Riggs

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Riggs is one of the three starting characters. Riggs' cards are orange.

Her cards and artifacts deal with player movement and card draw, her deck is likely favored by many players as she's the game's main source of Evade.

"Your pilot. Her cards are mostly flexible movement and card draw."

Overview

Riggs has access to amazing card draw, excellent mobility and valuable unique statuses! This possum can definitely be trusted with a gun.

Her starter cards are Scramble and Draw Shot, the former allowing her to escape dangerous situations unscathed, while the latter enables more options on a given turn.

Riggs is reliable - with access to cards like Quick Thinking, Second Opinions, Selective Memory and Think Twice, Riggs can simply draw her way out of a bad hand. Her commons are useful too: Evasive Shot, Bolt and Whiplash can be fantastic additions to a deck.

She can contribute to the team’s damage output with Charge Beam, which can scale to become the most powerful shot in the deck - or her signature Hand Cannon, which can deal huge damage with enough cards in hand.

She has two unique statuses which can provide tremendous value: Ace grants 1 evade every turn, while Strafe makes the ship’s cannon fire after moving. With Evade stockpiled from her other cards, Strafe can enable an absurd amount of damage.

She’s versatile, powerful and adorable! What more could you ask for?

Strategy

Evade

Riggs has a large array of cards that deal with gaining evade, a status that lets the player control the ship's movement flexibly.


Random Movement

There's a few cards in Riggs' kit that move the ship in a random direction, this is a gamble, but can help the player get out of a bad situation.


Card Draw

A handful of Riggs' cards let her draw cards, some of them have special quality like drawing a card of every color or drawing from the discard or exhaust pile, creating interesting strategies by reusing cards or forcing a varied hand.


Unique Mechanics

Ace: Passively grants evade every turn, the player can play fewer evade cards for the same effect and focus on other facets of combat.

Strafe: Shoots every time the player ship moves, turning a positioning mechanic into an actively offensive one.

Artifacts

Quickdraw:

This allows the player to draw their setup or first defenses more easily at the start of combat.


Perpetual Motion Device:

A key piece in some particularly busted builds. If the player can somehow play or discard all cards in hand, they can draw 1 every time their hand is empty. Very powerful with many 0 cost cards.


Caffeine Rush:

The shuffle timing is dependent on the deck size. This artifact thrives on a smaller deck.


Demon Thrusters:

While this artifact limits the amount of evade the player can have to 3, this reduces the amount of evade cards they need to play in order to avoid enemy fire or line up shots, essentially saving energy and having to draft more evade cards.


Flywheel:

A powerful energy source with no downsides that synergizes with her other cards. Even with no support, most ships can easily trigger it every other turn.

Cards