

« Shieldshear » it’s not bad for the enemies with very high armour class. If any ally is in danger, perhaps it’s easier to try to move the threat away, blind them, or hide. « Engage » - you may taunt one at a time and in the next turn it mostly has died already. To get hurt intentionally, one needs to basically have no armour and no temporary hp left (aid, leaf stunt). « Bloodrage » -looks great for a Berserker, but to make it work, one needs to get hurt first. « Untouchable », « Riposte », « Broadswipe » are what I'll consider after completing the basic Guardian build. To make it work, the warrior may have to focus more on dodge/block rather than armour.
#Wildermyth mystic builds upgrade#
« Riposte » - will upgrade the Guardian to an Angel, demolishing all that could still move after the Guardian's sweeping Vigilance attacks. With « Vigilance », you should be able to skip at least one attack each turn. « Untouchable » - useful if the warrior is low on defensive skills and couldn't get the leaf enchantment or Aid. This build may require someone in the team to have the ability to rescue the warrior when things go wrong- Flashcone, Treecall, Aid for example. The risk is it may bring the warrior into reach of the (unseen) enemies, and the cost is the warrior may lose team synergies (walling, flanking, archery, etc.) Another drawback is that it doesn't work well for retreat. It is powerful but not without risk or cost. « Stone » shredding armour is fine but it might not be necessary if you have armour ignoring hunters finishing off the rest.īerserker build - Vigilance, Sentinel, Battledance,Īdding « Sentinel » to the Guardian build enables the warrior to lunge towards the enemies one after another more aggressively. Otherwise, consider « Broadswipe » that deals bonus damage to ALL enemies within range. You may switch from Leaf enchanted weapon to Fire enchanted weapon after you build up enough hp shield. « Fire » can clean up those 2-HP annoying thingies without losing precious action points. It’s a good safeguard to stack a few before entering the major confrontation. « Leaf » provides a stackable damage absorbing shield. « Fire » or « Leaf (stunt)» effect would be multiplied by the number of reaction strikes. « Zealous Leap », though only usable every other turn, offers more flexibility, either ending a turn with an attack or on guard. « Paladin » could also do the trick, and it is done every turn. « Heroism » can only work once in a combat, compared to « Battledance » & « Zealous Leap » combo.

With both skills, the warrior can perform two attacks or attack & guard combos, after a leap. « Battledance » allows two attacks or one attack and then guard, while « Zealous Leap » lets him jump into a proper position without spending an action point.

Knock-back weapons are usually not preferred if the plan is to finish up all the enemies with a flanking rogue, but it may work wonders in case of retreat. The synergy is even higher if teaming up with a sniper with « Archery » skill and/or a melee rogue with « Thornfang » skill. This would help the warrior to to be able to clean up 3 ~ 4 approaching threats very early in the game. Coupled with « Long range » and a long range weapon (spear) offers a sweeping radius of 3. The warrior reacts to any movement within his weapon range, including those moving away. « Vigilance » allows the warrior to easily perform 4 (or more) reaction strikes. Guardian build - Vigilance, Long range, Battledance, Zealous Leap This doesn't mean other unmentioned skills are all valueless. Why some other skills are complementary or not compatible are alsoĮxplained, but not all skills are included. I listed only the minimum requirements that make the builds work. After playing about 20 heroes, 15 chapters in 4 campaigns, Here below are the tips for how I built my teams.
