Realms is coming up and everyone is teeming, and teaming, with anticipation and ideas. The map and scenario are very simple, and yet complex to offer many options to many different types of teams.
In today's article, we're going to do our traditional warband building of providing you two minis and asking what third you would use. As the norm, we won't provide specific ABCs to use but will suggest some, so get as creative as you want and let us know how you would use these two misfits to pilot yourself to the top 8 and eventual Realms Championship trophy.
First up, we have everyone's favrotie misfit, that wee lil' gal who inflicts, and afflicts, a lot of pain:
Dizzy is one of my favorite minis who seems grossly underused. She's a warlock, so you know she has to have some punch under those cloth robes and pigtails of hers. She is sporting a measly 1/2 stat bar, but does have 8 life, and a whopping way to get it back. Her main attack offers an average 3 ticks for 5 dice, but like Daxin on the Horde Side, she can syphon life back to herself with a crit. Maybe not as fast or as much as Daxin, but depending on the damage dealt, perhaps faster sometimes! Additionally, her attack has a huge 4 range, which on the Realms map, will keep her out of the way of most opponents.
Finally, she gets the "Grim Reach" ability, allowing her to Corrupt and Curse from father away than anyone else, and also Death Coil from afar as well. All great options, and wonderful ways to wreak havoc on the field of battle.
So what can go well with our pint size little friend here? Well, someone to boost her could do well, a 3 for 6 attack isn't shabby with that crit. Someone to protect her wouldn't be bad either, ensuring she doesn't need to crit for big numbers to heal herself.
What about this route though?
The harlot herself, Jezbella of Korabor offers an excellent pairing for Dizzy. While somewhat fragile at 1/2/5 for her stat bar, she does bring a lot to the match. First is her ability to let Dizzy, and herself, reroll a die when making a magical attack. When you need that crit, or one more damage throughput with Dizzy, this an be a great benefit. Additionally, Jez's main attack will allow her to come up if needed, attack, crit, and bounce back to be adjacent to that 4 ranging Dizzy if needed.
With her two tick attack, she has a good amount of firepower and familair mage tricks at her choosing. She can go offense and start pop shotting people with her main attack, or she can pack those powerful Coutnerspells and Polymorphs, without fear of making some huge magic attack and one ability, to only see her sit still for the entire clock cycle.
With as powerful as some Ice Blocking people may be, having a mage around to counterspell may be handy. Or, go wild, and Ice Block yourself and see what happens!
So who do we bring for a third? You have two cloth squishies at your use... do you go offense and bring out the DPS with them, or protect and bring in Paladins or Warriors? Bring your A game, there is a hill for the taking, will it be yours?