(!) Spoiler Alert (!) -- [Any Details Provided are Subject to Change] (Part 1)

And they fixed the bug on Amira that was applying her magic increase before she does damage. I’m coming up a couple damage short almost every time against Mab now (even after whacking Justice), but I probably had no chance to one-shot Skadi with Amira anyway.

Try putting Wulfgarok and/or Penguin in th team?

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That would have to happen at the expense of Manticore, who can be really handy with his mana-drain. Wulfgarok could still be a mana-burn immune Kraken-stumper in the back row, though, and an extra 10 true damage from Amira sounds really good. I will give that a try - thanks for the suggestion!

That’s why my f**ing EK died and I lost my guild wars battle last week.

I knew I was bad at maths but I was sure double 30 isn’t 62.

THANK YOU.

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No problem. My anti-blue team has been slowly whittled away thanks to nerfs and bug-fixes. Thankfully, the nerf to Justice has more than offset everything they’ve done to Gorgotha (fixing the explosion collecting bug on console), EK (nerfs and fixing spell order bug), Amira (fixing the spell-order bug) and Manticore (nerfs).

Mine is Gorgotha + Giant Spider + Amira + Wulfgarok. Abysmal banner.

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Same, except I replaced Wulfgarok with Elemaugrim. How’s your success rate?

Pretty much 100% against EKVM builds. Can be a little slow finishing off non-blue troops - esp if Mercy is there and keeps healing.

@Nimhain
Please correct the typo in the quote for Coral Golem before release - it’s anemones.

Thanks in pedantry, Actreal. :slight_smile:

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Literally anymone could make that mistake, though.

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You were just urchin to make that pun…

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Skadi having the same Arcanes than Abynissia is normal or not? I believed that we will get each combinaison…

I actually love Skadi. An Army of Mabs? SIGN ME UP.

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Is it? I thought plains and spirit would make more sense.

Spirit/Blade according to our spoiler providers.

Any thoughts on approaching Gargantaur Mythic?

image

His spell is pure damage, no mana generation, no debuffs placed, no summons, no true damage, no AoE, etc. His damage/spell cost is ridiculous at the beginning (40 damage for 24 mana), and you need a reliable way to amplify that damage.

Killing enemies is obviously not enough, two enemies will only bring you 20 damage, and even if you manage to do so, that means that you already have hard hitting troops in your team. Should I place a mana generator for these strong troops instead of him then?

Another way is to use summoning-sacrificing team. And you need a good looping self-killing team because 1-2 sacrificed allied is not enough, you need 4-8 of them to make his spell viable. Something that utilizes Fire bombs, Elspeths, Sacrifices, Sunbirds, maybe. Can’t think of any good color synergies right now.

His first two traits are nothing, third one buffs his attack and magic by 4 when he takes damage [to life] (like other orcs, I suppose?). But his spell is not an AoE, so I see little potential in it. This could be useful if enemy places poison on you or has Death.

To summarize: in current state it’s a very weak Mythic. There are other troops that perform better for the same Mana cost. Pharos is a better sniper that only requires souls, which can be easily obtained from TDS and Valkyrie. They have color synergy, too. Infernus does ton of damage, generates mana and self-loops occasionaly for 22 mana.

He could be interesting if he had true damage, but we already have Jotnar for that with useful 3rd trait (Jotnar doesn’t scale indefinitely though).

Any thoughts?

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I think your post can be summarised as ‘how can this thing be any use?’

That spell would be of moderate use on a UR troop at 12 mana. As drafted we could have a new contender for worst mythic.

The trait combo is poorly set up: he can get lethal if he takes damage - but we want other allies to die, not him.

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For it to be an alright mythic the boost would have to be 50x at least not 10x.

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Fixed that for you.

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Agreed. It will be very under whelming if released as is.