Mime Charm: Difference between revisions
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{{ | {{#invoke:Cards|CharmInfobox|Mime Charm | ||
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|image= Mime Charm.png | |image= Mime Charm.png | ||
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'''Mime Charm''' is a [[Charms|Charm]] that the player can collect on a run. This Charm is exclusive to the [[Tribes#Shademancers|Shademancers Tribe]]. | '''Mime Charm''' is a [[Charms|Charm]] that the player can collect on a run. This Charm is exclusive to the [[Tribes#Shademancers|Shademancers Tribe]]. | ||
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==Strategy== | ==Strategy== | ||
The Mime Charm is a very high-risk Charm, completely removing the attached card's abilities and randomly replacing them. However, with the right [[Companions|Companion]] around, it can dramatically power up the attached card. The card's [[Stats|stats]] will not change at all, only its abilities, so powerful effects can be granted to cards with much shorter {{Stat|Counter|Counters}}, better {{Stat|health}}, | The Mime Charm is a very high-risk Charm, completely removing the attached card's abilities and randomly replacing them. However, with the right [[Companions|Companion]] around, it can dramatically power up the attached card. The card's [[Stats|stats]] will not change at all, only its abilities, so powerful effects can be granted to cards with much shorter {{Stat|Counter|Counters}}, better {{Stat|health}}, higher {{Stat|attack}}, or extra {{Stat|Frenzy}}. The possibilities are endless. | ||
If the Mime Charm is attached to a card that has gained additional effects from other Charms (such as the {{Charm|Pomegranate Charm}} or {{Charm|Snowball Charm}}), those effects will ''not'' carry over when the card's effects are replaced. However, the reverse is also true: if the Mime Charm chooses to copy a card that has gained additional effects, the attached card will also keep those effects. | |||
A card that has no Counter and only has a {{Stat|Reaction}}, such as {{Card|Gojiber}} or {{Card|Zula}}, will not be able to trigger if they do not gain the effects of another card with a Reaction. However, a card that ''does'' have a Counter will not ''lose'' their Counter when gaining the effects of a card with a Reaction, which can allow the card to trigger much more frequently. | A card that has no Counter and only has a {{Stat|Reaction}}, such as {{Card|Gojiber}} or {{Card|Zula}}, will not be able to trigger if they do not gain the effects of another card with a Reaction. However, a card that ''does'' have a Counter will not ''lose'' their Counter when gaining the effects of a card with a Reaction, which can allow the card to trigger much more frequently. | ||
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Be aware of any Companions with negative effects, as these effects are usually balanced around those cards' base stats. For instance, {{Card|Bombom}} inflicts 5 damage on themself with every attack, but a card with significantly lower base health might wind up with this effect using the Mime Charm. | Be aware of any Companions with negative effects, as these effects are usually balanced around those cards' base stats. For instance, {{Card|Bombom}} inflicts 5 damage on themself with every attack, but a card with significantly lower base health might wind up with this effect using the Mime Charm. | ||
==Trivia== | |||
It is possible, albeit extremely convoluted, to use the Mime Charm to have a [[Leaders|Leader]] flee from battle. This requires copying {{Card|Splinter|Splinter's}} effect onto the Leader, having the Leader copy the {{Card|Woolly Drek}}, then creating a copy of a {{Card|Gobling}} with {{Card|Spoof}} or the {{Card|Shade Wisp}} and having the Leader {{Keyword|Absorb}} it, thus gaining the effect to drop {{Stat|Bling|Blings}} and flee. While Companions normally do not count as being killed in battle when fleeing (as the [[Bell of Death]] will not injure them), the Leader fleeing from battle still causes a game over. | |||
==History== | ==History== |
Latest revision as of 00:06, 2 July 2024
New Content Ahead!
This content is part of a recent update and may be heavily edited as a result. |
Mime Charm | ||
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Charm Description | ||
Replace effects with those of a random Companion in your deck or reserve |
Mime Charm is a Charm that the player can collect on a run. This Charm is exclusive to the Shademancers Tribe.
Unlock
Win a run with the Shademancers Tribe.
Strategy
The Mime Charm is a very high-risk Charm, completely removing the attached card's abilities and randomly replacing them. However, with the right Companion around, it can dramatically power up the attached card. The card's stats will not change at all, only its abilities, so powerful effects can be granted to cards with much shorter Counters, better health, higher attack, or extra Frenzy. The possibilities are endless.
If the Mime Charm is attached to a card that has gained additional effects from other Charms (such as the Pomegranate Charm or Snowball Charm), those effects will not carry over when the card's effects are replaced. However, the reverse is also true: if the Mime Charm chooses to copy a card that has gained additional effects, the attached card will also keep those effects.
A card that has no Counter and only has a Reaction, such as Gojiber or Zula, will not be able to trigger if they do not gain the effects of another card with a Reaction. However, a card that does have a Counter will not lose their Counter when gaining the effects of a card with a Reaction, which can allow the card to trigger much more frequently.
Foxee and the Naked Gnome have no abilities at all, so they can freely equip the Mime Charm and gain abilities without fear of losing anything. On the other hand, when attaching the Mime Charm to a Companion while Foxee or the Naked Gnome is in the deck or benched, the Mime Charm can choose to copy their effects (or rather, their lack thereof). This simply removes all abilities from the attached card.
Be aware of any Companions with negative effects, as these effects are usually balanced around those cards' base stats. For instance, Bombom inflicts 5 damage on themself with every attack, but a card with significantly lower base health might wind up with this effect using the Mime Charm.
Trivia
It is possible, albeit extremely convoluted, to use the Mime Charm to have a Leader flee from battle. This requires copying Splinter's effect onto the Leader, having the Leader copy the Woolly Drek, then creating a copy of a Gobling with Spoof or the Shade Wisp and having the Leader Absorb it, thus gaining the effect to drop Blings and flee. While Companions normally do not count as being killed in battle when fleeing (as the Bell of Death will not injure them), the Leader fleeing from battle still causes a game over.
History
- 1.2.0: Added
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