With the crew taking up three spaces during the fight, you want a front-line that does heavy damage along with a support team that can remove stress and still deal damage. In order to prepare for this fight, you really want a team that combines high damage and stress management. Finally, Tequila zombie will use Drink with the Dead to further add Stress damage to the people on your team. The large zombie will use Boarding Clutch, which does a decent amount of damage alongside with a two-damage bleed DoT. The captain's attack is Mutiny, a one-damage attack that will reduce one of your heroes' attack power and crit rates. Amusingly enough, each dead boy on the crew represents these attacks. Now with further complications, once the front-line unit is anchored down, he will begin taking stress damage every turn along with the main Crew regenerating HP from this stress, giving the boss a remarkable form of durability.Īlongside the main gimmick of the fight, the Crew also gets two actions each turn. Along with that caveat, the idle and towing Anchorman are two totally different enemy spawns, so Marks and Hexes will drop once he uses Heave To. Now an important thing to note: When an Anchorman is spawned, he starts with >50% PROT and when he uses Heave to it will impart this PROT to the Crew. This Anchorman will also come spawned with his own action, which will be used to bind a hero in place with Heave To!. The Crew's main gimmick is that, so long as its alone, the captain will take a free action to use All Hands on Deck which will summon a Drowned Anchorman and pull a random unit of yours to the forefront. You and your team's capacity to adapt will be tested in this fight, since the Crew is really good at taking allies out of place, stacking on stress, and in general being a very durable and hard to whittle down boss. The Drowned Crew is the second boss fight of the cove, and operates on a mix of tricks that both the Hag and the Siren employ. Hey guys remember when I was trying to make this LP comprehensive? The Crew
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