Lady Knight - Walkthough

## Pros

-Easy to play.

-Free to play.

-Baptism (Upgrade a card after 5 combats) can help you upgrade all of your cards and save ton of money.

-Both Combat skill Combo (Copy the next card you use. 2 CD) and Tenacity (Gain Armor for health you've lost. 3 CD) are good for any build.

-Have access to many good cards.

## Cons

-Decent (Not too weak and not too strong) for any part of the game.

-At early stage of the game, have no healing and also not strong enough to kill enemy in one turn.

-Need combo to deal good amount of damage.

-Don't have a way to get rid off useless cards.

## Skill Analysis

Baptism: Good to upgrade your cards.

Combo: Decent skill. Not as good as the skill of many other character but can be use regularly.

Tenacity: Good skill. Have synergy with few cards. The more max health you have, the better this skill is.

## Buff ranking (From best to worst)

**Blessing:**

Chocolate Coffins (When you use a attack card. gain Armor x 1)

Hourglass of Time (Base Action +1)

Battle Trumpet (Your basic attack cards deal +1 damage)

**Paradox:**

Unidentified Antiques (Randomly get a equipment.)

Two-bladed Sword (Deal +1 damage, take +1 damage.)

## Cards

**Tier 1: Get these cards at all cost:**

* Support
* Swift Strike
* Feint
* Battle Horn (The old version was better, I'm not really sure about the new effect)
* Shapeshifter
* Double Strike
* Awaiting Orders
* Afterimage
* Whirlwind Axe
* Enchant

**Tier 2: Good card, pick them in some situation:**

* Bomb: Pick these cards in chest but don't buy it.
* Hack (Draw) [20 Golds]: Good for rushing.
* Crush: Best Attack cards in term of base damage, not as good as Piercing Attack and Fires of Rage in many case.
* Piercing Attack: One of the best Attack card.
* Fires of Rage: One of the best Attack card.
* Bolster: Best defensive card, have good synergy with Piercing Attack.
* Stone Skin: One of the best defensive card.
* Combo: Get them if you have cards that you want to own more copy of them.
* Sacrifice: Take 1 piercing dame for 1 action and 1 card is good, but this card can be use only 1 time per battle.
* Divine Strike: Good for healing you up.
* Soul Strike: If you found it in 1st chapter, it may help you get more health. If you found them in chapter 2 or 3, just skip.

**Card that are good to certain build:**

* Angel Blessing: Full Plate Knight
* Martyr's Armor [40 Golds]: Full Plate Knight

**Card that useful only in few situation or useless:**

Duel Destinies [25 Golds]

Prediction [65 Golds]

Desperate Attack [60 Golds]: You don't want to lose many HP anyway.

Firmly Hold [25 Golds]: Let enemy draw 2 cards for 12 Armor is not good.

Blazing Cloak [85 Golds]: Lady Knight don't have support for this cards, and

## Combo

* Pure attack build, focus on card drawing/duplicating engines of basic attacks.
	+ Poison Dagger/Lightning Blade/Dirk
	+ Bitter War replenishes your deck when you've drawn all your cards.
	+ Battle Horn creates a never-ending stream of card draw in this combo.
	+ Crazy Axe multiplies your basic attacks exponentially.
		- Boxing contributes to blade counts, as well as creating a non-temporary basic attack that Crazy Axe can duplicate.
		- Battle Trumpet powers up your basics and their temporary copies.
	+ Double strike draws cards (Double Strike [2] is useful too, but is a must have anyway).
	+ Hack draws cards.
	+ Swift strike draws a card.
	+ Support is reliable card draw.
	+ Fearless is can dig for combo pieces (Battle Horn/Bitter War) and can stack well with Assault blessing.
	+ Storm Strike and Strength Blessing are good picks and particularly useful in this combo to power up numerous but weak attacks.
	+ Similarly, Cheese Trap blessing buffs Dirk and Lightning Blade. Fencing/Two-Bladed Sword blessings are more general but perform the same function.
* Equipment/passive build that focuses on building an army of equipment cards to do all the work for you. There may be some synergy overlap with the armour build and likely require an separate damage dealing combo. Can run into trouble against Elf Queen and Forest Spirit, as the former clears all equipment every 4 rounds, and the latter cumulatively every round. Pick up any equipment/slots you can, begin combat with card drawing/start of turn trigger equipment first.
	+ Horseshoe
	+ Windup Knight (Red Diaries exclusive)
	+ Lethal Weapon (with additional damage buffs)
	+ Close Combat adds two equipment economically.
	+ Wonderful Collection
	+ Auction Ticket cheaply draws cards.
	+ Shipborne Artillery lets you deal damage when equipping your excess cards.
* Bizarre Rune with cards that deal damage during the enemy's turn:
	+ Scorching Flame and Cheese Trap blessings
	+ Equipment
		- Beast Trap
		- Blazing Cloak
	+ Counters
		- Counterattack
		- Directionless
		- Gaze
		- Resonance
* Piercing Attack/Spike Barrier with armour generating cards
	+ Bolster (requires another damage dealing source to kickstart combo)
	+ Hold Firm/Angel's Blessing
	+ Shield Block (with attack spam combo)
	+ Tenacious Defense
	+ Tenacity ability, however unreliable as it can only be used every 5 combat encounters.
* The Martyr's trio - with Martyr's Sword as centrepiece - with the goal of dealing small damage to yourself to stack buffs on a finishing blow. Note: Do NOT play damage threshold cards like Stone Skin, Spiny Shield or Dragonscale Armour as they will prevent the piercing trigger of the Sword (the Numbness blessing exempts piercing damage, so can be taken). Avoid Rally Horn as you won't have control over which attack gets buffed.
	+ Self-damage triggers
		- Martyr's Armour
		- Martyr's Amulet
		- Hold Firm
		- Sacrifice
		- Dual Destinies
	+ Other buffs
		- Expose Weakness/Plot buff also stacks
		- If the first damage card you play is also your finisher, Tomahawk will help.
		- Mechanical Fist (Red Diaries exclusive)
		- The Trample blessing doubles your first damage dealing card.
	+ Burst damage
		- Crush
		- Impact if you have high max HP.
		- Fires of Rage
		- Execution for enemies with large health pools, mainly Bosses.
		- Bomb (can only be used once).