Regarding the above six troops: By “max” stats, does that mean as a common? As in, before ascension? I had thought that they were supposed to be extra beefy once you’ve got them totally maxed out. Those stats don’t look very Mythic to me…
Is the mix of gem colors that the Guardians generate random? 14 gems but the mix of X and Y could be all X, all Y or anything in between?
Because if so, that’s kind of interesting. It seems like they’ve decided that gem spawners shouldn’t spawn more than, what, 8 gems? So this way creates at least a roll-the-dice possibility of exceeding the maximum.
Well, my numbers certainly are not final, but they come from the same source every other troop’s numbers come from, so unless they are accompanied by a mechanics change, they’re as accurate as anything else.
It should note that Sirrian’s preview would be showing the troop Justice at about half of the kingdoms at PL5.
You can’t choose the same color, but you CAN choose skulls, which can be a fun gamble
There’s a few things on the guardians not final… still debating here whether that 14 should be a 15. I’m edging towards 15, but @Nimhain likes 14. Also Sacrifice has had quite a few changes since this data got pulled.
Common Eternals Elemental-Construct
Arcane Surge (13 Purple)
Create 14 Gems, a mixture of Purple and a chosen type. Kill a random Ally. All other allies gain [(Magic / 2) + 2] Magic.
(Construct Bond, Life Drain, Virtue of Sacrifice)
MAX Attack:16 Life:29 Armor:25 Magic:2
So Magic gain now scales with half Magic, mana cost is increased by one, and all base stats except Magic are higher than my previous pull.
I hope you all are considering buffing the troops overall, both in terms of base stats and spells. Right now these are super underwhelming. Months worth of work as a Guild to get these very mediocre troops…
We found that killing a targeted ally was too strong. 1:1 Magic Gain also felt too strong, especially with two of these guys on a team. Random ally felt too much like it relied on luck though, so we’re ditching that. Currently investigating fixing it on a position, like LAST ally. The main problem is how these guys (possibly x2) synergize really well with a Draakulis or Crimson Bat for the AoE true damage
We’d probably have redesigned him, except that he’s really fun to play with!
@Studs… they’re definitely not final, though… the ones you’ve likely seen here are missing a bunch of stats.
Considering the current pull clearly still has numbers and mechanics in flux, I don’t think it makes much sense for me to go back and update the other Guardians now. I’ll wait for the update accompanying the 2.1 change.
Could do something so that the stat boosted depended somehow on the troop sacrificed… Like add its stats one by one each to random allies… Like a team ‘devour’, including its magic… (So that’s an illustration, not a serious idea… Or is it…)
EDIT: Below information is inaccurate. The troops have been rescheduled for a later event.
Adana is another week away, I think.
This week is:
Epic Whitehelm Divine-Human
Rites of Faith (13 Red/Yellow)
Deal [Magic + 4] damage to an enemy, boosted by the number of Whitehelm allies. Gain Barrier. [5x]
(Divine Bond, Daemon Slayer, Air Spirit)
MAX Attack:19 Life:25 Armor:15 Magic:8
Common Whitehelm Human
Flagellate (7 Blue)
Place Death Mark on the first and last enemies. Take 5 damage.
(Cursed, Human Bond, Doom)
MAX Attack:14 Life:34 Armor:4 Magic:0