Due to the interaction with the bugs, the Elusive units become very hard to deal with as the Elusive effect is constantly being activated and you will generally wipe the floor with the opposition. On the topic of adapting to the opposing boards I would also like to mention again that when you are up against other Insect boards – the value of the Elusive Assassin alliance combination is incredibly strong. This also includes Slark which allows for a 2 Scaled alliance completion (as I mentioned before) if the opponent’s boards are fairly Mage heavy, which is a good example of adapting to the opponent’s boards as required. It is incredibly strong into other insect boards which is fantastic when in a mirror match-up. This also enables the 3 Elusive alliance which I personally place a fairly high value on. My ideal 6 Assassin alliance would be something like: Nyx, Slark, Phantom Assassin, Templar Assassin, Faceless Void, Anti Mage. The best thing you can do is work with what you find and make the best out of it in any given match.ĭespite this, there are still higher priority units and you should fit them in if possible. I will say, the most important thing is to take what units the game is giving you because while having 3* Slark/Phantom Assassin with Mask of Madness every game might be ideal – there is no guarantee you’ll find the item or the unit. Slark can also warrant a higher priority into a mage-heavy lobby as you will need him for an effective way to run the 2 Scaled alliance bonus. For example, you can run Anti Mage, Phantom Assassin and Templar Assassin together for the 3 Elusive alliance bonus. Despite this, some units do have higher priority than others and there are also small synergies to look out for within the pool of units. Nyx is mandatory in order to play 3 insects efficiently but otherwise the other Assassin units are fairly interchangeable depending on your luck finding them within a game. Out of the Assassin pool I will generally build any of them into endgame, even Bounty Hunter but if I’m given a choice with minimal 3* progress across the board, he is the first unit I will choose to cut. Or 3 Insect if I high-roll it -> (7) 6 Assassins + 1 frontline or 3 Insect + 3 Assassin + 1 extra Assassin or frontline -> (8) 6 Assassin + 3 Insect should be played now -> (9) 6 Assassin + 3 Insect + 1 splash unit (usually completing a secondary Alliance, such as Warlock) Assassins: Nyx, Bounty Hunter, Anti Mage, Queen of Pain, Slark, Phantom Assassin, Templar Assassin, Faceless Void. (3) 3 Assassin units -> (4+5) add frontline units -> (6) 6 Assassins if I have them, otherwise more frontline. I’ll write below my general progression although it changes depending on what I find. If you manage to roll 3 Insect early it’s a really strong power spike for your board, so definitely prioritise that if you can. I like to play 3 Assassin units initially and then move into some frontline as I level to 4 and 5. Remember that 2* 1 cost units don’t lose any gold when you eventually sell out of them, so feel free to splash on them as much as you like. Immediate board strength definitely has some value and you can justify splashing on something like a Timbersaw or Tiny early for example just to provide yourself with a frontline. In the earlier stages of the game don’t hesitate to buy things that you won’t keep through to the end. I will cover my opinion of the ideal way to play this build below. Now, with the existence of the Jail mechanic we have to have a certain degree of adaptability when it comes to our compositions. There are also variations that include some other small alliance bonuses and I shall cover those below. The miss chance from the insects synergises quite well with Assassin compositions as it stalls the damage output of the enemy team long enough for the Assassin units to take down their team. So the core of the build here is combining the full 6 Assassin alliance with the 3 Insect alliance. Below I shall detail exactly what to focus on and what not to focus on, as well as going over my personal preferences and what I’ve found works in my experience playing in higher level lobbies. Due to the changes brought about by the Jail mechanic, I’ll be providing a template of what you should be working towards as opposed to a strict set build like we used to aim for with guides in previous patches. Today I’ll be covering a specific variation of a Assassin build that involves running the Insect alliance alongside it.
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