What is the best way to Counter attack Ranged units using Minos? i know i know attack teleport away, but i mean like champions with 5 or more range... Cheers!
Breath of Ash, Mindslicer Obelisk, Eye for Eye, Acrid Smoke just to name a few ways Minos have to deal with ranged.
For reference, this is what I run Bmage : Good anti-range due to deflect. Also use his swap to get your strongest melee closer to the ranged unit or to back them out after a hit and run. Culler : Our best ranged option. He is the easiest way to take out high-priority ranged units. The best part is you can push him really deep into enemy territory to secure the kill and then just chain swap him out of the danger zone and teleport your swappers back to safety as well. Fury: If the plan is to go into enemy territory for the kill and stay there, phantom dash him in for more damage to destroy the high-priority ranged unit and also to get him to the front-lines. Portalwalker: Bloodseeker may be used similar to phantom dash. Sentry: Ranged attack + your door enabler. Stoker : Purgin flames to dispell any protection the opponent may have up on their high-priority range. I like running flame nova for this. Thunderaxe : Easily enable two ranged attacks in one turn using the tunderaxe and relocate relic, or bring your doors closer to your opponent. Thunderhoof : Charge 3 gives him a huge threat range. My favorite melee option for dealing with ranged. Mageknight : Can take a lot of damage and also dish it out just as easily. Render : Use antagonize on a high-priority ranged champ and engage them with render. The best thing to do against a range-dependent bg is to decide on a gameplay early on and initiate it quickly. The longer you wait the more ranged units they can put out, hence why the mino stampede is strongest in the early game. Culler can be used to initially pick off the tank or whatever is protecting the ranged units, and then you can move in. You have drain vitality and split personality up to render other high damage units temporarily useless if you weren't able to handle those. Once you initiate, you must one-round at least one, preferably two, of the opposing units each turn. If your momentum stops then you are at higher risk of losing. Note the only anti-range I explicitly run are orb of protection and rank of evasive from the doors. Also note that these are just basic plays. There are far more intricate things you can do, e.g. triple swap thunderhoof and use multiple well-placed doors to transport him 20ap away, one-round a unit with a double-attack, and then take the opponent's "safe" font out of nowhere.
Mhhh... so is the 78 nora Sentry build ok? Or the 76 nora culler build ok? I'm not good at balancing cost/utility factors. I still feel that for a melee unit cheaper is better, but maybe I'm wrong.
Depends on the champ too, some champs abilites are worth the few extra nora, example Melee specialist on the gladiator
Upgrades Proven to Work for those who are Unsure: Battlemage: Swap 3 & Immune: Magical (82) Culler: Ready & Multi 2 (76) Fury: Hostile & Rend 2 (73) Mageknight: Portal Dancer & Adaptive/Weaken Spells (79) Portalwalker: Swap 3 & Bloodseeker (77) Render: Fellowship & Antagonize/Crushing Blows (63) Sentry: Detect 1 & Evasive 1 (70) Stoker: Flame Nova 3 & Initiative 2 (70) Thunderaxe: Empowered Speed & Relocate Relic (72) Thunderhoof: Charge 3 & Unstoppable (72) Insurgent: Charge 3 & Hostile (69)
Thank you all I still sucks playing minos, but now I'm sure its my fault and I need to stay away from that theme...