Eye of the Storm
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The content ahead may contain spoilers for the following:
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The Eye of the Storm is the final boss fight, unless the player has met the conditions to reach the real final fight. While the encountered boss is initially the Frost Guardian (Frost Wizard), the first phase will change based on the deck that previously won against it.
Default Phase 1
When the player first enters the Eye of the Storm, they are met with the Frost Guardian (Frost Wizard). The Frost Wizard is always accompanied by 3 other enemies, and 2 additional waves of enemies wait in the wings. The Frost Wizard has the unique ability to grant attack to itself and all its current allies whenever it loses health. This is not a continuous ability; instead, it activates every time Frost Wizard loses any amount of health and only grants attack to enemies that are currently in the battle. Enemies that appear later in the battle after Frost Wizard has already lost some health will not gain attack. Notably, Frost Wizard's ability will not activate when the final blow is dealt, as it will transform before the ability can activate.
Because Frost Wizard severely punishes the player for hurting it, focus as much as possible on bringing down its allies first. Frost Wizard has a lot of health, so it has the potential to dramatically inflate its allies' attack. Once all its allies are defeated, make one final push to defeat it as quickly as possible, as it will be capable of destroying anything in a single hit once its health is low. Alternatively, with a consistent source of Ink early in the battle, Frost Wizard is almost completely trivialized, as it will deal no damage and grant no attack.
Using the Shade Wisp on Frost Wizard has an extremely powerful (and likely unintentional) effect. Since the summoned copy's health is set to 1, it sometimes counts this as a loss of health. As a result, it grants attack to itself and all the player's cards, equal to Frost Wizard's health minus 1. This is not completely consistent, but is worth trying when using a Shademancer Leader, as it completely trivializes the fight.
Enemies
Image | Card Name | Health | Attack | Counter | Other | Description |
---|---|---|---|---|---|---|
Frost Guardian | 60 | 0 | 4 | Resist Snow | When Health lost, add equal Attack to self and allies | |
Bigfoot | 12 | 5 | 4 | Barrage | ||
Grink | 8 | 1 | 2 | Apply 2 Frost | ||
Grizzle | 16 | 4 | 5 | Resist Snow | Apply 3 Snow | |
Ice Forge | 2 Scrap | While active, add +2 Attack to all allies and -2 Attack to all enemies | ||||
Mega Mimik | 3 Scrap | 5 | Trigger when an ally in the row attacks Lose 1 Scrap
| |||
Plum | 15 | 2 | 3 | Restore 4 Health to all allies | ||
Rockhog | 7 | 4 | 6 | While active, add x1 Frenzy to all allies | ||
Spike Wall | 3 Scrap | 3 | Frontline Smackback |
Phase 2
Once Frost Wizard is defeated, it instantly transforms into the Frost Guardian and summons a horde of enemies to completely fill the enemy field. These backup enemies are chosen randomly from a set of 5, and only 1 of any of the enemies can appear (except for Grink, which can appear twice). No more waves of enemies will appear, but any enemies that would have spawned in phase 1 but could not (either due to the enemy field being full or the phase being finished too quickly) will still appear in new waves.
The timing of transitioning from phase 1 to phase 2 is extremely important and will depend on the deck. If phase 1 is finished quickly, all of Frost Wizard's allies will have incredibly high attack, and all the enemy waves that did not appear will show up in phase 2 instead. However, if phase 1 is finished slowly, 5 new enemies will appear all at once and may overwhelm the team with their numbers.
The player must take advantage of Frost Guardian's ability if they hope to defeat it, but this increases Frost Guardian's attack. It also has a very fast Counter and will make full use of all the attack it gains. Frost Guardian is most dangerous in the middle of the fight, where its attack is likely already high but it still has high health and allies to back it up. Once it reaches this stage, end the fight as quickly as possible by defeating its allies to drain its health, and use Clunkers and expendable Companions to take its hits.
Although Ink is extremely powerful against Frost Wizard, it can be a run-ender if inflicted on Frost Guardian at the wrong time. Negating Frost Guardian's ability prevents it from losing any health when its allies are killed, but it will still keep any attack it gained from before it was Inked. For instance, after killing 3 of its allies, Frost Guardian will have 8 attack and over 100 health; Inking it at this point is a death sentence.
Summoned Enemies
Every enemy here can spawn once, except for Grink that can spawn twice.
Image | Card Name | Health | Attack | Counter | Other | Description |
---|---|---|---|---|---|---|
Frost Guardian | 999 | 2 | 2 | Resist Snow | When an ally is killed, lose half Health and gain +2 Attack | |
Grink | 8 | 1 | 2 | Apply 2 Frost | ||
Ooba Bear | 6 | 4 | 3 | When hit, apply 2 Snow to the attacker | ||
Porkypine | 6 | 2 | 4 | Barrage | ||
Winter Worm | 10 | 8 | 6 | When hit, reduce Attack by 1 |
Alternate Phase 1
Spoilers Ahead
This content may contain spoilers! Continue reading at your own risk! |
If the player defeats Frost Guardian without meeting the conditions to face the real final battle, or loses the battle while meeting these conditions, the Emperor Shade will possess the player's Leader and Companions and the run will end in a "victory?" After this point, the possessed Leader and Companions will take the place of Frost Wizard in the first phase of the battle, forcing the player's next deck to fight against the one that previously made it to the Eye. Since Items are not played to the field, other enemies with similar abilities will appear in these Items' places, such as Tentickle appearing if the previous deck had an Ink-related Item. Any Companions that were in reserve will not be possessed, only those that were a part of the winning deck.
Any Charms that were attached to the previous Leader or Companions will remain attached to them while possessed, except for the Pinch Charm, Bling Charm, Hog Charm, Spark Charm, and Noomlin Charm. Any Items that had Charms attached will not have these Charms attached to the substitute enemies. Additionally, all possessed Companions gain:
- 10-12 health, rounded up to the nearest even number,
- For N=2, decremented by 1 for every 2 charms attached,
- +1 to their first N attack effects if possible,
- +N Attack otherwise
- Halved Teeth.
On top of these bonuses, possessed Leaders also gain:
- 3x total health
- Resist Snow,
- +1 Counter.
Note: the attack effect boost and attack boost are mutually exclusive, so a companion won't gain any attack if it has any attack effect (Apply X) As a result of all this, the stronger the player's final deck is, the tougher the Eye of the Storm becomes. The player must be familiar with the strengths and weaknesses of each Tribe and their mechanics and cards to form a winning strategy. However, if the player can reach the Eye of the Storm while meeting the conditions for the true final fight, they can lose the battle and still have their new deck replace the final boss. This allows the player to face a more challenging leadup in exchange for replacing the Eye of the Storm with a new fight, even if they lose.
Card Replacements
Original Image | Original Name | Replacement Image | Replacement Name | Health | Attack | Counter | Other | Description |
---|---|---|---|---|---|---|---|---|
Egg | Dregg | 4 | 5 | 5 | x3 Frenzy |
Card Changes
Besides the globally increased health and attack, certain cards gain additional bonuses to their stats or even new effects. These changes are marked here in bold.
Image | Card Name | Health | Attack | Counter | Other | Description | Specific changes |
---|---|---|---|---|---|---|---|
Tiger Charm'd cards | Gain 2 Teeth on kill | +1 Teeth gained. Gain Teeth on kill instead of when hit | |||||
Alloy | 28 | 8 | 5 | 2 Bom | On kill, apply 3 Scrap to a random ally | +2 Scrap applied | |
Booshu | 16 | 5 | 5 | Restore 6 Health to all allies | +3 Health restored | ||
Big Berry | 22 | 7 | 4 | On kill, add 5 Health to self and all allies | Increase max Health instead of restoring it. +3 Health added on kill | ||
Blunky | 14 | 5 | 2 | +4-5 Block | Removed ability +4-5 Block +2 Attack | ||
Bonnie | 3 | 4 | Restore 5 Health to all allies | +3 Health restored | |||
Chikichi | 14 | 4 | 3 | Removed ability | |||
Chompom | 16 | 3 | 3 | 13 Shell | Deal additional damage equal to Shell | +10 Shell | |
Devicro | 16 | 4 | 4 | When an ally is killed, gain their Attack | Gain Attack when an ally is killed instead of sacrificed | ||
Dimona | 18 | 4-5 | 3 | Apply 3 Demonize | +4-5 Attack +2 Demonize applied | ||
Kernel | 20 | 5 | 4 | When hit, apply 2 Shell to all allies | Applies Shell to all allies instead of the ally behind. -1 Shell applied | ||
Lil' Berry | 20 | 4 | 3 | Gain +2 Attack | Gain Attack on trigger instead of when healed. -1 Counter | ||
Leader (Summon Beepop) | 52-64 | 2 | 5-6 | Apply 2 Overburn | Removed ability +2 Overburn applied | ||
Leader (Summon Fallow) | 42-57 | 5-6 | 5-6 | Removed ability +2 Attack | |||
Mini Mika | 20 | 4 | 3 | When hit, gain x1 Frenzy | Gain Frenzy on hit instead of when hit with Junk | ||
Monch | 18 | 4 | 4 | Eat a random ally, absorbing their Attack, Health and effects | Eats a random ally instead of the row. Attacks before eating instead of after. | ||
Pootie | 14 | 3 | 2 | When destroyed, add x2 Frenzy to a random ally | Additional x1 Frenzy applied when killed. -1 Counter | ||
Pyra | 20 | 5 | Apply 6 Spice to all allies | Apply Spice to all allies instead of ally ahead | |||
Shelly | 16 | 3 | 3 | Apply 3 Shell to all allies | Applies Shell to all allies. Applies Shell on trigger instead of when an ally kills an enemy. | ||
Sneezle | 18 | 6-7 | 3 | Removed ability +2-3 Attack | |||
Spike | 20 | 4-5 Teeth | Removed Hogheaded +2-3 Teeth | ||||
Splinter | 16 | 6 | 4 | When an enemy is deployed, copy their effects | Copies effects of the first enemy deployed instead of a random enemy. Summoning a Shade counts as deployment. Can copy a card with no abilities, losing the copying ability. | ||
Taiga | 20 | 4 | 2 Teeth | Gain 2 Teeth | Halved Teeth +1 Teeth | ||
Tinkerson Jr. | 20 | 4 | 3 | While active, add current Attack to all allies | Add current Attack to all allies instead of Junk in hand | ||
Tusk | 18 | 4 | 5 | While active, add 2 Teeth to all allies | -1 Teeth added while active | ||
Van Jun | 16 | 3 | 4 | Add +3 Attack and +3 Health to all allies | Add Attack and Health to all allies instead of Summoned allies | ||
Vesta | 20 | 0 | 4 | Apply 5 Overburn | Applies 5 Overburn instead of doubling existing stacks | ||
Wallop | 20 | 12-14 | 4 | Removed ability +6-8 Attack |
Card Substitutions
Other Languages
Language | Official Name |
---|---|
Chinese (Simplified) |
风暴之眼 Fēng bào zhī yǎn |
Chinese (Traditional) |
風暴之眼 Fēng bào zhī yǎn |
Korean | 폭풍의 눈 Pokpungui Nun |
Japanese | 嵐の目 Arashi no Me |