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The other clans do have powerful and reliable builds though. Feed a gorge unit multiple morsels per turn for the whole fight, or set up a kill zone on a floor with accumulator Flicker and/or another harvest unit, or put Endless on that tomb that grants Stealth when it dies, or spam imps and Remnant units next to the Rally version of Shardtail Queen, and you'll win.
e.g. Awoken's Wyldenten path that grants Quickness will help survivability of the more glass-cannon-y Hellhorned units; and Hellhorned's access to Rage and multistrike (via One-horned) will help boost the power of Awoken's animus units. You don't need as much armor/health if you kill all the enemies before they can move. ;)
Likewise, you can use Umbra boosts to help out Awoken animuses. e.g. an Animus of Will starts out with 3x3 attack and 3 health. It needs *something* to keep it alive and useful beyond finishing off enemy backliners if your frontliners have killed the enemy frontliners already and the Animus hasn't been killed off using sweep yet... but e.g. what if you're leading with Umbra, you make it eat a Primordium for a few rounds to boost attack and health, throw it a few morsels, stack damage shield on it? You can make a monster of it.
There's weirder things you can do, like slapping Burnout on imps to ensure that they die promptly when you're using somebody besides imp-yeeting Shardtail and you don't have the 'sacrifice imp' card on holdover, so you free up the space and can replay them with reform.).
but other clans are not useless,
x-hellhorn/x-melting can make the queen solo the entire run.
umbra/hellhorn, trample penumbra + rage + lifesteal = soles a run.
little fade spikes = solos a run.
with pratice you can discover several good combinations.
hellhorn artifacts make stygean armor incant way better, f.e.