Hi all, and welcome to my following guide to the characters of Sentinels of the Multiverse. We will cover the ever-cool gunslinger Chrono-Ranger (who I believe was inspired by the Gunslinger for Stephen King’s Dark Tower series of novels).
Before we start, a big thank you to Crimson Thunder for reviewing my article (both PT1 and most of PT2) and for providing feedback (which you will see labeled as notes. You can tell Crimson is an advanced player as Crimson was pointing out aspects of the game that I completely missed, so once again, thank you to Crimson Thunder. You can find Crimson Thunder’s channel here: https://www.youtube.com/user/OCCougar88
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Intro (PT1)
Before we get into the specifics of the character cards, we will introduce you to the character himself.
So, Chrono Ranger is a damage dealer specializing in damaging a single target (for the most part). His base power is that he can use it to do one damage to a single target. His deck revolves around bounties (his ongoings) and equipment cards.
You play bounty cards on a non-hero target which can do things such as increase the damage Chrono-Ranger does to that target or a positive effect for removing the target.
I will come back to bounties later, but one exciting thing about Chrono-Ranger is that all his one-shots do one damage to one target in addition to their other effects.
This means that Chrono-Ranger loves to damage buffs. Hence, anything that increases or makes his damage irreducible is something he loves and needs, especially when dealing with villains or targets that have damage reduction.
Now back to his bounties for a second, which is while it may seem tempting to use them by taking out the targets they are attached to, his equipment cards also become more potent as he has more bounties on the board.
For example, he has one equipment card that does one irreducible energy damage to a single target for every bounty he has currently in play and another that does two damage to one target per bounty he has in play (meaning that if he has four bounties in play, he can attack four separate targets for two damage each).
While you don’t need to play lots of bounties to make him work, it does power up certain equipment cards.
His weakness is that apart from doing damage to a single target (which he can do lots), he doesn’t do much else, so if you need a hero that can either damage multiple targets or do high volumes of single damage to a single target to get past damage reduction, you might need to look elsewhere so keep that in mind when picking him in a hero team and take heroes that either buff damage or help him with card draw (preferably both).
Cards (PT2 of Guide)
How bounties work
Before we discuss Chrono-Ranger cards, we need to discuss how bounties work, as these cards are unique to Chrono-Ranger. So basically, bounties are a type of ongoing applied to a non-hero target, and they also provide some effect on that target.
They also leave play when the target they are attached to leaves play (with one exception), so keep that in mind.
Base Power
The base power of Chrono-Ranger is Quick Shot which deals one target one projectile damage. There’s not much to say here, but it ties in with Chrono Ranger being a plinker because he likes to deal many instances of single damage.
The bounty card “The Ultimate Target” allows him to use this power during the villain’s turn, but apart from that, it’s simple.
Bounty Board
Bounty Board is his first one-shot, and there are two in the deck first; like almost all his one-shot cards, it allows him to deal one projectile damage to a single target and move all bounty cards from your trash into your hand.
Bounty Board is used to get back all your bounty cards that have ended up in the trash.
“By Any Means”
By Any Means is his first bounty, and like all bounty cards, there’s only one of each in the deck.
Now By Any Means is played on a non-hero target and increases the damage dealt to that target by one.
The important thing about this card is it increases all damage dealt to that target by one, not just damage inflicted by Chrono-Ranger, so if you play it on something that isn’t the villain, make sure you can get it back if it leaves play as it is a potent card.
Compounded Bow
Compounded Bow is the first equipment card in the deck, and like almost all his equipment cards, there is only one in his deck. It has a power that deals one target, one projectile damage, and one target, one damage of a type of your choice.
It replaces the base power quite well, like almost all his equipment cards. This card is good for getting around damage immunity; with damage buffs, it can do a lot of damage.
Danny-Boy
Danny-Boy is his next equipment card, and it deals up to X targets two fire damage each where X is equal to the number of bounty cards in play.
So, you can deal one target two fire damage for every bounty card in play. Danny-Boy is Chrono-Ranger’s crowd control, and the fire damage is good, especially if you’re dealing with a target that is immune to projectile damage but be aware as potentially powerful as this card can be, you are rarely going to be able to use it to its full potential as you must get bounties in play to make this card hit a lot of targets
It’s the best crowd control that Chrono-Ranger has, but if you need crowd control, you should look elsewhere. The one advantage this has is that it has the deal up to feature, so if you need crowd control, that allows you to control which targets are hit as opposed to all non-hero targets like, say, Tempest would hit with, so it’s crowd control with more control. It may be helpful against The Dreamer.
This card also stacks nicely with Hunter and Hunted, so be aware that it can damage multiple targets under the right circumstances.
“Dead or Alive”
The next bounty card on the list is Dead or Alive. It has two effects, so the first is a lasting effect in that at the start of your turn Chrono-Ranger heals one damage if this card is in play, and the other result is that when the target leaves play, you get to draw 1 card.
Now, this isn’t the first bounty I would play, and as good as drawing one card is, this card is more powerful when it stays in play, so if you play this, play it on the villain, but it’s lower in priority than other bounty cards.
Displaced Armory
Displaced Armory is the next one shot, and there are 4 of them in the deck. It deals the one target one projectile damage, but the powerful thing about this card is that it allows Chrono-Ranger to search his deck or trash for an equipment card and put it into play.
Getting equipment cards into play is good, considering Chrono-Ranger’s selection in his arsenal. The only problem is getting to this card, as usually, Chrono-Ranger doesn’t have much in the way of increasing the cards he draws from his deck, so other heroes that allow him to draw extra cards are helpful.
Eye On the Prize
Eye On the Prize is the next one-shot with 4 in the deck that deals one target one damage, but also it allows you to draw a card and play a card, so it provides a bit in the way of card drawing. It’s like a free turn and allows you to get an extra turn of plinking.
Hunter and Hunted
Hunter and Hunted is an ongoing limited card, and there 3 of them in the deck, but you can only have one in play at a time. It increases the damage dealt to and by Chrono-Ranger by the number of bounty cards in play.
You can also use the power to destroy this card. Now while this is a mighty card, don’t play it until you have some method of reliably redirecting damage away from Chrono-Ranger with, say, a tank such as Legacy or the Sentinels.
The good thing about this card is that if you have a tank in play when the damage gets redirected to the tank, it won’t take any extra damage as it only affects damage when applied to Chrono-Ranger, not to other heroes.
So, to explain, if there are three bounties in play and you play this card, it will increase all the damage that Chrono-Ranger does by three and would typically also increase any damage that Chrono-Ranger would take by three.
But this changes if the tank is in play, as let’s say a villain target would deal Chrono-Ranger two base damage which then gets increased by three to five damage due to the Hunter and Hunted card in effect.
But if the damage gets redirected away from Chrono-Ranger to, say, The Sentinels, they would only take two damage because the card only affected damage dealt by and delivered to Chrono-Ranger.
So basically, as long you have a tank in play that can redirect damage away from Chrono-Ranger, there is no downside to playing this card.
Addendum by Crimson Thunder
For Hunter and Hunted, it’s very important that all players understand that this is an extremely dangerous card to play when not properly taking any precautionary measures to mitigate the damage that Chrono Ranger can take from the number of bounties he has out (but it can combo extremely well with Danny Boy when dealing with multiple enemies).
Hunter and Hunted is better used towards the end when you are about to end the villain when you have cards like the Compounded Bow, or if you need to do irreducible damage to something that needs to die, The Masadah, or if you have multiple enemies you need to get rid of quickly, this combos well with Danny-Boy, provided you minimise the risk of the nasty damage you will likely take.
Jim’s Hat
Jim’s Hat is an equipment card, and it allows you to play an additional card during your play phase and will enable you to destroy a bounty card at the start of your turn.
I mean, it’s an ok card (I have changed my opinion on this since reading Crimson Thunder’s note), but it works better with someone helping Chrono-Ranger draw more cards, allowing for extra plinking along with those one-shot cards of his.
This card, though, can be used to destroy Ultimate Target as that card doesn’t leave play even the target it is played on is destroyed (see notes from Crimson Thunder below for more info)
Notes by Crimson Thunder
Jim’s Hat is easily the most important equipment card in Chrono Ranger’s deck, allowing him to be more flexible with his turn. The destruction ability has at least two uses, and that’s for Ultimate Target; when the target it is affecting is off the field and goes to the trash, Ultimate Target is not on the field and puts it back onto another target.
Secondly, suppose you have a target with a bounty that you want to be able to change to a different target to be more effective. In that case, you can destroy the bounty, then follow it up with Ranger’s Mark to quickly make that target that is a higher priority the one with the bounty (though this is situational at most, it’s there if you need it).
“Just Doin’ My Job”
Just Doin My Job is the next one shot with 4 in his deck that does the one damage one target thing, but basically, it allows each player to discard one card (Including Chrono-Ranger), and for each discarded, Chrono-Ranger can draw one card.
This card increases in power as you add more heroes to the game. So, in a 5-player game, this card will be more potent than in a 3-player game. I am a little hot and cold with this card as the extra card draw is excellent, but requiring players to discard cards to use it is a bit problematic as you’re weakening the rest of your team to power up Chrono-Ranger it’s a bit of a gamble.
This card synergises well with heroes who like to discard cards like Parse or those with crap loads of limited cards like The Wraith.
“Kill On Sight”
Kill On Sight is the next bounty card, and this one has only one effect: when the target the card is attached to leaves play, Chrono-Ranger gets to draw three cards. Kill on Sight is exciting, as drawing three cards in a single turn on top of your regular draw is very powerful.
So, when you play this card, you must decide whether it’s worth having an extra bounty card in play or if you want to draw those three cards.
I would say that if you get this card early in your game, you should use it to draw the 3 cards and if you get it late, you should keep it in play for the extra bounty card effect on the equipment.
Addendum by Crimson Thunder
Kill on Sight is the bounty you use as your primary draw, as drawing three cards is generally valuable. Kill on Sight is why you typically want Jim’s Hat in play when you can, and when destroyed, you can always use Ranger’s Mark to replay it onto another minion or something easily destroyed.
Neuro-Toxin Dart Thrower
Neuro-Toxin Dart Thrower is the next equipment card, and it allows you to deal one target one toxic damage and reduce damage dealt by that target by one until the start of your next turn.
You can potentially use this card twice before your next turn, so it’s very good at dealing with villains that don’t put extra targets in play, like Spite and Plague Rat. It’s advantageous against Spite as if you can shut down his ability to deal damage, he won’t be able to heal himself.
“No Executions”
No Executions is the next bounty, and while it is a situationally valuable bounty, it is essential in those situations.
When the target it’s played on is destroyed, the target returns to the bottom of its deck instead of its trash pile.
No Executions is essential when playing against a villain who plays minions you want to get rid of but not send to the trash, such as against Citizen Dawn. If you have no problem with cards going into the trash pile, you should treat this card as a generic bounty card.
This card works well with the variant of Chrono-Ranger, as you can use the variant’s power to have this card affect one other target and keep the bounty in play.
Notes by Crimson Thunder
No Executions is undoubtedly valuable for the correct situations. You are right when you mentioned this is very useful when you want to send cards back to a deck instead of the trash, as multiple villains have abilities that can drag these cards from the trash and cause more annoyance shortly after getting rid of them.
The ship from La Capitan is another excellent example. It’s also helpful to have it there on cards that have a nasty side effect if it was to be destroyed and sent to the trash. One example from Silver Gulch is the nasty explosive wagon that can cause a vicious hit to the team if it goes to the trash.
Ranger’s Mark
Ranger’s Mark is another one-shot with three in the deck that does the damage and allows you to put a bounty card from your trash into play.
As tempting as it can be to use this card for the damage, I would hold onto it as being able to draw bounty cards from the trash is useful.
Sudden Contract
Sudden Contract is his next one-shot with four in the deck that does the plinking, but this one allows Chrono-Ranger to search his deck for a bounty card and put it into play.
Sudden Contract is a great card, and there is no downside to playing this as you want to get your bounty cards into play anyway, if for no other reason than to make your equipment cards more powerful.
Temporal Grenade
Temporal Grenade is an equipment card with 2 in the deck, and it does multiple things, but it’s a one-use power card. So, the power is that Chrono-Ranger deals up to three targets, one energy damage each, and you may destroy one ongoing or environment and then destroy this card.
This card is attractive because it does good area damage and can destroy an ongoing or environment card. How you use this card depends on the villain you are facing.
So, if you’re facing a villain that likes to put extra targets in play and you have some damage buffs, you might use this card to damage multiple enemies to help clear the board.
Or if you are playing against a villain that likes to put ongoings in play, you might play this card to get rid of that ongoing. When I play, though, I want to make sure that I have a character or characters with the power/s that destroy the environment and ongoing cards. Still, extra ongoing and environment destruction is always appreciated.
This card is a one-off use but very versatile, so I think the best thing to do with it is to keep it in your hand until you find a use. Remember, only two of these cards are in the deck, so use them wisely.
Terrible Tech-Strike
Terrible Tech-Strike is a one-shot with three in the deck that is all about that damage. So, Chrono-Ranger deals one target, two melee damage, and one target one projectile damage.
Remember, this card can deal both sources of damage to the same target, so if you combine this with damage buffs, it can do a lot of damage to a single target or spread out the damage, especially if you combine it with a turn from a temporal grenade you played the last turn.
Notes by Crimson Thunder
Terrible Tech Strike is a basic card you would want to use if you don’t have anything important to play or have a target you need to kill, plus one other if the situation allows it. (And if the whole gang is out there, you can kill three targets with this 1 card potentially).
The Masadah
The Masadah is the last equipment card for Chrono-Ranger, and like most of his equipment cards, there is only one in the deck. It allows Chrono-Ranger to deal one target irreducible energy damage equal to the number of bounty cards in play.
The Masadah is the card to play when dealing with enemies immune to projectile damage or have damage reduction. Unless they are immune to energy damage, the damage will get through, which can come in handy at certain times when you’re either dealing with villains that have inbuilt damage reduction or that pesky card comes in play that reduces damage.
“The Ultimate Target”
The Ultimate Target is his next bounty card, and one of his best, as it not only increases the damage dealt by Chrono-Ranger to that target by one but the first time that target deals damage each turn, Chrono-Ranger gets to use a power.
Not to mention this stacks with the “By Any Means” bounty and Hunter and Hunted cards, which means if you have all these cards in play, Chrono-Ranger will be doing a lot of damage to a single target.
Also, using another power is fantastic, as it just stacks on the damage.
Notes by Crimson Thunder
The Ultimate Target is a card you generally will try to prioritise as one of the first bounties to put out there, as it will allow Chrono-Ranger to use powers outside his turn if that target it is on deals damage to enemies.
This makes it an opportunity to damage enemies according to the situation, and you often play this with the “By Any Means” bounty card to increase the damage.
“The Whole Gang”
The Whole Gang is the last bounty and last card in his deck. So, its ability is when the target leaves play, you may destroy a target with four or Fewer HP and then destroy this card.
This card appears to be for getting rid of villain minions and is very powerful in what it does.
Notes by Crimson Thunder
The Whole Gang is useful for villains with a lot of minions, or if they don’t have them, you can put them on problematic environment cards, and then you can destroy any target with four or fewer hp when destroyed.
One trick that not many people know about is that if you are facing Wager Master, and you have an environment card that you can destroy, and Wager Master is at four or fewer hp with his condition that if he reaches 0 hp, you lose, you can use this to bypass that condition and destroy him directly, and it will count as a win.
You can often use this as a 2-for-1 deal when dealing with problematic minions, and alongside Kill on Sight, you can set up for Bounty Board or Ranger’s Mark for the turn after.
Final Notes by Crimson Thunder
The Masadah is what you want to use if the damage reduction of a target is too high and you need to get rid of it, and it becomes more powerful the more bounties you have in play. You will want to try to get Ranger’s Mark used more when you have targets you want to put bounties on when the bounty is in the trash. Many times Kill on Sight is played from the trash with it.
PT3 Team Composition
We will now talk about the team composition, as most of the information that applies to the base power will also apply to the variant. The variant changes up the Chrono-Ranger playstyle somewhat.
So, as mentioned before, Chrono-Ranger is a damage dealer who primarily damages a single target (most often the villain). So when playing with him, you will need a tank which means you will mainly be picking between either Legacy or The Sentinels for the tank. These are the only characters that can permanently tank (I will discuss this more in the general guide coming up to team composition).
You will need permanent villain deck control, consisting of The Wraith or Parse. Parse provides damage buffs and a bit of deck drawing, while my favourite variant of The Wraith, Freedom Five Wraith, will allow you to draw cards faster and more consistently due to her incredible base power.
You will also need a character that can permanently destroy Ongoing and Environment cards, which Parse. This is accomplished by the variant of Legacy that eliminates environment cards and The Visionary, who can destroy ongoings. Argent Adept can also do it all on his own.
Lastly, some other characters providing damage buffs can be helpful, especially if you are playing against advanced villains or more difficult villains, as sometimes one damage is too quickly reduced
Now we can talk about exciting combos, so characters that allow him to draw more cards are something that he likes when I have played with him in games to muck around with different builds, I have found that sometimes it can be a little challenging to get him the cards he wants.
He wants to get to those equipment cards, but he wants to get to the right equipment card for the situation, and because there are only one of most of the equipment cards, it can mean getting to the right card can be very difficult.
He also likes to have extra card draw to use Jim’s Hat’s equipment card ability. With this card in play, he can run out of cards fast, so an additional card draw helps to use this equipment card. So, characters like Argent Adept, La Comodora, and The Visionary help him out in this respect
The other thing that is useful when playing him is characters who can draw cards from the trash, such as Argent Adept, Tempest, La Comodora, and The Visionary, to help get those bounty cards out of the trash.
Tempest is also a good combination with Chrono-Ranger to give you some well-rounded damage abilities, as Tempest is great for dealing damage to all non-hero targets. At the same time, Chrono-Ranger is excellent at harming a single target.
The Argent Adept is also another standout character as he not only can allow Chrono-Ranger to draw an extra card he can also allow him to use extra power and increase the damage Chrono-Ranger does by one (unfortunately not all at the same time)
La Comodora is excellent for helping get those bounty cards or temporal equipment out of the trash and is also able to allow Chrono-Ranger to draw an extra card and do both in the same turn.
The Visionary provides some form of villain and environment control and the base power that allows Chrono-Ranger to draw extra cards. In contrast, the Dark Visionary variant allows for either deck draw for Chrono-Ranger and a bit of deck control for the villain or environment deck, but I would focus on the villain deck as most villains have a few cards that can ruin you.
The Visionary also has the power to not only can destroy ongoing cards but also draw ongoing cards from the trash and put them into play, allowing you to get those precious bounty cards back into play.
Also, Skyscraper has the awesome Micro-Assembler card that she can get to fast and give Chrono-Ranger the power to search his deck for equipment cards allowing him to get those unique equipment cards in play.
The variant Chrono-Ranger, The Best of Times, is much more advanced to play than the base power. So basically, the variant has a power called True Purpose, which allows Chrono-Ranger to select a non-hero target. Until after the next time you use an ability, all bounty cards also affect that target and are not destroyed when that target leaves play. I will cover the variant in another separate guide as he is very different, and I feel like I should do him justice with some more playthroughs and research on his play style.
So, this was my guide to Chrono-Ranger if you are listening to this on YouTube, please like and subscribe, and if you are listening to the podcast version, please subscribe.
Once again, big thanks to Crimson Thunder (https://www.youtube.com/user/OCCougar88)
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