
But you shouldn't feel pressure to do this. If you're an XCOM player, you're probably gonna want to play a bunch of these to get new cards, level up characters, and generally get to grips with Midnight Suns. The Mirror Table inside the War Room populates with new optional missions each day. You'll generally want to save your heroism for heroic cards, but be aware of when you've placed a hero right behind one of these destructibles so they don't get used against you.ĭon't go crazy grinding optional missions Some heavier enemies will gladly knock you into power boxes, concrete barriers, and other consumable breakables. I honestly might've heard it whisper "Hail Hydra" on turn two. That exploding barrel? It has no allegiances. Use those environmental objects before Hydra does Universal video game tip: don't stand next to the explosive cylinders. One enemy ability literally spreads like a contagion between characters, dealing damage to whoever they're nearest. There are lots of incentives to not place your characters too close to one another. But many abilities will change your character's position automatically, in a location you can't dictate. You have one move per turn for all three characters you field. Most attack and heroic abilities auto-move your heroĪt first, movement seems like something you don't have to pay much attention to. **Knock opponents off the edge of the stage**, or occasionally through "drops" in the middle of the arena-look for a yellow percentage chance indicator when executing these ringouts.


Almost every character has one or two knockback cards, but Magik and Spider-Man are the most knockout-focused characters in the game. Knockback isn't just an incremental source of bonus damage, it's a central combat mechanic. Once you've moved a hero once, you can make as many adjustment moves as needed with that same hero to execute a perfect hit with a destructible.
