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{{Spoiler|The True Ending}}
{{Spoiler|The True Ending}}
The '''Heart of the Storm''' is the true final boss fight, and can only be fought if the player has collected both the [[Lumin Goop]] and [[Broken Vase]], combining them to form [[The Lumin Vase]].
[[File:MapHeartOfTheStorm.png|thumb|The Heart of the Storm]]
The '''Heart of the Storm''' is the true final boss fight, and can only be fought if the player has collected both the {{Card|Lumin Goop}} and {{Card|Broken Vase}}, combining them to form {{Card|The Lumin Vase}}.


==Pre-battle==
==Pre-battle==
When the player defeats the '''[[Eye of the Storm]]''' with at least '''10''' points worth of [[Bells#Storm Bells|Storm Bells]], and has the repaired Lumin Vase, the Emperor Shade will flee instead of corrupting the player's leader. The battle will end in a victory, and the player's next path leads to the '''Heart of the Storm'''.
When the player wins the fight in the '''[[Eye of the Storm]]''' with at least '''10''' points' worth of [[Bells#Storm Bells|Storm Bells]], and has the repaired Lumin Vase, the Emperor Shade will flee instead of possessing the player's [[Leaders|Leader]]. The battle will end in a victory, and the player's next path leads directly to the '''Heart of the Storm'''.


==Mechanics==
==Mechanics==
The Heart of the Storm fight starts with 6 enemies and has no additional waves. The order of these enemies in each row is always the same. This order is '''Frost Jailer, Frost Lancer, Frost Junker''' in one row, and '''Frost Crusher, Frost Bomber, Frost Muncher''' in the other. The mechanic unique to this fight  is the [[Stats#Keyword|Unmovable]] debuff applied to the player's cards by Frost Jailer.
The Heart of the Storm fight starts with 6 enemies and has no additional waves. The order of these enemies in each row is always the same. his order is '''Frost Jailer''', '''Frost Lancer''', and '''Frost Junker''' in one row, and '''Frost Crusher''', '''Frost Bomber''', and '''Frost Muncher''' in the other. The mechanic unique to this fight  is the {{Keyword|Unmovable}} debuff applied to the player's cards by Frost Jailer.
 
If the player is defeated in the Heart of the Storm, their [[Leaders|Leader]] and deck become possessed by the Emperor Shade, as though they had won in the Eye of the Storm without The Lumin Vase (although in the case of the Heart, the player does not actually witness this happening; they are sent straight back to [[Snowdwell]]). ''See [[Eye of the Storm#Alternate Phase 1|here]] for these full mechanics.''


==Enemies==
==Enemies==
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==Strategy==
==Strategy==
For a deck to stand a chance in the Heart of the Storm, it must have answers to at least a few of the Frost bosses, with adequate damage to quickly defeat the problem bosses.
For a deck to stand a chance in the Heart of the Storm, it must have answers to at least a few of the Frost bosses, with adequate damage to quickly defeat the problem bosses. There are several mechanics that are generically useful throughout the fight:
 
* Only two of the Frost bosses have {{Stat|Resist Snow}}, so {{Stat|Snow}} can effectively stall the others.
 
* {{Stat|Frost}} can help to mitigate damage taken from the Frost bosses that don't gain {{Stat|attack}}. Frost Bomber in particular is dramatically weaker when inflicted with Frost, as the Frost will weaken entire {{Keyword|Barrage}} attacks.
 
* {{Stat|Demonize}} and {{Stat|Bom}} are welcome damage boosts, since the Frost bosses have a huge amount of collective {{Stat|health}}. They can dramatically speed up the deck's tempo.
 
* {{Stat|Ink}} can shut down whichever boss's ability is most problematic for the deck.
 
* {{Stat|Haze}} can buy time similar to Snow, especially against Frost Lancer, a dangerous foe with a long {{Stat|Counter}} of 6. It's also possible to turn Frost Crusher and Junker's high {{Stat|attack}} against the other bosses, but ideally they shouldn't reach that point in the first place.
 
Likewise, there are some archetypes that are not as viable in the Heart of the Storm; although victory is certainly still possible with such decks, they require more optimization to pull through.
 
* {{Stat|Spice}} decks must be able to build up large amounts of Spice very quickly, such as with {{Card|Dragon Pepper}} and {{Card|Spice Stones}}. Having the {{Card|Pepper Flag}} or a well-buffed {{Card|Pimento}} is nearly mandatory, unless the deck can deal so much damage in a single burst that multiple Frost bosses are defeated, or can accumulate high Spice multiple times.
 
* {{Stat|Shroom}} decks need to inflict high stacks of Shroom quickly, as they must outpace the attack gains of Frost Crusher and Frost Junker. The {{Card|Fungo Blaster}} saves the trouble of needing to apply Shroom to every Frost boss; without it, the deck must have significantly higher Shroom capability.
 
* {{Stat|Teeth}} and {{Keyword|Smackback}} are almost completely non-viable, since Frost Crusher and Junker attack so quickly and rapidly gain attack, while the other Frost bosses attack relatively slowly and thus will not be countered often. Without extreme stacks of Teeth, incredibly powerful Smackback counterattacks, or high damage from other sources, the deck's damage output will be nowhere near what it needs.
 
* {{Stat|Overburn}} is difficult to use due to the Frost bosses' extreme health, as even the weakest of them have 30 health. The deck must either be able to apply high stacks of Overburn multiple times, such as with {{Card|Vesta}} and {{Card|Azul Candle}}, or deal enough damage to trigger Overburn explosions without high stacks. However, without ways to inflict Overburn on the backline Frost bosses, trying to get through Frost Jailer and Frost Crusher's 90 health with Overburn is extremely difficult.
 
* High-damage single-use cards like the {{Card|Moko Totem}} and {{Card|ICGM|I.C.G.M.|I.C.G.M.}} can clean up most fights in the game, but the Frost bosses have so much collective health that these cards will barely make a dent. If possible, use their damage on Frost Crusher to take out a big chunk of its health, or destroy Frost Junker in one go if it can be {{Keyword|Yank|Yanked}}.


There are several mechanics that are generically useful throughout the fight, such as [[Snow]], [[Frost]], [[Demonize]], [[Ink]], and [[Bom]]. However, each boss has its own specialty that may be countered more or less effectively by specific strategies.
Each Frost boss has its own role to fill in the battle. As a result, each of them may be countered more or less effectively by certain mechanics.


===Frost Jailer===
===Frost Jailer===
Frost Jailer's huge amount of {{Stat|health}} makes it difficult to defeat quickly, but it it attacks slowly and only deals moderate damage. The main threat it poses is the Unmovable debuff, locking all player cards in place. As a result, location-based and row-based cards such as {{Card|Mobile Campfire}} and {{Card|Gachapomper}} will be more difficult to use effectively. Spreading out damage across multiple [[Companions]] will be much more difficult as well, as the cards in the front of each row will take more attacks. However, there are still a couple movements that the player has control over; Unmovable cards can still be recalled, and whenever a new card is deployed or summoned into an occupied space, it will move around cards to make space for itself.


Frost Jailer's huge amount of health makes it difficult to defeat quickly. Mercifully, it attacks slowly and for moderate damage; the main threat it poses is the Unmovable debuff. As a result, location-based and row-based cards such as [[Mobile Campfire]] and [[Gachapomper]] will be more difficult to use effectively. Spreading out damage across multiple [[Companions]] will be much more difficult as well, as the cards in the front of each row will take more attacks.
{{Stat|Ink}} will completely circumvent the Unmovable debuff, allowing cards to be moved without recalling them. However, the only other thing that effectively counters Frost Jailer is to consciously build a strategy that does not need to move cards around, or to defeat it as quickly as possible. The [[Sun Bell of Recall]] can help with continuously recalling and redeploying Companions to move them, but keep in mind the loss of damage that comes from having to redraw and redeploy them. Summoning [[Shades]] can also push cards around into new zones, which can be helpful to both avoid and absorb attacks.
 
[[Ink]] will completely circumvent the Unmovable debuff, making the entire fight dramatically easier. However, the only other thing that effectively counters the Frost Jailer is to either defeat it quickly, or to consciously build a strategy that is not hampered much by the Unmovable debuff.


===Frost Lancer===
===Frost Lancer===
Frost Lancer attacks extremely slowly, but has {{Stat|Resist Snow}} to keep itself from being slowed down much. Making up for its slow {{Stat|Counter}} is its strong {{Stat|attack}}, which deals unpredictable damage due to its innate {{Keyword|Aimless}}. Once a Companion in the row has 7 or less total {{Stat|health}} and {{Stat|Shell}} (or a [[Clunkers|Clunker]] has only 1 {{Stat|Scrap}} and less than 7 Shell), Frost Lancer threatens to randomly kill them in a single shot when attacking. This is especially dangerous for [[Leaders]], as many of them have 7 or less base health; alternatively, the [[Blood Bell]] can bring a Leader below 7 health. The presence of Frost Bomber in the other row requires the player to compare the risks for each card: potentially being destroyed without warning by Frost Lancer's 7 damage, or enduring Frost Bomber's guaranteed 5 damage. All in all, Frost Lancer is not the highest-priority Frost boss to defeat, but the player must always be aware of what the board may look like by the time it does attack.


Frost Lancer attacks extremely slowly, but it deals a good amount of damage that is unpredictable since it is [[Stats#Keywords|Aimless]]. Being unable to be sure of what will be hit requires the player to be more conservative with how they position cards to take damage. Once a Companion has 7 or less health, Frost Lancer threatens to randomly kill them in a single shot (this also includes [[Clunkers]] with only 1 [[Scrap]]). Frost Lancer also has [[Resist Snow]], making it difficult to delay. The presence of Frost Bomber in the other row requires the player to assess which scenario is safer for each card: potentially being destroyed without warning by Frost Lancer, or enduring the guaranteed damage of Frost Bomber. All in all, Frost Lancer is not a terribly high-priority enemy to defeat, but the player must always be aware of what the board may look like by the time it does attack.  
{{Stat|Ink}} makes Frost Lancer certain to hit the front card in its row, although it will still do a lot of damage. {{Stat|Frost}} can mitigate it somewhat, especially since it is slow to attack, but stacking enough Frost to protect Clunkers is difficult. {{Stat|Haze}} will cause Frost Lancer to waste its attack, buying the player a significant amount of time until its next attack (especially valuable since Resist Snow prevents {{Stat|Snow}} from working well). Outside of these, the best bet is to have expendable Companions or Clunkers to draw its attack, or cards with good health/Scrap, Shell, and/or {{Stat|Block}} that can survive and keep fighting.


[[Ink]] makes Frost Lancer certain to hit the front card in its row, although it will still do a lot of damage. [[Frost]] can mitigate it somewhat, although stacking enough Frost to protect Clunkers is difficult. [[Haze]] will cause Frost Lancer to waste its attack, buying the player a significant amount of time until its next attack. Outside of these, the best bet is to have cards with good health/Scrap, [[Shell]], and/or [[Block]] to survive its attack and keep fighting.
===Frost Junker===
Frost Junker is one of the two heavy hitters in the fight. Although its {{Stat|attack}} is initially very weak, it gets stronger whenever a card is destroyed, whether on the field or in hand. This means that Frost Junker is a middling threat at the start of the fight but quickly becomes more threatening, since cards on both sides of the field will inevitably be destroyed. It also has a very low {{Stat|Counter}} of just 2, attacking quickly and making full use of all its attack gains. Since it always deploys to the back of the row, it is also difficult to consistently damage. Frost Junker is particularly dangerous for decks built around [[Shades]], sacrifice, and {{Keyword|Recycle}}, as well as decks that use a lot of {{Keyword|Consume}} cards. Since Frost Muncher inevitably destroys cards in the player's hand as well, Frost Junker ''will'' gain attack throughout the fight, guaranteed.


===Frost Junker===
{{Stat|Snow}} shuts down Frost Junker for a while, particularly {{Card|Snowcake}}. {{Stat|Ink}} will prevent it from gaining more attack as cards are destroyed, but it will still keep any attack it gained before it was Inked. Since its {{Stat|health}} is relatively low, beating it down quickly with {{Stat|Demonize}} and/or {{Stat|Bom}} is effective, particularly when using {{Keyword|Barrage}} or {{Keyword|Yank}} to make it easier to hit.


Frost Junker is one of the two heavy hitters in the fight. Although its attack is initially very weak, it gets stronger anytime a card is destroyed, whether it's a card on the field or in the hand. This means that Frost Junker is a middling threat at the start of the fight but becomes progressively more threatening as cards are inevitably destroyed, and it attacks quickly to boot. Since it always deploys to the back of the row, it is also difficult to consistently deal damage to. Frost Junker is particularly dangerous for summon-focused and sacrifice-focused decks, and decks that use cards with [[Stats#Keywords|Consume]]. It also combos with Frost Muncher to keep its attack increasing even if the player avoids having cards destroyed.  
===Frost Crusher===
Frost Crusher is the other big direct threat in the fight. It is essentially a superpowered {{Card|Minimoko}}, having massive {{Stat|health}} and faster {{Stat|attack}} gain. Left unchecked, Frost Crusher can easily smash its way through an unprepared team in a relatively short time. Since it attacks so quickly, {{Stat|Haze}} and {{Stat|Frost}} are generally unhelpful for weathering its attacks (although Haze can cause it to deal significant damage to an ally). Defeating it quickly and cleanly is extra important since Frost Bomber waits in the same row. Frost Bomber's {{Keyword|Barrage}} allows it to easily wipe out a row of cards that took a lot of damage from Frost Crusher.


[[Snow]] shuts down Frost Junker for a while, particularly [[Snowcake]]. [[Ink]] will prevent it from gaining more attack as cards are destroyed, but it will still keep any attack it gained before it was inked. Since its health is relatively low, beating it down quickly with [[Demonize]] and/or [[Bom]] is effective, particularly when using [[Stats#Keywords|Yank]] to pull it to the front of the row.
The strategy for dealing with Frost Crusher is generally similar to handling Frost Junker. {{Stat|Snow}} puts it out of the fight temporarily, and {{Stat|Ink}} stops it from gaining more attack. The only other thing to do is to break through it with overwhelming force, before it can do the same.


===Frost Crusher===
===Frost Bomber===
Frost Bomber poses a similar threat as Frost Lancer, in that it threatens to deal damage to cards behind the front of the row. Although its {{Stat|attack}} is lower, it attacks faster than Frost Lancer and threatens all cards in the row with {{Keyword|Barrage}}, instead of just a single card. It also shares Frost Lancer's {{Stat|Resist Snow}}, meaning it cannot be easily delayed. However, the nature of Frost Bomber's stats compared to Frost Lancer (faster but weaker attacks that hit the whole row) makes it less of a threat to average and bulky Companions. Instead, it threatens [[Clunkers]] and [[Companions]] with lower base {{Stat|health}}, especially offensive Companions (who tend to have low base health). Frost Lancer and Frost Bomber as a pair require the player to weigh the risks of putting cards in each row, since Frost Bomber is predictable and Frost Lancer is not. Meanwhile, the combination of Frost Bomber and Frost Crusher creates an endurance test for a deck. The deck must defeat Frost Crusher quickly, but also have enough defensive power to survive Frost Bomber's attacks during and after the scuffle with Frost Crusher.


Frost Crusher is easily the biggest direct threat in the entire fight. It is essentially a superpowered [[Minimoko]]/[[Makoko]], but with massive health and faster attack gain. Left unchecked, Frost Crusher can easily smash its way through an entire team in a relatively short time. Since it attacks so often, [[Haze]] and [[Frost]] are generally unhelpful for weathering its attacks (although Haze can cause it to deal significant damage to an ally). Defeating it quickly and cleanly is extra important since Frost Bomber waits in the same row; taking too much damage while taking down Frost Crusher leaves a team wide open to being wiped by Frost Bomber.
Since Frost Bomber can hit up to three cards at once, the best strategy is usually to place key cards in Frost Lancer's row and deploy an expendable card in Frost Bomber's row when it is close to attacking. {{Stat|Frost}} is very effective at mitigating Frost Bomber's attacks, since each card in the row will take less damage. Stacking enough Frost to protect Clunkers is still somewhat difficult, but easier than with Frost Lancer. {{Stat|Ink}} removes Barrage to keep backline cards safe.


The strategy for dealing with Frost Crusher is generally similar to handling Frost Junker. [[Snow]] puts it out of the fight temporarily, and [[Ink]] stops it from gaining more attack. The only other thing to do is to break through it with overwhelming force, before it can do the same.
===Frost Muncher===
Unlike the rest of the Frost bosses, Frost Muncher does not pose any immediate or direct threat. It has the lowest {{Stat|attack}} of all the Frost bosses (when factoring in Frost Crusher and Junker's attack gain), attacks as slowly as Frost Lancer, and lacks {{Stat|Resist Snow}}. Instead, it is a test of game awareness, forcing the player to plan what their rightmost card in hand will be once it attacks. As an unfortunate bonus, Frost Muncher will also cause Frost Junker to gain more attack when it destroys a card. Overall, Frost Muncher is a patient threat that tries to catch the player off-guard and destroy useful cards if they do not pay enough attention or plan ahead enough. Although this may sound trivial in a vacuum, remember that there may be up to 12 cards on the field at once and even more in hand, and that higher-priority threats like Frost Crusher will naturally draw more attention. Keeping tabs on the state of the game multiple turns in advance, while factoring in every ally and enemy's attacks and items in hand, is a difficult challenge.


===Frost Bomber===
Depending on how many times the player got to visit the [[Muncher]], it may actually be beneficial to allow Frost Muncher to destroy an unwanted card like a {{Card|Scrappy Sword}}. Some [[Tribes#Clunkmasters|Clunkmaster]] decks even benefit from cards being destroyed, in which case Frost Muncher may even help the player. {{Stat|Snow}} helps to delay Frost Muncher's already-slow attacks, but be aware of how this affects future turns and card plays. {{Stat|Ink}} protects cards in hand from Frost Muncher, reducing it to just a weak enemy. Its {{Stat|health}} is low enough that, as long as cards can consistently damage it in the back of the row, it can be defeated quickly to simplify turn planning (although this is only possible once larger threats are defeated or otherwise neutralized).
 
==[[Bells#Storm Bells|Storm Bell]] Interactions==
Since the player must have 10 or more points of [[Bells#Storm Bells|Storm Bells]] to reach the Heart of the Storm, it is entirely possible that some of the active Storm Bells might influence the fight by giving the Frost bosses [[Charms]] (particularly in [[Overcrank Mode]]).


Frost Bomber poses a similar threat as Frost Lancer, in that it threatens to deal damage to cards behind the front of the row. Although its attack is lower, it attacks faster than Frost Lancer and threatens all cards in the row with [[Stats#Keywords|Barrage]], instead of just a single card. It also shares Frost Lancer's [[Resist Snow]], meaning it cannot be easily delayed. However, the nature of Frost Bomber's stats compared to Frost Lancer (faster but weaker attacks that hit the whole row) makes it less of a threat to average and bulky Companions, but rather a punisher for Companions with very low health and for Clunkers. The potential to wipe an entire row at once requires the player to weigh the risk of putting cards in Frost Bomber's row compared to Frost Lancer's, since Frost Bomber is predictable and Frost Lancer is not. Ultimately, the combination of Frost Bomber and Frost Crusher creates an endurance test for a deck: it must be able to defeat Frost Crusher quickly, but also not take too much damage and have enough defensive power to endure Frost Bomber's attacks afterwards.
* The [[Titan Bell]] upgrades the Frost bosses the most, giving each of them one Charm from a predetermined pool. ''See each boss's page for specifics.'' Of particular note:
** Frost Jailer has a 1/2 chance to gain a {{Charm|Moose Charm}}, making its attack significantly more deadly.
** Frost Crusher will ''always'' gain a {{Charm|Lumin Ring}}, drastically accelerating its attack gains.
** Frost Bomber has a 1/4 chance to gain a {{Charm|Snowball Charm}}, which can significantly slow down the team.
** Frost Muncher has a 1/4 chance to gain a {{Charm|Pomegranate Charm}}, allowing it to threaten Clunkers and weak Companions.


[[Frost]] is very effective at mitigating Frost Bomber's attacks, since each card in the row will take less damage. [[Ink]] removes Barrage to keep backline cards safe.
* The [[Frosthand Bell]] upgrades exactly 1 random Frost boss with a {{Charm|Frosthand Charm}}. Notably, Frost Lancer, Frost Junker, and Frost Bomber may also gain a Frosthand Charm from the Titan Bell, which will stack with one gained from the Frosthand Bell.


===Frost Muncher===
* The [[Frostbourne Bell]] upgrades exactly 1 random Frost Boss with a {{Charm|Sun Charm}}, other than Frost Crusher or Frost Junker. Note that Frost Muncher may also gain a Sun Charm from the Titan Bell, which stacks with one gained from the Frostbourne Bell.


Frost Muncher is generally the least problematic of the Frost bosses. It has the lowest attack of all the Frost bosses (when factoring in Frost Crusher and Junker's attack gain), attacks as slowly as Frost Lancer, and lacks [[Resist Snow]]. Frost Muncher is moreso a test of game awareness, forcing the player to plan what their rightmost card in hand will be once it attacks. As an unfortunate bonus, Frost Muncher will also cause Frost Junker to gain more attack when it destroys a card. However, destroying a card in hand is not necessarily a bad thing if that card is of no use; for instance, if Frost Muncher happens to destroy a [[Scrappy Sword]], this is strictly beneficial, as an unmodified Scrappy Sword is far too weak to be useful in the Heart of the Storm. Some [[Tribes#Clunkmasters|Clunkmaster]] decks may even ''thrive'' when their cards are destroyed. Overall, Frost Muncher is a sneaky and patient threat that tries to catch the player off-guard and destroy useful cards if they do not pay enough attention or plan ahead enough. Although this may sound trivial in a vacuum, remember that there may be up to 12 cards on the field at once and even more in hand, and that higher-priority threats like Frost Crusher will naturally draw more attention. Keeping tabs on the state of the game multiple turns in advance, while factoring in every ally and enemy's attacks and items in hand, is a difficult challenge.
==Aftermath==
Once all six Frost bosses have been felled, the Emperor Shade appears once more and attempts to possess the player's [[Leaders|Leader]]. However, the moment before it lunges for them, {{Card|The Lumin Vase}} appears with a prompt to throw it. This causes the Emperor Shade to collide with The Lumin Vase and become trapped inside of it. The game's credits play, showing the Emperor Shade sleeping inside the Vase and the world healed from the effects of the Wildfrost, and afterwards the various statistics for the run are displayed. Instead of the '''"Victory?"''' shown when defeating {{Card|Frost Guardian}} without The Lumin Vase, the final stats screen instead shows '''"Vanquished"'''.


[[Snow]] helps to delay Frost Muncher's already-slow attacks, although be aware of how this affects future turns and item plays. [[Ink]] protects your hand from Frost Muncher, reducing it to just a weak enemy. Its health is low enough that, as long as cards can consistently damage it in the back of the row, it can be defeated quickly to simplify turn planning (although this is only possible once larger threats are defeated or otherwise neutralized).
All [[Companions]], [[Clunkers]], and [[Items]] that were in the winning deck (not counting any Companions that were in reserve) are permanently upgraded with a golden border as a mark of achievement. The same is true for all the [[Storm Bells]] that were active throughout the run. The first phase of the fight in the [[Eye of the Storm]] reverts to the base Frost Wizard and its minions.


==Other Languages==
{{Other Languages
| en    =
| zhs    = 风暴之心
| zhs_rm = Fēng bào zhī xīn
| zht    = 風暴之心
| zht_rm = Fēng bào zhī xīn
| ko    = 폭풍의 심장부
| ko_rm  = Pokpungui Simjangbu
| ja    = 嵐の心臓
| ja_rm  = Arashi no Shinzou
}}
{{NavboxMapEvents}}
{{NavboxMapEvents}}
[[Category:Mechanics]][[Category:Bosses]]
[[Category:Mechanics]][[Category:Bosses]]

Latest revision as of 02:39, 23 June 2024

The Heart of the Storm

The Heart of the Storm is the true final boss fight, and can only be fought if the player has collected both the Lumin Goop.png Lumin Goop and Broken Vase.png Broken Vase, combining them to form The Lumin Vase.png The Lumin Vase.

Pre-battle

When the player wins the fight in the Eye of the Storm with at least 10 points' worth of Storm Bells, and has the repaired Lumin Vase, the Emperor Shade will flee instead of possessing the player's Leader. The battle will end in a victory, and the player's next path leads directly to the Heart of the Storm.

Mechanics

The Heart of the Storm fight starts with 6 enemies and has no additional waves. The order of these enemies in each row is always the same. his order is Frost Jailer, Frost Lancer, and Frost Junker in one row, and Frost Crusher, Frost Bomber, and Frost Muncher in the other. The mechanic unique to this fight is the Unmovable debuff applied to the player's cards by Frost Jailer.

If the player is defeated in the Heart of the Storm, their Leader and deck become possessed by the Emperor Shade, as though they had won in the Eye of the Storm without The Lumin Vase (although in the case of the Heart, the player does not actually witness this happening; they are sent straight back to Snowdwell). See here for these full mechanics.

Enemies

Image Card Name Health.png Health Attack.png Attack Counter.png Counter Other Description
Frost Jailer.png
Frost Jailer 90 5 5 While active, add Unmovable to all enemies
Frost Lancer.png
Frost Lancer 60 7 6 Resist Snow.png Resist Snow Aimless
Frost Junker.png
Frost Junker 30 1 2 When a card is destroyed, gain +1 Attack.png Attack
Frost Crusher.png
Frost Crusher 90 2 2 Gain +2 Attack.png Attack
Frost Bomber.png
Frost Bomber 60 5 4 Resist Snow.png Resist Snow Barrage
Frost Muncher.png
Frost Muncher 30 4 6 Destroy the rightmost card in your hand

Strategy

For a deck to stand a chance in the Heart of the Storm, it must have answers to at least a few of the Frost bosses, with adequate damage to quickly defeat the problem bosses. There are several mechanics that are generically useful throughout the fight:

  • Only two of the Frost bosses have Resist Snow.png Resist Snow, so Snow.png Snow can effectively stall the others.
  • Frost.png Frost can help to mitigate damage taken from the Frost bosses that don't gain Attack.png attack. Frost Bomber in particular is dramatically weaker when inflicted with Frost, as the Frost will weaken entire Barrage attacks.
  • Demonize.png Demonize and Bom.png Bom are welcome damage boosts, since the Frost bosses have a huge amount of collective Health.png health. They can dramatically speed up the deck's tempo.
  • Ink.png Ink can shut down whichever boss's ability is most problematic for the deck.
  • Haze.png Haze can buy time similar to Snow, especially against Frost Lancer, a dangerous foe with a long Counter.png Counter of 6. It's also possible to turn Frost Crusher and Junker's high Attack.png attack against the other bosses, but ideally they shouldn't reach that point in the first place.

Likewise, there are some archetypes that are not as viable in the Heart of the Storm; although victory is certainly still possible with such decks, they require more optimization to pull through.

  • Spice.png Spice decks must be able to build up large amounts of Spice very quickly, such as with Dragon Pepper.png Dragon Pepper and Spice Stones.png Spice Stones. Having the Pepper Flag.png Pepper Flag or a well-buffed Pimento.png Pimento is nearly mandatory, unless the deck can deal so much damage in a single burst that multiple Frost bosses are defeated, or can accumulate high Spice multiple times.
  • Shroom.png Shroom decks need to inflict high stacks of Shroom quickly, as they must outpace the attack gains of Frost Crusher and Frost Junker. The Fungo Blaster.png Fungo Blaster saves the trouble of needing to apply Shroom to every Frost boss; without it, the deck must have significantly higher Shroom capability.
  • Teeth.png Teeth and Smackback are almost completely non-viable, since Frost Crusher and Junker attack so quickly and rapidly gain attack, while the other Frost bosses attack relatively slowly and thus will not be countered often. Without extreme stacks of Teeth, incredibly powerful Smackback counterattacks, or high damage from other sources, the deck's damage output will be nowhere near what it needs.
  • Overburn.png Overburn is difficult to use due to the Frost bosses' extreme health, as even the weakest of them have 30 health. The deck must either be able to apply high stacks of Overburn multiple times, such as with Vesta.png Vesta and Azul Candle.png Azul Candle, or deal enough damage to trigger Overburn explosions without high stacks. However, without ways to inflict Overburn on the backline Frost bosses, trying to get through Frost Jailer and Frost Crusher's 90 health with Overburn is extremely difficult.
  • High-damage single-use cards like the Moko Totem.png Moko Totem and ICGM.png I.C.G.M. can clean up most fights in the game, but the Frost bosses have so much collective health that these cards will barely make a dent. If possible, use their damage on Frost Crusher to take out a big chunk of its health, or destroy Frost Junker in one go if it can be Yanked.

Each Frost boss has its own role to fill in the battle. As a result, each of them may be countered more or less effectively by certain mechanics.

Frost Jailer

Frost Jailer's huge amount of Health.png health makes it difficult to defeat quickly, but it it attacks slowly and only deals moderate damage. The main threat it poses is the Unmovable debuff, locking all player cards in place. As a result, location-based and row-based cards such as Mobile Campfire.png Mobile Campfire and Gachapomper.png Gachapomper will be more difficult to use effectively. Spreading out damage across multiple Companions will be much more difficult as well, as the cards in the front of each row will take more attacks. However, there are still a couple movements that the player has control over; Unmovable cards can still be recalled, and whenever a new card is deployed or summoned into an occupied space, it will move around cards to make space for itself.

Ink.png Ink will completely circumvent the Unmovable debuff, allowing cards to be moved without recalling them. However, the only other thing that effectively counters Frost Jailer is to consciously build a strategy that does not need to move cards around, or to defeat it as quickly as possible. The Sun Bell of Recall can help with continuously recalling and redeploying Companions to move them, but keep in mind the loss of damage that comes from having to redraw and redeploy them. Summoning Shades can also push cards around into new zones, which can be helpful to both avoid and absorb attacks.

Frost Lancer

Frost Lancer attacks extremely slowly, but has Resist Snow.png Resist Snow to keep itself from being slowed down much. Making up for its slow Counter.png Counter is its strong Attack.png attack, which deals unpredictable damage due to its innate Aimless. Once a Companion in the row has 7 or less total Health.png health and Shell.png Shell (or a Clunker has only 1 Scrap.png Scrap and less than 7 Shell), Frost Lancer threatens to randomly kill them in a single shot when attacking. This is especially dangerous for Leaders, as many of them have 7 or less base health; alternatively, the Blood Bell can bring a Leader below 7 health. The presence of Frost Bomber in the other row requires the player to compare the risks for each card: potentially being destroyed without warning by Frost Lancer's 7 damage, or enduring Frost Bomber's guaranteed 5 damage. All in all, Frost Lancer is not the highest-priority Frost boss to defeat, but the player must always be aware of what the board may look like by the time it does attack.

Ink.png Ink makes Frost Lancer certain to hit the front card in its row, although it will still do a lot of damage. Frost.png Frost can mitigate it somewhat, especially since it is slow to attack, but stacking enough Frost to protect Clunkers is difficult. Haze.png Haze will cause Frost Lancer to waste its attack, buying the player a significant amount of time until its next attack (especially valuable since Resist Snow prevents Snow.png Snow from working well). Outside of these, the best bet is to have expendable Companions or Clunkers to draw its attack, or cards with good health/Scrap, Shell, and/or Block.png Block that can survive and keep fighting.

Frost Junker

Frost Junker is one of the two heavy hitters in the fight. Although its Attack.png attack is initially very weak, it gets stronger whenever a card is destroyed, whether on the field or in hand. This means that Frost Junker is a middling threat at the start of the fight but quickly becomes more threatening, since cards on both sides of the field will inevitably be destroyed. It also has a very low Counter.png Counter of just 2, attacking quickly and making full use of all its attack gains. Since it always deploys to the back of the row, it is also difficult to consistently damage. Frost Junker is particularly dangerous for decks built around Shades, sacrifice, and Recycle, as well as decks that use a lot of Consume cards. Since Frost Muncher inevitably destroys cards in the player's hand as well, Frost Junker will gain attack throughout the fight, guaranteed.

Snow.png Snow shuts down Frost Junker for a while, particularly Snowcake.png Snowcake. Ink.png Ink will prevent it from gaining more attack as cards are destroyed, but it will still keep any attack it gained before it was Inked. Since its Health.png health is relatively low, beating it down quickly with Demonize.png Demonize and/or Bom.png Bom is effective, particularly when using Barrage or Yank to make it easier to hit.

Frost Crusher

Frost Crusher is the other big direct threat in the fight. It is essentially a superpowered Minimoko.png Minimoko, having massive Health.png health and faster Attack.png attack gain. Left unchecked, Frost Crusher can easily smash its way through an unprepared team in a relatively short time. Since it attacks so quickly, Haze.png Haze and Frost.png Frost are generally unhelpful for weathering its attacks (although Haze can cause it to deal significant damage to an ally). Defeating it quickly and cleanly is extra important since Frost Bomber waits in the same row. Frost Bomber's Barrage allows it to easily wipe out a row of cards that took a lot of damage from Frost Crusher.

The strategy for dealing with Frost Crusher is generally similar to handling Frost Junker. Snow.png Snow puts it out of the fight temporarily, and Ink.png Ink stops it from gaining more attack. The only other thing to do is to break through it with overwhelming force, before it can do the same.

Frost Bomber

Frost Bomber poses a similar threat as Frost Lancer, in that it threatens to deal damage to cards behind the front of the row. Although its Attack.png attack is lower, it attacks faster than Frost Lancer and threatens all cards in the row with Barrage, instead of just a single card. It also shares Frost Lancer's Resist Snow.png Resist Snow, meaning it cannot be easily delayed. However, the nature of Frost Bomber's stats compared to Frost Lancer (faster but weaker attacks that hit the whole row) makes it less of a threat to average and bulky Companions. Instead, it threatens Clunkers and Companions with lower base Health.png health, especially offensive Companions (who tend to have low base health). Frost Lancer and Frost Bomber as a pair require the player to weigh the risks of putting cards in each row, since Frost Bomber is predictable and Frost Lancer is not. Meanwhile, the combination of Frost Bomber and Frost Crusher creates an endurance test for a deck. The deck must defeat Frost Crusher quickly, but also have enough defensive power to survive Frost Bomber's attacks during and after the scuffle with Frost Crusher.

Since Frost Bomber can hit up to three cards at once, the best strategy is usually to place key cards in Frost Lancer's row and deploy an expendable card in Frost Bomber's row when it is close to attacking. Frost.png Frost is very effective at mitigating Frost Bomber's attacks, since each card in the row will take less damage. Stacking enough Frost to protect Clunkers is still somewhat difficult, but easier than with Frost Lancer. Ink.png Ink removes Barrage to keep backline cards safe.

Frost Muncher

Unlike the rest of the Frost bosses, Frost Muncher does not pose any immediate or direct threat. It has the lowest Attack.png attack of all the Frost bosses (when factoring in Frost Crusher and Junker's attack gain), attacks as slowly as Frost Lancer, and lacks Resist Snow.png Resist Snow. Instead, it is a test of game awareness, forcing the player to plan what their rightmost card in hand will be once it attacks. As an unfortunate bonus, Frost Muncher will also cause Frost Junker to gain more attack when it destroys a card. Overall, Frost Muncher is a patient threat that tries to catch the player off-guard and destroy useful cards if they do not pay enough attention or plan ahead enough. Although this may sound trivial in a vacuum, remember that there may be up to 12 cards on the field at once and even more in hand, and that higher-priority threats like Frost Crusher will naturally draw more attention. Keeping tabs on the state of the game multiple turns in advance, while factoring in every ally and enemy's attacks and items in hand, is a difficult challenge.

Depending on how many times the player got to visit the Muncher, it may actually be beneficial to allow Frost Muncher to destroy an unwanted card like a Scrappy Sword.png Scrappy Sword. Some Clunkmaster decks even benefit from cards being destroyed, in which case Frost Muncher may even help the player. Snow.png Snow helps to delay Frost Muncher's already-slow attacks, but be aware of how this affects future turns and card plays. Ink.png Ink protects cards in hand from Frost Muncher, reducing it to just a weak enemy. Its Health.png health is low enough that, as long as cards can consistently damage it in the back of the row, it can be defeated quickly to simplify turn planning (although this is only possible once larger threats are defeated or otherwise neutralized).

Storm Bell Interactions

Since the player must have 10 or more points of Storm Bells to reach the Heart of the Storm, it is entirely possible that some of the active Storm Bells might influence the fight by giving the Frost bosses Charms (particularly in Overcrank Mode).

  • The Titan Bell upgrades the Frost bosses the most, giving each of them one Charm from a predetermined pool. See each boss's page for specifics. Of particular note:
    • Frost Jailer has a 1/2 chance to gain a Moose Charm.pngMoose Charm, making its attack significantly more deadly.
    • Frost Crusher will always gain a Lumin Ring.pngLumin Ring, drastically accelerating its attack gains.
    • Frost Bomber has a 1/4 chance to gain a Snowball Charm.pngSnowball Charm, which can significantly slow down the team.
    • Frost Muncher has a 1/4 chance to gain a Pomegranate Charm.pngPomegranate Charm, allowing it to threaten Clunkers and weak Companions.
  • The Frosthand Bell upgrades exactly 1 random Frost boss with a Frosthand Charm.pngFrosthand Charm. Notably, Frost Lancer, Frost Junker, and Frost Bomber may also gain a Frosthand Charm from the Titan Bell, which will stack with one gained from the Frosthand Bell.
  • The Frostbourne Bell upgrades exactly 1 random Frost Boss with a Sun Charm.pngSun Charm, other than Frost Crusher or Frost Junker. Note that Frost Muncher may also gain a Sun Charm from the Titan Bell, which stacks with one gained from the Frostbourne Bell.

Aftermath

Once all six Frost bosses have been felled, the Emperor Shade appears once more and attempts to possess the player's Leader. However, the moment before it lunges for them, The Lumin Vase.png The Lumin Vase appears with a prompt to throw it. This causes the Emperor Shade to collide with The Lumin Vase and become trapped inside of it. The game's credits play, showing the Emperor Shade sleeping inside the Vase and the world healed from the effects of the Wildfrost, and afterwards the various statistics for the run are displayed. Instead of the "Victory?" shown when defeating Frost Guardian.png Frost Guardian without The Lumin Vase, the final stats screen instead shows "Vanquished".

All Companions, Clunkers, and Items that were in the winning deck (not counting any Companions that were in reserve) are permanently upgraded with a golden border as a mark of achievement. The same is true for all the Storm Bells that were active throughout the run. The first phase of the fight in the Eye of the Storm reverts to the base Frost Wizard and its minions.

Other Languages

Language Official Name
Chinese
(Simplified)
风暴之心
Fēng bào zhī xīn
Chinese
(Traditional)
風暴之心
Fēng bào zhī xīn
Korean 폭풍의 심장부
Pokpungui Simjangbu
Japanese 嵐の心臓
Arashi no Shinzou