Abilities: Trickster Nora Cost decrease (-3) Grant: Reflexes Nora Cost decrease (-2) Grant: Evasive Nora Cost decrease (-2) Water Front Nora Cost decrease (-4) Crushing Charge Nora Cost decrease (-2) Antagonize Nora Cost decrease (-2) Leap (rank 3) Nora Cost decrease (-3) Leap (rank 2) Nora Cost increase (+1) Piercing Shot (rank 3) Nora Cost decrease (-3) Piercing Shot (rank 2) Nora Cost decrease (-1) Power Attack (rank 3) Nora Cost decrease (-2) Power Attack (rank 2) Nora Cost decrease (-1) Life Siphon Nora Cost decrease (-2) Immunity: Magical Nora Cost decrease (-2) Forglar Swamp Champions Bloated Toad Default Cost to 68 Boghopper Default Cost to 65 Boghopper Shaman Default Cost to 70 Snaptooth Rider Default Cost to 68 Upgrade Set 1: Rend 1 (default), Rend 2, Rend 3 Muck Dragon Upgrade Set 1: Latch On, Swoop, Clamp (default) Boghopper Bull Default Cost to 83 Boghopper Tad Default Cost to 45 Kartch, Finlord Default Cost to 82 Boghopper Spitter Default Cost to 72 Boghopper Elite Default Cost to 81 Tide Master Default Cost to 87 Firk Spellblaster Default Cost to 72 Frenzied Pirahnid Default Cost to 79 Upgrade Set 1: Rend 1 (default), Rend 2, Rend 3 Boghopper Toad Default Cost to 82 Boghopper Toad Default Cost to 82 Marsh Gargantua Default Cost to 107 Damage decrease (-2) HP decrease (-9) Defense increase (+1) Max Range increase (+1) Starting Abilities: Amphibious, Resistance: Physical, Attack: Physical, Trail: Water, Plant Regeneration, Pull, Titan Shock Toad Default Cost to 71 Gekaal, High One Default Cost to 90 Firk Mimic Default Cost to 80 Magnetic Anuran Default Cost to 63 Boghopper Huntmaster Default Cost to 85 Boghopper Pupil Default Cost to 63 Salaman Hunter Default Cost to 67 Kartch, Finlord Default Cost to 82 Tortalleon Pygmy Default Cost to 59 Upgrade Set 1: Rend 1 (default), Rend 2, Rend 3 Tortun Mortar Default Cost to 71 Starting Abilities: Attack: Fire, Defenseless, Artillery Blast, Tortun Shell Wavecrusher Default Cost to 40 Tortun Galesinger Default Cost to 66 Starting Abilities: Attack: Magical, Grant: Flight, Tortun Shell Upgrade Set 1: Wind Aura, Windstriker (default), Gale Mindwarp Frog Default Cost to 71 Tortun Gunslinger Default Cost to 83 Boghopper Blackhand Default Cost to 76 Boghopper Zombie Default Cost to 32 Starting Abilities: Lumbering, Attack: Physical, Zombie Apocalypse Hypnofrog Default Cost to 71 Swampguard Crusher Default Cost to 70 Spawnpool Guardian Default Cost to 71 Marsh Warden Default Cost to 84 Boghopper Paladin Default Cost to 75 Risen Grenadier [Forglar Swamp/Forsaken Wastes] Default Cost to 86 Starting Abilities: Attack: Fire, Tortun Shell, Deploy: Long Fuse Bomb Snaptooth Ancient Default Cost to 81 Defense decrease (-1) Bogwood Mireoak Default Cost to 73 HP decrease (-6) Defense decrease (-1) Min Range increase (+4) Max Range increase (+3) Starting Abilities: Immunity: Electricity, Immunity: Poison, Attack: Physical, Ponderous, Summon: Electric Fireflies Upgrade Set 1: Poison Cloud 3, Choking Stench (default) The Thing Default Cost to 79 Tortun Bokor [Forglar Swamp/Forsaken Wastes] Default Cost to 73 Factions: Forglar Swamp, Forsaken Wastes Starting Abilities: Attack: Gun, Tortun Shell Darkmarsh Outlaw Default Cost to 85 Darkmarsh Shadow Default Cost to 70 Darkmarsh Fury Default Cost to 77 Darkmarsh Enforcer Default Cost to 66 Augur of the Deep Default Cost to 86 Revolting Fentek Default Cost to 68 Upgrade Set 1: Dive 3, Repulsion (default), Empowered: Defense Misshapen Boghopper Default Cost to 71 Snaptooth Chilan Default Cost to 78 Min Range increase (+1) Kartch, Finlord Default Cost to 82 Darkmarsh Instigator Default Cost to 63 Circadian Songmaster Default Cost to 73 Salaman Commando Default Cost to 67 Firk Executor Default Cost to 71 Firk Thornflinger Default Cost to 78 Tortalleon Pygmy [Forglar Swamp/K'thir Forest] Default Cost to 59 Upgrade Set 1: Rend 1 (default), Rend 2, Rend 3 Darkmarsh Witch Default Cost to 87 Equipment Twisted Emerald Nora Cost increase (+5) Description: Equipped champion gains Confuse and Twisted Essence.
Frankly, I have mixed feelings. On one hand Leap 3 got a cost reduction, which is going to make it a more viable option and makes a bunch of boghoppers with it on base better. Also the cost reduction in Water Front is nice! These are both things I fought for and am glad came through. On the other hand? Mooooog. Also after people *****ed about how the Augur of the Deep would be OP at 76 we get a 77 point Dead Fairy. @Anima26 also pointed out how sucky the Augur looks in comparison to the Fury of the Storm too. Feh.
Not a great deal in this patch excites me, but thats partly because i only play two factions. Also havent totally taken in all the patch notes yet. Fentek wont be run in poison decks no more i dont think, id much rather run Muck Dragons or something else. And yeah. Augur just needs something. But on the other hand, Fury of the Storm is just OP in comparison. But IS. Oooohh the Leap change happened. Hes 78 nora.
Also was there some sort of hidden cost adjustements on the boghoppers? Like the Boghopper Paladin is now 75 points with Leap 2 and Heal Self 3. That is essentially where he was before, even with the Water Front cost changes. Also, I am a dumb-ass. I thought he lost Resist Magical, when it is an upgrade. Sorry @Sokolov!
Twisted emerald confuses me because a faction where we got no hunter like the fairies of doom. Edit:just woke up, mind my spelling,
Seems good so far. Part of me will miss Zephyr Shield on the Tortun Galesinger. However, getting a 73 nora source of Gale is far and away worth it (or a 66 nora Windstriker or whatever, Speaking of, does Grant: Flight actually grant Flight yet? Or still just Levitates?). This of course isn't just good for Torts specifically (particularly since most of them lost Unstoppable recently and can thus benefit from a friendly push), but the effect is powerful enough and on an accessible enough champion that FS (and KF) in general could employ it as KB/Movement tech. We now have our second Witch with the addition of Tortun Bokur as a split FS rune. While we can't abuse Cursed like FW can, the Cursed Treasure thing isn't actually bad as the status effect is still useful. But you are stuck between choosing either Annex or Banditry (so, Banditry) as your T1 options, as Coven isn't worth it with 1-2 Witches and no DMZ. Thornflinger has begun approaching usefulness again, but I'm not sure it's there yet. I don't think I'll use Revolting Fentek for anything now. I suppose Repulsion could still be useful for some gimmicky decks, but it's just generally unimpressive. Poison already has a very strong line-up of reasonably cheap frontline units with similar abilities (other than the Repulsion), including some tanky ones. And the T2 Upgrades all being Poison related keep it out of Mirefolk (along with the Poison Eater sandbag), plus it's already competing with Cecaelia and Fentek Servant, which are both great cheap tanky Fish-people. I suppose the Trap could be useful in some cases but... I'm not sure what to think of the Twisted Emerald changes. Obviously, it's an improvement, but I don't know if it's a meaningful one. For those not playing Hyaenids, Twisted Essence makes your successful attacks apply "Twisted" to the target. A "Twisted" champion will heal all champions that successfully attack it by 4 for each attack ("Twisted" does not stack). It's certainly interesting, but I'm not sure how ultimately useful it will be, given how much more reliable and effective healing is available in the Faction elsewhere. Access to Confuse could be quite nice though. Cheaper Augur is very cool, as is the Leap cost change in general. Not only is it a nice buff for a lot of Boghoppers, but it also means that Shock Toad can be a lot more mobile than it's Large size normally allows, without getting overly expensive, as well as helping to bring Mindwarp/Hypnofrog's cost down as well, which was getting a bit too high for what I consider to essentially be a support/harassment rune. On a related note (in that the Rune has Leap at all, and/or could easily be run alongside non-humanoid Frogs), Boghopper Mentor is looking like a decent cheap-o ranged beater these days. That's one heck of a transformation. Anyway, lots of good stuff for FS at least, though of course not all of it is good. We do have Magnetic Pulse... but it's also now a Positive equip only, albeit one that gives abilities which apply negative effects to your opponent.
I cry over Revolting Fentek. Loved the moveable choking stench and now it is gone. Gonna throw him out of my poison BG asap.
RLY? It's not that hard to figure out. SPOT CONFUSE!!! Upgrades in poxnora usually contain a champs important abilities for defense or offense. To remove those on spot is power to one turn and change the game. You are selling yourself short if u are unable to see how much healing twisted essence could provide a theme based on multiattack(snaptooths) which also all have carnivore as part of their racial package.
I like the Confuse, as I mentioned already. I'm just not sure that it's enough for a Slot in and of itself. As such, I look to evaluating how useful Twisted Essence may be. Perhaps, but I don't think it's a particularly large issue as to whether or not the attackers have multi-attack, since, unless the target has ungodly high DEF (not impossible of course) the limiting factor is more to do with how long the Twisted champions live. It's a lot of conditions and work when there are plenty of other options for AoE heals. I'm not jumping aorund saying it's bad, only that I need more time playing with it to determine whether it is now "good." I'm sure many in the Boghopper Bistro sticky are still good, though you may need make some tweaks and changes in some places.