KF Basic Ranger Theme

Discussion in 'K'Thir Forest' started by Celestus, Mar 6, 2014.

  1. Celestus

    Celestus The King of Potatoes

    Sooooo I just posted this under the theme deck suggestions, please remember that the runes are limited to 2 exos and also alot of other limitations

    http://poxbase.com/#!/deck/c2cqbCtyc6JC52CuvC1yC8XCtus5S7s3@Sis1-s5Us1aS80rMeWE1t
    If there is anything I miss out of this post I do apologise :) and I wasn't sure if warbanners were going to be included these are pretty much auto include in all decks basic or not and pretty sure when I started this game you got 1 free. If I was to include a warbanner I'd remove a thorntrap or Strategic retreat.

    So my basic theme here is pretty easy to pick up... RANGERS!!! (who don't have alot of range)
    I have a bit of a love for rangers and elves and I think as a basic deck this one works well, and being limited to the runes I am putting in it made this interesting to rework

    So my first thoughts are auto including 2x Ranger Elites and 2x Rangers, these guys are just great at causing all sorts of trouble and diving right into the centre of the battle.

    Champions

    Ranger Elites: I've included these for the obvious reasons that I want command Ranger in this deck, an extra 5h and 1 Dmg, almost to every rune in this deck can't be a bad thing, a warbanner right there. They also have the added bonus of a ranged attack which although there is some range could always do with more. With the upgrades I am torn between Surge ranger with block or dodge, block seems appropriate as I will be using this champion to deal some hard blows and have included prodigys to counter the range. Again surge as an obvious choice within this deck to really pup up the damage

    Rangers: These guys just seem to keep on surviving, block, dodge, counter attack melee and melee specialist for when you dive right into it. Taking the extra melee specialist and reinforcement gives you a champ thats when deplyed right can dive straight into combat.

    Collosal Boa: and collosal he is too! In this deck he gets even more hp! His Collosal makes him a great tank to include in any bg, not taking 50% damage from small units but also another 2 minus damage from tough. I usually take extra damage on him and cleave for that potential extra output. A word of advice though just make sure that you remember when his lethargic kicks in!

    Falconer: This little guy is a personal favorite of mine and I really like the flavour of the rune. When paired with rangers he grants them detection and on 1 I would take precision and dodge on these but have also been to known to take forest walker on one for the added bonus of hidden vegetation on Ranger Elites and Rangers if you choose. One of the best things about this champ is his +4 dmg hawk attack that never misses! when you pair that with a warbanner and command ranger you're looking at 16 dmg not to mention the little boost I'll explain later
    I know what you're thinking not more physical damage melee champs! But here in swoops the ospryan valkyrie.

    Ospryan Valkyrie: So here's some very much needed alternate damage in this deck! They add some great counter play to champions, declare target that one champion that is really starting to bug you and every champion gains 3 Ap on attacking, this can mean the difference between 1 attack and 2 for some champions on a turn or just a free auto attack before needing to fall back. Distract offers protection from those ability heavy champions, what it brings to a basic bg can really help. Such as not allowing an elven mage to teleport away or those annoying little boghopper leaps to save there skins.

    Centaur Skirmisher: These again offer a great versitility with range and damage. With 8 Spd you can auto attack move 3 spaces for free (with hit and run) so 4 extra damage and +1 range on your next attack. or just move 5 spaces for +7 damage and then attack. Leap enables you to disengage and dodge provides you with that little extra survivability while you take down opposing archers. I then take slam, make sure when using slam you take into account your target will be moving 2 spaces away from your next auto attack, this is where hit and run comes into hand as you can auto attack chase his movement and auto attack again this effect works especially well if you have a rock or another champion to slam them into. Please note however abilities like unstoppable will make this abilty void.
    Sizzlechest incoming...

    Wilderkin snakedancer: Again another ranger, I bet you didn't know KF had so many! Some great utility here too, entangling attack helps to keep engaged ranged champions close, and bonus hp means this champ gets a cool 61 hp with banner out and commanded, and 56 with no banner. Evasive adds even more survivibilty too!And so can take alot of damage from range champs. Now here's a good thing, he has boost beat and 6 rangers in this deck are beasts, your boa, vakyrie and falconer, so that means even more stats!
    So heres a pair of none rangers just to give some aid to the deck.

    Avenging Angel: A good instant global heal from her, and an all around good support rune, taking heal champion 3 and invigorate means you can really aid some of your rangers thats hp is starting to fall low and invigorate provides an invaluable source of Ap gen which could really turn the tide of a battle.

    Elven Prodigy I'd like to include in this BG with alot of melee champs it is to act as mostly a deterant to opposing range heavy decks while also with collasal and evasive meaning champions that actually recieve damage recieve less a range attack can cost more hp than damage dealt. Take elusive base as even more counter attack to range. Now usually I take damage on the prodigy to boost that ranged deterrent but I feel that defensive strike could work well by pinning a champion to an engage or keeping one away from your rangers. Paired with the burning oak seed she also gains a fire attack at range

    Spells

    Brambles: I like to include this spell as it can keep champions at bay but also keep enemy champions where you want them. I think this spell gives a good amount of damage but also helps to lock down champions.

    Carnivourous Vines: I like to include this spell not only for free disengage, a low cost spell that can finish off a low hp champion, taking out counterspell mastery, and usually for keeping a champion in a set place so that my rangers can continue the assault on it before they have chance to retreat. Not that teleport removes rooted to unless you are aiming to kill a target with teleport with it, its best not to target them. Also when combined with slam from the centaur you gain an aditional 10 damage per attack as 5 per space knocked back

    Combined Arms: Here comes what I love about this spell in this deck, combined arms. In this deck every ranger champion gains battlemaster which means more stats boosted by +1 defence +2 Damage, not only that but your prodigy gains a rank of block and your angel a rank of dodge. Although battle master doesn't stack so you don't gain any more than +1 +2 even if you have 6 rangers on the field the spell still stacks so you may have battlemaster 3 on rangers, Block 2 on your prodigy and Dodge 2 on your AA after just 2 casts of the spell

    Momento: Again another aid to the defences of your deck, boosting champions base stats to 3 or 4 def need I say more? Any champion with 3 base def gaining 1 bonus and any with 2 or less gaining 2. note this doesn't stack on champs already momentoed

    Devolve: This is great for when your oppenent send out those heavy hitting champions that just come slamming in, use it on him to half his stats and bring him down to his knees, while he's weakened its your choice if you want to take out other champions in the surrounding area or focus all your power on killing him off. This spell is also a great way to delay your oppenents damage onto your champions for the next turn. As this is a close combat deck and a starter I decided to include 2x of this also.

    Herbal Antidote: provides an aoe cleanse for your champions, this normally comes in the form of emerald but is a split faction rune, this gives healing and cleaneses all of your champions in the effected areas, great for removing that stun, weary, devolve ;) and many other negative conditions. again just be careful that your champion isn't defiled as it will have no effect whatsoever especially be vigilant against FW

    Natures Wrath (NW): is a great KF damgage spell, it not only deals 10 magic damage but also have their def reduced, this spell has a great AOE and is good for dealing alot of damage at once, becareful as ever on IS as this spell with do reduced damage so thinking you're about to kill that 10hp Barbarian with it won't work. Best to use this spell at the beginning of your turn so that your champions deal extra damage to the tagets of the spell.

    Strategic Retreat: means that your rangers can all rush into the fray but then when they need to be withdrawn from the battle. I agree with whats on the KF forums about it could benefit from becoming an AoE to be able to played more "strategically".

    Relics

    Thorn trap: I added this as it would deter from disengages when placed within 2 spaces of a champion but can also offer a surpise for any champions coming in for the engage.

    Equipment

    Burning oak seed: I've included this to not only give the prodigy an auto attack but to provide this bg with another damage type.
    Rejuvination Ring: I have double included these as the majority of these champions will get 2 attacks per turn, this means a 9hp heal per turn.
     
    Last edited: Mar 7, 2014
  2. Lord Kinjo

    Lord Kinjo New Member

    I like the idea. And obviosly love the Ranger theme. I remember when the Ranger Elite came out, man was she wicked. Anyway, My only major concern with this BG is that the Valkyrie is the only alt damage type (other than the seeds on the Prodigy). Maybe it's enough, but I'm sure you'll find yourself in a few battles wishing you had something else. I need to go back and read Memento and Combined Arms. I don't remember them working the way you're suggesting. And I wish they'd put Devolve back to 6 turns....like RD. Or at least move RD to 4 turns. It's blasphemy really.
     
  3. RedDain

    RedDain I need me some PIE!

    Might take the Frostfall Quiver (or whatever that thing is) for another form of alt damage, just in case.
     
  4. Celestus

    Celestus The King of Potatoes

    Yeah, see in a normal deck I'd have swapped the AA for an angel so giving me more alt damage, and actually i think I might swap out a champ either falconer or wilderkin for a spirit of endurance, she has another alt damage, with soothing and soften she can aid to reduce damage and also weaken the enemies defence at the same time. and you have to love a good bit of pacify
     

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