Deck Building Step by Step: Champions pt. 1
Tuesday, March 31st, 2009
Hello again poxers. Last week we discussed making a deck in general, going over the basics of composition and rune choice. This week we’ll cover the general rules for choosing and upgrading the champions you want for a strong deck. Champions are the most important part of any good battle group, as they are the most important of the game, and you can’t win without playing champions. That means it is vital to have a strong group of champions in your deck and to upgrade them properly to make use of their individual strengths.
Of course, to select champions you have to have some idea of a deck’s theme. For the purposes of this discussion, I am going to select champions as if making a Forsaken Wastes Skeleton theme deck, since it provides several interesting champion cases to work with. When selecting champions for a deck, the first thing you want to do after determining your theme is look for “core” champions. Core champions are the champions that you use to win the game - it can be something like a Dwarven King, which gives your army its kick, or something like a Skeezick General, who uses the rest of the army to reach super ass kicking heights. Not every deck has core champions, though most do. It’s hard to identify your core champions without any play experience, so new players shouldn’t worry about them, but more experienced players should strongly consider building decks to take advantage of core champions In the case of skeleton decks, the core is definitely the Tomb Lords, who provide large stat buffs and without which your combat units are not nearly as effective.
Once we have our Tomb Lords, we need to decide how to upgrade them. The first stat you should go for while upgrading any champion is speed, which is the most important stat since it determines your threat range and AP generation. Because odd numbers generate more AP than even numbers and 8 is the minimum AP cap to make two attacks, speed on your champions should almost always be an odd number which is greater than 8. Since speed upgrading caps out at 12, that means that almost all of your champions should have either 9 or 11 speed. Simple enough, on the face of it. However, some things can also raise a unit’s speed after the cap - notable examples are Berserker or the K’thir Forest bonus. Usually you don’t need to spend the nora getting up to that 13 speed with bonus mark, with exceptions for powerful ranged units or rushing units. You are usually better off going for a speed where you will have 9 or 11 speed after the modifier applies, to keep your units cheap.
Tomb Lords are primarily support, although they can hit for very large amounts of damage when your army grows. So they don’t need much speed. They also have the potential to get +1 speed from a fellow Tomb Lord, so we could put their speed to an even number if we wanted. However, since they do need to keep up with the army and summon when possible (which costs 5 ap) and we won’t always have 2 out, the best bet is probably 9 speed.
Now that speed is set, the next two stats to look at are health and damage. These are the next two most important stats, but you will probably upgrade them the same on almost every champion. Damage costs 3 points for the first two upgrades, and will go up by one point for every two thereafter - 4 for the third and fourth, 5 for the fifth and sixth, etc. Because of this escalation, it is almost never worth it to upgrade more than 2 points of damage. The first two points of damage are decent upgrades, but it is better to only upgrade them on cheap combat units, preferably ranged units - putting too much damage investment into a champion is risky. Health is even more simple than damage - it starts at 1 nora per 2 HP and follows the same escalation pattern, except every 3 upgrades instead of 2. Since the first 3 upgrades nets you 6 hp for 3 nora, the only time you should not upgrade those first 3 upgrades is if you don’t intend for the champion to fight. The second set of upgrades costs 6 nora for 6 hp, and so is also a good choice - but best used to round out champion costs or on particularily frail/important champions. General combat units should be fine with the first three upgrades.
Since our Tomb Lords are support and have surge, they definitely don’t need any damage upgrades. However, since they are very important to our deck they can certainly use more hp. In this case I give them 4 hp upgrades for +8 hp (the reason for sticking to only one +2 nora hp upgrade is to keep them at a certain cooldown later).
After the stats are set, we look to abilities. It is very hard to set a rule of thumb for ability upgrades - their power varies wildly depending on the champion. You should play and experience as many champions as you can to get an idea of what works. Generally, however, you should try to stick to things you really need for your theme, and not upgrade extra abilities that may or may not be useful, such as low levels of leap or abilities like unstoppable. Cheap is usually a pretty safe way to run any champion.
The Tomb Lord is a support champion, who is defined based on his abilities more than most others. So we’re going to do some heavy ability upgrading on him. First, we definitely need Boost: Skeleton 3, since this is a skeleton deck and boost is an excellent ability. After that, our options for solid support upgrades are Summon Undead and Inspire. Since the Tomb Lord boosts and surges skeletons, it is definitely a good idea to get Summon Undead, since the summons are skeletons. Any rank would be good as defensive units, but I’ve decided that I want the summons to do damage, so I’m putting it up to Summon Undead 3. That just leaves Inspire as an upgrade possibility. Here it depends what you want to do - if you want to sit back and dedicate your lords entirely to support, inspire is a solid upgrade. However, if you want to make use of their surge and attack, it isn’t worth the nora. I prefer to use my Tomb Lords to attack since they are midranged and have a good attack type, so I will leave Inspire off. So now our final Tomb Lord Build looks as follows:
Tomb Lord x2
Upgrades: 9 speed, 45 hp, Summon Undead 3, Boost: Skeleton 3 - 93 Nora
This brings us to the final part of champ upgrading - final nora cost. In general if you follow the above rules of thumb you will have fairly efficient champions. However, there is one other main concern with nora cost - cooldowns. Cooldown is determined by dividing cost by 5 and rounding down. That means that a 90 nora champion will have a 1 round longer cooldown than an 89 nora champion. So in general, you want to stay below a multiple of 5 in upgrading. On super expensive champions this is not a big deal, as the probably won’t cooldown anyway, but on cheap champions it is definitely something you should consider. It is also important for Forsaken Wastes, which has a faction bonus that lowers cooldowns. That is why I chose to upgrade hp only 4 times instead of 6 - the extra 2 hp upgrades might be worth it, but I would prefer to keep them at 93 nora and have less cooldown.
Now that we’ve gone over the general rules of champion upgrading, join us next week when we will move on to creating a fleshed out champion force for our skeleton theme deck.
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Kaervas Assistant Game Designer |




