Unknown Captain

**+2 HP** for each ammo you use.

Lose all your shield at the start of your turn.

For each battle, you can revive 1 time with 25% HP.

The **Unknown Captain** is one of the sixteen playable heroes in Pirates Outlaws.

## Strategies

The Unknown Captain has complicated skills that are not easy to master (you can choose effects on them and they modify, when you are ignited). If used correctly however, he is a powerhouse that can even one-shot bosses and survives on its own without taverns to heal.

How to use ignite?: 2 Cards in your deck ignite the captain: **Ignite** and **Last Order**. In this special "mode", you cannot regen health or revive by any means. All base cards do increase damage or armor - but this is not the exciting part: Ignited you don't consume ammo for cards, instead each ammo cost you 2 HP. This - quite frankly - is insanely good! You can activate ignite to burst down enemies with costly ammo-attack-cards and then heal yourself up the next turn, using the same cards due to your passive heal. The trick question is: When to ignite? As a rule of thumb, ignite your character, when you could kill a single enemy by doing so or draw extra cards from **Soul Charge**. You will have to get used to the ability a bit and learn from experience.

Survival: Because of your built-in self-heal, you don't have to rely on healing cards that much. Do have some ways to replenish your ammo, for each ammo equals to 2HP. Add some **Inspire** to your deck to heal yourself up with large attacks.

Tricks: The key to the Unknown Captain is to delete **Specter Shot** and **Specter cleave** early and upgrade the rest of the kit, especially **Soul Charge** (for extra draws). Also you need the Relic **Pepper**, so you draw 1 card for each use of any ammo during Ignited mode. Combined with several high-cost ranged attacks like **Chain shot**, **Secret Weapon**, and **Blast**. Add some status-effect changers like **Shrapnel Bomb** or **Precision Throw** for additional defense against strong self-buffs and you are ready to burst the largest enemies down, before they can clutter your deck with curses.

*A special trick comes with the relic **purse**. On some maps, you can fight some groups down to a relatively harmless self healer and then fight indefinitely, while sustaining on your selfheal. Just switch between igniting (Gold generation) and selfheal. This is somewhat boring but can give you arbitrary high amounts of gold if you have patience. You should be able to generate 100 Gold in about 3 Minutes of playtime - also healing you completely in the process.*

Relics to buy: **Pepper** is so strong with the Captain, that you should actively search for it in redrawing after combats. Also keep 100 Gold around, if you find the relic in a shop. Another very good relic is **Purse** because it will trigger from your lifeloss and nets you +1-4 Gold each. This will help a lot with the cost of upgrading the whole deck. The high armor **Hourglass** gives will disappear the next round, but it's still a good one in high-pressure environments. Another useful relic, because of the Captain’s passive armor loss, is the **Clam**. This is useful if you have excess armor or if the enemy gets rid of all of your armor, as well as the fact you cannot lose armor while Ignited.

Packages to use: Not really needed. If you want, you could use the **Toast**-Pack and play with crits and the extra heal from Beer Mug, but this will be much more random than the normal build. **Pinata** is always nice to have, but it's not a necessity.

## Gallery

Unkown Captain In-gameUnkown Captain (Ignited) In-game

Doctor Chicken Inventor First Mate