Couverture de Sentinels of the Multi-Verse Haka Guide

Sentinels of the Multi-Verse Haka Guide

Sentinels of the Multi-Verse Haka Guide

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Unbreakable and unstoppable. Haka is the quintessential bruiser-tank: he builds a big hand, turns those cards into huge burst damage, and protects the team with damage prevention, redirection, and self-heal. This guide focuses on tight sequencing so you smash threats without running out of gas. What you’ll learn Core game plan (3 pillars) Stock Up – Grow your hand size and table presence. The bigger your hand, the bigger your punches and shields. Stabilize – Use team protection / DR / self-heal to blunt villain spikes while you keep drawing. Cash In – Convert cards into massive burst (or full-board safety) at the turn that matters. Priority cards & why (category-based, spoiler-light) Hand-Size Engines: Effects that draw extra or reward you for destroying/controlling environment cards. Haka scales directly with a fat hand. Self-Heal / DR: Reliable heals and temporary damage reduction let you soak hits so others don’t have to. Team-Wide Protection: One-turn damage shutdown / prevention tools that blank a villain alpha or a nasty environment round. Redirection / Guarding: “Hit me instead” effects that let glass-cannon teammates keep their engines in play. Weapons / Multi-Target Lines: Repeatable powers or attacks that hit multiple targets; perfect for minion waves. Burst Amplifiers: Cards that let you discard X to add big damage to a hit (or supercharge an AOE). These turn your hoarded hand into a finisher. Utility / Control: Spot removal for problem ongoings/environment, or ways to bank/recall power for a later spike. Turn sequencing (first 4 rounds) T1: Play a draw/hand engine or a solid repeatable attack. Use power conservatively; prioritize ending the turn +1 or +2 cards. T2: Add self-heal/DR or a multi-target tool. Keep building hand; don’t discard for burst yet unless it removes a must-die target. T3: If the board is stable, keep drawing and set a protection piece. If unstable, use team protection to blank the spike and buy a full round. T4: Cash in: Convert cards → burst damage (single boss or AOE), or lock the table again with prevention if a second spike is coming. Rule of thumb: Draw → Defend → Then Detonate. Don’t spend the hand until it wins a swing. Matchup plans Wide swarms: Lean on multi-target attacks; save your big discard-burst for the highest-HP minion or the boss after the field is trimmed. Tall bosses: Build to one or two mega-hits (discard-powered) while maintaining DR/heal so you can stay in front. Environment-heavy fights: Make use of environment control that turns cleanup into draw/tempo. A clean board = more Haka turns. Ongoing/Equipment hate: Stagger your key plays and keep a protection card in hand; don’t dump your whole plan into a known wipe. Team synergies (who loves Haka, and who Haka loves) Global damage buffs / enemy debuffs: Small +1s explode Haka’s multi-hit turns and make discard-bursts outrageous. Extra power use givers: Double dip—repeatable strike + heal/protect or strike + strike in one round. Card draw engines: Feeding Haka cards is feeding the team safety and finishers later. Fragile engines / glass cannons: Haka’s redirection/DR lets them keep combo pieces on the table. Turn-order control: Let Haka blank damage before fragile allies act, or finish after allies stack debuffs. Common pitfalls (and fast fixes) Spending the hand too early: You nuke once and stall. Fix: Don’t discard big unless it kills a phase/boss or saves the game. Face-tanking without a follow-up heal/DR: You’ll drift to low HP and lose tempo. Fix: Pair every big commit with a heal/DR the same turn or the next. Forgetting table safety tools: Damage prevention often out-values raw damage. Fix: Keep one team shutdown in hand for villain spikes. Ignoring environment snowballs: Those tiles will tax your HP and hand. Fix: Clear them early—especially ones that ping each turn. Advanced tips Two-turn lethal: Turn N: play a hand engine and pre-buff; Turn N+1: discard-burst for boss flip/finish. Overkill math: If a boosted base hit already kills, save the discard for the next target. Protect the stash: If a wipe is coming, delay your equipment/ongoing; your hand is your real battery. AOE timing: Use team prevention first, then AOE on your next turn when enemies couldn’t act—maximizes safety and conversion. TL;DR play pattern Grow your hand every turn Layer DR/heal to tank safely Blank spikes with team protection Convert cards → burst only when it flips phases or closes Stagger plays vs. wipes; keep one answer ready
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