I’m relatively new to this game, having purchased it a few months ago, and I’m still not very good at it. However, I feel like I am slowly getting better on each of the characters, with the exception of the Watcher.

I’m trying to kill the Heart on all toons before increasing to A1. I can consistently get to the heart on the 3 other characters, but cannot consistently even get past act 2 on the Watcher. I’m not sure I’ve beaten the slavers once yet on the Watcher. Does anyone have any general tips for the Watcher? I know stance dancing is important, but I cannot for the life of me figure out how to do this without just getting murdered.

My deck never seems to scale faster than the enemies in act 2 and 3. I rarely seem to have enough damage to make switching to wrath worthwhile with the amount of damage I will then take due to enemy attacks. But I can’t sit back and wait for the ideal time to wrath as my deck never has enough defense to block turn after turn. It just seems like whatever I do, I can’t kill the enemies before losing too much health and eventually dying after several floors and fights.

It’s frustrating me that I cannot figure out how to play well with the watcher. I’m sure my card selection and turn by turn play is terrible still, but I simply don’t know what I’m doing wrong to improve.

  • proceduralnightshade@lemmy.ml
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    3 days ago

    On A0 stance dancing is not as important I would say – it becomes the go-to when hitting higher ascensions, and if you want to beat the heart. I won A20 with all kinds of decks, even very off Meta (had a deck once that was like 5 wheel kicks and 6 Just Lucky’s lol)

    Focus on card removes and damage, keep your deck small, remove defends early. Make it a challenge to beat enemies in the least amount of turns (with a bit of luck you can beat most fights in act 1 in turn 1 or turn 2 – if you’re very lucky even bosses at times!)

    Often you just need 1 Mental Fortress or Talk to the Hand to block effectively!

    Watcher is a pretty cool character because you usually just need 1 of everything to get very far.

    • Damage: 1 Blasphemy, or 1 Indignation, or 1 Crush Joints; combined with 1 or more Flurries, or 1 Tantrum, or 1 Sands of Time; even Brilliance does 12 dmg for 1 energy, which is a lot and can be A good pick in act 1 even if you don’t go for a Mantra build
    • AoE: 1 Conclude, or 1 Consecrate edit: or 1 Bowling Bash (is not AoE but still counts here I would say)
    • Card Draw: 1 Rushdown, or 1 Inner Peace, or 1 Empty Mind
    • Block: 1 Mental Fortress, or 1 Talk To The Hand for Mid and Late Game; 1 Decieve Reality, or 1 Wallop for early and mid
    • Momentum: 1 Omniscience, or 1 Scrawl, or 1 Vault
    • Scaling: 1 Fasting, or 1 Alpha, or 1 Lesson Learned, or 1 Meditate-Establishment combo