Purple is a somewhat peculiar color that can either do well or fail spectacularly; there's no in-between. Unlike Red which has a strong offensive presence, but also unlike Green with tons of preventative measures to stop problem cards from getting in your way, Purple kind of reminds me of a less-popular corned beef, which is still pretty tasty, but is not really that popular to the masses due to the branding or some other reason. Mmmm.... beef. :3
Nevertheless, today we are going to discuss the Purple Heroes in TEPPEN and what they offer to the table. As in previous entries, I will be talking about their Hero Arts, their effects, and how to utilize them to your maximum advantage.
A. Morrigan Aensland (from Darkstalkers)
The Queen of the Underworld and the only playable Darkstalker Hero, she is one of the few Heroes that was first introduced in TEPPEN's launch and has been known for her disruptive playstyle. She can utilize Halt to bewitch unsuspecting enemies and deal with specific threats, leaving her foes helpless. Morrigan works well in a lot of deck compositions, especially with a deck that utilizes Halt to its maximum advantage.
1.A. Temptation
AP Cost: 23
Effect: Inflict Halt to all enemy units for 13 seconds.
A great Hero Art that has a reasonable AP Cost. Not only this can give you a chance to setup your opponent, but this could also serve as a comeback mechanic while charging your MP. Works well on a Halt-centric deck, which is seeing tons of support as of the time of this writing. Also, there are some cards that have specific effects on enemies with Halt, so there.
2.A. Darkness Illusion
AP Cost: 22
Effect: Destroy all enemy units inflicted with Halt.
While this has been a good Hero Art in the past, the sheer force of this Hero Art makes the metagame out of control and has since been nerfed as a result. It was once cost 15 AP but was increased to make sure her foe can still fight back. But with the amount of Halt cards present, it is still a strong Hero Art, albeit not as much used as before.
3.A. Shadow Blade
AP Cost: 18
Effect: Deals 4 damage to an enemy unit, 6 Damage to an enemy unit with Flight. Heals 2 HP to your Hero.
Another good Hero Art that has also been subjected to a nerf due to its sheer flexibility. This is one of the few Hero Arts she had that really doesn't rely on a certain strategy to be effective. Also, with the amount of players using Flight in the current meta, this is the perfect Art to counter those pesky fliers.
B. Dante (from Devil May Cry)
1.B. Quicksilver
AP Cost: 18
Effect: Inflicts Slow on an enemy unit and the inflicted foe cannot counter.
Good counter for enemies that focus on bolstering their units for a quick finish. Halt would benefit well for this Hero Art as Halt resets the attack timer of the affected unit, maximizing its effectiveness. Not really used as much as his third Hero Art, but still seeing some use in some shape or form. This used to have a VEEEERY expensive AP Cost of 27, but affecting all enemy units, making the Hero Art extremely counterable in many fronts. Also, with cards like Ascended exist, this makes it pretty irrelevant to certain decks.
2.B. Ebony and Ivory
AP Cost: 19
Effect: Allows units with Resonate to activate their Resonate effect twice, dubbed as Reverberate.
An underwhelming Hero Art that requires specific kind of cards to make it work. While Purple is filled with Resonate cards, enemies can simply just Seal or destroy them outright, making them pretty useless. Get some Action Cards that negate other opposing Actions, as well as low-cost Action Cards, to make consistent use of this.
3.B. Devil Trigger
AP Cost: 13
Effect: Negates damage to your Hero for 10 seconds.
Pretty flexible Hero Art. Works well in a variety of strategies, including the ever popular Dante burn decks that focus on dealing direct damage to the enemy Hero with low-cost Red cards. So hate that deck to be honest.
C. Zero (from Mega Man X)
A Reploid with an enigmatic nature, focuses on a mechanic known as Memory which provides additional effects to cards based on the number of Action cards used in battle. A pretty flexible Hero in certain Deck compositions and that alone makes him a force to be reckoned with.
1.C. Fight Against Inner Demons
AP Cost: 14
Effect: Add 1 "Maverick" or "Maverick Hunter" to your EX Pocket (Doesn't count as an Explore)
Maverick:
AP Cost: 1
Effect: Destroy one random enemy unit with 6 MP or less.
Maverick Hunter:
AP Cost: 1
Effect: Friendly unit gains +2/+4.
A very flexible Hero Art that provides a particular card during certain situations. Good with Resonate decks and cards filled with Memory effects. This, however, can also serve as a detriment due to the Art's random nature. Not getting the right card could put your strategies go kaput.
2.C. Rakuhouha
AP Cost: 22
Effect: Deals 4 damage split to all enemy units. If your Memory is between 4 to 9, deals 7 split damage instead, and if it is 10 or more, deals 12 split damage instead.
Rakuhouha's power level hasn't been touched for a long time due to the COVID-19 pandemic, much to the playerbase's dismay, but following the announcement of the new Hero, Felyne, so do come the nerf for Rakuhouha, much to people's rejoicing. The nerf, however, has led Rakuhouha to a downward spiral, but this also means that the Art is a lot more balanced now and pretty manageable.
3.C. Tenkuuha
AP Cost: 18
Effect: Gives +2 Attack (for one attack) and Combo (for one attack) to a friendly unit.
Pretty gimmicky in some way but pretty useful for Aggro decks.
D. Ada Wong (from Resident Evil)
As of the time of this writing, Ada is the latest addition to TEPPEN and she is one of the more powerful units that is difficult to learn and difficult to master. She utilizes certain disruptive abilities that relies on Lock effects, while also capable of removing threats when the chance arises. Definitely matches her mysterious character.
1.D. Blackout
AP Cost: 22
Effect: Removes an enemy unit with 3 Attack or less from the game.
Very flexible Hero Art that can be used to a variety of decks. The high AP cost can be a bit of a detriment though. Also, there are tons of good cards that have 4 Attack or more and Dive Attack is a thing, so...
2.D. Mirage Decoy
AP Cost: 24
Effect: Locks all your empty board slots for 10 seconds and returns all enemy units whose MP cost are equal to the number of board slots locked +2 to the deck.
This is one of those Hero Arts that could be good with the right setup, but it can mess up your strategy if you don't have a back up in hand. Also, keep in mind that locking your board slots for 10 seconds could be risky, especially if your foe has come prepared against you. It DOES work well on mixed decks and decks that rely on Revenge, though.
3.D. Break Away
AP Cost: 16
Effect: Return one friendly unit to your EX Pocket and reduces its MP by 2 (cannot go to zero), then you can place 1 random unit from your EX Pocket other than the returned unit (if applicable).
This is where the 'difficult to use and difficult to master' comes into play as there are currently no consistent way for Purple to bring Unit cards from the Deck to the EX Pocket other than drawing them from the deck through actions. This would work well in a mixed deck that relies on having high MP cards in the deck, but even that requires more set-up and the random nature of drawing cards could really mess you up, especially if your foe is equally or more prepared than you.
And that's all the Purple units in TEPPEN. If I would say one thing about how Purple is faring currently, they are 'kinda getting there' but not enough to outshine the likes of Red or Black. It does do well against Green in some cases, however.
That's all for TEPPEN for Dummies for now. Going to tackle the Black Heroes later. Until then, lemme know down in the comments on your thoughts! ^_^
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