Review: by Tamlin
Unlike most Spirits, the Experienced Evil Cosmonaut has Ghost without
any Hourglasses. So you can move it through walls, difficult terrain,
opposing monsters... then leave it lurking in interesting places without
worrying about losing Ghost in X turns. This makes it an excellent
victim chaser and ambusher.
Despite its move of 5, it makes an excellent victim chaser since they
have to move around obstacles, monsters... while it can simply move
through them. Since it retains Ghost for 2 clicks of damage, it can
shrug off damaging Twists and keep on going. A victim hiding in a room
with a locked portal or opposing monster blocking the only exit is no
problem since Evil Cosmonaut can simply Ghost into the room, kill the
victim, survive a click of damage from an upset monster Frenzying on it,
then auto breakaway, Ghost out of the room, and repeat.
Once blooded, you can then move it close to a melee then leave it safe
behind a wall waiting for an opposing monster to become Vulnerable. It
may then Frenzy through the wall and try to deliver a penetrating point
of damage to the vulnerable monster. Next turn, you can decide to wallop
the opposing monster with 3 damage or auto breakaway in search of easier
prey. Against already wounded monsters, its slightly below average
attack and average defence won't really affect it. This makes it an
excellent ambusher as well.
After taking 3-5 Clicks of damage, Grave kicks in allowing it a chance
to completely heal if it can kill an opposing monster. True, it slows
down after losing Ghost, but most of the time it will already be in
Melee when that happens (because it can simply Ghost away as soon as a
ranged monster moves into line of sight) so it really doesn't matter
that it can't move far.
As long as you don't try to use it as a front line fighter, you'll find
the Experienced Evil Cosmonaut will serve you well.
|