View Full Version : K'Thir Forest Champ Builds
Illysa
08-06-2008, 01:55 PM
K'Thir Forest Champion Builds
This is a reference to commonly used builds for K'Thir Forest champions. It's intended to help people who are new to the game or new to playing KF get some ideas on how they should spend their CP. These are by no means the only way to build your champs, just the ways that KF players have found to be effective. If you have a build that you have found particularly useful that isn't on here, feel free to make a post and I'll add it to the list.
To find the champ you're looking for a build for, hit Ctrl+F and begin typing in the name of the champion you're searching for.
Sections:
Post #1: General Tips
Post #2: Melee Champs
Post #3: Ranged Champs
Post #4: Healing Champs
Post #5: Reserved for future use
***Will be filling out the base stats and such over the next day or so. Consider this a work in progress and don't judge me too harshly at the moment***
General Tips
You get +2 to all your champions speed when running a full faction K'Thir Forest battleground. Since KF bgs main problem tends to be not having enough nora, sometimes it's a good idea to run your champions at a lower speed for less nora cost.
If you're running full faction, stop upgrading your speed on odd numbers. Odd numbers are more efficient, since the AP/turn calculation rounds up instead of down. If you're running 10/10, you only get a +1spd bonus to your champs, so stop upgrading speed on even numbers.
The first 3 HP upgrades only add 1 nora each to the nora cost of your champion. It's well worth upgrading HP 3 times to get +6HP, but after that, you generally shouldn't bother upgrading HP
For champions that deal damage, the first thing you should look at upgrading is the champion's speed. This is not so important for healing champions, or for champions whose primary purpose is to buff other units or provide utility, but for units that deal damage, this is the single best improvement you can make to a champion aside from a few units' very specialized abilities.
Illysa
08-06-2008, 01:55 PM
Melee Champions
Includes champions which have no ranged attacks, or who are generally used as close combat champions. This includes champions who do not generally engage in direct melee combat, but serve as frontline support and have no ranged attack of their own.
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Ambling Frond: This is not a commonly used champ, although can be very effective at contesting fonts, especially when playing KF/FS and combined with a Turtle Shell.
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Centaur Interceptor: Not a commonly used champ. Block and Dodge give him some viability, but his large size and nora cost make him less useful.
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Elder Garu: One of the more nora efficient units KF has, this guy makes an awesome tank.
Base Stats
Nora Cost: 73
Speed: 8
Damage: 15
Hit Points: 62
Speed Upgrade
*Probably the most common build, just upgrade the speed once to 9 for a FF bg. For 10/10, either leave it at base, or upgrade speed to 10. Some people also give him HP upgrades or add ranks to Pummel.
Nora Cost: 77 (+4)
Speed: 9 (+1, 15CP)
CP Needed: 15/200
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Elven Artisan: Generally only ran in 10/10 builds with spells or champs that damage your shrine. Using it solely as a nora miner, it will take 8 turns to see a return, so it's not really efficient for solely that purpose.
Base Stats
Nora Cost: 37
Speed: 7
Damage: 6
Hit Points: 32
10/10 Mason Build
*Good for a KF/IS bg so you combine Fortify/Mason and Nora Miner in 1 rune, giving you that extra rune for something more damaging
Nora Cost: 48 (+11)
Abilities: Mason 1, Nora Miner 2 (42CP)
CP Needed: 42/200
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Elven Blademaster:
Base Stats
Nora Cost: 48
Speed: 8
Damage: 9
Hit Points: 36
Disarm Build
Nora Cost: 69 (+21)
Speed: 9 (+1, 15CP)
Hit Points: 42 (+6, 19CP)
Abilities: Disarm (15CP), Dodge 1 (18CP), Melee Specialist 2 (15CP)
CP Needed: 82/200
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Elven Druid:
Base Stats
Nora Cost:
Speed:
Damage:
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Elven Fury:
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Elven Strategist:
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Enraged Grizzly:
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Forest Giant:
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Garu Cub:
Base Stats
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Gnarlwood Grappler:
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Gnarlwood Patriarch:
Base Stats
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Great Eagle: Not a commonly used unit. Very weak, and it's only redeeming feature is Detection, and it's more efficient to run a Wild Elf or Enraged Grizzly for this.
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Mountain Garu: Makes a nice tank. Maybe not quite as good as some other KF tanks, but very decent for its cost when running it upgraded.
Base Stats
Nora Cost: 54
Speed: 7
Damage: 10
Hit Points: 50
Berserker Build
*Can be run at base speed if you're trying to keep your bg cheaper, but Berkserker3 is a must
Nora Cost: 72 (+18)
Speed: 9 (+2, 34CP)
Hit Points: 56 (+6, 51CP)
Abilities: Berserker 3 (18CP)
CP Needed: 103/200
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Oaken Defender:
Base Stats
Nora Cost:
Speed:
Damage:
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Ranger: The best melee champ in a faction heavy on fast range units. At least one of this guy makes its way into most competitive bgs.
Base Stats
Nora Cost: 66
Speed: 9
Damage: 9
Hit Points: 44
Melee Spec Build
*Dodge and MS2 and HP upgrades give him more survivability. Very efficient for the cost. If nora cost isn't an issue, speed and/or damage can also be upgraded
Nora Cost: 79 (+13)
Hit Points: 48 (+4, 18CP)
Abilities: Melee Spec2 (21CP), Dodge1 (18CP)
CP Needed: 57/200
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Sapling: For the most part just takes up a rune slot that could be better put to use for other champs.
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Snake Charmer:
Base Stats
Nora Cost:
Speed:
Damage:
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Sporegill: Generally only used in KF/FS bgs, if then. If you do run it, just give it a couple of speed upgrades, +6HP, and Poison Cloud1 for a pretty annoying unit for cheap.
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Wild Elf:
Base Stats
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Speed:
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Winged Lerper: Another unit that usually doesn't see the light of day. Has Detection, but less useful than Wild Elf due to inability to stealth. If you do run one, upgrade the speed to 9, +6HP and get Detection3 and Rend2 for 70 nora.
Illysa
08-06-2008, 01:56 PM
Ranged Champions
This includes champions whose attacks are primarily ranged or whose use is to support frontline champions from a distance.
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Apprentice Mage: One of the most commonly used KF runes, and a cheaper alternative to Elven Mage. Often run with no upgrades for a very cheap unit that's still very effective.
Base Stats
Nora Cost: 51
Speed: 8
Damage: 9
Hit Points: 32
Full Faction KF
*This can also be ran at 9spd and without tele2 for 14 less nora if you need a cheaper unit. Also ran at 11spd w/10dmg and some HP upgrades.
Nora Cost: 75
Speed: 11 (+3, 61CP)
Damage: 10 (+1, 12CP)
Hit Points: 38 (+6, 16CP)
Abilities: Teleport 2 (27CP)
CP needed: 116/200
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Centaur Archer:
Base Stats
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Elven Archer:
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Elven Illusionist:
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Elven Mage:
Base Stats
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Elven Prodigy:
Base Stats
Nora Cost: 62
Speed: 8
Damage: 8
Hit Points: 36
Arrow Rain Build
*Some people also add damage and/or HP upgrades
Nora Cost: 69 (+7)
Abilities: Rain of Arrows3 (66CP)
CP Needed: 66/200
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Falconer:
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Garu Hurler:
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Menalaus:
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Nymph:
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Pox Harbinger:
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Rascal Fairy:
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Sprite:
Base Stats
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Treant Launcher:
Base Stats
Nora Cost: 50
Speed: 8
Damage: 10
Hit Points: 46
Damage Build
Nora Cost: 68 (+18)
Speed: 9 (+1, 15CP)
Damage: 14 (+4, 73CP)
CP Needed: 88/200
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Woodland Ambassador:
Base Stats
Nora Cost: 58
Speed: 8
Damage: 10
Hit Points: 42
Yogi Bear Build
Nora Cost: 79 (+21)
Speed: 9 (+1, 15CP)
Damage: 12 (+2, 29CP)
Hit Points: 48 (+6, 28CP)
Abilities: Exertion2 (21CP), Nora Miner2 (21CP)
Illysa
08-06-2008, 01:57 PM
Healing Champions
This section includes champions whose primary use in a battlegroup is to provide healing to melee and ranged units. Also included in this section are the champions who perform equally well at damage dealing as they do at healing, such as Garu Shaman.
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Avenging Angel:
Base Stats
Nora Cost:
Speed:
Damage:
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Forest Dragon:
Base Stats
Nora Cost:
Speed:
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Garu Shaman: One of the better KF champs, has good healing, and the ranged poison attack adds another damage type to your bg and makes him so much more useful.
Base Stats
Nora Cost: 49
Speed: 6
Damage: 9
Hit Points: 46
Healer Build
*Most common build in FF. 10/10s will have to upgrade the speed to 8 instead of 7
Nora Cost: 69 (+20)
Speed: 7 (+1, 14CP)
Hit Points: 50 (+4, 22CP)
Abilities: Heal Champ3 (48CP), Poison2 (21CP)
CP Needed: 105/200
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Lifegiver:
Base Stats
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Speed:
Damage:
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Nectar Faerie:
Base Stats
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Spirit Singer:
Base Stats
Nora Cost: 63
Speed: 8
Damage: 7
Hit Points: 36
Feral2's Build
Nora Cost: 74 (+11)
Speed: 9 (+1, 15CP)
Hit Points: 42 (+6, 19CP)
Abilities: Heal Champ3 (27CP)
CP Needed: 61/200
Illysa
08-06-2008, 01:57 PM
Reserved for future use
Reserved
Illysa
08-06-2008, 07:36 PM
Need some help here people. I'm updating now with all the tips and tricks I've picked up on how to build your champs from reading other people's work and experimenting on my own, but it would be great if you could post at least a few of the builds you've found to be effective.
feral2
08-08-2008, 12:53 PM
I play FF and here are a few of the builds i've been using, i'm not sure if they are the standard.
My rangers are 74 nora
Melee Spec 2
50 HP
Spirit Singer 74 Nora
Heal Champ 3
9 Speed
42 HP
Elven Prodigy 79
Rain of Arrows 3
10 damage
42 HP
leave the speed at 8
Apprentice Mage 68 (i know this one isn't the standard)
9 Speed
11 Damage
42 HP
feral2
08-08-2008, 12:58 PM
I know everyone runs mena different, so trying to cataloge a build for him might be pointless but mine looks like this:
128 Nora
Regen 2
Heal Mass 3
11 speed
54 HP
Illysa
08-08-2008, 01:35 PM
Thanks for the input. I have updated some of them. Couldn't think of a name for some of the builds so I just put feral2's build. The apprentice mage one I didn't put, but the description acknowledges that you can change some of the stats around to suit your liking and still be effective.
Also, feel free to list any synergies you've found between KF units, and between KF units and other factions. I think I am going to make the final section a sort of strategy section that gives people tips on how to play units/spells with each other for greater effect.
Now, if only more people would contribute.
Rynkar
08-08-2008, 08:33 PM
Now, if only more people would contribute.
There you go, I have got many ideas of useful builds for KF champs as I have been playing this faction since the beginning of my Poxnora adventure and I also thought much about this faction (for base stats and more info you can go on http://www.datachild.ca/champions/search.php and just put KF in the left-up menu then click submit at the bottom) :
==========================Melee Champions==========================
Centaur Interceptor
Just to precise that it's because he costs too much nora and is with a large base that he doesn't see much play, but he would be very nice and fun to play if he costed quite less really ^^.
Elder Garu
83 nora / +4HP (66) / +1SPD (9/+2) / Pummel 2
No need to upgrade him much since he his already quite nora efficient from the start, but some HP never hurt and Pummel 2 makes him even more cost efficient, because it's only 4 nora and you gain 1 turn of CD, which makes him even more deadly ^^.
Elven BladeMaster
69 nora / +6HP (42) / +1SPD (9/+2) / Disarm / Dodge 1 / Melee Specialist 2
With all this you have a resistant champ, since he block and dodge at least one time which is like 20HP gained, and also deadly as soon as he is near 2 opposing champs since he will be at 13 damage and 21 def by then. And Disarm you can go without it for 64 nora if you have other options in a 10/10 BG but in FF this is the only really viable option we have.
You have many abilities you can play around with like Pummel and damage or Block 2/3 and Dodge 2/3 plus Riposte as you like but try staying with the base of Dodge 1 + Melee Spec 2 upgrades b/c I think he needs them to survive well ^^.
Elven Druid
79 nora / +6HP (46) / +2SPD (9/+2) / Bear Form / Eagle Form
He costs a bit but gives much versatility with all his forms so it might be worth it. I think 9 speed is quite useful for him since he is melee and can't deal much damage if used at range.
Elven Fury
79 nora / +4HP (44) / Block 2
Since one would use her mostly as an inspirer and then as meat shield, I think 9 speed isn't needed for her, and that Block 2 instead is better spent on her ; and if you want with Block 3 she would be at 84 nora. Still she has quite a too high nora-cost so I wouldn't recommend using her for now, but she is our only inspirer so to each his own preference of BG.
Elven Strategist
79 nora / +6HP (38) / +1DMG (8) / Battlemaster 3 / Relocate Ally / Relocate Foe
He is very useful for his "unique for KF" abilities of Battlemaster and Relocate Ally/Foe, and those are very nora-efficient so you should take the three. He doesn't need speed b/c he won't go fighting against other melee champs, and the +1 damage is for having some security about finishing off an enemy champ relocated with his ability and being at the limit the CD.
Enraged Grizzly
A nice tank and damage dealer with enrage/power attack, but he lacks quite some defense and is too costly to be on par (equally effective) with the other options of KF. And for detection purposes the Wild Elf is much better and the Elven Druid with Eagle Form is better as well.
Forest Giant
64 nora / +4HP (54) / +2SPD (9/+2) / Vulnerability - Fire
Really the greatest tank of ours just after Elder Garu and much cheaper than him. +2 speed is needed to often get two attacks with him which is quite deadly, and you can negate Vuln - Fire with a Nature's Balance in your BG in case of fire attackers.
Garu Cub
74 nora / +6HP (50) / +2SPD (11/+2) / +2DMG (10)
This is the way you'll get the best out of him, b/c anyway you don't want to deploy him early on, but instead when the opponent have a few Rare/Exotic champions out, and with this speed he'll be able to come to the battlefield very quickly and also able to pull off a pounce plus a second attack in the same turn if you're lucky ^^. You can also run him cheap and with no upgrades but +4HP if you want to use him more often.
Gnarlwood Grappler
74 nora / +4HP (50) / +2SPD (9/+2) / +2DMG (12)
Very interesting champ useful for tanking/constricting a unit/dealing some good damage, I think he is best used with 9 speed and 12 damage so that he is rather quick and powerful in addition to his quite interesting constriction ability. And he doesn't need to be in a tree BG to be worth the rune slot ^^.
Great Eagle
Just to precise that he is actually somewhat better than the Winged Lerper and that him should be upgraded with some HP and DMG plus Rend 3 and Dodge 1, but he would still not be really viable.
Mountain Garu
78 nora / +6HP (56) / +2SPD (9/+2) / +2DMG (12) / Berserk 3 (+2SPD/+3DMG) (Total 13SPD 15DMG if FF)
Our only Berserker and one of the bests of Poxnora I think, his best asset is his great speed coupled with Initiative plus some great HP and damage. But about nora efficiency the Forest Giant is a bit better b/c he have the same damage and more defense. Still upgraded this way you have the most efficiency nora-wise and after the Berserk recosting he is very good.
Oaken Defender
58 nora / +6HP (58) / +1SPD (9) / +1DMG (10) / Defender 2 / Defensive Stance 2 / Sapping Blow 1
That's true he has lumbering, but he is really great if you want a very good defensive champion and a useful defense enhancer of your other champions. Also Sapping Blow is unique and help us not always receiving two attacks in a row. I made a build but you can play around with his abilities to fit your BG as he have many interesting ones.
Ranger
79 nora / +4HP (48) / Dodge 1 / Melee Specialist 2
Our best melee champ and one that is quite nora-efficient despite his somewhat hight cost, giving him dodge and melee spec 2 just makes him all the more durable, and powerful when near 2 opponent's champions. You also have many options about greater speed or greater damage, and interesting abilities as well.
Snake Charmer
62 nora / +6HP (40) / +1SPD (9/+2) / Drive
She is great for her Drive ability and summon serpent can be quite useful at some times. Heal Serpent and Serpent Master though would only be really useful in a KF/FS BG with many Serpents champs, but for now this option isn't very viable and is complicated.
Wild Elf
63 nora / +6HP (42) / +2DMG (10) / Block 1 / Dodge 1
He is the cheapest of our champs and is quite good at the role of detector/melee blocker, so with more damage he will be useful and Block and Dodge will help him much to survive through the attacks he will receive. You also have many options with him like Stealth for 12 nora or Mobility for 6 nora, and you can add him 2 speed and detection 2 for 73 nora which makes him interesting for rushes or other nice uses.
Woodland Ambassador
79 nora / +6HP (48) / +1SPD (9/+2) / +2DMG (12) / Exertion 2 / Nora Miner 2
Very interesting for his little nora generation and his useful range, giving him damage and Exertion 2 gains him good power and a great chance of making two attacks every turn, which render him much more useful.
Rynkar
08-08-2008, 08:35 PM
==========================Ranged Champions==========================
Apprentice Mage
64 nora / +6HP (38) / +1SPD (9/+2) / +2DMG (11)
I found out that she is the most efficient with this configuration because it makes her somewhat deadly, still cheap, and always worth what we spent for her. Teleport 2 is not really good because it pushes up the cost for not too many effects with the good speed she already have. Even for font capping every time I got her out first time Teleport 1 was always quite enough.
Also with +2SPD more she is at 73 nora and would be useful for a rush BG I believe.
Centaur Archer
He is rather overrated I think b/c for his cost he lacks some dmg/maybe HP and has big size base so for long-range the bests are the Treant Launcher the Elven Prodigy and Menalaus. Of course he is less rare and easier to come by but then you have the Apprentice Mage and the Elven Mage.
Elven Archer
74 nora / +6HP (36) / +1SPD (9/+2) / +1DMG (8) / Barrage 2
Though costing a bit much for what she does, she can be great for long-ranged double-attack, and with range 7 + barrage 2 you will use the ability often doing 16 damage every 3 turns so that's the best way to use her efficiently nora-wise.
Elven Illusionist
64 nora / +4HP (39) / +2SPD (9/+2) / +2DMG (9)
This way he (or she) has the same cost as an Apprentice Mage and comes with 2 less damage and no teleport but gives Illusion - Elven BladeMaster, mostly useful to guard a shrine or block narrow passages. Not very much worth the cost but he still makes nice damage so you see if you like him/her.
Elven Mage
79 nora / +6HP (41) / +2SPD (9/+2) / +2DMG (10) / Frost Nova 1
With 9 speed 10 damage and Frost Nova he is the most nora-efficient, and he also have all of his unique abilities that makes him still worth it when compared with the Apprentice Mage. So he have more HP, more Range, and a better teleport plus a way to slow down your pursuers. But less damage and a much higher nora-cost.
Elven Prodigy
74 nora / +4HP (40) / +2DMG (10) / Rains of Arrows 3 -------- (Nearly the same build as feral2 said, but he forgot the speed was in fact 9 for his/her build ^^)
This is the best way to use her simply b/c upgrading her damage and her RoA is really worth it against melee champions and any group of 2 or more, and b/c for 74 nora you will have the greatest anti-range champion ^^. 8 speed is enough b/c she will use her AP only to move and for an ability on every other turn so 6 AP isn't a problem. (like ilves said as well)
Garu Hurler
Nice ranged attacker b/c he is a good tank as well, but lacks the range and damage other champions like him have to be really effective to play ^^.
Menalaus
104 nora / +4HP (52) / +1SPD (9/+2)
His best asset is the very long range of 2-7 he have, and the 15 damage coming with it. You may upgrade to Heal Mass 3 as well, but you don't really want to put him at risk by healing your melee attackers, so it's not sure you will be able to use it often.
Pox Harbinger
We don't need her as a ranged option since we have many good ones already, so don't buy it b/c it costs very high ^^.
Rascal Fairy
This one is only good in rush specialized BGs and isn't really worth it's cost otherwise so she have interesting abilities but really specialized.
Spirit Singer
79 nora / +4HP (40) / +1SPD (9/+2) / +2DMG (9) / Heal Champion 3
She is the best we have in the way of nora generation with her Nora Shield, and by adding 2 damage and 1 speed you make her viable for attacking as well, plus with Heal Champion 3 she is also great for the support unit role.
Sprite
She is interesting for the Force Barrier which helps blocking the path of units you don't want to move, and she can also learn Stun, but for now she is costing too much and has too little HP to be viable in competitive play.
Treant Launcher
69 nora / +6HP (52) / +1SPD (9/+2) / +2DMG (12) / FarShot 1 / Camouflage
Though he has lumbering he is a quite great ranged champion b/c his range is the farthest and with FarShot + added damage he becomes really deadly and hard to attain for the opponent. Camouflage is b/c you will get fired at from range, so if you are on grass or if you use "Cultivate the Earth" it helps much surviving.
Rynkar
08-08-2008, 08:36 PM
==========================Healing Champions==========================
Avenging Angel
82 nora / +6HP (44) / +1SPD (9/+2) / Divine Favor 2 / Heal Champion 2
The most efficient way to use her, you have a great global healing just as she have been designed for, and a good healing for your mates as she comes to the battlefront to give some support and a final blow with her good damage and useful flying.
Or you can go with "Invigorate 2" instead of Heal Champ for 88 nora and you have the same global healing and a helper for getting those two hits in no matter how far the target is.
You can also play around with damage and abilities as you like, but you have to use Divine Favor 2 because she has been designed with it and it would be a sandbag costing you too much nora if you wouldn't do.
Forest Dragon
Very nice for his AoE 2 healing but he's a melee champ, which doesn't fit a healer very well and makes him somewhat useless for every other turn. And the Garu Shaman is a better option overall as well ^^.
Garu Shaman
69 nora / +4HP (50) / +1SPD (7/+2) / Heal Champion 3 / Poison 2
One of the most interesting healer in KF and overall in Poxnora I think, he gives a FF KF BG poison damage which is very rare, plus he can heal greatly and even sustain some hits in addition to being a good damage dealer thanks to his poison DoT effect. He doesn't need more speed or damage b/c he have a support role and only need to attack once a turn to poison an opponent you are wanting to debuff.
Lifegiver
54 nora / +1DMG (8) / Transfer Life 2 / Vulnerability - Fire
He is useful if you think you will phalanx for some time and has a great nora cost so Transfer Life 2 + Vuln - Fire is really worth it ; and you can use a Nature's Balance to negate the Vuln Fire penalty. Just added 1 damage in case you'd need to attack with him and not doing too little damage. Plus it puts him at the limit for the CD.
Nectar Faerie
She is interesting for her First Aid and Invigorate abilities coupled with great speed but I think she costs too much right now for little more than a passive healer/supporter.
Nymph
She is interesting for Possession in FF KF and also have Invigorate plus an attack-type unique in KF, but she really lacks the HP and damage to make her viable.
ilves
08-08-2008, 09:31 PM
i'll do a more thorough sweep later, but rynkar's garu shaman build is in my opinion the best for 69 nora.
other random commentS:
Elder Garu - Basic build is 77 nora, just add one speed I believe. That's what I run him at always.
App Mage - I run at 11 base speed, 10 damage, HP upgrades to 69 nora (2 I believe?). Gives her two attacks a turn starting from 0 AP, and 10 damage, although nothing awesome, can add up.
As for the Treant Launcher, I run mine with 14 damage, 9 base speed, nothing else, for 70 nora. Awesome when comboed with a strat.
Prodigy I run with 8 spd, rain of arrows 3, nothing else, for 69 nora. She only gets 6 AP per turn, but it isn't that important on her as she doesn't attack regularly.
Snake Charmer, upgrade speed once, drive. 59 Nora.
Illysa
08-09-2008, 01:37 PM
Thanks much for the replies. I'm updating the list now. Probably won't get it all done right now, but as much as I can for the moment.
feral2
08-12-2008, 08:14 PM
my prodigy is has no speed upgrades but has a few HP upgrades putting her at the 79 nora :)
jimmie1982
08-12-2008, 09:49 PM
Just to letcha know, I am going to try to get this thread stickied. VERY good KF Post!!
LtKerigan
08-13-2008, 03:39 AM
Upcoming Runes FF build -cheapest and efitient
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Driad
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abilities
surge plant,treefolk (atack+1/damge+1)
charm 3
take root
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Atack 5
defense 10
speed 7
damage 8(psychic)
life 35
range 2-4
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Upgreit:
Heal 3
Life + 6
Nora : 70
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Elven Bard
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abilities
magical atack range 4
Battle Hymn (atack+2/defense+1/damage+1 +2ap) (don't rmeeber for sure)
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atack 10
defense 12
speed 8
damge 8(sonic)
range 2 - 3
life 33
..............
Upgreit:
Life + 6
Speed +1
Nora 68
_________________
Illysa
08-13-2008, 08:22 AM
I'll update it and put the new runes on there later today after the server comes back up.
Still got a few old ones I've gotta go back and update. Just haven't had much time due to working a lot.