The Survival Guide to Freedom Tower

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ChronoRanger_101
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The Survival Guide to Freedom Tower

 

 

Freedom Tower

This is the homebase of the Freedom Five. A place that overshadows the city, and provides a sense of hope. Every now and then the Villains decide to come to them.

 Here's some pointers on protecting this heroic place. 

 

  • Types of Cards: Rooms - Rooms just stay out unless an entry point covers them up. 
  • Number of target cards: 0
  • Special Mention: Entry Point - Covers up existing rooms, and also increases villain damage by 1. There are a few of these and having multiple out can be devastating.
  • Dificulty rank - 2 (According to the wiki)

 

 

 Villains with this environment

  • The increased damage from Entry Points is useful for any villain - Chairman is a specific nightmare. Iron Legacy is another that is greatly enhanced by the increased damage.
  • Legacy's Landing Pad - With Villains that have minions or lower targets, not only will the villain get the increase but the reduced damage as well. 
  • Training Simulator - With the Dreamer, forces a target from the trash to come out. She only flips when there are no projections on the table. So this will slow your progress. 
  • Ironclad Maintainace - helps control Baron Blade and Citizen Dawn's trash piles. It also would benefit by pushing Chairman's thugs to the deck, and Matriarch's Mask and La Capitan's ship to their decks. 

Heros with this environment

  • Frost's Cryo Chamber - is beneficial for Absolute Zero
  • Caspit's Playground - is beneficial for Unity, can use hero ongoings as equipments. 
  •  

(I'm fairly new to this game, so most of my insights are face value. Please contribute any strategic elements that may be found in this environment.)

Anything I should add? Tips thoughts? Suggestions? Anything you suggest will added. Thanks for the help!

 

Edited by: ChronoRanger_101 on Jun 24 2015 - 1:40pm
VisforYoshi
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Legacy's Landing Pad can be very bad for minion heavy villians (most notably ones that deal damage while minions are still out, likt the chairman, or the matriarch). Not only will the villian likely get the +1 Damage from having the highest HP, but to add onto that, one of the minions will also get the 1 DR for having the lowest.

 

The chairman especially can be a nightmare because of increased chance of playing an entry point, training simulater, and LEgacy's landing pad, which as mentioned above gives him a huge benefit.

 

Also, If the team has no environment destruction, a fight against the Dreamer can drag on if Training Simulater comes out. She only lips when no projections are in play, but if one comes into play during each environment turn, she will always have a projection by the start of the villian turn.


"A delayed game is eventually good. A rushed game is bad forever"

-Shigeru Miyamoto

mackcrockett
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The card that puts cards on the bottom of each deck completely neuters Baron Blade's countdown mechanic, and seriously hampers Citizen Dawn collecting Citizens in her discard pile. It would likewise negatively impact Voss (by reducing minions prior to a deployment) and Chairman (draining Minions to the bottom of the deck.) It can also be used aggressively against La Capitan (La Paradoja Magnifica) and Matriarch (the Mask) 

 

The environment is probably the worst for Akash, there are no targets whatsoever to trigger her acceleration.

 

Unity fitting loves Caspit's playground (well, she should, it's her room after all) unfortunately, so does Omnitron. 

Trajector
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Don't let Iron Legacy into the Freedom Tower.

ChronoRanger_101
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Thanks for your feedback! I updated the guide.

AlexxKay
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Ironclad Maintenance can be used for some advanced tricks with variant heroes.  Prime Wardens Argent Adept can know what card is on the bottom of his own deck, and play it.  KNYFE Rogue Agent can know what card will be revealed by her power in advance.  Super-Scientific Tachyon can (every other turn) know exactly what result Experiment will give on various decks.  Writhe of the Sentinels can be used to retrieve useful hero cards, albeit somewhat slowly.

Guise and SSTachyon, when incapacitated, can manipulate deck bottoms to good combined effect with IM.

phantaskippy
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Caspit's playground doesn't just affect cards in hand or play, it affects trash and deck too.

Hero cards that target Equipment:

Modular Realignment

Decommissioned Hardware

Displaced Armory

Arsenal Access

Lemme See That

Focusing Conduit Blade

Salvage Yard:  this card+playground is insane.

Micro-Assembler:  also incredible.

Mental Divergence

Impromptu Invention

Arcanist Lupus
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phantaskippy wrote:

Caspit's playground doesn't just affect cards in hand or play, it affects trash and deck too.

Hero cards that target Equipment:

Modular Realignment

Decommissioned Hardware

Displaced Armory

Arsenal Access

Lemme See That

Focusing Conduit Blade

Salvage Yard:  this card+playground is insane.

Micro-Assembler:  also incredible.

Mental Divergence

Flash Forge (technically, although Unity lacks any ongoings to search for)

Inventory Barrage

Impromptu Invention

Fixed that for you


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