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Termi-nation Synergy

8 posts · 287 views · started 2017-03-30 21:27 UTC
NI
NinjaMonkey
2017-03-30 21:27 UTC
#1

Now that this team is live, what are some good strategies for this team. Just talking about the 3 characters, not adding any other heroes.

JE
Jeysie
2017-03-30 21:44 UTC
#2

I actually decided to try playing them against every villain, and so far I've lost to Akash then barely won the second try, almost lost to Ambuscade (!!!), and lost to Apostate once. I have a feeling they're going to show up back at the Freedom Five HQ in bandages and traction at the rate things are going.

P2
Powerhound_2000
2017-03-30 21:50 UTC
#3

They're each good in their own right but I don't feel they have much synergy as a team.  

DA
Dandolo
2017-03-30 22:01 UTC
#4

They're really not a team... TermiNation was more of an event and these 3 changing thier tactics was a part of that event.

TA
TakeWalker
2017-03-30 22:10 UTC
#5

I'm doing the "play all villains with the new team" thing, too (albeit with guest stars).

The one thing about Termi-Nation is they're all pretty slow and need a lot of setup. Absolute Zero is going to spend a lot of time skipping his power phase until he's good and ready to unleash frosty heck. Unity's card-draw is fantastic for her, but also means you'll have a lot of turns without any bots in play (not too different from how I usually play her, at least; and you can always Flash Forge something into the trash to put in play!) TN Bunker sets up a lot faster than his counterparts, but that's still pretty slow compared to many other heroes. (He's still one of the best Bunkers.)

So it takes a little patience, and if you're playing a villain who punishes patience, you might find yourself in a heap of trouble if you don't have anyone else to rely on. Still, Unity with a lot of setup is a monster, no matter who you're fighting (and TN AZ doubly so), so they can be rewarding!

TS
The_Burning_Stickman
2017-03-30 22:30 UTC
#6

The only real 'synergy' I see in them, because they don't really have much in the way of interaction built into their decks, is having Unity give AZ an extra power usage to boost his damage the net turn.

One neat trick I did once, though -- using them (with Legacy and TLT) against Apostate, and Unity was up, with AZ playing clean-up -- but AZ had used Violent Shivers last turn, had Cold Snap out, and there was a Relic Spirit on the board that he would've killed with it before getting a chance to finish off Apostate. Easily solved, however, by nuking Bee-Bot, taking out Cold Snap, smacking Apostate and putting a Platform Bot back into play.

Outside of that, though, there's very little in the way of interaction between them.

BI
Bigbywolfe
2017-03-30 22:43 UTC
#7

I decided my first game with them should be against Chokepoint, who I find fairly annoying but not particularly difficult. It did not go well.
My second go at her went much smoother, but was still tougher than expected for 3 characters especially focused on fighting her.

NI
NinjaMonkey
2017-03-30 23:20 UTC
#8

One thing I’ve discovered so far is that Stealth Bot works really well at protecting AZ when he exposes himself to the pain. I don’t mind it going into the trash with this version of Unity since I can get it out pretty easily.