Unlike talents, which have a fairly limited pool inInkulinati, hand actions are all over the place. Players can go into a run hoping for one style and find that they should pivot if a great hand action comes along that changes the way the game can effectively be won.
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Veterans ofInkulinatiknow that they can’t always get the hand actions they want. They get a selection at a few points throughout the journey. When they scan for the best options, these are the ones that will excite gamers and give them the best odds at victory.
5

2
Effect
Forces an enemy beast to take a nap and skip its turn.
After the first time playersfind out what quillsdo upon death, many of them will blame it on an inopportune nap. Having a critical turn skipped can completely destroy an opponent’s entire strategy. The Sleep hand action has a maximum range and can be used every other turn, limiting the opposition to 90% or lower if they have all five beasts on the field. Any less and this hand action actually grows in power.

4
Removes all negative status effects from up to three friendly beasts.

Players will have toremove boredom stacksin other ways, but all other negative effects can be eliminated with Mass Healing Grace. Every other turn, gamers can take a cluster of units that has a negative effect and get rid of their issues. This is critical to surviving effects like intoxication and bleed that don’t wear off quickly, if at all. Also, the final boss has a beast that will often place Danse Macabre on three units in a row. Mass Healing Grace directly counters this issue.
3

Strikes three targets adjacent to each other for 5 damage.
This punch’s only drawback is the three-turn cooldown. Outside of that, dealing five damage to a cluster of opponents is strong. Strike can easily wipe out an unexpecting team. Even if the group barely survives, a single archer can fire a volley of arrows to finish the job. Those who survive will have to lick their wounds and heal, paving the way for the Strike-using player to remain on offense.
Strikes the selected target for 5 damage.
Swat is the original hand action given to beginners and it remains a powerful option for experts. It works early on forfarming up prestigeand late to finish off single units.
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This gets the nod over Strike since it is usable every other turn. Enemies that aren’t aware will get killed by Swat and those who are aware will stay far away from the action to avoid getting polished off. Keeping enemies at bay is as strong as the move itself.
Heals a friendly beast or Tiny Inkulinati for 8 health.

Generally speaking, it’s better to stay on offense than defense, but all it takes is one bad barrage to lose the game. Greater Healing can heal the Tiny Inkulinati (or a beast) for eight points, enough to recover from a pretty serious blow. As much asthe best talents in the gameassist with survival, even they can’t come in as clutch as Greater Healing does.
Wakes up to 3 friendly beasts from their nap and gives them an additional turn in the current chapter.

Many see this hand action and dismiss it too early, wondering when this situation would ever come up outside of a Donkey Bard, one ofthe best beasts around, putting the team to sleep. But consider using this when placing units. After putting down three in a row, they can all be immediately used for players that have Mass Awakening. The four-turn cooldown is lengthy, but this can act as the equivalent of a double turn for beasts, easily offsetting the cost.
Wakes a friendly beast up from their nap and gives them an additional turn in the current chapter.

Take what was said in the last entry, shorten the cooldown by half, and make it a single unit. That’s Awakening and though it works for just one beast at a time, getting an extra turn every other round makes it almost impossible for opponents to gain the upper hand.
Draw 3 fire sparks next to each other.
This talent comes with a caveat. It’s only really powerful if players are using devils, the best units in the game currently. They’re immune to fire sparks and can deal instant death to anybody standing in them.
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Being able to create three fire sparks every other chapter will quickly fill up the map. As opponents try to find safety, the devils will pick off the team one-by-one, or even the enemy Ink Inkulinati itself.
1

Draws fire sparks.
Again, this is the same concept as Draw 3 Fire Sparks but it does one fire spark every single round. Tactically placing one at maximum range can keep the player’s Tiny Inkulinati safelycollecting more living inkwhile a devil targets the square with the fire spark and kills the enemy inside of it.
Moves the selected object to the first unoccupied field on the right/left.

These two hand actions are in every pack for a good reason. Usable in every single round, players that can’t move will sometimes not last for longer than a single round. Playing without them is essentially conceding the game. Though players have five slots for hand actions, two of them should always be these moves.
Inkulinatiis available now for PC, Nintendo Switch, Xbox One, and Xbox Series X/S.