Oh. I wouldn't call it the best insta-kill then. You basically need to abuse the countdown reset bug and build an entire shrine rush deck around it to consistently win with it.
@Elric Just played against limone 1981, I deploy a problematic champ turn 1, turn 3 I give him an equip, turn 4 my champ is vertical pushed for 20 damage. I lose the equip, and take 20 damage on return, i'm already out 35 nora, he's almost even and did 20 damage. Finishes my champ because he only had 26 health left, he takes font. That my friend is 132 nora swing for a 55 nora spell. I don't think ayou seem to understand the power of removing a champ from play, look at some spells and abilities that remove a champ from play. Vertical push blink vortex divinity's touch instill panic banish swallow whole It's no coincidence that all of these spells and abilities have been nerfed at one point or another. The power doesn't lie in the nora cost, or the setup, the power lies in the utility, and positioning. Pox has always been a game of positioning more than anything else, that's why the great players are so good and that's why relocation effects, and removal from play effects are still the strongest in the game.
If you know you're vs SP, why are you: 1. Powering-up a single champ 2. running with nothing to back him up in case VP gets used 3. Deploying nothing else to ensure VP doesn't just doom you? Btw instill panic doesn't redeploy anymore to my knowledge. Vortex isn't a redeploy effect either, it's a relocate effect.
Totally forgot about this instakill. Not that anyone even runs it as it puts a turn limit on your game.
This one time I ran my 90 Nora champ into a font, equipped it with a 50 Nora equip and my opponent just hit it with his champs until it died. Didn't even need to use a spell! That's 140 Nora's worth for zero Nora! Nerf the other guys stuff it's OP as Firk.
- Im fine with it. There are a million suggestions about the rework of drown. Cast on dry land enemy it takes X damage and is surrounded by water.... Cast on enemy occupying water space enemy champion is put on X CD and half the nora is refunded on the enemy champion's owner next turn.
What if drown was changed so the champion had to be occupying water at the start of the turn, so the opponent at least has some hope of avoiding it? In other words, they can't just use a tidal wave and immediately drown.
Disagreed - since there's no 0 nora watergen in the game and the cheapest water gen relic I can think of is at least 25 nora, it's a minimum of 100 nora.
Agreed, but worst case scenario you're only using the ability that generated water for drown, in which case the full cost of the ability is factored towards the cost of drown. The rest of the champ cost is ignored since that is used as a champ, not towards drown.
Drown is FS' only hope to kill superchamps for the most part. Give us something else and I'll be happy to part with that crutch