Forglar Swamp Champions Snaptooth Ancient Default Cost to 75 Upgrade Set 2: Poison 1 (default), Inhibiting Touch, Weary Bloated Toad Default Cost to 63 Boghopper Shaman Default Cost to 63 Damage decrease (-1) Fentek Servant Default Cost to 66 Kartch, Finlord Damage decrease (-1) Boghopper Spitter Default Cost to 69 Starting Abilities: Amphibious, Leap, Attack: Poison Upgrade Set 1: Immunity: Poison, Resistance: Poison 3 (default), Poison Eater Upgrade Set 1: Poison 1 (default) Salaman Sentry Default Cost to 63 Starting Abilities: Amphibious, Attack: Physical, Mystic Push, Provision: Speed Glowing Slider Default Cost to 44 Tide Master Default Cost to 85 Marsh Troll [Forglar Swamp, Ironfist Stronghold] Default Cost to 66 Starting Abilities: Amphibious, Vulnerability: Fire, Attack: Physical, Rock Defiance Giant Crustacean Default Cost to 69 Firk Spellblaster Default Cost to 66 Fire Salaman Default Cost to 67 Upgrade Set 1: Fire Aura 2, Flame Nova 3, Flamestrike (default) Marsh Gargantua Default Cost to 107 Almsgiver Default Cost to 71 Speed increase (+1) Min Range increase (+2) Max Range increase (+1) Starting Abilities: Amphibious, Attack: Psychic Upgrade Set 1: Heal Champion 3 (default), Invigorate 2 Upgrade Set 1: Swap 3, Rite of Creation, Grant: Reflexes (default) Firk Botanist Default Cost to 73 Damage decrease (-1) Upgrade Set 1: Paralyze, Empathy (default), Nature's Connections Cecaelia Default Cost to 71 Shock Pomfret Default Cost to 62 Angel of Nourishment Default Cost to 90 Darkmarsh Defiler Default Cost to 69 Turtle Rider Default Cost to 78 Starting Abilities: Vulnerability: Electricity, Aquatic, Attack: Physical, Turtle, Boghopper Rider Firk Infiltrator Default Cost to 76 Damage decrease (-1) Min Range decrease (-1) Max Range decrease (-1) Quagmirrian Default Cost to 72 Starting Abilities: Amphibious, Attack: Magical, Grant: Flight Upgrade Set 1: Nora Shield 1, Hydrate, Splash (default) Firk Prophet Default Cost to 76 Defense decrease (-1) Hydraxor Default Cost to 89 Starting Abilities: Vulnerability: Electricity, Attack: Physical, Quest: Damage, Spontaneous Regeneration Salaman Negamage Default Cost to 67 Starting Abilities: Amphibious, Attack: Magical, Shatter Summoned Firk Savant Default Cost to 81 Damage decrease (-1) Finlord's Neophyte Default Cost to 75 Damage increase (+1) HP increase (+4) Upgrade Set 1: Cleanse (default), Neophyte, Empathy Firk Prophet Default Cost to 76 Defense decrease (-1) Kartch, Finlord Damage decrease (-1) Tortun Broadside Damage decrease (-1) Tortun Mortar Default Cost to 74 Tortun Favored Default Cost to 77 Tortun Grenadier Default Cost to 73 Damage decrease (-1) Min Range decrease (-1) Mucker Default Cost to 60 Salaman Rook Default Cost to 69 Tortalleon Gunbattery Default Cost to 59 Wavecrusher Default Cost to 36 HP decrease (-15) Tortun Galesinger Default Cost to 62 Damage decrease (-1) HP increase (+3) Mangleshell Default Cost to 87 HP decrease (-2) Upgrade Set 1: Fear 3, Vindictive, Frightful Blows (default) Upgrade Set 1: Tariff, Battle Leader (default), Raider Shardseer Argol Default Cost to 86 Upgrade Set 1: Multiattack 1 (default), Amplify Psychic, Amplify Frost Timothy the Vile Default Cost to 85 Min Range decrease (-1) Max Range decrease (-1) Starting Abilities: Amphibious, Vulnerability: Fire, Attack: Magical, Zombie Plague, Split Hero Upgrade Set 1: Summon: Boghopper Zombie 3 (default) Tortun Battle Mystic Damage decrease (-2) Defense decrease (-1) Min Range decrease (-1) Upgrade Set 1: Immunity: Fire (default), Immunity: Frost, Immunity: Sonic Upgrade Set 1: Windstriker (default) Tortun Repeater Default Cost to 74 Tortun Inventor Default Cost to 77 Damage decrease (-1) Timothy the Vile Default Cost to 85 Min Range decrease (-1) Max Range decrease (-1) Starting Abilities: Amphibious, Vulnerability: Fire, Attack: Magical, Zombie Plague, Split Hero Upgrade Set 1: Summon: Boghopper Zombie 3 (default) Slick and Buzz Default Cost to 84 Speed decrease (-1) Max Range increase (+1) Starting Abilities: Flight, Attack: Physical, Hero, Grant: Action Potion, Metamorphosis Upgrade Set 1: Poison 3, Poison Cloud 2 (default), Acid Bomb 3 Swampguard Crusher Default Cost to 75 Risen Grenadier [Forglar Swamp, Forsaken Wastes] Damage decrease (-1) Upgrade Set 1: Explosive Attack 1, Fire Jab, Flameburst (default) Snaptooth Dusk Shaman Starting Abilities: Amphibious, Attack: Magical, Escalation, Jolt Upgrade Set 1: Phase Shift (default), Shadowspawn, Vaporize Upgrade Set 1: Hinder Movement, Mindwipe Aura 1 (default), Blind Snaptooth Crawmangler Default Cost to 74 Jellebrium Darkweaver Default Cost to 67 Starting Abilities: Amphibious, Attack: Psychic, Jellebrium Mind Upgrade Set 1: Energy Thief, Sands of Time (default), Telekinetic Thrust Bogwood Mireoak Default Cost to 71 Upgrade Set 1: Plant Regeneration 3 (default), Shroud Upgrade Set 1: Poison Cloud 3, Poison Cone 3, Choking Stench (default) Circadian Enchantress Default Cost to 77 Starting Abilities: Attack: Magical, Semi Aquatic, Premonition Upgrade Set 1: Water Front (default), Water Veil Upgrade Set 1: Heal Mass 3, Mirefolk Revival (default) Tortun Bokor [Forglar Swamp, Forsaken Wastes] Default Cost to 73 HP decrease (-4) Min Range decrease (-1) Max Range decrease (-1) Starting Abilities: Attack: Gun, Cursed Treasure, Tortun Shell Upgrade Set 1: Essence Capture, Annex (default), Banditry Upgrade Set 1: Soultap (default), Elsari Coven Darkmarsh Outlaw HP increase (+1) Darkmarsh Fury Default Cost to 70 Starting Abilities: Amphibious, Attack: Fire Upgrade Set 1: Violent, Burn 1 (default) Augur of the Deep Default Cost to 75 Damage decrease (-2) Circadian Arcanist Default Cost to 71 HP increase (+2) Coral Creeper Default Cost to 63 Damage decrease (-2) Firk Mastermind Default Cost to 77 Upgrade Set 1: Defender, Force Barrier 2 (default), Command: Dodge Snaptooth Chilan Default Cost to 73 Corrupted Overlord Default Cost to 81 Starting Abilities: Amphibious, Immunity: Fire, Attack: Fire, Distichous: FS/UD Upgrade Set 1: Tidal Wave (default), Lava Storm, Annihilate Upgrade Set 1: Lava-fall 1, Lava-fall 2, Splash (default) Princess Ctharia Default Cost to 84 Damage decrease (-1) HP decrease (-5) Max Range increase (+1) Upgrade Set 1: Dive 2, Distract (default), Water Front Kartch, Finlord Damage decrease (-1) Circadian Chronologist Default Cost to 84 Damage increase (+1) Starting Abilities: Attack: Magical, Semi Aquatic, Hydrate, Ripples Upgrade Set 1: Swap 3, Dive 3, Shatter Summoned (default) Circadian Songmaster Default Cost to 73 Angel of Nourishment Default Cost to 90 Princess Ctharia Default Cost to 84 Damage decrease (-1) HP decrease (-5) Max Range increase (+1) Upgrade Set 1: Dive 2, Distract (default), Water Front Firk Executor Default Cost to 74 Firk Mindcaller Damage increase (+1) Moog Gargantua Default Cost to 107 Firk Mindcaller Damage increase (+1) Jellebrium Mediator Default Cost to 65 Damage decrease (-1) Min Range increase (+2) Max Range increase (+1) Starting Abilities: Amphibious, Attack: Psychic, Jellebrium Mind, Disbelief Upgrade Set 1: Drudgery (default), Distract, Stall Upgrade Set 1: Detection 3, Contaminate, Blockade (default) Swamp Wisp Default Cost to 74 Damage increase (+10) HP decrease (-4) Starting Abilities: Flight, Attack: Poison, Poison Eater, Evasive Upgrade Set 1: Poison Aura 3, Amplify Poison, Poisonburst (default) Upgrade Set 1: Poison Cloud 3, Lay Trap: Poison Cloud 1 (default), Grant: Poison Cloud Trap Firk Voidmage Default Cost to 83 Cortices the Infinite Default Cost to 83 Circadian Merchant Default Cost to 71 Damage decrease (-1) HP decrease (-4) Starting Abilities: Attack: Magical, Semi Aquatic Upgrade Set 1: Shatter, Disbelief, Aquatic Armaments (default) Salaman Elite Default Cost to 80 Upgrade Set 1: Encouraged (default), Jolt 2, Battle Leader Salaman Appraiser Default Cost to 73 Circadian Forcemage Damage decrease (-1) Min Range decrease (-1) Max Range decrease (-1) Upgrade Set 1: Multiattack 1 (default), Telekinetic Thrust Darkmarsh Siphon Default Cost to 73 Spells Drown Description: Destroy target small champion occupying Water. Units with Flying or Amphibious cannot be Drowned. Expanded Reach Nora Cost increase (+10) Northern Wind Discipline [Forglar Swamp, Savage Tundra] Description: Champions in a 5 space straight line of target champion take 10 Frost damage and become Frozen for 3 turns if successfully damaged. If any additional targets are friendly monks, they take no damage and opposing champions in a 5 space straight line from that champion take 5 Frost damage and become Frozen for 3 turns if successfully damaged Relics Long Fuse Bomb Nora Modifier decrease (-5) Equipment Gold Sand Description: Equipped champion has Regeneration 3 and Attack - Magical. If the champion is a Salaman, the closest enemy champion within 5 spaces becomes Blinded for 2 turns.
Aquatic Armaments got a cost increase. The Circadian Merchant didn't see much play anyway, so I am not really concerned. Arcblades got a price increase. 1 nora is not too bad, and Salaman can probably deal with it. Summon: Long Fuse Bomb got a huge nerf. I am hesitant to speculate this hard about it, but I suspect this is going to push Risen Grenadier out of worthwhile use. Ripples switched from champion to friendly champion. This is a nerf, but not really an overwhelming one. -10 nora to the Pygmy Hippo pet, and a loss of upgrades. Does anyone know what its ugprades where? Either way though, this makes the Boghopper Huntmaster more playable, as you can run the Leap 3 + Loyalty combo for 77 nora instea of 87. Nice to have more options. Murkwater Frenzy lost Carnivore. Expected and not a big deal. Protective is way worse now, which means I will probably not really run Boghopper Paladin in boghoppers anymore. Hallucinogenic was nerfed, which is sad for our friendly neighborhood frog, but is worth it in exchange for making slags worse. Drink Action potion is worse, but that really only effects Slick. With his rework, I think he is probably fine. In general a lot of the ranged champs were changed by changing their access to dots, or having a damage decrease. I am not going to really comment a lot of them unless I found the change particularly interesting beyond saying that I expect that the ones which were commonly ran with the highest dot option (like boghopper spitter) will probably see less play. We also got a lot of 3-4 range champions switched to something else, which is fantastic. Snaptooth Ancient: Does not seem to be a really significant change, unless you ran the bigger dots. I did not. Inhibiting Touch is actually an interesting option, but I don't think people will take weary very often, unless you are running this guy in meta. Tide Master: At 85 base with all the other options, I expect you want see this guy outside of boghoppers. Almsgiver: Really like this redesign. She actually kind of has an effect on the board now, with 4-5 range, and her kit provides some interesting options. You can go for a cheaper healing or more expensive but more impactful invigorate on UP 1 and both Swap and Grant: Reflexes are good on UP 2. Can totally see this having play in junk and psychics. Firk Infilitrator: No longer laughably bad. Could totally see play as a tech option. Salaman Negamage: Eight point cost decrease. Got Shattered Summons instead of Sever, but this is HUGE. Switches this unit from something that I would begrudginly include in a bg into a serious option, mostly with the Dispel/Spellswallower statline. Finlord's Neophyte: Seems like pure upside at the cost of a +1 cost increase. Not sure if this is enough of an upside to see it expand out into junk bgs, but I am going to be giving it a serious look. Firk Prophet: Lost six points in cost from defense/ability cost decreases. Still doesn't really seem to have a great place in any bg, but this makes it so that it is more likely it could have a place. Snaptooth Dusk Shaman got a fun rework! I suspect that it is mostly going to still end up being Phase Shift/Blind for its upgrades, but the other ones do provide some interesting options. Jellebrium Darkweaver: Sands of Time got a big cost decrease, and it got added to the upgrade path that was pretty sandbaggy anyway. This is a nice buff to Jellebrium battlegroups. Circadian Enchantress: Complete role shift. Went from a Revival/AP gen unit to one that can be run as a water gen/mass heal champion allowing for potential more long-term play. I like it and it seems like she is more of a real option than she was before. Tortun Bokor: More viable, but not sure if it is enough to see play in FS. Soultap + Essence Capture (or Banditry) seems like an interesting nora gen through offense package though, and I will probably play around with him. Darkmarsh Outlaw got a random 1 hp increase for not cost change. Okay? Augur of the Deep can now be run at 72 points with Jolt + Slam. I like this quite a bit, even if we lost 2 damage in the process. Corrupted Overlord went from utter trash to a real option in semi-aquatic battle-groups. He is tanky, frequently has life siphon, and has a bunch of water generating capability. Seems worth experimenting with. Princess Ctharia Lost some damage and hit points for some real range. Also got more upgrade path options. Water Front will still be taken most of the time. Really like that she is 3-5 now. Circadian Chronologist: Interesting change. Hydrate with ripples seems good, and shatter summoned is an interesting tech option. Lost the ability to immediately deploy into battle because of the lack of deep dive though. Not really willing to make a strong statement how this will impact her playability, but I think she is mostly fine. Jellebrium Mediator: Suddenly a much better tech option. The reduced damage is not really a big deal, as it mostly was not doing damage in the first place, while the bit cost decrease and the addition of the distract and blockade options provide some really interesting options. Also the huge cost decrease. This is now a much better option for Jellebrium, and may (though it is a hard bar to top) see play in junk. Also if you run it with distract it is a 61 nora champion. I still like stall better, but that is pretty interesting. Swamp Wisp: Nice redesign. No longer just dies to distract, and is flexible enough that you can maybe run it outside of poison builds too, particularly with everyone's favorite mini-tank the poison elemental. Circadian Merchant: Lost Aquatic Armaments from base. Quite a bit cheaper, and you can run it with shatter + cleansing aura for 72. That may actually make it at least somewhat worthwhile, as a tech option in mirefolk, whereas before it was mostly not worth running. Drown! Got simplified in the best way possible. And it can now be used to drown stupid undead superchamps.
The change I liked the most is Drown buff... I´ve found playing Boghops it's really hard without the chance of drowning an unstoppable champ.
Hey @doubtofbuddha, Tidemaster is still playable at 78N. Also aren't him and Paladin a must have since only them provide water for Drown?
When I couldn't Drown some races, I struggled a lot more than when I could. Do you have any idea what my playstyle be lacking? For reference, I was using the BG Tadguy posted when Darkmarsh Warcry was playable. He ran x2 Eruption, x2 Hippos, x2 Drown and 2x Noraweave to earn a lot of nora with free meat. I removed Warcry but kept the same strategy, trying to deploy as fast as possible the Tad Lady and Lethargic Toad. This is my current BG. Any suggestions? I want to remove Glutton but dunno what to do. Also did you try Tectonic Pulse on him? Boghopper Tad it's a placeholder to do single player.
The problem is that meat spam Boghoppers isn't as good without Darkmarsh Warsong. If it's fun, go for it, but I don't think the meat spam boghopper is the best way to go.
Boghoppers have a ton of the meta units that are use for junk bgs. Basically you can build around these and end up with a really solid battlegroup. Like, if you want to crutch on drown with tide master and boghopper paladin, feel free, but you can kill things the old fashioned way with boghoppers pretty easy.
I have not made an FS boghopper bg for a couple of months. I can show you one, but I make no promises.
This is what I am currently planning on testing. It may be a bit too range light, but I suspect that it has enough to work. I really want to see how 77 point Boghopper Huntmasters work; if they do not I will like replace them with a 2nd augur and a 2nd outlaw.
Outlaw got a cost decrease and is now 82 nora with Oblivion Shield + Surge so i'm probably going to x2 him. This my BG right now. I feel like I might not have enough magic damage but I think i'm 6-0 or so.
At 85 with Flanking (I don't think Multi is as good with his kit) he might be worth considering in some non 'hopper BGs as well?
Probably not. Not because it wouldn't be okay, but simply because then you are competing with things like sixul, fishkissers, snaptooth murkwaters, and dredgers which I think are all better options. I mean it is worth experimenting with, but I don't think he is quite good enough without surge.