Iratus: Lord of the Dead

Iratus: Lord of the Dead

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Wormgobbler Jul 27, 2019 @ 9:51am
What are your squad compositions?
So far I've had the most success with Bride / Skeleton / Zombie / Dark Knight.

The Banshee and the Wraith were ok until I've met an earth golem that was immune to stress attacks. Ditched the Banshee after I was almost wiped out.
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Jackal Jul 27, 2019 @ 9:55am 
Lost Soul / Lost Soul / Dark Knight / Dark Knight is pretty self sustainable, physical damage and lots of stress damage, knights use stance to damage stress when enemies are buffed, lost souls spam buffs on enemies. Dark Knights deal later with constructs. Constructs are easy, you save them for last and just spam shields on your knights with the lost souls and use dark knights to recover wrath and mana spamming their remove debuff skill.
Dragnir Jul 27, 2019 @ 10:42am 
Banshee can be really nasty though :)
I also like the Ghost (Wraith?)
Don't find the Zombie too useful actually.
Asuzu Jul 27, 2019 @ 11:09am 
Lost Soul / Lost Soul / Bone Golem / Bone Golem
Just rips apart everything.

Golems have obscene HP, self-heal on demand which is also a reposition to the front in case you got juggled, crit damage buff and AOE with 50% to stun entire enemy team, +2 armor or +1 armor/ward to anyone... The best frontline unit with awesome kit, hands down.

Lost Souls do lots of stress damage, strip enemy buffs to buff the hell out of your team, heal golems and each other like crazy, reposition enemies around for your golems to stomp on, give +2 ward or +1 ward +1 armor on demand and so on and on, amazing unit.

Insane sustain, crazy damage (not instant though, need 2 rounds prep).
You come out of every fight on full HP and just keep pushing. I never needed to use/build Mortuary. Some people were going crazy and kept buffing their golems up to 1700+ crits damage to 1shot bosses, I guess this will get fixed at some point.

Originally posted by jfcaldeira:
Lost Soul / Lost Soul / Dark Knight / Dark Knight is pretty self sustainable, physical damage and lots of stress damage, knights use stance to damage stress when enemies are buffed, lost souls spam buffs on enemies. Dark Knights deal later with constructs. Constructs are easy, you save them for last and just spam shields on your knights with the lost souls and use dark knights to recover wrath and mana spamming their remove debuff skill.

Dark Knights fall off quite sharp later in the game, when enemies hit into 1st and 2nd slots for ridiculous amounts of damage and their 8 armor stop being godly. Even on 2nd floor on More Pain there are guys who can 2-shot a DK from full HP before he can say "mama".
They are dope early game when nobody has enough damage to break through 8 armor though, and on easier difficulties.
Last edited by Asuzu; Jul 27, 2019 @ 12:05pm
Jackal Jul 27, 2019 @ 11:30am 
Originally posted by Asuzu:
Lost Soul / Lost Soul / Bone Golem / Bone Golem
Just rips apart everything.

Golems have obscene HP, self-heal which is also a reposition to the front in case you got juggled, crit damage buff and AOE with 50% to stun entire enemy team.
Lost Souls do lots of stress damage, strip enemy buffs to buff the hell out of your team, heal golems and each other like crazy, reposition enemies around for your golems to stomp on, give +2 ward on demand...

Insane sustain, crazy damage (not instant though, need 2 rounds prep).
You come out of every fight on full HP and just keep pushing. I never needed to use/build Mortuary. Some people were going crazy and kept buffing their golems up to 1700+ crits damage to 1shot bosses.

Originally posted by jfcaldeira:
Lost Soul / Lost Soul / Dark Knight / Dark Knight is pretty self sustainable, physical damage and lots of stress damage, knights use stance to damage stress when enemies are buffed, lost souls spam buffs on enemies. Dark Knights deal later with constructs. Constructs are easy, you save them for last and just spam shields on your knights with the lost souls and use dark knights to recover wrath and mana spamming their remove debuff skill.

Dark Knights fall off quite sharp later in the game, when enemies hit into 1st and 2nd slots for ridiculous amounts of damage and their 8 armor stop being godly. Even on 2nd floor on More Pain there are guys who can 2-shot a DK from full HP before he can say "mama".
They are dope early game when nobody has enough damage to break through 8 armor though, and on easier difficulties.


pretty sure that stacking is unintended, it doesn't even mention it. It will be fixed
Last edited by Jackal; Jul 27, 2019 @ 11:30am
holy-death Jul 27, 2019 @ 12:13pm 
I am running with Banshee/Wraith/Dark Knight/Skeleton right now.

1) Skeleton sets up Astounding Fortitude and Bashee lowers enemies' attack damage. That way Skeleton takes relatively low damage, being basically a tank for rest of the team.

Other than that his other skills are pretty versatile on his own (Smite to get rid of blocks and to damage low-armored enemies, Unassuming Strike to hit armored enemies and Shield Banger to deal stress to every enemy, if there is need to do so).

2) Dark Knight fills the second slot. He can use upgraded Hollow Stare (Face the Faceless) to deal a lot of stress damage or use Abyssal Hunger to heal himself up while damaging enemies.

He can also move back with Dark Tithe in order to regenerate some mana and prepare for Unfeeling Aggression (or go straight for Unfeeling Aggression, if some of the backliners moved forward and Dark Knight is in 3rd place).

I think I will be upgrading Futile Hopes into No Tomorrow, because I think that work well in combination with Banshees' and Wraiths' debuffs.

3) Aside from helping the Skeleton out, I plan on upgrading her Scream to Desolate Scream, to allow her to eat buff off enemies.

She has Noo! stance that combines pretty well with Wraith's Terrorwave (which makes enemy swap positions, so they take a lot of stress damage) and is good against enemies who like to move a lot. I think I will upgrade this ability to Noo!!!, because I like getting wards/blocks on her (she has no other defenses, other than Wraith putting Ghostly Veil on her).

Oh, and Wail is pretty good for buffing other minions stress attacks, although I think I will go for Deafening Wail for extra flexibility (it boosts attack, as well as dread).

4) Wraith gets Ghastly Veil upgraded into Spectral Fog, because having 35 Evasion instead of 25 Evasion seems like better deal than the other upgrade. (By the way, does placing it means that Taskmaster can't place his own trap in that spot, since Wraith's ability counts as a trap?)

It also works very good when placed on Banshee (she has 20 base Evasion, so it's 55 Evasion total) and having 35 Evasion on anybody with 0 Evasion is better than 0 and I don't think that enemies have 100 Accuracy, so it adds up.

Necrotic Wind is good for eating buffs and deals significant amount of stress damage (and, with Wind of Oblivion) it removes stances + moves enemies around, triggering Banshee's Nooo!!! ability.

Lastly, I plan on upgrading Evolution into Survival to give Wraith more survivalability.
DelightfullyMAD Jul 27, 2019 @ 1:19pm 
My primary go-to party has mostly been Bride/Lich/Golem/Dark Knight. This party seems to do a pretty decent job at dealing with a number of different encounters, and is decent at doing both standard and stress damage, and can also be pretty survivable (both Knight and Golem can heal, and the golem can provide protection to lich and bride)

BRIDE
The Bride is a major source of damage, both regular and stress, and is a stance breaker and can shuffle enemies in and out of the lich's cloud.

Attacks
- Chest Piercer (Lung Piercer): Building my bride to be high on luck, she has a pretty decent chance to stun enemies with this skill. Useful to deal with backline characters that can mess up your day.
- Flames of Love (Flames of Passionate Love): Honestly, don't use this one too much since the bride is mainly in slot 4, but I chose this over the other for the boost to attack.
- Overwatch (Either): I never use Overwatch, so either option is fine. I usually prefer Careful Watch due to the increase to Evasion, but the other works too.
- Think of Him (Either): Depending on whether I plan on spending a lot of mana or not, either option works. Overall I pick the Adore Him more due to the increase to damage, both from level and from the skill itself.
- Warning Shot (Get Away From Him!): Increased Crit chance plus the ability to still move enemies. The other option is just not as useful IMO.
- Rose For a Lady (Bloody Rose): More Crit. Yeah, the other options cranks up your Crit chance overall... but no longer autocritting with this skill just sucks too much to be worth it.

LICH
The Lich serves as the primary stress dealer for the party, as well as providing a couple of additional useful skills. In cases of minion loss, he can keep you in the game by summoning a skeleton.

Attacks
- Bone Shards (Shrapnel): Useful for dealing magic damage when needed, and works quite well in tandem with either the Golem or Dark Knight (Golem benefits from taking damage, Dark Knight can tank it decently, and both can heal).
- Command Undead (Dominate Undead): Overall, either option is good, but I mainly choose Dominate Undead since it buffs my Attack and Dread. Still, higher initiative can be good too, so either works.
- Sacrifice (Either): I rarely use this ability anymore now that it takes an action, but the few times I have used it was in order to regain health, so I usually choose that option. Still, Wrath builds can probably benefit from the other option.
- Toxic Cloud (Plague Cloud): The chance to instantly kill an enemy is pretty damn good, especially with the bride shifting enemies in and out of the cloud over and over. The stress damage, combined with the bride and Dark Knight, makes this skill the MVP of the Lich's skills.
- Rain of Fire (Either): I never, ever use this skill. I'm sure there's some build that can make use of it, but I've never had any luck. I mainly just choose the option that grants a block, but the increase luck can also be useful.
- Reanimate (Dark Resurrection): I mostly choose Dark Resurrection for the +1 Shield, but I can definitely see the decreased Wrath cost as useful too. Pick either one that works best for you.

BONE GOLEM
Probably the overall most useful character in this lineup, the Bone Golem is just a bro through and through. Good damage, good debuff, ability to grant Shields and Wards, Self Heal, and a last ditch sacrifice ability that can turn things around in a pinch, and a full party stun. This guy has it all.

Attacks
- Destroy (Terminate): I don't actually attack with this skill too often, since the golem usually has better things to do, but when he does, I want him to hit as hard as possible. If the other option gave a +2 to +3 to initiative instead of +1, it might be more worth it, but as of now, the ability to deal an extra point of damage for every 6 lost Vigor instead of 8 is just too good.
- Maim (Rupture): I mainly choose this for the +6 to accuracy, to be honest. The higher debuff really isn't worth it if the attack never hits, after all.
- Nefarious Engine (Abyssal Engine): More healing is more healing. I don't usually rely on my golem for crits, so choosing the other option just isn't worth it to me.
- Bone Armor (Bone Ward): Most of the time I prefer to gain 1 Shield and 1 Ward over 2 Shields, but the other option is certainly viable, without a doubt. Pick either one that seems more useful to you.
- Self-Destruct (I'll Be Back): Does anyone actually not choose I'll Be Back? If you're gonna sacrifice your golem, I want to have the chance that I get him back. Plus, it grants even more accuracy, so this option is, I think, just objectionably better than the other one in every way.
- Splintering March (Suppressing Splinters): The higher Stun chance is just too good compared to what you get with the other path. Plus, having even more health makes most of your other abilities just that little bit better. This one is a no-brainer.

DARK KNIGHT
The main party tank, decent regular damage, decent stress damage, very good staying power through their heal, and ability to generate mana/wrath.

Attacks
- Heartless Slash (Death Comes for Everyone): Death Comes For Everyone is just the better option overall I think. Increases your armor (which is sort of what the Dark Knight is all about) and actually deals overall more damage in the long run. I almost never choose the other option.
- Hollow Stare (Stare Into the Void): While the other option might deal more stress damage overall, I just can't say no to the increase in accuracy. Plus, this option pairs better with the Bride's debuff.
Dark Tithe (Dark Offering): Honestly, either option is fine depending on what resource you prioritize. I tend to rely more on wrath then mana, so having the ability to generate wrath when needed is really useful. Plus, once again, accuracy buff.
- Futile Hopes (No Tomorrow): Honestly I don't really use this skill in this party, so I mostly just choose it for the increase resistance. However, there has been a few times where it does come in handy combined with the Bride's debuff, but not too often.
- Unfeeling Aggression (We Are Nothing): Overall the better choice I think, since I try to crank my Dark Knight's armor and resistance up as much as I can, plus the increase to initiative is always good.
- Abyssal Hunger (Ravenous Abyss): Honestly, I don't know why you'd ever choose the other option. The overall heal is far less, and it only comes in handy when facing down one enemy, and by then healing usually isn't an issue for me. I might consider this if it gave +2 to armor and resistance, but for +1 to each it's just not worth it. The only other way that option could be viable is if they had it do a full party heal, but otherwise Ravenous Abyss is the better choice.

SUBSTITUTIONS
Bride -> Zombie: I've found that at times having a zombie can be useful, as his bombard ability alone makes him really nice. The Golem can protect him quite well by giving him shields and wards, which can help to allow him to churn out the damage with minimal risk.
Lich -> Lost Soul: Switching out the lich for a lost soul can be quite good. In position 3, the lost soul has the whole party buff and stress, and every other character in the party benefits from the massive buff Reality Ensues can bring. Plus having another character in the party that can provide healing and shields/wards is really nice.
Bone Golem -> Skeleton or Vampire: Either option would be okay, though to be honest the bone golem is probably the least replaceable member of this party. Still, in a pinch, either the skeleton or vampire would work fine.
Dark Knight -> Skeleton or Vampire: A better replacement compared to the bone golem, both the skeleton or vampire work pretty good. The skeleton can be pretty viable as a damage sponge with their stance, and they tank the lich's shrapnel ability even better than the Dark Knight does due to their absurdly high resistance, and the vampire is arguably even better at self-healing and can generate a ton of wrath.
Last edited by DelightfullyMAD; Jul 27, 2019 @ 1:32pm
Poutrelle Jul 27, 2019 @ 1:30pm 
I've start with :

HeadHunter/Bride/Banshee/DK;
this can deal with any kind of comp, some struggle a bit, but 3rd boss killed (It was the hardest fight, lost all my team, exept the DK, who soloed the ♥♥♥♥ out of the boss alone, was sad for all my lvl7 near full leg, until the game deleted the save ! :D). Armor can be troublesome, but if you are able to debuff them with headhunter, it's over ( -100% armor & resist for all fight)

I've restarted the game, with :

BloodGhost / lost soul / lost soul / DK;
It was just imba. I think it's better than 2lost soul/2dk, cause the bloodghost can give aggro to the DK (and reflect damage, but let be honest, the reflect was kind of useless in this comp). The DK deals too much damage on buff while on stance when he was alone, to be able to stack 3 haste buff + 2 crit buff then ult with lost soul. So, I doubt a second DK is this good.
On the whole 3 stages, I've lost 1 lost soul and 1 dk, both on the first floor cause not enough talent. And the DK, unlike on my first comp, was build full stress, It was funny to see him do 40stress on any buff, and more than 70 damage on single target stress attack.
The only problem I faced was the golems. After some reflexion, I fugured out lost souls deal with them if you got upgrade on her third spell (the luck perk give grants you the ability to use the spell while on second position) with ease after they used their ult : I use burning vision, on the closest lost soul, she fall back 2 position, do the same with the second, then ult with the bloodghost to put him back in the last place. Reapet till golem death.
It does ton of magic damage and are able to deal with no-stress target.

When I get to the middle of second floor, all 4 heroes lvl 7, it was over. The weapon that give you 15% regen hp if you got 4 heroes alive, was able alone to heal the damage I took (exept for dk, who was using his ult sometimes, when he get crit too much by big hiter).

I'll try a third comp tonight or tomorow, still need to capture 3 dhampir to get all minions :(
Paradox Jul 27, 2019 @ 4:35pm 
Originally posted by jfcaldeira:
Originally posted by Asuzu:
Lost Soul / Lost Soul / Bone Golem / Bone Golem
Just rips apart everything.

Golems have obscene HP, self-heal which is also a reposition to the front in case you got juggled, crit damage buff and AOE with 50% to stun entire enemy team.
Lost Souls do lots of stress damage, strip enemy buffs to buff the hell out of your team, heal golems and each other like crazy, reposition enemies around for your golems to stomp on, give +2 ward on demand...

Insane sustain, crazy damage (not instant though, need 2 rounds prep).
You come out of every fight on full HP and just keep pushing. I never needed to use/build Mortuary. Some people were going crazy and kept buffing their golems up to 1700+ crits damage to 1shot bosses.



Dark Knights fall off quite sharp later in the game, when enemies hit into 1st and 2nd slots for ridiculous amounts of damage and their 8 armor stop being godly. Even on 2nd floor on More Pain there are guys who can 2-shot a DK from full HP before he can say "mama".
They are dope early game when nobody has enough damage to break through 8 armor though, and on easier difficulties.


pretty sure that stacking is unintended, it doesn't even mention it. It will be fixed
Hope not, it's what makes it neat. It's a rather low amount to begin with, which is why even stacking it takes time.

I agree with the previous quote, though, in that Dark Knights fall off rather quickly. They'd be fun if their HP wasn't as low as what I spend on my bone golem's ult (and get 1 shot by everything later).
Last edited by Paradox; Jul 27, 2019 @ 4:37pm
StoryEdge Jan 10, 2021 @ 3:13pm 
So there's one party I've used a lot, and once it's set up properly it seems to massacre almost anything that isn't immune to stress.
Dark Knight
Wraith
Mummy
Banshee

This party is centered mostly around four abilities, spammed constantly.

Dark Knight opens with Futile Hopes upgraded to No Tomorrow.

Wraith uses Terrorwave (with either upgrade as both cause debuffs) to proc No Tomorrow on the entire enemy party while also stressing the entire enemy party (You'll need to have and generate enough wrath to use this every round), but before you can upgrade it/if you are short on Wrath you can use Ghostly Flames upgraded to Ghostly inferno to hit three enemies, as curse counts as a debuff.

Mummy uses Hex Beam, hits the entire party and curses to proc No Tomorrow. If a single enemy is keeping their Sanity a bit too high then you can use Impending Horror to move up to curse touch range, or maybe use the mummy Ult. Moving forward however will also let Wraith use its single target stress move as well.

Banshee uses Soprano with either upgrade (I use accelerando) to stress damage and debuff the whole party, again proccing No Tomorrow.

This combo will typically absolutely tear through the sanity of enemies while also basically spamming heart attack checks once they hit zero. If you combine this with the artifact that prevents enemies from being inspired it's even better. Your only real weakness is stress-immune targets, and I wouldn't use this party against a full team of those but against one or two you do have decent attacks on three members and a stun on the Banshee.

This team is also pretty survivable, three of the members have loads of block and ward while two of those have crazy evasion and one has self-healing. The Dark Knight has his issues but his Ult gives him a strong heal, and there are a few artifacts that could give him reliable heals such as Lantern of Souls.

Also Absorb Fear helps you keep your Mana up, if an opponent tries to flee (fairly likely if you turn Terrorwave to Panic Blast or proc a Cowardice Insanity) then you can just use absorb fear on them and they'll take off next turn despite their full Sanity. This means I use Talents a lot with this party, which is fun.

Disclaimer, I have only used this team as high as More Pain, but it dominated so strongly in most fights that I don't see it falling flat in Good Always Wins.
StoryEdge Jan 10, 2021 @ 3:35pm 
There was another party I discovered that ended up massacring everything even more, though some of that was due to specific item use so I'm going to lay out the party concept and then also what specifically I used with it.

Black Widow
Skeleton
Blood Phantasm
Lost Soul

The concept is simple, the lost soul buffs enemies (primarily using Panic Wave) and the black widow debuffs them (mainly uses Poisoned Web round 1 unless there's a reason to hit a specific enemy with a different debuff) and then the Skeleton uses Smite the Showoffs to shred the most buffed enemies while the Blood Phantasm uses Moaning Chains to crush an enemy with multiple buffs and debuffs.

Now, while I think this party works very solidly as-is, here's what I gave everyone to make the party ridiculous:

Black Widow, Hero's Blood and whatever her specific item is. I think these items were the least impactful but her poison can be strong (it also counts as a debuff BTW, though upping the level of it doesn't count as multiple) and the blood was nice to keep the damage she takes way down.

Skeleton, Skeleton bone (Or whatever his special item is) and Hero's Blood. Opening him to buffs lets you cast Fate and other talents on him which is highly useful, and the blood makes it common for him to oneshot buffed enemies with Smite in round 1.

Phantasm, Hero's Blood and Coward's Foot. Holy crap, this turned out strong. This team, assuming you make sure your widow and soul are faster, will lay down enough buffs and debuffs for the Phantasm to often oneshot someone with the hero blood buff, and the foot lets him do it twice round one. I actually didn't get a foot to give him until late game (I had one but it went to soul) but he was very strong even before he had it.

Soul, Coward's Foot and Ashes of a Burned Witch. This was fairly key, being able to hit the entire enemy party with two buffs instead of one and having those buffs also land two debuffs (the Ignite from the ashes) is enough to skyrocket the damage the skeleton and Phantasm will do later in the round.

Panic Wave will raise enemy initiative, but due to her defenses and everyone else having Hero Blood that hardly matters round 1 and the enemy party will be in shambles after. Using this party plus a Finger of Death I actually took out a party of Monks in one turn on More Pain. Like the last party I only used this on More Pain, and I do think this one takes a bit more setup, but it absolutely shreds when it is set up. You should be consistently killing two or three enemies round 1 and finishing the rest round 2. I often had major overkill with the Phantasm and sometimes the Skeleton, so I'm thinking this could work on Good Always Wins too.
Blastom Jan 16, 2021 @ 7:43am 
Currently.
Damage Team: Dhampir, Dhampir, Vampire, Abomination
Stress Team: Lost Soul, Lost Soul, Mummy, Abomination

For damage team.
Both of the Dhampir equipped with Ashes of the Burned Witch + Spider Mandibles. So the double barrage from the 2 Dhmapir could easily kill any enemy, ward or not, resist or not in one turn.
Abomination built with high Initiative and use death march to ensure everyone attacks before the enemy. Also he's the stance interrupter in team. As Spider Mandibles attacks on sanity as well, he could eventually use the ultimate as finisher.
Vampire with 70+ luck can generally stun another target. She's also good at percentage damage on large enemies and boss.

The stress team is generally a sustain one. Both lost soul stack Initiative buffs on enemies and reduce their sanity. After the blocks/wards expired, they will sustain the team with extra.
Mummy is one of the best stress damage dealers on single target. He can heal himself by draining debuffs casted by lost souls.
Abomination has a weird high stress damage as a tank. Also he could devour enemies with low sanity.
StoryEdge Jan 21, 2021 @ 3:11pm 
Playing around with quad Dhampir on Cakewalk for the lulz, team is as good as the number of Spider Mandibles and Ashes of a Burned Witch you find. XD I put vampire fangs on the backline Dhampirs since they can't use their self heals from there.

The right hand upgrade to their ult plus the overwhelming ire talent means 10 wrath ults so you can spam freely once you get that. Glass dagger artifact is nice since they're rarely going to take damage so you can keep the bonus from it.
connormacaulay Jan 26, 2021 @ 9:20am 
Best stress composition for me is dark knight, lost soul either one or two banshees and a lich.
The dark knight does stress damage after lost soul buffs enemies lost soul does stress damage and moves enemies this causes either of the banshees to do stress damage in it's stance. the other banshee or lich (only if your banshee has iron leg chain to stop being moved) can buff the stress damage of everyone.
connormacaulay Jan 26, 2021 @ 9:25am 
Best damage I've been able to find is ghoul, Lich, banshee and vampire. You can substitute the banshee for a skeleton, or Dhampir. Lich and ghoul buff the vampire (banshee too if you choose) then the vampire can kill most enemies outright. The vampire can heal from damage. Dhampir or skeleton can tank (Dhampir heals some damage and can riposte).
StoryEdge Jan 27, 2021 @ 6:15pm 
Team I beat GAW with was Reaper, Ghoul, Vampire, Dhampir, though until nearly the end it was Skeleton instead of Ghoul.

Reaper's main job was Wrath generation with his basic attack, sometimes cancelling stances or chipping at wards, and finishing enemies with his ult if I had plenty of wrath. He had his personal item and a Lantern of Souls to help him be particularly survivable, was almost never in danger with that and I sniped kills with him when possible for the party heal.

Vampire I discovered is a stellar unit, Auspex is one of the best moves in the game and with Fate or her high Luck Deep Bite is an incredible move, especially with the version of her ult that buffs crit damage and maybe an item to boost it further like Funeral Coin. She also had her personal item, which combined with a Skeleton using Creepy Clank early in the fight and Iratus having Shackles of War meant +18-24 to a bunch of stats early in every fight plus crippling enemies with Insanity. Rage was quite useful at times too, though I rarely used Mesmerize, and Returning Strike was used often when I couldn't keep in the front lines.

The Skeleton was really just mostly there to do the creepy clank thing but he could still get in good damage against buffed enemies, nail armored enemies immune to debuffs like the Wardens, or stun foes with Bony Bully. I gave him Sharpened Bones when I found them so he didn't have to worry about wards but that was very late game and he died like two battles later and I replaced him with the Ghoul in annoyance since he couldn't do his main thing on the final boss anyway. He got beat up a lot in general, I kept hoping for a Lantern of Souls for him but to no avail.

The Dhampir's main job was to shatter defenses, usually using Sundering Strike/Storm to tear down blocks and armor. With the right items she would do great damage with Terror Blast when the physical ult wasn't needed, and her traps were good for finishing a weakened foe and hitting the next one.

The Ghoul who replaced the skeleton gave an extra level of offense to make up for the Vampire not getting her buff, plus an additional method of shattering blocks. Her other attack was ace for enemies with buffs and debuffs on them, and her buff was nice when used on the Vampire.

The Vampire and Dhampir are super defensive and have excellent self heals (With the right stuff a Dhampir can get over 90 luck late game, making her self heal reliable even without Fate), the Ghoul is less defensive but her personal item gives her a free full heal every fight and she has other self heals, so a very survivable team. IDK how the reaper would do without the lantern of souls but he does end up at 20 armor and resistance plus blocks and wards I think? Eat your heart of emptiness out, Dark Knight. And the Skeleton would have been great with a lantern too. If I ran the team again I'd want to drop the reaper rather than the skeleton, but then I might not be good on wrath.
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