Scorched Earth
Dead Zone damages shields for 50% of their maximum Health per second, and its cooldown is reduced by 3s.
Dead Zone
Twilight
Reduce the Cooldown of Dead Zone by 0.7-3.5s.
Dead Zone
5
Sparkle
Increase the duration of Dead Zone by 0.5-2.5s.
Dead Zone
3
Nectar
Heal for 50-250 Health after activating Seedling.
Seedling
2
Hijinks
Heal for 50-250 Health when activating Flutter.
Flutter
3
Flora
Gain 50-250 Health.
Armor
2
Guide
I have been having a lot of fun with this deck lately. The entire deck is based around being able to spam deadzone on or around the point and totally annihilate any shields or annoying Inaras that just want to stand on the point. It opens them up so quickly that they have no real escape options and your team can go after killing the frontline first and foremost. I have found this deck to really be a hard counter to the current Inara meta. You want to be around the point close enough to be a nuisance but not so close that you just get instantly squished.
I usually run
Chronos level 2 - You want that cool down to be as low as possible on Deadzone and having the cool of flutter to get you out of a tight spot is never a bad thing
Caut - Get this to at least level 2
Kill to heal - It is a close call between Kill to Heal and Life Rip here, do what suits your play style better.
Haven / Blast shields depending on how good the opposing teams AoE damage characters are.
Have fun watching Nando and Inara run off the point in fear.
Back