Manage episode 510600477 series 3693487
Cut through the noise. K.N.Y.F.E. is your aggressive striker—a close-quarters specialist who converts tempo and hand resources into huge single-target bursts, with tools to pierce DR, hit multiple times, and finish priority threats before they snowball. This guide keeps it practical and spoiler-light.
What you’ll learn Core game plan (3 phases)Boot Up – Find a repeatable damage source (power or equipment), plus one damage modifier.
Go Live – Chain multi-hit turns (extra powers / follow-ups) to outpace villain healing and DR.
Surgical Finish – Convert hand/resources into irreducible or boosted burst to delete the highest-value target.
Repeatable Damage / Weapons: Your reliable ping every round. This is your floor; everything else multiplies it.
Multi-Power Enablers: Anything that grants extra power uses or after-power follow-ups—this turns one decent swing into two or three.
Damage Buffs: Static +1s, conditional boosts, or self-amps. Multi-hit heroes scale exponentially with small buffs.
Piercing / Irreducible Lines: Answers to high DR or shielded bosses; save these for the problem target.
Mobility / Targeting Tools: “Choose another target,” “hit adjacent/secondary targets,” or ways to reposition your damage to where it matters.
Stabilizers: Small self-DR, temporary shields, or self-heal to keep you online after a big commit.
Card Flow / Tutoring: Draw, filter, or top-deck access that assembles the above pieces faster.
T1: Equip/establish repeatable damage. If you whiff, draw/fetch for it.
T2: Add a damage buff or an extra power effect. Use your repeatable hit.
T3: Layer a second enabler (buff or extra power). Consider a short burst only if it removes a key threat.
T4: Alpha turn: multi-power → repeatable → follow-up/one-shot. Keep a backup card in hand in case of villain cleanses.
Rule of thumb: Floor (repeatable) → Buff → Extra power → Burst.
Matchup plansWide boards (many minions): Use multi-hit lines and conditional splashes to trim adds while still tagging the boss each turn.
Tall bosses (few, beefy): Stack buffs and save irreducible for the big swing; avoid wasting pierce on small fry.
High DR / damage caps: Lead with piercing/irreducible or stack multiple small hits that each benefit from buffs.
Environment-heavy: Spend a turn to remove the worst tile; one clean board often equals two free K.N.Y.F.E. turns later.
Extra power granters: Let you run repeatable → repeatable → finisher in one turn.
Global damage buffs / enemy debuffs: Every +1 multiplies across multi-hit turns.
Card draw engines: Keeps your hand full so you can convert cards → damage when it matters.
Protection / redirection: Cheap DR or interception lets you stay aggressive without folding to AOEs.
Deck manipulation: Setting your next draw to a finisher makes your alpha turns consistent.
Blowing burst before buffs: You run out of gas.
Fix: Establish buff + repeatable first; then cash in.
Overcommitting into a cleanse: Villain wipes your board, you stall.
Fix: Stagger plays; keep one enabler in hand.
Pierce on low-value targets: You’ll miss it on the boss.
Fix: Reserve irreducible for DR walls or flip thresholds.
Ignoring defense: Pure face-tank = dead DPS.
Fix: Slot a stabilizer (DR/heal) before long commits or known AOEs.
Order of operations: Apply static buffs → use repeatable power(s) → finish with your largest one-shot for maximum scaling.
Breakpoints > overkill: If a boosted repeatable already kills, save the finisher for the next target/phase.
Two-turn lethal: Turn N: second buff + chip; Turn N+1: multi-power chain into irreducible finisher for clean boss flips.
DR math: Against heavy DR, multiple small boosted hits can out-DPS a single big hit—unless you go irreducible.
Establish repeatable damage
Add a damage buff
Secure extra power uses
Alpha: repeatable → repeatable → piercing/burst
Stagger enablers, keep one answer in hand
24 episodes