Armchair analysis · 0 of 3
What a hit point costs
0.5ER if you prevent the damage, up to 1ER if you heal it back
In this article · 7 sections
A hit point costs 0.5ER when you stop the damage before it lands. Heal it back afterwards, and the price climbs up to 1ER. The stronger the villain, the wider that gap.
Healing with cards
Protection heals at 0.5 to 1ER per HP, and its best cards sit at 0.5 to 0.7ER.
- Med Team: 6HP for 4ER, so 0.7ER per HP.
- The Night Nurse: 3HP for 2ER, so 0.7ER per HP, and then some.
- Momentum Shift: 3ER for 2 damage (1ER) and 2HP, so 1ER per HP.
- Energy Barrier: 3ER for 3 damage (1.5ER) and 3HP, so 0.5ER per HP.
Basic heals at 1ER per HP. First Aid and Basic Spell set that price, and Recuperation matches it exactly, since most heroes have 3 REC.
Healing with recover
Recover is the most valuable basic power on paper: 3.5ER. Its value depends on the villain and on your alter-ego ability, which makes it the most interactive one too.
- The villain schemes instead of attacking: 4 threat on an average scenario, −4ER.
- You skip 1 villain attack: +2.5ER.
- You draw an extra card: +1.2ER.
- You trigger an alter-ego ability: +0.5ER.
- You heal 3 to 5HP: +3 to 5ER.
The catch: to cash the full value, you must have lost 3 to 5HP already, and be able to swallow the threat.
Defending
A defense is the safe option. One basic power blocks 3 damage on an average attack: less risky than recovering, less efficient.
Chump blocking
Chump blocking prices a hit point at 0.5ER. A 1HP ally costs 2ER and absorbs an average attack of 4 damage. The stronger the villain, the better the deal.
Tough
Tough costs the same 0.5ER per HP, but it is hard to find outside Protection. I priced a tough status at 2ER, for an attack of 4 damage blocked.
Stun
Stun costs 0.5 to 1ER per HP. A stun costs 2 to 4ER and saves 4HP, for the same reason as a chump block. Steady enemies need two stuns, which doubles the price.
Conclusion
Prevent at 0.5ER, heal at up to 1ER. Against a strong villain, recovering and healing become too risky, while tough, stun and chump blocks get better with every point of villain ATK. Against big hitters, never pay twice for the same hit point.