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Thread: The Merits of 1 Attack Champions

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    Default The Merits of 1 Attack Champions

    Hey, all. So here’s the deal. You guys may remember the old thread from about a year ago. About 2 weeks ago, I decided I wanted to update it and bump it up, because lately, I’ve been seeing some hate on the 1 attackers, namely Gruggar and Loveguard. However, with the new 1 attack champions that have been released, coupled with the new elements of the game that improve 1 attack champion (like Phoenixes), I have a lot more stuff I have to write, which intrudes on the character limit. So, I’m creating this new thread, with a second and third post reserved. Enjoy!
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    Phoenix Elves

    Rahlee is great. The addition of Phoenixes into her faction has caused her to blossom into a killing machine. Your opponent used to laugh when Rahlee came out with her puny attack. What's his face like now that she's chucking 5 dice? Rahlee's role still hasn't changed much, other than that she now can be called upon for defense if you really need it. She's at her best when you surprise your opponent, slaughtering low life, high priority targets. This includes weak summoners, super support champs like Stink or Her, or simply hunting down stray commons in the end game for that last bit of magic you need to summon your other champions. Due to her increased attack, when paired with another champion that is meant for combat (Drake, Maelena, Kaeberos, etc.), she can effectively bring down very large champions.

    Tundra Orcs

    Gruggar is quite effective. Wrath is an interesting ability, because it forces your opponent to go down one of two paths. One path doesn't risk much for your opponent, but allows Gruggar to basically act as a free attack all game. When your opponent chooses to ignore Gruggar and his nonthreatening attack, he can just apply pressure, often forcing your opponent down path number two. That path is the one where your opponent attempts to go all out on Gruggar, in an attempt to one shot him before Wrath can kick in. This is great when you can force it, because if you force it, it means your opponent wasn't ready for it. His use is only limited by the fact that Blagog can be used for almost the exact same thing and more, meaning Gruggar is generally suited to fight in MU's against low life factions. When even one attack is dangerous, it becomes easier to force your opponent to surrender to luck and chance. The TO almost always win such contests, because they throw the most dice. In addition, if you want, you can instead use Gruggar as a sort of bomb. By attacking him yourself with a 2 AV unit (Ragnor would be great because of Fury), and then Urick, you can send him deep into enemy territory for a single attack of 4 or 5 dice.
    Grok is strictly suited to Torgan’s deck, but boy, does she perform well in there. Her high life and the ability to usually have at least 2 attack makes her really good at picking off any common support. When in an ice cluster (3 ice walls surrounding her) Grok can take on pretty much any champion in the game. And, of course, she’s a monster at taking down walls. Range is a pretty under appreciated trait in many units, but no more than with Grok. Her range allows her to pull enemy champions deep into your lines, or risk getting their walls totaled.

    Guild Dwarves

    Halvor may be the greatest blocker not only in a faction full of them, but possibly in the entire game. He has an incredible ration of life to magic cost for a champion, at 1.8 life per magic. His real strength lies not in his ability, which is fairly lackluster, but his life and cheap cost. He’s great to help defend against hyper-aggressive factions such as CG, MV, SE, and Sam, when Gror isn’t the best option because of how close he is to your own walls and summoner. Don’t use his ability if you can help it, though it is handy to deal with an enemy champion with help from Grungor, Baldar, or another high attack champ. Halvor suffers not from being a bad champion, but rather, being in a faction full of the best champions.

    Cave Goblins

    Scagg is wonderful. He’s a cheap unit, and his curse keeps those big heavy hitters off him. Your opponent will not put anything adjacent to Scagg, for the most part, because his curse is awesome. He is very good for eliminating 1 and 2 life commons, and his high life means he won't die from a few hits. Don’t pack him against heavy ranged decks like the Benders, but anywhere else, he can really shine. Get him adjacent to stuff, but always have guys on his flanks. His ability to deter melee attacks makes him a prime target for the heavy hitters like TO and MV. His placement is key. Put him where your opponent will be forced to take the wound or be put in a bad spot. Remember to be careful with him.
    Smeege is also a great unit, in no small part due to being the only 0-cost champion. This means he works with the more devastating CG events, like the infamous GHA/GRA combo. He does favors for either summoner. He takes heat off of your commons. He basically does everything. The real key to Smeege is knowing when to summon him. It may be tempting to bring him out quickly to overwhelm your opponent, but you have to wait. Maximize his good effects, because Magic Leech is a real killer if you keep him out too long. According to the SSCF, his cost for his stats should be 4. That means that you should try to play him so that he maximizes the damage done in 4 turns or less, so you can let him go on turn 5. This saves you magic and denies your opponent magic for killing him.

    Cloaks

    Sin-Sin is supremely useful in helping with typical CL trickery. First off, Sin - Sin is needed to pull off the legendary quadruple steal. I won’t tell you how, but it takes at least two turns, 3 thieves, Sin-Sin, and Vlox to pull it off. In addition, Sin-Sin highly discourages your opponent to summon commons, making it somewhat easier to do things like raids, infiltrations, and plain ole’ assassinations. She can help pull off all sorts of tricks, and act as a a sort of slingshot for your own commons to get them to quickly move across the battlefield. Her uses are too many to count, so I won't list them all here. Just some them include: Sppeidng up your sommons, turning enemy commons around, putting enemy commons in a bad position, and setting up epic combos with Vlox.

    Fallen Kingdom

    The grotesque Corpse Wyrm is more than a unit – it represents an army all by itself. Your opponent will go to extreme measures to kill and/or stay away from this thing if gets close to his summoner. And with his high life and ability to summon blockers right next to him, it’s not an unrealistic scenario. The Corpse Wyrm really shines in either super aggressive decks or super defensive decks. On offense, he can bring the entire army to the other side, and on defense, he’s one of the game’s best blockers. He combos amazingly well with Dark Sacrifice. Just remember, if you pack him for his ability, you will miss out on Raising. So, you will have to tailor your commons to make sure he doesn’t get stranded with nothing good to summon. Don’t be afraid to build him if you draw him at the wrong time - Ret can raise and Sirian has Return of the Fallen.

    Vanguards

    VG - As I’ve said on multiple occasions, I love Loveguard. She can make your opponent discard their greatest champion, due to the element of surprise. She highly discourages your opponent to play commons, which is devastating to certain factions. She has incredible Synergy with Jacob Eldwyn. His ability can reduce most commons that it doesn’t kill to one life, and then she can finish them. And his high attack makes it so that he and a Knight can deal with enemy champions when they come out, sometimes allowing Loveguard to land the finishing blow. Her biggest asset is the element of surprise –nobody expects her to come out, and therefore, nobody prepares for it. I couldn’t tell how many times Krung, Gror, or Fire Drake have been discarded at her hands because nobody expected her. Heck, I’ve fell for it a couple times, and I use her quite often.

    Sand Goblins

    SG - Other than Her, this guy is probably the most loved 1 attack champ. Stink is very good. His lucky stench can make bombers take a moment to slow down, shamans hit, and make sandstorm into a death storm. Using him with bombers is very effective, and decreases their likelihood of blowing themselves up. Sandstorm can get a lot more hits, shamans and javs are fortunate, and any champ can put major hurt on anything. I personally prefer to use him for sandstorming and bombers, but he also is good for the extra hit on a target that has to die. I remember a game where I rolled 3 sixes in a row with a bomber. On the first attack, he rolled a 2. My dad let out a sigh of relief - and I rerolled that die. I got a 6, followed by 2 more, and then a 1 to discard him. Anyway, Stink can change the game, and dramatically drops the risk factor of a risk/reward decision.

    Filth
    FL - Her is awesome. Basically, when she comes to the board, you get 66% chance of burn every turn. You can get the last hit on anything, clear the way so Spew Mutant gets a hit on an important unit, she can support low attack mutants like Corpulent trying to take stuff out, she can support high attack mutants like claw taking enemy champs out, and she can even kill your own mutants in a time of need so your opponent doesn’t get them. She can really come in handy, and for it, a lot of people actually like her, instead of the usual, "She has 1 attack, so She sucks." She really rocks against the Benders in particular – she can just annihilate stuff in that MU. Her is amazing, and her infinite range can really hurt. Just keep her protected – you can bet that your opponent will make Her an extremely high priority.
    Last edited by Joseph; 06-19-2014 at 07:08 AM.
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    Reserved for future champions
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    reserved for future champions
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    3. Marek will troll the everliving crap out of you.

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    I agree with many of your poins. I think the 1 attack champs generally are meant in specialist and support roles. They require a specific strategy in mind to make use of their weaker statlines. With Rahlee this can either be for pinging with SoTP or as a phoenix-backed slayer of foes. Gruggar tends to make a nice flank guard for bigger champs and Grognack imo. Scagg is a positional game champ. He excels in forcing you opponent to make suboptimal movements and keeping board control. Really nice to have with Sneeks, and also benefits from 6 life for 4 magic.

    These champs are all meant to be apart of a larger plan. If you want just a fighter you can have a better combat champ for similar cost. Ragnor, Malaena, Krag/Reeker, etc.

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    I would agree with the exception of Rahlee. She's a freaking 5 attack champ minimum in Malaria. I've taken down Rukar, Krung, and Grognack with her and her phoenix buddies. And Gruggar combos well with Urick. Self wounding just makes him better.
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    Problem with Maldaria is she requires some degree of coordination with phoenix's. Compare to Malaena where you can summon her and be happy. She isnt really a supporter in Maldaria, just needs set-up like the more support oriented champs.

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    Quote Originally Posted by I LIKE TAU! View Post
    I would agree with the exception of Rahlee. She's a freaking 5 attack champ minimum in Malaria. I've taken down Rukar, Krung, and Grognack with her and her phoenix buddies. And Gruggar combos well with Urick. Self wounding just makes him better.
    The problem with Rahlee by herself is both her frailness, and how she must consume your entire movement phase if you want her to be aggressive with 5 attack. Her attack relies on other units both being adjacent to her, and not dying. And any big attack champ can easily take her out in two turns, by itself. She's easily the most dangerous support champion in the game, but still a support champion.

    I don't think you use Gruggar as aggressively as you can. 5 life is just high enough to make sure your opponent will either ignore him or go all out. 4 life is not enough - it's fairly easy to muster 6 dice. I find that the single extra life point is a huge life saver.
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    Joseph, I agree with Gruggar's life. I was just adding that you hadn't mentioned his cool Urick bombing powers.
    And Rahlee I find is a great endgame champ in Malaria. If you hold onto her and play the Conjure Phoenix cards when you get them, leaving the phoenixes hidden behind walls, they can come out together after everything else is gone and kill pretty much anything they can throw at you.
    Can any playtesters reveal if any good one attack champs are coming, even if not who, what, or how many?
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    I like the Gruggar bomb idea. Maybe even try and hit Gruggar with another 2-av before, and then hi him with Urick. 5 dice out of nowhere.

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    killercactus is offline SW App Champion Summer 2015, but still do what he says.
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    Quote Originally Posted by I LIKE TAU! View Post
    Joseph, I agree with Gruggar's life. I was just adding that you hadn't mentioned his cool Urick bombing powers.
    And Rahlee I find is a great endgame champ in Malaria. If you hold onto her and play the Conjure Phoenix cards when you get them, leaving the phoenixes hidden behind walls, they can come out together after everything else is gone and kill pretty much anything they can throw at you.
    Can any playtesters reveal if any good one attack champs are coming, even if not who, what, or how many?
    I can't really reveal anything, but I think I'm OK saying that there's at least 1 champion in Alliances with 1 AV
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