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while like 50% of the opponents you fight use the assassin
I will give You a bit of positive push tho if You win with him - Youll get sin figurine.
Champions that are left - including big cheese who made wheels are breeze with sin + preist combo.
Having max wheel item - I didn't notice great improovement with double and triple chance during match.
They are so cheap that once in that battle I got two turns (in one!) with assassin and priest. Legitimately unfair and unbalanced but very fun to abuse.
For me, My go-to was Knight + Mage until you get Priest, then you go Knight + Priest, maybe Archer + Priest if they are rocking an Engineer.
Mage is super good to have because activating Mage means you always get damage, and he's good to pair with your Knight because if you focus on making your mage activate, he eventually does some pretty good wall damage allowing the turns where they have no wall for you to try and activate your Knight. It's a bit rough, but it's a functional strategy until you get Priest.
Then, when you get Assassin, Priest + Rogue is pretty much unbeatable if you get even decent luck. Once you get Priest, you ONLY want to roll priest (though, if you get some "rank ups" for the other guy, it's okay to keep as long as you're progressing priest.)
Priest/Rogue is so broken, and they have the gull to have one champ hit you with it. It's terrifying, but I got lucky and got really good early aggro rolls. All you gotta do is make you Priest tick, and eventually every Priest tick means Rogue ticks which means by activating Priest you: 1.) Deal damage bypassing walls, 2.) Heal damage, 3.) Slow down their progress, and possibly 4.) Bomb 'em.
Priest, when Gold, can basically instant-activate Knight or Rogue, and I think all but 1 tick the Archer? Thus, rushing gold on them is super powerful because by then every Priest activation = a free Knight activation which then you're gonna KO them quick if they don't wall up every round, and if they wall up every round you're gonna start bombing them while also increasing your HP. It's so powerful it almost feels like it shouldn't be allowed, but it is and you gotta use it.
The champion in Lake Docarria who runs Assassin/Priest was easily the hardest in the game and absolutely no fun to fight against, because there is legitimately no counterplay aside from running the combo yourself. Otherwise, the only thing you can do to stand even a bit of chance is rush them down as hard as possible, and you're going to have a hard time doing that when the assassin prevents your heroes from acting. You'd better hope you have godlike RNG.
Even the Watchmaker was child's play in the face of this combo.
I think to fix the Assassin, I would change him so he can't interrupt any hero that is about to act, *or* I would add a -1 energy state so that you can overcharge a hero specifically to counter the Assassin. Otherwise, his energy cost needs to be higher, because he does *so much.*