![]() ![]() Other dangerous foes like the Cultist Acolyte, Madman and Pelagic Shaman who can deal severe stress damage or heal their allies are also good targets for Stuns, since it robs them of a turn they could spend causing problems. Stunning them buys heroes extra time to kill them. Foes like Drowned Thralls and Gatekeepers act on a timer, meaning that once they pass two turns, they deal a devastating party-affecting move. ![]() The Man-at-Arms excels at boosting his own defense and taking damage that would otherwise affect his teammates. While it's annoying when used by enemies, Stun is actually a great status to inflict to give players a chance to buff up their heroes and knock their opponents down. Man-at-Arms: The de-facto tank of the starting lineup. Others like the Sycophant, Webber and Maggot hit for much less damage, but still drag the fight out by Stunning, which costs a hero them a turn and gives time for reinforcements to arrive. Enemies like the Chevalier, Bone Defender and the Gargoyle have hard-hitting moves that also Stun heroes in addition to knocking them back through the ranks. ![]() Instead, it's caused by an opponent's attacks, both routine attacks and heavy-hitting. Unlike the other two status effects, Stun cannot be dealt to a hero outside of battle, meaning that a curio or trap won't trigger it. ![]()
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