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===Slayers=== Slayer Champions are cast in red plastic. They gain +1 step on the victory ladder if their champion personally knocks out a enemy champion. Their abilities are usually centered around high damage attacks. Their followers are sometimes quite weak, but often fill supporting roles that apply buffs and debuffs in order to help their leader. *'''Morrigan, Lich Queen of the Frozen Wastes: (Eternal Glade Starter Set)'''. Despite coming in the starter kit and being a good exemplar for how Slayers are probably meant to be played, Morrigan requires a bit of micromanagement that is unfriendly to newbie players. She has a good range of attacks with very high damage potential, iceblade is a very good attack that can also deal consistent damage so long as the enemy has a debuff applied, and Icebolt applies the qualifying debuff. Similarly, "Snowball's Chance" allows her to one-shot ANY model with a single hit, but Morrigan is extremely dependent on gaining buffs and applying debuffs to ensure her skills actually work. Thankfully her passive ability allows her to double the bonus provided by buffs, but her Cold Bones followers are ONLY able to give her +1 accuracy or movement buffs, meaning that if she really wants to hurt something, she needs an allied champion to layer on those damage buffs. *'''Rangosh, Scourge of the Broken Plains:''' Rangosh is a fantastic Slayer champion, he is a powerhouse who is relatively straightforward to use, while his followers have several useful functions, but ultimately exist to sacrifice themselves to make their champion better. On the surface, Rangosh can buff his damage and debuff enemy dodge during the plot phase. In the Clash he has a highly accurate range 2 whiplash skill with respectable damage, but also pulls an enemy model one hex closer to him on a hit, regardless of whether it causes damage. This pulls his target into range of his other ability, which is a massive damage 7 jawbreaker attack, which if it hits can be sufficient to one shot anyone on respectable rolls, the problem is its accuracy. To counter that problem Rangosh can sacrifice one of his bandit followers within 3 hexes to add an extra dice to his hit and/or damage rolls, virtually guaranteeing big hits. The Bandits are no slouches either, and while they exist to be sacrificed, they have "ambush" attacks that work in the plot '''and''' clash phases, giving low but reliable damage, as well as a respectable ranged attack. If you want a slayer and can't be bothered thinking about synergy then Rangosh is an easy go-to choice. *'''Lorsann, the Autumnal Wind:''' Elven glass cannon with archers as followers who are almost as good as she is. Lorsann has insane range and damage potential and is reasonably easy to play without thinking too hard about it. She can just give herself a damage buff and apply a protection debuff against the enemy in the plot phase, and her selection of attacks in the clash phase range from simply applying one damage for free, all the way up to rolling five damage dice on an attack [[Dakka|TWICE]]. Her Mistwood Ranger followers can also apply a protection debuff and have a respectful ranged attack that can do extra damage to wounded champions, though it runs the risk of stealing the kill from their leader and losing the free ladder step. Lorsann's massive drawback is the protection score of 1 that she and her followers share, so they will get torn up like wet paper as soon as something mean looks at them. Lorsann's passive powers allows her to hit-and-run so long as her attacks cause at least one wound, giving her the option of keeping well out of the way. *'''Maxen, the Artificer:''' High damage sniper that comes with a bunch of look-out birds who grant accuracy buffs to adjacent champions. His own attacks have decreasing accuracy with range but his Eagle-Eyed companions make him a better team player than Lorsann, since he can counter his own penalties while buffing allies. His movement speed of 1 is godawful though, and he has no inherent means of boosting it, so on a battlefield with widespread objective hexes or against a speed-debuffing opponent he will be in trouble, again hinting at his ''need'' to be supported by allied champions who can buff him in turn. *'''Keera, Dragon Princess:''' Contrary to having a strong champion and weaker followers, Keera has two dragons and actually has zero offensive potential on her own. She does have attacks listed on her skill card, but per passive skill dictates that they must be measured from her dragon companions and they are essentially better versions of the dragon's standard suite of attacks. Because her attacks are measured from two different locations that are capable of flying over obstacles, she is a very good slayer, since she actually finds it easy to chase and attack enemy champions. However, despite being massive dragons with five wounds each, they actually have low dodge and protection scores, so they can go down surprisingly easily. This all means that if the dragons go down, Keera can't make any attacks for a while. Thankfully one of Keera's skills in both Plot/Clash phases allow her to immediately recruit a dragon so they will never be down for long. The problem is that she still remains a fragile champion on her own with no ability to attack, so if someone gets up in her face and the dragons are elsewhere, then she is in REAL trouble. *'''Sneaky Peet, the Maligned:''' [[Goblin]] [[Ninja]]s, and pretty damned effective too, if a bit counter-intuitive and tricker to use. They are one of the few units in the game capable of causing damage during the plot phase; Which means they might not be in best position to launch an attack when the turn starts. Peet himself has a range of useful abilities, including the ability to jump hexes, and he has the same attack in both the plot and clash phases that does a free point of damage just for scoring the hit, regardless of the following damage roll. The followers only damaging attack is in the plot phase, and it has an odd rule where is becomes more damaging but less accurate the more followers are in a stack ''(the sweet spot is two)''. However, as with all slayers, their primary function is to assist their boss, so he gets more accurate for each follower adjacent to his target, kind of like a more selfish version of Maxen. Though admittedly, his attacks are already decent enough so he doesn't really need their help. In any case, his followers are very mobile, capable of moving ''through'' enemy hexes, or one can instantly redeploy next to him for SURPRISE FUCKERS! Peet and his followers also have a frankly insane dodge score of 5, which can be made even higher with an allied champion with the appropriate buffs. This is balanced out their dismal protection score of 1, so any hits on them are likely going to hurt. *'''Skullbreaker, The Dragon Slayer:''' No doubt has the most dangerous attack in the game. With a whopping 7 damage and the potential to go even higher with the "Go for the Belly Skill"/"I Smell Blood" skills making his damage or accuracy scores jump up to '''9''', so there is a reasonable certainty that he will one-shot every opponent even without factoring in buffs/debuffs. To help make this attack, Skullbreaker has the ability to ignore followers for the sake of movement, so enemies cannot wall up to prevent him from passing. Skullbreaker can also simply remove a single debuff as an action in the plot phase, so it's not like an enemy can reliably reduce his accuracy or damage to try and stop him. Additionally, his Tooth Bearer followers can simultaneously give their boss a choice of boon or +1 movement whenever they damage anything, and their primary attack does 1 damage as a ''hit effect'', IE: prior to the actual damage roll. So Skullbreaker is liable to always have the advantage when it comes to make his attack. The downsides are that his protection score is a piss-poor 1, so he's on par with Sneaky Peet in fragility. He also has middling/low speed; after making his attack, he suffers a movement debuff. Yes he can remove it with an action in the plot phase, but if he's going to spend the action, he might as well move with the imposed restriction anyway. Luckily, his followers have better movement skills, and with four of them can be spread out to try and shepherd their target to where Skullbreaker wants them.
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