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Alina of the Arena Cheats

Alina of the Arena

Cheat Codes:
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Submitted by: David K.

Movement Tips for New Players:
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Written by Drachnon

* Your best option for movement is shield bash, combined with your
starting initiative it allows for two spaces of movement. As an
added bonus the shield bash if free if you use it on an enemy. Also
it combo’s pretty well with Hit and Run and if you’re really lucky
you can get unlock your mind + Dempsey Roll+.

* In the latest deck that beat the second boss use two shield bash,
Hit & Run+ and Wind Up+ with great success.

* It’s also important to remove cards at any oppertunity possible so
you draw the movement cards you do have as often as possible.

* As for heavy opponents your best options are either generating enough
block to tank or generating enough damage to rush them down.

* Remember! It’s only one strategy and you can make your own anyway.

General Strategy – Early Game:
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Written by Sir Slush.

At the beginning of each run (sans your first), you’ll start at the Mystery
Shop. This shop will let you buy cards and equipment using points earned
from previous runs to make your current run easier.
“Duh,” you say. But it is here at the Mystery Shop that you’ll usually find
the big cards or items that can help you initially define a build. Find a
bracer that makes Fatigue cost 0? Looks like the start of a Fatigue deck.
Find a Shield Slam? Looks like a block deck.

It’s better to take equipment that enables specific playstyles at the
Mystery Shop and after the early battles, just so that you have a central
theme to build around. Don’t take good-but-general-purpose cards if you
have a build-enabler present.
Your early game equipment should almost always consist of a sword and shield,
with a ranged weapon in your “backpack” as a backup (this obviously changes
as you get cards, equipment or accessories that start to form a deck
archetype.)

The best cards to pick if you only have general-purpose choices are those
that give you better deck control (draw, redraw, etc) or movement, but try
not to take too many before you have a build figured out – it’s better to
skip cards and stay underpowered for a little while than to end up with
too many shield cards in a fatigue/skirmisher deck, to use a specific
example.

The late game is punishing on kiting decks. Unless you have a plan to
deal with the second and especially the third boss, movement tends to
play the role of limiting your incoming damage to something your block
cards can handle, not negating it entirely.

Throughout the entire game, stun is overpowered. You can faceroll bosses
by knocking them into a corner and keeping them stunned for the entire
battle. Any abilities you take that knock enemies around are as valuable
as movement abilities, if not more so, for a kiting playstyle or a
playstyle that needs time to get going.

The first cards you’ll want to get rid of will generally be a couple of
basic Strike cards, While there are more good general-purpose defensive
cards than good general-purpose offensive cards, you don’t want to scrimp
on defense early-game. If you do take block cards, start deleting Defends
instead, as you want to maintain a good balance until you have your build
figured out. It’s better to have a build in mind as early as possible, but
sometimes that doesn’t happen until after the first boss.

Always fight Elites. Always. If you find yourself struggling and low on
health, chances are good that your run isn’t going to end well – so it’s
better to take the purple coin and restart the run than to try for the
boss and die to it anyway, or die in the next arena. Turnarounds do happen,
but if you’re struggling with the Elites in Arena 1, you probably need to
keep learning the basic game mechanics and restart your build from scratch.

You should rarely, if ever heal on heal/training options. Crowds will
give you healing potions and events often contain options to heal, plus
you’ll heal after every boss battle. Opportunities for upgrades are much
rarer and will also save you health in the future as you become stronger.
Focus your upgrades on cards that give you scaling, because the faster
you scale, the quicker you’ll finish fights and less damage you’ll take.
If you have no scaling cards to upgrade, go for deck control and energy
conservation.

After defeating the first boss, you’ll be presented with a choice of
accessory equipment. The energy option is almost always worth its
downsides, but if it destroys the build you have going, know that energy
relics are absolutely not necessary for winning runs and it’s often
better to take something else than to destroy a good build.

Tips for Second Boss:
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I went for the caster first too. I found having a spear helped as you
can just do a normal move to kite away while also attacking. I ended up
using most of my movement cards killing the caster, and I think I used
a grapple to get space then just moved at the start of each turn to kite
back after that.

You do need some strong hits before you are backed into a corner though.
I had two final blows and two last stands. One is the one that gets
stronger the more fatigue cards you have and the other lets you retain
the card and it gets stronger each turn(which I saved the entire fight
until I was fighting the second guy). I was using them with warcry(50%
all attacks for the turn), wind up(double damage for one attack) and
power through(upgraded version to get even more strength per fatigue)

I was able to get some pretty big hits in, for like 80 damage in a single
shot with that. That still might not be enough alone, but if you can get
the caster to shoot the other guy a couple of times, that can help.
Throw dirt is a useful card too, since you can outright stop any attack,
even if it is just one.

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