feotakahari (
feotakahari) wrote2021-09-05 08:11 pm
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Some more thoughts on Sentinels of the Multiverse
Stuntman: he's my stinky bastard child, and I love him so much. He gets more interrupts than every other character combined, so you can do stuff like snipe a target the moment it comes into play, attack during other people's turns, or even skip the villain turn entirely! His base power ignores damage reduction, his stream of disposable ongoings can be used as shields to prevent the enemy from destroying ongoings you want to stick around, and even enemies that steal cards can't do much when he destroys his own cards first. The only villain I've found that can counter him at all is Chokepoint, and only on Advanced difficulty.
The Southwest Sentinels: constantly on the verge of getting knocked out, but with the right cards out, they can both heal and attack every turn. Surprisingly hard-hitting.
Omnitron-X: instead of putting out targets that constantly get attacked, he puts out cards that get destroyed if he takes too much damage. Since he can armor himself against any damage type in the game, this is a safer bet than it looks. The longer you keep him alive and healthy, the more stuff he can do every turn.
Benchmark: a weird little Rube Goldberg machine that draws more cards to help him draw more cards to help him draw even more cards. He can end up with a massive hand, but nothing in it worth using.
Dr. Medico: for when you absolutely, positively need to keep an ally from dying. Incredibly useful for unlocks in the digital version, because he can keep healing you indefinitely until the right cards come out.
Ra: maximum damage, zero strategy. The closest thing he has to a tactical option is that he can nullify anything that causes your heroes to damage themselves.
The Naturalist: eh, I'd rather do one thing well than three things okay. Probably better in three-hero teams than five-hero.
The Southwest Sentinels: constantly on the verge of getting knocked out, but with the right cards out, they can both heal and attack every turn. Surprisingly hard-hitting.
Omnitron-X: instead of putting out targets that constantly get attacked, he puts out cards that get destroyed if he takes too much damage. Since he can armor himself against any damage type in the game, this is a safer bet than it looks. The longer you keep him alive and healthy, the more stuff he can do every turn.
Benchmark: a weird little Rube Goldberg machine that draws more cards to help him draw more cards to help him draw even more cards. He can end up with a massive hand, but nothing in it worth using.
Dr. Medico: for when you absolutely, positively need to keep an ally from dying. Incredibly useful for unlocks in the digital version, because he can keep healing you indefinitely until the right cards come out.
Ra: maximum damage, zero strategy. The closest thing he has to a tactical option is that he can nullify anything that causes your heroes to damage themselves.
The Naturalist: eh, I'd rather do one thing well than three things okay. Probably better in three-hero teams than five-hero.
no subject
--Rogan