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The main benefit of slann is the starchamber. recruiting level 40 lords is quite decent. until you have a bunch of starchambers id say its debatable whether slann are worth it
As for the rest of your lores, it depends on what youre expecting the slaan to do, what your other units are etc. Life gives heals but the damage and buff component is relatively lackluster, and you can no longer just blob heal all your units since theres a max affected limit. Its also less useful if you arent cheesing with all sems since it doesnt resurrect models. That said, heals are always useful, if not always as spectacular or absolutely the most powerful option, and the lore passive heals everything map wide a little bit which is nice.
Fire is an excellent lore for raw damage, easily the best you have available for that function, with great spells for sieging, blob countering, single entities and even some buffs to boost your troops. Lacks debuffs though, but the lore passive can boost both the lors own damage and your own troops if you use flaming sword.
Heavens has excellent buffs/debuffs and solid damage output, albeit not up to snuff with the lore of fire for that latter function. That said it is a very good all around lore, main downside is a very situational passive, and the fact that you can have a skink priest of heavens, so you might want to use your toad on a lore you cant acquire otherwise.(derp, forgot this is MP only)
Lore of light is a weird one. A great all around lore but one that has a weird mix of crappy and stellar features. The passive is practically worthless for lizards, and some of the spells are kinda crap for campaign(light of battle is just crap in general) That said the aoe buffs are insanely good, net is situational but can be excellent for gooning key targets, and banishment allows you to eradicate enemy blobs with ease. A great all around lore, probably the best you can get as lizardmen in campaign.
The fire slaan's firepower (quite literally) is crazy.If you're not worried about heal this is an extremely good pick. Best way to take advantage of the crazy amount of wing of magic you will get. Fire is a hard carry that still has cheap very good supporting tools. Like said above it also goes very very well with salamenders, ancient salamenders, and bastilladons with solar engine.
If your troops aren't that great fire is amazing.
Life is very useful support, but is only better if having a lot of single entity units. ImO when you have a lot of replenishment already it's not that necessary. Tehenhauin for example is under perma +15% which is added to everythingelse lizardmen have including many +5% followers on heroes and lord, so even if your troops are mid health by the end of the fight honestly most of the time it doesnt matter. If your troops are very good life will keep them safe while they're doing the work.
High is a mid range between the two above. Its passive while casting is absurdly good, it has a heal, and plenty of powerful tools including the dreaded arcane unforging. It is never a bad pick especially with lots of power reserve. Especially great if your army include some skink chameleon and if you're fighting against an enemy that has flyers.
Light is not that good compared to the other 3. Its vortex spell is already available to you through bound spell anyway so you lose in versatility, its passive is the worst of the 4 as well (especially if you run around with lots of stuff that cause fear /terror).
Net of amyntok is crazy good but not that much for lizardmen armies that don't really worry about protecting their backline and don't have a lot of fire power to punish the immobilized unit.
Light of battle again is not that useful when most of your troops never flee anyway and enrage to fight to the end or almost.
It just pales in comparison of the other three in most situations, as it's by far the pick that has the less synergy with LM armies.
@Wyvern there is not heavens slaan.
ALWAYS have a second and ideally even a third stack of more regular forces if you are going to go full dino at any point.