PDA

View Full Version : Euan's Legendary Walkthrough


sirpent
08-18-2008, 09:49 PM
Woefully Overconfident
----------------------
Deck Build:
Abyssal Fiend
Abyssal Fiend
Deep Elf Ritualist
Deep Elf Ritualist
Deep Elf Summoner
Deep Elf Summoner
Hook Fiend
Imp
Imp
Nefari Messenger
Nefari Siphon
Nefari Siphon
Nefari Soul Torch
Pincushion
Pincushion
Scorched Dwarf
Scorched Dwarf
Darkness
Sacrifice
Helm of Chaos

Okay, even though this list might seem daunting for a few, the only things that are completely essential are the double imps and helm of choas, pretty much everything else can be swapped with your favorite runes of *Underdepths*.
Be aware your nora gen is your Nefari Siphons, but I'm sure you don't even really need them with the nora you are given.
1. Start off with deploying things that are useful as a first deploy like Deep Elf Summoner to summon imp next turn etc, it really doesn't matter that much.
2. As long as you can hold off the constant barrage of Griffon Riders you should summon your imps ASAP and get them to the opposing shrine (make sure to park them just outside the detection radius)
3. Save AP on your imps outside the opposing shrine while defending off attackers
4. When you have enough nora pop a Helm of Choas on one of your imps with 11 ap and start attacking the shrine
5. Your Imp should die with base HP after about 4 rounds,you should tell your second imp to attack when you think you can finish it off without dying.
6. You win

... Of Ice and Storm
-------------------
Deck Build:
Imp
Imp
K'lzik
Nefari Messenger
Nefari Siphon
Nefari Siphon
Nefari Soul Torch
Scorpic
Scorpic
Sheoul Demon
Warogg
Warogg
Darkness
Darkness
Demon Call
Protect the Nest
Protect the Nest
Sacrifice
Mark of Sheoul
Helm of Chaos

The only things that are completely essential are the double imps and helm of choas, pretty much everything else can be swapped with your favorite runes of *Underdepths*.
Be aware your nora gen is your Nefari Siphons, but I'm sure you don't even really need them with the nora you are given.
1. Same as before, deploy what you think can stop the shrine attackers. The first one is immune physical, the others are between immune fire and multiattack, SO take your pick.
2. While defending the shrine attackers, deploy your imps and head directly to the opposing shrine, just like last time you should wait outside the detection zone and save AP.
3. Equip Helm of Chaos and kill shrine with imp 1
4. When imp 1 dies cast darkness and when you reveal your helm of chaos and equip it on imp 2(or if you have two HoC you can skip this step and do it at the same time as step 3)
4. When both are dead cast darkness again and repeat til shrine is dead.

Breach at the Pass
------------------
Deck Build:
Crossbone
Death Guard
Death Guard
Lich King
Skeletal Berserker
Skeletal Berserker
Soul Collector
Tomb Lord
Tomb Lord
Zombie Behemoth
Zombie Behemoth
Blight the Holy
Blight the Holy
Essence Drain
Essence Drain
Mobilization
Mobilization
Ark of the Elsari
Tome of Hate
Unholy Tomb

The absolute necessary runes you need for this are double essence drain, two blight the unholy, and a unholy tomb.
1. The construct will come at you in 3 rounds so be prepared! Deploy tank units and pray that you get an unholy tomb in the first 3 draws.
2. Death Guards will bodyguard your units so you can keep your high damage champions in the game while the death guards die in 2 swings, they also work in desperation for good damage. Try to use essence drain as soon as possible (aka when you can launch a good attack) followed by a blight the unholy on the constructs.
3. Most of the campaign is waiting for the last construct to move to your base, I think putting a unit near the center of the map triggers it, you can also try damaging it with a ranged unit.

Euan's Last Stand
-----------------
Deck Build:
Dark Messenger
Goblin Archer
Goblin Archer
Imp
Imp
Lich King
Nefari Messenger
Pincushion
Toll-Taker
Blight the Holy
Blight the Holy
Essence Drain
Essence Drain
Mobilization
Mobilization
Retribution
Sacrifice
Unholy Tomb
Helm of Chaos
Night Blade

The first (only) thing you need to know about this campaign is that you must hold off the attackers until 190 nora and an imp is within attacking range of Euan. The rest is gravy.
I won't list steps but it is extremely good if you get an unholy tomb within the first 2 draws, otherwise there is a good chance of failure.
When you get your imp in range of Euan and you have 190 nora, you cast Essence drain x2, and then Blight the Holy x2, one attack from your imp will finish him off and win the campaign.
EDIT: After trying this with extremely upgraded champs be sure you are using close to base nora champs and have the Forsaken Wastes shrine bonus (as then you won't get hammered and it helps ALOT)

Congratulations you finished the campaign and hopefully you won an exotic fragment!!

Zahmet
08-19-2008, 05:20 AM
I'm not sure if they have changed anything if so then ignore what I say.

On the first map you can use Demon Shields on your imps instead since the only ones that are close to the shrine have ranged attacks.

On the third map you can use Cauterize on the golem to stop the masons from healing him, this is very nice since version 1 and 2 wont even move then until they get to X hp, and with cauterize on they can't heal and thus wont do anything.

sirpent
08-19-2008, 09:40 AM
Nice idea for the demon shield trick, I suggest blight the holy only because it does more damage then cauterize and also causes inhibited (although seems to only last 2 rounds).

illumin
08-20-2008, 10:49 AM
I'm not sure if they have changed anything if so then ignore what I say.

On the first map you can use Demon Shields on your imps instead since the only ones that are close to the shrine have ranged attacks.

On the third map you can use Cauterize on the golem to stop the masons from healing him, this is very nice since version 1 and 2 wont even move then until they get to X hp, and with cauterize on they can't heal and thus wont do anything.

nice call on that one, playing IF i never thought of that.

sirpent
08-20-2008, 02:45 PM
Since aquiring a couple Lost Queens I've changed my strategy on the golem map "Breach at the Pass" to use:
reanimate x2
wake the dead x2
necroweave x2
unholy tomb
and lost queen x2

The rest can be filled with anything.
I've also included double sacrifice in any deck where I use UD.

scape32xz
08-20-2008, 04:34 PM
for the 1st and 2nd round of Euans Last Stand you can also do this:

Cavernkeeper (2x)
Mud Elemental (2x)
Voil Frenzy (2x)
Voil Queen (2x)
Voil Sorceress (2x)

Unstable Ground (2x)

Rock Trap (2x)
Tribal Post

Bag Of Boulders

*you can add 4 random voils into here to surge the sorc and queen*
(i use 2 bomber and lifestealer, juss cause i wanna cp them up =p)

Woefully Overconfident:
*do not even bother to atk anything in the middle, they will not go for you if u juss leave them alone =]*
1. get out the mud elemental out in front of your shrine and position him to where the griffen will atk him over the chasm then you can insta kill it with mudsling (griffen will only atk the mud elemental if he is the first thing u summon, otherwise it will head for something else or your shrine)
2. get your sorc and queen out, queen starts summoning bats to zealot/surge the queen and sorc
3. when you have 2 sorc out, start atking the font with the drunken thug, but first use unstable ground in the area of the font, it will reveal the trap, destroy the trap to summon the others drunken thug and they will dumbly walk over the unstable spaces and hurt themself (keep your sorc out of theyre hitting range, but you can keep it over the chasm so they will walk towards it)
4.kill off the Jakei Wingmaster that comes towards you, should be easy with 2 sorc and queens
5. when you capture the drunken thugs font, summon out both ur carvenkeeper and transporter
6. have your sorc go down to the water area and shoot the ice statue from there
7. from here its easy, move your sorc and cavernkeeper together (sorc right behind carvenkeeper so they take no dmg at all) up the icey 5 shape or S shape path towards the shrine
8.purposely move the cavernkeeper into enemy shooting range and they soak up the dmg and let sorc kill them when its your turn
9. have queen and transporter follow the 2 keeper+sorc and make your way up to the shrine
10. at this point save up enough ap to 1 turn the shrine (sorc should have about 25-30+ dmg) have each sorc hit once and queen equiped with bags of boulders finish the shrine off, if not relocate them back to safety with tranporter and kill shrine next turn

... Of Ice and Storm:
*the easiest one of the 4*
1. get your sorc out asap if u draw it to kill the coming earth golem with physical immune (use rock trap to stall it)
2. after that summon units out at the bottom and have carvenkeeper in front and 2 other voil behind them
3. at this point start to go toward the ice wurm and save enough ap on sorc to kill it in one turn
4. afterward advance the 2 sorc 2 transporter 1 or 2 queen into the lake
5. start to kill off the stone dragon, use relocate to bring sorc back to safety
6. once he dies kills off 1 group of groble and mason (top or bottom group, doesnt matter)
7. after that go towards the shrine and finish it off with sorcs and queen equiped with bags of boulders

Duality
08-20-2008, 04:43 PM
Demon shield does work great on the first map, on the second one, I found it easier to use Imps + 2x DR + Quick.

One turns the shrine, you might need to cast mobi in there if you have to move the skellies around but it works great.

xharthar
08-25-2008, 03:39 AM
2x Demonshield makes first map a stroll.

Pincushions / Arachnodemons / and decent ranged units will easily take care of griffins attacking your shrine.


on the last of the campaigns, 2xImps + DE Assassin (with Assassinate 2) and equiped with Scepter of Onus can pretty much one-turn Euan. so, just hold off Griffins with 2xPinchusions, Arachnodemons and ranged units and send out stealthed units to ambush Euan.

diegocfq
09-02-2008, 08:31 PM
Woefully Overconfident
----------------------
Deck Build:
Abyssal Fiend
Abyssal Fiend
Deep Elf Ritualist
Deep Elf Ritualist
Deep Elf Summoner
Deep Elf Summoner
Hook Fiend
Imp
Imp
Nefari Messenger
Nefari Siphon
Nefari Siphon
Nefari Soul Torch
Pincushion
Pincushion
Scorched Dwarf
Scorched Dwarf
Darkness
Sacrifice
Helm of Chaos


Do they have any means of taking off your equipment? Because if they dont, you can use a Demon Shield instead... if i remember correctly there is no melee unit near the shrine, and the ai will never attack a demon shielded unit with a ranged attack.

Shinamo
09-07-2008, 11:01 PM
Anybody know what to do on the 3rd map when you've killed everyone, except for the 3rd construct which won't show its face? Ended up annihilating all the other critters and now can't get the last one to show up. Just have the Exorcist pop up every couple of rounds at the shrine. Sucks that it was beaten, but isn't going to give me credit.

Gooozik
09-08-2008, 02:10 AM
Anybody know what to do on the 3rd map when you've killed everyone, except for the 3rd construct which won't show its face? Ended up annihilating all the other critters and now can't get the last one to show up. Just have the Exorcist pop up every couple of rounds at the shrine. Sucks that it was beaten, but isn't going to give me credit.

This happens on this map a lot, but also happens on others as well.

Usually It happens because something is standing in the spot where the boss (in this case golems) normally spawn.

There is nothing u can do, and it will never spawn. Sorry to have to say that :( Hit Surrender.

Shinamo
09-08-2008, 07:10 PM
The only thing that I can think of that caused it would be using skull of decay on 1st turn. The health cut also affects the masons repairing the golems, so it takes much longer for them to deploy. It might've just taken too long and become bogged down not allowing it to spawn, as I was busy inspiring the heck out of my LK with tomb lord/necroweave to keep them able to inspire every turn. The second time I played the skull of decay came out after the 1st one had already attacked. It's really the only thing different between the two plays.

Kinda wanna get 2 Forbidden fruits for map 3 to speed up the process, if it works on the bosses. Deploy 2 imps off the place where the last to spawn, and use a lost queen to kill the first one. After that equip a forbidden fruit on each imp, and it should take less than 8 mins to clear the map.

1st map just use fleshsewn helm on fallen draksar with regen 3, 2 weaken, 2 traitorous helms. The rest is all filler. Even an imp would be lucky to get one hit if you summon them first round, so this is the fastest method. Obviously keep the griffons that come down alive and equip the first two to come down. Unholy Tome for all builds for energy.

2nd map I use fleshsewn draksars to soak the elemental and groble. Traitorous helms for both, though aim for a piledriver and kill the normal grobles if possible. Nora Torch relic to punish spell casting, Tome of Hate to rebuild, 2 imps and 2 deep elf assassins. Send those 4 off to the shrine, banish the two masons at the enemy shrine. After they gain full ap, attack the shrine with 2 mobilization to let all of them get off 3 attacks each. If using a 10/10 UD/FW deck each the attacks will deal 84 dmg to the shrine. And with even 1 traitorous helm up it will usually be 80 or below.

4th map will again depend on if forbidden fruit works against the euan. If so, 2 imps, 2 forbidden fruits, 2 essence drains, and 2 blight the holys should make it much less dependant on getting a good draw to kill

archlorddt
10-11-2008, 03:50 AM
on the last map, one of the main enemies is the griffons. so pack 2x skeezick netters. the griffons seem to like being over chasms, so u can net them which grounds and kills them. it becomes a lot easier.
its worthy of note you can have 10/?? so long as 10 is a wrath faction. u can play any mix of runes in the ?? section.

Gooozik
10-11-2008, 01:12 PM
Map #1. Throw a Trait Helm on each of the two griffins coming toward your shrine, then meat shields and let the griffon's goto town. Game over in a few turns.

Map #2. Trait helm on the multi attack groble piledrivers, banish the earth golem. N.Torch x2
Spell trap x2.Meat sheilds. Game over after a few more turns then map #1.

Map #4 Draw really doesn't matter. IDK why ppl say it does. Deploy Skez netter next to your shrine and kill the griffins over the chasms. Throw in a couple avalanche to help move the griffins if needed.
Send your imp once you get it, EDx2,Blight x2, attack from imp and dead Euan.

kasom
01-23-2009, 05:52 AM
Being a new player I am happy for every info...

The op says to kill the shrine with the imp's!

But my imp's can't attack the shrine!

What do I miss?

Ashkenaz
01-31-2009, 10:46 PM
So, it takes like an hour to do the first two missions and 15 or so to do the third and 3 to do the last.

Anyone have any tips for how to speed up killing the shrine on the first two missions?

gillo
02-01-2009, 10:28 AM
HoC has been changed so it makes skirmisher (it can only attack champions) so it doesnt really work...

Duality
02-03-2009, 05:06 PM
Use a demon shield. ALL units near the shrine on 1 are ranged. Use enslave/dom if you want to speed the process up.

On 2, demon shield/enslave/dom work as well.

Use upgraded imps (mine are 100 nora, 11 speed, rest into damage).

UncleBeer
02-05-2009, 06:13 PM
FW group with 2 festers and 2 decays are very fun for map 2 and 3, and fairly effective too.