Witch

## **Overview**

> "Even though the study of black magic is strictly prohibited in town, Little Red Riding Hood's curiosity cannot be suppressed. What's even more surprising is that the witch has had great patience in her guidance of the girl."
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## Starting cards

 Basic Attack (2/3)
 Mana (2/3)
 Elemental Wave (1/2) x2

## Abilities

* Confusion: Get your next shop purchase at half price. Cooldown 6 combats

In combat

* Introspection: Spell card cost for this turn is halved. Damage taken is halved (until next turn). Cooldown 2 combats
* Incantation: Deal 3 additional damage this turn. Draw 3 cards. Cooldown 3 combats.

## Builds

* Icestorm Witch:
	+ Use cards with chilled effect as this will reduce their damage to you. However this is only optimized when you get the fairy blessing, Absolute Zero, which enables you to take an extra turn if the enemy is Chilled. Additionally, Cold Wind will maintain Chilled for the enemy.
	+ Due to the ability to take multiple turns, you can finish off the enemy without taking any HP damage.
	+ Magic Frost increases your mana supply, deals damage, and makes the enemy suffer 3 Chilled.
	+ Ice Shield Gains armor and makes enemy suffer 4 Chilled.
	+ Cold Snap deals water damage and enemies with Chilled status now takes double damage. Enemy also suffers 3 Chilled.
	+ Many higher cost ice-related cards allow you to double the damage you inflict.
	+ Due to drawing out the entire deck through multiple turns and draw cards, your mana would be extraordinarily high. Adding Mana Shield, Hurricane, and/or Thundercloud allows you to take more damage or deal more damage respectively.

* Lightning charge Witch: Get cards and effects which increase damage and use spells with multiple damage instances
	+ Continuously add mana to your supply until you can play Thundercloud, Hurricane, and then Mana Storm which would grant you an extra turn at the cost of 40 mana. But it would not matter since you would reshuffle your deck to redraw your mana cards.
	+ Blessing Card Atlas, Cross Magic and permanent buff from Mana Vaccum can grant additional initial mana and allows earlier casting.
	+ For defense, Mana Shield is an ideal choice.

* Flameblade/Torch Witch:
	+ One of the harder ways to win. You continuously add bonus damage to spells or attack you inflict. Burning Nut will also be good to have as it adds Fireball to your hand. Torch is an equip that you must have as it synergizes with Magic Staff - whenever you gain 2 mana, you deal 1 physical damage, then Torch will deal 1 Fire damage. Get the fairy blessing, Cheese Trap, so that your equipment deal additional +1 damage.
	+ To make use of the staff and torch, mana cards to add in are Piercing Spell dealing 1 damage twice and Magic Flames, which increases fire damage and deals damage. You can aggressively exile basic mana cards and use Arcane Prophecy to fish for Magic Flames before moving on to spells.
	+ Binding Flames pairs with effects that multiply a spell (not just its damage) to give +6 fire damage or more in a single cast.
	+ Flickering Flames, Painful Strike, and Omnislice will increase your damage dealt with the combos above. Firewall is effective against bosses and bypasses some damage counters.
	+ For defense, you may opt to use Mana Shield or Traps instead.
	+ If the deck has many spells, Raging Tide and Volcanic Eruption can be used to deal damage multiple times. Best partnered with Torch and fire damage boost.
	+ Magic Flying Blade can be used to cast Attacks including Flickering Flame for faster buildup.

* Poison Witch: Use poison spells and stack it on your enemy
	+ One of the slower ways to win. You continuously stack poison onto an enemy. With the right cards and blessings this can also become the strongest Witch build:
		- Spider Poison (Blessing): At the start of your turn, your opponent suffers Poisoned +2
		- Shivering fit:
			* Toxicity spread and Absolute Zero will let you freeze the enemy forever. You just need a bit of additional Poison and mana gain.
			* Since the enemy is continiously frozen the poison won't actually trigger. Get some Ice spells to do damage. You could also just stack enough poison and wait until the enemy unfreezes
	+ Even if you don't do this sub-build, it's good to take some ice-spells to reduce damage from the enemy while you stack poison
	+ Traps and negation will be valuable as the traps can reflect any negative effect back at the enemy.

* Lucky Star:
	+ Named after the fairy blessing you unlock. The translation for this is cut in the middle, but this late-metagame blessing gives **all** your temporary spells a discount. Combine with everything that copies or creates temporary spells.
	+ Get cards and blessings that reduces the mana cost or recovers of every card you own, i.e. Mana Spring, Mana Leech, Turbo Cast and Portal.
	+ Get cards that add temporary copies to your hand. i.e. Waving staff, Marvelous Scroll, Magic Pipe
	+ Ideally get temporary copy of the higher cost cards.
	+ Use Action cards to double the effect of the spell. i.e. Spell Breaking, Super Hex

* Snap Witch:
	+ Uses high cost spells with blessings and cards that negate costs to deal massive burst damage.
	+ Core cards include Thunderclap, Arcane Prophecy, Devouring Curse, Spell Breaking, Super Hex, Mana Expansion.
	+ Core blessings include A Sorcerer's Snap, Card Atlas (Avoid taking low cost spells), Hands Casting.

* Time Witch:
	+ Uses as many draw, mana or generate cards as possible, along with Magic Pocket Watch and Mana Storm to get extra turns.
	+ Arcane Prophecy, Magic Boundary, Wisdom and Inspiration are vital support cards, Energy Extraction gives a big boost to mana.
	+ Prophecy and other search cards are useful to trigger Magic Pocket Watch and other draw-2 cards.
	+ Can be integrated with any other deck combinations, but much more efficient with Exile cards to maximize momentum.

* Mana burst Witch:
	+ Uses blessing Card Atlas and Cross Magic at start of battle and deal massive damage with Magic Staff. Uses high cost spells and draw cards to use mana quickly. Hurricane is an one-off finisher and should only be used when guaranteed to kill.

## Diaries

This character is also available in the Diaries DLC. The new available cards and Blessings, especially the rare equipment cards can change her playstyle a lot.

* Hurricane Staff
	+ Get Ice, Thunder or Fire spells. **Don't get Poison spells**
	+ You usually don't need any mana cards here, but mana cards with draw effect never hurt
	+ Hurricane is the stongest spell for this build
* Ice Torch
	+ Pretty much the same build as the "Icestorm Witch", though your rare equipment will make things a lot easier
* Witch's Broom
	+ The opposite of Hurricane Staff. You will need mana cards but you won't need Spell cards
	+ Get mana cards with draw effect
	+ Get Cleaning Time

## Possible cards to get:

### Action

* Focus: Draw 2 cards.
* Prophecy: Choose 1 card from your deck and add it to your hand.
* Quick Memory: **Exiled.** Shuffle 2 **temporary** copies of the next non-equipment card you play into your deck.
* Singe: Enemy suffers **Frailty** x2. During your next turn, you also suffer **Frailty** x2.
* Super Hex: The next spell card you play during this turn has double effects.
	+ Good for Lucky Star build
* Whim: Choose a card from 3 random cards. Shuffle 3 copies of that card to your deck.

### Attack

* Basic Attack: Deal [1/3/5] damage. - Starting deck.
* Flickering Flames: Deal 2 fire damage. The enemy takes 2 more fire damage.
	+ Useful for Flameblade Witch build
* Painful Strike: Deal [4/6] damage. Gain [4/6] mana.
	+ Basic card for every magic casting build. Can be useful from early game to late game.
	+ Useful for Flameblade Witch build

### Blessings

* A Sorcerer's Snap: The first two spell card you draw costs 0.
* Gift Card: The rightmost card of each Grimalkin Shop will be on sale (50% off).
* Guard Statue: Counter an enemy's card each turn, lasting for 3 turns.
* Heap of money: Gold +40
* Locked diary: A locked diary. I don't know why it is in the fairy blessing.
* Mastery of Fire: When you use a spell card with no less than 5 mana cost, deal 3 fire damage.
* Mini Shield: Gain Shield x 5 at the start of each combat.
* Musynx: When you use a spell card, draw the same cost spell card and double its effect. Trigger once per combat.
* Spider Poison: At the start of your turn, your opponent suffers Poisoned x2.
	+ Useful for Poison Witch build
* Trample: When you deal damage no less than 10, you deal 100% more. Triggers 1 times each combat.

### Equipment Cards

* Frost Amulet: At the start of your turns, gain [2/3] mana and the enemy suffers **Chilled** x[2/3].
	+ Strong in an Ice build.
* Magic Staff: For each 2 mana you gain, deal 1 damage. - Starting equipment. Spellcast build: Get mana cards and high cost spell card. In late game, provide continous damage if you could gain around 15-30 mana each turn to deal massive damage.
* Witch's Tome: At the start of your turn, draw 1 spell card from your deck. - Strong equipment for all Witch builds.

### Mana

* Cast 'n Run: Gain [5/7] mana and [1/2] Action.
* Healing Ointment: Gain [3/4] mana and [3/4] health.
* Mage on Alert: Gain [3/5] mana. Damage taken -1. Lasts 1 turn.
* Magic Flames: Gain [3/5] mana. Deal [3/5] fire damage Fire damage +1.
* Magic Frost: Gain [3/5] mana. Deal [3/5] water damage. Enemy suffers **Chilled** x[3/5]. -
	+ Good card in an Ice build, otherwise Mana cards with draw effect are better
	+ Good for Icestorm Witch build.
* Mana: Gain [2/4/6] mana. - Starting deck.
* Piercing Spell: Gain [3/5] mana. Deal 1 fire damage [2/3] times.
	+ Useful for Flameblade Witch build.
* Possess: Gain [6/9] mana. Draw 1 card.

### Spells

* Acid Spray: Enemy suffers **Poisoned** x[3/4].
* Blazing Charge: Deal [7/10] fire damage.
* Blizzard: Deal [10/12] water damage (enemies with **Chilled** take double damage. The enemy suffers **Chilled** x[3/4].
* Cold Snap: Deal [4/6] water damage (enemies with **Chilled** take double damage). The enemy suffers **Chilled** x[2/3].
	+ Good for Icestorm Witch build
* Elemental Wave: Deal 2 fire and 2 water damage (+2 lightning damage levelled up). - Starting deck
* Firewall: Until your next turn, when the enemy plays an attack card they take 2 fire damage.
* Hurricane: Spend your remaining mana and deal an equivalent amount of lightning damage.
	+ Good for Ice Storm Witch & Lightning charge Witch builds
* Ice Shield: Gain **Armor** x[4/6]. Enemy suffers **Chilled** x[4/6].
	+ Good for Icestorm Witch build

## Tips:

* Some enemies have resistance against certain elemental damage

* Always get some additional mana cards

## Trivia

* the character used to be called "Little Witch", but is now only shown as "Witch" ingame (not to be confused with th Witch (boss))