A Complete Guide to Voils

Discussion in 'Shattered Peaks' started by Paper Skull, Mar 21, 2014.

  1. Paper Skull

    Paper Skull I need me some PIE!

    I've gotten a lot of requests to update this, but I don't really play voil enough nowadays to write a decent guide about them.
    A Complete Guide to Voils
    This is a guide to Voil decks and the champions and spells that compose them. Voil are unique in that they all share flying, and an ability called Sonar, which gives them a rank of Evasive and Vulnerability: Sonic (One of the least common damage types in the game.) That extra rank of evasive gives Voil a surprising amount of resiliency, and can be difficult for less skilled enemies to accurately judge how much damage they are able to deal. The Voil play style centers around high mobility and swarming enemies in tight knit clusters of winged death.

    Voil decks tend to fall along 2 major paths: Army decks and Surge decks.

    Army decks involve having a lot of Voil group up in order to take advantage of their superior mobility and damage to destroy any and all champions that approach them. This guide mainly focuses on this version of Voil decks, as I find them to be stronger in more situations. They recover more easily from bad situations, but tend to be weak to strong area of effect.

    Surge decks focus on having out as many bats as possible to skyrocket key champions' damage. They use a different set of spells and champions, simply because they can make different champions much stronger than Army decks can. This deck can simply spiral out of control, but if your bats get killed, you'll be running with a weaker set of champions.


    Champions:

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    Bat Swarm
    Ranking: 1
    Role: Swarm
    Description: Sub-optimal choice. Voil King's Crypt will net you two of these for a little bit less than the price of one. The only reason to run one is if you're playing off of Sibling, which, even then, isn't much for the price you're paying.
    Recommended Build: Sibling and Pulverize.

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    Cavernkeeper
    Ranking: 4
    Role: Support and healing
    Description: A very decent support rune for Voil decks.
    Recommended Build: Heal Champion 3 and either Motivate or Dispel.

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    Cavernspawn
    Ranking: 2
    Role: Melee Damage.
    Description: Not the worst damage option, but far from the best. Cavernspawn is able to output a large amount of damage given the time, but lacks a decent survival option to sustain himself. Bleed is counterintuitive with only 1 champion able to use the blood balls, and Souldrinker doesn't justify losing Vivify. He does have Lift, however, which could up his usefulness with a pair of Windstrikers.
    Recommended Build: Your choice of Rend and Vivify.

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    Firebomber
    Ranking: 3.5
    Role: AOE alternate damage.
    Description: A very simple champion, Firebomber just lobs firebombs and has a 1-3 attack range. There's nothing really wrong with him.
    Recommended Build: Your choice of Burn and Fire Bomb 3.

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    Lance Admiral Sceian
    Ranking: 5
    Role: Warcry Enabler.
    Description: The Voil Hero. A must have in any Voil Deck. Bulwark gives him a lot of HP, as Barrage and Warcry makes for some fairly obscene power-turns.
    Recommended Build: Barrage 1 and Warcry 2.

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    Shallaxy the Courier
    Ranking: 5
    Role: Hard utility, font contester.
    Description: The 150k rune for SP, if you can afford one, then run it. Shallaxy brings a lot to the table, and contributes more than one would think. Deploy: Rock Trap is an amazing font contesting skill, as well as a combat trick when set up correctly. Battle Drum will help set up power-turns. Great all around rune.
    Recommended Build: Deflect and Battle Drum.

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    Vampyre Bat
    Ranking: Vampyre Bat
    Vampyre bat is a Limited rune that you either don't own, or have 30+ of. He is super small, weak, cheap, and is the unit that gets summoned whenever you use Summon: Bat. He does have a taunt ability as an upgrade, and if you're looking to out-style your opponent, you'll need at least 2 in your deck. Only outclassed in the style department by Sizzlechest.
    Reccomended Build: Taunt (Offend) and Health 3.


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    Voil Bomber
    Ranking: 4
    Role: Ranged damage, anti-equipment.
    Description: An underestimated rune because of its poor base stats, but this rune can deal a lot of damage very consistently. Its Shatter is best used on allies, as it will tend to be closer to the back lines than the front. Stone Bomb can help with positioning, and occasionally cliff dive poorly positioned enemies. Stone Bomb also doesn't trigger Preparation, so the extra damage and range will hold through it.
    Recommended Build: Hit and Run and Preparation.

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    Voil Conqueror
    Ranking: 5
    Role: Primary beater, front lines.
    Description: Enormous damage, enormous health. Voil Conqueror is extremely efficient in what he does, though he needs a nearby healer in order to reach his maximum potential.
    Recommended Build: Melee Specialist and Blood Rage.

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    Voil Courier
    Ranking: 3
    Role: Utility and detection.
    Description: Sort of a toned down Shallaxy, Voil Courier presents a unique set of tools for Voil. Most important on this rune are Distract and Drudgery. Both will deny your opponent options, particularly in combat.
    Recommended Build: Detection 2 and Drudgery.

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    Voil Dive Bomber
    Ranking: 4
    Role: Hard engagement
    Description: Immensely useful in his purpose, Voil Dive bomber will ensure that you will start fighting. Though he's less prone to scale out of control than most units with Thirst for Battle, he will demand answers once he charges into your army.
    Recommended Build: Charge 3 and any other ability.

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    Voil Frenzy
    Ranking: 2
    Role: Damage damage damage
    Description: A poor, but potentially lethal champion. The main problem with Voil Frenzy is that he requires Blood Frenzy in order to accomplish anything of note. At that point, he's so easy to kill that he rarely accomplishes anything at all. However, if you can keep him alive and get him to engage an enemy, he will absolutely wreck everything.
    Recommended Build: Blood Frenzy 3 and Damage 2.

    [​IMG]
    Voil Guard
    Ranking: 3.5
    Role: Tank
    Description: Once you get used to using him, he can actually soak up close to 150 damage against the right army. His damage is enough with Vigilance that he's able to keep up, and Warrior Foe along with the stacking ranks of Tough from Vigilance will keep a good amount of damage off of him.
    Recommended Build: Bulwark: Voil and Warrior Foe.

    [​IMG]
    Voil Imperialist
    Ranking: 2.5
    Role: Support centerpiece
    Description: I really want to like Voil Imperialist, but he doesn't do as much as he should. He's tanky, and has some good utility support, but lacks any sort of damage to follow up, and at 90 Nora, he needs a full army behind him before he'll actually pull his weight. He does bring some strong utility in Prestige, Lift and Sunder. Useful as a high power champ in budget decks.
    Recommended Build: Boost: Voil 2 and Sonar 3.

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    Voil Infernal
    Ranking: 6
    Role: Support, healing, and ranged damage.
    Description: Is there anything this rune doesn't do? Simply the best rune for a Voil deck you could ever have. Detection, Dark Healing, spot healing, sustain, surge, and to top it off, Improve Speed? It is a surprise this rune only costs 80 Nora.
    Recommended Build: Lifedrinker and Transfer Life 2

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    Voil Jester
    Ranking: 3.5
    Role: Hard Support
    Description: No longer unkillable, but still a strong support rune. He has no attack, but has Deflect and Divert, which alone make him runnable. Along with everything else, he's a strong addition. Book Burn is good at denying power turns, but requires good timing, but Backlash will help against Nora generation, which the Voil have very little of.
    Recommended Build: Divert and either Backlash or Book Burn.

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    Voil King Ruubgaal
    Ranking: 2
    Role: Long range alternate damage.
    Description: Unfortunately he's a split rune, and can't be run in full SP decks, and split Voil decks suck. That is the only reason he is anything less than 5 stars.
    Recommended Build: Death Charged 2 and Jolt 2.
     
    Last edited: Feb 24, 2015
  2. Paper Skull

    Paper Skull I need me some PIE!

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    Voil Lancer
    Ranking: 3
    Role: Cheap damage and meat.
    Description: Cheap, fast, and weak. He has a lot of small abilities that can make people underestimate him, and Bastion of Mobility is far from bad. There's nothing particularly wrong with Voil Lancer, but he doesn't stand out. I enjoy running him as a one of just for the mobility.
    Recommended Build: Bastion of Mobility and Sonar 3.

    [​IMG]
    Voil Lifestealer
    Ranking: 3
    Role: Font grabbing and damage
    Description: I am not fond of Voil Lifestealer, but he has his place. At a potential 9 AP per turn, 10 with Voil Infernal out, he can take fonts on bigger maps with ease, and Life Siphon counteracts Exertion.
    Recommended Build: Sonar 3 and Exertion 2.

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    Voil Nighthawk
    Ranking: 2
    Role: Stealth, Damage, Utility
    Description: I have never been able to place Voil Nighthawk very well. He might be good, but he just doesn't fit the Voil play style very well, which unfortunately he needs due to Logistics.
    Recommended Build: Shadowspawn and Pilfer.

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    Voil Progenitor
    Ranking: 1
    Role: Massive Centerpiece, Army Caravan
    Description: Playing this champion is a huge risk, but it you can pull it off, you can make an unstoppable army. Guardian: Voil can assure that your army is literally invincible, and Give Refuge works as a pseudo-cleanse. However, 115 Nora is very prohibitive, and if he dies, he'll take your army with him. Only run him if you're playing a champion with Bodyguard and at least 1 nearby healer. Even then, be cautious.
    Recommended Build: Resistance Magical 3 and Guardian: Voil.

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    Voil Queen
    Ranking: 3
    Role: Damage and Swarm
    Description: An interesting champion, Voil Queen holds a lot of late game potential. Usually you'll be done by the time she manages to do anything. Her bats aren't too much better on her upgrade, but without it, they're almost equivalent to illusions.
    Recommended Build: Surge: Voil and either Speed or Defense.

    [​IMG]
    Voil Screecher
    Ranking: 2.5
    Role: Ranged alternate damage.
    Description: Once upon a time I would have ranked this at a 4, then Voil Skyhowler came out. Voil Screecher still holds more speed and damage that Skyhowler, but has less range and survivability.
    Recommended Build: Speed and Damage 2.

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    Voil Sky Captain
    Ranking: 2.5
    Role: Damage, solo missions
    Description: A very powerful champion, but Liability sets him away from the bulk of your force. Between Groundstriker and Aerial Supremacy, he can deal massive damage, but falls very short against fliers.
    Recommended Build: Aerial Supremacy and Blitz.

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    Voil Skyhowler
    Ranking: 5
    Role: Ranged alternate damage.
    Description: You want sonic damage? Skyhowler does it all. Immune to ranged attacks, melee options, an enormous AOE, just a fantastic rune all around.
    Recommended Build: Horrific Howl and Elusive.

    [​IMG]
    Voil Sorcerer
    Ranking: 4
    Role: Hard ranged damage.
    Description: Voil Sorcerer is one of the only units with 6 range in Voil decks. However, she has a fairly small bag of tricks in comparison to some other options. By no means a bad champion. In Surge based decks this is a 2x auto-include and probably your strongest champion.
    Recommended Build: Magical Bomb and Paralyze or Favor.

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    Voil Stormflyer
    Ranking: 4.5
    Role: Alternate damage tank.
    Description:More of a lightning rune than a Voil, he still fits in very nicely. All of his abilities heal him, and with Deflect, he becomes a force to be reckoned.
    Recommended Build: Loyalty and Speed.

    [​IMG]
    Voil Transporter
    Ranking: 3
    Role: Mobility support.
    Description: Not usually used in Voil decks, but allows for some nice options. Detection 3 is good if you can't get either Courier or Infernal. He does combo well with Sceian, allowing you to make much safer engagements.
    Recommended Build: Sonar 3 and Speed.

    [​IMG]
    Voil Windstriker
    Ranking: 4
    Role: Anti-flying damage.
    Description: Windstriker can deal enormous obscene ridiculous damage to fliers, and he even does great damage against non-flyers. A bit expensive, but often worth the price. His damage upgrades are tempting, but overall unnecessary.
    Recommended Build: Health 3 and Sonar 3.

    Splash Champions

    While these Champions don't directly affect your theme, they can increase the overall power and utility of your deck. They cover weaknesses that Voil have, or synergize well with the theme. As such, these champions will not be strictly rated. Special thanks to GabrielQ for his help with this list.

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    Cyclonic Fesh
    Role: Alternate Focus Damage
    Description: Cyclonic Fesh is probably the best unit on the splash list. He counters a Voil weakness to Colossal, has strong ranged power, and synergizes with other lightning runes like Stormflyer and Thunderhead totem. Lightning Overload can lead to massive single target damage, often instagibbing.
    Recommended Build: Grant: Lightning Aura and Lightning Blast

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    Mud Elemental
    Role: Utility Tank
    Description: Mud Elemental is most useful because of Cast: Hungry Mire. You'll fly right over it, and it's a good area denial spell. Beyond that, he's a reasonable tank, with Absorb, Resist Physical 3, and a decent HP pool.
    Recommended Build: Resistance: Physical 3 and Absorb

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    G'hern General
    Role: AOE Tank Support
    Description: The General can further increase your defenses, and hold positions. He can basically drop a +1 speed aura, that grants Spell Resist and 2 additional ranks of Evasive. This is useful on high range champs, and particularly so on Skyhowler, who has Elusive and a wealth of defensive melee options.
    Recommended Build: Speed 1 and Throw Axe

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    G'hern Soothsayer
    Role: Damage Support
    Description: G'hern Soothsayer can wreck champions. With Loyalty, he can hit for well over 20 by himself each turn. Multiattack 3 also synergizes well with attack modifiers (like Sunder wouldn't you guess it.) Prognostication and Blood for Nora can be a bit clunky, but are still strictly useful.
    Recommended Build: Sunder and Loyalty
     
    Last edited: Apr 16, 2014
    Tweek516 likes this.
  3. Paper Skull

    Paper Skull I need me some PIE!

    Spells:

    Alacrity
    Ranking: 4
    Our version of Mobilization. Our champs should be grouped most of the time anyway, so this works well. The 8 damage is a downside, but a reasonable one.

    Avalanche
    Ranking: 5
    Simply a great AOE spell. Repositioning, potential cliff dives, grounded, and up to 15 damage. A classic that's never gone out of style.

    Bad Blood
    Ranking: 2.5
    A reasonable single target spell, if a little expensive. Against racially themed deck, it can deal enormous sums of damage, but against others, it'll be little more than a very expensive nuke.

    Crescendo
    Ranking: 2.5
    While it's potentially very useful, it can also ruin your Skyhowlers. A very situational spell.

    Crush
    Ranking: 2
    Not terrible, considering the lack of equipment removal amongst Voil, but has a bit of luck tied to it. If you're running 1 or 2 other sources of removal, you shouldn't need it.

    Defend the Roost
    Ranking: 2
    At best, you've saved a unit and got 2 more surge counters. At worst, you've prevented your opponent from needing to kill something and now have 3 useless champs sitting at your shrine. It can defend against a shrine rush, and is a bit more useful on small maps, but overall not worth the slot.

    Disarray
    Ranking: 2
    Too random to use outside of 2v2, where there are a lot of units, and therefore a lot of damage. A good spell for a silly deck though, and it will give you openings in a stalemate.

    For the Empire
    Ranking: 3
    If you're worries about not having enough alternate damage, one of these will ease your worries. Not worth playing if you have Firebombers.

    Havoc's Touch
    Ranking: 3
    Debatably awesome or terrible. If you manage to get it on a well set Conquerer, it'll pay for itself and then some.

    Intimidation
    Ranking: 3
    This spell has a remarkably powerful 6 turn debuff on an 8 turn cooldown. The downside is that it's not usually worth running outside of a numbers-heavy deck. If you focus on increasing swarm count and Surge: Voil, then I highly recommend using this, as a global -4 damage is significant.

    Lightning Storm
    Ranking: 5
    The other major SP AOE spell. I recommend running one of this, and one of Avalanche, just to balance out damage types. The "+5 Damage while in water" clause is often overlooked, and really fun against Aquatic decks.

    Nublin's Surprise Piez
    Ranking: 4
    A surprising spell, it can give you a good amount of healing and contests fonts very well. This is a case of "Use for the relics, stay for the heals."

    Onus of Kiergana
    Ranking: 0.5
    Are you crazy? Good, I like the cut of your jib. This spell will either win you or lose you the game.

    Peak Tactics
    Ranking: 4
    Peaks Tactics gains a surprising amount of usefulness with the number small champions you have. Using this spell on Transporters or Bats will add a significant amount of damage. A fair power-turn spell.

    Pilfered Armory
    Ranking: 3
    Hilarious, but it has the potential to be either game-winning or completely worthless. The first time you use it in a game can be significant, but if your opponent is smart they can play around it. Good to use if you lack shatter, fun to use always.

    State of Confusion
    Ranking: 3
    Potentially nice, if you have the space for it. It's not an auto-include by any means.

    Stormwrack
    Ranking: 1.5
    Not good without Paralytic Strike. 10 spot damage eh whatever.

    Suicidal Attack
    Ranking: 1.5
    Only use if you're playing Frenzys. And they're badly positioned. Then sit back and watch the shenanigans as you murder everything.

    Unstable Ground
    Ranking: 3
    Probably one of the only decks able to use Unstable Ground, it's still not great at anything but stalling. Occasionally it may prevent your opponent from running away, but it will rarely live up to its expectations. Players can underestimate its damage, as it adds up fairly quickly.

    Vertical Push
    Ranking: 4
    A very strong spot removal spell. If you're worried about superchamp decks, this is the spell for you. It resets all effects on the champion, effectively deploying it. Sort of a hyper-cleanse.

    Whispers of the Mind
    Ranking: 5
    Very strong. Can force your opponent into terrible positions, and it's overall pretty cheap. Just be careful with enemies who are cleansed regularly, this spell applies a debuff that CAN be removed. I have cast this all too many times on a champ with Purified or in range of a Cleansing Aura, and regretted everything.

    Wings of Steel
    Ranking: 3.5
    This spell trades off your mobility for 10 hp and 1 def. On the right map, it can do wonders. Use only when you have a lot of champions out and they aren't right about to die, because if they are, they'll die anyways. While it's mainly a late-game or engagement spell, it will also counter windstriker champs particularly well. It does not stack.

    Zealotry
    Ranking: 3
    Is one of your champs very valuable and wrecking everything? If this isn't usually the case, this may just be a waste of 40 nora. Try to hit a dual faction champ against split decks.



    Relics:

    Cleansing Emerald
    Ranking: 5
    Run one. The ability to shrug off any and all crowd control effects with be a godsend, and it repeats itself every turn in a fairly large area.

    Echo Chamber
    Ranking: 3.5
    Consider this more of a spell than a relic, as it will almost never go off twice in one game. It's an AOE 4 damage ability that distracts for 4 turns, which can be very helpful against large groups of enemies. Notably, it has a few somewhat "hidden" nuances to it. The damage it deals is reduced by the SL faction bonus, so it will do 8 damage against FF and 9 damage against splits. It similarly triggers Pawn and Oblivion Shield. The relic itself has Immunity Sonic, which, while it rarely comes up, can be nice. The relic does not have to deal damage in order to cause distraction, the effects are separate.

    Headshrinker's Totem
    Ranking: 3
    Headshrinker's Totem has an interesting role. In the right situations it can pay for itself and then some. Plopping it next to a strong ranged champ can neuter that champion for several turns, and it has the potential to slow power-turns by quite a bit. Be sure to use it only when you're sure that it won't be able to be destroyed that turn.

    Mangled Totem
    Ranking: 3.5
    This relic can be very powerful, especially along with stuns and other disables that don't prevent AP gain. Try not to use it when it doesn't guarantee at least a reasonable sum of damage. It is loss of life, so it gets around Impervious.

    Moga Bartering Post
    Ranking: 2
    Grants 2 ranks of regeneration or Spell Resistance. Since our font bonus grants 4 turns of Spell Resistance, you're really playing this for the regeneration. Not always worth it, but can be a good addition if you're heavy on relics or equipment and are getting a full refund.

    Rock Trap
    Ranking: 4
    This relic is very powerful and can ruin enemies when well placed. It's stealthed on deploy, so be sure to lay it in a spot where the enemy won't see it, and where it will stun the most possible enemies. When done right, this may ruin power-turns, or maybe even cliff dive if you're smart.

    Thunderhead Totem
    Ranking: 5
    The Thunderhead Totem is a very powerful addition to most any deck. 14 damage across a 6 square line can be enormously helpful, and I recommend running at least 1. It also has Electricity Aura 1, which can be used to last hit champions with Perseverance.

    Tribal Post
    Ranking: 5
    The SP Warbanner, this is a must have in every deck.

    Voil Caverns
    Ranking: 3.5
    Voil Caverns is a largely overlooked, and potentially very powerful relic. Decent HP, and it drops Vampyre Bats whenever an enemy within 6 spaces dies. Though the spawns are relatively weak, in a swarm deck they can be a solid investment.

    Voil King's Crypt
    Ranking: 4.5
    A very strong addition, Voil King's Crypt gives you up to three level 1 Bat Swarms. (See Bat Swarm under Champions.) Take careful note of where you place the Crypt, as it is very squishy and rather expensive at 60 Nora. If you place it farther back it becomes an investment, but placing it in the middle of combat gives you a surprise additional champ.


    Equipment:

    Cyclops Eye Belt
    Ranking: 3.5
    Slam is a great ability, and the equipment is very cheap. Worth taking a look at to say the very least.

    Diamond Mace
    Ranking: 3
    Diamond Mace is an absolute auto-include if you aren't running any other equipment removal. If you are though, this really isn't worth the spot.

    Earthshaker's Bracelet
    Ranking: 4
    Immunity: Physical can be huge. Tremor can also be useful against large groups. Very powerful and a reasonable inclusion to any deck.

    Ol' Sok
    Ranking: 3.5
    I have mixed feelings about Ol' Sok. Personally I wouldn't run it, but on solo melee champions, the poison clouds can wreak havoc. Especially powerful if you're running a good amount of knockback.

    Sacred Peaks Amulet
    Ranking: 1
    2 Damage and 1 Defense in an AOE 4 is not worth 30 Nora. At all.

    Slaver's Whip
    Ranking: 5
    Wonderful, funderful equipment. I highly recommend running one, if for nothing else, cliff diving. Don't forget this also gives Drive. It can be a great help in guaranteeing you a font. Possess paralyzes your champion, so notably, if you place a Cleansing Emerald within range of your paralyzed champion, you will lose control of the opposing champion.

    Staff of the Solstice
    Ranking: 2.5
    The only 2 champions that this equipment will work on are your Infernals and Stormflyers, so I wouldn't recommend it. If you do choose to run it, the Stormflyer is probably the better choice, as it will get more out of Charm.

    Vicious Harpoon
    Ranking: 4
    The Harpoon is a great stalemate breaker, and overall equipment. A good equipment to place on your Jesters or Transporters, as they'll usually have extra AP. It can also be used to guarantee a kill with the Rend.
     
    Last edited: Apr 16, 2014
    Tweek516, stfn and soulmilk like this.
  4. Paper Skull

    Paper Skull I need me some PIE!

    Notable Things to Watch Out For:


    Strong AOE
    Voil can tend to group up, and therefore can be very weak to powerturns that involve lots of aoe damaging spells or abilities. When up against a few champions with bomb abilities, try to spread out a little more.
    Things you want to look out for:
    Reclaim
    Thorn Collection
    Avalanche
    Echo Chamber
    Gale Force


    Sonic Damage
    Sonic damage is one of the least common types in the game. That being said, it still exists, and is a popular choice for alternate damage types. 40% bonus damage against your whole army is not great for you. Try to focus these champions down whenever possible.
    Things you want to look out for:
    Snogvie the Antbear
    Echo Chamber
    Maddening Echoes
    Any creature with Horrific Howl

    Swarm Champions
    If you're running a swarm deck, then your worst nightmare is stronger swarm champs. Try to keep your smaller units as far away from the front lines as possible.
    Things you want to look out for:
    Zombies
    Any creature with Swarm: X

    Windstriker
    Your entire army flies. While this is a great thing, it can also really hurt when against the wrong champion. Focus fire these champions. If you're coming across a lot of Windstriker champs, try running Wings of Steel to counteract it.
    Things you want to look out for:
    Jakei Owl Rider
    Voil Windstriker
    Nightfall Spider
    Gnarlwood Oakthumper


    Maddening Echoes
    You know what, this spell gets its own section. I bleeping hate this spell because it can single-handedly lose you the game. Double casting it on an Altered Lemure and screw everything there goes 400 nora's worth of champs. To quote, "The unholy offspring of lightning and death itself. Never engage this dragon spell. Your only chance: hide and pray it does not find you."
    Things you want to look out for:
    Maddening Echoes
    Maddening Echoes
    Maddening Echoes
    Not hating yourself for losing to Maddening Echoes.
     
    Last edited: Apr 16, 2014
  5. soulmilk

    soulmilk I need me some PIE!

    I personally would put Voil Sorcerer at 4.5 with the upgrade Favor instead of Paralyze. I find him to always want to double tap and using AP on Paralyze never cuts it for me. Favor however can make me double cast spells such as Bad Blood, which I run 2 of it my Voil bg.

    Voil Transporter is amazing with Sceian as it makes him activate Warcry a lot easier and makes your other voils double tap even more often.

    No mention of Sacred Peaks Amulet or Voil Caverns. (Maybe you will get to them?) Sacred Peaks Amulet might not be worth running, but Voil Caverns is amazing in a Surge Voil BG which most people seem to forget exist. (This BG makes runes rarely run such as For the Empire and Intimidation pretty much auto includes.)
     
  6. stfn

    stfn Member

    Well done. After having wrote a Moga Guide a while ago, I know how time consuming this is. Hope more Voil players will see this.
     
  7. Paper Skull

    Paper Skull I need me some PIE!

    Guide is just about done. Message me if you think anything needs to be added or edited, feedback is a good thing.
     
  8. Senshu

    Senshu Administrator Octopi

    I will sticky this thread for the time being. Just note we don't want to have too many stickies at one time in each forum, so the sticky may be removed in the future as other players post sticky worthy content.
     
  9. JazzMan1221

    JazzMan1221 Better-Known Member

    I'm offended you didn't include a review for Vampire Bat! Any Voil guide worth its salt would do well to at least mention this valuable rune.
     
    soulmilk likes this.
  10. soulmilk

    soulmilk I need me some PIE!

    I wouldn't make a Voil Deck without it. Nothing feels better than activating his taunt before winning.
     
  11. Paper Skull

    Paper Skull I need me some PIE!

    Fixed it.
     
  12. Sub-Zero

    Sub-Zero The King of Potatoes

    Not a voil player at all, but definitely enjoyed an appreciate the write up
     
  13. GabrielQ

    GabrielQ I need me some PIE!

    Do you think you can add some notable SP champions to splash? also, SP aspect has both windstriker and a strong AoE, it may be worth mentioning it.
     
  14. RedScarlet

    RedScarlet I need me some PIE!

    Wow, such a concise guide. no titter-tatters. nicee... anyways, here are my opinions on some of the spells/relics you've discussed, mainly Peaks Tactics, Pilf Armory, Steel of Wings, and Headshrinker's Totem.

    I) For me, esp. Voils would benefit much using Peaks Tactics. Since they'd be grouping up (while not susceptible to heavy AoE cluster), its so ez to get maximum benefits from Tactics. Can win games by itself by getting yourself a 12-15DMG Voil Transporter or Vampyre Bats. [VTransporter = 7DMG base + 1 (banner) + 2 (Boost: voil) + 5DMG (flanking) = 15 DMG Voil Transporter]

    II) Pilfered Armory is also way more advantageous than you think. Compared to Diamond Mace, Pilf Armory gives is 1) cheaper, 2) does not cost AP, 3) basically steals your opp's equipment before he or she can make use of it, which means your nora advantage would be X - 35 (where X is the amount of nora your opp's equip costs). as opposed to diamond mace where you spend 3 AP, and pay hefty nora, not to mention to position your champ 3 spaces...

    III) And steel of wings... I'm not sure, but I always ended up using this Mid-End game. +10 HP and +1DEF is so crucial esp. against ST which has an abundance of health. And its a hardcounter to Windstrikers. I always thought SoW is auto in voils, but then again, I haven't been playing with my voils for months now, not sure how it does in the current meta. But I only use it to either 1) intimidate my opp's powerturn, 2) no windstrikers, 3) nora dumps.

    IV) IMO, Headshrinker's Totem isn't really 2. Personal preferences, but it wins games for me several times. Its one of those relics that is very situational depending on how your opponent positions its champions.

    1) Say you wanna rush that really far-in-the-edge-of-the-map font, if the opponent is RNG2-4 or 3-5 or 4-6, you might as well just rush and deploy HTotem right beside him and wa-lah. Either you'll stall the font for 4-5 turns (netting that 40 nora headshrinker totem), or you can actually destroy that Lamia champ with your Transporter. At least thats what I did. Well, ofc he (the FW player) has an option to Essence Drain or do something about it, but that would mean he just invested more nora.

    2) In a situation where you are up against 2 melee units upfront, ready to contest your font next turn, and 1 veilwalker on the back of those melee units, ready to Despoil and Soften. What I did was just again... deploy HTtotem RIGHT BESIDE Veilwalker. Either they'd have to halt their font-contesting powerturn, and be busy shrunken all day long, or they'd have to spend nora to cleanse it. Melees won't be able to catch your voil (that deploy HTtotem) without being shrunk. Veilwalker won't be able to destroy the totem unless she gets shrunk herself. Its either: you invest nora to get rid of your shrunken, or fight while being 50% dmg all the time. If ever she gets cleansed by some ability, or equip, ready yourself for a KB submodule.

    All in all, I think HTtotem is while not commonly found, can be ultimately accepted as a fetish rune for some. If I deploy HTotem, I always think of it as 40-nora for 35-45HP totem. Because I always deploy it ONLY...and ONLY if it can't be destroyed in one turn (except for Demolish and others, which would put me at a -5 or -10 nora disadvantage, but thats the risk I'm taking. Early game, I have bigger balls to put down a HTotem to contest a font).
     
    Last edited: Apr 2, 2014
    Paper Skull likes this.
  15. Raikan

    Raikan I need me some PIE!

    The big advantage to diamond mace is that it's shatter on demand. Pilfered armory must be cast in advance, so you're down 35 nora hoping at some point to recoup it whereas with mace you don't have to invest nora until you actually need to remove an equip. Also, some equips don't have to be removed. They can be played around. So you have the option of deciding just how much of an annoyance the equip is.
     
    Nebron likes this.
  16. Wikiwikiwa

    Wikiwikiwa The King of Potatoes

    I run both, it just makes sense to do so. I also used to run a Nightstalker with Pilfer, which also helps.
     
  17. mario75

    mario75 The King of Potatoes

  18. Nebron

    Nebron I need me some PIE!

  19. GabrielQ

    GabrielQ I need me some PIE!

    http://poxbase.com/#!/deck/C3ncq4CgKCaacgJCgFC5nCwHC3Qc96s5Qs1ks6_s59s82r2Yr=r2ZrOr2le1Qe21e1j
    Added more support and AP gen with alacrity and transporters, added voil king's crypt to swarm, removed one tempest crown, because with 2 infernals and the other crown it should be enough to keep the conquerors healed. Added spot damage with avalanche and totem, and added CC with rock trap and whispers
     
  20. mario75

    mario75 The King of Potatoes

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