Author Topic: Marvel Midnight Sun - aka Tide' 3rd Attempt at doing a Marvel Game Stat Topic  (Read 1410 times)

Tide

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I've been talking about doing this stat topic for months now. Somewhere around April, I lost the interest due to IRL stuff but I finally finished the game and am going over all the DLC stuff at the moment. Hopefully, should have that done soon and we can get some actual numbers and details down. For now though, I'm just going to set the topic up and prepare you for what's to come.

HOW THIS GAME WORKS
Marvel Midnight Suns is a SRPG that takes place in the Marvel universe (duh) featuring notable characters such as Iron Man, Captain America and Wolverine. As it was designed by Fireaxis, the core gameplay loop takes a page from X-Com. Fight battles on a selected mission and complete its objective using your heroes. When the mission is complete, you will return back to the central hub where the game then moves to Night time. Night time events such as hanging out with a fellow team member or participating in active club events exist. You can also explore the Hub grounds at night for unique events. When you are done, you end the day and the game rolls forward to the next day at which point you can debrief from the mission and collect new abilities, upgrade abilities, invest in new tech and so on. Then you pick another mission and the loop repeats. You lose if all 3 of your chosen characters are incapacitated on a mission.

COMBAT
Every character in a game has a set of abilities which are represented by a card and these cards make up that character's deck. Only the abilities (aka cards) set into the deck are usable and they must be drawn to be used. There are certain Deck restrictions to every deck. From the top of my head, these rules are:

1) Every Deck must have at least 1 Attack Card in them
2) Every Deck must have at least 1 Heroic Card in them
3) A Deck cannot have more than 2 of a particular Card
4) All decks must be 8 cards in total.

Once in battle, players take their turn, then followed by enemies. Repeat ad naseum until one side is dead or the mission objective is reached. Every turn, players are allowed to play up to 3* cards (so 3 abilities) spread across all 3 heroes. 5 Cards are drawn at the start of every round to maximum hand size of 10. When a card is played, it gets reshuffled into the "master" deck (ie all 3 characters's deck combined) and a card play is used. Players can also do 2* Redraws, which lets you discard a current card in hand and replace it with a new draw. Finally, Players also have 1 Move action. Moving lets you reposition a character on the field and can be used both offensively (to set up an environmental hazard) or defensively (to dodge an AoE). You can end your turn at any time, but unused Actions, Discards and Moves are normally not carried over to the next round unless otherwise noted.

The only thing that is carried over from each round of combat is your Heroic meter. Using basic actions and skills generates Heroism points, represented by a gold tracker in the bottom corner. To play a Heroic card, you must have the minimal Heroism required. Heroism can also be used to trigger environmental effects or play non-ability / tactic cards. Every map you play on will have sort of environmental effect that can sometimes hit both enemies and PCs. Since these effects don't cost a card play, they can be an action effective way to eliminate groups of enemies at once.

Enemies are divided into 3 types:
- Minions - these are junk enemies and basically have 1 HP. They die to anything that causes damage.
- Normal - Can be also classed as an elite enemy (more stats) but these enemies will have abilities, actual HP totals, etc.
- Bosses - Unique enemies, usually a famous Marvel villain. Have more abilities and the ability to Double Act on their turn. Notably, bosses in this game do not have much in the way of status Resistances, but they do recover faster from ailments due to double acting.

DL INTERPRETATIONS
For the purposes of this topic, we will assume a few things. First, I think it is pretty safe to take abilities at their upgraded level but without any mods. This should be self-explanatory. Ability upgrades are easy to do and you should have most if not all abilities upgraded by the time the game ends. Mods on the other hand are much more finnicky, random, and extremely costly if you are aiming to roll for an ideal mod. They also aren't unique, so best to just rule them out. Next, PC levels and Friendship levels are assumed to be maxed. These open up a PC's ultimate ability card, their 2nd level passive and the levels just make it easy to determine end game stats. You're going to be at around level 23 anyway by the game hits the final level and 25 is the maximum. Even doing just a bit grinding will easily get you to 25. Finally, I'm going to assume that no PC has gotten any sort of passive or stat increase OTHER than Hunter. This is because these are also random and very hard to determine what a fair value is. The exception to this is Hunter because participating in any sort of event, character request or quest can generate passive stat boosts. It is completely unreasonable to assume that an average player is going to avoid these, so I think baking in a flat line boost for certain stats is probably more reflective of actual reality. PCs in this topic are scaled back to Level 25. On my file, most PCs have already reached prestige levels, which add +1 Offense and +5 HP for each Prestige level gained.

As for damages and a PC's DL variant - I think it's pretty safe to allow all PCs to take 3 actions a turn but with only their own set of cards. This is analogous to what actually happens in game when a PC is isolated. It does create room for cheese, but I think this cheese is also 100% reflective of what happens if you are solo. As a result some of the cast are not great at damage, but they have some excellent tricks that basically turns the into Godlikes. Fun! Since the mechanics of the game let you basically see 7 cards more or less from your deck, I think most of a PCs strategy will also be fairly consistent, so this view I think, works.



TERMS
Just a glossary for terms used by the game:

Quick - If the attack kills a target, card play is refunded

Chain - This attack has multiple hits equal to its Chain value. So Chain 3 = 3 attacks total

Full Combo - In a Chain attack, a Combo is when all attacks of that chain are launched on the same target. This usually gives a benefit of some sort.

Knockback - Pushes an enemy away back some distance in a cone shape from the character's current facing. Does no damage on its own and requires a wall, barrier or other hazard to do damage. Distance of pushback is also modified by a character's Power stat. The higher it is, the farther the pushback.

Forceful Knockback - Same as above, but pushes a target twice as far and has double the impact damage.

Free - This does not consume a card play when used.

Block - Additional health that is separate from HP. If you've read my SWGOH topic, it's basically Protection. It acts as an overheal but isn't actual HP and must be taken down before HP starts to deplete. Some status such as Bleeding will ignore Block and directly hit HP.

Exhaust - Removes Card from deck after use

Final - When played, this character can no longer take any other actions for the rest of the current round.

STATUS EFFECTS
Bleed - Speaking of. In a nutshell, it's Poison. Triggers at the end of the target's turn. Deals damage equal to the Offense value of the target.

Banish - Target is ejected until next turn. Does not work on boss targets.

Bound - Target cannot take any action until duration expires. Note that the enemy version of this considers Bound PCs to be "dead". So if all PCs are bound, the game is over.

Conceal - Becomes untargetable until duration expires. Note that you can still damage a Concealed target with AoE by aiming for something around him/her. Explosives, other targets, etc. all work. However, because it ignores targetable attacks, the AoE in question needs to be either full MT or free targeting. A simple example: Something like Aerial in CS2 would work because Aerial just targets a space. However, Flare Bomb in the same game would not as that requires a specific target.

Corruption - Enemy only. It's POIZN. Deals 10% of MHP at the start of a round it appears. Stacks with Bleed. Also can bounce to new targets if they are close by at the start of a round

Counter - Automatically counter attacks if struck. No range limit.

Dazed - Cannot act until the duration expires. Duration only goes down via Card Plays or enemy actions. So if a PC gets dazed when alone, they are in big trouble.

Drop - Creates a pitfall from either a character or enemy, which non-boss enemies can be knocked into. If successful, instantly KOs them.

Fast - Reduce Heroism Cost by 1 on cards requiring Heroism

Frenzy - This character will act after X amount of card plays, where X is the Frenzy number.

Marked - If target is KO'd, refunds a card play. DL useless like 99% of the time.

Lifedrain - Parasitic healing. Damage dealt = HP Recovered

Resist - Nullifies damage received for 1 attack. Note that this effect does not stop damage from status effects (such as Sleep) and does not ignore environmental damage such as knockbacks and wall slams.

Stunned - Different then the above in that this expires once damage is taken. Otherwise, still makes you unable to act until it disappears

Slow - Increases Heroism Cost by 1 on cards requiring Heroism

Taunt - Draws targets to attack a specific character

Strengthen - Increases damage dealt by 50% until duration expires

Vulnerable - Increases damage taken by 50% until duration expires

Weaken - Decreases damage dealt by 50% until duration expires
« Last Edit: November 03, 2023, 08:51:57 PM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
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Tide

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Blade
"Your Mother"


HP: 643
Offense: 121

Passive: Cold Blooded - All cards played by Blade have a 25% chance to inflict Bleed if they do damage.

Attack Cards:
Quick Strike: 60 Damage, +1 Heroism, Quick Effect. If target has Bleed, deals 120 more damage.
Strike: 60 Damage, +1 Heroism, Chain Effect 3.
Relentless: 121 Damage, +1 Heroism. If target has Bleed, deals 181 more damage.
Reaper: 60 Damage, +1 Heroism. Converts remaining Bleed duration stacks to direct damage immediately. On KO, gain Strengthen for 1 Action.

Skill Cards
Make 'Em Bleed: +2 Heroism. Draws 2 Blade Cards. The next 3 Blade Cards played all apply 2 Bleed stacks
The Hunger: Free Play. All enemies currently with Bleed become Marked for 2 Actions. Blade recovers 121 HP for every Bleeding enemy.

Heroic Cards
Daywalker: 60 Damage, 3 Heroism Cost, Chain Effect 4. For each enemy KO'd, draw a card
Savage: 303 Damage, 2 Heroism Cost. If Target has Block, this attack deals an additional 242 damage
Stake: 272 Damage, 2 Heorism Cost. Lifesteal

Ultimate
Glaive - 242 Damage, 4 Heroism Cost. Applies 2 Bleed stacks. If a target was already Bleeding, deals an additional 242 damage

Ideal Deck -
Strike x2
Reaper x2
Make 'Em Bleed x1
Savage x1
Stake x2

Comments:
While Blade is pretty awful in-game, his DL translation is actually not terrible. The worst part about Blade in-game is that he's inefficient, requiring multiple card plays to set up his convoluted Bleed damage plays when you can just smash things in the face with Hunter or Iron Man. DL wise, he doesn't have that issue since he's a) alone and b) often facing a lone enemy. This means that he's not going to get ganged up on while setting up and he has less competition to deal with for card plays. His strategy is pretty much pidgeonholed because it is so focused on Bleed as a whole. Basically - play Make 'Em Bleed, then Strike and start piling on Bleed stacks. Once he reaches certain thresholds or KO levels, hit them with Reaper. He has Savage for additional damage and Stake to keep himself healthy as he's stacking up Bleed, so on paper, he's a decent enough fighter. The problem of course, is that just like in-game, because he is so focused on Bleed, anything that blocks it or heals from it gimps him super hard. Probably a Low Heavy of some sort as a result. While Bleed only triggers once a turn, the stacks can get pretty ridiculous, so Reaper can unleash a ton of damage at once when set up - letting him heal bust if an opponent can't recover from it in some way.


Captain America
"I guess you're not used to someone who fights back"


HP: 723
Offense: 113

Passive: All Day - Begin missions with 56 Block. At the start of every round, Cap regenerates 22 Block.

Attack Cards:
Quick Punch: 56 Damage, +1 Heroism. Inflicts Taunt, Quick Effect. When played, Draw a Card.
Punch: 113 Damage, +1 Heroism. Inflicts Taunt and has Knockback
Shield Bash: 56 Damage, +1 Heroism. Consumes 33% Block currently on hand and inflicts it as additional damage
Brooklyn Handshake: 113 Damage, +1 Heroism. Knockback. If target was previously damaged this turn, becomes Forceful Knockback. On KO, Draw 2 Cards.

Skill Cards
Dig In: +2 Heroism. Forces all enemies currently targeting an ally to target Cap instead. Gain 361 Block when played. Cannot be played if there are no allies.
Tactician: +2 Heroism. Gain 216 Block. All other allies also receive Block equal to 15% of Cap's Max HP (108 Block). Draw 2 Cards.
The Best Defense: +2 Heroism. Cap gains Block equal to the damage he deals for the next 2 turns. Draws 2 Captain America Cards

Heroic Cards
SPANG!: 169 Damage, 1 Heroism Cost. If target is attacking Cap, then this card deals an additional 113 Damage. On KO, Draws 2 Cards.
Shield Bounce: 141 Damage 2 Heroism Cost. Applies Taunt to all enemies in targeting area. Inflicts Weak for 1 Turn.
 
Ultimate
Shield Charge: X Line Target Damage where X is equal to Current Block value. 4 Heroism Cost. Draw a card for each target. Exhaust when played.

Ideal Deck -
Punch x1
Shield Bash x2
Tactician x2
The Best Defense x1
SPANG! x2

Comments:
True to his in-game form, Captain America is pretty underwhelming. He focuses a lot on Block but his passive is pretty much a write off because it regenerates Block way too slowly. It needed to be based on his Max HP like his cards instead of Offense, which is usually a fraction of the HP value, to really matter. As is, his game plan is to stack on as much Block as he can and try to win via  war of attrition. It's too bad there's no fundamental difference here between Block and HP and worse yet, status effects in-game can get around Block. This makes Cap pretty vulnerable to stuff like POIZN in other games because it just doesn't care about this Block mechanic. His overall damage is kind of lacking as a result of his in-game designated role. Still, The Best Defense is good as it is effectively parasitic healing. Play that, and stuff like Shield Bash is a self renewing source of Bounce regen instead of consumption, but sadly that's about all he has. Probably some form of Middle.


Captain Marvel
"Higher, further, faster, baby"


HP: 658
Offense: 108

Passives: Didn't Feel a Thing - When scoring a KO, Captain Marvel has a 20% chance to receive 1 Counter. DL Useless.
Go Binary - When 3 Captain Marvel cards are played, Add Go Binary to your hand (more on this below)

Attack Cards:
Quick Jab: 54 Damage, +1 Heroism. Inflicts Taunt, Quick Effect. In Binary mode, also has Knockback.
Knee Strike: 81 Damage, +1 Heroism. Inflicts Taunt. Gain Block equal to damage dealt.
Cosmic Ray: 54 Damage, +1 Heroism. If target is attacking Captain Marvel, this deals 81 additional damage. Gain 1 Counter on KO.

Skill Cards
One Step Ahead: +2 Heroism. Draws 4 additional Captain Marvel cards.
Bring it on: +2 Heroism. Taunts all enemies in an area and gain 1 Counter. In Binary mode, adds 2 Resist (so stops 2 attacks)
Regroup: +2 Heroism. Gains Block equal to 25% of Max HP (164)

Heroic Cards
Go Binary: Free. Captain Marvel becomes Binary, and gains 329 Block. While in Binary, Captain Marvel has +100% Offense. Binary mode is canceled if Captain Marvel's Block goes to 0. Note that this card cannot be added to deck normally and can only be received when 3 Captain Marvel cards are played.
Fist of Radiance: 162 Damage, 2 Heroism Cost. Has Knockback. On KO, Draw a Captain Marvel card
Photon Beam: 135 Damage, 3 Heroism Cost. Taunts all enemies who are targeted.
Rain of Blows: Y Damage. X Heroism Cost. Where X is equal to amount of Heroism currently on hand, and Y is equal to current Heroism x 64 Damage. Consumes all remaining Block when played.

Ultimate
Supernova: 108 Damage, Very Wide AoE. 2 Heroism Cost.

Ideal Deck -

Cosmic Ray x2
Bring it on x2
One Step Ahead x1
Regroup x1
Fist of Radiance x1
Supernova x1

Comments:
On the other hand, Captain Marvel gains immensely in the DL translation. The big problem in game is that Binary mode consumed 3 actions, so unless you got free plays, it was often ineffective to set up Binary mode. In the DL, this isn't an issue at all because you can dedicate all 3 Card plays to Captain Marvel, letting you get her to go Binary on Turn 1. And uh...once she does hit Binary mode, you are in big trouble. The thing with Resist as a status is that it can stack. Meaning if Captain Marvel plays Bring it on twice, she effectively gains 4 Resist, meaning you need to hit her *4 times* to even start damaging her. The only ways around this are status effects (like Poison) but if you don't have those, you need to either Quinta-act or Quinta-turn to inflict damage ever again. To make matters worse, she can do this every turn and any stacks you don't eliminate stacks on to her *next turn*. Did I mention that she's hitting you with 100% more offense on her attacks while you're trying to break through this? Yeah. Binary mode is only canceled if Captain Marvel runs out of Block so I gave her Regroup if she really needs to regenerate it but honestly, the 4 Resist Stacks a round is probably enough to wall most opponents. The main way out other than status is to go first and have high 2HKO damage so you can break through her Block gained on Binary to immediately cancel it while still damaging her. Low Godlike.

Doctor Strange
"I find that...uncomprehensible"


HP: 633
Offense: 118

Passives: The Greater Good - At the start of every round, Dr. Strange has a 50% chance to generate 2 Heroism

Attack Cards:
Winds of Watoomb: +1 Heroism. Quick Effect and Knockback. If Heroism is at 3 or above, becomes Forceful Knockback
Bolts of Balthakk: 118 Damage, +1 Heroism. When Heroism is at 4 or higher, this gains 88 additional damage. At 6 Heroism or more, gains another 88 additional damage. 294 Damage at max heroism (before other boosts)

Skill Cards
Agamotto's Gaze: +2 Heroism. Draws the last 2 Attack Cards. Gain 1 additional Card play the next turn. When played, add 59 damage to all attacks currently held in hand. This damage boost lasts until the attack is played or discarded.
Astral Meditation: +2 Heroism. Restore the last 2 Items used. Gain +2 Redraws when played. Exhaust after play.
Blessings of Vishanti: +2 Heroism. Give all cards currently in hand additional 59 until the end of the mission.
Vapors of Valtorr: +2 Heroism. Target receives Concealed status. Restores 236 HP.


Heroic Cards
Axe of Angarruumus: 177 Damage, 2 Heroism cost minimal Consumes additional Heroism equal to damage bonus available. Inflicts 2 Weaken. When Heroism is at 4 or higher, this gains 177 additional damage. At 6 Heroism or more, gain another 177 additional damage. 531 Damage at max heroism (before other boosts)
Crimson Bands of Cyttorak: 2 Heroism Cost. Applies Bind and Vulnerable for 1 Turn.
Shield of Seraphim: 3 Heroism Cost. Consumes additional Heroism equal to enhancement bonus if applicable. Applies 1 Resist and restores status conditions to all allies. At 6 Heroism or more, Applies 2 Resist instead.
 

Ultimate
Seven Suns of Cinnibus: 118 Damage Wide AoE. 3 Heroism Cost. Consumes additional Heroism equal to damage bonus available. When Heroism is at 4 or higher, this gains 118 additional damage. At 6 Heroism or more, gain another 118 additional damage. At 8 Heroism, gain another 118 additional damage. 472 Damage at max heroism (before other boosts) Exhaust on use.

Ideal Deck -
Bolts of Balthakk x1
Agamotto's Gaze x1
Blessings of Vishanti x1
Vapors of Valtorr x2
Crimson Bands of Cyttorak x1
Shield of Seraphim x2

Comments:
Absolutely brutal. Doctor Strange is one of the few characters that has a bunch of options available, but not enough deck slots to fit in everything he wants. He's already great in-game and his DL translation is possibly even better because the Sorcerer Supreme brings with him a bunch of cheese tools that make it very difficult for enemies to hurt him. Let's start off with the Bands of Cyttorak. Applying Bind is pretty great since it works on everything in the game. To get around this, boss enemies in Midnight Suns all have double act and there's often support, so this doesn't create a complete lock down. In the DL though, opponents often don't have those privileges so if you don't have something analogous and block it, it's pretty much instant GG. BUT WAIT, cause his skillset gets even better. Vapors of Valtorr basically turns him into PC Hugo while healing him. Sure, Strange doesn't Hugo's brutal speed, but he's definitely more durable. On top of his ST damage immunity created by Conceal (and that's assuming you allow targeting - if you don't, Strange gets EVEN stronger), Shield of Seraphim adds Resist. Strange's is more inefficient because it requires Heroism, but he's a Heroism generator more or less, so in practice on his own, this is likely going to be +2 Resist each time. This means even if you DO get around him being PC Hugo, you now have to break his Resist stacks, so if you don't have double / triple acting, you are still screwed. Then finally, Damage. Strange only has 1 Attack card, but it is really all he needs because of Vishanti and Agamotto. In the DL, Strange basically shields himself with his plethora of options, then just slowly pumps up his damage to infinity before blasting you in the face for OHKO damage. He's open to status like the other members of this cast, but his tricks are so strong, he's pretty much a Godlike shoehorn, no question.


Ghost Rider



HP: 707
Offense: 128

Passives: Souls Collector - Whenever Ghost Rider KO's an enemy, he gains 1 Soul. For every 4 Souls collected, increases Ghost Rider's Max HP by 15% (813 MHP), up to a max of 30% (919 MHP).

Attack Cards:
Lash: +1 Heroism. Quick effect. Has Forceful Knockback in any direction. Ghost Rider takes 128 damage
Retribution: 192 Damage, +1 Heroism. Knockback. Discard a card from hand and fill up the Soul Meter by 2 points.

Skill Cards
Hellmouth: +2 Heroism. Creates a Drop (Pitfall) that has an increased chance of Instant killing enemies. Lasts 2 Turns. Ghost Rider gains Strengthened for 1 Turn. Note that Bosses cannot be insta-killed through pitfalls.
Straight to Hell: +2 Heroism. Ghost Rider turns into a Drop until the start of next turn and heals himself for 33% of Max HP. Once played, Ghost Rider cannot be targeted until the next round. Final.
Immolate : +2 Heroism. When Ghost Rider KO's an enemy after this card is played, they explode, doing 96 AoE damage to targets around them. Effect lasts 2 Turns.

Heroic Cards
Drain Soul: 64 Damage, 1 Heroism Cost. Chain Effect 2. Lifesteal. For every copy of this card, increase its Chain and Heroism Cost by 1. Note that a Drain Soul cannot be added to the deck normally. It can only be received when Ghost Rider fills the Souls Meter after 4 KOs.
Judgment: X AoE Damage around a target. 1 Heroism Cost. X is equal to 2 x 25% of Ghost Rider's Max HP
Hell's Fury: 256 Damage, 1 Heroism Cost. When in hand, this card gains 64 damage each time Ghost Rider is damaged or when he uses an ability.
Hell Ride: 448 Damage, 3 Heroism Cost. Line Fire. Discard your hand after play.

Ultimate
Penance Stare: X damage. 4 Heroism Cost. X is equal to 4x 50% of Ghost Rider's Max HP. Ghost Rider takes damage equal to 50% of his Max HP. Exhaust after play.

Ideal Deck -
Lash x2
Retribution x1
Straight to Hell x2
Judgment x2
Hell's Fury x1

Comments:
Ghost Rider introduces us two concepts previously not mentioned. One is the Assist. Essentially, once you get a certain upgrade in the game, you can then knock enemies into your allies, which instead of damaging yourself now damages them. In addition to doing damage this way, the assisting character also draws a card from their own deck. In the case of Ghost Rider, he can actually self assist because his Knockback can go in any direction. This is very important for him because unlike the other 4 PCs so far, Ghost Rider lacks a way to draw cards. This means that unlike them, his strategy would be less consistent since he can only see 7/8 cards on Turn 1 at best and only 5 of them. However, because he can Self Assist, that gives him a way to get extra draws of his own. This is worthwhile for his strategy, even if it damages him.

The second concept is this idea of a Drop. These are large pitfalls which you can walk over, but if an attack has knockback, you can use that and push them to the great beyond. The caveat to that is that the ID rate is modified based on the target's Current HP. The lower the current HP, the higher the chances of an instant kill. This is largely useless on bosses and PCs in this game cannot suffer insta-kills through pitfalls. I have therefore, largely chosen to ignore it as a part of his core deck because it more or less translates to super chancey ID that doesn't work on 90% of the DL cast (maybe on SRPG generics like the mighty FFT THEIF).

Anyway, where were we? Right, strats. So uh...Ghost Rider has a pretty funny way of basically laming his opponent out, similar to Strange. In some ways, his is more powerful because there is no actual way to interact with it. The game doesn't have any Dispel type abilities, so it is impossible to test if there is a way to actually cancel this from the enemy side. YMMV. Basically, take 2 Actions, then turn into a pitfall with Straight to Hell, end turn. Opponent can no longer damage or target Ghost Rider on their turn and thus has to wait. Ghost Rider gets his turn again, repeat this process until enemy is dead. You can see why now the Self Assist here is really important. If he didn't have that, Ghost Rider would have no way to ensure he sees the other 3 cards in his deck, meaning there's a chance he cannot get this strategy started. There are other weaknesses of course. You can beat this by either going first and doing very high 2HKO damage (like 75%+) so that he can't use Lash. That way, it introduces a chance of failure as he can't Self Assist until he heals himself. Another method or work around is that to use timed damage that goes off after a certain period of time so it doesn't have to be your turn when the damage goes off. Stuff like Xorn's Death Knell or heck, even Mewtwo's FUTURE SIGHT are work arounds that can hit Ghost Rider on his turn. And of course, like most everyone else in Midnight Suns, status that incapacitates on Turn 1 stops him cold. His abilities all self damage but this hiding trick also heals him, so really, in the grand scheme of things, they don't matter when you are playing solo and only have one deck to manage. A Low Godlike of some sort of I imagine.


Hulk

HULK SMASH!


HP: 772
Offense: 133

Passives: Rage - For every point of Rage, up to a maximum of 5, Hulk's damage increases by [X]%. Rage increases whenever Hulk takes damage or from card abilities. Rage decreases by 1 whenever Hulk uses an attack or heroic ability.

Attack Cards:
Smash: 66 Damage, +1 Heroism, +1 Rage. Stun target. If the target has full HP, this attack deals 133 additional damage. Does not consume any Rage.
Gamma Kick: +1 Heroism. Add Taunt and Weak to target for 1 Turn. Has Forceful Knockback.
Crush: 133 Damage, +1 Heroism. If the target is Stunned, deal an additional 199 Damage. Does not consume Rage on KO.

Skill Cards
Always Angry: +2 Heroism. Consumes all Rage and heals Hulk equal to his current Rage x 33% Max HP. Overhealing increases Hulk's Max HP up to the new value HP Value. Maximum Rage limit increases by 1. Exhaust after use.
Challenging Roar: +2 Heroism. Taunt a target and gain 1 Counter. For each enemy targeting Hulk, gain 1 Rage.

Heroic Cards
Mighty Blow: 232 Damage, 3 Heroism Cost. If target is Stunned, deal an additional 266 Damage. Has Forceful Knockback
Rampage: 99 Damage, 3 Heroism Cost. Chain Effect 3. Taunts all targets hit by this attack. On Full Combo, restore 1 Heroism.
Seismic Slam: 332 Damage, Wide AoE. 4 Heroism Cost. Taunt all enemies in Area of effect.
Thunderclap: 43 Damage, 4 Heroism Cost. Stun all targets in a line. Has Knockback.

Ultimate
Worldbreaker: 199 Damage, Very wide AoE. 6 Heroism Cost. Has Forceful Knockback. For every enemy KO'd by this attack, Hulk gains 1 Rage. Exhaust on use.

Ideal Deck -
Smash x2
Challenging Roar x1
Mighty Blow x2
Always Angry x2
Worldbreaker x1

Comments:
Hulk the strongest there is in the DL? Not quite. Every character covered thus far other than Cap has had some trick that you can tell which division they are likely in even before the damage numbers pop up. Hulk is the first PC that defies this and follows more conventional DL stat topics in that he greatly depends on what the numbers are. Largely because his Rage mechanic modifies the damage he deals, but also because on the whole, he just doesn't have a lot of tricks compared to Captain Marvel, Dr. Strange or Ghost Rider. In the DL, Hulk's primary thing is Stun. Once an enemy is Stunned, they'll lose their next action, so if you don't block Stun, Hulk likely just wins. If you do block it, then you're likely fighting a slugfest except Hulk can full heal twice, and each time he does, he might be healing for more HP than previously. A problem for Hulk though is that not only are his Heroics really expensive, he just doesn't have a lot of cards that generate Heroism. As a result, his deck has to use weaker cards otherwise he runs an actual risk of not being able to take any actions. And of course, if you block Stun, Hulk doesn't have much more of a plan. In a serious upper limit fight, Hulk's unlikely to impress because his Rage simply doesn't go up fast enough since it is dependent on enemies attacking him. A fast 2HKO or 3HKOer isn't going to give him much of a chance to utilize it. Low Heavy most likely.


Iron Man

Fail Smydra!


HP: 666
Offense: 114

Passives: I'll Handle This - For every 2 Iron Man Cards played, gain +1 Redraws this round. Can only trigger once per Round.

Attack Cards:
Quick Blast: 57 Damage, +1 Heroism. Quick Effect. Redraw to add Knockback. Draw an Iron Man Card when played.
Blast: 114 Damage, +1 Heroism. Knockback. Redraw to add Forceful Knockback.


Skill Cards
Heads Up: +2 Heroism, +2 Redraws. Add 228 Block to a target.
Leave it to Me: +2 Heroism, +2 Redraws. Draw 2 Iron Man cards. Adds 2 Fast
Mark Target: +2 Heroism. Inflicts Marked and Vulnerable to a target for 2 Turns. Redraw to make the Mark effect AoE
New Plan: Doubles your current Heroism. Draw a Heroic Card

Heroic Cards
Surgical Strike: 142 Damage, 2 Heroism Cost. Chain Effect X, where X is equal to the number of Iron Man cards in hand.
Air Superiority: 114 Damage, 4 Heroism Cost. Redraw to add 57 damage. Max 114 additional damage or 228 damage.
Precision: 2 Heroism Cost. The next Iron Man Card played is not discarded. Free Play. Redraw to reduce Heroism cost by 1

Ultimate
Hellfire Beam: 114 Damage, Line Fire. 3 Heroism Cost. Redraw to increase the damage by 57. Gain a Redraw for each KO.

Ideal Deck -
Quick Blast x1
Mark Target x1
Leave it to Me x2
Precision x1
Surgical Strike x2
Hellfire Beam x1

Comments:
When it comes to simplicity, you don't get much better than Iron Man. Hulk may claim he is the strongest there is, but I'm fairly certain that award actually belongs to Iron Man in Midnight Suns. His play line is simple: Mark Target, Leave it to Me, then play Surgical Strike. Then the next turn he plays Precision, followed by double Surgical Strike. Since the only cards you have in your hand are Iron Man cards, Surgical Strike has a ridiculous amount of hits and deals a stupid amount of damage. It's a 1.25x damage per hit, so with Vulnerable increasing that to 1.875, you are getting hit by a cumulative multiplier of x26.25. He can mix it up too. Like say an opponent is immune to status, Iron Man can simply do Leave it to Me, then 2x Surgical Strike for x13.75 damage instead. Either way, it comes out to a lot of damage. Oh yeah, I haven't even gotten to his Redraws, which unlike other characters, he can spend it to power up his attacks. In this case, he can keep feeding them to Hellfire Beam if he doesn't need them - giving him a massive pumpable attack that can eventually OHKO if need be. He very likely is a godlike just due to raw on paper mults, but to err on the side of caution, let's go with High Heavy for now.

Magik

Is Portal


HP: 653
Offense: 116

Passives: Relay - When an enemy is knocked into a Portal, 25% chance to generate a Limbo Portal card for free

Attack Cards:
Quick Soulslash: +1 Heroism. +1 Move Action after use. Has Knockback and Quick Effect.
Soulblast: +1 Heroism. Has Forceful Knockback. On KO, gain Counter for 1 turn
Trapdoor: 174 Damage, +1 Heroism. Moves target enemy to new location.
Kick: 174 Damage, +1 Heroism. Knockback.


Skill Cards
Limbo Portal: +0 Heroism. +1 Move Action after use.  Creates a Portal. Free play.
Limbo's Grasp: +2 Heroism. Creates a Portal. Magik gains 174 additional damage the next time she knocks an enemy into a Portal for the rest of the level.

Heroic Cards
Gather: 116 Damage, 2 Heroism Cost. Wide AoE. Pulls all enemies affects into the center of targeted area.
Banish: 3 Heroism Cost. Turns an enemy or ally into a Drop until the next turn
Reinforcement: 4 Heroism Cost. Summons a Hero currently resting in the Abbey for the next 2 Turns. Draw 2 of their cards. Exhaust after use.

Ultimate
Darkchylde: 4 Heroism Cost. Taunts all enemies. Magik gain Counter and Invulnerability for 1 Turn. Exhaust after use

Ideal Deck -
Kick x2
Banish x2
Limbo Portal x1
Limbo's Grasp x2
Darkchylde x1

Comments:
Magik has a very simple game plan that is not too different than that of Ghost Rider. Stack Limbo's Grasp and play Darkchylde. The effect of Limbo's Grasp is cumulative and doesn't go away until the level is over, so in the DL, this means like Dr. Strange, she can stack her offense to near infinity until a 2HKO or OHKO. After the first turn, she can buy time with Banish. I'm unsure if it can self-target but assuming it cannot for not - this still gives her a near unresistable status effect while continues to snowball her power. Eventually, she then just hits you with DA BOOT for the kill. The main differences here from Ghost Rider is that again, Banish may not be able to self target, in which case, her game weakens a bit since she'll lack the ability to become untargetable like him. However, in return, Magik's strategy is more reliable because it doesn't rely on a possible chancey missed draw or discarding. Easily a High Heavy


Nico Minoru

Konnichiwa Friendo!


HP: 582
Offense: 131

Passives: And Another One - Whenever a Nico card is played, 33% chance for an additional Draw

Attack Cards:
Curse: 65 Damage, +1 Heroism. Applies a randomly chosen status effect for 2 turns: Either Stun, Marked, Vulnerable or Weaken
Blood for Blood: 196 Damage, +1 Heroism. On KO, restores 262 HP to Nico or a random ally
Witchfire: 262 Damage, +1 Heroism. On KO, this attack will bounce towards other targets randomly for an additional 2 times.


Skill Cards
Blood Magic +2 Heroism. Applies a random chosen buff for 2 turns: Life Steal, Counter, Fast or Strengthen. Draws 1 card of the target
Double Up: +2 Heroism. Create a copy of each card in hand up to your handsize limit. If the number of starting cards in hand is greater than 5, cards being copied will be randomly selected.
Empower: +2 Heroism. Draw a Heroic Card. Then reduce the Heroism cost of all Heroic card in hand to 0.
Restore: +2 Heroism. Restores all HP. If target is below 50% HP, reshuffle it to the deck. Otherwise, Exhaust on Play.

Heroic Cards
Swarm: 1 Heroism Cost. Damage deals fluctuates between 131, 262, 327 or 393. Damage is determined when card is drawn.
Witchstorm: 98 Damage, 2 Heroism Cost. Randomly distributes 4 hits of the listed damage across the targeted area. If there is only one target, this focus fires.

Ultimate
Crack the Sky: 225 Damage, X Heroism Cost. Deals stated damage X numbers of times in the targeted area where X is equal to Heroism paid. For every KO, regain 1 Heroism. Exhaust after use

Ideal Deck -
Curse x1
Blood Magic x1
Double Up x1
Empower x1
Restore x2
Witchstorm x2

Comments:
Possibly the weirdest DL translation of the cast because while everyone is using different cards, no one has the greater differences than Nico thus far. This is a deck that you wouldn't use in-game but it is pretty much built for DL type duels. Nico basically wants to draw the ideal hand of cards, then play Empower into Double Up so she gets a bunch of high damage cards for 0 Heroism cost. Then she proceeds to nuke you to kingdom come with her hand now full of good cards. In game, you'd never do this because more often you'll have a bunch of other people's cards in hand. However, since the DL contrains it such that the character in question will only have their cards, this allows Nico to play with a hand like this. In the optimal scenario, she has both Witchstorms in hand, then play Empower into a 0 Cost Double Up, giving her 4 copies of 0 Heroism cost Witchstorms. Since this move hits 4 times, it will basically bust cheese strats like Captain Marvel's 4x Resist or Craft Guard in the Trails series. Also, you need to chip around her because Nico has Restore. The downfall of this card is that you have to be below 50% HP or it gets removed from the deck. But in the DL, against someone who cannot chip, Nico basically just pulls VP2 Alicia strats and heals forever. This combination of things makes her pretty damn strong! The primary weakness other than the chipping as mentioned is that Nico requries set up. She can't burst huge damage on Turn 1 and unlike Ghost Rider, Strange or Magik, doesn't have a trick to make her invincible during that time. Still, that does leverage nicely into Restore, since if you just go for a 2HKO option, she can easily Heal it and then do other stuff afterwards. A Heavy of some sort. Might be High Heavy but that will be dependent on averages.


Scarlet Witch



HP: 624
Offense: 122

Passives: Wrong Place, Wrong Time - If an opponent is standing near SWitch at the start of their turn, 25% chance to receive a random debuff.

Attack Cards:
Hex Bolt: 61 Damage, +1 Heroism. Chain Effect +2. Give each copy of this card in your hand +1 Chain Effect
Hex Field: 122 Damage, +1 Heroism. AoE.
Quick Toss: 61 Damage, +1. Quick Effect. Knockback in any direction.

Skill Cards
Hex Mark: +2 Heroism. Applies Mark for 3 Turns to all targets in the selected area.
Unleashed: +2 Heroism. Increases AoE effects played by Scarlet Witch by 33%
Chaos Field: +2 Heroism. For the next 2 turns, allies (including Scarlet Witch) near Scarlet Witch gain +1 Resist and recover 103 HP at the end of their turn.

Heroic Cards
Hex Charge: 3 Heroism Cost. Target enemy explodes at the start of their next turn for 122 damage. AoE effect. If this attack kills them, then the explosion deals 244 damage instead.
Detonate: 2 Heroism Cost. Targets an explosive and makes it go off with 100% more power and twice the explosion radius. Scarlet Witch and her allies are unaffected by damage caused by this card. On Redraw, +1 Heroism. 
Chaos Reigns: 3 Heroism Cost. Enemies in selected target area will attack each other. 50% chance for them to attack twice.

Ultimate
No more: 5 Heroism Cost. Deals damage to all surrounding enemies near Scarlet Witch equal to her Max HP. For every KO, draw another card. KOs Scarlet Witch on use. Exhaust on use.

Ideal Deck -
Hex Bolt x2
Quick Toss x2
Chaos Field x2
Hex Charge x1
Chaos Reigns x1

Comments:
I need to do some more testing with Chaos Reigns because it may be Wanda's saving grace in the DL. In general though, pretty underwhelming since Scarlet Witch's big selling point in game are massive AoE effects whereas in the DL that niche is pretty much worthless. She still does have some tricks because Chaos Field exists and that has Resist on it. But past that, not much to write home about. Chaos Reigns could be golden if it causes Confusion or some sort of status change that takes away an enemy's turn though since that then gives her a way to Confuse lock while Resist stacking. Hex Charge is also supposedly a Pseudo Stun but I'll need to play around with it some more to determine its actual effectiveness. Still as long as she has one tool that can occupy an enemy turn, Wanda is likely in a good place. I suspect she's a Heavy due to Resist stacking but obviously up for change depending on results of tests.


Spiderman



HP: 627
Offense: 119

Passives: Bringing down the House - The first environmental attack made by Spidey consumes no heroism. 15% chance to refund Heroism spent on Environmental attacks.

Attack Cards:
Chain Strike: 119 Damage, +1 Heroism. Allows Spiderman to Chain to another target if the selected target will be KO'd. Maximum up to 4 bounces.
Quick Kick: +1 Heroism. Quick Effect. Knockback. Deals 119 Damage if target was previously damaged this turn.
Special Delivery: +1. Forceful Knockback towards Spiderman. On a KO, gain +1 Move action

Skill Cards
Spider Sense: +2 Heroism. Spiderman gains 1 Fast and 1 Resist. Draw 2 Spiderman Cards
Opportunist: +2 Heroism. Increases the damage of Environmental attacks by 59 for 2 turns. Also makes the next 2 Environmental attacks cost 0 Heroism. +2 Move Actions on play.
Webslinger: +2 Heroism. Spiderman gains 1 Strengthened. Free play.

Heroic Cards
Up Here!: 238 Damage, 2 Heroism Cost. AoE. Enemies around the main target take 59 damage. Applies Weak for 2 Turns on effected enemies.
Web Throw: 3 Heroism Cost. Forceful Knockback. Enemies near the primary target take 119 damage.
THWIP!: 2 Heroism Cost. Binds target. Target takes 50% more damage from Environmental attacks.

Ultimate
Infernal Spider: 3 Heroism Cost. Draw a Spiderman Card. The next 3 Spiderman Card plays are Free. Exhaust on Play.

Ideal Deck -
Special Delivery x1
Webslinger x1
Spider Sense x2
THWIP! x2
Up here! x1
Infernal Spider x1

Comments:
Every level in the game as some objects which you can interact with. These objects tend to do damage, which the game calls Environmental. Environmental damage does not consume a card play, but rather, costs Heroism to use. They tend to be AoE nature and can often hit multiple targets at once. The downside is that because they don't cost Card plays, their damage also doesn't scale well. They do fixed damage and while it increases over the course of the game, enemy durability tends to eclipse it pretty much towards the end game. To give some figures, most objects at end game deal somewhere around 120 damage to 250 damage. If you average it out, it will be 185 damage per action. There's a limit to the number of objects you can interact with as you eventually run out of objects you can use but levels tend to be finished before that happens. Make of this what you will. Most levels have anywhere between 8 to 10 environmental items and their effectiveness varies. 

That entire blurb is necessary because Spidey's skillset largely revolves them. From his passive to his various cards, they all deal with environmental objects. So while all PCs can use these, Spiderman tends to use these the best. As for DL translation? Well, if you factor in like 3-4 objects that Spiderman can interact with dealing around 185 damage each, it gives Spiderman a way to burst out damage pretty quick. Since he can use Opportunist along with his passive to quickly bust out 3 hits while consuming only 1 card play. That makes him better when it comes to damage.

But suppose, you don't allow that. Assume all DL arenas are flat ground with nothing to interact with. Spiderman...is still somehow pretty competent in the DL. The reason? If you guessed stacking Resists, you would be right. Even better THWIP! means he can do similar things like Dr. Strange, so Spiderman can bind you, then stack infinite Resists while slowly whittling you down. Knockback attacks doesn't work if an opponent is bound, but it largely doesn't matter because if you can hit by Bind, you're likely dead anyway. Infernal Spider further gives him a way to burst damage since 3 Free Card plays is huge. Likely a High Heavy because the combo of Bind PLUS Resists is a good combo. If you add environmental damage to that, he likely becomes a borderliner since it gives him free burst damage to boot.


Wolverine



HP: 675
Offense: 125

Passives: Healing Factor - Whenever a Card is redrawn, Wolverine restores 125 HP.

Attack Cards:
Quick Swipe: 62 Damage, +1 Heroism. Quick Effect. Taunts target.
Chain Swipes: 41 Damage, +1 Heroism. Chain Effect 3. Taunts targets hit. On Full Combo, Applies Weak for 1 turn.
Power Slash: 62 Damage, +1 Heroism. Knockback. Applies Vulnerable for 1 Turn
Lethal Pounce: 93 Damage, +1. Chain Effect 2. On Full Combo, Wolverine gains Strengthen for 1 turn.

Skill Cards
Stink of Fear: +2 Heroism. AoE. Taunts all targets in selected area and applies Weak for 1 turn. Wolverine gains Counter for 1 Turn
Berserker: +2 Heroism. Draw 3 Wolverine cards. Wolverine gains Lifesteal for 1 turn.
Rapid Healing: +2 Heroism. Restores 75% Max HP to Wolverine and Cures him of all status. Can be played even if Wolverine is currently incapacitated.

Heroic Cards
Rapid Regeneration: 2 Heroism Cost. The first time Wolverine is KO'd, add this card to your hand. Wolverine revives with 50% Max HP. Exhaust on use. This card cannot be added to the deck in any other means.
Piercing Strike: 125 Damage, 2 Heroism Cost. If target has Block, this deals 187 additional damage.
Eviscerate: 62 Damage, 2 Heroism Cost. Chain Effect 4. Taunts targets hit. For each target KO'd by this attack, Wolverine gains Counter for 1 turn.


Ultimate
Midnight Special: X Heroism Cost. Attacks random targets X number of times where X is equal to Heroism paid. Each subsequent attack made deals an additional 31 damage. +1 Heroism for each KO. Exhaust after use

Ideal Deck -
Chain Swipes x1
Power Slash x1
Lethal Pounce x1
Berserker x1
Rapid Healing x 2
Piercing Slash x1
Midnight Special x1

Comments:
He's the best at what he does and what he does is slug it out with the best of them. Wolverine has a very synergistic kit that translates well to the DL. Hit the opponent with Chain Swipes to drop their damage, Lethal Pounce to increase his, then use the third for anything else that makes sense on that turn. Subsequent turns are pretty brutal. Rapid Healing means along with passive, Wolverine is pretty much healing to near full HP every turn. AND unlike the other Suns, its built in status healing and non-conditional requirement means it can be played at any time as long as he still has a card play. This means that status that would normally shut people down don't do so on Wolverine. He's also the only character in the game with a built-in Auto Life function. So you have to kill him twice to put him down for good. Meanwhile, because Wolverine doesn't need a lot of Heroism to function, he can safely store it and put it into his Heroism dump attack and opt for a OHKO late into a fight. His primary weakness is that he can't burst damage well so against fast OHKOers, he's going to have some issues. High Heavy/Low Godlike borderline.
« Last Edit: November 08, 2023, 03:24:54 PM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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Hunter

The main character of this game and an OC. So Hunter functions a bit differently from the other characters since s/he has main character properties. The most significant part of Hunter is that he has an alignment rating which influences his gameplay style. Light side Hunter is more defensive and supporting in nature, while Dark Side Hunter is more offensive and aggressive. Hunter's alignment is influenced by your in-game dialogue choices as well as what cards you play. The more cards of one type you use, the more your alignment will lean towards that side. Being specifically "Light side" Hunter or "Dark side" Hunter also gifts Hunter with a different set of passive. And of course, because he is the main, Hunter gets the most influence from secondary stat bonuses as all choices flow through him. This includes using the training yard for sparring or fulfilling small quests requested by different party members.

In general, if you are just randomly picking choices, Hunter is going to be balanced in alignment and thus wouldn't have a particular alignment in general. In practice however, you're more likely to move towards one side of the needle or the other since players will either min-max, want to roleplay or just pick something that fits their personality more so it is unlikely you will thread the center perfectly. So in general, we're going to cover all of Hunter's options. Once Hunter earns certain passives, he can un-equip them and equip a new one. However, because alignment takes a fair while to change, you're usually unable to change from Light to Dark in the same game without significant investment. You have to reverse all the previous alignment then move towards the opposite direction. My suggestion is therefore to take Hunter similar to the way you may take a Persona character - s/he has a preferred skillset and could opt for changes but I'll probably lock him/her into that set up for the rest of the season s/he is in. Onward -

HP: 659
Offense: 125

Passives: Hunter can equip a different suit (armor) and collar (accessory). As noted above, these can change once unlocked. Hunter can equip one of each but cannot equip an armor ability in his accessory slot and vice versa.

Armor
Vengeance - Enemies who attack Hunter have a 25% chance to become Marked. Unlocked during the course of the story
Symbiote Shell - Whenever Hunter plays one of his/her cards, 10% chance to inflict Symbiotic Bind on a random opponent. Unlocked during the course of the story.
Shadowstalker - Once per mission, redrawing a Heroic Hunter card gives Hunter the Concealed status. Unlocked at the penultimate mission.
Salem's Savior - Whenever Hunter KO's a Lilin (a type of monster), 50% chance to draw another card. Unlocked through exploration of the Abbey (Hub area)
Master of the Hunt - All Collar abilities trigger 1 card play earlier. Hunter becomes status immune. Available in the Post-game
Heightened Senses - Charlie (Hunter's Dog) gains 1 Resist at the start of each turn. Both Hunter and Charlie's cards have an increased chance to inflict critical damage. Unlocked during the course of the story
Fully Charged - Hunter gains either 1 Resist at the start of each turn OR he generates +1 Heroism at the start of each turn. Unlocked through Research.
Defender of the Light - Hunter's Light Side cards have an increased rate to inflict critical damage. Unlocked by being 150/200 on Light alignment (heavy investment)
Dark Champion - Hunter's Dark Side cards have an increased rate to inflict critical damage. Unlocked by being 150/200 on Dark alignment (heavy investment)
Ancestor's Guidance - Ignore the Exhaust effect on Hunter's Cards

Hunter's preferred set up is bolded. Fully Charge gives the best balance of defensive + offensive mix because Hunter consumes Heroism pretty heavily. Resist is Resist and being able to stack that passively can give enemies a whole lot of trouble if they cannot double act or double turn reliably. Otherwise, Shadowstalker is good for buying an extra turn if needed since Conceal is also fantastic as a defensive option. Master of the Hunt would be his go-to if it wasn't post game only. But those of you that allow everything, well, it is here for completeness.

Accessory - All Accessories generate a card that is Free to play
Balanced Collar - Allows Hunter to draw 2 of his/her cards after 3 Balanced Card Plays. Complete Magik's B-day event ingame.
Ivory Collar - The next Hunter card played does get discarded. Triggers after 3 Light Cards. Unlocked by 20/200 on Light alignment (minimal investment)
Obsidian Collar - The next Hunter card played deals double damage. Triggers after 3 Dark Cards. Unlocked by 20/200 on Dark alignment (minimal investment)
Paragon - The next Light card does not consume a card play. Triggers after 5 Light Cards. Unlocked by 60/200 on Light alignment (moderate investment)
Renegade - The next Dark card does not consume a card play. Triggers after 5 Dark Cards. Unlocked by 60/200 on Dark alignment (moderate investment)
Unity - Gain Fast for 1 Turn. Play 1 Light, 1 Dark and 1 Balanced Card in any order. Complete Team Meeting event in-game.

Hunter's preferred set up is bolded. In general double damage play on Dark cards is great because Dark alignment already has heavy damage cards, so being able to further enhance them is fantastic. Otherwise, Balanced Collar is very good as well since it allows Hunter to replenish the cards in his/her hand even if he runs out of redraws. Less useful in the DL since you are limited to 3 actions anyway.

Attack Cards:
Charge - +1 Heroism. Forceful Knockback. 25% chance to apply Stun.
Holy Flame - +1 Heroism. Choose one: Either Heal for [200% Offense] or inflicts [100% Offense] damage. When this card is redrawn, +1 Heroism.
Holy Spark - +1 Heroism. Choose one: Either Cure an ally's status condition or inflicts [50% Offense] damage. Quick Effect if attacking.
Last Sight - +1 Heroism. On KO, gain Conceal for 1 Turn.
Merciless - +1 Heroism. If target is stunned or bound, this card deals an additional [400% Offense] damage.
Morning Star - +1 Heroism. Gives all copies of other Morning Star cards [+50% Offense] damage to a max of [300% Offense].
Quick Slash - +1 Heroism. Quick Effect. Has Knockback.
Slash - +1 Heroism. Forceful Knockback
Wild Strike - +1 Heroism. Inflicts Vulnerable on Hunter for 1 Turn.

Skill Cards
Call to Arms - Doubles All Heroism gained for the remainder of this turn. Free Play
Dark Blessing - +2 Heroism. Upgrades all Cards in hand to their improved form. DL useless as cards already taken in upgraded form.
Dark Healing - +2 Heroism. Restores all HP and status condition to an ally. Hunter takes damage equal to 15% of his Max HP
Deadly Ground - +2 Heroism. Hunter creates 2 Light and 2 Dark Explosives onto the field. These explosives behave the same way as Environmental damage and can be triggered through Knockback effects or Heroism usage. The Dark Explosive applies Vulnerable when an opponent is directly knocked into it for 2 turns. The Light Explosive inflicts Stun for 2 turns.
Fortify - +2 Heroism. Hunter gains Counter for 2 Turns and gains Block equal to 40% of his Max HP.
Heal - +2 Heroism. Restores HP equal to [300% Offense]. If this overheals, draw 2 cards.
Holy Gift - +2 Heroism. The next card played is not discarded.
Inspire - Changes a random Heroic Card in hand to use 0 Heroism. Free Play.
Mindbender - +2 Heroism. Target enemy attacks their nearest ally twice. Exhaust on use.
Wrath - Gives all Hunter cards in hand a guaranteed Crit. For the next 2 Turns, all Hunter cards drawn will also have guaranteed Crit. Free Play.

Heroic Cards
Bands of Fire - 1 Heroism Cost. Knockback in any direction. Draw a card if this attack results in a KO.
All Out - 1 Heroism Cost. When played, Discard all Hunter cards in hand, then draw 2 new Hunter Cards.
Fury - 2 Heroism Cost. Applies 1 Vulnerable and 2 Marked on target. Final.
Guarding Strike - 1 Heroism Cost. As long as this is in hand, Hunter regenerates Block equal to 15% of his Max HP at the start of every round.
Holy Burst - 2 Heroism Cost. Medium AoE. Restores [300% Offense] HP to all allies in the targeting area.
Mind Breaker - 4 Heroism Cost. Applies 3 Berserk to target.
Patience - 6 Heroism Cost. For every turn this card is held in hand, reduce its Heroism Cost by 1.
Whip - Forceful Knockback in any direction. Discard a card on use.

Ultimate
Annihilation - X Heroism Cost. Dark alignment. Wide AoE. Consumes all Heroism to deal [75% Offense] damage for each point of Heroism consumed. Exhaust on use.
Bladestorm - 4 Heroism Cost. Neutral alignment. Wide AoE. Forceful Knockback on all targets in selected area. For every KO, draw a card.
Summon Charlie - 4 Heroism Cost. Light alignment. Summons Charlie to the battlefield and adds his deck into the master deck for 3 turns. Immediately draw 2 of Charlie's cards. Exhaust on Play.

A note about Charlie - Charlie works similar to Magik's Reinforcement in that it summons another PC onto the field. However, due to the nature of Midnight Suns, this isn't always a good thing. Because his cards are added to your master deck, it reduces the draw consistency of your existing deck, so strategies can become unreliable if this is played. Since the 3 Card Play limit is reinforced regardless of how many PCs there are, adding an extra PC basically just means there is an extra target or meat shield. Charlies has his own cards, but they are not very good:

Bite - +1 Heroism. An Attack Card. On KO, draws another card.
Howl - +2 Heroism. A Skill Card. Adds 2 Marked to all enemies around Charlie
Maul - 1 Heroism Cost. A Heroic Card. Applies Vulnerable for 1 Turn to a target. Can be redrawn to add [50% Offense] damage.


Ideal Deck -
Wild Strike x1
Call to Arms x1
Inspire x 1
Heal x2
All Out x1
Mind Breaker x1

Comments:
Hunter has lots of options but his/her strategy in the DL is a little less impressive on paper without numbers because he lacks the cheese of Captain Marvel, Strange or Ghost Rider. What's there is still solid but probably not higher than a High Heavy before averages. The real powerhouse in the deck is Mind Breaker. Berserk forces an opponent to only use physicals and to attack whatever is closest. And it works on EVERYTHING in game - even bosses. In the DL, this forces an opponent to come out swinging against Hunter. But with his Armor's passive, he basically has a 50% chance to nullify it. And on the chance that he does take damage, he has lots of Healing, turning him into a reliable Draw engine that Confuse locks an opponent down. Meanwhile, he can play a combination of Call to Arms and Inspire to continue feeding into the Confuse Loop, then utilize All Out and Wild Strike to build up his Collar's bonus for big damage.

More powerful combos exist with the use of Deadly Ground, Quick Strike and Merciless. These three cards let Hunter combo into a Stun, then use Merciless to deal massive damage. The issue is that this strategy is a little less reliable as it relies on more cards and also requires an opponent to be Knockback vulnerable. So Hunter's likely going to change up his deck as needed but whether those dimensions give him additional DL rank, that's hard to say for now.
« Last Edit: November 04, 2023, 06:17:18 AM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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This post reserved for the 4 DLC characters - Deadpool, Venom, Storm and THE MORB.
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself