Forglar Swamp Glossary For this patch due to it's size we have opted to split it up into the respective Faction's Forums. This will also make it easier for all of you to comment about faction specific changes. Main Patch Notes Healing Abilities Abilities Part 1 Abilities Part 2 Forglar Swamp Forsaken Wastes Ironfist Stronghold K'thir Forest Savage Tundra Shattered Peaks Sundered Lands Underdepths Champions Boghopper Paladin Default Cost to 68 Starting Abilities: Amphibious, Attack: Physical, Purified, Water Front Water Front was removed from the Paladin previously, it has been added back due to popular request Bogwood Mireoak Default Cost to 72 Classes: SHAMAN Starting Abilities: Amphibious, Immunity: Poison, Attack: Physical, Ponderous, Summon: Electric Fireflies Collective Ambassador Upgrade Set 1: Charm 3, Abash, Surge: Races (default) Darkmarsh Outlaw Default Cost to 80 Upgrade Set 1: Multiattack 1 (default), Flanking, Logistics: Flanking Darkmarsh Defiler Default Cost to 71 Upgrade Set 1: Amplify Poison (default), Contaminate, Adaptive Death Lily Default Cost to 58 Upgrade Set 1: Life Siphon, Entangle, Plant Regeneration 3 (default) Upgrade Set 1: Sunder 1, Dragging Attack (default), Empowered: Speed Draksar Psion [Forglar Swamp, Sundered Lands] Factions: Forglar Swamp, Sundered Lands Temporary measure until Public Decks are updated Firk Infiltrator Default Cost to 72 Starting Abilities: Amphibious, Attack: Psychic, Sabotage: Psychic Upgrade Set 1: Detection 3, Shadowspawn, Adaptation (default) Upgrade Set 1: Stealth, Shadow Shift, Elusive Leap (default) Firk Mindweaver Upgrade Set 1: Illusion: Elf, Illusion: Mage, Illusion of Lies (default) Firk Spellblaster Default Cost to 63 Upgrade Set 1: Shielded, Spell Resistance (default), Deafening Aura Hydraxor Damage decrease (-1) Starting Abilities: Vulnerability: Electricity, Attack: Physical, Semi Aquatic, Quest: Damage, Spontaneous Regeneration Upgrade Set 1: Water Front (default), Water Veil, Water Vortex Providing Hydraxor with better water generation options Jellebrium Mender Default Cost to 71 Upgrade Set 2: Shroud (default), Empathy, Jellebrium Mind This champ was doing too many things with Defender as well, additionally, Jellebrium Mind is available on both upgrade lines to increase build diversity Jellebrium Mindbender Default Cost to 76 Upgrade Set 1: Mindwipe Aura 1 (default), Psychic Anguish, Catalyst: Psychic Jellebrium Overmind Default Cost to 74 Upgrade Set 1: Soften , Boost, Psychic Blast (default) Kartch, Finlord Upgrade Set 1: Leap 3 (default), Glorious Leap, Elusive Leap Upgrade Set 2: Heart Strike, Hunter: Quick, Precision (default) Updated Upgrade Set 1 to provide more options, upgrade set 2 had Hunter: Hero replaced with Hunter: Quick, a more consistently useful option Katchi, Salaman Soldier Upgrade Set 1: Rend 2, Provision: Offense (default) Mandrake Upgrade Set 1: Shielded, Spell Resistance (default), Deafening Aura Upgrade Set 1: Spellswallower, Nora Leech, Backlash (default) Marsh Gargantua/Moog Gargantua Default Cost to 105 Upgrade Set 1: Mobility, Transfer Life 1, Opportunistic Assault (default) Marsh Raptor Default Cost to 62 Upgrade Set 1: Leap 3, Seismic Leap (default) Misshapen Boghopper Upgrade Set 1: Leap 2, Leap 3 (default), Pounce Poison Oak Default Cost to 78 Damage decrease (-1) Races: PLANT, TREEFOLK Starting Abilities: Amphibious, Immunity: Poison, Attack: Poison, Elemental Storm: Poison Razorfin Slider Starting Abilities: Aquatic, Rend, Attack: Physical Upgrade Set 1: Trail: Water, Water Veil (default) Salaman Soldier Default Cost to 69 Upgrade Set 1: Reflexes 2, Render (default) Upgrade Set 1: Rend 2, Provision: Offense (default) Salaman Negamage Default Cost to 69 Upgrade Set 1: Magnetic Pulse, Backlash, Weaken Spells (default) Salaman Trapper Default Cost to 68 Damage decrease (-2) HP increase (+4) Defense decrease (-1) Snaptooth Frenzy Upgrade Set 1: Encouraged, Pounce, Vivify (default) Snaptooth Hunter Default Cost to 71 Upgrade Set 1: Cleave, Pounce, Call of the Hunter (default) Spawnpool Guardian Default Cost to 74 Upgrade Set 1: Leap 3, Grant: Reflexes, Water Veil (default) Added more options to Upgrade Set 1 Swamp Octopus Default Cost to 52 HP increase (+6) Max Range increase (+1) Starting Abilities: Aquatic, Attack: Physical Upgrade Set 1: Constriction, Latch On, Entangling Attack (default) Upgrade Set 2: Regeneration 2, Poison 2, Heal Self 2 (default) Swamp Wisp Default Cost to 73 Upgrade Set 1: Poison Aura 3, Amplify Poison, Sabotage: Poison (default) Upgrade Set 2: Poison Cloud 3, Lay Trap: Poison Cloud 1, Poisonburst (default) Tide Master Upgrade Set 1: Amplify Poison (default), Domain: Water, Adaptive Spells Erode Nora Cost increase (+10) Cooldown increase (+2) Rite of Purity Name Change: Rite of Purity(was Rite of Empathy) Nora Cost decrease (-5) Cooldown decrease (-1) Description: Target champion gains Purified and +1 MAX RNG for 6 turns. If the unit is destroyed while this effect is active, you gain 30 nora. Redesigned as the old version was pretty bad Relics Spirit Altar Nora Modifier increase (+5) Equipment Darkmarsh Blackstaff [Forglar Swamp, Forsaken Wastes] Nora Cost decrease (-10) Description: Equipped champion gains Disease Eater, Poison Eater, Amplify: Disease, Amplify: Poison. Redesigned Dreadeye Symbiote Description: Equipped champion gains Precision. If it has MAX RNG 2 or less, it also gains Poison 3. Reverberating Bracelet Description: Equipped champion gains Sonicburst. If it has Class: Monk or Race: Boghopper, it also gains Void Shield. Added Race: Boghopper Snaptooth Helm Description: Equipped champion gains Resistance Physical 3 and Damage Shield: Physical 3. Redesigned Tome of the Arcanis Description: Equipped champion with Class: Wizard gains Teleport 1, Metamorphosis, Tempo and Grant: Flight.
TLDR (from my first glance) Pretty sick Hydraxor buff (even though hes probably still bad). Tidemaster looks pretty ridic (just look at how our doomies go) adaptation and on a 4-6 range champ with leap 3. Erode nerf (chipped boulder was always better and should have been nerfed) lul. Also some jelly nerfs (not sure why). Edit: PS is it too late to change boghopper elite ?
Why did Mindbender got a cost increase? None of his abilities changed in cost... Salaman Fighter LE version is different from the regular version, is that intentional?
I have hydraxor in my aquatic deck. Kinda liked him at 70 nora with normal aquatic. But ill see if hes ok like this too Also snaptoith helm did not get a snaptooth clause. Also what was the thought behind the swamp octapus change? I mean, i was the only onewho played him and i can tell you, he was already good, this buff seems strange to me. He is now 54 hp for 45 nora btw.
So aside from Tide master buff (which I bet will get cut soon) all we got were basically nerfs and lateral changes...
Firk Infiltrator has Shadowspawn in U1, with Stealth and Shadow Shift in U2... Wat. Stealth should be switched with Shadowspawn in the upgrades there. Poor Infiltrator, someday you'll be good.
@Sokolov Question about Rite of Purity, do both Purified and the +1 Range last of the 6 turns, or just the +1 Range?
W/o jab now shadowspawn + shadowshift is not a bad option, making him really cheap and great to harass side fonts or if you want more utility elusive + detection is also pretty decent.
Just a PSA to those using draksar psion (old rune I know but will replace shredders for me), shrive deals physical damage (not psychic), also if the attack does 0 damage it counts as a 'failed' attack. Beware!
I like him. He's decently tanky with his absorb illusion, and having a ton of illusions to swamp the battlefield (hehe, swamp) can be nice.