increases your Moxie with the amount of damage done by the attack) combined with Adrenaline, Power and Traumatized are also excellent ways of really ramping up your Moxie. And so it's often important to tactically injure yourself (or attack an enemy with Counter) to pump up Moxie. Every time Smith takes damage on his turn Moxie increases with 1-3. Moxie is a measure of how much health Smith regenerates at the end of his turn. There are a lot of Drink cards that either do damage or buff Smith, which in turn allows for carefully mixing in some Threshold cards. I always go for builds that combine a lot of Drinking and Trauma. The alcoholic frog wastrel's main combat abilities are Trauma, Moxie, Drink and Threshold. For me, though, it makes Rook the most complicated and thus difficult character to play. ![]() It's a lot to keep track of but I think it allows for some really tricky play. And finally you have the Prepare mechanic in which the leftmost card in your hand gets certain benefits and where certain cards allow you to Prepare another card and thus place it in the leftmost position. And to get the most out of that you really want to Rig certain coin outcomes to ensure you get the result you want. Like with Sal and Smith you really need to choose to go fully Diplomacy or Hostility, but that's also bound with going for Heads and Snails respectively. Rook's negotiations are tricky because of his Gamble mechanic. Rook has a few Threshold cards and Concentration helps with getting the most out of them. There are several cards that grant you extra attacks or extra damage depending on your charge and I've always found that useful. There are abilities and cards that get bonuses when your enemies have conditions, though, and that could work well with Burn and Scorch. I'm sure there is interesting synergy to be found in combining the two, but I think that can be tricky.īurn is pretty good but for it to really shine (no pun intended?) you really want to get Scorch in there and now you need to manage two conditions instead of just one. And with Charge builds you have a split between gaining Charge and spending Charge. Rook's combat abilities center around Charge and Burn with some added spice from Concentration. I think the Diplomacy route offers more Composure while Hostility tends to give you more damage. You either go the route of Diplomacy or Hostility and focus on Influence and Dominance respectively. I'd say that Sal's negotiation builds are the most straightforward. Improvise can be really powerful as well, but you really need to keep track of your Draw Deck and your Discard Deck to get the most out of it. A hugely important card for Combo builds is "Inside Fighting" which gives you 1 combo for each attack you perform. I've had decent success with Bleed but I've found that Combo builds tend to be more powerful. ![]() ![]() But Bleed and Combo stay fairly separate. There is a bit of overlap between Improvise, Discard and the other two. I am in no way an expert and these are just my thoughts and speculations.įor Combat I've identified that Sal's main mechanics are Bleed, Combo, Improvise and Discard. I've been thinking about the different characters and their mechanics, and now I'm going to just braindump about that. It helped that I brought three allies into the final fight! Strength in numbers! Yesterday I finally got my Prestige 0 Brawl win with Rook.
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