Armor

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(some adds and responding to PL's comments)
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<!--PL comment: an image showing a hand of armors and an cool arrow for the proc sequence would be great here!-->
 
<!--PL comment: an image showing a hand of armors and an cool arrow for the proc sequence would be great here!-->
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<!--mm comment: left to right is a rule throughout the game, we might need to mock up a multipurpose image for every time we mention it.-->
  
 
Many cards with the Armor keyword also roll for [[Chance]] before reducing damage, and some may have special rules that only protect against certain [[Card Types#Damage Types|types]] of damage. Some damaging cards may have rules (such as [[Penetrating]]) that allow them to ignore Armor.
 
Many cards with the Armor keyword also roll for [[Chance]] before reducing damage, and some may have special rules that only protect against certain [[Card Types#Damage Types|types]] of damage. Some damaging cards may have rules (such as [[Penetrating]]) that allow them to ignore Armor.
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===General Strategy===
 
===General Strategy===
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<!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular cards or scenarios here. -->
  
 
You use cards with the Armor instruction only when taking damage: it is no substitute for avoiding damage in the first place. When damage cannot be avoided, Armor effects extend the amount of time your characters can stay in battle.
 
You use cards with the Armor instruction only when taking damage: it is no substitute for avoiding damage in the first place. When damage cannot be avoided, Armor effects extend the amount of time your characters can stay in battle.
  
You can calculate an average value of protection to expect by multiplying the Armor number with the Chance percentage. Cards that have the [[Keep]] keyword in the same instruction box are more valuable because they can be used many times in a battle. Having multiple armor cards in a character's hand adds even more protection. Remember, though, nothing that uses Chance is guaranteed.
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You can calculate an average value of protection to expect by multiplying the Armor number with the Chance percentage. Cards that have the [[Keep]] keyword in the same instruction box are more valuable because they can be used many times in a battle. Holding multiple armor cards in a character's hand adds even more protection. Remember, though, nothing that uses Chance is guaranteed.
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Armor protects against any damage if it can, even when caused by your own actions.
  
 
When facing an opponent who uses Armor, several possible strategies apply.
 
When facing an opponent who uses Armor, several possible strategies apply.
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*Use powerful attacks and/or card combinations that do more damage than the opponent can mitigate.
 
*Use powerful attacks and/or card combinations that do more damage than the opponent can mitigate.
 
*Equip your own deck(s) with cards that allow you to force a discard. Some cards target [[:Category:Armor_Card|Armor Cards]] specifically, while others are a more general discard. You may also try to entice the enemy into discarding armor at the end of the round by leaving more than two cards in the opponent's hand.
 
*Equip your own deck(s) with cards that allow you to force a discard. Some cards target [[:Category:Armor_Card|Armor Cards]] specifically, while others are a more general discard. You may also try to entice the enemy into discarding armor at the end of the round by leaving more than two cards in the opponent's hand.
*Against Armor that rolls for chance, you can expect that the die roll fails some of the time. The odds become worse against you when the armor has a high success rate and when the opponent holds multiple cards, so you must assess whether you are better off attacking now or waiting for a possible discard.
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*Armor is revealed when it reacts, so cards that have instructions about revealed cards may be useful as well as cards that mention Armor.
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*Against Armor that rolls for Chance, you can expect that the die roll fails some of the time. The odds become worse against you when the Armor has a high success rate and when the opponent holds multiple Armor cards, so you must assess whether you are better off attacking now or waiting for a possible discard.
  
 
<!--PL comment: recommend a small section for hard counters, ie, dissolve armor, shredding strike. Thoughts ?-->
 
<!--PL comment: recommend a small section for hard counters, ie, dissolve armor, shredding strike. Thoughts ?-->
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<!--mm comment: Hadn't even crossed my mind, to be honest. To find the right tone for "general" information I was trying very hard to avoid thinking of specific cards. I don't want to say "Use this" but rather make suggestions that a player can apply to his/her unique character set, item library, and drawn hand. If a semantic search can pull in ALL hard counters that would be one thing, but I feel an incomplete list could be a bit of a disservice.-->
  
 
[[Category:Basic Guide]]
 
[[Category:Basic Guide]]

Revision as of 06:48, 22 March 2013

(This article describes the use of 'Armor' as a card instruction, for Armor as type (color) of card see Category:Armor_Card.)


  • In-Game Text: "Triggers on damage and prevents <x> points of that damage."

Game Effect

  • When a character would take damage, reduce the amount of that damage by the number indicated.

Armor works as a reaction that triggers after the game has determined that a character will take damage but before the total is calculated. The number following the "Armor" keyword is the amount of damage against which the card protects. If the triggering card would do damage less than or equal to the Armor rating, then that damage is reduced to zero. If the triggering card would do greater damage than the Armor rating, then that damage is reduced by the same amount as the rating. When a character holds multiple cards with this instruction, they activate in sequence from newest to oldest (left to right) until all damage is mitigated or all armor cards are used.


Many cards with the Armor keyword also roll for Chance before reducing damage, and some may have special rules that only protect against certain types of damage. Some damaging cards may have rules (such as Penetrating) that allow them to ignore Armor.


General Strategy

You use cards with the Armor instruction only when taking damage: it is no substitute for avoiding damage in the first place. When damage cannot be avoided, Armor effects extend the amount of time your characters can stay in battle.

You can calculate an average value of protection to expect by multiplying the Armor number with the Chance percentage. Cards that have the Keep keyword in the same instruction box are more valuable because they can be used many times in a battle. Holding multiple armor cards in a character's hand adds even more protection. Remember, though, nothing that uses Chance is guaranteed.

Armor protects against any damage if it can, even when caused by your own actions.

When facing an opponent who uses Armor, several possible strategies apply.

  • Use attacks with the Penetrating keyword, or attacks with a damage type against which the armor does not trigger.
  • Use powerful attacks and/or card combinations that do more damage than the opponent can mitigate.
  • Equip your own deck(s) with cards that allow you to force a discard. Some cards target Armor Cards specifically, while others are a more general discard. You may also try to entice the enemy into discarding armor at the end of the round by leaving more than two cards in the opponent's hand.
  • Armor is revealed when it reacts, so cards that have instructions about revealed cards may be useful as well as cards that mention Armor.
  • Against Armor that rolls for Chance, you can expect that the die roll fails some of the time. The odds become worse against you when the Armor has a high success rate and when the opponent holds multiple Armor cards, so you must assess whether you are better off attacking now or waiting for a possible discard.
      
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