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A tip: don't try to have him deal all the damage for the circle. Think of him as a dedicated boss-killer (which he's very good at). Chump block with Stewards through some of the early waves so that he's still mostly fresh for the boss while you stack armor/regen/shards, and look to draft ways to control the initial waves rather than trying to maximize his individual damage output per turn (draft spells, sweeps, spikes, etc).
well yesterday he got nerfed at tier 3 to be 70 hp, not 80 anymore. though the direchannel also got nerfed to be 10/20/40 hp now, but then I think thats fine as dire channel is a backline hero but coldchannel is a frontline, kind of.
it just feels awkward to have a unit that does nothing except at the end, this is also why I felt devour of death felt really weird and weak as well. as a champion, I feel it should have something that affects the each wave as well or have some sort of impact.
That's a fair sentiment, but I'd counter that none of the champions are designed to be able to do something optimal every wave, every circle. Tethys can theoretically attack and affect every wave, until sweep and spikes show up, so you need to either draft spells or set up a line that can clear those units before they reach her, etc. All the champions require you to fill in the gaps of their weaknesses by building a deck.
And for the record, I gave an example of him as a boss-melter, but that's not the only thing he can do. I generally play him on upper levels of the train and use him as my anti-tank/boss line. With the lower levels, I aim to clear all the low HP units (which hit Solgard too hard and he mega-overkills), and let the high-health, low-damage units past to get obliterated by him when they plink him for 5 damage. That may seem counter-intuitive because you could reasonably say playing him low maximizes the frostbite output, but he can scale so rapidly that you don't need more than one turn of frostbite to sort out a line, especially if he's hit multiple times by weak, but tanky, enemies.
p.s. I also have never gotten devourer of death to work well.
it's a bad card imho. on cov25 the last 3 stages it will be useless. it's fun in the beggining 3 to 4 rounds but last rounds you get steam rolled with 70+ dmg per roll.
https://steamcommunity.com/sharedfiles/filedetails/?id=2218137238
This run was right before this 70-hp nerf (I didn't even know about it), but I think it's clear that the 10 hp would make no difference here. Not even an "OP" run. Missed multistrike on the siren, no doublestack Wildwood or holdover Sap, and I didn't get the double incant relic. Solgard could have started this turn with 88 Shards.
For other means of protection you look into your secondary.
if you sap them and they dont have any damage, then they dont hit solgard, and if they dont hit him, it doesnt trigger revenge. thus nothing happens and solgard still becomes pointless.
so sap is not an answer for solgard, infact its even worst cuz then they just pass by him and survive to hit your core.