The Ice Krabs: Difference between revisions

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==Strategy==
==Strategy==
The fight against the Ice Krabs will almost always be a long one, due to the Krabs, Krawlers, and Numbskull all taking advantage of [[Block]]. As a result, cards that have [[Frenzy]] and/or [[Stats#Keywords|Barrage]] will be very effective, breaking down multiple stacks of Block at a time. However, high-damage hits are still useful for dealing with Bursters and Krawlers. Depending on the composition of the team, Bursters can range from mostly inconsequential to high-priority threats, due to the [[Haze]] they inflict. Krabs attack slowly but deal heavy damage, and their innate 3 Block makes them difficult to take down quickly. Krawlers inflict moderate damage, but their main role is to protect the Bursters and Krabs by taking hits for them and randomly giving them (or other Krawlers) extra Block, dragging the fight out even longer. Once Numskull appears, it makes all the player's cards [[Stats#Keywords|Hogheaded]], preventing them from being recalled to heal or remove Haze. As a result, Numskull requires the player to have enough defensive power to win the war of attrition, as all the enemies have dramatically increased effective health due to their Block.
The fight against the Ice Krabs revolves around {{Stat|Block}}, so it will almost always be a lengthy battle. As a result, cards with {{Stat|Frenzy}} and/or [[Stats#Keywords|Barrage]] will be very effective, breaking down multiple stacks of Block at a time. However, high-damage hits are still useful for dealing with Bursters and Krawlers. Depending on the deck, Bursters can be mostly inconsequential or high-priority threats, since they inflict {{Stat|Haze}}. Krabs attack slowly but deal heavy damage, and their innate 3 Block makes them difficult to take down quickly. Krawlers protect the Bursters and Krabs by taking hits for them and randomly giving them (or other Krawlers) extra Block, dragging the fight out even longer. Once Numskull appears, it makes all the player's cards [[Stats#Keywords|Hogheaded]], preventing them from being recalled to heal or remove Haze. As a result, Numskull requires the player to have enough defensive power to win the war of attrition, as all the enemies have dramatically increased effective health due to their Block.


The Bursters' Haze can be circumvented by having it inflicted on [[Companions]] that don't attack (e.g. [[Bonnie]] and [[Snoffel]]), having it inflicted on a Companion with low damage but high [[Frenzy]] that will continue attacking after the first hit (e.g. [[Foxee]]), or by simply recalling the affected card. However, this last strategy does not work once Numskull is on the field, as it makes all the player's cards Hogheaded; any card in need of healing or Haze removal should be recalled before Numskull appears. If the player has cards that have on-hit penalties like [[Teeth]] or [[Stats#Keywords|Smackback]], Haze is especially dangerous. Taking down Bursters is most efficient with cards that have [[Stats#Keywords|Yank]] or Barrage; [[Stats#Keywords|Aimless]] can work but is inconsistent, and [[Stats#Keywords|Longshot]] is effective but rare. The Krabs attack slowly enough that there is ample time to [[Snow]] them to slow them down (especially effective with [[Snow Stick]], as it also removes 1 Block), and their health is low enough that they will fall in one or two hits once their Block is exhausted. Krawlers are mostly minor nuisances, but should be left alone if there are Bursters on the field that could gain Block from them. Once the time is right to take them out, defeat them in as few hits as possible. Numskull itself is not a major threat, and exists to try and tip the war of attrition in the Ice Krabs' favor. If the player has enough defensive power and has survived long enough to defeat its allies, Numskull shouldn't cause much trouble.
The Bursters' Haze can be circumvented by having it inflicted on [[Companions]] that don't attack (e.g. [[Bonnie]] and [[Snoffel]]), having it inflicted on a Companion with low damage but high {{Stat|Frenzy}} that will continue attacking after the first hit (e.g. [[Foxee]]), or by simply recalling the affected card. However, once Numskull is on the field, recalling cards becomes impossible, so recall cards in need of healing or Haze removal before it appears. Haze is particularly dangerous if the player has cards with on-hit penalties like {{Stat|Teeth}} or [[Stats#Keywords|Smackback]]. Taking down Bursters is most efficient with cards that have [[Stats#Keywords|Yank]] or Barrage; [[Stats#Keywords|Aimless]] can work but is inconsistent, and [[Stats#Keywords|Longshot]] is effective but rare. The Krabs attack slowly enough that there is ample time to {{Stat|Snow}} them to slow them down (especially effective with [[Snow Stick]], as it also removes 1 {{Stat|Block}}), and their {{Stat|health}} is low enough that they will fall in one or two hits once their Block is exhausted. Krawlers are mostly minor nuisances, but should be left alone if there are Bursters on the field that could gain Block from them. Once the time is right to take them out, defeat them in as few hits as possible. Numskull itself tries to tip the war of attrition in the Ice Krabs' favor, but if the player has survived long enough to defeat its allies, it shouldn't pose much of a threat.


Having a source of [[Ink]] makes the battle with the Ice Krabs dramatically easier, negating all the troubles brought about by the Bursters and Krawlers and allowing cards to be recalled while Numskull is on the field.
Having a source of {{Stat|Ink}} makes the battle with the Ice Krabs dramatically easier, preventing Bursters' Haze, Krawlers' Block, and Numskull's Hogheaded.


==Enemies==
==Enemies==
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