Huge hits usually cost all three energy points and aren't acquired until later on in Tainted Grail: Conquest. So when a character comes along that offers access to one of these devastating blows for no energy, players better give that class serious consideration for tougher runs.
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Unfortunately, not enough players understand how to use the Zealot, so it's one of the most underrated and underused classes in Tainted Grail: Conquest. All it takes is a couple of easy tweaks and the class is one of the few that can beat the game without any upgrades at all.
Unlike most classes that need damage cards to end the game, the Zealot is perfectly capable of dealing enough damage without a single arrow in their deck. The one issue the Zealot might have, however, is on the defensive side of the equation.
By stacking up cards that create barriers, the Zealot will never have an issue defending any incoming attacks from mobs while farming up the numerous currencies. After using just enough cards to defend incoming attacks (this will oftentimes be a single card), discard the entire hand to charge up the ultimate ability quicker.
The only damage that should matter to the Zealot is the damage done by the ultimate. There are occasionally arrows that may merit an exception, like a Bloodthirsty Arrow that has been used for finishing blows, but even this card is gravy next to the ultimate.
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When picking new cards, if it's not a defensive card or a card that debuffs the opponent, there is really no need for it. Every card that deals damage distracts from the ultimate and decreases the odds of getting a barrier card. To see the
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