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===Lore of the Great Maw (Ogres)=== Summary of Strengths: A balanced lore with a mix of healing, utility, and AOE damage spells. You'll generally want to skip the AOE spells unless you're playing with Skrag and want to boost his kill count to activate his Cauldron of the Great Maw buff. *'''Braingobbler''': A -16 debuff to leadership to a single enemy unit. Highly situational, stack it with fear/terror or a rear charge to push a targeted unit's morale past the breaking point. *'''Bullgorger''': Increases armor piercing damage by 25% and melee attack by +24 to a single unit. A good buff spell, ogres in general don't have good baseline melee attack and extra armor piercing damage is always useful. *'''Bonecrusher''': Your first AOE spell. Skip it, it's hideously overcosted at 10 winds of magic per cast for a spell that does less damage and has a smaller AOE than warp lightning. *'''Toothcracker''': An AOE +30 armour and 22% missile resist buff. Skip this spell, you really shouldn't be tanking missiles as ogres and the extra armor isn't significant enough to be worth it. *'''The Maw''': A bigger, but ultimately disappointing AOE spell. Costs 20 winds of magic but does much less damage than cheaper spells like Comet of Casandora. Even more disappointingly, most of it's damage is non-AP and can easily be resisted by armored enemies. *'''Trollguts''': Single unit heal. If you're taking the lore of the great maw, it's probably going to be for this spell. Grants the same % heal per second as other healing spells from other lores of magic, but lasts for a whopping 40 seconds (80 seconds if overcasted). Has a hefty cost of 16 winds of magic, so you'll want to reserve it for high value units like lords, stonehorns, and mournfangs.
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