Banners Of Ruin Final boss fight: vs The Wolf Warden 廢墟戰旗(EA) 最終戰: vs 守望者狼之騎士

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2 mouses start/ 2 mouse 1 bear 1 wolf 1 rabbit

Love this game's art design.
Some after thoughts:

1. Drawing-card perks and cards can change the tides of battle.
2. Early bear enemy got some strong mechanism.
3. Bleed/Poison very good, especially bleed effect with berserk talent card or heavy wound card. Poison can only be erased by special talent card. Heavy wound debuf can cancel the tick down in bleed effect. The final fight bleed effect is far more important than poison IMO.
4. Duplicate any type of improved 6+ dmg attack card to 3+ will stabilize early fight. Have as many as good attack cards as possible.
5. Armor break card is quite useless
6. If lack of poison method, avoid take the relatable effect card/perk.
7. Avoid taking the card you won't use.
8. Weak/Overwhelm/Target super useful, 1 of each kind should be enough.
9. Lancer cannot retaliate range attack, bring 1 bowman at team is a must.
10. Enemy's attack will miss if character is moving to another line.
11. Enemy's attack can be canceled if got moved out of action rank. (Red line)
12. Before the 1st boss, save money for hiring team member rather than cards or weapon. However if drawing card vendor(Juggler) is available, check them to see whether if +3 draw effect card on stock, should have one as soon as possible. Provisions can have chance to provide such card too.
13. Healing method very limited, such as Invigorate attack only trigger(Initial 8 Trigger 12+) when you buff it with momentum or applied enough overwhelm to opponent. Armor that give winded effect can be use to trigger a card (0/1) effect of healing over time. Another one is communion bleed (0/3)that you trigger 4 point party heal if active character suffer from bleed dmg. The other method is perk and talent card: perk(need unlock) make 1 will use give 10 hp, perk(need unlock) turn bleed tick effect turning to hp recover, talent card (0/1) give 12 hp recover and cancel rank bleed effect...etc.
14. Avoid taking some high cost attack card at early stage.
15. Duplicate attack card which cost 1 stamina help a lot.
16. If less than 1 member fail to reach max level(lv8) before the warden, probably gonna be wipe run.
17. Knight and Warden have some attack cause winded effect, so upgraded stamina most of the time is very recommended.
18. Avoid unnecessary battle after 2nd boss fight is very recommended, some of the enemy composition is quite deadly even than warden, like Mice assassin or sniper.
19. Guarded Caravan fight usually worth it if team got the capability to handle it.

20. Cult event fight is bloody fanatic crazy.
21. After the first boss, can focus on collecting debuf cards or weapon.
22. I still don't understand how to use ruin card or banish effectively.
23. Elite encounters have high chance to reward really nice weapons and armors after battle. Try to trigger it as many as possible before 2nd boss would greatly improve whole team.

High threat Enemy:

1.Mice sniper: Very dangerous foe, will move 3 members of your team around and apply mass bleed and cripple very quickly.

2. Mice Assassin: Very deadly as its name suggested. Only poison users for now, got highest muti-attack number(4 dmg x8 times), each attack would apply 1 poison to his target. Can apply 8+ poison to your whole team. Will deflect poison effect to the melee attack.Poison can only be removed by talent card.

3. Wolf Halberd- High damage dealer. If any team member move, he will get 12 charge per move.
4. Wolf Knight - Its dmg build up will go rocket high if let it live too long. Have ability to lock party memeber's defense at Max 120.
5. Warden- Will absorb knight's defense as attack which result at 130+ one shot dmg. Have ability to cancel all debuf. Also have skill to cause winded effect. His attack follow a given cycle though.
6. Lineup Wolf Lancer - If fail to break their line, they can easily to reduce one party memeber's defense to zero very quickly. The real problem is their retaliation carapace, which basically hard counter melee only teams like Mice assassins.
7. Wolf Duelist - Will apply mass bleed debuf to whole party. However can easily be handle by focus fire.

8. Wolf flag bearer: Have the ability to heal his ally. High armor low hp. Will banish the card player use at the turn start.
9. Otter Salter: The one without net is the real problem for their high dmg build-up per turn like Wolf knights. They don't have high armor like knights but their taunted lockup ability prevent focus fire quite well.



10.Rabbit crossbow - Will target and add 1 bleed to whoever using drawing card ability within around(perk also count), passive draw-cards buff at round start won't trigger that.
11. Early Bear thug/boss - Must focus fire on them ASAP, especially the 1st bear boss. They got the most OP dmg build-up skills.




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