He can casually drop a 50% instant self-heal with a 35% heal on someone else. It can heal 45% without any modifiers if he takes 2 hits and the self-damage or 3 hits with trinkets, I've had him self-heal over 100HP in a single turn. "More, MORE!" can heal, at worst, 5% HP if he somehow gets hit by nothing and opts to use a 10% self-damage skill on his next turn. You also have two characters capable of setting up combo tokens, with the Highwayman having access to two skills that do it and denial of dodge tokens for the endbosses that try to hide behind them.įlag as a taunt tank is stupid. Highwayman can also move himself forward while gaining dodge and riposte tokens to keep the damage pressure up. Both of them have good escape tools without that trophy, and a support/tank-oriented Flag can use many of his skills from the back if necessary. The General's position lock trophy is great for this, since it removes the weakness of Graverobber or Runaway being pulled forward while setting up repeated Point-Blank Shots. You can keep re-using the team in different runs and simply swap to a ranged focus for bosses that require hitting the back ranks. Highwayman, Rogue with melee-focused build due to easy trinket synergy and DoT stacking with Death's Door bypass Graverobber with the ranged specialist path (Can't recall the name)įlagellant, fourth path that specializes in taunt tanking (Carried this team because it's broken) Final boss beaten first try without a single Death Door check all run with this comp:
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