What a great video to wake up to this morning! I appreciate the way you emphasize actually looking to see if you have lethal damage. It was a long time before I started regularly looking to see if I could avoid dealing with what's left on the board and just take out the villain now -- or, do half of the damage now, make sure my hero is protected, and finish the villain the next round.
I just want to shout out Rapid Response + Nick Fury as burst potential! It gives you a total of 10 damage (4+4+2) and is really great with stored damage. As an example: Captain Marvel (who already likes leadership) can play out Rapid Response and Energy Channel (prep 10 damage) and when you draw Nick, you have 22 damage on the board - which is enough burst for most Stage 3 villains. Especially considering that you get 2+2+4+10+4, so though isn’t a problem (you also hit twice so it might not be bad for retaliate either).
@@adrianlikel8098 ya using Nick for damage with rapid response sounds like a good idea in a lot of situations! Especially if you don’t have damage in hand.
@@jonathanpickles2946 Star-Lord is my favorite though :( lol. There are many heroes that are good at this though, not just him. 20+ damage in a turn is often enough, and when you include heroes that can do that well, it is a large portion of the cast. Including She-Hulk!
I do think bursting down villains last stage is overrated in a most cases (eg not Venom and or Goblin). Sitting back waiting to get the perfect hand can cause as many problems as just getting on with it. You don't want to hang around but you don't need to kill most villains in one round, let alone one shot. It is a great idea to see if you can win but it's interesting to see how being a point or two damage can turn into maybe 10+ damage if you have to deal with other threats because the finish is not on.
I don't think you need to wait to get the perfect hand. When I play I can sort of feel when I'm getting close to being able to push, and at that point I just hold on to an attack event if I need to and deal chip damage. The star lord example I gave was way more damage than you need, and honestly it isn't that hard to get that much damage with him. It happens basically every time I play him. I think you're right that it isn't necessary with many villains to do it in exactly one turn. I usually try for 1, but 2 or 3 turns is often fine. Flipping a villain with no plans of defeating them soon is detrimental in my opinion though. Even something like thanos where it is just a stat boost adds up over many turns. Someone like Magneto who just has a when revealed to deal encounter cards I think is a good mid ground. You don't have to defeat his last stage in 1 turn, but I try to, and I don't want to stick around with his final stage. I wasn't sure what you meant by the last half. Could you clarify it?
@@DaringLime I think some of our difference is just terminology. I build always a lot and at some point have to switch from building to dealing damage. Sometimes this is because I am fully built & other times it's just because I am built enough & the villain has been whittled down enough. I would try to avoid flipping villains before I am ready to pour on damage & may hold off flipping them to build a bit more. With a few villains you have to be very careful when they flip so with them I might stall until I can deal with what they flip into - ideally by burning them down in a turn. In all the hundreds of games I have played I only remember taking a fresh stage 2 villain down to the end of stage 3 in one turn.
@@DaringLime The second bit was an idle observation that I kind of garbled. If you check whether you can take out a villain in one turn you might find yourself a little short. Because of this you might need to fight fires eg clear off some threat, kill a dangerous minion. After you have done all that you don't leave the villain on a couple of health but more, maybe a lot more. This means you might be a fair way short of finishing them the next turn as well or for a few turns. The small amount of damage you were short one turn can turn into rather a lot over a few turns.
@@jonathanpickles2946 ya there isn’t a standardized terminology around the game yet. I was thinking about making a video going over at least how I use terms. Would that be useful you think? I agree. Sometimes it’s good to hold off on the push for a turn or two.
The Star Lord example was very similar to how I beat Ronan!
@@neojaw2192 that’s great to hear!
What a great video to wake up to this morning! I appreciate the way you emphasize actually looking to see if you have lethal damage. It was a long time before I started regularly looking to see if I could avoid dealing with what's left on the board and just take out the villain now -- or, do half of the damage now, make sure my hero is protected, and finish the villain the next round.
Ya when the board state gets bad, often you just have to punch the villain in the face.
@@DaringLime LOL
I'm eagerly awaiting the first creator to post a Shuri Black Panther 3x Repurpose kill
That'll probably be able to work! I'm really excited for shuri.
I just want to shout out Rapid Response + Nick Fury as burst potential! It gives you a total of 10 damage (4+4+2) and is really great with stored damage.
As an example: Captain Marvel (who already likes leadership) can play out Rapid Response and Energy Channel (prep 10 damage) and when you draw Nick, you have 22 damage on the board - which is enough burst for most Stage 3 villains. Especially considering that you get 2+2+4+10+4, so though isn’t a problem (you also hit twice so it might not be bad for retaliate either).
@@adrianlikel8098 ya using Nick for damage with rapid response sounds like a good idea in a lot of situations! Especially if you don’t have damage in hand.
@DaringLime And if you don't have the best economy, or can't play a big combo (like Starlord) then it can be a great alternative!
@ absolutely :)
Burst damage heroes - especially Starlord loves the new cyclops leadership ally. He is a new key component 😅
Ya that ally is crazy for characters that can get a lot of attacks off, or in high player counts.
Cool video! Where would Jen's 'Do you even Lift?' into basic activation for 3, to 15 damage Gamma Slam land in the spectrum of one shots 🤔
Unfortunately only about half as much damage as a bare bones star lord combo :(
@@DaringLime On the upside you don't have to play Starlord (I have had her do 40+ damage in a turn taking out a 2 player Klaw )
@ 40 damage is really good!
@@jonathanpickles2946 Star-Lord is my favorite though :( lol. There are many heroes that are good at this though, not just him. 20+ damage in a turn is often enough, and when you include heroes that can do that well, it is a large portion of the cast. Including She-Hulk!
X-23 my beloved
I think she is a great hero. Are you going to return to her at some point and try out a burst build?
@DaringLime I want to return to her, especially because I just reread her kit and realized I had originally misread "Sisterhood" completely hahahaha
@@JohnCollinsIsAWizard ooh what is the difference? how did you misread it?
@@DaringLime i thought it discarded itself after one use :P
oh no! that's a HUGE difference.
I do think bursting down villains last stage is overrated in a most cases (eg not Venom and or Goblin). Sitting back waiting to get the perfect hand can cause as many problems as just getting on with it. You don't want to hang around but you don't need to kill most villains in one round, let alone one shot.
It is a great idea to see if you can win but it's interesting to see how being a point or two damage can turn into maybe 10+ damage if you have to deal with other threats because the finish is not on.
I don't think you need to wait to get the perfect hand. When I play I can sort of feel when I'm getting close to being able to push, and at that point I just hold on to an attack event if I need to and deal chip damage. The star lord example I gave was way more damage than you need, and honestly it isn't that hard to get that much damage with him. It happens basically every time I play him. I think you're right that it isn't necessary with many villains to do it in exactly one turn. I usually try for 1, but 2 or 3 turns is often fine. Flipping a villain with no plans of defeating them soon is detrimental in my opinion though. Even something like thanos where it is just a stat boost adds up over many turns. Someone like Magneto who just has a when revealed to deal encounter cards I think is a good mid ground. You don't have to defeat his last stage in 1 turn, but I try to, and I don't want to stick around with his final stage.
I wasn't sure what you meant by the last half. Could you clarify it?
@@DaringLime I think some of our difference is just terminology. I build always a lot and at some point have to switch from building to dealing damage. Sometimes this is because I am fully built & other times it's just because I am built enough & the villain has been whittled down enough. I would try to avoid flipping villains before I am ready to pour on damage & may hold off flipping them to build a bit more. With a few villains you have to be very careful when they flip so with them I might stall until I can deal with what they flip into - ideally by burning them down in a turn. In all the hundreds of games I have played I only remember taking a fresh stage 2 villain down to the end of stage 3 in one turn.
@@DaringLime The second bit was an idle observation that I kind of garbled. If you check whether you can take out a villain in one turn you might find yourself a little short. Because of this you might need to fight fires eg clear off some threat, kill a dangerous minion. After you have done all that you don't leave the villain on a couple of health but more, maybe a lot more. This means you might be a fair way short of finishing them the next turn as well or for a few turns. The small amount of damage you were short one turn can turn into rather a lot over a few turns.
@@jonathanpickles2946 ya there isn’t a standardized terminology around the game yet. I was thinking about making a video going over at least how I use terms. Would that be useful you think? I agree. Sometimes it’s good to hold off on the push for a turn or two.
@@jonathanpickles2946 I’ve definitely experienced that before as well. Especially with klaw throwing out a bunch of guard minions.