Sentinels of the Multi-Verse Bunker Guide

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The Bunker
Game:
The Bunker (2016)
Duration: 0:00
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Lock in, power up, lay down fire. Bunker is a flexible midrange controller/DPS who swaps between modes to either build resources, spew multi-target suppressing fire, or unleash single-target burst. Pilot him well and he turns awkward boards into clean, clockwork wins.


What you’ll learn
Core game plan (the 3 Modes of War)



1.


Build Mode (Setup/Draw): Get your ammo engines and equipment online, increase hand flow, and line up a Mode that matches the board.




2.


Gatling Mode (Sustain/AOE): Use repeatable multi-target powers to keep minions trimmed while chipping priority targets every round.




3.


Cannon Mode (Burst/Finish): Convert set-up into high single-target damage to flip phases or delete the boss.







Bunker wins by mode cycling: Build → Sustain → Burst, then back to Build if the fight runs long.



Priority cards & why (spoiler-light, role-based)






Modes (core identity): Cards that change Bunker’s power/economy. You need at least one mode early; the right mode at the right time is everything.







Repeatable Weapons: Start-/end-of-turn or power-based attacks (single and multi-target). These are your “floor” damage—great with team buffs.







Ammo/Charge/Overheat Enablers: Effects that add shots, enhance power uses, or stack damage. Small boosts matter because Bunker hits many times.







Card Flow / Tutors: Draw, filter, or fetch to assemble Mode + Weapon quickly; Bunker without cards is just a tin can.







Protection / Stability: Damage reduction (DR), minor self-heal, or ways to avoid / recover from board wipes so your rig stays online.







Utility / Control: Spot ongoing/environment removal or tactical tools to stabilize rough matchups.





Turn sequencing (first 4 rounds)






T1: Find a Mode (any that advances setup). If none, play draw/filter. Use power to draw unless you already have a weapon you can fire.







T2: Deploy a repeatable weapon (AOE if the board is wide; single-target if it’s tall). Stay in a build/draw Mode if you still lack pieces.







T3: Add an ammo/boost or swap to the AOE Mode to start controlling adds. Use your repeatable every turn.







T4: If a flip/threshold is near, switch to burst Mode and cash in (big single-target turn). If not, keep cycling AOE while you collect more boosts.






Rule of thumb: Mode online → Weapon online → Boost → Swap to the Mode that matches the board.


Matchup plans






Wide swarms: Prioritize AOE Mode + multi-target weapon. Keep the table clear, then pivot to burst once adds are under control.







Tall bosses: Stack single-target modifiers and switch to burst Mode to push flips. Keep a light AOE available for surprise spawns.







Environment-heavy: Save a slot for environment removal; trimming a hazardous tile often equals an extra full Bunker turn.







Ongoing/Equipment hate: Stagger deployments (don’t vomit your entire rig in one round). Keep one Mode + one weapon in hand if a wipe is coming.





Team synergies (who makes Bunker sing)






Global damage buffs / enemy debuffs: Multiply Bunker’s multi-hit turns—every +1 gets applied several times.







Extra power uses: Let Bunker fire twice (AOE + single-target, or double single-target) on the same round.







Card draw engines: Faster to the Mode/Weapon/Boost trifecta.







Protection / DR auras: Keep his kit on the table through villain AOEs so you don’t have to rebuild.







Turn-order control: Act after debuff heroes to get maximum value; act before fragile engines if you need to clear adds first.





Common pitfalls (and quick fixes)






Staying in the wrong Mode too long: You stall or overclear.







Fix: Reassess each round: wide → AOE Mode, tall → burst Mode, missing pieces → build Mode.










Overdeploying into a cleanse: You lose everything to a wipe.







Fix:...




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