
关于苏醒者氏族的深度探讨。卡牌策略、机制解析,以及充分利用扭曲藤蔓和锐刺的指南! 简介 大家好!我是《怪物火车》的老手和狂热爱好者,希望分享数百小时游戏中积累的经验,既有胜利的喜悦,也有惊险的时刻。本指南面向游戏的新手和老玩家,旨在帮助他们扩展对《怪物火车2》各氏族的了解和运用。如果你已是专家,可能不会有太多新内容! 如果你是《怪物火车2》的全新玩家,对游戏系统尚不熟悉,且难以取得胜利,建议先阅读我的新手指南,其中涵盖了多种主题,可能有助于你开始提升游戏表现。

《怪物火车2》新手指南
火裔氏族战略指南
放逐之城 氏族战略指南
月神女巫氏族战略指南
地下军团氏族攻略指南
拉撒路联盟氏族战略指南
地狱号角氏族攻略指南
冥府守卫氏族战略指南
暗影氏族战略指南
熔毁残党氏族攻略指南
无官方中文译名,无法准确翻译,已删除。

锻造铁轨与蠕虫氏族说明 本氏族指南在描述策略时不会固有地假设圣约等级,但由于我们游玩圣约10级并定期与泰坦战斗,一些偏好会融入本指南,因为某些在低等级“可行”的策略在后期可能效果不佳,而有些卡牌/策略在更高难度下能克服更严峻的挑战。无论如何,希望你喜欢我们对构成苏醒者的缠绕藤蔓与锋利尖刺的讨论! 卡牌稀有度关键提示:【C】=普通,【U】= uncommon,【R】= rare 苏醒者:概述

Overview: The wildwood exists even in the depths of hell, and the will to live is strong among those that call it their home! The Awoken lean heavily on stat gains, card draws, ember generation, and healing for support, largely eschewing offensive Spellcasting strategies in the process. They have an unparalleled ability to snipe, spike, and sweep their way through enemy backliners, making them fantastic allies for clans that lack these abilities. The potency and quantity of their Healing spells is the strongest of all clans, helping them patch up even the most grievously wounded allies. They lack any unique buff or debuff effects however, so if you’re used to winning by stacking tons and tons of status effects, Awoken will force you to change up your strategies a bit! Offensive strategies: Awoken mostly solve their problems directly, with Spells, Abilities, and Triggers all based around gaining Attack stats to escalate their damage, or simply hardening their defenses with Spikes to counter-strike their foes. Sweep & Spike damage is plentiful in this clan, making them fantastic for dealing with enemy backliners. They have a few specific strategies unique to a Champion path or Rare unit that can get them additional damage through tricks like Rejuvenation or spamming 0-cost Sting spells, and one Heal spell that also damages enemies… but largely their spells aren’t going to pack much offensive power compared to most other clans. Defensive strategies: Healing & Regen is everywhere in this clan, which just happens to pair well with its numerous ways of gaining Health stats in battle. They generally lack ways to block damage, instead anticipating incoming damage to be Healed off later, or deliberately taking hits for Revenge & Spikes to take effect. The Heals are powerful and spammable in this clan, so Awoken loves having High-Health meatshields among its ranks to take lots of punishment. Stat-influencing strategies: The most of any clan in the game, between Awoken Spell cards, units that gain Attack on Revenge/Slay/Rejuvenation, and their unique Cultivate effect, Awoken is fantastic at increasing both the Attack and Health of units. Though some of these are exclusive to Awoken, many can be shared with any clan’s units, opening up some fun strategic combos. The Endless upgrade can be particularly great with this clan, as stat changes carry over to Endless units upon defeat. Support strategies: Draws, Draws, more Draws, and also some Ember! Card draw effects are everywhere in this clan, dwarfing Underlegion’s comparative focus on them. Many of these are also accomplished with Cheap, low-Ember Spells meant to be easily spammed. On top of that, multiple cards and even a rare unit help generate Ember, giving you ample opportunities to play other cards. Interestingly, Awoken largely lacks expensive Ember cards, so most of these effects will go toward either playing another clan’s cards, or simply playing the numerous cards you’ve drawn! Sweep/Backliner Strategies: The will of the vines stretch through all layers of enemy lines, and no enemy is safe from their spread of rampant green! Two traditional Sweep units, a Champion that sweeps, Spikes on another Champion, Spikes available in Spell cards & the Merchant of Steel, and even an Uncommon unit that can selectively snipe away the backliners. If somehow that weren’t enough, they have some Common spells that can target individual enemies, or do AoE damage. Easily the clan with the most options available for dealing with those pesky backliners. If you’ve read all that and come to the conclusion that they don’t have any weaknesses… well, kind of. They’re not bad at any one of these outlined aspects, and personally I find them to be very strong after the recent buffs to clans. However, there’s a few things to consider here. One is scaling, because they don’t have a unique debuff or buff, rapidly escalating their offensive prowess just isn’t as easy as it is for some other clans. They have no equivalent of something simple-but-strong like a Dualism Cheery Deathcap to put tons of debuffs on enemies, nor do they have something that buffs entire floors of allies like a Moon Pixie or Fledgling Imp. The other concern is Healing without Armor/Shields/Blocking doesn’t always work in this game – you may have to utilize multiple Health-gaining units & effects to make that viable defensively as the game progresses. Finally, its Support units are very tame compared to other clans, so don’t expect nearly as much of them as you might be used to with other clans! Awoken Cards Changed from Monster Train 1 Note: Monster Train 2 has a significant escalation in enemy Stats, so the majority of MT1 cards have had adjustments to increase their potency. This section only focuses on cards that have gained new functionality, new restrictions, or changed their properties entirely.

(U)觉醒已更改为房间卡牌(U)觉醒灌木丛,其效果为使楼层上所有友方单位的生命值提升20点,并在决心阶段为它们治疗10点生命值。这是一个受欢迎的重大改动,不仅增强了复苏策略,还以一种在《怪物火车2》氏族卡牌中罕见的方式为整个楼层提供了被动治疗效果。你的后排单位将能从容面对支配者六翼天使!

【觉醒者】的铁轨尖刺新增限制效果,使用后将阻止剩余的卡牌抽取。这一改动可能是为了防止无限连招,该卡牌也是他们唯一被削弱的卡牌,但幸运的是,在新限制下铁轨尖刺仍然有用。

【野林树液】现在除了恢复效果外,还能使单位生命值提升4点。真是个充满活力的氏族!

【专注成长】现在会治疗一个单位两次而非一次。这是一个不错的效果,旨在增强复苏策略。

【孢子扩散】现在在使用时也会治疗该单位,显著提升了其在基于回春策略中的作用。

【速度之魂】获得了技能【迅捷射击】,冷却时间2,可立即攻击任意单位。这极大地增强了她的实用性!

【边缘优先】现在会降低再生法术牌和治疗牌的余烬消耗。

【藤蔓之母】在决心状态下会被动提升你牌组中毒刺牌的魔法强度,并且获得了技能【藤蔓之怒】(冷却时间2),可将2张毒刺牌加入你的手牌。这是对其使用方式的良好强化,还有助于避免“手牌已满”的限制。

【外壳隐士】现在获得复仇触发的攻击力加成,相比【破碎外壳】,为将其用作坦克提供了额外理由。 觉醒效果已从《怪物火车》1代变更。 【培育】已更新说明,明确仅对非残片友军生效。感谢开发者~ 觉醒冠军路线已从《怪物火车》1代变更。

《怪物火车2》新增觉醒卡牌 荆棘领主怀尔登获得新技能【针刺绽放】:冷却时间3,直接将3张刺击卡牌加入手牌。这使他能够多次获得刺击卡牌及其抽牌效果,而非《怪物火车》初代中的一次性获取。

【老树新芽】是一张新的装备卡,它能为单位提供一个焕活触发效果,使其最大生命值提升10点,同时还能获得10点生命值的固定增益。这是一件非常适合坦克的装备,有助于进一步强化觉醒者阵营提升属性的核心需求。它仅需1点余烬,也是一个非常不错的融合选择。觉醒者阵营的独特效果

培育:为虚弱盟友的属性施肥,每点培育值可为场上当前生命值最低的单位提供+1/+1的攻击力和生命值。此效果的特性导致培育的【目标】在战斗中会不断变化,这可能是因为某个单位失去了生命值,或是因为培育提升了另一个单位的生命值,使得场上出现了“新的”生命值最低单位。由于这些是对盟友属性的直接加成,请注意:如果单位是无尽或重生状态,这些属性加成将会保留。 另外,在有培育者的楼层使用支援(非旗帜)单位时要小心,否则你可能会提升弱小支援单位的生命值和攻击力,而非你的主力攻击队伍。对于像赞美诗吟唱者、月之精灵或干扰者这类关键支援单位,保持其存活可能仍有价值,但如果是为一次性的墓穴单位或小鬼单位施加增益,就可能显得有违常理。

焕活:觉醒单位的一种简单触发效果,任何治疗效果都会触发焕活。这包括治疗法术/技能/装备等明显效果,也包括再生的治疗效果,甚至生命偷取效果也算在内。如 tooltip 所说明,此效果的触发与单位的生命值无关;在许多情况下,即使焕活触发单位处于满血状态,持续为其治疗也是一个很好的策略。

【定身】:从技术上来说, Lazarus League 的衰弱注入也能造成此效果,但在这个氏族中更为常见。被施加【定身】层数的敌人在战斗结束时无法前往下一层。这会减缓敌人前往火祭室的速度,甚至能将收藏家锁定在原地,阻止其逃离列车。此效果对于将高生命值敌人留在有输出单位的楼层,确保它们无法抵达火祭室尤为有用;如果使用了腐蚀/衰减/冻伤等减益效果,还能让敌人有更多回合因这些效果而“流血致死”。注意不要将你无法妥善应对的强力敌方攻击者锁定在原地!请注意,所有 Boss 均对【定身】效果免疫,并且要记住每层的单位上限为 7 个,因此如果在新敌人生成或晋升时有过多被定身的敌人,部分敌人仍可能逃到下一层。 钢铁商人:【荆棘石】:+10 生命值和 3 点尖刺伤害。尽管其生命值仅为【心石】的一半,但增加的 3 点尖刺伤害十分有趣,足以在游戏前半段直接消灭后排敌人,甚至在后期对抗烦人的【净化之魂】和【畸形恶魔】时也能发挥作用。不过,10 点生命值和 3 点尖刺伤害的效果会逐渐减弱,因此随着游戏进程需要更多的辅助。就像暗影军团的苔石、暗影族的盾石以及冥府的符文石一样,这件物品能有效强化你的后排支援单位,尤其在对抗支配者六翼天使时。对于任何需要通过击杀触发效果的单位来说,这也是个不错的强化,因为尖刺造成的击杀同样计入击杀触发条件。 我应该抽觉醒阵营的旗帜吗? 觉醒阵营旗帜心得: 觉醒阵营的普通旗帜单位或许是平衡性最佳的组合,包含两名攻击者、两名清场者和两名坦克!此外,它们的费用都是1点余烬。当然,这些分类并非绝对:其中一名“清场者”也具备坦克功能,而一名“坦克”则拥有足够的尖刺伤害,自身也能充当某种清场者。但结果是相同的:通过抽取觉醒卡池,你有相当大的机会获得这些角色中的一个!尽管这些单位之间存在一些协同效应,但它们的正常运作并不依赖于彼此,因此觉醒卡池可以说是相当“安全”的。 此次提供的三个稀有单位也都具备坦克的属性或功能,因此如果你将稀有单位纳入抽取范围,值得注意的是坦克单位占比很高:9个觉醒卡池单位中有6个的最大生命值达到35以上! 这里有一个重要的注意事项:如果你使用的是【Sentient】及其恢复卡牌,觉醒卡池中有三个单位在触发再生效果时会变得更强,这使得它比使用【Wyldenten】及其根种时更具吸引力。这三个单位在没有(某种条件)的情况下也能正常运作,但(该条件)能带来非常大的提升……类似于《放逐之城》中的“变幻天使”搭配“费尔的正义事业”卡牌时表现更佳。 在我们讨论觉醒旗帜单位时,请记住这一点! 觉醒旗帜单位:普通级 第一部分 普通级(U)旗帜单位:

速度之魂:相比其在MT1中的表现有了显著提升,速度之魂获得了技能【迅捷射击】:冷却时间2,可立即攻击一个单位。这使她能成为一名狙击手,并进一步增强觉醒者在战场上任何位置应对威胁的能力。35点攻击力足以清除包括被选信徒在内的威胁,但要突破被选刺客50点生命值的阈值,她还需要更多强化(或多重打击)。该氏族中有多种方法可以实现这一点,而她自身的快速增益对于在更高楼层消灭那些漏网的攻击者也非常有效。她是一名非常可靠的伤害输出者。升级/搭配:多重打击对她来说是很棒的强化,因为使用迅捷射击时她将能够多次攻击,甚至如果她击败第一个敌人,还能攻击多个敌人。任何提升她攻击力的效果都是不错的选择,无论是力量石、大宝石还是装备卡牌。虽然会稍微降低她的攻击力,但你也可以将她与无阵营(U)铁舌搭配,使她的迅捷射击技能获得在战斗前快速横扫所有敌方单位的能力。

意志之魂:作为地狱号角族角斗士的自然进阶形态,意志之魂以降低攻击力为代价,换取了可观的2级多重打击。这本质上是在促使你提升其攻击力,以便她能向敌人投掷大量锋利的尖刺。尽管敌人生命值有所提升,但她的攻击力与MT1版本相比并未改变,这主要是因为现在有许多新方法可以提升攻击力。在大多数构筑中,她都是后排攻击者的稳妥选择,并且能与各个氏族形成许多有趣的潜在搭配。 升级/搭配:目标依然是增强进攻能力,力量石和巨力石是提升其进攻能力的便捷选择。对于一个不像南丁格尔那样有使用限制的单位来说,能攻击3次已经相当厉害了,所以要想办法给她搭配攻击力提升效果。简单的例子包括:狂怒、【U】搏击俱乐部房间,以及【U】玻璃加农炮这类装备卡牌(能净增150点攻击力!)。觉醒阵营有很多通过法术获得攻击力提升的效果,比如【C】锋利之刃、【C】钢铁强化,或者通过友军的培育效果。尽情使用这些效果,让她为你清剿敌人吧!

觉醒虚空:一种罕见的坦克与属性强化者的组合,觉醒虚空能够坚守前线,并通过培育效果持续强化你的盟友。尽管它需要治疗,但它在战斗开始时就拥有至少85点的可观最大生命值,远超大多数派系的坦克……当然,前提是你能先将其治疗好!寻找治疗和再生效果,使其频繁触发回春效果,你将获得一个非常强大的坦克,同时还能额外为后方的盟友提供增益。 升级/搭配:作为坦克而言,它的初始最大生命值相当高,因此你无需立即为其增加生命值来提升生存能力。这使得【微光石】和【泰坦石】这类强化道具整体更有用,还可以添加【荆棘石】来帮助在游戏初期清理一些后排敌人。接下来是将它与低生命值的攻击者盟友搭配,这些盟友会被他的【回春】触发效果所【培育】,这使得他与【(U)锋锐先驱】搭配时效果较差,因为【锋锐先驱】会降低治疗成本,但也会成为【培育】的目标。你需要想办法对他频繁使用治疗和再生效果,以持续提升其盟友的属性。像【(U)觉醒灌木丛】这样的房间、【(U)肉盾】和【(R)古老生长】这样的装备,以及【(R)扩散孢子】、【(U)专注生长】这样的技能,都非常适合这一策略。虽然3尺寸在装配时略显麻烦,但由于其培育效果能提升自身或队友的属性,再加上它拥有较高的最大生命值,【无尽】是一个可行的选择。 觉醒召唤单位:非稀有角色 第二部分

壳隐士:苏醒者中的两位横扫者之一,壳隐士更偏向坦克定位,拥有高达35点的生命值,与尖刺 puffball 相当。它在受到伤害触发复仇效果时会获得+3攻击力,随后为你横扫后排敌人。无论置于后排还是前线,横扫者都十分有用,但大多数横扫者生命值极低,且缺乏这种灵活性。因此,壳隐士是个极佳选择,你可以根据当前战斗的需求将其向不同方向培养。 升级/搭配:如果你希望打造一个能通过横扫伤害惩罚敌人的前排坦克,那么【巨石】、【泰坦石】甚至【无尽】都会非常有用,因为复仇效果获得的攻击力在其被击败后仍会保留!如果你想快速解决问题,速度石和多重打击是很不错的选择。力量石也相当好用,可以提高初始攻击力,不过觉醒者还有其他几种提升攻击的方式。他的进攻型对应技能【破碎外壳(U)】在这套构筑中表现更佳,但你不一定能抽到多个清扫者,所以这就取决于你希望如何培养他了!另外提醒一下,由于他有35点生命值,如果你的坦克生命值较低,他可能不会被重点培养;如果与其他低生命值盟友(比如魂灵攻击者)搭配,那肯定不会被重点培养。最后,尖刺并非必需,因为他通过伤害进行清扫,但尖刺和清扫的组合有助于剥离敌人的复活层数,所以这里仍有价值。

破碎外壳:作为(U)外壳隐士的脆弱但锋利的对应角色,破碎外壳的生命值低得多,攻击也同样较弱,但它在击杀时获得攻击属性加成,而非复仇时。这有助于它在战斗中逐渐增强,因为清场者通常在清理后排单位时能获得大量击杀。由于生命值较低,它是培养型盟友的理想目标,也是快速清场构筑的自然选择。快速-多段攻击-击杀策略无疑能出色地解决游戏中的许多问题,所以当它在选卡环节出现时,我非常喜欢选它!升级/搭配:默认3点攻击力不算高,所以【速度石】是最佳升级选择,其次是【多重打击】,它能帮助应对更高生命值的敌人,或者单纯用于对带有【复活】效果的敌人进行二次攻击。【力量石】和【大型石】也是提升攻击力的合理选择。除此之外,你需要使用能持续提升他攻击力的效果,比如【觉醒者】的加攻法术、【培育】效果或装备卡牌。我喜欢在前期抽到【(U)嗜血之刃】并装备给他,如果投入资源培养,它的效果很容易超过【(U)玻璃大炮】……不过如果不面对【尖刺】或【主宰者塞拉芙】,玻璃大炮的效果也相当不错。

荆棘幽影:第二款幽影坦克不再为盟友提供增益,而是在受到治疗时获得一系列锋利的荆棘,逐渐积累更高层数的尖刺来惩罚敌人。它拥有85点的高额最大生命值和15点可观的攻击力,这与(U)觉醒幽影相同,两者都共享一个回春触发效果,因此选择哪一个主要取决于:a)你获得了哪个,或者b)你希望获得哪种效果。足够的尖刺层数和生命值可以在无情的 boss 战中造成巨大伤害,觉醒幽影的培育效果也同样如此。总之,这又是一个很棒的坦克,不过它换了顶新帽子! 升级/搭配:作为坦克,它初始的最大生命值就相当高,因此你不必立即为其投入生命值来增加生存能力。这使得【微光石】和【泰坦石】这类升级道具总体上更有用。如果你卡组中的治疗牌不多,【荆棘石】也是个合理的选择,因为【荆棘之穴】在【回春】效果触发前不会产生尖刺。之后最重要的是想办法对其频繁施加治疗和再生效果,以持续提升其盟友的属性。诸如【(稀有)觉醒灌木丛】这样的房间、【(稀有)肉盾】和【(史诗)古老生长】这样的装备,以及【(史诗)扩散孢子】、【(稀有)专注生长】这样的法术,都非常适合这一策略。从理论上讲,由于其庞大的生命值,【无尽】特性是不错的,但由于尖刺属于增益效果,在被击败后会全部消失,因此它在这里不像在【觉醒之穴】上那么有用,尤其是考虑到它还有3点体型负担。相反,(U)边缘优先在这里比在觉醒空洞中表现更好,能帮助你在该楼层持续使用治疗技能。 觉醒旗帜单位:稀有 稀有(R)旗帜单位:

藤蔓之母:一个出色的坦克单位,其优势在于能为你提供【C】刺击法术,确保在战斗中既能抽牌又能持续造成伤害。她的技能“藤蔓之怒”冷却时间为2,可直接将两张刺击法术加入你的手牌……相较于MT1有了不错的改进,你可以在使用前确保手牌有足够空间。作为额外的好处,她每回合会逐渐提升牌组中所有刺击卡牌的威力,并且拥有不错的坦克生命值和体型,很容易在需要坦克的场合派上用场。虽然不一定具备某些其他氏族稀有单位那种“决定战局的力量”,但很难想象有什么场景她不是一个有用且安全的选择。我肯定比另一个以抽牌为中心的稀有单位【R】枯顶先知更喜欢她。升级/搭配:她的效果不受自身任何升级的影响,因此升级选择非常灵活。如果你只是将她放在较高楼层来使用其技能/决心,那么甚至无需任何升级。若要升级,【荆棘石】可提供少量尖刺伤害,【心石】或【大岩石】能提升她的生命值,若打算让她承受大量伤害则可选【泰坦石】,而【无尽】会非常实用,因为她被重新部署后技能就能立即使用。将她与荆棘领主怀尔登滕搭配似乎有些多余,但这也意味着她能被动增强更多刺击卡牌的威力。不过她最佳的盟友来自其他氏族!凭借可随意释放的免费法术,她在其他氏族的咒术策略中是个出色的选择。她与月神女巫会的导管地板搭配效果极佳,能为法术提供强大的进攻加成;而与焰生氏族的炎凝胶策略配合也非常出色,可以不断叠加法术伤害。最后,在天界之井复制她的效果很酷,因为这样不仅能让你每回合获得2次刺击/抽牌,而且两个藤母还会提升刺击的威力!

枯萎边材:如果你的坦克在复仇时每回合都能为你提供余烬会怎样?如果这个坦克还拥有高达50点的生命值,确保你能触发多次复仇呢?别再想象了,枯萎边材既能补充你的余烬储备,又能保护你的盟友。若置于战场前线,大多数回合至少能为你带来2点余烬,面对具有多重打击或被定身的敌人时,每回合甚至可能获得更多。这可是个巨大的优势,毕竟Boss神器地狱之火每次只能提供1点余烬。早期获得枯萎边材,你就可以放心获取一些高耗余烬的卡牌、进行装备融合,或是为高耗留存卡牌铺路。这是一个有趣的稀有单位!升级/搭配:尽管需要消耗2点余烬,【无尽】在这里表现出色,因为它在被击败前会通过复仇效果为你提供余烬,使其能轻松被重新使用。【小块石】非常有用,可以缩小它的体型以适应场地。如果能放置【大块石】(或与【小块石】组合使用),其生命值可单独达到惊人的100点。如果你希望它能消灭弱小的后排单位,【觉醒者的荆棘石】也是不错的选择。和任何坦克单位一样,如果你希望它在战斗过程中能持续更久,【泰坦石】是个很好的选择。除此之外,与其考虑任何盟友或装备搭配,不如好好利用它的余烬生成能力,放心选择那些消耗余烬较多的法术和装备融合,因为你会比平时拥有更多的余烬可供使用!

钢铁歌者:树木与岩石都在诉说战争,那为何不将一整棵巨树带入战场呢?钢铁歌者是我们目前遇到的体型最庞大的旗帜单位(冷静点,暗影围城,我们再出两篇氏族指南就会介绍你了),其 ember 消耗也高达 3 点。为此我们能获得什么呢?一个高达 120 的最大生命值,以及每次在它身上触发回春效果时,就能获得 +3 的永久攻击加成。在 MT1 中,这头巨兽搭配“感知者”和她的恢复能力时非常强大,但搭配“野性之藤”和他的根种时则完全成了累赘。虽然钢铁歌者在恢复能力加持下更强,但 MT2 中增加了许多能在战斗中频繁施加治疗的元素,让你能获得一面可怕的橡木之盾,将敌人一一砍倒。只要能持续治疗,这个单位的进攻上限会非常高,尤其是它还拥有庞大的生命值! 升级/搭配:连击和小型石头无疑是最佳升级选择,能充分利用其不断增长的攻击属性,还不会占据4个格子!如果没有小型石头,大型石头(到那时谁还在乎呢?!)也能用,或者泰坦石也是不错的选择,能帮助它存活更久。速度石搭配连击也是合理的选择,可以快速消灭前排敌人。除此之外,你要尽可能频繁地治疗这个大家伙。像【U】觉醒灌木丛这样的房间,【U】肉盾和【R】老树之皮这样的装备,【R】扩散孢子、【U】专注生长这样的法术,都非常适合它。【Edge Prior】是一位出色的盟友,因为你会希望将每一个治疗技能都用在【Steelsinger】身上! 觉醒者支援单位 每个氏族都有这类非旗帜卡单位的某种版本,对于觉醒者而言,它们就是【Channelers】——小树灵。与大多数氏族相比,它们的数量更少,能提供的增益也相当有限……虽然有时仍有用处,但它们远不及【Imps】和【Fae】。

锋锐先驱(U):降低治疗及再生法术的费用算是一个小优势,尤其对于一个本身大多是低余烬法术的氏族来说。它的最佳用途是作为【易爆构装体】或(R)【钢铁歌者】的盟友,这两者能从持续治疗中获得巨大收益。作为(U)【荆棘之穴】的盟友还算可以,但除此之外可能不值得投入。不过,在与月神女巫氏族组合时,它能获得一些额外收益,因为该氏族也有多张治疗卡牌。

野林守护者(U):每回合免费抽一张牌~只要你有足够的空间安全地把它收起来,这就是一个不错的小福利。希望你能早点抽到它并好好利用!

碎片引导者(稀有):这位引导者拥有真正能提升你游戏进程的潜力,它能使每层尖刺叠加额外增加1点伤害,这将显著提升尖刺伤害。它是活化荆棘(稀有)、多刺空洞(普通)以及任何受到蔓延孢子(稀有)影响的单位的绝佳伙伴。它与拉撒路联盟氏族的多种尖刺生成效果也有出色的协同作用。提醒一下,多个该单位的效果会叠加,所以如果你有两个碎片引导者配合拥有50层尖刺的活化荆棘III,那么每次尖刺攻击就能造成150点伤害!可以肯定地说,这些无疑是目前为止我们见过的最弱的支援单位,尤其是与《怪物火车2》氏族支援单位和地狱号角的小鬼所能带来的巨大价值相比。【边缘先锋】可能只在搭配单个稀有单位或冠军路线时才值得使用;【荒野林守卫】如果在战斗中较早抽到(且尚未拥有大量觉醒抽牌效果),那就是“聊胜于无”;而【碎片引导者】虽然很棒,但它是稀有单位,且仅在穿刺流策略中有用。 这些单位的升级几乎无关紧要,但【心石】在对抗【至高炽天使】时可能会有所帮助,而且我想,如果你的 run 需要的话,你可以用它们的【无尽】效果来格挡攻击?这里没什么好说的啦 X) 它们是目前最弱/最 niche 的支援单位,而且剧透一下,在后续的氏族中它们也会一直保持这样哦~ 冠军:感知者 感知者(标准)

初始卡牌

恢复:MT1的效果提升了一倍,这很有帮助,因为现在再生效果不会在一回合内消失了!这是一张用于温和治疗的简单卡牌,并且由于再生的治疗效果也能触发,所以可以反复触发回春效果。如果你正在使用虚空坦克或钢铁歌手,你肯定会比使用根种更欣赏这张卡!如果大量使用回春策略,这些是减少余烬的不错选择,并且可以给予+20消耗,即使在早期也能有一个强大的治疗选项。 注意:由于其极高的生命值,无氏族装备卡【平衡之戒】(R)对感知者的所有路线都非常有用。由于它适用于所有三条路线,我在这里提一次,就不再重复了。

爆炸型: 策略:所有三种形态的“感知者”都获得了效果强化,但爆炸型可能是提升最大的,这既得益于爆炸型III的伤害大幅增加至120点,也因为新增了多种持续触发“回春”的方式。不过,该形态的感知者在所有三种路径中生命值最低,但她可以通过治疗和回春触发来一路爆炸清敌,助你突破敌人阵线并完全规避伤害。尽可能寻找各种治疗和再生效果,用它们持续轰炸敌人阵线!这也是少数(U)Edge Prior能成为好盟友的情况之一。这个版本虽然强力,但在无情的首领战中需要大量的生命回复堆叠才能发挥出特别的作用,所以除了常规治疗外,也要考虑为她叠加生命回复层数。

培育: 策略:作为“感知者”的被动形态,她拥有最大的生命值池,并且在存活期间,每回合额外获得1张抽牌,效果等同于携带“幽境慰藉”首领遗物的加成。进入复仇状态时,她会培育所在楼层,提升盟友的攻击力和生命值。这条路径基本没什么操作空间,只需保证她存活即可,因为除了故意用“藤蔓缠绕(C)”这类弱法术攻击她外,没有其他方法能增强她的培育效果。只要她活着并为你承受伤害,她身后的盟友就会提升属性,你每回合也能获得额外抽牌。只要她能得到良好治疗,这个版本在对抗无情的首领阶段时会很强力,因为她会不断为盟友进行【培育】,最终甚至会培育自己,为你提供赢得战斗所需的属性优势。不过,这是整场战斗中三条路线里最弱的一条,所以在选择这条路线前,要考虑效果是否最为重要。【无尽】效果对她身后的任何盟友都非常有用,因为如果他们倒下,可以带着【培育】提升后的属性重新被部署。 提醒一下,由于【培育】的触发条件是【复仇】,像清扫者或速度之魂这类敏捷型盟友可能会与【感知者】产生反协同效应,因为他们可能在敌人攻击【感知者】触发【培育】之前就直接消灭了敌人。这一点尤其值得注意,如果你面对的是熵之炽天使艾特努斯,他经常会召唤一个震耳传令官,该传令官会使培育的触发效果沉默,但一个拥有快速清扫能力的盟友将同时消灭传令官和那些本会触发培育效果的敌人!

尖刺型: 策略:这是三条路线中最容易使用的,该形态的Sentient拥有极高的生命值和大量的默认尖刺,足以确保后排敌人攻击她时会被击败,并对其他所有目标造成伤害。在等级III时,50点默认尖刺足以消灭像被选刺客和被选祈求者这样的后期危险威胁,只要能让她存活,她就是解决难题的宝贵冠军。此路线下她的生命值也相当高,因此如果能通过再生和其他防御效果保持她的高生命值或满血状态,她在无情模式下也能重创 bosses。【R】碎片引导者对这条路线来说是极佳的选择,因为每个碎片引导者都会为她所在的楼层增加尖刺数量×1的额外伤害。发挥潜力:【爆发】是我一直倾向于点到三级的路径,因为每次【回春】能造成120点伤害,这是一个巨大的伤害提升,只需几次治疗就能消灭最棘手的血厚敌人。在任何路径中加入【培育】都能获得+1抽牌效果和【培育2】,如果你觉得不需要50根尖刺,或者没有足够的治疗效果来利用【爆发】,这会是相当不错的收益。在其他路径中加入【怒鬃】,在对付复活敌人时能提供不错的加成,并且足以阻止狂翼刺客、纯净之魂和亵渎信徒。在我看来,在《爆能小队》中使用“灵活调整”(flexing)的最佳方式是对抗“主宰者塞拉芙”/“畸形恶魔”。你可以在“感知者”(Sentient)前方放置一个“无尽”(Endless)类型的阻挡者,然后治疗“感知者”以触发“回春”(Rejuvenate)效果,从而引爆“畸形恶魔”敌人来吸收“腐化值”(Corruption)。一个奇怪的现象是,即使“感知者”灵活调整到拥有更高生命值池的路径,她仍可能失去生命值。因此,考虑到她是游戏中生命值最高的英雄之一,如果你想灵活调整她的路径,请确保能够应对她的生命值损失。 英雄:怀尔登滕 怀尔登滕(流放者)


初始卡牌:根种。作为《怪物火车》中绝对顶尖的初始卡牌之一,如今它的表现只能说…还不错!它与一代相比完全没有变化,提供的+2攻击力在敌人生命值普遍提升的情况下显得没那么重要了。部署阶段也让玩家可以选择使用“更小”的卡组,这意味着你不再总是迫切需要抽牌。根种依然很有用,尤其是当你抽到沃拉的音叉时,但在《怪物火车2》中,我弃掉它的频率比在一代中高得多。

荆棘领主: 野性之刺获得技能【针簇绽放】:冷却3,将3张刺击牌加入手牌。 策略:这是对其功能的重大改动,野性之刺现在可以在一场战斗中多次添加等同于【留存荆棘】数量的刺击牌到手牌,为自身提供咒术充能,为你提供抽牌,同时给敌人带来轻微的伤害。此路径下野性之刺的生命值最高,无需大量投入即可作为你的主坦克……这很有用,因为使用治疗法术牌会持续提升他的攻击力。觉醒派系有不少像刺击一样廉价且可连续使用的法术,因此在这条路径中你可以将他的攻击力堆得很高,甚至可以考虑设法为他添加多重打击或践踏之类的效果。虽然他的功能与【R】藤蔓之母类似,但他们仍然是一对很好的组合,因为藤蔓之母会提升他所有刺击卡牌的威力!

绞杀者: 策略:这是一个非常独特的职业分支,怀尔登在此路径下再次拥有坦克级别的生命值,并且拥有独特的“横扫”与“扎根”组合技,能确保其所在楼层的所有非潜行敌人都被“困住”在原地。有两种主要使用方式:一是作为底层的主坦克,他会清理后排敌人,将血厚的敌人留给其他盟友或法术逐步消耗,无需担心敌人爬上列车;二是将他放在列车顶层,他会“坚守阵线”,阻止剩余敌人进入柴薪室。在这两种情况下,尤其是第一种情况,如果他持续承受敌人的攻击,他那良好但并非顶尖的生命值会逐渐下降,因此如果他一直处于敌人进攻的前线,你需要额外的支援来保证他的存活。

Predator: Strategies: Similar to the Banished’s (C) Upbeat Warbler, Wyldenten here Enchants all Allies with Quick, but is also Quick himself. Crucially, his starting Health of 30 never grows in this path, instead giving way to Multistrike effects, with the assumption that you’ll use Awoken’s Attack-gain effects, sub-clan bonuses, or Equipment to get more out of his Multistriking. This is a pretty cool option if you’ve been given a Sweep unit and don’t want to rely on the Merchant of Steel to bestow a Speedstone option to you! Enough Quick damage can solve enemy problems before they get to you, but note that with his 3 Size and low Health, it will need some creative use of the Capacity on your train to fit him while still benefiting other allies. The Spell card (U) Restoring Retreat is fantastic for this path, where you can Descend him to a floor at max Capacity and enchant everyone with Quick. Ditto the Clanless (U) Exile's Diadem which shrinks him down to 1 Space instead. Flex potential: If you look at the Strangler path, interestingly nothing changes from level I to III other than his stats, which is really noteworthy since his other paths add immediate extra benefits like the Needlebloom Ability & Incant Triggers with Thornlord, and Quick + Enchanting Quick on Predator. Further, Needlebloom’s Ability never improves either, only the Incant value & Health stats. In other words, Wyldenten is fantastic to flex, as it can do things like create a Quick Multistriking Champion who Roots enemies in place, or a Quick Sweeper who adds Card Draws and Incants up his Attack. It takes two levels of Predator to gain Multistrike, and that will significantly reduce his Health, so be cautious about doing this just to gain Multistrike. Predator III is only worth it in my opinion if you’re using Spells & Equipment to get his Attack up, and Strangler II & III is borderline pointless if Thornlord is offered as a flex. Other Awoken card clarifications Magic Power upgrades to (C) Glimmer increase both the Heals & Offense of the spell simultaneously, which is cool! Conversely, this spell is a quite nerfed in MT2, because MT1’s special Shard effects allowed you to make this both powerful & Holdover… here you can’t get more than 13 Damage with Holdover unless it’s a Conduit/(U) Enchanted Chamber Room, or specifically have the combo of Lightstone Casing Artifact with +20 Consume, Eternalstone, -and- Holdover. Bummer, because the 20 damage threshold is important to beat some late-game enemies, and even that would still come up short of defeating Chosen enemies. (C) Vine Grasp is fairly weak, but even if you don’t give it a +10 or +20 Consume boost, remember that Advance effects can have some creative uses like repositioning your own allies, dragging an enemy in front of a Prayerstone, triggering Shifts on Banished’s Angel units, or Revenge on your own units. (C) Razorsharp Edge reduces the Health of a unit, and thus can defeat a unit if they have 2 or less Health; this can be used in desperation to defeat a low Health enemy. The Attack boost is quite substantial for use on allies, so consider using this in tandem with Cultivate or (C) Steel Enhancer if you want to continually apply it to a low-Health unit. Predator Wyldenten, and all Animus units can get a lot out of this Attack boost in particular! (C) Restoration Detonation can do some pretty sizeable damage with its 5x Heal-to-Damage ratio, starting at up to 75, and plausibly adding 50 more damage per each 10 healing power added. However, the Damage only procs if Health is actually healed, so the damage is meaningless on a well-Healed unit. Best used for high-Health Damage-sponge tanks or with Reanimation strategies, and not particularly useful if you’re utilizing Armor/Valor effects to stay healthy. If you just can’t manage to find a Speedstone for your Sweepers, (R) Wildwood Tome can be given a Seekstone/Intrinsic upgrade to ensure they’re Quick from turn 1. Probably obvious, but if given a Ember reduction or used on a floor with (U) Edge Prior, (U) Engraft is a net gain of Ember on top of its Heal & Draw trigger. This is enough to plausibly be worth a Holdover effect if using a Rejuvenation strategy, and certainly worth Spellchain as well. (U) Invigorating Solution may be a bit redundant with Awoken if you’re already loaded with Card Draws. If you haven’t been taking Card Draw effects, putting a Freezestone is great on this. Use it the turn before a Relentless Boss phase to have as many Cards available as possible. Particularly if combined with (R) Vinemother or Thornlord Wyldenten, (U) Pyre-Gro is a great card for turn-over-turn Ember growth, particularly because its minus-Draw effects can be offset by Sting cards. (R) Channelsong has some incredible potential uses, given that it reduces the cost of the unit drawn to 0 Ember, regardless of the original cost. Hopefully you can imagine how insanely useful if it draws something like (R) Steelsinger, (R) Deathmetal Hymnist, or (R) Shadowsiege all for 0 Ember. This can be used to Draw Support units from your deck earlier, particularly if you give this the Intrinsic upgrade. The +20/+20 boost to stats is also great for drawing Banner units you intentionally didn’t Deploy. This is an incredibly good card! Given the ceiling of damage with units like (U) Thorned Hollow or Bristling The Sentient, a Freezestone is a fantastic upgrade for a card like (U) Bramble Lash, which will do huge damage as the Spikes pile up. Use it to defeat a strong tank, or if you’re really fortunate, to smack a boss with Spell Weakness for some devastating damage. Particularly with Bristling The Sentient, Holdover + Freezestone can be awesome here. Not an overwhelming effect, but given that it’s 0 cost and nets you +1 Draw, (U) Ensnare is a safe Draft for just about any situation. This could also make the difference of stopping a unit from getting to the Pyre, or keeping a Collector from fleeing as well. Reminder that Doublestack only applies to Buffs/Debuffs, not Stats. So while Doublestack can be added to cards like (C) Wildwood Sap, (R) Cycle of Life, (C) Sharpen, it won’t influence the Health or Attack values of those cards. (U) Restoring Retreat is a very useful card in this game, as Descend effects are fairly rare. For your own units, you can do simple things like put Intrinsic on this and use it to immediately drop units down a floor that’s at maximum capacity… really nice for things like Predator Wyldenten. However, 10 Health restored is also a minor price to pay for the ability to slow an enemy’s progress up the train, and can be great for yanking an enemy back down that needs more damage. Finally, there are huge ramifications on the Titans fight, where this can stop Savagery from Looping and gaining his Multistrike triggers! This can also be used to move Seraph Aeternus between floors to manipulate where his Enchants/Strikes are happening. As a result of all these potential uses, and the fact that it works as a Heal/Rejuvenate trigger, this is a borderline must-pick for us when offered. The new card (R) Oldgrowth’s continuous gift of Max Health can basically create a Tank out of any unit as long as you have Rejuvenate triggers available with Heals & Regen. A Titanite unit with this is as close to Immortal as one can get within this clan! Seraph the Dominant’s Corruption effects applied to your backliners is hard-countered by the Room card (U) Awakening Thicket. Not enough to keep your tanks alive necessarily, but amazing for halting any concerns of your backliners bleeding out. (R) Adaptive Mutation is an insane card with too many applications to list. But understand regardless how it can go both ways… this can create an insane tank out of a unit that’s loaded with Attack & Rage effects (e.g. all of (U) Shattered Shell’s Slay, (R) Steelsinger’s Rejuvenate, or Thornlord Wyldenten triggers become Health instead), or it can create a violent Attacker out of a meatshield of a unit (e.g. a unit boosted by (R) Oldgrowth or (U) Amorous Enoki, or Champions like Accumulator Rector Flicker that gain tons of Health). Celestial Alcove events can often modify the stats of your units in other ways that add powerful potential interactions here. And even if you don’t do any of that, it’s still a Restore to Full Health! (R) Awoken Rail Spike's 1 Ember reduction carries through the rest of the battle, useful even if you can't play the resulting cards. This means that you can play a 1 Ember Holdover card, then Awoken's Rail Spike can re-draw it and set it to 0 Ember for you to replay again for free! Equipment Merge Considerations Awoken’s new (R) Oldgrowth Equipment makes for an excellent Merge with the clanless (U) Meat Shield, giving an awesome tanking piece of Equipment that both Heals & boosts Max Health for a reasonable 2 Ember. It can also go pretty well with (U) Iron Tongue, both increasing its starting Health and giving a 30 Attack Sweep option to the tank it’s Equipped to… though this is a modestly expensive 3 Ember combo in comparison. For a cheaper option, merge Oldgrowth with the clanless (R) Equalizing Rings to create a piece of equipment that will scale up both the unit's Health and Attack with each Heal. Extremely good when used in tandem with Rejuvenation strategies! Awoken Artifacts This section will briefly highlight the artifacts of the Awoken. Artifacts can range from "nice bonus" to "run-defining power" and though there are too many potential interactions to discuss, I'll make a point of ones that are particularly potent. Unlike several of the other clans we’ve seen, there’s no distinction between Awoken’s Hollow & Animus units when it comes to the effects of its Artifacts.

【+】将刺击的伤害提升超过一倍,因此如果刺击是你策略的一部分,这会非常有帮助。若与荆棘外壳和/或荆棘果实搭配使用,效果会非常好。

它比听起来更有用,能带来多种实用效果:免费获得咒术、将敌人拉到前排承受【刺击】伤害、为己方单位附加低伤害的【突进】效果、触发【复仇】技能、将敌人拉到【祈祷石】前方等,有许多实用的互动方式。

这是一个极其出色的遗物,相比MT1有了巨大提升,因为它能+15生命值,并且在部署阶段后也会立即触发。对于提升你的单位的长期生存能力来说非常棒。

这听起来比实际情况要好。每堆尖刺也会转化为1点攻击力,但我的意思是,在大多数情况下,你并不真的需要让尖刺使用者同时也是攻击者。所以【多刺III 感知者】在这里能获得50点攻击力,而【平衡戒指】相比之下能给她150点攻击力。最佳用途要么是【(U)荆棘洼地】,要么是你对攻击型盟友使用【(C)磨砺】时。

比扭曲之根好得多,它能有效使尖刺伤害翻倍,由于它会影响所有攻击尖刺单位的敌人,因此效果更为强大。本质上是一个【R】碎片引导者,但仍可与碎片引导者叠加。对于活化荆棘、【U】荆棘洼地以及拉撒路联盟的尖刺效果来说非常出色。

遗憾的是,在大多数情况下,这造成的伤害并不高,除非你面对的是一辆生命值极高且已严重受损的坦克。它或许适用于清除一些畸变恶魔,或是那些因【天堂之息】神器而强化的敌人,也能用于清除凯尔盟友身上由【蜜语小天使】施加的伤害护盾。同样,它的最佳用途之一是配合【拉撒路联盟】,通过【复活术】或【风险手术】让某个单位仅剩1点生命值,从而真正发挥其作用。

在单位抵达你的【柴薪室】前,你能获得一回合的喘息机会。这通常算不上什么可靠的策略,但如果你在顶层部署了强力单位,或是在面对【无情】 Boss 战前需要“额外一回合”来准备,这个机制会很有用。

(+)非常好,不仅适用于抽牌,还因为它们可以在回合中触发以持续抽牌!注意,如果你在回合中没有治疗单位,【再生】或【生命偷取】效果可以在之后触发此效果。

【优点】作为无情的 Boss 杀手,它相当强大!在大多数情况下,很难大量施加再生效果,因此将这些治疗效果翻倍的影响非常显著。与具有再生效果的拉撒路联盟和地下军团搭配使用时也非常强力。

与《战神:弑神自封》相比,本作敌人身上的伤害护盾并不常见,而那些烦人的壁垒敌人还拥有泰坦之皮,即便使用穿刺伤害也难以轻松狙击它们。与心脉共鸣或荆棘果实搭配时效果不错,但如果没有这些,心脉共鸣的表现通常会优于它。

(+)相当不错!一个免费的咒术、免费伤害、免费抽卡,还可能被其他神器或藤蔓之母强化。任何咒术策略都喜欢这个,月神女巫/导管效果尤其喜欢这些免费的伤害脉冲和抽卡。 烈焰之心考量 觉醒者的许多坦克拥有巨大的生命值池(更不用说再生触发),这使得温格之灵可能是除了吉尔达女士的烈焰之途外,对任何氏族来说都是最好的。考虑到她比野性之牙拥有更大的生命值池,对感知者来说稍微更好一些。 野性之火对这个氏族来说非常强大,因为它有大量的攻击者、清扫者和尖刺单位,所有这些单位都喜欢击杀敌人并获得永久攻击加成。荒野之牙凭借这一点可以成为一支单人快速+多重打击的军队,壳居隐士和破碎外壳也是如此。这两个魂灵单位往往也能获得大量击杀。不过我最喜欢的选择是,爆炸或鬃毛之灵也可能会抢走你的击杀哦=) 鉴于这个氏族拥有大量低费卡牌和余烬获取能力,水栖庇护并不是一个特别好的选择。 生命之母的柴堆是那种几乎适用于任何氏族或任何构筑的选项。复制强力的触发回春的法术、藤蔓之母,或者完全升级的魂灵单位都是非常不错的。 赫尔扎尔的宝库对任何氏族来说都是一个稳妥的选择,但觉醒者的所有稀有单位都只需要1点余烬,所以可以考虑你的副氏族是否能更好地利用它。部署觉醒灌木丛对炽天使霸主可能相当有帮助,不过无法保证你会与他战斗。像(U)嗜血之刃或(U)玻璃加农炮这类部署装备也能为该氏族提供不错的增益。 菲拉的贪婪是一个相当有用的火堆,能产生一些额外的金币,尤其是在较高的契约等级下,你可以选择不使用复仇碎片来获得10金币。 由于这个氏族有各种抽牌效果,时光之父的回响在大多数情况下并不是特别有用,还可能导致手牌溢出错误。尽管如此,适时使用恢复引爆或荆棘鞭击可能还是值得的,所以也并非一无是处。玛利卡的变幻柴堆对法术的效果通常优于对单位的效果,而觉醒者的许多法术极有可能从免费升级中获益,这意味着你可以通过它获得大量强化良好的卡牌。但要注意,它可能会给单位带来不合适的升级,如果像意志之魂或破碎外壳这类潜力巨大的单位被糟糕的升级占据了格子,那会是个大问题。 根种不会影响怀尔登滕的任何冠军路线,所以统治柴堆对他来说是个不错的选择。我不太推荐将其用于感知者,因为她的恢复类卡牌对她自己、虚灵以及钢铁歌手都很有用。总的来说,我本来就不太喜欢【熵火】,但对于这个氏族来说它尤其糟糕,因为它唯一的抽卡增益会浪费在一个本身就有很多抽卡效果的氏族上。强烈避免使用。 我也不喜欢【契约之心】,但不可否认的是,当使用觉醒者氏族时,有了刺击、嫁接、钢铁强化剂和其他低费卡牌,触发它的效果非常容易。不过,其结果还是抽卡,而觉醒者已经有很多抽卡手段了,所以我仍然会避免使用它。 子氏族考量 第一部分
流放者: 正当防卫(++):总是优先选择这个而非鼓舞。它有很强的实用性,而且某些流放者单位如果没有它会变得非常虚弱。 鼓舞(--):永远不要选这个。它是最糟糕的氏族起始卡牌,并且会封锁某些策略。 你的天使伙伴有很多方法可以让单位在楼层间上下移动,这里的主要用途是配合掠食者荒野之牙,为某一楼层的所有单位提供迅捷。流放者的勇气与伤害护盾组合将使这个氏族组合具有极高的生存能力。流放者有很多基于生命值和护甲效果的卡牌,这些卡牌对于像“感知者”这样高生命值的冠军以及被治疗后的“空洞”来说效果会非常疯狂。觉醒者有很多方法对付后排单位,这弥补了流放者面临的最大问题。这是一个非常健康的组合,能很好地弥补两者的弱点!
Pyreborne: Firestarter(+):一张简单的卡牌,可造成少量伤害并施加Pyregel。对于觉醒者来说是更好的选择。 肿胀幼龙:它们能够自我摧毁并造成少量伤害的能力在游戏初期表现不错,但到后期效果会大幅下降。觉醒者并不太需要这类卡牌,因此Firestarter是更优选择。 Pyreborne通常为任何氏族提供两项相同的增益,即:a)Pyregel,一种用于提升伤害输出的简单减益效果;b)金钱和Artifact获取。当Pyregel与觉醒者搭配时效果极为出色,因为觉醒者拥有多种对敌人造成少量伤害的方式,无论是通过刺击、多重打击、横扫、尖刺等等。如果你打算招募龙族伙伴,觉醒者还能为它们提供一些急需的治疗效果。熔岩教徒是很棒的盟友,因为你可以用觉醒法术疯狂为他施法。目前只有焰生卡牌能提供冷却缩减,这对速度之魂以及热衷于使用刺击的藤蔓之母和荆棘领主野性之森都有很大益处。焰晶解决了觉醒派系的伤害缩放问题,而觉醒派系则解决了焰生派系的生存能力问题,因此这两个派系是绝佳组合。
月神女巫团: 织法女巫:如果没有灵能导管来强化微弱的治疗效果,它的表现并不算特别出色。但相比以往有所改善,因为即使只有1点治疗量,仍能触发回春效果且不消耗余烬。 月神仪式:对大多数氏族而言是稍好的选择,如果你打算招募一些月神女巫团单位,它对其中几个单位来说很重要。不过,织法女巫提供的回春加成已经足够有用,所以在我看来,这不像往常那样是个明确的选择。 觉醒者没有太多攻击性魔法,但灵能导管无论如何都能给他们带来真正的帮助,为诸如持留(C)微光这类在游戏中原本相当弱势的策略注入新的活力。法术弱点是个不错的效果,当与(C)恢复引爆或(U)荆棘鞭击等效果配合使用时,能实现快速击杀。月神教派的技能组中拥有更多强力的治疗法术,使其成为任何触发回春效果策略的绝佳组合。觉醒者的少量生命恢复以及【U】觉醒丛林的潜力,有助于弥补月神教派在对抗主宰者塞拉芙时的最大短板。当法师之刃效果作用于觉醒者的魂能单位时,效果会非常出色。最后,觉醒者的【U】恢复撤退这张降临牌与月神教派的【U】六边升级搭配,能同时提供升华和降临效果,从而为诸如导管等效果积累大量友方单位。
地下军团: 狂热新兵:如果你想触发地下军团单位的集结效果,或者需要一些早期生存能力,这是一个选择。但我不太喜欢这个选项,因为它可能会妨碍复仇/尖刺策略。 孢子之触(+):这是我首选的选项,因为衰变是一种强大的效果,而觉醒者阵营很乐意在其技能组中加入一个减益效果! 这是一个相当粗糙的组合,尤其是因为觉醒者是最不擅长利用增殖效果的阵营之一,特别是地下军团本身就已经拥有再生能力。由于到处都是生命值增益和再生效果,这个阵营组合的生存能力极强,甚至到了“可能生存能力太强了”的地步。抽牌能力也是如此,两者都有很多抽牌手段。真菌部队可以阻挡尖刺和触发复仇的坦克,而觉醒族的支援单位不适合集结效果。不过也并非全是缺点,例如觉醒族的【U】恢复撤退能很好地将地下军团的集结队伍聚集在一起,【C】藤蔓抓取则可用于调换盟友位置或拖拽敌人到践踏部队面前让其突破。尖刺在大型真菌堆叠上也能有效削减敌人生命值。除此之外,这更像是一种组合,即主要依赖一个氏族,并尝试用另一个氏族来辅助这个“主”氏族。
拉撒路教派: 【秘密配方(+)】:这是我的首选,因为混合效果能提供觉醒族所缺乏的多种效果,比如狂怒和伤害护盾,也能增强再生和尖刺效果。 【古怪助手】:它的伤害、实用性和易用性在提供额外伤害或为觉醒族低攻击单位带来早期额外攻势方面表现不错,但【秘密配方】总体上更具灵活性。 拉撒路的强大多功能性对任何氏族来说都是福音,觉醒族也不例外,尤其是他们缺乏如此多的增益和减益效果。【复活】既能在防御不足时作为不错的退路,也能通过(C)【恢复引爆】来发挥强大的伤害潜力。拉撒路的装备对觉醒单位效果极佳,扭曲之背能为魂灵单位提供递增的狂怒和践踏效果,吸血鬼之牙能让坦克获得生命偷取以提升额外生存能力并触发回春效果,器官采集者可为尖刺单位叠加多层回春(因此与活体荆棘或【U】荆棘之穴搭配效果显著)……拉撒路甚至拥有喜爱觉醒派系可频繁使用的法术卡牌的咒术单位。这是一个非常出色的组合,即便大多数单位本身与拉撒路搭配就已表现良好。 子派系考量 第二部分
地狱号角族: 火炬(+):一个刻意设计的弱势初始法术,通常用于清理后排的弱小单位。这对觉醒族来说不算大问题,但在初期还算可用。它的伤害足够低,能够用来触发复仇效果,这一点相当不错。 女王的小鬼:比火炬的伤害高很多,但只能攻击前排单位,并且会占用1个空间。作为早期爆发伤害还算不错,但也可能会占用空间,妨碍尖刺/复仇效果的触发,或者成为“培育”法术的不良目标,因此这里不太推荐使用。 这是经典种族组合的反向搭配!这一直是一个可靠且简单的组合,能帮助玩家熟悉游戏,现在依然表现出色。狂怒效果对提升觉醒族的进攻能力非常有帮助,因为进攻往往是他们最大的难题。护甲能提供额外的生存能力,让这个氏族组合变得非常坚固。像地狱号角氏族的【R】怒火房间这样的卡牌,用在觉醒者的魂灵单位上实际上比用在本氏族单位上效果更好!地狱号角氏族还有一些升华卡牌,这让该氏族组合拥有了升华与降格的双重能力,可以很好地操控列车上的单位。注意不要对可牺牲的小鬼单位使用培育!
冥府守卫: 冰封长枪:作为MT1中最糟糕的初始氏族卡牌之一……不幸的是,它依然很弱。不过,它在前期进攻以及叠加+20消耗值方面还算能用。 遗忘之力(+):我的首选。0费更易打出,它能配合冥府献祭卡牌触发弃牌效果,更重要的是可以弃掉灾祸与枯萎卡牌以避免它们的留存效果。 在MT1中,由于两个氏族都缺乏快速提升伤害的手段,这个组合可能有些难以操作,但在本作中,部署阶段的加入以及氏族间的新技巧在很大程度上缓解了这一问题。冥府拥有一些出色的效果,例如抽牌+弃牌、削弱、沉默,以及一个对任何氏族都有帮助的实用减益效果【冻伤】。它们配备了大量喜爱可频繁释放的法术和觉醒者【Stings】的咒术单位。觉醒者可以通过治疗和尖刺效果大幅提升冥府单位的性能,尤其是无名守卫、泰坦哨兵和海之塞壬这类单位,获得这些效果后会变得更强。冥府的图腾支援单位也是觉醒者的优秀队友。最后,与月神女巫会类似,可以利用法术弱点来让【(C) 恢复引爆】和【(U) 荆棘鞭击】这类卡牌打出高额伤害。
暗影族: 裂影者:一张还不错的卡牌,能稳定生成一个残片,对暗影族单位尤其有帮助。 弹击(+):我更倾向于弹击,它能造成少量伤害,还能提供一个初始攻击法术,该法术可接受魔法商人的强化升级。不过如果想获取暗影族单位,它生成残片的稳定性不如裂影者。 如果你喜欢提升属性值,那么这个氏族组合很适合你,因为觉醒者和暗影族都热衷于强化友方单位的属性,这使得该组合非常适合无尽单位。除了属性提升外,残片还能为觉醒者提供一些他们通常无法获得的效果,例如生命偷取(这会触发回春效果!)或伤害护盾。暗影氏族在获取余烬方面有一定倾向,这与觉醒氏族的余烬获取能力和廉价卡牌搭配起来可能略显重复,因此使用这个氏族组合时,你可以放心选择那些昂贵的卡牌。觉醒氏族有助于弥补暗影氏族在清理后排敌人时的最大难题,所以这两个氏族的组合配合得相当不错。暗影氏族的新装备【贪食之口】(稀有)对于魂灵单位来说非常出色,它能让魂灵单位即使不需要站在前排吞噬残片,每回合也能获得可观的属性加成。这是一个有趣的组合!
Melting Remnant: Dreg: Cheap chaff units that can help do a bit of damage, but these are more important for Melting Remnant for Harvest triggers. Primitive Mold(+): Adding Reforms is a cool trick that helps resurrect defeated units, and considering how many stat-gain effects are in Awoken’s deck, this is my preferred option. If Heals aren’t enough, you can always bring units back from the dead! Stat gains carry over on defeat, and Reforms also boost the stats of allies, making this a clan combo full of escalating stats. Melting Remnant struggles a bit with backline enemies, and Awoken’s Spikes & Animus units are fantastic at fixing this issue. The Harvest units like Wickless Tycoon and Wickless Baron can get a ton of Harvest triggers on Sweep & Spikes floors, making these a strong pairing. Melting Remnant was MT1’s clan focused on Gold gain, so like Pyreborne, they can help a bit to increase your coffers for the expensive upgrades you want. Your waxer buddies give can give a variety of other options beyond Reform with rare effects like Endless, Daze, Stealth, and Debuff-clearing effects that are incredible for removing pesky Sap/Corruption/Melee Weakness. Once again, be careful not to Cultivate intentionally low-Health allies like Tombs! Final Bosses vs. Awoken The Savage – Seraph AeternusMr. Savagery loves melting through even modestly-beefy units by Enraging floors of attacks and sweepers, and any tank on Floors 2 or 3 at the outset will have to contend with 60 or 90 damage (Titan trial) first turn if you don’t have a way to block that hit. The Sentient is one of the few Champions actually capable of eating this hit, and Wyldenten even can on the Thornlord path or with a bit of Health investment. Spikes can be a very reliable way of stopping Savagery’s deadly sweeping units like Ragewing and Chosen Assassins, or you can simply use Animus of Speed or Quick Sweep units to stop them instead. Those facts plus big Heals can help Awoken overcome a key threat from The Savage that other clans struggle with. However, the biggest remaining issue here is that you’ll need to get through up to 1000+ Health of meatshield enemies like Avowed Gladiators & Terrifying Amalgams here, so be ready with some fast offensive escalation or backup plans here, as Awoken isn’t amazing at this aspect. The Entropic – Seraph AeternusA mixed bag here! On the one hand, Spikes and Quick Sweep effects pretty easily deal with problems like the Mute from Deafening Heralds and the damage from Purified Souls. On the other hand, silencing your various Triggers can heavily neuter your allies, and Animus of Speed can’t snipe away those Heralds with her Ability while Muted. Further, the Sap effect can be very debilitating here with a clan that has no access to Rage or big-damage escalation by default, as Awoken’s units with modest Attack values will see that Sapped down to nothing. You may need to rearrange your floors here to ensure the Heralds are defeated, while working on Trigger-based effects elsewhere. This can still be a tricky fight for them as Sap is debilitating (note that Entropic has the highest Health pool of all three Seraphs) and Silence can effectively neuter Champion paths like Cultivating/Explosive The Sentient, and Thornlord/Predator Wyldenten. The Dominant – Seraph AeternusMr. Dominion’s got a few tricks that make him particularly obnoxious for clans: Tank-melting double-Corruption, backline-melting Corruption, and waves of Reanimating backliners protecting Supplicants that will bury you in Scourge cards. Awoken solves two of these problems extremely well, as they have tons of ways to Spike/Sweep/Snipe those Supplicants, and have stat gains & heals everywhere to offset those bits of Corruption on backliners, with their new (U) Awakening Thicket Room completely protecting backline allies easily. However, that doubled-Corruption on Strike is a dangerous effect here, as you could very possibly beaten everything else in the game with Sentient or Hollow tanks that were never at a risk of dying previously. So though Awoken is quite good against this Seraph, you should prepare early if you know it’s coming, as you may need Endless units or Blockers that you wouldn’t have otherwise needed, even on the Titans! The TitansAwoken is another mid-tier clan for tackling the Titans. They’re one of the few clans that can handle Savagery long-term, both with various ways to keep escalating their Health pools and heal up, or by using (U) Restoring Retreat to drop him down a floor to keep him from triggering the Loop effect to gain Multistrike. Sweepers like (U) Shattered Shell are fantastic here as it will gradually pummel Entropy in the back turn-over-turn, and Spells like (C) Sting can quickly pick off the Health & Spell Shields on Dominion. However, Sap from Entropy is a strong counter to a lot of Awoken stat gains, and Awoken tends to lack violent escalation in damage that helps them quickly nuke their way through this fight. So they have good counters to various aspects, but are also more likely to have a protracted battle against these foes if their sub-clan doesn't give them big damage escalation opportunities. Wrapping up This is guide #7 for me on Steam! X) I did enjoy this a little bit more than Hellhorned, possibly because I always liked this clan in MT1 (despite not being high-tier), I really love all the changes they’ve made here in MT2, and there's a few more considerations/strategies in play. I’ll still update these occasionally as we find more strategies we haven’t come across, any card changes happen etc. I think I spent a lot of time covering various important aspects about playing a clan in detail... I don't personally think it would help to go over every single card or sub-boss. But if I'm wrong, this guide is useful to you, and you'd like to see some other point of discussion, please let me know! A friendly user wanted Artifacts covered, and now they are, for instance! =D We've got enough practice and wins under our belts that I'm ready to write up guides for each clan, but this takes more than a bit of time to do, so stay tuned for future installments as I chip away at this. Eventually I’ll be done, and I can finally say LET ME BE FREE! Thank you for reading, and enjoy your runs with these thorny creepers, tearing into mortar! =) Updates/Change Log 11/27/25: Added the 'so obvious I can't believe I forgot to mention it' Equipment Merge combo of Oldgrowth + Equalizing Rings.
2026-02-18 07:00:09 发布在
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