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Ilmoita käännösongelmasta
Armor is one of the strongest Build Archetypes. One of the things that makes it such a great archetype is the Artifacts that support it. It also has units to match. Stronger than Healing in most situations.
Ares, the Lost Knight
Elemental Fighter
Front Only
When this character gains armor, they also gain +3 Power.
Attack: 1
Hearts: 9
Speed: 2
Grade: A
Notes: Although the mechanics are different, is pretty much another Armored Knight. Rarely selected as I typically already have an Armored Knight and do not need a second.
Armored Knight
Human Fighter
Front Only
Has bonus Attack equal to their Armor.
Attack: 0,1,1
Hearts: 6,8,11
Speed: 4
Grade: A
Notes: The best offensive is a good defense. Stack armor and reap the rewards. Increase Speed to guarantee attack occurs (or just stack the armor higher). Has the highest number of hearts in the game at first level. Team will be lacking damage if the Armored Knight lacks armor.
Armorsmith
Human Fighter
Round End: Give another ally in this lane +2/3/4 Armor.
Attack: 1
Hearts: 3,4,6
Speed: 4
Grade: A
Note: A solid support unit, able to tank a hit if needed or better yet to allow other units to tank hits for multiple rounds. Few monsters can break through the armor he provides. Able to protect both the front line and your hero. Might be better if he protected the front only.
Immortal
Human Fighter
Front Only
Doesn't lose armor at the end of a round.
Attack: 2
Hearts: 7,9
Speed: 3
Grade: A
Note: The best pure tank in the game, but I typically pick an Armored Knight first for the increase in offense.
Javelineer
Human Fighter
Attacks after gaining armor.
Attack: 1
Hearts: 4,5,7
Speed: 3
Grade: S
Notes: Any unit that has attacks that triggers is an excellent unit. Any unit you can exhaust that as attack triggers has infinite scaling when combined with Power. When built right, the Javelineer will have multiple attacks per turn at ever increasing Power. Combos like this are very satisfying.
Royal Captain
Human Fighter
Front Only
Round End: Give all characters in this column +1 Armor.
Attack: 1,2
Hearts: 6,8
Speed: 5
Grade: S
Notes: Providing up to three armor per round is already great. Combine with The Smith's Hammer for six armor. The best support tank in the game.
Steel Summoner
Elemental Mage
Front Only
After the first round, summon a Lesser Metal Wisp/Metal Wisp/Greater Metal Wisp.
Attack: 1
Hearts: 4,5,7
Speed: 2
Grade: C
Notes: Armor from the slime does not arrive until Turn 3. Does not have the hit points to survive without the slime on Legend. Like all summoners, suffers if there are pit traps on the board or spikes which will kill the slime before it can help.
Other Units to Consider to Support Metal
Nangruil, the Alchemist
Dwarf Mage
When an ally gains armor, gain +1 Power.
Attack: 3
Hearts: 4
Speed: 2
Grade: A
Notes: Adds another means of damage to the Armor Archetype. Just pile armor on your front row and Nangruil will hit hard.
Power is only lost on a standard attack. Best on heroes/units that have alternate means of attack and are not Inexhaustible (though most of the combos were removed or nerfed). Power Artifacts have many unit synergies; as do a few items.
Arcane Archer
Elf Archer
Round End: Give all allied Mages in this column +2/3 Power.
Attack: 1
Hearts: 3,4
Speed: 4
Grade: A
Notes: Adding up to 6 power on the board is not to be under estimated. Not strong enough to tank, so better in the back row. This means the front row will be weak unless you can fill it with summons. Excellent with Zed.
Ayma, Lightning Caller
Elf Fighter
Counter: Give all other allies +1 Power.
Attack: 1
Hearts: 5
Speed: 4
Grade: B
Notes: Has potential, but hard to trigger. Enchanter is typically the better choice as Mages get the most benefit from Power. Like all counter abilities, best combined with Battle Thane.
Battle Mage
Human Mage
Front Only
When this character gains Power, they also restore 1/2 Health.
Attack: 1
Hearts: 7,9
Speed: 3
Grade: A
Notes: The best self healing Tank. Combos well with Sage of the Word.
Enchanter
Gnome Fighter
Front Only
Round End: Give all allied Mages +1 Power.
Attack: 1,1,2
Hearts: 3,5,8
Speed: 5
Grade: A
Note: A great tank/support unit for mages. Triggers the abilities of many other units.
Lightning Adept
Human Mage
Back Only
When this character gains Power, deal 1/2/3 damage to random enemy.
Attack: 2
Hearts: 2,3,4
Speed: 4
Grade: A
Notes: One of the primary damage dealers in a Power build. Better than Mage of the Sun in most cases.
Mage of the Sun
Human Mage
Back Only
Gains double the amount of Power.
Attack: 2,3,4
Hearts: 2,3,4
Speed: 4
Grade: A
Can deal some of the most "Power"ful attacks in the game. Better when granted more than 1 Power in a single trigger (ie Arcane Archer and Squire). Sometimes an alpha strike is better than multiple attacks.
Squire
Human Fighter
Round End: Give another ally in this lane +1/2/3 Power.
Attack: 1
Hearts: 3,4,6
Speed: 5
Grade: B
Notes: A solid average unit. Like the Armorsmith a fighter able to fight from any column. Place in front of your Back line mages, or behind your Battle Mages.
Other Units to Consider to Support Sun
Maeledox
Lizardfolk Mage
Back Only
When this character gains Power, they also gain Shield. Scheme: Curse the nearest enemy.
Attack: 2,3
Hearts: 2
Speed: 6
Grade: S
Notes: By giving Power every turn, it is one of the few mages able to tank. Combine with Ethereal Essence for an +1 Attack every turn. Curse is also a powerful Scheme, so the unit is useful even in the front row.
Sage of the Word
Human Mage
Back Only
Hope: Give a random ally +1/2 Power.
Attack: 3
Hearts: 3,4
Speed: 2
Grade: A
Notes: Adds damage to the Hope Archetype. Can Combo off with Battle Mage.
Tinkerer
Gnome Mage
Round End: If this character has Power, summon a Bomb/Big Bomb/Golden Bomb.
Attack: 1
Hearts: 3
Speed: 0
Grade: S
Notes: Bombs can be difficult to manage at times, but add both sustain and damage. Combine with a Divine Protector for the earliest way to defeat Aurum Worms.
Zed, Eternal Trickster
Gnome Mage
When this character gains Power, summon an immovable Mirror Image.
Attack: 2
Hearts: 2
Speed: 8
Grade: +A
Notes: A really powerful ability. Unfortunately, the mirror images cannot move. Needs multiple sources of Power to ensure that the front row is full of blockers.
Despite having some of the best units in the game (ex: Blood Leech, Void Summoner, and Sanguinist for infinite summons), the Doom Archetype has weak Artifacts (when evaluated on Legend difficulty with the exception of Essence Blade) that have a limited initial impact on fights, and is effected by triggers that either start on Turn 2 or are hard to consistently activate.
Blood Leech
Elf Mage
Back Only
Doom: Summon a Blood Wisp/Greater Blood Wisp.
Attack: 2
Hearts: 1,2
Speed: 3
Grade: S
Notes: Summons every turn when combined with Channeler. Summons every turn but the first when combined with Void Summoner. Combine with Divine Protector for the best sustain in the game.
Channeler
Elf Fighter
Front Only
Follow Up: Trigger all allied Doom effects.
Attack: 1
Hearts: 4,5,7
Speed: 3
Grade: A
Notes: Units that trigger other abilities are great. Units that trigger multiple abilities are better. Only issue is exhaustion, and that it does not trigger doom abilities on self (alas Immortal Helm will not self trigger on him).
Cultist
Elf Fighter
Front Only
Doom: Restore 1/2/3 health.
Attack: 1
Hearts: 3
Speed: 5
Grade: F
Notes: The ability should make it up there with Battle Mage and Hypogean. Unfortunately, only the ability increases with level. On Legend, does not enough have enough hearts to take advantage of its ability without a Shield. With only 1 attack, cannot consistently trigger ability with its own attack. Needs to be buffed in my opinion.
Haruspex
Elf Mage
Doom: Deal 1/2/4 damage to a random enemy.
Attack: None (Does not take damage from poison)
Hearts: 1,2,3
Speed: 4
Grade: F
Notes: With no ability to trigger its ability, no attack, and needing to hide to survive, it is completely dependent on other units. Super fun in easier difficulties where you can chain doom triggers. Unfortunately, area damage that kills all monster units at once will only result in one doom trigger hitting the boss. Not good enough for Legend. I have tried many a time.
Night Marksman
Elf Archer
Doom: Gain +1/2/3 Power. Inexhaustible.
Attack: 1
Hearts: 3,4,4
Speed: 7
Grade: A
Notes: One of the best archers in the game. High speed and high attack (provided you have Doom triggers)
Nyx, of the Old Moon
Elf Fighter
Front Only
Doom: Curse a random enemy. Inexhaustible.
Attack: 3
Hearts: 5
Speed: 6
Grade: B
Notes: Like the Cultist has a powerful ability, but suffers from lack of sustain to be a front line unit (this is offset some by Inexhaustible). I do not typically have room in the party for Nyx, as Blood Leech, Void Summoner, Divine Protector, and Channeler are the best options for Doom.
Sanguinist
Undead Mage
Back Only
Round End: Summon an enemy Blood Shade in this lane. Inexhaustible.
Attack: 1,2,3
Hearts: 2,3,4
Speed: 2
Grade: B
Notes: Pairs well with a Tanner for a gold every single turn (assuming monsters due not block the attack). Own Attack is wasted if the Sanguinist needs to kill the Blood Shade. Summon can be blocked if enemy board is full.
Void Summoner
Elf Mage
Round End: Summon an enemy Void Wisp/Greater Void Wisp.
Attack: None (Does not take damage from poison)
Hearts: 2
Speed: 2
Grade: B
Notes: Another unit with out a stat increase on level up. Powerful ability (that combos with better abilities) helps to make up for this weakness. Summon can be blocked if enemy board is full. One of the ways to consistently trigger doom.
Other Units to Consider to Support Death
Elemancer
Elemental Mage
Back Only
When an allied elemental is summoned, gain +1 Attack. After the first round, summon a Lightning Wisp.
Attack: 1,2
Hearts: 2,3
Speed: 2
Grade: S
Notes: Combine with Blood Leech and a way to trigger multiple times and Elemancer has +1 Attack without limit. Adds a blocker that grants power to the entire team when killed.
TODO
Battle Cleric
Dwarf Mage
Front Only
Follow Up: Restore 1 health to all characters in this column.
Attack: 1
Hearts: 4,7
Speed: 2
Grade: A
Notes: One of the best sources of Healing. Better with Inexhaustible to ensure healing occurs. Worse than Royal Captain in every regard. Less Attack, less hearts, and ability does not trigger if moved. On top of that, there is no Artifact that increases the amount of healing.
Battle Thane
Dwarf Fighter
Follow Up: Trigger all adjacent character's Counter effects.
Attack: 1
Hearts: 4,7
Speed: 3
Grade: A
Notes: Counter abilities are typically good, but are hard to trigger. Battle Thane can trigger multiple counter abilities per turn.
Berserker
Dwarf Fighter
Front Only
Counter: Gain +1/2/3 Power.
Attack: 1
Hearts: 4,5,7
Speed: 3
Grade: B
Notes: Counter Abilities are powerful but inconsistent. Equip Immortal Belt to help trigger safely. Shines with Battle Thane.
Brewmaster
Dwarf Fighter
Attack: 2
Hearts: 2,4,7
Speed: 2
Counter: Restore 1 health to a damaged non-heroic ally.
Grade: F
Notes: Health is too low and ability too weak to be effective.
Cleric of the Dark
Dwarf Fighter
Front Only
When this character kills an enemy, gain Shield.
Attack: 1,2,3
Hearts: 4,5,7
Speed: 3
Grade: B
Notes: Would be A grade if unit was Inexhaustible as this would be a way to more consistently trigger the ability.
Nangruil, the Alchemist
Dwarf Mage
When an ally gains armor, gain +1 Power.
Attack: 3
Hearts: 4
Speed: 2
Grade: A
Notes: Adds another means of damage to the Armor Archetype. Just pile armor on your front row and Nangruil will hit hard.
Runesmith
Dwarf Fighter
Front Only
When another Dwarf takes damage, gain +1 Power. Round End: Gain +1 Armor for each other Dwarf.
Attack: 1
Hearts: 3,4,6
Speed: 2
Grade: A
Notes: Best Dwarf tank when in a Dwarf exclusive party.
Other Units to Consider to Support Hammer
Cleric of the Hammer
Dwarf Mage
Back Only
Round End: Summon a Spectral Hammer/Greater Spectral Hammer/Golden Spectral Hammer.
Attack: 1
Hearts: 2,4,5
Speed: 2
Grade: A
Notes: Spectral Hammer tanks counter attacks. Better than it looks due to speed and both summoning and death interactions. Great with Aguatilis or Ranger. Adds a Soul every turn. A versatile units with good damage.
Healing currently is not as strong as Armor builds. While not bad, the limited number of healing artifacts is part of the reason. As it currently stands, Armor out paces Healing. Armor is always applied. Healing only triggers if unit is already missing hearts. Most Armor units are simply better than their Hope counterparts. In general, Healing needs a buff to match Summons and Armor for sustain. Good support for Counter builds.
Butcher
Human Fighter
When this character kills an enemy, restore 1 health to a non-heroic damaged ally/ twice/ three times.
Attack: 2
Hearts: 3,4,6
Speed: 3
Grade: B
Notes: With a good attack (for a fighter) and great ability, it would be A grade if unit was Inexhaustible. Equip Void Fury Ring to increase potential for extra triggers. As is, it is hard to trigger consistently.
Cleric of the Path
Human Mage
Back Only
Follow Up: Restore 1/1/2 health to a damaged non-heroic ally.
Attack: 1,2,2
Hearts: 2,3,4
Speed: 2
Grade: B
Notes: More random then Armorsmith and adds less sustain.
Cleric of the Rose
Human Mage
Back Only
Hope: Deal 1/1/2 damage to the nearest enemy in this lane.
Attack: 1,2,2
Hearts: 2,4,4
Speed: 2
Grade: B
Notes: The primary damage dealer for Hope (only because Lyra is not available until floor 3). Ability does not do enough damage to scale well to make Grade A. Weaker than Lightning Adept (less damage, and does not trigger as consistently).
Lyra, Dawn's Light
Elf Archer
Hope: Attack.
Attack: 1
Hearts: 4
Speed: 6
Grade: S
Notes: Any unit that has attacks that triggers is an excellent unit. Any unit you can exhaust that as attack triggers has infinite scaling when combined with Power. When built right, the Lyra will have multiple attacks per turn at ever increasing Power. Combos like this are very satisfying. Harder to build around than the Javelineer, due to not being available until the 3 floor.
Royal Guard
Human Fighter
Front Only
When this character gains health, your hero gains +1/1/2 Power.
Attack: 1
Hearts: 4,7,9
Speed: 3
Grade: B
Notes: Enough hearts to tank and increases damage on the board when healed.
Sage of the Word
Human Mage
Back Only
Hope: Give a random ally +1/2 Power.
Attack: 3
Hearts: 3,4
Speed: 2
Grade: A
Notes: Adds damage to the Hope Archtype. Can Combo off with Battle Mage.
Other Units to Consider to Support Heart
Battle Cleric
Dwarf Mage
Front Only
Follow Up: Restore 1 health to all characters in this column.
Attack: 1
Hearts: 4,7
Speed: 2
Grade: A
Notes: One of the best sources of Healing. Better with Inexhaustible (Book of Haste) to ensure healing occurs. Worse than Royal Captain in every regard. Less Attack, less hearts, and ability does not trigger if moved. On top of that, there is no Artifact that increases the amount of healing.
Battle Mage
Human Mage
Front Only
When this character gains Power, they also restore 1/2 Health.
Attack: 1
Hearts: 7,9
Speed: 3
Grade: A
Notes: The best self healing Tank. Combos well with Sage of the Word.
Brewmaster
Dwarf Fighter
Attack: 2
Hearts: 2,4,7
Speed: 2
Counter: Restore 1 health to a damaged non-heroic ally.
Grade: F
Notes: Health is too low and ability too weak to be effective.
The High Priestess
Human Mage
Back Only
Follow Up: Restore 1 health to all other allies.
Attack: 3
Hearts: 3
Speed: 2
Grade: A
Notes: One of the few ways to heal your Hero. Hides in the back round and heals everyone, every turn. The best Hope build unit.
Hellion
Beast Fighter
Bloodcast 2: Attack. When this character kills an enemy, restore 1/2 health. Inexhaustible.
Attack: 2,3
Hearts: 5,6
Speed: 5
Grade: A
Notes: Inexhaustible means that you can target weak units to self heal often paying for the cost of the Bloodcast. High speed means the Hellion will attack before most monsters.
Hypogean
Lizardfolk Fighter
Front Only
Scheme: Restore 1 health for each allied Lizardfolk.
Attack: 1
Hearts: 4,7,9
Speed: 6
Grade: A
Notes: One of the best self healing tanks in the game. Consistent heal that scales in a Lizardfolk build.
Souldrinker
Undead Fighter
Front Only
Round End: If you have 2 or more souls, restore 1/2/3 health. Max souls +2.
Attack: 1
Hearts: 6,9,12
Speed: 4
Grade: B
Notes: A solid tank in a Soulcast build (or any build)
War Bear
Beast Fighter
Round End: If this character has 1 health, restore 1/2 or less health, restore 2/3 or less health, restore 3 health.
Attack: 1
Hearts: 4,6,8
Speed: 2
Grade: C or F
Notes: Ability is inconsistent, and not enough to tank effectively. There are much better choices.
Lizardfolk have good synergy. A solid Alliance.
Aguatilis
Lizardfolk Archer
When an ally dies, gain +2/3/4 Power. Inexhaustible.
Attack: 2
Hearts: 3,4,4
Speed: 6
Grade: A
Notes: One of the best archers in the game. High speed and high attack (provided you have allied death triggers). A great starting unit as it can snipe your way through the first floor even without endless summons.
Amguan
Lizardfolk Mage
Back Only
Scheme: Give +1/2 Power to all allied Lizardfolk.
Attack: 1
Hearts: 4
Speed: 2
Grade: B
Notes: I am not a fan of units that do not have a stat increase on level up. That said, the ability is powerful in an all Lizardfolk build.
Hypogean
Lizardfolk Fighter
Front Only
Scheme: Restore 1 health for each allied Lizardfolk.
Attack: 1
Hearts: 4,7,9
Speed: 6
Grade: A
Notes: One of the best self healing tanks in the game. Consistent heal that scales in a Lizardfolk build.
Ixotle, Hatchling Ward
Lizardfolk Mage
Back Only
Battle Start and Death: Fill your board with Lizardfolk Hatchlings.
Attack: 2
Hearts: 3
Speed: 4
Grade: A or B
Notes: Good value. Fun with Elder Gryx She Who Swims Alone, Aguatilis, or Ranger
Maeledox
Lizardfolk Mage
Back Only
When this character gains Power, they also gain Shield. Scheme: Curse the nearest enemy.
Attack: 2,3
Hearts: 2
Speed: 6
Grade: S
Notes: By giving Power every turn, it is one of the few mages able to tank. Combine with Ethereal Essence for an +1 Attack every turn. Curse is also a powerful Scheme, so the unit is useful even in the front row.
Praexator
Lizardfolk Archer
When this character kills an enemy, give +1 Power to all allied Lizardfolk. Inexhaustible.
Attack: 1,2,3
Hearts: 3,4,4
Speed: 7
Grade: A
Notes: One of the best archers in the game. High speed and high attack. Best in a Lizardfolk build.
Praliator
Lizardfolk Fighter
Front Only
If this character kills an enemy, they attack again.
Attack: 1,2,3
Hearts: 3,4,6
Speed: 5
Grade: A
Notes: Deals more damage than most fighters. Slayer of demons. Able to one shot Illifar with the right build.
Other Units to Consider to Support Scale
Venin Drinker
Lizardfolk Fighter
Front Only
When a poisoned character dies, restore 1/2/3 health. Poisonous.
Attack: 1
Hearts: 2,4,5
Speed: 5
Grade: C
Notes: A decent abilitly with not enough hearts to tank. Stops healing once monster spawns are dead.
Smuggler
Lizardfolk Fighter
Front Only
When you hire this Character gain 2 gold for every allied Lizardfolk. Death: Gain 1/2 gold.
Attack: 2
Hearts: 4
Speed: 5
Grade: A
Notes: Great for Lizardfolk builds. Do not need to keep (in fact, I never have), but sell right off. Can combo off if you have the Counterfeit Coins and a full party of Lizardfolk.
Xerxis
Lizardfolk Archer
After the first round/After the first and second round, summon a Poison Scale.
Attack: 1
Hearts: 4
Speed: 4
Grade: F
Notes: Stats do not upgrade, Poison Scale is too weak to be of much value.
Poison, along with Doom is currently a weak Archetype. Unlike Doom, the Poison Artifacts are useful, but still few. Poison units are relatively strong. The issue is the units lack enough sustain.
Assassin
Gnome Fighter
Front Only
Enemies take +1/2 damage from poison. Poisonous.
Attack: 2
Hearts: 4,5
Speed: 4
Grade: B
Notes: Good damage for a Fighter with the extra Poison Damage, but lacks sustain.
Rogue
Gnome Fighter
Poisonous. Inexhaustible.
Attack: 1,2,3
Hearts: 2,4,5
Speed: 6
Grade: B
Notes: Good damage for a Fighter. Inexhaustible allows the unit to survive and still be useful.
Sharpshooter
Human Archer
When an enemy gains Poison, deal 1/2/3 damage to them.
Attack: 1
Hearts: 2,4,5
Speed: 4
Grade: A
Notes: The best damage for Poison. Poison does not stack and only triggers once. The Sharpshooter, however, triggers multiple times.
Ven, the Eldest
Elemental Fighter
Front Only
When a poisoned character dies, gain +1 Attack and restore 1 health.
Attack: 1
Hearts: 8
Speed: 1
Grade: B
Notes: If there are enemies to fight and you have other units to poison targets, Ven has sustain and damage. However, as he does not have poison himself, he is reliant on others.
Venin Drinker
Lizardfolk Fighter
Front Only
When a poisoned character dies, restore 1/2/3 health. Poisonous.
Attack: 1
Hearts: 2,4,5
Speed: 5
Grade: C
Notes: A decent ability with not enough hearts to tank. Stops healing once monster spawns are dead.
Venin Witch
Human Mage
Back Only
After the first /and second round, summon a Poisonous Slime. Deals double damage to Poisoned characters.
Attack: 2,3
Hearts: 3,4
Speed: 2
Grade: A
Notes: Good damage, a little sustain, and her summons trigger her ability.
Venomancer
Attack: 1,2,3
Hearts: 2,3,4
Speed: 2
Human Mage
Back Only
Follow Up: Deal 1/2/3 damage to all poisoned enemies. Poisonous.
Grade: A
Notes: Second only to the Sharpshooter for damage in a poison build.
Other Units to Consider to Support Poison
The Devourer
Elemental Fighter
When a poisoned character dies, summon a Poisonous Slime.
Attack: None (Does not take damage from poison)
Hearts: 16
Speed: 1
Grade: A
Notes: A great tank. Unfortunately, even with Elemental Essence, Poisonous Slime lack the hearts (5 is the magic number) needed to block two hits from the third Portal Boss.
Fey Adept
Elf Mage
Back Only
Poisonous. Summoned allies have +1/2/3 Attack.
Attack: 1
Hearts: 1,2,3
Speed: 3
Grade: C
Notes: A glass cannon in builds with lots of summons.
Xerxis
Lizardfolk Archer
After the first round/After the first and second round, summon a Poison Scale.
Attack: 1
Hearts: 4
Speed: 4
Grade: F
Notes: Stats do not upgrade, Poison Scale is too weak to be of much value.
Summons provide parties with the best sustainability in the game (provided you can create them every turn). If the unit has a way to trigger multiple time, they are some of the best units in the game. If it only triggers once or twice, they are below par.
Aviakoran Guard
Elf Fighter
Front Only
Counter: Summon a Dove/Raven.
Attack: 1
Hearts: 4,6
Speed: 6
Grade: A
Notes: The ability to create one or more summons every turn is one of the best sources of sustainability. Like all counter abilities, best combined with Battle Thane.
Cleric of the Hammer
Dwarf Mage
Back Only
Round End: Summon a Spectral Hammer/Greater Spectral Hammer/Golden Spectral Hammer.
Attack: 1
Hearts: 2,4,5
Speed: 2
Grade: A
Notes: Spectral Hammer tanks counter attacks. Better than it looks due to speed and both summoning and death interactions. Great with Aguatilis or Ranger. Adds a Soul every turn. A versatile units with good damage.
Cyril, Master Animist
Human Mage
Death: Transform into Cyril, Ground Shaker. When an ally is summoned, restore 1 health.
Attack: 2
Hearts: 3
Speed: 3
Cyril, Ground Shaker
When an ally is summoned, restore 1 health.
Attack: 4
Hearts: 20
Speed: 1
Grade: A
Notes: With 23 hearts combined between forms, a great tank
Divine Protector
Human Fighter
Front Only
When an ally is summoned, give them Shield.
Attack: 1
Hearts: 4,7,9
Speed: 4
Grade: S
Notes: Infinite summon builds are already strong. Giving a shield to every summon is icing on the cake.
Druid
Human Mage
Back Only
After the first round, summon a Dove/Raven/Wolf twice.
Attack: 1,1,2
Hearts: 2,4,4
Speed: 3
Grade: C
Notes: While really strong in lower difficulties, the Druid and summons does not scale with Legend. Obstacles can prevent the summon from occurring. If Druid had two summons that the player could control when they were summoned, Druid would be a higher rank.
Fey Adept
Elf Mage
Back Only
Poisonous. Summoned allies have +1/2/3 Attack.
Attack: 1
Hearts: 1,2,3
Speed: 3
Grade: C
Notes: A glass cannon in builds with lots of summons.
Other Units to Consider to Support Branch
Soulcast is a fun and powerful ability. Soulcast is great as it allows the player to make more choices. These choices can have a major affect on the course of the battle.
Fallen Adept
Undead Mage
Back Only
Soulcast X: Deal /2/4X damage to the nearest enemy in this lane. Max souls +3.
Attack: 2
Hearts: 2,3,4
Speed: 3
Grade: A
Notes: Able to deal some of the highest damage without infinite scaling of any unit in the game.
Juggernaut
Undead Fighter
Front Only
Round End: For each soul, randomly gain +1 Power or restore 1 health. Max souls +2.
Attack: 1
Hearts: 8
Speed: 2
Grade: A or B
Notes: Good if you max out your Souls.
Necromancer
Undead Mage
Back Only
Soulcast 2: Summon a Skeleton. Max souls +2.
Attack: 2,3,4
Hearts: 2,3,4
Speed: 3
Grade: A
Notes: Summons controlled by resource management. What the Druid dreams he could be.
Soul Conduit
Human Archer
Soulcast 1: Restore 1 health. Follow Up: Gain +1 Soul. Max souls +1.
Attack: 2,3
Hearts: 4
Speed: 5
Grade: A
Notes: Good damage, a little bit of sustain and can help power your team's Soulcast every turn.
Souldrinker
Undead Fighter
Front Only
Round End: If you have 2 or more souls, restore 1/2/3 health. Max souls +2.
Attack: 1
Hearts: 4,7,9
Speed: 4
Grade: B
Notes: A solid tank in a Soulcast build (or any build).
Soulmancer
Undead Mage
Back Only
Round End: If you have no souls, gain +1/2 Soul and +2/4 Power. Max souls +2.
Attack: 2,3
Hearts: 3
Speed: 5
Grade: A
Notes: The best battery for Soulcast builds (most of the time). Just spend all your Souls and reap the benefits.
Tarus Guard
Undead Fighter
Front Only
Soulcast 1: Give all other allied Undead +1/2/3 Armor. Max souls +1.
Attack: 1
Hearts: 4,6,8
Speed: 2
Grade: S
Notes: Tied with Royal Guard as the best support tank in the game.
Other Units to Consider to Support Skull
Deadeye
Undead Archer
+1 damage for each other allied Undead.
Attack: 1
Hearts: 2,4,5
Speed: 4
Grade: A
Notes: Great damage dealer for Undead builds
Fallen Bannerman
Undead Fighter
Soulcast 1: All allied archers attack. Max souls +1.
Attack: 1,2
Hearts: 4,6
Speed: 4
Grade: A
Notes: Essentially doubles the damage of all archers in your build. The more archers the better.
Beasts are typically powerful abilities. Also mix well with Heart units for the healing.
Ember Blood
Beast Fighter
Bloodcast 2: Gain +1 Attack.
Attack: 1,2,3
Hearts: 4,5,7
Speed: 4
Grade: A
Notes: Attack grows every turn as long as you have healing.
Hellion
Beast Fighter
Bloodcast 2: Attack. When this character kills an enemy, restore 1/2 health. Inexhaustible.
Attack: 2,3
Hearts: 5,6
Speed: 5
Grade: A
Notes: Inexhaustinle means that you can target weak units to self heal often paying for the cost of the Bloodcast. High speed means the Hellion will attack before most monsters.
Iron Blood
Iron Blood
Beast Fighter
Bloodcast 1: Gain +1 Armor for each damaged ally.
Attack: 1,2,3
Hearts: 3,4,6
Speed: 3
Grade: B or C
Notes: Needs multiple damaged units before you get a return. Granted, this is possible in a Beast build, but not strong enough to want to pick over the other options.
Spirit Caller
Beast Mage
Bloodcast 2: Revive an allied Beast.
Attack: 2,3
Hearts: 4,5
Speed: 4
Grade: B
Notes: My least favorite beast. Though this is the only unit that brings back the dead, it only brings them back to 1 heart, so they cannot even use Bloodcast. Better to heal and prevent death than restore from death once or twice. High stats make up for the ability, but I would rather have another unit in my team.
Sun Horn
Beast Mage
Bloodcast 1: Restore 1 health to an adjacent damaged Beast/ twice/ three times.
Attack: 2
Hearts: 3,4,4
Speed: 3
Grade: A
Notes: Useful even at level one when you can keep your front row healthy. Also useful for Bloodcast triggers. Gets better with each level up.
Taur, the Exiled
Beast Fighter
Front Only
Has +1 Attack for each allied Beast. When this character kills an enemy, restore 3 health.
Attack: 1
Hearts: 8
Speed: 2
Grade: B
Notes: Good damage for a fighter in a beast only team with a little bit of sustain.
Ursa, Divine Bear
Beast Fighter
When an ally bloodcasts, attack. Inexhaustible.
Attack: 2
Hearts: 8
Speed: 2
Grade: S
Notes: The best damage dealer for Beast. Equip with Ancestral Gems, Bloodcast all your units, and watch your foes die. Even with Inexhaustible preventing infinite power, one of the strongest units in the game.
Other Units to Consider to Support Claw
War Bear
Beast Fighter
Round End: If this character has 1 health, restore 1/2 or less health, restore 2/3 or less health, restore 3 health.
Attack: 1
Hearts: 4,6,8
Speed: 2
Grade: C or F
Notes: Ability is inconsistent, and not enough to tank effectively. There are much better choices.
Forest Spirit
Beast Fighter
When another allied Beast takes damage, gain +1 Power.
Attack: 1
Hearts: 4,5
Speed: 2
Grade: N/A (B)
Notes: Do not think I have ever selected this unit.
Butcher
Human Fighter
When this character kills an enemy, restore 1 health to a non-heroic damaged ally/ twice/ three times.
Attack: 2
Hearts: 3,4,6
Speed: 3
Grade: B
Notes: With a good attack (for a fighter) and great ability, it would be A grade if unit was Inexhaustible. Equip Void Fury Ring to increase potential for extra triggers. As is, hard to trigger consistently.
Cleric of the Path
Human Mage
Back Only
Follow Up: Restore 1/1/2 health to a damaged non-heroic ally.
Attack: 1,2,2
Hearts: 2,3,4
Speed: 2
Grade: B
Notes: More random then Armorsmith and adds less sustain.
Cleric of the Rose
Human Mage
Back Only
Hope: Deal 1/1/2 damage to the nearest enemy in this lane.
Attack: 1,2,2
Hearts: 2,4,4
Speed: 2
Grade: B
Notes: The primary damage dealer for Hope (only because Lyra is not available until floor 3). Ability does not do enough damage to scale well to make Grade A. Weaker than Lightning Adept (less damage, and does not trigger as consistently).
The High Priestess
Human Mage
Back Only
Follow Up: Restore 1 health to all other allies.
Attack: 3
Hearts: 3
Speed: 2
Grade: A
Notes: One of the few ways to heal your Hero. Hides in the back round and heals everyone, every turn. The best Hope build unit.
Followers enter the dungeon with you. They cannot be hired (though it is possible to transform a normal unit into a Loyal Follower. Only keep one if you are able to transform him into a Loyal Follower.
Follower
Human Follower
Front Only
Attack: 1
Hearts: 2
Speed: 3
Grade: C
Notes: One equipment slot. Equip Follower's Cloak and Transform it at Andromalius to acquire a Potion of Loyalty to convert to a Loyal Follower.
Loyal Follower
Human Follower
Front Only
Doesn't count toward maximum party size
Attack: 1
Hearts: 3
Speed: 3
Grade: B
Notes: An extra blocker with three equipment slots (Great for Martyr's Plate or Noble Plate).
TODO
Lost Adventurer
Human
Attack: None (Does not take damage from poison)
Hearts: 3
Speed: 3
Grade: D
Notes: Typically able to tank a hit for you. Gets in the way of summons.
Slime
Doom : I tend to view the Channeler, the Void Summoner and the Sanguinist equivalent. Ideally, I'd rather have only the Void Summoner and the Sanguinist, as they provide inexhaustible (reliable) Doom, but it is harder to get there. The Channeler is good from the get go.
I rate the Cultist way higher. Functionally, he's very similar to the Battle Mage in a proper comp as a meat shield, as he can regen full life each turn. He's a bit worse because he starts off with less health, and doesn't get offensive Power like the Battle Mage naturally does, but he can grow very tanky.
I'm not that bothered by the lack of good artefact for Doom, as there are plenty of generic strong ones. Doom comps end up very strong anyway.
Whaaaaaat? I never even realized xD
I think this is a problem with my Tier Lists. He is a unit that I think needs work, hence the F. It does not mean that there are not strong things about him (as mentioned, his ability is great). It could be a minor change (such as stat increases on level up) that brings him from Grade F to A. As is though, he has less attack, less hearts, and an ability which is harder to trigger than the Battle Mage.
That comment is a carry over from the Hero Tier List. It is also a comparison to Metal (Armor) as there are many great artifacts for that. Comments speaking poorly of Doom are mostly in regards to wanting Taz'gyn Of the Old Moon and Haruspex to work well.