FROSTHAVEN - Coral Class Guide!

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Coral or an anomy as it should be should be called cuz it's not Coral that icon is not a coral like it's an anomy oh my goodness I will never forgive the community for this I'm still a little salty over it like salt water which Coral is I'm so sorry just please forgive me for anyway the crashing tide we're going to be doing a crashing tide guide today tide guide so the crashing tide has this cool mechanic called Tides which allow it to build up having a lot of passive effects until you get so many in play which results in this final turn of really great stuff but every time you rest they fall off but that's not it it's got the ability to play three cards per turn so when you're playing three cards per turn juggling two elements and you also have to deal with baging water tiles and all this that can be a lot and even with a giant hand size and a giant Health pool you think wow this sounds really great but there is a lot going on in and some of the cards are a little bit down tuned to take in the fact you're going to have a lot of abilities in play and you're going to be playing three cards per turn so how do you balance that how do you play it what do you do I personally think it's fun but enough forl let's s into it if you want more fast Haven guides and Gloom Haven second edition coverage and all sorts of fun stuff be sure to subscribe and if you want to help the channel just hit like it really helps but if you really want to help us check out patreon you'll have Early Access to videos and other stuff including a patron only channel in my Discord tides are persistent effect that give you a permanent boost as long as they're in play you there is no limit it's it's very similar to the mine thief's augments or The Drifter cards but they're not losses and unlike the mine thieves augments there's no limit to the amount you can have them play so you can have 1 2 3 4 5 6 eight tides in play so you can have so many tides in play if you can pull it off however um Tides usually just say hey you get this cool benefit until you rest uh so if you spend a lot of actions putting Tides into play that's not a lot of Tides that's not a lot of actions spent actually using those Tides although some of them are pretty passive like have Shield you don't necessarily need to take actions to have Shield but you probably should position yourself to utilize that so you get hit over your allies additionally all Tides Infuse elements if you spend the whole scenario playing Tides but not using those elements you're probably wasting some of it so you have to kind of find that balance but the main thing is Tides stay persistent until you rest short or long rest if you do long rest it waits until after you you don't it's not when you declare the long rest it's when you take it that they fall off so if you long rest you actually have all your Tides active during that turn which is cool for stuff that actually provide defensive effects cuz uh it means that if you do long rest you actually have cool defensive abilities active during that round the big thing ends up being you have this Tempo uh this usually like in between rest Cycles um a lot of people might come out with the a cycle with like their best cards and like start hitting really hard but you have the reverse effect going into a rest cycle the final thing is going to be your biggest but a lot of times you'll have like straight up dead turns uh in the first round of every scenario and all often dead turns coming out of um rests cuz you'll probably be playing like usually and we're going to be just like saying something like rancid rine or sharp kitan on top something like that maybe Shu later and the bottom is almost always going to be overwhelming wave so you're like cool that what does that do it'll give you two elements great and and then puts two passive effects into play but then gives you no immediate benefits you don't move you don't attack nothing over the scenario you're going to have several dead turns and then it makes up for the fact that a lot of times right before Tides you'll be able to do like right before rests with uh six tides in play you might actually have stuff like hey I've got this shield in play I've got like this cool thing where I'm going to add all these conditions to these attacks and I've got the I'm going to heal and blah and then like once I rest when I long rest I'm going to perform a heal eight self and you're like what the hell is going on here and it's great we love it but that Tempo sometimes is a little bit annoying especially if you're like in a two-player group and someone needs something but you're like hey I have to rest and that will drop all my tides and so on so forth sometimes it's just hard to work around keep in mind because the amount of tides and the amount of actions you play loss effects this is a 12 card class but you don't play it like a tinkerer or something you like a tinker can say hey you know what burn losses I don't care this is great this class is not like that because it hampers the amount of Tides the amount of actions you can play because you can play three cards per turn which we'll get to the card in a minute you actually burn through the cards fairly quickly potentially it's just not um a class that losses play into now I'm not going to say never burn losses but I will wait my decision- making on what cards to pick I will be a little bit more um harsh on losses even though I personally think that Frost Haven is a good indicator of like I think in Frost Haven people who got used to Gloom Haven and got very loss averse might not play so over so well but the crashing tide is definitely one of those loss ofe classes in my opinion if I rate some loss effects uh lower than like what another class would do um it is deliberate but the main tide that you're going to be using um is this card called overwhelming wave so let's actually talk about that right now overwhelming wave so we're going to first talk about the ability on top and then the tide effect on bottom cuz there's a lot of really cool interactions with how this works first off it is easily your best level actually any lowlevel non-loss attack doing an attack three and that kind of a cleave with one experience tied to it is really powerful as a matter of fact most of these class's actions are weak this is actually a really strong one but they're mostly balanced on the fact that playing three cards per turn if you already had like stuff that compared to some other classes like the blink blade um you would be very too powerful because like the blink blade it pays a lot to be able to play three cards per turn and it's only a limited window and this could be as long as you can keep this card into play the one on bottom it does trade off by saying if you play the top attack which is really good it does mean that you are not using the three card bottom or you're going to have to stamp potion to get it back so and so forth um the whole point it ends up being is you're going to have to go through hoops or some find some way to play that bottom card or something like that like um to get the benefits of both so if you're just playing the two two two two and then doing the big hit I sure that's that's possible but um it's harder to ramp up those Tides into play if you are only playing two cards per turn or it's hard to get the most out of it so um as a result it's you have to kind of Juggle this in general due to the way this class runs I always am going to suggest in almost every situation you're going to be playing the bottom half now this also has this critical point around eight cards cuz once you get to eight cards you can play a top tide and the um overall Waring wave on bottom 3 three and then you're forced to rest after that point it's 2 32 you're only actually getting one for one after the eight card point so um it's roughly around there that you have to start consider is this something you want to do do you have the stamp potions to fuel it do you want to try to burn out faster and so on so forth um you may or may not end up after that after that specific point you it's it's kind of up to you cuz you can still use the bottom for cool effects um but at the same time you may not get the greatest benefit out of it and it may be better to just like uh put something into play that says all your attacks have poison then do that big clean so now it's an attack three poison on every like it it starts to pay off better when it's no longer providing like three extra plays per rest cycle which is Big Three getting to play three additional cards before rest is huge getting to play one more is nice but pitching a card or discarding a card to play one more card in another turn isn't really as big a payoff as one card to get three more cards a turn over three more one more card a turn for three turns after it it's definitely has a bit of a weight value but I personally think eight is the cuto off I think any if your hand size is eight and higher it's almost 99.9% of the time um it's going to be better to play the bottom and if your hand size is under eight I think that's where you start have to start doing the Judgment call I do think once your hand size is six it's just basically not a good idea to use the bottom but hey Al I I personally don't think this is one of those cards you lose because I think the top is too valuable um as an attack anyway compared to your other cards so three card evation so something that's actually really neat is um the first off the the battle the battle crab I almost said crashing tide has a lot of abilities that say attack and move move and attack or just cards that are good attacks um and you have the ability to drop water um we're going to get to that in the section below but keep in mind One Core strategy you can use is being able to um move in and either move out move in attack move out uh against enemies that are either not moving or not moving very much or you're you can effectively do those effective disarms you can make it to where um you can hit enemies that are further away and back out you don't have usually a lot of movement but you might be able to um use certain boots that allow you to get certain bonuses to them also there is a card called skitter although I'm definitely more fan of using the top of it that's going to be like a story of a lot of the crashing tidee cards is weighing which top and bottom to use cuz there's a lot of really good cards but some of them are stacked on both sides so you're going to have to start making judgment calls the ability to move in attack move out is something usually you only see on the blink blade but because you have the ability to like Drop water pretty handily um being able to like move in drop water move out and saying like aha now I'm two hexes away from the enemy and there's a water they're going to need to do a move three and maybe against if you're fighting enemies that are doing move ones and move twos you'll be able to more readily Dodge those and prevent the attacks from even Landing this will be good for where we're going to be talking about the striker and controller builds later but like the Defenders usually you're going to put in a lot of these um defensive cards anyway you may just be using um more heals and shields over that but this is still something in your like kit if you're like oh gosh this guy's going to do an attack six which is just not optimal a lot of those uh heavy hits are usually like uh late initiatives or no movement tied to them so just try to balance that out speaking of water um keep in mind there's one really Mega perk that says you have advantage on all attacks while you're in water or while the enemy you're targeting is in water um that's just a really good perk but you also have some cards that's like Bane an enemy in water or like it's technically normal or Elite which is sad cuz you can't like Bane bosses in water which would be cool but like a lot of times I think this has bigger payoffs on Elites anyway but I digress whole point is you have the ability to not just drop water for effects like poison enemies and water nearby or Bane enemies or something like that but you'll often have stuff that are like just using what water is which is takes extra movement to move into let's say you do drop um some water tiles uh say like let's say this enemy only has three hexes to move to get you but you actually put drop one water tile adjacent to you that hex is now going to cost an extra to move into they're going to need to move for they don't so now you've actually dodged the attack just by dropping water so sometimes you want to drop water on enemies to put a debuff on them sometimes you're going to want to drop water on yourself so you can have a buff or you know a use your perk other times you're going to want to drop water in specific spaces just to prevent enemies from taking attacks on you this is largely only going to affect melee attackers so your toolkit is far better engineered towards neutralizing melee threats but you sever have several tools for dealing with ranged enemies as well speaking of element Generation all tides generate elements all all bottom ties generate dark and all top Tides generate light pretty basic so you're going to have to figure out um specifically how to do that Tempo usually you'll have a setup turn and have like both elements available on the round after but the biggest thing ends up usually being that's um as you go throughout the cycle as you drop more Tides you'll have um to find out other ways to use them figuring out am I going to drop maybe two tides and one other card this turn to make sure I have two and using those elements appropriately and to make sure you either get the high effect or the experience I personally don't think that maximizing every element for every experience is necessary because between certain actions and all the element spending you will be doing this is a high experience generating class to begin with so it's not like you have to try super hard to get experience you you will get the experience it's it's really not that bad for the most part it's going to be putting in like overwhelming wave you're just going to like that you're going to ride that for like almost the whole scenario it's just most strategy is going to be pick whatever top you want and then uh overwhelming wave smash that bottom and overwhelming wave put that bottom into play and use it for its most beneficial effects and that'll set the elements forward to the other cool cards now that we've talked a lot lot about these Concepts let's talk about what builds we're going to be strategizing around and then just dig into the cards we're going to be talking about three builds today there's going to be a controller Striker and Defender almost always I tell people if you're like in all these builds I'm like hey if you're not sure which one to play go for the striker build it's usually good for anything in two player blah blah blah blah blah blah this is slightly different I'm going to actually suggest that if you're not sure which one to go with go with the defender build the defender build's easy to play it's fun it's also harder to go wrong because it it's it's primarily a um I am an unkillable battle crab tank and I'm punishing people for being next to me it's very easy to play it's fun it's it's it's fun but it's the other ones have some pretty cool benefits that could actually weigh better for certain groups but the defender is basically going to be good in all groups the only problem is usually when you have two um characters that want to get hit so if you have if no one in your party wants to get hit the defender is an easy choice so just kind of pick what you need but if if you're new to the class i' go with that but there's will be a striker build which focuses more on debuffing enemies and doing many attacks over and over and the controller build that focuses a little bit more on water to zone out enemies again on water though keep in mind water's really cool but it also does screw with your allies so if your allies if you have like a really heavy melee party I'd maybe not consider the controller build because if you have like four people and all want to get up and you're dropping water you may actually hinder your allies more than you're hindering enemies so the cards I mean the first one's overwhelming wave I think I talked about that one sufficiently enough the top is a very good attack your best attack for a long time um but the it's tied to the bottom of play three cards you have to make that decision for yourself um again the eight point is the point of emphasis here we'll just move on to the other cards other than that since I've already covered this pretty thoroughly soft flesh now I do like a lot of the crashing tide cards but this is definitely one that I'm not as fond of um extra durability is never a bad thing um getting to get extra heals every time so anytime an njas enemy dies uh before your next rest you perform a heal oneself which adds a lot to your durability cuz you might take some hits and then maybe you're you're next to the enemy and an ally kills it boom you get a free heal you kill it on your turn boom you get a free heal this will add up over the course of R and still be pretty decent however usually it requires like a lot of enemies to die to get the benefit of it and it's a little bit Overkill with this other card cleansing swell which I usually prefer over this however it depends on the scenary for f fighting for example like snow imps or you know polar bears things that like wound poison or brittle on repeat so let's say you're like hey these snow UPS aren't that annoying they're going to you know I take three damage plus you know I'm Britt but like so I only take two two is not bad but like when you're Britt that two becomes four damage and that adds up way more quickly so uh and imps have snow imps have a small Health pool uh so if you just have the way to like get adjacent to them let them die and the heal one will heal you one which is great but also clean off brittle it'll clean off ve it'll clean off wound and poison um especially if you're like fighting enemies with poison cuz poison blocking cleansing swell is annoying so in those scenarios the top of this is super good and obviously I take it but um it's definitely more of a situational card the Bottom's still pretty good though because you can move to heal to self you only heal if you're in water you do have several ways to generate water it's going to be a little bit easier over through other levels but personally think that this card is perfectly fine I consider this more of an X card um than a one card so I'm changing sorry Isaac I making my own decisions on what's one and what next year anyway this this is kind of more of a sideboard card in my opinion sharp kitan um the tank card Shield oneself infus light it's really hard to this definitely is a card that you could talk about a lot and I'm not really going to it just reduces all incoming damage it's a good setup um it due to its initiative which is you don't have a lot of good initiatives but this is fairly early it's pretty easy to um start every rest cycle with sharp kiten and overwhelming wave on bottom so you're going to be tanky for nearly the entire scenario and being able to play three cards almost every turn um it really just adds up this has a huge amount of damage reduction over the course of the scenario with no drawback other than you just need to play it every rest cycle and it does give you an element that you can use so it's not like you're wasting turns you're wasting a turn to put the shield back in play and you get an element it's good the bottom we tried to make it work and play testing it's fine but I personally have just yeah I've I've not been a fan of it so um but the top is something you're going to be using a lot especially and like Defender controller pill Striker might avoid it if you're just going pure damage down to the depths another slightly more conditional card but still pretty strong um I almost would take it just for the move three cuz you usually don't have you have like a lot of like move too plus cool effect and that ends up being a lot of it and uh I know you can play like three cards a turn but like playing a move two effect move two effect ends up being like move four and it takes up two of your three card plays so um anyway move three ends up being really good as a result in those situations where there's a lot of hazardous terrain that effect is really strong so uh really easy pick just for move three ignore hazardous terrain uh in your toolkit that's just a good card uh the top is a little bit more conditional but it's pretty good if you're actually able to um you know almost finish off enemies it'll give them one more turn and then they die uh it's more important for like like living Spirits or flame demons cuz sometimes you're like ah I hit this like Living spirit oh no I only did one damage living Spirits for almost their whole career one damage brings them down to three Health almost every time and if they bring them down to three Health that's a bane that means they're just going to die during the next turn although living Spirits do have some heals so you're going to have to be wary on that unlike flame demons uh they might retaliate on you a little bit but um being able to drop a Bane on a flame demon we love it and those are two of the more slightly annoying enemies so that's pretty fun I normally rate this really high because of that but um you have so many ways of punishing low Health High Shield enemies that this doesn't become like a super great part of the toolkit it's just part of it that said it's still good because if you're like hey I'm going to attack this enemy was at eight health boom I did five damage they're at three cool Bane you're like cool let's move on to the next guy let that guy die and so on so forth we've seen scenarios where this just the the damage this deals ends up being really strong and like I said if you just do a little bit of damage to living to like a flame demon uh who has like three Health left and shield four which is I like think level one two and three flame demons don't even get the numbers beyond that um you can just watch as this drops a casual seven damage on that cuz three plus their four Shield um getting effectively free attacks can be pretty huge anyway um it's still somewhat situational but in those situations it's very strong and even outside of it it's just a decent card so it's pretty much a easy pick but it'll become more rotational as you level up pull of power I'm not like super sold on this card um obviously it's a loss but it's like hey do an attack four potentially five and if you're in water you're going to attack another enemy that that's cool two attack fives is really strong that's really good for a level one loss but um kind of ends up all it ends up being um now you're you're like like hey what if it's a really well timed loss let's say I dropped water but of course you have to have enough water generation you have to be in a water and near two enemies for really to be a very strong card but let's see what the bottom is but the bottom is basically just a when you rest you can keep one of your tides in play which is nice that's pretty good except as a result it's like hey I'm going to drop this bottom to just generate an elements and then paying it forward you you you're you're getting a free play later now I understand if you wouldn't need to keep momentum like for certain scenarios that require like I'm thinking of one scenario where you only get like 12 rounds in it like maybe that would be good to make sure that when you rest nothing not everything falls off so you can recover your tides and abilities faster sure that's an option but um I've never really found this card to be like so important that I wanted to bring it that often I consider it a sideboard card skitter the only thing bad about this card is its initiative Boo by the way that's going to be a trend the crashing tide has so many cards with very bad initiatives and I hate it 55 54 60 like they're all in like the 45 to 62 area that I hate and it's almost every card so sometimes if I get excited about an card like hey look at this initiative sometimes I'm just going to say look at that initiative and that's going to be the exciting part of the card but um this card is the opposite the initiative is trash but both sides are good um the bottom tide on this is pretty situational but super strong in those situations but the top is uh seems kind of weak at a glance with Attack One move one attack one but if you have an elements one of them gets buffed buff if you have both elements they both do but that does mean it's very easy to do two Tides then skitter immediately after that cuz you will get it doesn't matter which Tides you play if you play one top and one bottom tide that'll give you the elements to play skip SK and then with skitter you can attack two move one attack two and if of course if you have like rancid brine in play which you could just do with your three cards rancid Brine and then skitter so attack two on an enemy poison them attack two which becomes three again so this kind of becomes a attack two move one attack three leave them poisoned kind of a thing which ends up being way ahead of the curve compared to um most level ones like most most level ones will not give you on average five damage before attack modifying um poison and move one non loss it's pretty easy to set that up to and it's pretty strong um but yeah I'm a pretty big fan of uh skitters top the bottom there is going to be a lot of scenarios where you're going to need extra movement and to ignore difficult terrain as well as water so allowing you to dis to ignore difficult terrain ignore water and have increased uh movement some of those weird scenarios like the really weird ones uh where there's like uh you know Marcel designed it and he's like I if there's if you're not using 38 overlay tiles are you even designing a scenario and you can make really cool scenarios without using the whole box Marcel um and Matthew G Sr I my eyes YouTube but like you know um in those scenarios this this really adds up a lot especially some of those like get in get out boom perfect because you can very easily do multiple moves per turn so getting plus one and then plus one it Stacks up really quickly so top or bottom this is a strong pick climb SW so let's another week initiative but let's talk about the top first cuz I'm not as sold on it um do a couple of attack ones and then move two or or push two or push three if you have uh light and get an experience if you do um so the big thing about this is is um with the like correct situation like if you have like like I said rancid Bran or later shuck and play um what the push three allows you to do is it's it's almost a disarm if you're fighting enemies that are like move one or two so that's actually pretty strong and could add up to a lot of healing especially if you like knock them away and wound them with shuck or like maybe you poison them and say hey once we start to jump on these guys later um we're going to be hitting them harder so it can absolutely add up to um a significant amount of uh damage and damage prevention if they're in those situations but if you're fighting like you know ice ws and they like how I push you away and they're like it's okay I'm going to be right back right no because I have like move five or something stupid um the push might not do anything and if you're fighting flying enemies but if there's like hazards and traps and stuff this can add up to a lot um so the attack is in these current situations that you might need to blah blah blah blah blah blah blah the top is really good but in like 70% of the situations it's not good that said the bottom is basically useful all the time does nothing except give you an element and then when you rest equal to the amount of Tides you had in play when you um rested heal that this is very easily a heal five heal six every time you rest so when you long rest it could mean that you heal seven or eight every time you long rest just whoop and like reset like maybe you shielded yourself up took a bunch of attacks like refresh your items heal yourself up back nearly or to full then do it all over again that ends up being incredibly strong and as a result cleansing swell is a very strong card highly recommend it especially for Defenders casting Force 87 initiative is good we like it um I know we want some cards to go early but we also want some cards to go late so I'm totally taking it that loot two is a throwback to Gloom Haven where like a lot of the like basic loot actions were just loot one nothing else however because a lot of your actions are downtune to begin with I actually don't hate it on this class also because you can play three cards per turn like one of the problems I hated with bottom loots was um you can't move into position and then loot with one turn cuz sometimes you'd want to do that like hey I'm going to reposition scoop all this up but you could just play two bottoms move Loot and then like put it tide into play so that's still pretty strong um so I don't I don't care if the loot is on the top or bottom for this class um so we're cool with it there uh the top action though is an attack equal to the number of Tides you have in play which um if you haven't figured this out that's really strong like the worst this is going to be at low like at low levels and low stuff you're basically it's at worst like an attack 51 experience and you'll probably have other stuff in play so it's probably going to be like an attack five poison one experience especially with no like Elemental Reliance like let's say you have like the other card that you're going to use to like spend the elements on like so boom do that have this be another thing and potentially could like uh poison them with a previous attack and then drop this was like an attack six attack seven if you have six tides in play Boom nail that on them and just watch as you suddenly some burst damage you're like this is great um I don't think there was ever a scenario when we were testing this that we ever or you know in playing in our campaigns um that this was ever not a bring this is this is a card you'll bring all the way to level 9 cuz it's hard to complain about oh no it's an attack six on a level one card um as you get later in the scenario it absolutely becomes weaker but a lot of times once you get to the point where you're not playing that many Tides you can just pick this as one of your lost cards and you don't really feel like you miss it it's it's really nice to have cards that you want to bring to every scenario but over the course of the scenario don't mind losing so honestly it kind of makes it exciting that effect crashing surge of course this is like a really good generation but I'm not a big fan of water builds this is pretty good for the controller but you do get especially starting at level two better water generation but um this still can be end up pretty strong if you're trying to move and like Dodge attacks from uh enemies just by moving drop some water to make it more annoying for them to approach you the attack two and that big hack is still pretty strong create a bunch of water tiles it's still pretty strong but it's a loss I'm not really super sold on it I do like the initiative 34 that is pretty solid U move to create a water token is perfectly fine it's it's it's perfectly acceptable it kind of becomes a little bit rotational but uh just due to the what's in your toolkit I'd say most builds are going to just bring this anyway for low levels it's pretty easy to rotate out once you get some of the better water generation and better initiatives in later anyway so it's not really huge loss the controller build kind of likes this but I'm not sure like the striker Defender end up using it as much Mighty claws um attack two target two which is perfectly fine especially if you're targeting two things it's it's fine but um it's especially strong if you're fighting shielded enemies and have dark and it's very easy for you to get dark so um uh with that it's uh with dark it's attack two target two Pierce two one experience which is definitely ahead of the curve in terms of this also because you have other ways to buff your attacks it usually ends up being more powerful than that but that's very strong obviously we like that attack for multitargeting the bottom of Mighty Claus is it's something I would like cuz I think it pairs really well a big burst of movement great it's it's a loss effect but Shield one and retaliate one which can give you a huge amount of defensive burst but it's a loss so yeah that it it's really hard to justify this kind of action on a loss except for it can maybe pay off in short scenarios or if you're like later in the scenario perfectly fine with it like burning it later once you're having to resort to the other attack actions on top so uh potentially you might just use this as a thing to burn out but the initiative much better um obviously it's not the greatest but um notably better than some of the other crashing tide cards so you bring it for the initiative and the pretty solid double attack that hopefully you can end up you know using submerge Pierce 4 we love that again you don't really have problems dealing with Shield dead enemies but this is one of them but it it's very easy to set this up because like I said you know like the crashing surge that we were talking about like I said I'm not like super fond of it but you can very easily pair it with submerge here I have some water now you're standing in water I have attack I have Advantage cuz you're standing in water also um this card get plus two attack while you're standing in water so enjoy an attack three Pierce four poison with Advantage which is way too strong for a level one card now of course if they don't have Shield you're like well attack three Poison's not super great so again against shielded enemies very strong against other enemies it's perfectly fine uh the toolkit kind of is pretty lacking in attack so um just getting an attack three with that fairly easy to set up isn't as bad the bottom ends up being a move two or move three with dark uh where you can potentially get cool movements from um uh moving through water um which sounded really cool in theory but it usually ended up being not often more than like a move three or four cuz it's harder to like get a crap ton of water tiles and spaces that you specifically need to use with this to move through stuff it it was fine this card's a perfectly fine thing it's a very good match up against uh shielded enemies so you bring it for that and um it's pretty rotational once you start leveling up and start getting some better less conditional effects Rising flood top tier controller card you drop a double uh water hex the water hex must be adjacent to you on one and both hexes must be featureless and then if you do drop um water on them uh they suffer one damage and get immobilized so the cool part about this is is um if you need to move out or if you you know skit or something you can always move up drop them in water attack them potentially with advantage or or other things like you know submerge um or like you can do the attack thing move out you can H especially because you immobilize them so you can potentially say hey melee enemy I'm going to go whale on you now you're on Water I get a bonus cuz you're in water you're immobilized and take one damage I'm moving out now you kind of effectively skip your turn because there's a lot of cards on melee enemies where immobilize effectively says that if you're there's no nothing else next to them you can deal with it that's more of a controller pick because if you're like a Defender you're probably using more of your things on heals and Shields and you might want to stick close to enemies especially once you get to level four um so it's not going to be as great for the defender build but it is still pretty good for control and as well as if you do want to hit and run like maybe the striker build ends up being pretty strong for that as well the bottom is actually something I also really like cuz it's a move three which is already really good and it also allows you to move a water tile so you move one do a move three and then pitch the water to another spot um remember what I was saying about like using water placement as like to to dodge things and get effective disarms this could be a way to move up closer put water in between you and some other enemy's path to potentially make sure that that path can't actually hit you this round like maybe it'll buy you one round but buying a round is pretty good it usually ends up being more better in like two-player um where it's not as crowded um otherwise we found that like moving water from one to one and making sure it's still featuress and still blocks paths and still isn't interfering with another player ended up being a little bit more conditional but um it still has a lot of uses and a controller obviously love this card undertoe hey Alice you said the initiatives suck yeah mostly so we get excited over this 15 that's like that's like the goal I mean the goal is 14 but like Mo most of the time if you have 14 and under that's good so 15 undercuts most the cards that you really want to do to make sure that you go early now most of them I know they're still that really annoying anyway we're not going to get too hung up on on that good initiative is the point um ignoring the top the it's a heal on self which is really good if especially if you're like um dealing with those poison enemies cuz like like I said cleansing swell very annoying but this is an easy way to pop up any negative conditions and then add a shield shield on an initiative 15's great so if you have like sharp kitan in play Boom two Shields like that that's really strong now of course this one's not a tide so it's shield for one round but hey initiative 15 Shield self and then with a just a heal one to give you a little bit of survivability is really great but let's talk about the top this is almost like a kill card not really but um um pick a normal Orly enemy in water lose this card gain two experience and just give them a free Bane um this one depending on the scenario like there are certain enemies where who like if they have like really annoying things I'm thinking of like like ice rats or something like that where um if you can see like let's say you're going at initiative 15 which beats like all of their cards except for one yeah they have that 13 that's really annoying um like if you have a lot of ice rates until they hit level four or something like that end up having like 10 health so you could always say hey that's ice rats are really annoying please enjoy this Bane uh go before them to make sure make sure they're not doing one of their heal one self cards cuz they have a few of those um but if you if you see they're doing that just say here enjoy this stand in water get baned and then watch them just die that adds up really quickly and could be a really good use for a thing just straight up deleting an elite enemy that's going to be very annoying can sometimes pay off more the scenario and it's worth the stam hand um even if you hold on to this till later it's still strong so you're going to be using the initiative for the 15 you can potentially use it for Shields and then it's a Sit situational kill we bring under toe for a lot good card also great song Love pain of salvation remedy Lane is such a great album it's very depressing though Stephanie's going to edit this out so it's okay Crush armor so this is an X card that is next card this is a card I love it's great it's amazing situationally um so that's the really this is the really cool part I like about xcards cuz this one basically says like this remember how I'm like man this is class is so good against living spirits and living spirits and Flame demons I said living Spirits twice that's cool um this is straight up delete so many living Spirits just one shot no draw necessary delete Living spirit gain an experience and it does this to also flame demons too for a while depends like I think it's level three flame demons that are Elite that drops them to one anyway whole point is I don't have the whole thing memorized but I have a lot of it anyway whole point is is this just murders those it's great not not conditional just Chomp give them the middle finger laugh at them Crush their armor um yeah um but against enemies that are like High Health High Shield which is really just steel automatons it's not as good so bring it in the scen it's still still strong cuz it's that's still that's still going to be good cuz you can at least pitch this as a um like three damage thing or four depending also if they have that really annoying ability where they get the mega Shield like attack I have Shield seven this round just it's right suffer seven obviously it's very hard to reliably juggle that but we we've seen it pay off like once anyway the whole point is is this is a really situationally very strong card against those enemies and the bottom is kind of slightly the opposite like where it's um really good against enemies that don't have big shields but you do see stuff like you know um oozes or Forest imps or living bones or frozen corpses that have just one Shield where if you're like aha I've got Pierce four on this attack and like um you're like that's great but the fours of like the attack gets weighted because it's like hey have a lot of Pierce but the attack isn't there this saying like hey everything next to me gets minus one Shield ends up adding a lot more when you're fighting those enemies where you can do a crap ton of attacks on an enemy especially with like you know rancid brine by like hey I'm going to poison them and do um rapid attacks on them and dropping the one Shield ends up adding up to a lot so um if you're fighting several enemies to have one Shield the Bottom's good if you're fighting enemies that have high Shield the Top's good and if the scenario has no Shield this card is trash and that's okay because in these scenarios where this happens you this is a card you rotate in and that's perfectly fine and you rotate out if you don't we love those for X cards the builds all right I could go like through all these 12 cards to talk about them but I'm just going to because 12 12 12 for these three builds instead I'm just going to say hey you're all going to be picking some of the same kind of cards and this isn't your default hand it's kind of it's It's the base that you use and adapt to your allies and your scenarios so the defender picks everything except for Crush armor powerpull and Rising flood again as a default hand um bring you're obviously going to bring crush armor to any scenarios you need it so but we're going to default move those out and like I said the cards I said that were lower priority you're going to like um soft flesh is pretty rotational you'll can potentially use that if you need to get Crush armor in a striker picks everything except Crush armor Rising flood and soft flesh the controller picks everything except for a soft flesh Crush armor and power pool so that's the general disc I know I like I know I really hyped up Crush armor but again this is just your sideboard cards you should use all the cards except for like pull of power I'm not as fond of and soft flush so it's those are like the only two I'm like really not a big fan of for situations but like who knows uh I know someone in the comments is going to be like hey girl you're wrong I used pull of power and blah blah blah and I'm like that's that that's that's great I'm sure I'm sure some people have used it to great effect and make your own guide anyway let's move on to like level two cards smashing torrent versus blood in the water I love both of these cards um I think I kind of lean a little bit towards blood in the water a little bit but smashing torrent is part of the um we're going to be talking about this basically murder the boss builds later um I did actually start doing this and but I didn't um we didn't actually get to use it uh outside of play testing uh but we did find I did find a post and I'm going to talk about this in the overview later once we get past the the level 9 carts where smashing torrent is key for the um I think he ended up doing 160 damage I don't feel like scrolling through the document and seeing what it is but it was uh a huge amount of damage and this was one of the core cards part of it but this also has a stun on it let's just start talking about I'm going to talk about the cards instead of Concepts smashing Tor definitely one of the cards that if you have the element or don't have the element makes or breaks the card attack two is weaker than all of your things but if you have light stun the enemy and get an experience yeah adding stun and an experience drastically changes the power of basically any card so with light boom stun an enemy attack two and um this actually really in my opinion ramps up once you hit Level three do you see this Troublemaker her name is Misha she's beautiful and cute soft and causes so much chaos we love her so much once you get to level three and you have shuck attack two Pierce two stun wound is really strong just because of how wound and stun pair with each other very well um so we obviously go for that but um the bottom actually ends up being pretty strong because it says you know once per turn when you take a move action one adjacent enemy suffers one damage so this allows you to chip away this is also especially strong against those enemies that do like have Shield where you can keep chipping away at them or just adding extra chip damage to turn your bottoms cuz you have to do two tops you could potentially attack attack and then a bottom which may not be an attack you don't have a lot of bottom attacks but you could potentially turn that into a move and then suffer one damage which can you can kind of maybe use to reposition and start to chip away at the enemy health so no there's some really good uses for this card personally I do love smashing torrent um but blood in the water is pretty great Blood On The Water initiative the initiative is balls but like you know what's new um the the phrasing is really interesting because it's you place a two water hex tile and one must be adjacent to you but because that you can actually place it to where you are underneath it and there you have several cards that say if you are in water then blank but so many of the cards that place water say in an adjacent hex and you'll later have to move into that hex this one just allows you to straight up drop it on yourself so you could potentially say hey um I'm going to drop this water um maybe get annoying annoy that enemy over there so screw up their path now now I have advantage on all my crabby attacks this round so really strong card also the top is just really synergized as well with itself it is of course a loss effect but it does have some pretty powerful stuff gives you a nice move to start off with and then a pull and then you get an attack which gets boosted if they're in water the cool part is though if you do have water which you have several ways to drop it the move allows you to position yourself to bring the pull which is a pull two um the the to position yourself at the correct angle to where whatever you're trying to do get on the other side of the water and make sure that the water's in front of you pull them into that water so the attack four just becomes an attack six wound attack six wound so the short version is this is a pull that basically turns into an attack six wound plus whatever other tide active effects you have um which is usually not too much for offensive purposes at this level it might also be a poison or whatnot but the whole point end up being is this is a pretty strong loss effect that I consider to be worth it and the bottom is very good just because of how to you Zone stuff out personally I do like both of these cards I do think blood in the water has some potential to generally be more useful especially because of how much you like rely on certain water things but if you're not going for the water that's just obviously a nonp pick controller obviously picks blood in the water and Defender picks smashing torrent because it's hard to turn down that stun uh Striker could go either way if you are going for the boss killer build U depending on what level you are because that really largely only plays into effect once you get to level five and later really level six but get to that point if you are going for the boss killer build which is not a boss killer build at level two I think it only starts triggering at about level 5 through seven but if you are going for that you do need smashing torrent to really add in that extra punch to it um uh to have a certain amount of tides in play to to trigger with um Shu and title Force so on so forth you know all those things so um uh you go for smashing torrent in that case but I do think Striker probably goes for blood in the water regardless because that big burst of damage and being able to um more reliably get water so you have Advantage all the time uh is just too much of a boon that I'd say I would I would not fult you for picking smashing torr but Blood on the water is also really strong so 50/50 there but um uh yeah like I said Defender picks smashing torrent and controller obviously picks blood in the water level three Shu yeah all right so this one's great all of your attacks have Pierce two and wound that's a good tie that's damage right there like I said pairs really well if you picked smashing torrent you're probably going to go for Shu just for that because that's just a really good combo um not necessary but that's just a really good straight up that's a good tide um if you need damage that's it uh the bottom effect of shu is um move one Attack One repeat this equal to the amount of Tides do you have so if you have like six tides in play that can add up to a lot um but and if you have an element you know it's move two attack one but like I said smashing torrent you like move one make them suffer a damage and then that's it like it would be great if smashing torrent could trigger multiple times per round and there is a card that allows you to do that later um which we'll get to that when we get there but um the top of shu is very good just for the um brain stopped the top of shock is just good for persistent damage especially if you're dealing with shielded enemies which again your tool kits loaded with that but this effectively kind of remove some of those like well if I have yeah this this one brings just all the anti-shield um so Shuck's really strong um and the bottom is required and very incredibly th% necess Neary part of the boss killer build it's actually the attack that's going to basically kill enemies um however on the other side of shuck is endless cycle um great album too love after pain um but look at that do you see it do you see it I see it initi 8 initiative 8 there are so many classes where initiative 8 you'd go like oh but especially on the tide you go this is exciting I wanted I wanted an initiative sub4 you got it you also you beat the 10 too you got this is an eight that's exciting so full stop initiate move three it's really all you need to know to really say if if I if you said hey I took this card for the initiate move three I'd say I don't fault you at all that's a good decision it doesn't really matter that the rest of the card says that's good enough to justify it of course some people like well you just hyped up shuck yeah it's a great card but move three initiate on this tool kit is really strong however it does more than just that if you do have water which is very easier for several builds to build up you also get a bonus Shield one this does add up really well first off shield on an initiate Obviously good does stack really well with itself so if you do very easily the funny part is if you could I don't like using it with um undertoe cuz you're like haha you can easily get Shield three but then you're pitching two of your early initiative undercuts on the same round which is something you probably don't want to be doing but hey I'm not you you're not me we're different people probably I don't know sometimes in my nope nope nope nope nope nope we're not going there a conditional Shield move three ini a shade is a really good card the top is actually a really interesting like Stam potion where you can based off the amount of Tides you have play you can scoop some cards back but you're like wow this could be like really good when you have six tides in play yeah if you have six tides in play and drop this uh you'll buy yourself a couple more turns and then when you rest like you lost this lost this and your hand size down to 10 suddenly find out that yeah you did buy some time but then you lost your initiate really early on and now you're the rest of your Cycles are shorter so although it does seem really strong you pitched one of your um three card turns to turn into a two card turn cuz that's effectively like a dead action just a setup that uh didn't buy you so much so you're probably going to be using it later in the scenario which is still pretty good when you're like like just getting to the setup and then you're resting again just getting in there so buying like a buying one to two turns after like you're later in the scenario adds up to way more than it is early in the scenario so um we obviously that that's still a very strong thing it's conditional but in those conditions I obviously like the top of endless cycle it's it's it's a good card Striker goes for shuck for obvious reasons and all other builds go for Endless cycle if Striker if you are Striker and just wanted the initiate I wouldn't fault you for that either but I do think shuck is the way to go for damage level four chaotic refraction this one's a fun one um retaliate 2 tide just straight up let's look at that retaliate 2 that's great CU you're already probably taking several hits you're finding ways to heal yourself you're recovering from that you you're like hey I've got all these Shield effects cool that's that's awesome but also against melee attacks you get a plus one Shield too so a sharp kitan this very easily becomes like move to move to retaliate to you love to see it yeah um we love this card this is just become the become the unkillable crab watch it as the enemies like try to attack you um they don't do that much damage and constantly Just Bounce crabby spiny damage back die we love it we we love this card it's gosh it's so fun the bottom is definitely an effect it's like move it's like move and loot which normally be ex whatever just look at the top that's what you're using this card like don't don't don't get any fancy ideas you're bringing it for the top Clean Sweep so like for a level card on like level four card on some classes this might be considered like pretty weak attack two on all adjacent enemies potentially moddle but like you know with like potentially rancid bright and shuck in play you're like oh no like this is just a couple of tattoos but then when you turn this into well this is a tattoo Pierce two wound poison muddle all adjacent enemies are like oh whoa whoa that added up really fast of course that's for like the striker build to do but that's still pretty great and we love that so um yeah that's that's just a really strong AOE if you're getting into there for the striker buildt um the bottom is actually a really good recovery card because it's like a move one and then a heal two or heal four now you're like that's really good for like um not having to wait to get that heal four like cleansing swell you have to wait for that and um cleansing swell also gives you an element this one takes away an element but still an immediate heal four is really strong so um heal four getting experience is really great however um yeah it really depends on if you're going to be taking hits or not because chaotic refraction chaotic refraction obviously wins out in terms of like durability and tankiness cuz that's the retaliate built-in is just really good the defender obviously goes for chaotic refraction because obvious reasons and Striker goes for Clean Sweep because the top attack is strong um controller goes for Clean Sweep if you really want to go for that but I wouldn't I could see the def the controller kind going for a chaotic refraction if you're kind of doing a little bit tanky so you go for whatever suits your Pary need for this one level five title blast this is another one of those fun ones that we're going to find out later why it's so fun uh title B blast big ranged attack so it's not really that big it's attack three Range four and Target a number of enemies within range equal to your active Tides obviously it's a loss so you're not like wow that's just a lot of damage that's really yeah it's a loss effect of course it is but if you have like five tides in play do uh five attack three Range four with whatever other benefit you have that can add up to so much burst damage um which is fine um it's a pretty good loss I personally it it becomes more interesting later once we get to some of the high level cards um which we'll get to in a second specifically I'm thinking of like low tide but um which is a level N9 card marabel is so annoying um but yeah I was also reminded like just title Blast from these things I'm imagining the lobsters from Elden ring in the um in front of the academy gosh that was so annoying I hated it so much love that game that's game's fantastic um hated those lobsters I know there's a difference between lobsters and crabs I know the difference between lobsters and crabs but they're lobsters and Al ring they're crab here anyway similar effect uh the tide on the other hand is really wonderful plus two one plus one to one attack and one move every round which is great because that effectively adds a little bit of maneuver ability every round and adds one damage every round one damage every round is very big we like it obviously being a tied it also generates an element is there something you wanted to add Mirabel is there something you want to do right go I do really love these kittens they're just really annoying when they're trying to interrupt anyway title blast bottom ends up being pretty decent it's a good striker it ends up again for reasons we'll talk about in a later thing being a cork part of why we have the boss killer build later yeah so Soden soil hey initiative 17 there's another good one obviously that's really hard to [ __ ] about so we love that um so yeah initiative 17 we did it Reddit um but then you actually have a non-conditional top this top is it's really weird because you have so many cards that are like well if you have dark if you have light if they're in water just to see a very refreshing attack three immobilized wound one experience you're like is did this get put on the wrong class no you finally just have a generic attack that's really strong that's it tied to an initiative 17 like that's just that's just really good obviously with like skitter and other things it's very easy to like move in mobilize and then maybe like move out and start to do something like laugh at this enemy that's now wounded and immobilized over there I eat [ __ ] um but yeah no it's it's pretty strong uh and here's the funny part that we like about this with um like tank builds cuz um maybe you want to SK her away but when you have melee retaliate and shield one against you know when you have melee retaliate and you watch enemies like move away you're like oh man chaotic refraction really suck but if you like immobilize them and say haha now you you take some damage also you're wounded also you're immobilized so now you're going to attack me with disadvantage also suffer too from retaliate that ends up being really strong just to thwart ranged enemies so obviously Defender crap loves that the the Bottom's really weird for a loss because it's teleport 5 or teleport unlimited with the correct element and um but you have to teleport into water and then you do an attack two on everything next to you which is a big teleport with an attack two is great but you have to teleport into water there there has to be enemies adjacent to those hexes to the point where you want to attack them it's fine I mean there's conditions where it's certainly useful and also there's certain scenarios where teleporting to any water hex is busted so in those scenarios it's really strong luckily it's tied to a very good initiative with an attack that's so universally useful it's hard to complain about so obviously Soden soil is a very strong pick all builds pick Soden soil period except if you're going for more of a sustained damage title surge can be good and if you're going for the boss killer you have to take title blast I may have said title surge earlier title blast um Strikers obviously could go either way but but um if you're going boss killer you must take title blast cuz that's part of the thing that breaks a shuck later we'll get to that card in a minute but um yeah sod and soil for everyone potentially tidal blast if that's what you're going for level six powerful pencer versus Twilight grasp uh both of these are kind of they're good cards but let's first talk about powerful Pinsir The Claw is the law um also good song Stephanie does not like it all right the claw is the law um once per turn when performing attack consume both dark and light to disarm the enemy it actually really changes uh how you end up playing to be fair uh because a lot of times you're trying to use these elements to like combo them to change positioning to add up more damage and so on so forth and then it now turns into um now you're using this just to disarm every round you're going to want to drop two tides to get the elements and then disarm two Tides blow but that's too many Tides so as a result you're going to need some either Elemental support from like items obviously of like element potion as an option and so or like depending on what other items you have unlocked if you have element support this ends up being really good but other than that generating the necessary elements to do this reliably means you're going to be playing two Tides disarm two Tides disarm and it's too many actions spent on generating tides and not enough for effect so sometimes it almost feels like it's not worth it but if you have the extra generation it ends up being really strong obviously powerful Pinter is really scen the bottom is really good though because you can move and then you use light to immobilize everything next to you again really good with chaotic refraction cuz you can also chaotic refraction straight up infuses light for you so you can use it to spend the light like hello um hello all these ranged enemies I'm going to skit in front of your face now well not literally skitter you're going to you know powerful pins her in front of their face then immobilize them now force them to attack you um they'll suffer the um their melee retaliate or they'll suffer their retaliate too and they'll have disadvantage and they're not moving away from you on their turn really strong we we love the bottom for that reason uh Twilight grasp is a lot of damage it's like a weird weird cleave where you're missing that middle it's like two claws out in this attack three but if you have dark it's attack four if you have light it's an attack four if you have both it's an attack five it's not that hard to actually get two attack fives with this but even like in scenarios where you only have one of them two attack four with one experience is really strong so um the damage on Twilight grasp is also just straight up I don't think it's difficult to get a single attack five on this and plus whatever bonuses you have for your thing so um it's comparable to like what I was talking about with cresting Force which was a level one card but this one has the the like the bare minimum is like you do an attack four and attack five plus bonuses um the highest is you like two attack fives plus rolling plus uh attack modifiers like if you're if you're in water in Advantage this the potential here is really huge so we like this for its potential but also it's really not that hard to use to begin with um the initiative 33 is fine but also the movement on this move two and then you have to lose it but you can Bane up to two enemies that are in water two Banes is nice but the fact that the top is generally really easy to use in terms of like the floor like like I said it's really not that it's it's really not that bad it's generally universally useful and you'll occasionally get you're not going to get the dual attack five reliably but you'll get some of them more often it's not that hard and then it's tied to a loss where you could potentially Bane two people which is obviously super strong Twilight grasp for Strikers and Powerful pincer for Defenders and controllers but if you do find powerful pencer a little bit too difficult to play around to do the disarm the bottom still fine or you could always go for Twilight grasp which is not necess which all the builds don't hurt from getting bonus damage there's there's a cat right here isn't there level seven dug in attack three on all adjacent enemies pretty strong we like it um but just tack three on everything then if you burn dark you're immune to forced movement which is situationally overpowered to most of the time useless yeah seriously most scenarios that's not going to be useful but in the scenarios where you do want that it can actually be huge um there's actually one scenario that I'm thinking of where that can kind of break one of the mechanics of it which is great but again situationally super strong but even then the attack three on everything next to you is pretty great the bottom three is super wonderful though because it's just a did you move this turn if no heal three self so you could could potentially have like a triple regen it does require you to hold still but holy crap uh so for Defender builds that'll usually spend more of their actions like let's do a bottom action for a tide some two top things for either potentially like Shield or put another tide in or do some attacks um and just watch as you just heal three heal three heal three it adds up to a lot real fast yeah it's a good tide that's a really strong TI obviously for like the maneuverability in and out that's the strategy doesn't synergize well with that they going to have to learn to like I'm going to drop some water there sit on it make enemies attack me yeah um that this this adds up even then if it like adds up to three heel threes over a rest cycle that's really good level seven drown beneath the waves um that sounds pretty metal um we take that um also initiative nine fairly metal and initiative nine we love that obviously metal like card names don't actually make or break we'll move on initiative n's great so first thing we're going to do is talk about the bottom uh you pull the you pull an enemy yay you just do a pull two on up to three enemies than Range Five and you don't have to pull them all um the full distance but then uh three pulls is nice um this is really good if you need things to get in melee with you to begin with and then every enemy in water within five hexes if you suffers two damage that on an initiative nine is just really strong but the top that loss this is where the boss kill thing comes into play gives you a nice move and an attack and a move which is not that great for a level seven loss but it also says smashing torrent and title blast no longer are restricted to one action per turn so that means for the rest of the round if you have smashing torrent in play every move also inflicts one damage It also says that um if you have title blast in play every move gets um plus one and every attack get gets plus one so what this means is if you have eight tides in play of which two of them are um tidal blast and smashing torret that means the bottom of Shu if you play it after drown beneath the waves this is eight Tides which is hard to get into play it's not hard but you're going to spend a lot of setup to build up to this but that means is um you're going to be performing eight um move three suffer one damage a move three an adjacent enemy suffers one damage and then eight attack twos if you're on water that's going to be eight attack twos with Advantage which some people like well those are only attack twos that's not that great of course with one of those Tides being poison they're probably going to be turning into attack threes and this is where you start to do power potions so like with a major power potion that those are now quickly all into eight attack fives and now all of a sudden you're like oh no no this is phenomenally skyrocketing so getting like um all the suffer damage and stuff this is where we T start to talk about the the the boss killer because you dump everything into this build up a crap ton of tides and you're like oh no but the boss this is just kill the boss you're just murder them I don't know what that was um yeah so that's that's the boss killer drown beneath the waves is the boss killer yeah um we we'll go into more detail on that once we get to strategy um Defender pigs picks dug in because it is UN fact unkillable crab a clock and all other builds pick drown beneath the waves for obvious reasons death on all sides it's scoundrel but it's um crab form plus two to all your attacks remember when I was talking about the boss killer thing where you do like uh 10 attacks in that round or something like that imagine if all those attacks at plus two this is it of course you need an an ally next oh no I need an ally next to the boss I'm about to kill small ask small ask also depending on your group this one can add up to just a lot of damage because plus two on all your attacks next to allies oh no it's not that big of an ask and that can add up to a lot over the course of the scenario obviously it's insane the bottom is your only non-loss attack period or loss bottom attack this isn't actually as big because because you're playing two cards per turn which allows you to play two tops per turn it's really easy to do two to three attacks per turn to begin with so this isn't really as big a deal but it does allow you to have a payoff once you've like dropped everything you could use two tops for attacks and then this bottom for attack and just do three attacks across the board so it's pretty strong but um this this card's fine um just for that as is but the top is also another source of damage so I mean it's a fine card I'm not complaining about it but this card's really good but like I I normally get way more excited over bottom attacks on other classes then I do the crashing tide still strong e and flow hey we love this card and the initiative is good which again you don't have to pick every time I say the initiative is good you don't have to pick it but pick some of them please the the funny part is the the it combos so well with itself so pick everything within range four pull it all and you can pull exactly where you want to then you perform an attack against all of them depending on which um uh which Tides you have in play this attack could be really um have other cool effects especially if you have shotgun Play to wound them all so then then you push and immobilize all of them the funny part about this is this allows you to push in the correct order if there's traps or hazards this can do a lot of damage but then pull everything to where you can do this big cleave is huge because a lot of those like attack everything adjacent ends up being um like harder to do because you need enemies to be closer but this allows you to pull them to you and then once you knock them away and immobilize them they're now further away from you and immobilized so this screws over a lot of rain or a lot of melee enemies it screws over a lot of melee enemies um like I said with the mobilized that actually or with um with Shu for the wound ends up adding a lot more damage because they're going to be chilling over there for a round suffering a wound uh damage from that and then the next rounds they're going to suffer a wound just I mean and it almost ends up acting like a stun so that's why I'm really on the the wound on shuck on this so um Ean flow is really strong the uh move three heal three on bottom is a really strong action but you can drop water on yourself with this too remember how I got excited over that at level two so non loss like move three heal three potentially drop water and you can put it on yourself is just a really strong action and bends up being really good Defender and controller pick Evan flow Striker picks death on all sides I think for very obvious reasons level nine High tight and low tide hey we've got the theme going guys um um so high tide is just move equal to the number of Tides you have in play attack equal to the number of Tides you have in play obviously since I said hey cresting force is um good up until Level 9 high tidde top is good at level 9 this is It's a good card it's really hard to complain about that the initiative 90 is also really good if you need to go late um it usually ends up being like a move five attack five or move five six move six attack six with whatever bonuses um which is great but um that's usually all ends up being off the payoff turn but if you have like six tides in play and then use the last two to cresting force high tide you could do move six attack six attack six plus your other passive bonus bonuses and I don't think most people go oh no move six attack six attack six whatever would we do that's that's good so yeah High Tide's a good pick uh the bottom is um harder to use than I want it to be because you have to the problem here is you you can't long rest uh saying to like having this effect in play without that obviously it' be too strong if you couldn't but um you for the rest of the scenario you're only short resting but you can keep those SES and play holy crap that's huge that's said for like certain scenarios like boss fights or Marcel scenarios the bottom of high tide obviously is definitely worth it because resetting is really annoying the Top's still useful anyway low tide Anish 10 that's what we want um get two cards of your loss pile and play them for the loss actions it's interesting because a lot of your Tides don't have losses on the other side but you do have tidal blast so this could be some way to like um you run in there burn all your Tides um and then like long rest um and use um tidal Blast for a big burst in the first room so you're like aha to look at all the damage I did and then use low tide to like do overwhelming wave like you're going to Lo lose overwhelming wave on your long rest and then you already burn tidal blast now we use the low tide to make overwhelming wave and title blast in play Forever you also lose low tidee in the process but that means that now these two cards no longer uh reset when you um when you rest which is huge that's gamechanging now you could also use this with like um trying to lose cards to um whatever and get your Shield cards in play too but uh the problem is you can't like deliberately lose the shield cards unless you're like pitching it for damage which I don't think is necessarily worth it or um you have to like rest anyway the whole point is is it ends up working really well with title blast cuz it's on the other half of a loss but Point here being is um this kind of changed the value of when you want to lose things cuz you could potentially keep this as a buff to like not lose these two tights of course it really does hurt your uh stamina a bit but at the same time having fewer turns that are dead turns are way too good and it's way too hard to pass up so we love it the bottom of blow tide is basically what you want as a Defender um not only do you get a shield to self for a round which is really good especially with all your other Tides uh the bigger problem though is you have to drop this before your third tide which means usually in the first couple rounds following a rust but that can actually be really good mostly because the fact that gives you an initiative 10 Shield two plus a move four Mobility is a big problem for this class so being able to move into position go really early and shields up but you can always just stack on Tides after you uh get the shield benefit to the point where I don't think it's necessarily A downside so it does everything that you particularly want there uh the only problem being like obviously the top is something that you might want to consider uh playing anyway so you might not get too many uses out of the bottom but a good initiative with a good move and a strong shield for a round really is super cumulative especially if chaotic refraction up basically giving you Shield three retaliate 2 which is plus your items plus anything else you can have this really gets to the point where you get really out of control real fast so gives you one round of an amazing thing so I'd say Obviously the depender goes with it but a lot of other builds are definitely going to lean on that top ability as well although to to be fair most builds can't hurt from having a shield for a round although you know the top of high tide damage is very strong perks so the perk order is going to change a little bit depending on what you're going for but I think everyone goes for the uh imp paramune and ignore uh the penalties for items obviously that's a pretty easy pick because you do want to get some armor and um I think the the long R perk is actually really valuable if you're up on the front line there there's a lot of times when over the course of a scenario where you can you're probably not going to draw your attack modifier modifications that you make every scenario so you might draw it zero maybe one or two times if you're lucky so having an on command trigger for um Shield one reliably that Stacks with your other bonuses is huge so I personally think this is more valuable than some of the shield picks so or like the like rolling Shield or stuff like that it's or anyway this one adds up to more I consider these the first two to go with um to continue talking about the cards the obviously the attack with advantage in water is really strong but this is something I'd say if you're building the character off the bat and like you're starting at high levels and have retired some already you pick this to start it just makes it easier and you don't need to worry about it but it's kind of really annoying if you're trying to like build up one two three check marks so you could wait if you wanted to to like during this time where you get a perk and then also leveled up at the same time from check marks get two so the gap between like what you're doing doesn't make up as much it also depends on what level and how much watery gen you're playing cuz if you're not doing a lot of water generation then maybe you're not going to but like permanent advantage while you're in the water ends up adding to way more over the scenario than even it it's worth the three easily but we we we have an asterisk next to it where depending on your build and blah blah it may not as higher priority as others and it really depends on like your group cuz if you're going no water OB like you're like hey my group's really cluttered I don't want to drop water then obviously this is something that might not interest you but um if you are going for like the water build and other stuff like that this is obviously a high priority that said we're going to go through the other perks um here's the funny part I hate rolling Pierce but rolling Pierce that replaces negative ones um just removing terminal cards removing terminal negative 1es is really big we love it we love it this card ends up being the highest priority as a result of that um removing the um minus ones for plus zero Target can be better than the rolling pierces but um the plus Zer is a terminal and then you also have to have another Target within range plus you already have a lot of these Cleaves so you're not going to cleave the target again to the point where I guess what I'm trying to say is the um the plus Z Target is just harder to use but it does replace a minus one so it's a really easy pick it's not quite as good as the minus one to plus one but there's going to be scenarios where you draw this and it gends up better but I'd say more often than not the Plus One will be better but that's okay it also depends if you're in four player and there's more enemies the the plus one target ends up being good but the the rolling pairs is good however also you can now replace zeros with rolling plus one damage and shield one which that's really good because getting rid of the zeros is perfect perectly fine once you've gotten rid of like the four negatives but then getting rid of those terminal cards that also give you potentially rolling Shield rolling damage and because you do have a lot of multi attacks it's easier to fish these out fish because these never mind anyway it's easier to draw these cards so wouldn't worry about it that's a really strong card um adding the two plus ones but plus two if they're tied is fine like adding two plus two is is pretty good but um it's plus two's with asterisks i' say they're plus two more often than not but but that's pretty fine it does fatten the deck a bit add more terminals but once you've gotten a lot of the terminals out from the first replacement that's still pretty strong adding the plus two muddle I'm not as big a fan of but I do like the plus one disarm because disarming enemies is never going to be something you don't want to do so add the plus one disarms pretty easy pick but also adding rolling heal on self's pretty good you're probably going to want to prioritize these after you've gotten rid of the removing the minus ones plus zeros so like I said the general just of the strategy is to drop overwhelming wave and whatever top tide you want to roll with for the first round and then just do a little bit of setup and spending those elements in the second round is pretty easy like I said to run right into skitter so you can burn both those to do attack two move one attack two again um it's if you need to do damage um rancid brine is basically your lowlevel damage boost but you also can you have shuck at level three as another damage boost and you have other options later um it really depends on how much defense you're going but you can start um the amount of Tides you play you may not be using all the tides so use them as you find them like effectively like um you don't necessarily need to play rancid brine every time just to get the poison on all the attacks sometimes you're going to just want to toss water under enemies and poison them and then just dump like two attack actions on top of them you're like oh no but like hey sometimes that ends up adding up to more damage and you may not need to poison the enemies depending on who else is in your group but the bottom ends up being pretty strong anyway so Bal you might you might balance how many Tides you actually play each rest cycle so it's not going to be an attack 5 six every time maybe it's only going to be like uh have three or four tides in there which is perfectly fine it depends on what that rest cycle ends up being so um just kind of uh keep that in mind and be open to how much you want to ramp up and how many Tides you're going to end up being playing but I did see it tools for you is the Reddit username who did the thing where it was drown beneath the waves with shuck and um had skitter but they already had smashing torrent title TI tidal blast and six other tides in play so with that set up it ends up they ended up with a brittle on the boss logged 160 damage I do think that um if you dropped skitter in place of high tide that that would have been a move what that that have been a move that would have been a move whatever attack 12 suffer one damage that would added up more than skitter although skitter has two attacks yeah actually I think skitter still does win cuz that would have been was attack three plus four seven s yeah crap no SK the two attacks wins damn that is too good uh but yeah 160 damage to it and no it's perfectly fine you dump a bunch of items like major power minor power um or you dump a bunch of items into it like power potion major power just dump all the make sure you have Advantage either from like a potion or make sure you're just in water that's usually probably what you're doing at this level anyway cuz you have enough water generation so just come up with a way to just dump a bunch of damage but um yeah it's the shock Brint drown beneath the waves having smashing torrent and tital blast in play and six other tides and just it's I I I personally don't think that the I I think getting over 100 is pretty reliable I think getting over 160 is probably about your limit but let's be real here like casually saying well I spent uh four turns of setup and did 140 damage to a boss or something you're like oh that's really really strong um I know that's not like the damage cap I've seen bigger numbers dropped but um with the setup and this and stuff I think the the the crashing tide really wins that race there that's that's the boss killer um so you do have two masteries um so I must admit that I didn't actually do the masteries outside of um like some testing stuff but it does seem to be pretty obvious um the top Mastery where you want to just have more Tides than cards in your discard uh when you rest it's pretty basic you have to start the first rest either by burning a loss action or having six or seven um six with a loss but seven cards in your um active during your first cycle then six 655 so on so forth um it does require you to go heavy tide which I I think is personally better for the um defensive builds cuz you could always go for like hey I'm going to soft flesh do the overwhelming wave sharp kiteen and like stuff and just um put as much as possible so you're healing and like cleansing swell so um you ends up having a lot of Defense pretty early on I think it gets easier once you get to chaotic refraction but hey you can do this at like um any level but um I do think it also requires you to use pool of power to cuz you can like leave that as a tide in play and then you start the next rest cycle with one already in play so this is a pretty good use for pull of power in my opinion but that's a good way to get a perk I don't think it's that hard and the second Mastery is definitely like the defender build you have to get attacked at least five times and suffer no damage from attacks you can still like take damage from traps and other stuff but yeah um just time your item usage bring all your shielding stuff and try to be very careful against what the enemies are drawing you might get this naturally but personally I do think it's hard to take no damage from attacks unless you're like level 9 and doing the like low tide um Defender build in which case that's a little bit more obvious but you're probably fighting higher level things that even Shield 4 plus won't necessarily reliably do every attack you'll have to use your item still carefully but even then that's going for the most part going to be pretty easy to block all the damage from so that's that um in general for items before actually before I move on in general for items uh just the way the the fact that Shield is cumulative with itself you're going to want to bring as many items that do provide Shield obviously like for the starter items like heater Shield but as you start to craft things get start to get more craftables or like items that you can purchase uh that provide Shield to you versus like uh adding disadvantage because Shield just stacking Shield does more than just um one shield on its own and frankly you're going to probably be taking a lot of hitss because you're going to be requiring to mostly get in proximity of things um also because you have such a useful ways to get Advantage I think stuff like Eagle ey isn't as valuable but also because you have so many ways of like doing multiple attacks per turn stuff that do affect multiple attacks per turn like power potions become more powerful and it already is a really strong thing to begin with so for you it's huge so yeah those are generally how you're going to build items obviously I don't want to go through like 300 items or something like that say pick these and these but um that's the general strategy so hope that helped I know I talked for way too long but that's okay I heard that people like that so um I hope you enjoyed it if you have played the crashing tide what kind of style did you go and did you like it um and if this tide does help you let me know and let us know in the comments it does really help and um speaking of helping obviously um thank you to our patrons our Inox tier patrons especially we really appreciate everything you do to help contribute to the channel and yeah it's just really a lot I like put this all into my like you know my medical bills fund so um it I really do appreciate it so um I am going to be trying to update it a little bit more often but I've had like I said I put in the I don't want to get too personal with personalized stuff but had some really cool stuff that happened recently that ended up causing a lot of delays but that's okay um I'll you if you do subscribe to patreon you do get some updates as well as Early Access to videos so if that's something you're interested in check it out if you don't if you that you can't support us in that way obviously hitting like does a lot so just want to thank all patrons you're amazing and thanks all of you 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Channel: Rage Badger
Views: 6,893
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Length: 86min 48sec (5208 seconds)
Published: Tue Nov 07 2023
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