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Meteor/Pyroclast Solo Scenario

Updated: Apr 2, 2024



This is an unofficial guide to the meteor class solo scenario in Frosthaven.

Spoilers included for class up to level 6.


This scenario is completed at level 3 (character level 6).

This walkthrough will cover three different parts:

PART 1: Deck Build*

PART 2: Items**

PART 3: Scenario Tips**


*Class Spoilers **Scenario/item Spoilers


I tried and failed this scenario THREE TIMES on level 3 before completing (I tested it on level 4 and still could not complete after five tries of unlock). I hope this is helpful to anyone trying to finish the scenario.


Before starting: Solo-Scenarios can be completed once a character gets to level five. I would suggest to complete this at level 6 or level 8 since the scenario level is half your level rounded up.


PART 1: DECK BUILD*


FROM TOP LEFT TO RIGHT: (3) Living Magma, (5) Rain of Fire, (1) Igneous Path, (X)Metamorphic Rock. (6) Obsidian Shield, (2) Deep Fury, (X) Force of the Earth, (1)Flowing Fire, (1)Liquid Stone, (1)Cooling.


Ranked from favorite to dispensable:

  1. Obsidian Shield

  2. Rain of Fire

  3. Cooling

  4. Living Magma

  5. Metamorphic Rock

  6. Liquid Stone

  7. Deep Fury

  8. Igneous Path

  9. Flowing Fire

  10. Force of the Earth


OBSIDIAN SHIELD

I ranked this as number one, though the top four were all close. I was initially advised to put this in my deck for the top half, but honestly only used it for the bottom. Although it's a suffer -2 if you don't break an obstacle, don't forget that you are the only target on the board and that -2 will save you from a lot of damage. I used this card the most and did not regret it. Although its counter-pick level 5 card (Magma Orbs) is a great card for group scenarios, you cannot beat Obsidian Shield bottom for a solo-scenario.


RAIN OF FIRE

Coming in hot in number two, rain of fire became the most unsuspecting favorite of the scenario. I immediately moved to the corner on my first turns in each room and threw out 2 easy lava without needing fire so force hazardous terrain damage. Although it doesn't seem like much, when there are shields, it can be incredibly helpful. I also liked having the bottom option available as playing the corner also meant that I am stuck. I only used it once in the last room, but it was a nice option for a quick get away if the enemy has no movement.


COOLING

Cooling, Living Magma, and Metamorphic Rock are all essentially tied in my book, but I broke the tie and placed cooling first because of the frequency of use. Pyroclast does not have a great deal of self healing except for potions (listed in potion section). So having a heal 5 on the bottom was exceptionally helpful. It does have a reduced movement catch, but that was rarely a problem. I used the top a handful of times to get a quick suffer -2 on enemies, which proved to be useful with putting out multiple hazardous terrain.


LIVING MAGMA

I usually have living magma in my deck in both group scenarios, and it proved to be useful in a solo-scenario as well. I used both top and bottom equally too, which is helpful. Although the top is a hit for +1, the important part about it is the wound feature, especially with shield enemies.


METAMORPHIC ROCK

I did not have this card in my scenario for the first couple tries, but I saw on a forum and tried it (though the person failed). If you have items that can supersede this card, then I would put its importance lower. However, nonetheless, with the items I had accumulated (talked in next section), I tried placing it in my deck and beat the scenario on my next time. The shield +1 and retaliate +1 came in handy multiple times, especially at low HP monsters.


LIQUID STONE

Liquid stone was another card that I did not initially place in my deck in the first couple attempts, as I do not always add it to my multi-person scenarios. However, I noticed how many times I wanted to have a push in my deck during my first attempts and placed it in and it became one of my favorite cards for melee and terrain damage. Although I mainly used the top, I also used the bottom push about 30 percent of the time.


DEEP FURY

Deep fury was placed in my deck after restructuring my deck to have more heals and since the amount of times I myself on top of terrain was above average. Even if you cannot hit an enemy, but are occupying hazardous terrain, the heal +2 is worth it especially if you are wounded. I never used the bottom heal, as you do not want to use losses in this scenario if possible.


IGNEOUS PATH

In multi-person scenarios, I love to have Igneous Path in my deck. With the item that calls an enemy into the path, it can kill a lower enemy in one move. However, in this scenario, I used it more for the lower half to create lava as I moved. With a low initiative of 18, it was helpful to have in my deck as an easy way to create lava and also do it at a low initiative. I also liked the idea of having the top in there just in case of a perfect set-up where I could make multiple enemies suffer at once (did not happen, but was prepared in case). I did, however, rank this card in the lower half, so I believe that you can swap this out if you truly have another card you work with better. Bottom line: Don't use losses if you don't have to.


FLOWING FIRE

I placed flowing fire lower because both the top and bottom are safe options, but not groundbreaking. The top is a safe way to create lava (if you have fire element) and multi-target and the lower has gotten me out of range of hits due to the 6 movement. However, with the amount of shield enemies, if I didn't have a +1 upgrade, my hit would be worthless. I also found that not having another player create elements meant that I had to be more intensional about creating elements, which did not always line up unless I used a potion the previous turn. However, I still had it as a staple in my deck for the low initiative and safe "back up" options it provided.


FORCE OF THE EARTH

I did not use force of the earth as much as I would have hoped, however having the free option to pull and muddle was helpful. I never used the bottom, but still threw it in as a basic movement action at times to utilize the 15 initiative.


PART 2: ITEMS**


DISCLAIMER: These are the items that I personally have built up, but there are multiple items that can be helpful to this scenario. Since I had a start at Level 3, I did not have the gold or herbs to acquire every item I had wished. Thus, I have placed some suggestions next each item as a potential replacement and I will also add critiques of my build. Some have numbers in place of name to avoid spoilers. If you found one that works for you, please make a comment and start with ITEM to help out fellow pyroclasts.


ITEM: HEALING POTION

A healing potion is vital for this scenario. Considering the deck build and character, Pyroclast needs to capitalize on any chance to self-heal. This is due to not only being the only ally in the scenario, but also with the potential for continued negative conditions (believe me) that can occur in the scenario.

Mine: Healing Potion

Suggested: Major Healing Potion (99)


BOOTS: FLEXIBLE SLIPPERS

As stated in the disclaimer, I did not have a perfect item build and unfortunately only had one foot item as an option. While it is a nice item to have, I wouldn’t suggest it unless you are eager to gain loot for a retirement goal, or have some special rule to keep it every time you fail. instead, I suggest amping up the foot item to either an initiative control card (125 or 142) or what I call the “walk & heal” card (143). These will grant more control over the scenario. Why not movement? There is not a great deal of movement required in this scenario and I believe you can get around it without the extra buff.

Mine: Flexible Slippers

Suggested: 125; 142; or 143


**POTION: PERCISION POTION

One this potion was unlocked, I felt it was game over. In the good way. Do not read this if you do not want an item spoiler. The amount of control it provides over your attacks, especially if you have removed most of your negatives out of the deck, is astronomical in my opinion. In reverse of above items, I will state mine as suggested and offer a backup for those who do not have it unlocked or have the resources to get it.

Mine (suggested): 110

Backup: 186; 236; 242


ARMOR: LEATHER ARMOR

The leather armor is always a safe bet when I start a new character. Having a choice to play disadvantage freely (and continually with long rests) is always useful. There are stronger choices (141), which I would say could suffice as a desirable replacement. There are also other armor options, including 132, which allows an extra bag item to be carried into the scenario. This could be used to incredible advantage. There are also other options, such as 175 (random item reward). In all, I would say this choice is up to play style.

Mine: Leather Armor

Suggested: Leather Armor; 141; 175


**POTION: MAJOR CURE POTION

I did not know how useful this potion would be in the scenario, but I definitely utilized it to get rid of negative conditions. However, I can’t say that it removed more than one at each scenario try, and would thus, consider bringing another item of those listed above. Quite honestly, even two healing potions if possible. The only reason I would keep this as a no-brainer is if there were prevalent Banes or Stuns in a scenario.

Mine: Major Cure Potion

Suggested: 99;186; 236; 242


**HEAD: EAGLE-EYE GOGGLES

Similar to the leather armor, the eagle-eye goggles are always a go-to for any character if you have unlocked them. If you choose or have another head items, I would suggest taking anything that grants attack advantage or deck flip security (Truesight Lenses 026). I would not suggest not taking a range buff, as I think there are other better options out there, but if it is the only head item you have, then you can work around it by buffing the other item cards.

Mine (suggested): Eagle-Eye Goggles

Backup: Truesight Lenses 026


PART 3: SCENARIO TIPS


5 TIPS FOR SCENARIO SUCCESS

  1. Healing: Make sure to have a few “heal-plans.” Since it is a solo-scenario, you are the only target and may take a lot of hits dependent on the monster flips. Have multiple heal options to mitigate negative conditions and/or damage.

  1. Movement: Focus on hazardous terrain placement and positioning over scenario movement.

  2. Losses: Do not use losses if possible. This is an endurance scenario so unless it is the perfect use of a loss, I strongly advise against using loss cards.

  3. Restarting: With that said, don’t be afraid to start over if you feel you have a series of bad flips. Starting off the first 5 or so rounds strong is important and if, as stated above, you get losses via damage already then do not be afraid to restart. (As a normal rule of thumb, I don’t advise this in Frosthaven, but on this scenario would I “OK” it).

  4. HAVE FUN AND RELAX. Depending on your build, this scenario could be a breeze, or a last-hit-last-stock. Have fun and enjoy the scenario. If you don’t already have the Frosthaven App by LuckyDuck Games, I suggest purchasing it as it is incredibly helpful for running scenarios. Good luck!



GOOD LUCK!

-Gandondora Gaming

 
 
 

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