![]() ![]() Retain ensures you keep it next turn.Įureka + Retain: Keep it in your hand to fish the card you need. Guide + Retain: You can use Guide for a free card every turn if you only play it once. You get 2x use out of them, and FREE if you combo. Guide + Gems: Any gems work really, but I usually park +def or +draw gems here. Very strong if Fateweave has a Draw gem on it as you immediately draw the card you placed on top. Disciple can work with Daggers, but I find it to be too expensive unless you nab the -1 energy talent for allies.įateweave + Phantasmal Weapon: Use Fateweave to return Weapon, then draw it again. I don't mess with frogs or Aurora allies in Aurora/Sharra combo. One of them allows Sip to heal both members. Sometimes I'll grab Sip cards for both the draw and heal. Slap one of those on a multihit card (which Sharra has lots) and you've got a winner.Īurora's focus is card draw (Guide, Fateweave, Eureka), power (Enchant Weapon, Phantasmal Weapon), and energy (Windfall), as well as defense. Even without Sharra's level up for extra Power based on Courage, you can still usually find a gem or two that gives +3 dam w/damage based on Courage. I usually go for Courage builds with Daggers. Aurora can take a hit or two in battle and still heal fully at the end. I found Aurora/Sharra to be the easiest combo with Sharra. Not so much because of the actual end-boss fight, but rather because building a fat deck ready for that fight becomes a high HP loss enterprise when you are losing 5 hp every time gold is spent Probably, not getting the dissolve deck end-boss. Every fight needs to be near perfect / no damage taken otherwise.ģ. Without these, the very low health pool and lack of direct self-healing become a real problem. Getting a healing solution, such as Aurora's 'Tea for Two' talent that heals the other hero for half, or the artefacts that provide post-battle heal, or similar. Or maybe, getting the Sharra card that grows in damage for every hero swap, duplicating it, and swapping a lot, quicklyĢ. Getting one of the multi-hit Sharra or Aurora cards and socketing it with gems that apply bleed and return it to the top of deck, or shuffle it back into the deck However, it feels like the near essential ingredients are. I have come close, making it to the end of Act II. Trying to combo with Sharra / Aurora does seem incredibly challenging though. I have now managed Ep.27 runs with Sorroco / Aurora and Seifer / Fuguro.Īs a mini-meta game, I am really enjoying making attempts with different combos, and if I fail, moving onto the next, as a form of competition to see who is best! She is everything we wish Shara was, and she's pretty much a mainstay when climbing the difficulty modifiers. On top of that she has cards like "hit energy 8 times" which let her scale her damage faster than any other hero. Her healing is great in multiple situations. Extremely powerful deck-control with card drawing, cards manipulation, energy generation and cost reduction. Aurora is a S-tier hero, who make Shara feel useless once you get her. He has multiple summons including ways to buff allies' spirits, he has a 3-5 multi-hits attacks which make the beast of Shara look bad. He can self-heal from the get go with reap. His anger abilities are really good and he has tons of ways to generate it. Seifer is a beast with high health, which turn into a buff when taking damage. He has great block though, and a lot of health. He just need a lot of energy that makes Seifer/Sorroco the worst pairing since they lack energy generation. Her only saving grace is energy generation through courage, but courage doesn't build up fast enough for her to contribute late game, except as an energy generator for 2nd hero. She get hard countered by traps in mines and some enemies that have "when hit/when x cards played" effects. No self-healing, self-buff that don't do enough, low damage even with leading buff. I agree Shara is super bad compared to the rest.
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