2022's Marvel's Midnight Suns is the perfect game for fans of the Marvel Cinematic Universe and comics, as it features a flurry of familiar characters such as Captain America, Wolverine, and Spider-Man. With a card-based combat system, there is a lot that sets the game apart from other popular titles at the moment. Now, with the fan-favorite Merc with a Mouth, Deadpool as the newest member of the roster, players have a lot to be excited about.Deadpool isn't the only addition to Marvel's Midnight Suns that comes with the new The Good, the Bad, and the Undead DLC either. The DLC also introduces several new missions, attacks, and enemies. These enemies, as the DLC name suggests, include Vampyres, Turned Hydra, Elite Vampyres, and the stomach-turning Hemaliscs. Here's everything gamers need to know about the new foes they'll be pitted against.Vampyres Are the New Supernatural Threat in Midnight Suns Marvel's Midnight Suns Vampyre enemies
The primary enemies of The Good, the Bad, and the Undead DLC consist of different variations of Vampyres, which are followers of Sin, the daughter of Red Skull. These enemies tend to have unique abilities that make them tricky to deal with. The standard version of the Vampyre has the Fangs and Rapid Growth abilities. When a Vampyre deals damage with its Fangs, a Vampyre Bite, which causes the Bleed condition, is added to one of the target's cards in their deck. The Rapid Growth ability gives the Vampyre a twenty-five percent chance of turning into an Elite Vampyre when its target accumulates Bleed.
Vampyres in Marvel's Midnight Suns have a weakness to Bleed themselves. Vampyres are Marked as targets and will attack whatever last bled in a battle, and that doesn't exclude one another. If a character like Blade inflicts Bleed on one Vampyre, this can be a real boon in battle. When expecting Vampyres on a mission, players should prepare by equipping Bleed abilities and items.
Elite Vampyres Have Abilities Beyond Their Weaker Counterparts
Marvel's Midnight Suns Elite Vampyre enemies
Elite Vampyres are more powerful versions of regular Vampyres. When their Fangs do damage, a Vampyre Bite is added to two cards of the target's deck instead of one. In addition to Fangs, Elite Vampyres have Blood Frenzy, which means they have a 25 percent chance of gaining Frenzy when their target gains Bleed. Elite Vampyres also have the Curse of the Daywalker ability, which makes it so each target that gains Bleed also gains one Marked.
Elite Vampyres, while doing more damage, have the same weakness as regular Vampyres. As long as players can deal Bleed, the other Vampyres will turn against their comrades, giving players a reprieve. However, players must be on their toes, for while the other Vampyres are turned against the one with Bleed, that one is still free to attack players. If Bleed is inflicted on a player character, the Vampyres' attention will return to them.Turned Hydra Soldiers Will Become Vampyres When KOed
Marvel's Midnight Suns Turned Elite enemies Turned Hydra soldiers have two passive abilities: The Undying and Bloodsight. The Undying means that the Turned Hydra has a 50 percent chance of turning into a Vampyre minion (with no health bar) when they are KO'd. With Bloodsight, Turned Elites apply one Bleed when dealing damage to their targets. If Turned Hydra are KOed but spawn minions (which also apply Bleed when they do damage), KOing them once more will end them permanently.
Turned Hydra have the same Bleed weakness as Vampyres and Elite Vampyres. If a Turned Hydra is attacked by other Vampyres after gaining Bleed and is then KOed, their minions will spawn. These can also be taken out by the other Vampyres as long as the Bleed stays on the opposing team. If the Bleeding Turned Hydra is taken out, their attacks will be turned to the minions that spawn, leaving players free to deal damage where they can.Marvel's Midnight Suns' Hemaliscs Birth New Vampyres
Marvel's Midnight Suns Hemaliscs According to Blade, a Hemalisc is a Vampyre egg sack, which has the Grounded ability that makes it immune to Knockbacks. The most dangerous aspect of the Hemalisc is its Dark Incubation ability, which spawns additional Vampyres. This ability has a 25 percent chance of being triggered when a hero gains Bleed.
Since its Inanimate ability makes it immune to Taunt, Berserk, Strengthened, Weak, Stun, and Bind, Hemaliscs can be difficult to take down. However, knowing those immunities and working against them with other damaging cards is key to taking them down. Defeating them first in a battle ensures no other Vampyres spawn to make the challenge more difficult. Hemaliscs lose health automatically after five cards are played, but at the same time, their countdown to Dark Incubation drops each time a card is played. Once the countdown reaches zero, the Vampyre minion hatches.

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