Last week we described basic rules for upgrading champion’s stats to fit their role in a battle group. In this week’s blog, we’re going to apply that knowledge and work on picking an army of champions to go into our deck. We’re working with a skeleton theme deck, of which we have already selected and upgraded our core champions - Tomb Lords in this case. With that selected, we can work on filling out the rest of the Battlegroup with combat champions.
Since we have Tomb Lords and the deck is a skeleton, the first thing we want to look at is definitely all of the skeletons in Forsaken Wastes. Listing all of the skeletons aside from the Tomb Lords, we have:
* Animated Blade
* Bone Elemental
* Boneguard Infantry
* Bonemauler
* Broken Bones
* Crossbone
* Decayed Mercenary
* Elsari Mason
* Gravewatcher
* Grekin
* Skeezick Boneblade
* Skeletal Berserker
* Skeletal Raider
* Spectral Emissary
* Toll-Taker
* Xulos, Undead Sage
Now, deciding what to use from a list like this can be tricky. The most valuable tool in deciding what champions to use is play experience - it gives you a grasp on which units are generally effective and which are not. If you aren’t sure what runes are best or haven’t played much, the best way to determine is to compare a given rune to those that you know are good, or failing that, to all the alternatives. To provide an example, let’s look through this list and pick a solid, generic melee fighter with no frills for our deck.
There are a lot of alternatives here - a good number of the runes listed are simple melee runes.
* Boneguard Infantry
* Broken Bones
* Decayed Mercenary
* Grekin
* Skeezick Boneblade
To save time, I’m going to cut out those that are just not going to cut it - individual comparisons with the more worthy runes could be done to show why the ones cut have better alternatives, but for the sake of brevity I’m not going to write those out here. So now we’re looking at a straight comparison:
* Decayed Mercenary
* Grekin
Now, the Decayed Mercenary and Grekin are very similar, both filling the role of a cheap unit to take and absorb some damage. Both are usually upgraded to 10 speed (we use 10 speed in this case because our Tomb Lords grant +1, so that they operate as at least 9 speeders normally and as 11 speeders with a Lord out) and +6 hp, and both have the same cool down. The Grekin has 13 more hp and some useful offensive abilities for 4 nora more, while the Mercenary has a superior defensive ability (Block) and 1 more damage. 13 hp is almost always going to be superior to Block 1, so the Grekin has the edge in both defense and offense, so the Grekin is the winner here even with a slightly higher cost.
Now that we’ve decided among the many general melee units, most of the units left have more specific abilities and roles. So let’s start from the top of the main list and work our way down. First, we have the Animated Blade - the blade is the antiequipment skeleton, and also offers decent offensive ability, so we’ll include one with 10 speed, +6 hp and Rend 1 (DOT abilities are very effective and should be upgraded almost every time). Bone Elementals are next - you definitely want 2 Bone Elementals. Not only are they fairly cost effective if you look at their stats and abilities in comparison to our general beater, the Grekin, but they also have one of the best abilities in the game, Bone Fracture, which generates very solid skeleton summons when the Elemental is hit normally. You should definitely run 2 Bone Elementals in a skeleton deck if you can, they are the best rune in the deck after the Tomb Lords - my build for the Elementals is 10 speed, +6 hp (some people prefer Charge 3 as well, but I find it a waste of nora on something that doesn’t need to move around fast to be effective).
Now we come to the Bonemauler, which is very strong offensively - the build I prefer once again makes use of 10 speed, and also has +12 hp and the Multiattack 1, Vulnerability: Magical and Rend 3 upgrades, putting him at 79. He is probably worth including as an offensive option against high defense Ironfist decks and to complement our other more defensive melee. After the ‘Mauler’ is the Crossbone, which is the most solid ranged skeleton available - fairly cheap, tough and decently damaging under Boost, and generally useful due to the power of Poison 3 at range 5. You should definitely run 2 Crossbones - I use a build with 10 speed, +6 hp and Poison 3, clocking in neatly at 69. A couple Crossbones at that build will make a fine base for your ranged combat ability. Following the Crossbone on the list of remaining runes is the Elsari Mason, a hybrid damage dealer/shrine healer. Shrine healing is not a big issue for a skeleton deck, and we have plenty of melee options available, so the Mason remains on the back burner for now - we can revist him if we lack runes at the end.
Having gone through about half the list, our deck now looks like this:
Tomb Lord x2
Upgrades: 9 speed, 45 hp, Summon Undead 3, Boost: Skeleton 3 - 93 Nora
Grekin x2
Upgrades: 10 speed, 57 hp - 64 Nora
Animated Blade x1
Upgrades: 10 speed, 38 hp, Rend 1 - 78 Nora
Bone Elemental x2
Upgrades: 10 speed, 60 hp - 74 Nora
Bonemauler x2
Upgrades: 10 speed, 54 hp, Vulnerability: Magical, Rend 3, Multiattack 1 - 74 Nora
Crossbone x2
Upgrades: 10 speed, 40 hp, Poison 3 - 69 Nora
It is starting to come together into a definite working deck. Now next we are looking at the Gravewatcher - essentially a walking reanimate spell. While reanimation is nice in a deck that focuses on a single rune like Tomb Lords, he is not a combat champ, so for now we will leave him out and possibly look at him again later when we are considering spells, relics and equipment as an alternative to the Reanimate spell. Following him is the Skeletal Berserker - as a Short Lived rune, the Berserker is pretty cheap and powerful, but comes into play with only up to 5 rounds to act. 5 Rounds is usually more than enough though, and the Berserker is so cost effective under boost (doing a base of 16 damage!) that it is very advisable to play 2 - I prefer Multiattack 1, +6 hp and Short Lived 2 for 48 nora - Multiattack 1 offsets the Berserker penalty, and Short Lived 2 is necessary to get offensive use out of the rune. Following the Berserker is the Skeletal Raider, a decent champ mainly good for his massive hp through dropping a Decayed Mercenary and Detection 3. He is worth including for the detection and as a blocker in the early game - with the basic build of 10 speed and +6 hp comboed with boost and a warbanner, his total hp is 105 for only 71 nora, which is not a bad deal at all.
Finally we are down to our last 3. The Spectral Emissary is a nice rune that gives some damage type flexibility and a bit of utility to the deck, bringing flight and stun. Since skeleton decks have no other disabling champions, I consider it worthwhile to include a standard Spectral Emissary, at 10 speed and +6 hp for 79 nora. Second to last we have the Toll-taker, who is a ranged magical champion with a useful signature ability. However, unfortunately for him his combat stats are mostly mediocre and Tariff does not carry him by itself, so it’s better to leave him out. Xulos is our final champion, and the Forsaken Wastes Hero. Given how huge his stats are while boosted, you definitely want a Xulos in any skeleton deck, and his Attack: Psychic and Death Touch are very useful as well in a deck with few damage types. For a skeleton deck, my opinion of the optimal build for Xulos is a standard 10 speed, +6hp build which puts him cleanly at 100.
Now we’ve gone through and added all our skeletons - all that is left in terms of champions is to consider if we want any nonskeleton units. Looking over our list, we are a bit light on ranged units - FW has two solid ranged units in the Lich King and the Dead Fairy that we could include. For this deck, I will include one of both - you could run two of one as well, but by running 1 of both I am playing to the cooldown strength of FW while also making better use of the Lich King’s Immortality ability, while having more options overall than running 2 of one. As far as builds go, as a Teleporting ranged unit the Lich King needs 11 speed to be able to teleport and attack on any given turn, and as a long ranged unit more damage is well worth it, so he runs 11 speed, 11 damage, Teleport 1 and +8 hp for a clean 100 nora. The Dead Fairy starts at 10 speed so we should definitely go to 11, and he has fairly low damage so +2 damage is a good choice here - leaving us with a standard build of 11 speed, 10 damage and 40 hp for 89 nora. At this point our deck has really taken shape, and we’ve now a complete champion force:
Tomb Lord x2
Upgrades: 9 speed, 45 hp, Summon Undead 3, Boost: Skeleton 3 - 93 Nora
Grekin x2
Upgrades: 10 speed, 57 hp - 64 Nora
Animated Blade x1
Upgrades: 10 speed, 38 hp, Rend 1 - 78 Nora
Bone Elemental x2
Upgrades: 10 speed, 60 hp - 74 Nora
Bonemauler x2
Upgrades: 10 speed, 54 hp, Vulnerability: Magical, Rend 3, Multiattack 1 - 74 Nora
Crossbone x2
Upgrades: 10 speed, 40 hp, Poison 3 - 69 Nora
Skeletal Berserker x2
Upgrades: 9 speed, 44 hp, Short Lived 2, Multiattack 1 - 48 Nora
Skeletal Raider x1
Upgrades: 10 speed, 45 hp - 71 Nora
Spectral Emissary x1
Upgrades: 10 speed, 48 hp - 79 Nora
Xulos, Undead Sage x1
Upgrades: 10 speed, 48 hp - 100 Nora
Lich King x1
Upgrades: 11 speed, 11 damage, 45 hp, Teleport 1 - 100 Nora
Dead Fairy x1
Upgrades: 11 speed, 10 damage, 40 hp - 89 Nora
Next week we’ll start wrapping up the deck with a look at the Relics, Spells and Equipment.
Discuss this on PoxNora Forums
 |
Kaervas
Assistant Game Designer |