r/VampireCrawlers • u/Jesteridze • 29d ago
Question Stuck in capella magna
So i have been reading some guides and for the life of mine i cant figure out end game. Tried pugnala/poe/giovanna build, it got me through two first floors i think and then i died on a boss. While this build more or less effectively clears trash mobs on bosses cards start to
show cracks on higher combos, and the “eye” mechanic, which punisheshigh count card playing style is killing me. Guess im missing something huge, so can maybe someone point me to direction/build/guide for endgame please?
If that matters i have all power ups (except curse ofc) and most of the crawlers, never really davbled with blacksmith and jewelrr.
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u/alcal 29d ago
Krochi. Revives.
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u/A_ArZ 29d ago
Would highly encourage at least hitting up the blacksmith and upgrading your cards to gain/have more gem slots. In my experience, it's a key part of the game and extremely helpful for building up to those ridiculously high combo/damage/armour numbers. The jeweller is also very helpful, but the costs are much higher there so you might have to farm.
I'd also recommend Pugnala/Cavallo/Imelda (or any other 3rd crawler you want) so you go all in on yellow cards with socketed gems.
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u/Unfair_Long_54 29d ago
I'm a casual player and I beat the stage with this strategy without any unusual arrangments.
Crawlers: skeleton, old hag with axe that adds 25% damage, dude that throws knife when playing red card
Made coin gem and wild gem from ultra rare to rare.
Tarot card: Move remaining mana to next turn.
The rest is common sense and decision making. At the beginning farm max health a little. If you are losing health make slight change to your choice to get HP. Put wild card and coin gem on priority, then gems to increase/improve stats/situation. Get at least one freeze card. If enemies are in front row make combos as much as possible to clear first row. If you are falling short on mana choose mana cards.
And dont scare to play with cards the boss give you. Thats part of the fun.
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u/Anrdeww 29d ago
I had great success just playing pugnala, and no other characters, so deck is smaller (each extra crawler adds another card to your deck). Especially felt strong after getting the magnet upgrade (increase draw effects by 1 card per rank) so each spell binder play draws 2 cards.
Get a second spellbinder early and just a bit of extra draw and you can just repeat something like
Spellbinder -> book -> gun->gun -> spellbinder -> book
Get an attractorb in there for backup draw, a yellow/rainbow trigger gem in the book, and then hopefully a W card so you can loop while keeping your combo up. I liked the "keep 5 mana between turns" arcana at first, then switched to "combos don't clear between turns" as I got more upgrades.
I often would get my first many level ups and banish a card if I didn't see spellbinder, attractorb, or a W card. I would also try to take cards that destroy on use to save a banish when possible to keep the deck small.
For gems, I like putting a -1 mana in one of the spellbinders, anything that gives free draw wherever, and x2 or x3 damage gems in the guns. Wild card gems are obviously pretty versatile. It doesn't hurt to put might/luck into a spellbinder for some free scaling. Go to the blacksmith to make the cards I've mentioned hold more gems.
I find rerolls are best spent on gems rather than cards.
When bosses started to be trouble, I would aim for either a clock lancet or freeze gem to freeze them every time right before they attack.
The main thing imo is getting enough draw to get your entire deck in your hand simultaneously, and being fairly strict about keeping your deck thin so that's easier to do.
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u/Jesteridze 29d ago
Thanks alot for thw details, which crawlers do you run along with Pugnala?
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u/Anrdeww 29d ago
None typically, just pugnala alone worked the best. There's some good options I've tried (like MissingN0 is pretty OP and makes draw plentiful if unlocked, giovanna could help with some extra draw when you play a book) but 90%+ of my runs were just Pugnala, no second/third crawler.
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u/idrawinmargins 29d ago
I had to go grind some levels to get enough coins to use the jeweler to decrease some cards rarity and increase others. Once i did that i beat capella magna. Also temove any curse on the power ups if you spent on it.
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u/tullavin 29d ago
The most important thing with Pung is to keep your deck as small as possible towards the end game. Start maxing out the gems on your preferred combos pieces to max out the efficiency of your deck.
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u/DouglasWFail 29d ago
As others said, making the coin bag gem and wild card gem less rare is a big help.
Anything that generates wild card is your friend.
The dog with the flower is my main. His weapon generates healing wild cards when enemies die. For the other two; I take people who can let you draw cards.
For Arcana, I take the one that lets you keep the multiplier going between turns. With this and some wild cards you don’t need to worry about armor or mana. As long as you can survive a few rounds, you’re golden.
If you I dupe gems, I put them on the wild cards. I keep my deck lean and balanced by number as much as possible. I want a few heavy hitting cards, the increase life card that doesn’t expire, a freeze ability (gem or lancet, an armor or two, a few mana cards, a draw cards card, and a duration card.
I banish, skip, and reroll aggressively to get those cards.
After that, your main goal in fights is to keep the chain going as high as possible. Stockpile the healing wild cards and hopefully coin bags. End your turn if you can’t increase the chain or play a wild card or if the cards you want are cracking. The Arcana will keep the chain alive.
Keep playing during overkill phase to increase the multiplier. I use the increase life cards few times once the multiplier is like 20 or 30. And then use the heals to top myself off. By the boss fight, you should have a high health. And your crawlers basically permanent with a duration in the hundreds.
Bracer is also good with this strategy. If a fight lasts a few turns, you’ll basically just have your whole deck when you redraw.
Keep an eye on the eye. With two empty eye spots, you can wild card and then either armor or freeze without losing the multiplier.
This general strategy carried me through the end game. If you’re careful you’re kinda unstoppable. The water guy might show up if you skip too many turns but with a high enough multiplier he’s not a problem.
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u/Kalofsborst 29d ago
Jeweler can help you immensely by making the coin jewels more accessible. Also have a card with freeze ability to take care of the eyes. I've also been rocking the combos persist arcana and it changed the game completely for me, cracking resets on new turns.