![]() At 3* she also benefits from Rogue bonus, ideal if you went a 4 Rogue early game with PA as the "5th rogue" + 1 Assassin to get 3 assassins. ![]() if you are already rolling to get fast BH 3* (and meepo, anti mage, qop, etc) you might as well take the PAs if you aren't contested. PA always seems so good but feels so disappointing. $1 Phantom Assassin, Swordsman Assassin (Rogue**)Īrgh. Extra synergy with Stonehall Cloak since he kills so many people and gets more money to get more hp and anowball, plus you play him from round 1 potentially. This can rebuild your economy after you rolled a lot early game. If you get a lot of BHs and he isn't very contested, he can really be good to get as a 3* at level 4 because his 3* ability is to make 1 gold piece every unit he kills. He does a lot of auto attack damage at 1* and has a very strong nuke to finish the job. They usually want underlords that stun, whether it be a real stun like All Out Enno or Golem Annesix (not actually that good with Assassins but the stun is nice) or a fake stun like Jull just being in the frontline soaking damage and aggro for your team.īH is one of the most powerful 1v1 heroes round 1. Kunkka and Earth Spirit also come to mind for having AoE disables and a fine hp pool. They tend to go well with tanky frontliners, especially ones that can influence influence assassin battles while they are tanking like alchemist with the acid spray, or bristleback if the enemy has only one or two rows of units instead of a very spread front and back line. In a custom mode where everyone is silenced, assassins would do quite well, I think. The way assassins get defense is just burst down people fast so they can't disable and click you down. Overall assassins tend to be quite squishy. ![]() The crit and backline jumping is the main part of the ability though. it seems like it doesn't really come up that much, but it can be a pretty good hedge against healing annesix, against an exposed MoM Luna, or whatever you find yourself in. the antihealing thing is most important early game, imo, to stop enchantress and whoever's random headdress into healing sword comp or something silly. It similarly feels really bad to see your PA whacking their Drow and losing a 1v1 from not getting any crits, but overall I would say this crit thing is more of an upside than just flat damage multiplication because of how good damage now is compared to damage later. It's not quite as simple as 1.33x and 1.75x damage though, because getting a quick lucky burst and killing a caster in 2 hits before they can get their spell off is SOOOO good. The 6 unit one ups the crit chance to 25%, the damage to 400% (aka 1.75x damage) and the wound to 100% antiheal for 4 seconds. The "1 unit alliance bonus" is that they automatically jump to the backline and start attacking, while the 3 unit bonus gives them 15% chance to crit for 325% (aka 1.3375x damage) and wound, to reduce healing on the critted unit by 75% for 3 seconds. Strap in and grab your beverages folks!!!Īssassins have a few special abilities. ![]() Here I will talk about Assassins to great detail. Hi everyone here, and welcome to another alliance guide. ![]()
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