Gordian Quest Guide

Nightmare Realm InstaKill - Deck Building Guide for Gordian Quest

Nightmare Realm InstaKill – Deck Building Guide

Overview

999999 is not the limit, I can go beyond that – Naran

Intro

Halo and welcome to the InstaKill all stage guide

This is written in Feb 17 2021, so it might be outdated or changes have been make by devs

The idea was came from Naran Turn One All-kill Build – By Poknok

This is the actual fight in nightmare realm 21

Before We Start

This guide is for the hardcore nightmare endless realm challenge,
the normal quick run with 5 realm are not worth the time you spent to build your team,
because to this team, realm nightmare level 5 and realm nightmare level 20 or harder will not make any difference, it will be done in 1 turn.

it can also be use in any game mode but if your are new and just started the game,
It might be a better option to build your own team in the campaign mode first.
This is where the fun at!

Naran – Troubadour

Naran the Troubadour
She is the very core of this team, but she needs to be level 30+ to starts her performance.
She is a late-game character, all the difficulty lands on how to survive the first 2 realm and build her up.

First, choose the Troubadour as her starting class and deck.

In case if you do not know how to change (like me at the start), you can press arrow button besides the Skill in the Hero selection menu.


Naran has quite a good starting deck, you will need them all in the start except for the blue card Bardic Expertise.

Everything could be changed using the respec point to Mettle I, your goal is to turn 3 bouncing hit, 3 guard and 1 blue to 1 Scatter Hit, 1 Chorus of Abating and all Verse of Abating.

Naran only starts her performance when she get the Temp III card Final Verse. It draws 2 cards and any additional card for every Inspiration you have and reduce every Tone card AP by 1.

To make use of this powerful card, you want your deck to be full of tones and can build up the Inspiration count as high as possible to draw as many card you could.

Moreover, Final Verse can chain in to another Final Verse to have itself AP reduce to 0.
On Top of it, unlike other hero and classes, there is only 3 III card in the Tempo class. This garente you Final Verse as long as you want.

Tips: Do not prioritize the Tempo III when choosing your skill grid, prioritize easy to access any classes III because you can change it by using 1 Respec point, its 100% to get. so prioritize stats,mastery and clone!

The Combo is simple, you start with any Intrinsic card that gives you the Mettle Tones(Red). The default deck has a Intro that cost you 1 AP. So the best is to start with Bass and chain your combo.
After that, use Verse card to stack your Inspiration and Vulnerable to enemy, once your Inspiration is at max, use Final Verse to draw card than use your Chorus card to reset your Inspiration (Chorus gives +1 max Inspiration if used when at max Inspiration). Repeat this until you have no AP or the vulnerable on enemy is greater than its HP, than use Scatter Hit to pop them, instantly kill them, ezpz

Take Note

Changed the blue card first, as you will need other card to help your survive and dps the early stages, only try to replace all block if your Ida and Bertram (your teammate) can tank the damage!

Quickly master your verse of Abating to AP cost -1, ALL OF THEM, AP-1 is a huge difference, while maxing make not that much difference
—>

Chorus of Abating is a chorus card that reset your inspiration count and gain +1 max inspiration, upgrading is not that high in priority, only upgrade if you have your Verse and Scatter Hit finish AP-1

If your are lack of AP(below 5) master to AP-1, but no worries, once you get more AP, use Resp point to change it to +1 inspiration when used.
<—

Chorus of Intimidation gives brokenly high vulnerable but at higher cost, 1 is more than enough and I don’t recommend to get it before you have 3-4 Final Verse in your deck.

This card is stupidly broken to boss if you see the video in the Intro, if I bring 2 more AP potion, I can even multiple the damage.

Scatter Hit is your damage, master it with -1AP ASAP, its 0 cost and dmg to all, after applying vulnerable to enemies, you just need 1 hit, Scatter Hit, da best!

+50% vulnerable effective is tempting right? But caution!!! Do not use this card as it cost 1 AP(cannot reduce), and it +1 more non-tones card into your deck!

If you want to try, you can, because I tried it before, it has range of 3 row, but in boss fight, often you start a different row with the boss, so you might need to move between cell.
Scatter Hit is more than enough!

Card Draw

To successfully pull this combo, you will need to have at least 1 Final Verse in hand, so you need as many card draw as possible

There is 3 talent each at each tree, get the STR first, than int, if possible, than get the one that is in the Int tree but you are require to have all accessories equip, make sure you let Ida has this talent first. After that if possible, get the one in Dex tree.

Initiative

You want to make sure Naran moves first or second(right after Bertrem)
The Dex tree talent +10 initiative is crucial, after that, the Int tree talent +4 initiative is also good to have.

Pay attention to shoes, shoes can gives +x initiatives per enchant, so you can have a shoe that grants you high speed.

Maximizing Damage
Might +x% Damage for your next Attack

There is a talent in STR tier II that gives might when you are holding a two-handed weapon, if you do not have other equipment that gives might at turn start, this is a must for you.

After that, if you have done everything to +card draw, you want to have both the talent of +50%(II) +100%(III) effect of might active to have more damage potential.

TIPS: There is a gloves that gives +x% might and AP+1, so take note when you find this gloves, is a great boost to your attack, but don’t try to gamble for it, me after 21 realm, still no where to find this gloves.

Combo

Once you have all the cards needed, or whenever you get to acquire a II card, make sure you look for Mettle II for Bass. You want to have as many bass as possible, there is no limit.

Bass makes you stack for inspiration easier and can start in hand, you will no longer need to use Intro to Vigor as your starting card to get the Mettle(Red) tone.

Tips

  • You can start Naran as front liner at the early game as she has 3 str guard that greatly improve her tankiness
  • Bouncing Hit has high damage potential, it say chain forward, but you can take it has hit the whole row, if you prioritize strength, it will save you from your lack of dps in early game
  • Always go for +4 strength at the start of the game
  • You can just leave Intro of Vigor as it be, prioritizing other card
  • 2 Chorus and 5~6 Verse is more than enough

My Deck

Take note that I have 7AP to spend so I add 1 of each Chorus, Verse and Final Verse

Ida – Forest Guardian

Ida the Forest Guardian
Ida is the guard generator, she is the key to survive through the early game in nightmare difficulty.

Choose Forest Guardian as her starting Deck, and in case you do not know how to choose deck, refer to Naran.

She is extremely important as you desperately need tanks to take damage, it is common that monsters can easily kill you in the early stages. Tanks! Tanks! Tanks!
But she will be afk for the whole time once Naran get her build, she will not have a turn if you get your Naran built up.

Ida comes starting deck comes with 2 beast, the bear and wolf, they make no difference as you will only want them to tank the damage.

The most important cards come next, the Herd, prioritize this card and make it Intrinsic so you can always gives any allies the guard that they need in turn 1, this is so important that it will save you so many times.

Your first card to change is the Eyes Of The Wolf, it cost 1AP, in the starting game, you only have 3 AP and every AP is so important, so change it, either you get an extra heal or an extra Herd.

Next get a 2nd Bear or Wolf ASAP, because they die pretty quickly, so you will need another spare, and for rotation purpose, its often that you don’t have any beast in your starting hand.

Whenever you get to choose skill, prioritize Animal Kinship II, look for Conditioned Reinforcer, this is the card that is OP in starting game, it gives ally Taunt that make enemy only can attack the chosen ally, with this card, you can say that you are pretty safe now, use it with Herd, you will now have a beast with taunt and guard. A perfect tank have been born.

TIPS: for these kind of skill that target Soul Link Beast to move to any cell, you can choose not to move by click on the cell it was at.

For any III skill, personally I only look for Full Moon, but its in later game which I had more AP to spare, I will ignore the first III available and go for Herd as it greatly increase survivability.

Important

  • Always, always prioritize Intelligence, as it improve the HP of your beast, the guard you can gives, and the heal you can apply
  • After your first talent, +4 intelligence, your next should be +4 dex to get the Talent +1max card draw and after that is the +4 base stat for summoners in the Dex skill Tree
  • To change your deck at start to guaranty a tank is great but you only access Tier II talent after certain level, but still good to know
  • This +1 card draw when you have amulet, rings and belt is very important but accessory are hard to obtain in the early game, so if you have them, swap to this talent
  • The healing card, rank up is more than enough, master is not required, if you need more healing, use the consumable potion
  • Only look for the double attack passive and taunt, try to keep your deck low in number so you can always get the card you want.

    Conclusion
    Ida are very good in the starting game, but once you built Naran, she will have nothing to do, so you can try any build after it.

Bertram – Artillery Commander

Choose Bertram as a Artillery Commander, if you do not know how to swap starting deck, refer to Naran.

In this guide, Bertrem is a sub tanker and damage dealer in the early game and buffer in the late game.


Bertrem has a extremely good starting deck with the 2 turrets, sentry and siege. They are both Intrinsic which you will ALWAYS have them in your starting hand, this provide extremely good strategy for us in early game.

Just in case your Ida do not have any tanks(which is so often), use the turrets to tank, but take note that turrets will cause damage to row and lane when they are destroy.

Your priority is to increase your Dex as your turrets will also increase their stats. As for upgrade, master your Improved Ammo to AP-1 to greatly boost your damage.

As for the Resp point you get from increase stat, try to change Trumble into extra ammo for more damage.

Keep your deck simple, 2 improved ammo and 1 Extra ammo is more than enough in the starting game.

For any III cards, I suggest Perfect Form, take note that only 1 is enough because Bertram’s skill has many upgrade.

If you do not get Perfect Form, no worries, any other will do, just max it and swap it with Respec point

This card is the only 2 reason you want Bertram to go first

Fragile get+30% damage which is extremely good, but take note that this is optional,Naran could kill everything even without Bertram’s help

So why let Bertram go first? Because of this!!!


This RING! THE MAGIC RING!!!
It gives you the skill Zeal, which can +2 AP and 2 cards for your ally with a ridiculous range, in a 3×3 common map, if you are standing in the middle, it can cover the whole field. OP!!

With the 2+AP and cards your Naran will become more unstoppable, 999,999 is not even a problem.

To ensure I get this card every turn, I change all the card into Intrinsic, so I can pull my whole deck in the first turn, with Perfect Form’s agility, I can move to any cell without cost, than Zeal and Mark Target, Bertram’s job done!

It’s Show Time!

TIPS:

  • Upgrade and master any of your card as you can change it to Sniper class and make them intrinsic
  • Extra ammo and Improved ammo are useless once Naran is up, so you can swap them to any thing you want
  • Clone the III skill but not obtain a new one, the cost of upgrading to max is to much, better than upgrading your status point to gain respec point and obtain mark target

Conclusion
Bertram is good as in the early game, both turrets are important dps and in the late game, the fargile debuff also helps a lot.

Tips that I wish I know

  • Always prioritize stats in when you use your skill point
  • Respec point can only change to the card in the same tier, for example, Mettle III to Tempo III, so no worries
  • Ida has a super OP camp skill which let you exchange 2 supplies for 1 fate, this is INCREDIBLE useful in starting game as you desperately need those accessory with +1 AP.

    When you are before a merchant node, MAKE SURE to check your fate, if you do not have max(3) fate, use the camp left below to get 2 fate(only 4 hours, so only 2 can be acquire), by that means, make sure you always have at least 1 fate

  • Gamble ONLY for accessory until you have all your 3 member with both +1AP ring
  • Try to avoid realm that are shrouded and unknown or without merchant node, utilize Ida skill and quickly get your first few legendary item
  • Once your hero are all at 30+ for their main stat, or when your Naran start to rocks, you can consider adding the other stats to get some good talent for them.
    For example, the 19 Int talent that let you change your starting hand are good for Naran just in case you have no Final Verse in your starting hand (I have met twice of this), it just prevent any risk of failing
  • For green enchant stone, you can buy the +3 initiative over the +1 dexterity, because Bertram deal less to none damage, so if you use him as buffer, just make sure he is fast, or has a pair of incredible shoe(+15 initiative).
  • Have Fun!

Have Fun!

This come to an end of my guide, if I have anything wrong, feel free to correct me.
Have fun!
P.S. Devs you are doing a great work!

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