Card Combos and Tips
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| [[Cards/Unholy Wellspring|Unholy Wellspring]] + AoE magic. | | [[Cards/Unholy Wellspring|Unholy Wellspring]] + AoE magic. | ||
| By the time you get Wellspring, you're pretty familiar with [[Keywords#Frenzy_X|Frenzy]] effects, so it's easy to dismiss it as just a more powerful one. Wellspring effects all damaging attacks. Little pokes like [[Cards/Ember Spray|Ember Spray]] and [[Cards/Force Cone|Force Cone]] become serious hitters, and [[Cards/Firestorm|Firestorm ]] becomes pure hell, especially when combined with burning enhancement traits. I never use the Wellspring on my melee hitters. It's always focused into an AoE of some sort. | | By the time you get Wellspring, you're pretty familiar with [[Keywords#Frenzy_X|Frenzy]] effects, so it's easy to dismiss it as just a more powerful one. Wellspring effects all damaging attacks. Little pokes like [[Cards/Ember Spray|Ember Spray]] and [[Cards/Force Cone|Force Cone]] become serious hitters, and [[Cards/Firestorm|Firestorm ]] becomes pure hell, especially when combined with burning enhancement traits. I never use the Wellspring on my melee hitters. It's always focused into an AoE of some sort. | ||
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+ | | [https://forums.cardhunter.com/members/pengw1n.1205/ Pengw1n] | ||
+ | | [[Cards/Charge|Charge]] + [[Cards/Rushing Aura|Rushing Aura]] | ||
+ | | Only useful on certain very large maps - but still, very funny to pull off. | ||
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[[Category:Advanced Gameplay]] | [[Category:Advanced Gameplay]] |
Revision as of 01:01, 4 November 2013
Provider | Tip | Description |
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Bandreus | Talented Healer + Draining cards (Draining Touch, Spear Of Darkness, etc.) | Draining cards gain cantrip while Talented Healer is in play, meaning you can land multiple draining attacks without having to pass the turn. You priest will also heal 2 additional hp per Draining card played. Talented Healer procs even if the attack is blocked. |
Bandreus | Hot Spot (or similar) + Telekinesis (or similar) | You can use control spells like Telekinesis to move your opponents onto damage-dealing tiles. Conversely, you can also use control spells to save your characters from taking damage by moving them away from those same tiles. |
Bandreus | Elvish Insight + Devastating Blow | Devastating Blow deals additional damage depending on the number of revealed cards in the target's hand. You can use Elvish Insight at the right time to reveal the opponent's hand, making your Devastating Blows much deadlier. |
Bandreus | Flimsy Block | Although seemingly a bad card, Flimsy Block is great if you need a defense vs particularly nasty cards - like Winds Of War, Path Of Knives or Barge - which deal little or no damage but otherwise are very dangerous. Since most attack cards typically deal more than 2 damage, your trusty Flimsy Block will likely sit in your hand undisturbed until you need it. |
Farbs | Martyr Blessing + Spiked Mail (equipped by your opponent) | I stumbled across this one by accident. Every time you attack you have a 50% chance of a card draw in exchange for 2hp. Add Reliable Hide Armor to the mix and it becomes 1hp. |
Spooky2 | Dodge + Rushing Aura | Dodge has keep on it and every time you succeed with it, you can move 3 squares in any direction instead of 1. Makes melee ranged stabs avoidable. I found this combo out while leveling a Dwarf Warrior wearing Rusty Buckler & Finzi's Horned Helmet. |
Aldones | Unholy Wellspring + AoE magic. | By the time you get Wellspring, you're pretty familiar with Frenzy effects, so it's easy to dismiss it as just a more powerful one. Wellspring effects all damaging attacks. Little pokes like Ember Spray and Force Cone become serious hitters, and Firestorm becomes pure hell, especially when combined with burning enhancement traits. I never use the Wellspring on my melee hitters. It's always focused into an AoE of some sort. |
Pengw1n | Charge + Rushing Aura | Only useful on certain very large maps - but still, very funny to pull off. |