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guitalex2008

Hilde, because it's funny, idk...

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Something I plan on building off of Good:

Character:

1 6/6 Hilde +0M

Assets (3):

3 3/5 Assassination Arts +2H - Unique

Actions (8):

3 4/4 Dual Wielding - Weapon

3 5/4 Tag Along

Attacks (12):

4 4/3 3L4 Lynx Tail +2H - Kick - Breaker:1

4 5/3 2M4 Vulcan Punch +2M - Multiple:1 - Punch

4 5/3 3M4 Kim's Neck Crunch Drop +4M - Throw

Foundations (40):

4 0/5 Hope for One's People +3H

4 1/4 Healer +1H

4 1/5 White Magic +3M

4 1/5 N-Type Human +1H

3 1/5 Torn Hero

4 2/4 Amy's Assistance +1M

2 2/5 Destiny

3 2/5 Arrogant and Insolent +1M

4 2/5 The National Tae Kwon Do Treasure +2H

4 2/5 More Machine that Woman +1H - 1/5 Action

3 2/5 The Red Lotus of the Sun +3L 

3 3/4 Mentally Unstable

Total: 64 cards

Sideboard = ?

-o-o-o-o-o-

Many ways to go about this.  Reduce your own attack, Healer it, then proceed to eat royal face with Hilde's E.  On the next attack, if you have another Healer and more damage reduction, you can use Arrogant and Insolent to continue eating face with Hilde's E.

Another way to go about this is to pump your attack, then Healer it.  Then Hilde's E.

Here are a few odd situations.

Lynx Tail + its E for -4 damage + Hilde's E = 15H8 Lynx Tail.

Same Situation but with Healer before Hilde's E = 15H12.

Kim's Neck Crunch Drop + More Machine Than Woman action + Hilde's E = 9M7 throw

With Healer = 9M10 throw

With Tae Kwon Do Treasure before More Machine = 15M12

With Tae Kwon Do Treasure before More Machine AND Healer = 15M16

With TKDT before MM, + Dual Wielding for -4 = 23M10

With Healer = 23M24

It hurts my head.

edit: Removed 1 copy of Mentally Unstable/Red Lotus/Tag Along to add 3 Torn Hero.  Removed 1 Dual Wielding/Arrogant, added 2 Destiny.

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This is good stuff.

More of a meta choice than anything, but I suggest Destiny; mainboard or sideboard. Whenever I play one of it's three symbols, my meta forces me to maindeck it.

Have you thought about Torn Hero? You generate the momentum with White Magic and can seriously discourage some nasty stuff like Program Malfunction, Chinese Boxing, and Experienced Combatant. You can also get the advantage against Revenant's Calling.

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I am actually running Hilde off Fire, and I have to thank you for making me aware of the fact that Healer is made of win with this.

BTW, have you considered the Fire symbol?  Sure, you give up defense, but you can potentially drop someone in the 2nd. turn of the game (I've done this ~33% of the games I've played), because of Cobra Blow.  Here's my sequence:

1. Play Lynx Tail (3L4)

2. Lynx Tail's E (7L0)

3. Hilde's E (6L-1)

4. Amy's Assistance (6L-6, usually)

5. Hilde's other E (26L14)

6. Cobra Blow (26L37)

It gets even worse with Healer (47 damage drops anybody in this game).  You can pull off almost all of this pretty easily, but IMHO the Cobra Blow is what makes it run.

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I have considered the Fire symbol, and I'll test them both.  Cobra Blow seems like a good way to go.  I'm trying at most to pull this off with the most consistency I can, so I'm trying to stray away from 2 checks as much as I can (although admittedly, that one 2-check is well worth it).

Other than that, I'm simply using attacks that share two symbols with her (in case I go the dual resource route).

Another Idea I've thought of includes using Hope for One's People to commit your opponent's character, so that Assassination Arts can reduce damage to 0 instead of just to printed, giving you in theory an additional damage bonus equal to the attack's printed damage.

Lynx Tail + E + Healer + Hilde = 15L12

Hope + Lynx Tail + Healer + Assassination Arts + Hilde = 22L16

The reasoning behind not going the Cobra Blow route, primarily, is that I hope to kill in a couple of relatively large attacks, as opposed to a single one-shot that could be stopped in numerous ways.  Arrogant And Insolent, off of Good and Order, can ready her when an attack's damage is reduced, meaning she can be reused in a couple of attacks.  It's a lot more consistent that way, since a single Rejection won't stop two attacks (unless they're looping lol).

For example, consider the otherwise meh Vulcan Punch.  It generates a multiple, which has a tasty printed damage of zero.  Healer can do much more on the multiple than on the original attack, but if two Healers are in play (or other damage reduction methods like Assassination Arts are in play), then Vulcan Punch can become a pretty decent attack, even if it is just 8M12 or something that won't kill.

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Have you considered Heel snipe for Unegatable E:s and commiting something problematic? It has helped my Hilde Build a lot. My deck otherwise looks quite similar. Only card I forgot about completely was arrogant and Insolent. That is so beastly in Hilde. Thanks for that =D

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hilde's other action the +2 speed +4 dmg when it is less than printed dmg is awesome.  it helped me reduce sakura to 2 life on  turn one with no foundations the other day. hilde's main problem is feline spike. she gets pawned by it. (healer helps)

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Riiiiiiiiight, I forgot about the stupid part of Spike.

Oh well, I'll have to deal with Assassination Arts, Amy's, Holding Grounds (OMG must put in deck) and Healers.  Which isn't that bad of a thing.

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guitalex2008 said:

Riiiiiiiiight, I forgot about the stupid part of Spike.

Oh well, I'll have to deal with Assassination Arts, Amy's, Holding Grounds (OMG must put in deck) and Healers.  Which isn't that bad of a thing.

i played in a tournement on saturday with hilde, and my only loss was to starter sakura. double feline spike t2 and t3.

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See, if that were the logic I couldn't even do Healer.  But I'm already doing Healer, so I'm not very worried.

It's also the reason why I put Arrogant and Insolent; so that if I damage reduce my next attack I can ready Hilde again.

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