The Dark Watch: Setback variant identity in Sentinels of the Multiverse has one of the more challenging unlock conditions: defeat the Chairman in Rook City with Setback and the rest of the Dark Watch team as their variant selves: Nightmist, Mister Fixer and Expatriette. This is a challenging setup, top to bottom. Thus, I turned to cheese.
This is a challenging setup, top to bottom. Thus, I turned to cheese.
Now in fairness, I slogged through a lot of total failures before turning to cheese. Most of the initial batch of games, both the Chairman and his flunky, the Operative, stayed at or had been restored to full health. I think I now hate the Fence more than I do any other of the Chairman’s underbosses. But after the unmitigated suffering of a team line-up where the heavy hitter keeps destroying the equipment and ongoings that makes the other heroes effective, I turned to the internet and came upon the Friendly Fire/Dual Crowbars combo.
In short, Friendly Fire allows Setback to be dealt 2 damage anytime a hero target would deal damage. Mister Fixer’s Dual Crowbars allow him to damage a second target any time he would deal damage. So Mister Fixer hits a target, Friendly Fire allows him to hit Setback, Dual Crowbars allows a new instance of damage to split off Fixer hitting Setback, then Friendly Fire allows Fixer to hit Setback again because he just dealt damage to a target, and so on and so on until Setback is incapacitated from getting whacked on the head with a crowbar.
In the context of this particular match-up, you are essentially sacrificing Setback to take the Operative out of the game in the first turn. And that is an excellent trade. Taking out the Operative means that underbosses enter play more slowly and destroying villain targets doesn’t incur retributive damage. And incapacitated Setback gives you half a regular hero turn with a card play or power use by someone who is, frankly, probably going to be more useful than he was, so . . .
So I shifted gears from “let’s fail fast repeatedly and figure out what worked at all” to restarting the game repeatedly until Setback and Fixer had the two key cards in hand. Aside from the amount of clicking between viable setups, I made more progress than before, but it still needed tweaking. Setback should lead the team, for instance, to allow Fixer to destroy the Operative on the first round. Others have suggested Fixer should go last, to increase the chances of playing a piece of fodder for his Bitter Strike from Nightmist or Expatriette.
It can all still come down to the flop, though. The final run through led off with the Contract coming out and an unbelievable string of Falling Statuary. Once the Operative was removed, there were, amazingly, some do-nothing turns waiting for the Chairman to flip as underbosses trickled into play and were sent to the trash. Several Perfect Human Specimen plays while the Chairman was at full HP didn’t bother me at all.
Once the Chairman flipped, his retaliatory damage took out Mister Fixer in a couple hits. I lucked out with Nightmist and got an Amulet of the Elder Gods out just in time for the Chairman to hit her, which she redirected to him with the amulet, causing the Chairman to hit himself in response to hitting himself. That was pretty gratifying. Expatriette did the final bit of damage on Setback’s turn, so everyone got to get their licks in by the end.
 Note that the weekly one-shot Ridiculous Challenge Time, which wrecked a number of mint streaks, pitted Dark Watch Fixer, Nightmist and Expatriette against the Chairman.
 And why I put this one off, much like Price of Freedom of Wraith and Ra, Horus of Two Horizons. The second being one achievement I still have to earn.
 I lucked out twice, in fact, because an early Mists of Time/Mist-Fueled Recovery one-two put Nightmist back at full health and ready to take the “highest HP” punches while everyone else hovered at the brink of single digits.