It can take a while to get used to a new leader but since you need to unlock those cards and advisors, the learning period doesn't need to always reach wave 30. When you unlock some, have a good look at what each of them do because in most cases those unlocks also serve to point the player towards how the leader can be played. The other two also have their own things going for them, which can be used to great effects once you get used to how they play (some of the most overpowered combos come from the scientist and the pirate).Ī good way to learn a leader is to just play with them for a few rounds, even if you lose.Īs you level them up, you unlock cards and advisors. One of the legendary buildings allows you to make the interval between curse damage shorter as well. While it doesn't directly kill the enemy right away, it can get pretty strong if you have a reliable way to get tens or hundreds of curses on your enemies. It is a pretty simple one, you can stack as many curses as you want/can on enemies and they will take damage at regular intervals based on how many curses they are under. When I started I eliminated grain and rent so I only drew my economy cards. Outermost wall goes for right to left is: Watchtower, Watchtower, Ammo Depo, Ballista, Ballista, Ammo depot. You can also use your own units to generate souls when they die or get removed, making temporary units very interesting (the one that summons skelettons ends up generating souls over time for example). level 1 Op11m I got a lot of watchtowers and ballistas and managed to get a demolition card, so I kept expanding outward while adding shooting ranges. This allows you to deploy an incresibly powerful unit with the only downside being that the health is the same as usual so they are great against a boss but if enemies piled up it will just die. There is a military unit card with soul siphon that gains attack based on the amount of souls and the unit remains at that amount once deployed. You start with one of such card, forbidden trade, that gives you gold depending on the amount of souls in the card. Soul siphon cards retain the amount of souls until they are played (after that they go back to 0) and can usually become very potent with a couple hundred souls on them. The leader's power also generates souls based on the cards currently in the tomb. The first is the fact that all units that die release a "soul" that serves to charge buildings as well as any card in hand with soul siphon. The shaman leader has two main mechanics that can be used to gain an advantage. The 3 leaders in the second row are a lot more reliant on using good combos and understanding their specificities (at least compared to the relatiovely easy to understand leaders of the first row).
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