Hover over cards for details, click for permalink
55k 55k 55k 55k 55k 55k 55k 55k 55m 55m 55m 55m 55m 55m 562 562 562 562 562 562 5bs 5bs 5bs 5bs 5c7 5c7 5c7 5c7 5c7 5c7 8pn
The idea is simple. You accelerate an armagio and adrenaline him. In the first few rounds he will attack multiple times, doing nice damage and growing to be beastly very very fast. Once you have one or two accelerated armagios out, the rest are used for stalling the enemy. Advanced CC includes accelerating your enemies so they lose their ability, deal damage to you, and eventually die, it will take some prctice to know when it's worth doing this. You can also adrenaline these low hp accelerated enemies to kill them much faster and for less overall damage.
The uppgraded version is even better.
Hover over cards for details, click for permalink
744 744 744 744 744 744 744 744 746 746 746 746 746 746 74i 74i 74i 74i 74i 74i 7ac 7ac 7ac 7ac 7an 7an 7an 7an 7an 7an 8pl
Your creatures grow even faster with the mighty overdrive, your armagios have 2 damage, making them noticabley better for pure adrenaline when you don't draw any overdrives, your armagios have slightly more hp for stalling, the extra quanta from towers speeds up play considerabley, adrenaline is cheaper also speeding up play and allowing a gravity mark.
Quanta always seems to be difficult to perfect, use of pendulums seems to slow down the life quanta significantly either way you look at it, and it's important to have adren as soon as possible, as the first few rounds of overdrive are when it does the most.