Friday, April 26, 2019

Wraith Part 2

Freedom Five Wraith
Base Power Rating: 4.5 / 5

Freedom Five Wraith is best Wraith. This variant has the highest HP out of all the versions and the best base power. “Clandestine Funding” helps Wraith draw through her deck faster getting to the cards that she needs. It also helps the other members of your team get what they need faster too. This is especially helpful if I want to get Visionary’s “Twist the Ether” + Ra’s “Flesh of the Sun God” combo out. “Clandestine Funding” also makes the best use of Inventory Barrage and Combat Stance, since she can immediately discard them in order to help someone else on the team.

Rook City Wraith
Base Power Rating: 2 / 5.
Wraith is the wrong character to give a base power that controls the environment. She has one card that can straight up destroy an environment card that hinders the player and another card that reduces environment damage. Why does she need to control the environment too? That seems a bit much, don’t you think? At least this version of Wraith has the second-highest HP of the bunch.

Freedom Six Wraith
Base Power Rating: 1.5 / 5.

I can’t help but wonder what this version of Wraith has to offer when compared to the other versions. “Last Stand” is essentially “Throwing Knives” with the extra caveat that it hits one less target. What’s worse is that her damage type isn’t projectile so she can’t take advantage of “Micro Targeting Computer.”

Sure, you could have Visionary use “Twist the Ether” and change this version of Wraith’s damage to “Projectile,” but even then all that does is put it’s damage output to be about the same as “Throwing Knives.” That still doesn’t change the fact that she’ll be dealing damage to one less target anyway, so what advantage does this base power have over the likes of “Razor Ordinance” or “Throwing Knives” again?

Another problem with this version of Wraith is that this version has the lowest HP of the bunch. 26 HP is usually considered to be low by the standards of this game, which means that 25 HP is a noticeable negative. If there’s an enemy who deals damage to the hero with the lowest HP, it’s likely that she’s going to get hit by it. If there’s an advantage to using “Freedom Six Wraith” I’m not seeing it.

Synergy
So what’s interesting about Wraith is that all of her variants have virtually the same type of synergy, so this section is pretty easy.

Synergy # 1 - Damage Buffing


               While it’s possible to use Wraith in a capacity that isn’t damage-dealing, the simple reality is that she will most likely be dealing damage to enemies. This means that it’s beneficial to buff her damage. Standard Legacy and Parse are the go-to damage-buffing heroes. Legacy can provide an easy + 2 damage buff, which is like giving Wraith an extra “Micro Targeting Computer.” Parse has “Critical Multiplier,” which can cause Wraith’s damage to sky rocket. She also has “Reveal the Flaws,” which makes Wraith’s damage irreducible. This is helpful for getting “Throat Jab” or “Throwing Knives” past enemy armor.

Synergy # 2: The Visionary
I’ve seen people bring up how Wraith has anti-synergy with Ra’s “Imbued Fire” card. The argument goes that Imbued Fire changes Wraith’s damage to Fire, which prevents her from taking advantage of the + 2 damage buff from “Micro Targeting Computer.” Normally I would agree with this sentiment, but there’s something worth pointing out here that’s been overlooked: You can have Wraith be on the same team with Ra, and even have Ra use “Imbued Fire.” You just need to bring Visionary with you. Visionary has a card in her deck called “Twist the Ether.”

It’s an awesome card that lets you change the damage type of whoever its played next to. In this instance, you play “Twist the Ether” next to Wraith. Then you change Wraith’s damage type to “Projectile.” This combo lets her keep the + 2 damage buff from “Micro Targeting Computer” while also increasing her damage by 1 so her damage is essentially buffed by 3. Meanwhile the rest of the heroes on your team get to enjoy the + 1 damage buff from “Imbued Fire.”

Another way in which Visionary and Wraith synergize with each other is that they both provide protection from the environment. Visionary has a card in her deck called “Mass Levitation.”
This card reduces damage dealt by the environment by 3. “Mass Levitation” is the equivalent of 3 “Mega Computers” from Wraith. Combining “Mass Levitation” with “Mega Computer” results in shutting down environment damage since environments generally do not deal over 6 damage.

Visionary’s “Prophetic Vision” card also combos well with Rook City Wraith’s base power, since you can have Visionary manipulate the deck, and then have Rook City Wraith discard whatever card you put on top. Having Visionary and Wraith is also nice because they’re both capable of manipulating the villain’s deck.

Synergy # 3: The Shutdown Squad - Mr. Fixer, Chrono Ranger and Luminary

Mr. Fixer, Chrono Ranger and Luminary have cards in their decks that do the same thing as Wraith’s “Stun Bolt”.


So what happens when you combine Wraith’s “Stun Bolt,” Mr. Fixer’s “Hoist Chain,” Chrono Ranger’s “Neuro-Toxin Dart Thrower,” and Luminary’s Regression Turret? What you get is a strategy that shuts down villains who deal the “death by 1,000 cuts” strategy. With this combo, you can reduce villain damage by 5, assuming that you have 2 Stun Bolts and a Utility Belt out. This is one way to shut down villains like Spite, Matriarch, and Chokepoint.

Mr. Fixer even has a card called “Salvage Yard,” which lets all heroes bring back any equipment cards in their trash back to their hands. Since most of these are all equipment cards, this strategy is vulnerable to equipment destruction from villains. “Salvage Yard” will let you bring all these cards (except for Regression Turret, but Luminary has ways of getting it back) back and reuse them.

Synergy # 4: Team Leader Tachyon
Yes, I know I already brought this up in the Tachyon article, but Team Leader Tachyon and Freedom Five Wraith really do make an amazing team together. Use Freedom Five Wraith’s base power first, then use Team Leader Tachyon’s afterward. The result is that one member of your team is getting + 2 cards in their hands while Wraith is also getting to draw through her deck faster.

Wraith’s Pros
  • Solid Damage Output: Wraith’s damage dealing-equipment cards plus “Micro Targeting Computer” plus damage buffs will lead to some solid damage on a consistent basis.

  • Environment Control: With Wraith around, the environment is much easier to deal with. She can either destroy any environment that’s bothering the players, or she can shut its damage output down. Either way, Wraith is super useful in helping the player deal with the environment.

  • Villain Deck Control: Wraith’s Infrared Eyepiece can help the player avoid dangerous villain cards.

  • Shutting Down Damage: Throat Jab can save you in a tight spot. Preventing damage is always a positive.

Wraith’s Cons
  • Vulnerable to Equipment Destruction: While you can make the argument that most heroes are vulnerable to equipment or ongoing destruction, Wraith is extra vulnerable due to the fact that she cannot recover equipment cards from her trash and 58 % of her deck consists of equipment cards.

  • Over-reliant on Impromptu Invention for Set-Ups: If Wraith gets “Impromptu Invention” soon, then great! If not, then it’ll take her a while to get set up.


Overall: Wraith is simple to pick up and really fun to use. She’ll always be useful and she’ll fill whatever niche you need to have filled. I’ve enjoyed using Wraith in the past, and I’ll continue to enjoy using Wraith in the future.

Batman's Bizarre Battler: The Wraith

Continuing the trend with superhero expies comes the Sentinel equivalent of Batman himself: The Wraith. As you’d expect of a character based on Batman, Wraith is pretty much prepared for any situation and can be really useful in a variety of ways.

The first question we should ask ourselves is, “What can Wraith do?” Let’s go back to the amazing chart made by my pal and co-author: Blue-Haired Protagonist.

If you didn’t see the chart, or its legend, then I highly encourage you to see / read it here: https://sentinelsofthebloggerverse.blogspot.com/2019/04/sentinels-suit-up-picking-sentinel.html

For the sake of time, I’ll summarize what Wraith can do:


Field Control
  • Ongoing and Environment Destruction: Wraith is capable of destroying villain ongoing and environment cards. This comes in handy because villain ongoing and environment cards can range from annoying to lethal.


  • Deck Manipulation:Wraith is one of the few heroes in the game that can control the villain’s deck. By doing this, she helps the rest of the team plan ahead for what the villain is going to do.


  • Damage Reduction: Wraith can also mitigate the amount of damage that both enemies and the environment can dish out to your team. This often plays a huge role in keeping your team alive.


Bruiser

  • Wraith can also wreck enemies like a boss.
So now that you’ve got a good idea what Wraith can do, let’s talk about her base power.

Base Power - Stealth: “Reduce the next damage that would be dealt to The Wraith by 2.”

Rating: 3 / 5 - Eh. It’s nice for the times that you need it. It will keep Wraith alive longer, which is good. But it only works for one attack. Plus, Wraith has a lot of cards to use during her power phase, so this may not see much use.




Card Guide: For the remainder of this post I will be evaluating each and every card in Wraith’s deck and will then rate each card on a scale from 1 - 5. Here’s the rating scale and what it means:


- 5 / 5: A must use card. Cards with a 5 / 5 rating are the best cards in the hero's deck. If you're playing as this hero it would be foolish not to use these.


- 4 or 4.5 / 5: These are cards you're most likely going to use a lot. They have a few more drawbacks than a 5 / 5 card, but they’re still pretty good overall.


- 3 or 3.5 / 5: This means one of two things:


  1. Moderately Useful: The card is decent, but not super good. It’s nice to have but you can go an entire game without using it and you won’t be missing much.


(2)  Mixed Bag: The card’s pros and cons are roughly equal. Usage of these cards needs to be taken on a case-by-case basis and considered carefully.


- 2.5 / 5 or below = These cards are not very good. They have major drawbacks and their usefulness is limited at best.


Wraith’s Best Cards
These cards are all rated 5 / 5.
  • Impromptu Invention:This is easily the best card in Wraith’s deck for the following reasons:

  1. It searches out 58 % of her deck: There are 40 cards in Wraith’s deck. 23 of those cards are Equipment cards that be searched out by this card. If you round up that equates to 58 % of Wraith’s deck.

  1. It provides her with an extra card to draw: This gives Wraith additional options to deal with problems in the future.

  1. It sets Wraith up faster: “Impromptu Invention” lets Wraith take a card directly from her deck and put it into play. Afterwards, she can play an extra card from her hand. What’s even better is that this card can be stacked with itself resulting in 3 cards getting drawn and any 3 Equipment cards immediately getting put into play directly from her deck. That’s amazing! “Impromptu Invention” is guaranteed to provide Wraith with whatever Equipment card she needs to handle a given situation. The ability to play between 1 - 3 Equipment cards straight from the deck is unparalleled in this game.


  • Razor Ordnance: There are 3 Equipment cards in Wraith’s deck that deal damage to enemies. “Razor Ordnance” is the best one of the bunch. It deals one target 3 damage and it is awesome! It’s the most powerful of the three and it will always be useful regardless of who you’re fighting.
  • Micro Targeting Computer: Remember that “Razor Ordnance” card we just talked about? How would you like to add an extra 2 damage to that card? Well, that’s the beauty of “Micro Targeting Computer.” Any card of Wraith’s that deals projectile damage gets an immediate + 2 buff. This card is what lets all of Wraith’s damage-dealing equipment tear enemies to shreds.

    “Razor Ordinance” now deals 5 damage per turn. “Stun Bolt” and “Throwing Knives” now deal 3 damage. This card will always be useful in Wraith’s deck and it should be played as soon as Wraith has a damage dealing Equipment card out.

  • Utility Belt: Utility Belt gives Wraith the ability to use two powers per turn which optimizes what she can do. Would you like to deal a bunch of damage? Go right ahead! Would you like to deal damage and manipulate the villain’s deck? You can do that too! Utility Belt provides Wraith with options for days. Two powers in one turn is the gift that keeps on giving.


  • Grappling Hook: Remember “Blinding Speed” from the Tachyon article? Well “Grappling Hook” does the exact same thing. The difference here is that “Grappling Hook” lets Wraith draw a card instead of being beneficial in the trash. Destroying villain Ongoings or Environment cards will always be useful.

  • Throat Jab: Wraith deals damage to one target and then prevents said target from dealing damage for one turn. Damage prevention is one of those effects that will always be awesome because there will always be villains (or environment targets, since this card can also be used against them) that will deal damage to the player. Being able to prevent damage can often be the difference between victory and defeat.


The “Pretty Good” Cards
These cards are all rated either 4.5 / 5 or a 4 / 5.
  • Throwing Knives: The next damage dealing Equipment card in Wraith’s deck are her “Throwing Knives”. Being able to deal 1 damage may not look like much on its own, but when you combine “Throwing Knives” with “Micro Targeting Computer,” and damage buffs from other heroes like Legacy, these things rip enemies to shreds. The only reason why it’s being rated a 4.5 / 5 is because this card might not be the optimal choice if you’re fighting a single target villain like “Iron Legacy” or “Progeny.” That being said, there are a lot of situations where this card destroys enemies, which makes it worthy of the overall rating of: 4.5 / 5.

  • Stun Bolt: The final damage-dealing Equipment card in Wraith’s deck is her “Stun Bolt.” The interesting part about this card is that it doesn’t need to deal damage in order to be useful. The main function of “Stun Bolt” is to weaken enemies by reducing their damage by 1. Unlike the other damage-dealing equipment in Wraith’s deck, “Stun Bolt” isn’t limited. You can totally play two Stun Bolts in the same turn, resulting in an enemy dealing 2 less damage per attack (or two different enemies dealing 1 less damage).

    When it comes to villains, there are two types that deal damage: The first kind deal damage less frequently and hit really hard. The second type dish out “death by 1,000 cuts.” Their damage is more frequent, but will often be by smaller amounts. Stun Bolt is designed to shut down the latter type of villain.
 
Rating: 4.5 / 5


  • Infrared Eyepiece: This card is what lets Wraith manipulate the villain’s deck. The main advantage of cards like “Infrared Eyepiece” is that they let you avoid powerful villain cards that could otherwise screw you over. It also helps the rest of your team prepare for what the villain will do during their turn. Wraith also gets to draw a free card after using this power.

    There are a couple of drawbacks though. The first that comes to mind is that some villains play multiple cards, which means that manipulating their deck won’t be as useful. There’s also an opportunity cost involved since you using this power means that you won’t be doing as much damage. Depending on the villain, and the situation, sometimes more damage is the better play to make
.

Rating: 4 / 5

  • Smoke Bombs: Another way in which Wraith reduces villain damage is with “Smoke Bombs.” This card is good at protecting the most vulnerable members of your team. It’s more effective when the heroes with the highest HP on your team have their armor cards in play. It’s most effective when damage prevention cards like Legacy’s “Heroic Interception” or Void Wave Dr. Medico’s “Immunization” are out.

    There are a couple of caveats: It’s worthless against villains that deal irreducible damage, like “Iron Legacy” on Advanced and Ultimate mode or “Plague Rat” in a Vengeance 5 fight on Advance mode. It also gets a little weird when cards like Captain Cosmic’s Constructs or Unity’s bots enter the picture, as those targets will have the lowest HP. This means that Smoke Bombs will be protecting them instead of your teammates.
        Rating: 4 / 5

  • Mega Computer: “Mega Computer” is a card that doesn’t seem like much, but can make a large difference in the long run. Environments in general have cards that will deal damage to the player so this card will definitely get a lot of mileage. What’s even better about “Mega Computer” is that it is not limited. There are three “Mega Computer” cards in Wraith’s deck, so it’s possible to have three of these out at a time. That becomes a - 3 damage reduction against the environment. - 3 is enough to protect your team against most damage-dealing environments.
   Rating: 4 / 5

Moderately Useful Cards
These cards are rated either a 3.5 / 5 or a 3 / 5.

  • Trust Fund: “Trust Fund” is a great way to speed through Wraith’s deck. Having extra cards is another way that Wraith prepares for whatever the villain or environment are willing to dish out. The reason why it’s so far down this list is that Wraith would rather be playing Equipment cards, and given how good those Equipment cards are, this feels like it’s there in case Wraith doesn’t have anything better to do.

Rating: 3.5 / 5

  • Suture Self: This is the ultimate “I Have Nothing Better To Play In My Hand” card. 3 HP is a decent heal, but as far as I’m aware, no Wraith player actively likes using this card. Considering how many other cards Wraith would rather play, this card does feel like a sub-optimal play. Still, there’s nothing objectively wrong about regaining 3 HP, though.

Rating: 3 / 5

“Limited Usefulness”
Cards in this section are rated a 2.5 / 5 or worse. This means that at best they’re situationally useful, as opposed to consistently useful. All of the cards in this section have major drawbacks.

  • Inventory Barrage: This card is good for one thing: Delivering the killing blow. Outside of that one situation, it isn’t very useful. Getting rid of all your equipment is too high a price and you can finish villains off in other ways that don’t require sacrificing valuable equipment cards. It’s also a terrible card to play if another hero or environment lets you play the top card of your deck. Generally speaking, I avoid this card like the plague.

Rating: 0.5 / 5

  • Combat Stance: This card gets my vote for “Worst Card In Wraith’s Deck.” The biggest problem is that if Wraith deals herself damage this card kicks in….and forces her to deal herself more damage. Yeah, no thanks. Another problem with this card is that it deals melee damage, so she can’t take advantage of the + 2 bonus from “Micro Targeting Computer.” It’s also likely that the retaliatory damage that she deals will be less than the damage that she took. Like “Inventory Barrage,” I avoid this card like the plague.

Rating: 0 / 5

Monday, April 22, 2019

Tachyon Part 2

Variants

Team Leader Tachyon


Base Power Rating: 5 / 5
Before I get into how awesome Team Leader Tachyon’s base power is, I should start by pointing out that she has the highest HP of the Tachyon variants. Having more HP translates into being able to take hits better. Now onto why her base power is amazing:

If I had to pick one base power that I would consider to be the best in the entire game, I would pick Team Leader Tachyon’s base power. “Team Leader” is a base power that benefits every hero, regardless of the role they play on your team. Everyone likes having more cards in their hand. More cards in the hand means more options available to deal with problems, allowing other heroes set up their major plays faster.

There are other benefits, too. Consistent cards in the hand mitigates the damage done from starting out with a bad hand. Being able to consistently draw cards is also helpful when fighting against villains who can make you discard a lot of cards, like “Iron Legacy” or “Miss Information.”

This power combines well with other base powers, and can dramatically boost the usefulness of other heroes who either require lots of discards or need a certain number of cards in their hand to use certain combos.

While this power benefits everyone, it’s interesting to consider who benefits the most from Team Leader Tachyon’s presence on the team. Here’s the list of heroes I’ve come up with:



La Commodora:
La Commodora is a hero who has a lot of cards that require her to discard in order to remain in play. Having Team Leader Tachyon around to help her consistently draw cards lets her keep those cards out for longer periods of time.

The Scholar:
Like La Commodora, Scholar is a hero that has cards (his “Form” cards) that require a discard to keep in play. Once again, Team Leader Tachyon’s base power feeds him a consistent number of cards which lets him maintain his forms. It also powers up a card in his deck called “Know When To Turn Loose,” which deals 1 damage per card he discards.
Haka:
Haka has several different cards in his deck called “Haka Of____”. These cards require Haka to discard at least one card. The more cards Haka discards, the more powerful these cards become. Team Leader Tachyon can provide Haka with a consistent stream of resources to power these cards up.
Guise:
One of the more powerful cards in Guise’s deck is a card called “Super Ultra Kawaii.” It’s a card that lets Guise play more cards at the end of each hero’s turn if he has five or more cards in his hand. Being able to draw more cards on a consistent basis helps Guise reach the number of cards needed to play “Super Ultra Kawaii” quicker, and it also gives him more cards to play with that card. Similarly, “Selling Out” also becomes more useful, as Guise can more easily afford to discard a card to play three at once on the Environment Turn.

“Blatant Reference” is another card whose usefulness skyrockets with Team Leader Tachyon being on the team. It requires Guise to discard a card from his hand at the end of every hero turn in exchange dealing damage. Once Guise has more cards in his hand, he can discard more freely without having to worry about running out of cards.

As mentioned in the “Legacy Variant” article, Guise has a card in his deck that is capable of copying the powers of other heroes. Being able to copy the base power of “Team Leader Tachyon” results in every hero on the team being able to draw a card once again, which is always a good thing.


Action Hero Stuntman:
One of the main criticisms of “Action Hero Stuntman” is that he can run out of cards quickly. As someone who plays “Action Hero Stuntman” on a regular basis, I can confirm the truth of this criticism. This problem has a really easy solution: Put Team Leader Tachyon in the same team as him. She’ll provide him extra cards that will help him take advantage of his base power more easily so he can skyrocket his damage output.
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As we can see, there is a long list of heroes whose general usefulness goes up when Team Leader Tachyon is present. But are there any heroes whose powers synergize with hers? There are two heroes whose base powers work well with Team Leader Tachyon’s:

Freedom Five Wraith:
The way Freedom Five Wraith’s base power works is that she’s allowed to discard a card in her hand and let another hero draw whenever she draws a card. Team Leader Tachyon provides Freedom Five Wraith consistent cards to draw, which makes Freedom Five Wraith’s base power more appealing to use frequently. This synergy is especially useful when you’re trying to get a certain combo in play as fast as you can, like pairing The Visionary’s “Twist the Ether” with Ra’s “Flesh of the Sun God.” Team Leader Tachyon and Freedom Five Wraith on the same team provide other heroes with super accelerated card draws.

Lifeline:
Lifeline has a card in his deck called “Matter Manipulator” that activates whenever he draws a card. Lifeline is given the choice between drawing a card or using a power. Generally speaking, using a power is the better play. There’s a couple of things Lifeline can do:
  • Use His Base Power Instead:Lifeline still gets to draw a card, but like Freedom Five Wraith he can provide another hero with an extra card draw. This strategy is helpful when you need certain heroes to draw through their deck faster.
  • Use a Different Power like the Sulph-Axe: A combo like this can result in Lifeline dealing extra damage instead. The Sulph-Axe is one of the best cards in his deck, so this is a really good combo to pull off.

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Freedom Five Tachyon:
Base Power Rating: 4 / 5
Freedom Five Tachyon’s base power trades the ability to deal tons of damage via “Lightspeed Barrage” for the ability to do damage immediately. Every burst in her trash counts as an extra method of dealing damage. If you are going to use Freedom Five Tachyon then you should put her on a team where her damage will get buffed. This will cause her damage output to increase dramatically, which leads to amazing results.

For example, let’s say that Freedom Five Tachyon has 3 bursts in the trash while Legacy used “Galvanize” and has “Inspiring Presence” out. Freedom Five Tachyon will deal 3 damage each time she uses her power. Thanks to the way her power works, she can use that power multiple times. The first time she uses her power does not require her to give up a burst. If she wants to, she can remove all 3 of those bursts in the same turn. That’s 4 uses of her power multiplied by 3 which equals 12 damage in one turn. 12 damage. That’s ridiculous!

As awesome as this sounds, there’s a catch to using this power: It’s ultimately dependent on getting bursts into her trash. If Freedom Five Tachyon doesn’t have any of those, then her power isn’t going to do very much damage. This means that there will be turns where her power won’t be as useful.

When it comes to synergy for Freedom Five Tachyon, the heroes that work best with her are heroes that buff her damage. So Standard Legacy, Parse and Ra are the go-to heroes for her.


Super Scientific Tachyon
Base Power Rating: 3 / 5
“Experiment” is te type of base power that has an interesting risk / reward benefit. It can enable more plays, which is great, or it can be a total bummer if it doesn’t work.

The ideal way to synergize with this version of Tachyon is to put her on the same team with other heroes who predominantly use cards with the same keywords. Normally I’d list the heroes I thought would be useful for this, but somebody already calculated the numbers and beat me to it. So instead I’ll provide a link to a chart on those statistics: https://www.handelabra.com/blog/2014/12/19/super-scientific-experimentation
So if you ever need ideas on who to combine with “Super Scientific Tachyon,” here you go.
There are two more points regarding “synergy”. Every version of Tachyon synergizes well with the following:
1. Heroes that Buff Her Damage: As mentioned in my Legacy article, Tachyon has issues with her damage output. This is true of every version of Tachyon. So naturally the best way to solve this problem is to put her on the same team with other heroes that can increase her damage. Standard Legacy comes to mind. Parse is another great choice. Ra’s Imbued Fire is also welcome.

2. Standard Visionary
Standard Visionary lets Tachyon draw 2 cards and discard one. Every version of Tachyon loves being able to draw through her deck faster, and the free discard equates to a free burst in the trash. Every variant of Tachyon benefits from both the card draw and the discard making Standard Visionary super beneficial for her. Visionary also has “Twist the Ether” which can increase Tachyon’s damage output too, which is something that Tachyon greatly appreciates.


Tachyon’s Pros
  • Ongoing + Environment Destruction
  • Multiple Card Plays per turn on average
  • Team Leader Tachyon’s Base Power provides a huge number of cards in each team member’s hands
  • Lightspeed Barrage with multiple bursts in the trash often wins games
  • She can prevent villains and environment targets from dealing damage a la “Hypersonic Assault”

Tachyon’s Cons
  • Low Damage Output:A lot of her damage dealing cards deal 1 damage. Tachyon is not as useful against villains with damage reduction cards / effects. This is why it’s a good idea to put Tachyon in the same team as another hero that can increase her damage.

  • Vulnerable to Trash Emptying Effects:Every now and then a villain or environment card will require a hero to put their trash back into their deck. Most heroes don’t care about cards like these, but Tachyon does. If she has an empty trash, then she’ll be significantly hampered.

  • Minimal Defense:The only defensive card Tachyon has is “Synaptic Interruption,” which only works when she’s about to deal damage once. She also can’t heal herself either.

  • Slow Charge Up Time: Lightspeed Barrage can take a while to charge up. By “a while,” I mean usually all game.

  • Complete Reliance on Playing Cards From Her Hand: Tachyon doesn’t have very many powers to use during her power play. She essentially has “Research Grant” and her base power. If she is unable to play cards from her hand then she’s next to useless that turn.

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Overall:
Team Leader Tachyon is the second member of the “Triumvirate of Awesome,” my three favorite heroes to play. Her base power of drawing ridiculous amounts of cards is the gift that keeps on giving, which is why I always use her. In addition to that, Tachyon has a lot of what a good hero in Sentinels could want: She can provide extra cards for her team, and she can pull off cool plays. If you’re new to Sentinels or are looking to give it a try, I highly recommend using Tachyon. You won’t regret it.