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==Heroes== As said, the Lizardmen characters can be a little sub-par compared to other factions (with the exception of the Skink Oracle, see below), but their selection is surprisingly versatile, and the Lizardmen have some of the best ''mounts'' in the game, which really helps push their characters battlefield potential. The Lizardmen also have one of the strongest Legendary Heroes in the game: Lord Kroak. These guys are capable of dealing immense damage to your enemies and ''all'' of them (except Kroak) can be mounted on one of your massive dinosaurs. ===Legendary Hero=== You've only got the one, but he's all you'll need. Lord Kroak is your expensive but powerful offensive caster and forms the center of many army formations. *'''Lord Kroak (FLC)''' - The first of the Slann doesn't let something as trivial as death inconvenience him, or keep him from kicking warmblood ass to the Old World and back. Lord Kroak is one of a very select few heroes in the game with access to ''Greater Arcane Conduit'' (which can be paired with another Slann's Greater Arcane Conduit), making him a fantastic force multiplier in a caster-heavy list just from being present. For better or worse, Kroak doesn't have access to any lore of magic and only has two notable abilities. But ''damn'' can those abilities turn the tide of battle. His only bound ability (other than the universal Cold-Blooded) is the ''Supreme Shield of the Old Ones'', an upgraded version of the regular Shield of the Old Ones that grants allies a 44% damage resistance while within it (and stacks with the regular version if you're really in a bind). The only spell(s) he has access to is his signature Deliverance of Itza (and its three varying strengths). Deliverance of Itza, ''the'' reason you're bringing him, can virtually delete entire units from existence with an efficiency only known to the Winds of Death spell, but it has a few major drawbacks. First, it is intensely mana hungry: you'll typically only get one or two DoI (III) casts per battle before you run dangerously low on magic. By relying on DoI I or II, you won't consume as much magic per cast, but the difference in damage dealt becomes very apparent. Secondly, there is a very lengthy and obvious tell for when the spell is cast; most competent opponents will be able to move their forces away from the blast before it goes off unless you manage to pin them down with supporting spells like the Net of Amyntok or simply bodyblocking them from all sides. Thirdly, this spell is virtually useless against single entities such as Lords/Heroes and giant monsters, meaning he'll do little towards more elite doomstack lists. Despite all these cons working against him, a well timed Deliverance of Itza can and will win you battles if you plan accordingly. The best part, it deals absolutely no friendly fire damage. [[Meme|You may fire when ready]]. ===Generic Heroes=== In the campaign, all Lizardmen heroes benefit from the 'Humble' trait, which appears on Lords and Heroes at random. This lets you recruit them at 2 additional ranks higher than their default rank, with unlimited stacking potential, making them stronger and more versatile earlier in the game than heroes of other factions. In the late-game, you can disband Humble heroes as you build more Slann Star-Chambers, however these are expensive buildings for non-Hexoatl factions; for the 6000 gold needed for 1 Star-Chamber, you can hire at least 4 Humble heroes for 8 bonus levels. Of course, those extra heroes each take up their respective hero slots and will take a modest sum out of your income every turn and as such are less efficient in the long run compared to Star Chambers. *'''Saurus Scar-Veteran''' - A step down from the Old-Blood, Scar-Veterans behave in much the same manner as your generic saurus lords. Vicious and powerful combatants, Scar-Veterans are built to brazenly charge into combat and deal bloody death to all who stand in their way. The real reason you'll want to take any Scar-Vets isn't for the saurus himself, however badass he may be, but for the carnosaur mount you can put him on. Though a more expensive version of the feral carnosaur, Scar-Vets are immune to rampaging (and can indeed stop others from rampaging thanks to their Cold Blooded ability) and have a slightly stronger statline, making them excellent all-round threats to whatever your opponent might be packing. These Scar-Vets are ideal choices for armies led by slann-mage priests; they won't be competing for Winds of Magic like the skink priests and will more than make up for the slann's melee deficiency. If you want to keep him cheaper, you can take one on foot to lead fellow saurus infantry into battle, or stick in on a Cold One to ride with the rest of your cavalry. A modestly popular tactic in Multiplayer is to take two of these guys on Cold Ones to act as hero/lord hunters. ::'''Immortal Empires''': Scar-Veterans, though still quite capable in every other Lizardmen subfaction, truly shine when fighting under Kroq-Gar's flag. +30% experience gain and +1% weapon strength per earned rank (max buff of 50%) can make these guys quite vicious very quickly. Since the Humble trait, the Star Chamber and Temple Guard Barracks rank boost effects stack, you can also recruit highly ranked Scar-Veterans ''very'' early on in the campaign (relatively, that is). It's to such a degree that you could very easily start cranking out freshly recruited Scar-Veterans on Carnosaurs with a bonus 18% or higher Weapon Strength buff right out of the gate. Put in an army lead by a Saurus Old-Blood for that 15% upkeep reduction and you have yourself a solidly cost effective doomstack that, post level 20, will just respawn back home if they ever bite off more than they can chew. *'''Skink Priest''' - Skink priests are your humble, mortal casters. Cheap and nimble, these guys can easily outrun most footslogging infantry and are fantastically flexible mages that can fill any offensive or defensive holes your army might have. If mounted on a terradon, their speed will be unparalleled (for Lizardmen); they'll be able to rain magical death anywhere on the battlefield with ease and can quickly deliver support to your forces no matter how spread out they may be. Alternatively, you may mount them on stegadons or ancient stegadons to make them terrifying all-rounders, though their price tag will quickly reflect that. probably want to stick with the regular stegadon, great hybrid artillery and melee monster **'''Skink Priest (Heavens)''' - The Heavens discipline is among the better offensive lores of magic in the game for the instant raw damage output it's capable of. Wind Blast and Chain Lightning will be your go-to offensive spells. Comet of Cassandora, though powerful, should generally be avoided due to how long its casting time is. Harmonic Convergence and Curse of the Midnight Wind are staples of support sets and can turn your saurus infantry into immovable walls of tooth and claw. **'''Skink Priest (Beasts)''' - Formerly your worst discipline, the Lore of Beasts has recently received a bit of a tweaking to make it considerably more attractive and usable. It's still among the least potent of your available magics, but it is among the most flexible in utility. Wyssan's Wild Form and Pann's Impenetrable Pelt provide rather significant combat buffs (particularly when stacked) while Curse of Anraheir debilitates your enemies. Offensively, Flock of Doom is a fantastic and cheap chaff cleaner that affects any units that have at least one model within its 30m range. For your single target needs, The Amber Spear allows your caster to act as impromptu artillery should the need arise. Formerly ''the'' reason to take a Beasts caster was for the Transformation of Kadon; being able to summon up to two Manticores to flank enemy formations or dive into backlines can have a massive impact on the flow of battle, but a bump up to ''20'' Winds of Magic per summon makes it challenging to make much use of your other spells in multiplayer. *'''Skink Chief''' - Your skirmishing duelist, skink chiefs cripple enemy forces with their poisonous darts so that your army can face weaker resistance. Skink chiefs are a force to be feared when mounted on a stegadon, allowing them to easily face down many enemy heroes/lords in a one-on-one fight. In the campaign, the ability to build skink chief capacity-increasing buildings in minor settlements means you can spam them across the map or stack up to 19 of them into an army, which can be hilariously broken depending on the traits and items you equip them with. *'''Skink Oracle (DLC 3)''' - By far the best Hero for the Lizardmen, the Skink Oracle brings a cavalcade of well rounded offensive and supportive magic to the field atop a mighty Troglodon. And only on a Troglodon, so he's very much an "all or nothing" type of unit. The first major reason the Skink Oracle makes for a popular pick is the fact that he's your only non-Slann source of magical healing, potentially freeing up your Lord choice for a more offensive beat stick like Kroq-Gar or even a Kroxigor Ancient. Secondly, as a hero, not only does your Skink Oracle provide a use of Cold-Blooded for the rest of your forces, but his own Troglodon will never rampage. Magical prowess aside, this alone is worth considering the rather steep price-tag. Speaking of, the Troglodon allows the Skink Oracle to function as a mid-range anti-Monster skirmisher. Combined with a potential Fireball cast here or there, the Skink Oracle ''excels'' at chunking opposing Lords/Heroes, especially if they're atop a mount or naturally monstrous in size. Just don't have him brazenly lead the charge into melee combat, as he won't last terribly long in it. If your army would like to use a non-Lore of Life Slann or any non-Slann Lord for that matter (effectively any LL banner army), a Skink Oracle and a Revivification Bastilodon or two are excellent tools to keep your forces in tip-top shape so that they can keep doing what they do best.
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