So you want your Hero to make some Doomskulls. Well, there’s only one set of weapons for that, and those are the original Doomed weapons. But which one should you use? Well, first let’s start with weapon types…
Talent Tree | Level | Talent Name | Description |
---|---|---|---|
Death | 1 | Reaper | Gain 2 Magic if using a Scythe. |
Forest | 5 | Perfect Aim | Gain 2 Magic if using a Bow. |
Storms | 5 | Mace of Power | Gain 2 Magic if using a Mace. |
War | 10 | Axes of Doom | Gain 3 Magic is using an Axe. |
Water | 10 | Ocean’s Trident | Gain 3 Magic if using a Polearm. |
Now we need to pair these up with the classes, and because it would be a really long list if we didn’t, we’ll also narrow it down by class bonus color.
- Blue classes include Corsair, Frostmage, Knight, Slayer, Tidecaller, and Warpriest. However, there is no bonus for using a Sword, so the most you’ll get is 5 Magic for just matching the color.
- There are a ton of Brown classes, but only one of them has the Storm tree: Warden, so if you’re looking to use the Doomed Club with Mace of Power talent for that extra 2 Magic, you’re really limited…
- The Doomed Axe is yellow, but there are zero yellow classes (Bard, Dervish, Priest, Stormcaller) that have the War talent tree (Barbarian, Shaman, Slayer, Titan, Warlord, Warpriest) for 3 Magic using Axes.
- Five classes use Green (Archer, Hierophant, Plaguelord, Orbweaver, Shaman), but none of them have the Water talent tree, so again, you’re out 3 Magic using the Glaive Polearm.
- Purple requires the Death tree for 2 Magic using Scythe, and two classes feature just that: Deathknight and Necromancer.
- Last we have the Doomed Crossbow, a red weapon, and Bows require the Forest tree. There are two classes for that: Sunspear and Barbarian.
Alright… so we know which classes can get us the maximum magic bonus, but obviously there’s more to it than that. How about the upgrades on the weapons? All of the weapons have the same last talent upgrade that drains 2 mana from enemies that share the weapon’s color. Aside from that though, they all have their own set of talents, some more useful than others…
- Doomed Blade features Mighty (Gain 2 Attack), Watery (Create a Blue Gem), Frozen (Freeze the first enemy), Striking (deal 5 damage to the first enemy). The 2 Attack is irrelevant – you’re making Doomskulls. That kind of explosion of damage is much more than gaining 2 Attack. The Frozen is very nice, but unfortunately, you’ll be freezing the same target that’s probably going to die. The Watery is the worst part. You absolutely don’t want to have a 5 match of Doomskulls get nullified because the middle one turns into a Blue gem.
- Doomed Club features Vital (Gain 4 Life), Carved (Create a Brown Gem), Rending (Deal 3 Splash damage to a random enemy), and Dust (create a Duststorm). The 4 Life is much more important than 2 Attack, so that’s good. Rending is nice because it can potentially hit 3 targets, taking out a Barrier here and there. The Duststorm is fantastic because it can fill the Doomed Club back up. But again, that create a gem talent… boooo!
- Doomed Axe has Enfeebling (remove 2 Attack from first enemy), Flaming (burn first enemy), Lightning (5 scatter damage), and Light (lightstorm). The first upgrade is rather useless, but that second upgrade is fantastic for classes with Fireblade, because the Burn is applied before the skull damage is done. I much prefer Lightning as well to Rending, because it hits all targets. And again, a Lightstorm is created to refill the weapon. Awesome!
- The Doomed Glaive has Vital (4 Life), Tangling (Entangle the first enemy), Reaching (5 damage to the second enemy), and Leafstorm. This is a fantastic set of upgrades. The Vital again is better than gaining Attack or removing points from the enemy. The Entangling is amazing because it allows you to use Doomed Glaive in some situations that may not be the best, knowing the enemy will be Entangled anyway. The Reaching hits a target that isn’t immediately going to die to Doomskulls, and Leafstorm refills the weapon!
- The Doomed Scythe is the only weapon of the six that doesn’t create a storm for its color. Its upgrades include Anti-Magic (1 magic removed from first enemy), Leeching (steal 2 mana from first enemy), Vampiric (steal 3 Life from first enemy), and Bonestorm. Now, the 1 magic removal is clearly better, in most situations, than removing 2 attack. And stealing 2 mana is great as well, arguably better than Draining 3, and Vampiric is better than Vital as well. The Bonestorm though is where this weapon gets interesting, because you’re exploding a bunch of gems with Doomskulls, and now you have more skulls coming down. That can be very advantageous.
- Last we have the Doomed Crossbow. It has some of the rather mundane upgrades (Chaotic which removes 2 random skill points from first enemy) and Striking, but it also has one of the BEST upgrades out of any of the Doomed weapons: Ruined, which creates a Doomskull. Doomed Blade and Doomed Club both create gems of their respective colors, and the other weapons are better for not having this, but Doomed Crossbow goes further in adding a Doomskull to the board. Fantastic.
As far as upgrades go, it’s pretty easy to rank these weapons:
- Doomed Crossbow for having Ruined
- Doomed Glaive for having Tangling
- Doomed Axe for having Flaming
- Doomed Scythe for having Leeching and Bone.
- Doomed Blade for having Frozen
- Doomed Club for having uh… well, nothing, this one sucks.
But what about synergy with other troops? Certainly that plays a role in things! For instance, a very successful Delve team uses a Forest Troll, 2x King Gobtruffle, and a Doomed Glaive in the back. Due to the team generating so much green and brown, you can fill the Doomed Glaive in the back row and loop it with the other troops.
Some skull generators aren’t so good with looping into other troops though. Wrath, for instance, turns Blue into Brown and yellow into skulls. You want Wrath in the front though so it can explode gems when it deals skull damage, but the brown it generates will just fill itself before it ever fills, for instance, a Doomed Club behind it, and then it color blocks a Doomed Axe while it’s at it.
Glaycion is a great troop though. It has a massive skull damage reduction (65%), and it transforms yellow to blue, providing mana to a troop behind it. Unfortunately, that means you’d have to be using Doomed Blade, which skulls, especially because Doomed Blade also transforms red to doomskulls, which Glaycion just did.
One of my favorite and fastest teams for Skull spam uses Wrath, Glaycion, King Bloodhammer, and Doomed Glaive. For some reason, it just works really well, because it covers a lot of bases. Glaive converts Brown to Doomskulls. Bloodhammer converts Blue to Doomskulls. Glaycion converts Red to Doomskulls, and Wrath converts yellow to skulls (but enrages himself!) No color is overlapped. Furthermore, while Wrath refills himself converting Blue to Brown, Glaycion creates Blue for King Bloodhammer to convert to Doomskulls. So how does anyone get mana? Well, you’ll notice that Purple and Green are never converted, which allows the explosions from Doomskulls to fill Glaycion and Doomed Glaive.
Another fast team I use also features Glaycion, but this time at the front. Then I have Leprechaun which I open with, followed by Doomed Crossbow, and then Zuul’Goth. This team is another great exercise in color management. Glaycion fills Zuul’Goth with Blue matches and helps fill others with doomskull explosions, while Leprechaun fills the rest by exploding green gems, then the Firestorm from Doomed Crossbow helps refill itself and the others.
I would avoid using Doomed Blade and Doomed Club because of creating gems that can ruin Doomskull matches. Doomed Axe could be great for classes that have access to Fireblade due to its ability to Burn the enemy its hitting – however, you’ll have to cast it again to burn the next target, and there are much better ways to get Burn onto enemies.
In the end… I think Doomed Glaive and Crossbow are the best Doomed weapons available. Doomed Axe and Scythe can be useful. Doomed Club and Blade should be avoided.