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Spite Tips

18 posts · 1060 views · started 2015-06-08 10:48 UTC
GP
gphpgl
2015-06-08 10:48 UTC
#1

I can not beat Spite. I know I have to get a bunch of his victims into the safe house. But even doing that I’m still getting my butt kicked. So does anyone have tips that can help me out? For example: What heroes should I use? and what enviroment?

RO
Ronway
2015-06-08 10:59 UTC
#2

The easiest method is just bring The Wraith and get two Stun Bolts and Utility Belt into play. Now Spite will do little to no damage.

If you want to go without The Wraith, then any combination of hero can be used, however you usually have to let Spite flip before woring about doing any damage to him. Make sure to get any Damage Reduction on the field as soon as you can. Along with Ongoings and Equipment cards that way when he starts putting them back into hand, you'll have plenty of not so important cards in play.

NI
Nielzabub
2015-06-08 13:16 UTC
#3

I generally find Spite easier to fight with a team of three. He doesn't heal quite as much, negate as much damage, or force as much stuff into a player's hand.

SI
Silverleaf
2015-06-08 15:00 UTC
#4

It's very unheroic, but I tend not to bother with the victims because he can just break into the Safe House and kill them anyway.

Not that I play Spite very much.

P2
Powerhound_2000
2015-06-08 15:49 UTC
#5

I would suggest leaving the victims out until Spite has all his drugs in play.  Also, the Good Samaritan is one I typically avoid putting into the safe house because he is likely to get destroyed by Spite's card play.  

DE
defeateddust
2015-06-08 16:20 UTC
#6

Spite also requires a certain amount of luck. If he gets the drug that puts cards back into your hand turn 1 you cant really setup for his flip, but using 3 heros helps with this.

MT
Medic-Tank
2015-06-08 18:07 UTC
#7

Some fast play heroes can counteract the bounce effect. Tachyon can put pushing the limits and goggles each turn without getting rid of her regular play. O-X can also get similar fast play with EDU's. Keep all victims out so you have enough sacrificial lambs to keep benifiting from potential sidekick all types of damage reduction go a massive way in the fight.

AM
Ameena
2015-06-09 13:57 UTC
#8

Some cards are good to keep getting put back into hand as well - Bloody Knuckles is one of the obvious ones. One time we had Inspiring Presence getting put back over and over again, so we kept getting 1hp back and retaining a damage buff as Legacy was the first of the heroes to act each round :). The most annoying drug for us tends to be the "take damage and put the top five cards of your deck into the trash" one. It's not so much the chucking of cards that is an issue (after all, it just means your deck will shuffle quicker and you get them all put back there again) but the taking damage for using a power that is a pain in the arse :P.

XX
XXVZ
2015-06-09 21:45 UTC
#9

Wraith's Stun Bolt neuters Spite, his heal is practically useless and you can just wail on him

AL
Arcanist_Lupus
2015-06-09 22:06 UTC
#10

I recently beat Advanced Spite with Expat, Mr Fixer, Unity, and Absolute Zero.

Fixer was MVP with his Hoist Chain and Riveting Crane.  I never drew Salvage Yard, but with the milling drug it would have been fantastic.

Unity was the second MVP.  Stealth bot can absorb Spite's mass damage (although once his damage boosting drug comes along, you'll need Hoist Chain or Stun bolt or Liquid Nitrogen Rounds to completely block it), and she once her bots get out she can stop using her powers while still dealing massive damage.

 

The only problem I had was with the environment.  I was fighting in the Checmical factory, and I lost Stealth bot at one point protecting my Raptor Bots from a Checmical Explosion.  The first explosion I dealt with using a Bee Bot, but I didn't have another one ready in time for the second explosion.  That could have gone badly, but I had enough DR on Spite that turn that none of my Raptors died, and I was able to resurrect my Stealth Bot next turn using Robot Reclaimation.

 

Play with Fixer, Unity, and Wraith against him and you'll crush him easily.

NI
Nielzabub
2015-06-09 23:16 UTC
#11

Yeah, on his front side if you don't do more than two damage or don't have damage reduction it can just be pointless to use a power. I've had several games that just halted to a standstill when that was among the first drugs played. I had one game where Tempest just used Cleansing Downpour the whole game while everyone else just set up and drew cards.

PU
Pulseglazer
2015-06-10 16:24 UTC
#12

Advice? Play a better designed villain. That means literally anyone else.

TR
Trajector
2015-06-11 02:29 UTC
#13

Chrono-Ranger is beastly against Spite. The combination of a bounty that lets him use a power whenever Spite deals damage and the neurotoxin dart thrower (later, the Masada) are awesome.

MA
MarioFanaticXV
2015-06-11 14:09 UTC
#14

Using a combo of Visionary and Ra, you can make even Advanced Spite a complete joke. Just get out Twist the Ether on Spite and have Ra constantly activate Flesh of the Sun God; this will make all of Spite's damage into fire damage and your team immune to such. This also does wonders against Plague Rat, but doesn't work quite as well since he causes heroes to damage each other.

I also find Tachyon really helps; when he gets out his "return H-2 hero ongoing or equipment cards", I often have her play HUD Goggles and Push the Limits, and let them return to her hand. Sure, it limits what she can do, but since she can play them "for free" each turn, it's often worth it. Especially Push the Limits, since it gives an extra card draw, and since it damages Tachyon at the beginning of her turn, Spite is almost helping you in a way when it returns to your hand.

Chrono Ranger is always great against villains with few targets in their deck, and Spite is no exception. Once you get a few bounties out, he'll really start to deal damge, especially with the Masada.

And as a general tip, don't bother saving victims until Spite is about to flip; since they all take an investment to save, it's essentially wasted if Forced Entry comes out. Once the last drug comes out, you may well want to consider saving them for the extra damage against spite.

MI
MightySi
2015-06-11 16:02 UTC
#15

I played against Spite again last night (curse the randomiser!) and once again trying to save the innocents felt utterly futile.  I only managed to progres once I left them to thier fate and bedding in for the long, slow slog that is whittling down Spite's health.

UU
uu1
2015-06-11 20:25 UTC
#16

Chrono can deal alot of damage to him. I would suggest have unity with stealth bot or another redirection hero like the naturalist legacy the scholar setback and believe there is a few more. Have him put many bounties out have hunt and hunter i believe it was and two of his equipment jims hat and the compouned bow. Makes it so he does extra damage. Its powerful as well because with the two card play with three bounties. He does 8 before he gets to his power turn assuming his reduction isnt out yet. Then compound bow does 8 more damage draw card wait for spites turn he does damage ultimate target is out use a power do 8 more damage. 24 damage pretty good if you ask me. Oh and if it is ultimat target and the other one itll be add 12 to it. 36 damage

NI
Nielzabub
2015-06-12 02:03 UTC
#17

 

If you have Ra put out Imbued Fire, than the self damage is also prevented. Twist the Ether could also work well with Legacy, since he could use Next Evolution and Lead from the Front to tank all the damage, but that requires one extra card.

RE
Reckless
2015-06-18 19:58 UTC
#18

While I understand your point I think it's important to clarify a bit. Spite's mechanical frustrations can stem from a lack of (H) involving one of his big mechanics: his Victims. Forced Entry puts ALL Victims into play, and blows up a Victim after they're all put into play. Is Good Samaritan the only Victim in play? If he triggers a Forced Deployment he is dead and nothing you can do can save him. His drugs are impossible to avoid with enough time and some are absolutely dreadful to deal with. After he flips he basically becomes a damage dealing escaped animal you need to zookeep back into his cage since he doesn't play cards and blows up the environment every round.

I definitely have some frustrations with Spite, but I think it's important to provide some context and conveyance of why those frustrations exist. For me, anyway.

Like others said, damage reducing or preventing effects are really important. Deck manipulation can help a lot to make sure his pace doesn't get too crazy by avoiding Drugs and Lab Raids when possible (shunting them to the bottom of the deck with Visionary or Parse, for instance). Victims are a distraction. Don't be a hero. They will more than likely hurt you more than help you in the long run. If he flips be sure to remember he increases his own damage but also prevents some of it between all of his Drugs when he takes damage through the Safe House.