🧵Week #13 @PirateNation Arcade Meta Update - Boss Evolution vol 2! 🏴☠️
Another week with Boss Evolution - this time with even stronger bosses and harder rounds (you can literally die in R2–3 if you make a small mistake or get unlucky 😅)
Our second old friend is back - the Evolving Crockzilla. 🐊
As always, remember to play for fun and for those @AbstractChain funny points, not just for the highly competitive $ETH rewards 💚
1) Captain ⚓️
To be honest, I’m not sure which captain is the strongest this week, and I actually like that. There isn’t a single crazy OP pick you have to play.
I’m personally running The Banshee, but other solid options could be Marrowjack, Pengu Captain, or maybe even Admiral Ironsides.
2) Cards♦️
Once again, it’s hard to keep a small deck since the game forces a card pickup with every pop-up, so we’ll focus mainly on wavebound and draw cards again.
1⃣ S-Tier
The blind and stun cards.
Full-countering Crockzilla strongest attack - Berserk Bellow
Blinds are even better then stuns this week, since they work better on the minion (he’ll self-destruct without hitting you when blinded). When stunned, he just skips a turn - meaning you’ll need to finish him off next round.
2⃣ A-Tier
Draw cards that strengthen your deck with no downside.
Carronade stands out as the best pick, since you need to output as much damage per round as possible to counter Crock’s healing.
3⃣ B-Tier
Stronger wavebound cards.
Accelerate Wavebound cards are great for combos and huge opening damage.
Quick Draw is ideal for killing the minion early and stabilizing your deck from the start.
4⃣ C-Tier
Best vulnerable cards to, once again, counter crock's healing and dealing big dmg from the start (also great for combos)
Sober Up gives APs and counters healing.
If you play Banshee, grab some shields. Fortitude is the best option.
Draw self dmg cards are better for other captains then Bunshee, but you can still play it, just try to get some shields - allows you to cycle deck better.
+ strong wavebound cards
5⃣ D-Tier
Weaker wavebound cards.
6⃣ E-Tier
Strong non-wavebound (mostly defensive) and weak wavebound cards.
If you’re playing Banshee, go for shields; with other captains with shields in their deck, go for Evasive.
7⃣ F-Tier
Weaker non-wavebound cards.
You’ll often end up with cards outside this list - if possible, use a Mystic Offer to reroll.
If you don’t want to spend, pick something that fits your current combo.
3) Strategy 🧠
It’s even harder not to get hit this week (you will get hit… a lot) 😅
Luckily, there are more healing cards available again, so as long as you avoid big mistakes, or extreme bad luck - you’ll survive.
You have to find your rhythm again, as each boss follows its own attack pattern - again.
While the real challenge starts around the 5th boss (same as last week), the overall difficulty has ramped up, and even the 3rd or 4th boss can give you serious trouble.
(I sometimes struggle to beat them too 😅)
Remember - even though bosses have fixed patterns, they always start at different points in the cycle, so stay alert and adapt 🫡
Stage l -> Bogspawn 🐊
A simple warm-up, easy to beat, but you’ll almost certainly take a few hits anyways.
Pattern 🔃
Berserk Bellow → Jaw Breaker → Heavy Blow → Strike Area → Helm Splitter → Strike Area
Berserk Bellow - Area dmg -6, Cleanse 6, On hit: 6 turns double attk
- Counter with Blind or Stun
Jaw Breaker - 50 direct dmg, On Hit: -1 card + Vulnerability 50% for 2 turns
- Counter with Evasive
Heavy Blow - 30 direct dmg
- Counter with Evasive
Strike Area - 44 area dmg
- Counter with shield
Stage ll - Marrowhide ☠️
The second boss comes with one harmless minion (he deletes himself without dealing any damage)
He also shares the same passive ability as the previous boss, activating on every hit
Passive Ability 🛡️+
10 shield on hit
Attack Pattern 🔃
Berserk Bellow → Jaw Breaker → Heavy Blow → Strike Area → Bring The Pain → Strike Area → Helm Splitter → Sharpnel Storm
New Attacks:
Bring The Pain - 90 direct dmg
- Counter with Evasive
Sharpnel Storm - 44 Area dmg (piercing)
- ⚠️Can’t be fully countered without wasting a Stun or Blind, lower the effect with shield + dmg reduction
Stage lll - Venomgorge ❤️🔥
This time, the minion is actually dangerous as he deals 22 area dmg with special uncleansable debuff, he dies right after attacking, but the damage is already done.
He will apply one of the following debuffs on hit:
- Vulnerable
- -AP
- Damage Reduction
So yeah - don’t get hit (kill him with pure dmg or blind) 🤝
Boss Passive Ability💥
+ 5dmg buff on the next attack on hit
+ 5dmg on hit
Attack Pattern 🔃
Berserk Bellow → Jaw Breaker → Strike Area → Bring The Pain → Sharpnel Storm → Bring The Pain → Jaw Breaker
Stage lV - Fleshrend 🥩
The minion is even more deadly - make sure to kill it before it hits you
Boss Passive ability 🛡️
- 10% weakness
- 50% reduce dmg on hit
Attack Pattern 🔃
Berserk Bellow → Jaw Breaker → Strike Area → Bring The Pain → Sharpnel Storm → Jaw Breaker
Stage V - Blightjaw👹
The real challenge begins here.
Kill the minion before it attacks, and save your Stuns and Blinds for Berserk Bellow.
Healing is a major problem - make sure you deal more damage than he heals for, since healed damage doesn’t count toward your score.
You’ll need a mix of Shields, Evasives, and Cleanse cards for this fight.
Passive Ability 🧹
- Cleanses 1 on hit
- Heals +10 HP on hit
Attack Pattern 🔃
Berserk Bellow → Jaw Breaker → Corrosive Spitfire → Bring The Pain → Leeching Rain → Jaw Breaker
New Attacks:
Corrosive Spitfire - 44 area dmg, Vulnerable for 2 turns, (+Nulls counter attk)
- Counter with shield
Leeching Rain - 44 area dmg, Repair 5x20
- Counter dmg with shield
- Counter repair with Cleanse
Aim to deal as much damage as possible early on, if you get unlucky and he triggers his Berserk attack, you’re most likely done for😅
I don’t think anyone’s killing Boss this week… but hey, we’ll see 👀
✅That wraps up Week #13. Thanks for reading 🫡
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