Poison Split KF/FS

Discussion in 'Split Faction' started by Prami, Feb 27, 2014.

  1. Prami

    Prami I need me some PIE!

    This space is reserved for a time when it is possible to link said Battle-Group, with upgrades.
     
  2. Prami

    Prami I need me some PIE!

    It's been a while since i started working on the poison theme, and this deck has been so successful, that i thought i would post it here Below is a brief description of each rune and how it is used in the Battle-Group.

    Aspect of Growth:
    It's a good early font rusher, and a mid-late game melee unit. Poison Amp combined with it's low cost and unlimited HP/ATK Potential make it a great first turn deploy. It did seem a bit underwhelming at first, without a source of healing to keep it's HP pool up.

    Boghopper Spitter:
    Spitters...
    Their basic attack is poison. 7 speed + leap 3 + 6 range + Hit & Run + Poison 1 = Gorilla Warfare. He hits once and he's gone, half way across the map, or right up next to your ranged units, this little guy is beast. Plop down a Foulest mushroom for +50% ATK and free healing from the cloud. Put a bandolier on him for constant mobility and an attack potential of 23.

    Bogwood Mireoak:
    Anything that generates Poison Clouds is worth double it's Nora cost, in this deck. Clouds stack. Proper stacking can take out a full HP unit in 2 spaces. This guy has 2 basic attack types and a ranged poison AOE. He can spend a turn generating Fireflies that can attack independently, and bomb units within 2 spaces upon death. He get's healing from damage done by the fireflies, and has immunity to electric (a common type for SP). Melee can't touch him because of the constant cloud. Plop balancing act on him to laugh off ranged attacks, and Treefolk's Blessing to spit on any melee that dares touch you. Treefolk's Blessing + Bandolier = 5 def, Regen 3, 10% Amp, 12 ATK, and Res. Physical 3. Ponderous makes your abilities expensive, but with his output? Who cares?

    Bowmage:
    Anti-Range, 7 Range, AOE, Grant Stun/Magic damage, Evasive 2, Slam. The only downside to him is cost. Prodigies are cheaper, and almost always the better deploy. Anti range is sorely needed, in a deck so weighted towards range. 6 speed hurts him compared to how he plays with 7, in FF KF decks. Don't be fooled, this unit is entirely defensive in this deck. Constant moving around, to enable Blindfire, sucks away his Available AP. Which is a shame, since there is so much this guy could be doing with it. Getting off a single attack/ability per turn is about the most you can hope for, but rarely, very rarely, he can knock-back an enemy 2 spaces through poison clouds/Traps.

    Eleven Prodigies:
    Pretty much 2x auto-include rune in any range heavy deck, that i make. Used much like the Bowmage, save that ranged typically can't even hit them, their range is 3 greater (Max + Min), and they lack a basic attack to threaten with. Attacks are given by either the Burning Oak Seed, or the Poison Dart. Which one you should use, depends on the situation you're dealing with. Burning oak seed is good for, general, long range harassment, but i like to save it just in case someone whips out a poison immune unit, when I'm not ready for it. Poison Dart is usually the better choice, granting a shorter range physical attack, but comes with poison 3 & Amp 10%.

    Marsh Warden:
    Ally KF, Flank, Poison Trap, Leap 3 + 7 speed, Ranged & Melee ATK, Detection 3. The only thing that could make this guy better, is if he had initiative. Just a great unit to have in here. Very survivable, with a threat range of 6, high attack from flanking. I usually throw out these guys to run around with a Sporegill. I rarely find that i need the extra AP granted by Ally KF, but it's nice to have just in case, and the extra HP/ATK bring him up to 56/13 respectively. Detection is much needed in this deck, although it's always the cheaper option to toss out Grimlic's Eye. If you are putting him out just for detection, you are using him wrong.

    Poison Elementals:
    It's hard to describe just how survivable and Offensive these little green blobs are. Poison Cloud isn't part of the attack chain, so you can attack and use cloud for 6 AP. 1-2 range gives him more options than you would think, and Poison Cloud gives him a threat range of 6. His basic attack is poison, and he can boost poison damage globally for 1 turn, though i don't find myself using that very much. Deflect Poison is strong, really strong... With 50% Amp out & Vuln. from TFM, Deflect poison can throw an enemies attack back at him for double the damage. I cannot stress how awesome that is . Finally, it has poison trap. If you find your elemental alone, scared, and staring it's doom in the eye; plop down a poison trap, move on top of it, and make your last turn count. That Nora globe will be tasty, tasty bait for the contemptible foe, who dared to attack your adorable green blob.

    Sporegills:
    Sporegills...
    I... Love... Sporegills. These little guys may not seem like much, but play around with them for a while and you will realize how amazing they can be. First off, the downside. They take 6 turns to gain AP. 4 to turns to become a creature, and 2 more turns to gain AP. When you first put them down they grant 1 AP to your FS champions, then spend the next 3 turns as a 15 HP relic with poison shield 1. When they become a creature, you immediately get Amp 10%, and your FS champs get another +1 AP since it re-entered play to do this. Deploy them early, or in a spot where they can't get hit until they re-enter. They have poison as a basic attack type, Poison Cloud 1, and Poison Shield 3. When they die, they become a relic again. Think about that for a moment. You have a 39 HP relic that can move into a font zone, attack, die, and still contest that font. It typically takes around 4-5 attacks to be completely rid of a Sporegill, since it has an extra 15 HP once it dies. Now think about this. A Sporegill relic will re-spawn as a Sporegill creature with full HP after 4 turns. Your Sporegill will typicaly die on your opponents turn. That is turn 1. Turn 2 is your turn, turn 3 is your opponents, and turn 4 is your turn again. This means that after the turn spent killing your Sporegill, your opponent has 1 turn to finish off that 15 HP; if it survives by even 1 HP, it will revive again in it's full glory. This means that if your Sporegill is 1vs1ing a 6 speed unit (god help it if it's melee), it probably cannot kill your Sporegill. Why? Because, a 6 speed unit will have a hard time double tapping, and outputting the 15 damage needed to kill your Sporegill in that 1 turn. Sporegills are hilariously survivable. You will be sitting back laughing while your opponent is focusing their attacks on the other creatures near their font, wasting attacks killing it, or spending more than it's Nora cost blasting it away with a spell.

    Tidemaster:
    Not much to say. 7 speed + Leap 3, a 12 damage AOE, 6 range, surge poisoned, and Amp Poison. He's an all around decent rune. His speed and poison Amp make him a good choice for this deck. Surge poisoned will give him a few extra points of attack every once in a while, but by and large, he will be sitting back, sniping, and leaping away. His range means he can't really contest fonts, despite his speed. His HP is really low for his cost. Tidal wave is a great AOE ability, but he'd better be able to kill whatever he's hitting or get away. That 44 HP goes down fast.

    Timothy The Vile:
    There's another option for Heroes in Jyx, but he's not nearly as good, and does nothing for the theme at all. It's Timmy all the way. I find myself putting Timmy out over the Tidemaster when i have a choice. He's much more survivable due to pawn, which will hit Sporegills in relic form (probably a bug?). He only needs to hit an enemy once to mark them as a zombie-in-waiting for the rest of the game. His damage is nothing to laugh at, and his range terrifies. He has Leap 3, and Poison Cloud, so anything that get's in close won't be able to move until Timmy is long gone. There are two things worth noting. One is poison immunity, or rather his lack of it. He has defense against neither poison, nor disease, so watch out for walking him through his own clouds. Two is the zombies he creates. They have disease aura 1 for you to watch out for, but they shouldn't be spawning near your own champions, with his range. What you need to know is this. The zombies do not replace the dropped Nora globe, they pick them up when they spawn. Since the zombies are undead, you end up with and extra few Nora than you otherwise would, because of boon.

    Vashal Quillquip:
    The only stealth unit in this deck, and an important counter for a pesky Serkan or Phoenix Anklet. Not much more to say. She has poison 3 and a threat range of 5. She isn't much use after she is de-stealthed, so make that turn count and avoid detection in the mean time. She is primarily support, but there are a few situations where, with Distract, she can take out ability dependent units.

    Balancing Act:
    A great deploy for any unit about to get ranged, or when you want to buy 1 or 2 more turns. It's usually most profitable when you can accomplish a short term goal and die, as you get the Nora cost back in full. The +1 speed can turn a 7 speed unit into an 8. Using this on the Bogwood, with Treefolk's blessing, will make the unit effectively invincible for the duration.

    Herbal Antidote:
    There are 4 champions that are vulnerable to poison, in this deck. Timmy, the Prodigies, and the Bowmage. Timmy can leap through clouds, but the Prodigies and Bowmage cannot. This spell can allow them to pass through those clouds without damage, although it's primary use should be for cleanse. 40 Nora is an awful lot to pay for bypassing an obstacle, and if the unit is damaged already, protection is probably a better choice.

    Loot:
    Always a good thing to include, when you can. This spell not only takes away an equipment from the opponent, it gives that equipment to you. You're not just spending Nora to counter their spent Nora. You're paying to take an equip that they have already paid for. You have paid for an equip, and they are simply short the Nora cost of it. If used correctly, this spell can offset the Nora balance of the game by ["cost of equip" - (40 - "cost of equip")], which is usually 25+ Nora.

    Overgrowth:
    Not that great since the nerf. I would replace it with Erode if i could, but that would offset the faction balance. Dreambox is something consider, as an alternative relic removal method, but it doesn't have anywhere near the versatility.

    Protection:
    Auto-include, when i can manage it. Useful when facing a single damage type. It's worth noting here that, this spell can be used to grant Poison Eater to either Timmy, a Prodigy, or the Bowmage. This will allow them to heal by walking through a cloud.

    Thorn Collection:
    The more enemies it hits, the more Nora you get back. K'thir Forest's signature AOE spell.

    Treefolk's Blessing:
    Rarely useful on anything other than the Bogwood, but it has it's moments.

    Grimlic's Eye:
    Spot detection, and an invisible font contester. Though you will rarely want to contest with it over the Poisonquill/Poison Trap. It also increases the spell presence of your units by 2, but that's rarely useful in this deck, and shouldn't be the reason you deploy it.

    Poison Trap:
    It drains the Nora of everything around it. Immensely useful with the right placement, and absolutely infuriating to opponents that were relying on an easy kill. Anticipating enemy movements can be iffy, but sometimes you can catch 2-3 enemies in the AOE.

    Poisonquill Trap:
    It's Invisible, bypasses Def, and it's type is poison. With Amp. poison anywhere past 40%, this sucker counts as an 8+ damage persistent AOE. At 50% + Vuln., this baby is clocking out 12 damage per turn. It's worth noting that there is in fact, a beast in this BG to use SoTV on. The Vashal Quillquip.

    The Foulest Mushroom:
    The bread & butter of this BG. Choking Stench, Amp Poison, & Vuln. Poison. Placing this within 6 spaces of an enemy will grant you an effective 50% Amp against it. The best part is, Melee won't touch it because of it's persistent cloud. Stack clouds near it for optimal effect.

    Burning Oak Seed:
    It's in here for the Prodigies, yes, but it can also be used to give an ellemental/Spitter a fire attack when facing undead or constructs.

    Poison Dart:
    The attack it grants is not poison, it's physical. The attack does poison though (the effect, not the type)... Use this on Prodigies or the Warden, for a ranged attack, that can be used every turn. Oh, and it has Poison Amp.

    Tidemaster's Bandolier:
    This can be used on almost any unit, but one thing should be noted. The Amp from the equips will not stack with Amp already on a unit. Which means that the Aspect, Tidemaster, and Sporegills are all nono's.


    This deck has not been updated in a very long time, and has been posted here simply to save it from the old forums.
     
    Last edited: Feb 27, 2014

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