As they require healing spells to improve themselves, players will have to divvy up their healing resources to satisfy every ‘Rejuvenate’ unit. The Hollow Monsters, giant golem-like beings, gain buffs every time they Rejuvenate The Thorned Hollow gains Thorns, and the Awoken Hollow gains more Attack and Health. Like with their champion, many of the Awoken monsters themselves are very bulky. Remember, spikes only deal damage when enemies make contact with them, so Monsters on the front lines will make the most of them. Unless lots of spikes are built up during the course of a fight, they won’t be enough to take down high health enemies in the end game. Spikes are one method the Awoken have at their disposal, which damage foes whenever they strike. Enemies will always move up to the next floor after their turn, unless they’re a boss, and will eventually reach the Pyre if they aren’t stopped. Extra healing is always appreciated and improves survivability, but, like with The Sentient, it isn’t enough to survive battles they must be won. The higher the Regen level, the more times their passive will activate! Having 5 Regen means the passive would trigger once every turn until Regen runs out. The Sentient’s rejuvenate passive takes advantage of this mechanic, as do other Awoken Monsters, so keep an eye on Regen spells. So, the Recover spell will heal 3 total, just at different times. As its name implies, Regen grants health to whatever Monster its applied to at the end of the turn. Their starting card is Recover, a spell card that heals 2 damage and grants 1 Regen. This deck’s standout feature is its abundance of healing spells, which complement their high levels of health.
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