Wtzky's beginners guide to Shadow Era heroes
Sorry it has taken me so long to get these done everyone. They take a LOT longer than you may think, and I don't like to write about a hero without testing them out properly, so I have to do some research before writing each one as well.
Ok, my first hero article for 1.5, I will be starting with the Warrior weapon specialist, Amber.
Amber Rain
Faction: Human
Class: Warrior
Tier: 1
Utilisation: Possibly underplayed in this version, Amberis still a very strong hero with hardly any bad match ups when played correctly. She is also one of the few heroes that can effectively still rush very fast with the right deck, and works quite decently as an anti-mage hero.
Pros and Cons (explanations after table):
Pros: Extremely fast damage output 1 Very strong and spammable ability1 Access to the best weapons and armours (which suits her ability)2 High starting health Cons: No mass wipe ability 3 Her heal and draw got a large nerf in this version4
1 One of the queens of death racing, Ambercan hurt you very fast if you are not careful and if she gets a good start. With her ability being so spammable and with a build centred around weenies she can do a crazy amount of damage. The deal sealer is her weapons. Let’s have a look at Jeweler’s Dream as an example; on the early rounds she may be battling for board control against other weenies, but as soon as she get’s Jeweler’s Dream out, the gig is up. She buffs it and hits for 3 damage on the same turn, starting to exert great board control. She also get’s a resource acceleration that allows her to place down more weenies or a useful cheap card that she has access to (Retreat!, Crippling Blow, Valiant Defender etc). Now she is firmly in control as she not only gets the extra 3 damage per turn from Jeweler’s Dream, but she gets a resource advantage that allows her to play more cards per turn than her opponent. In 4 turns she has dealt a potential 12 damage and gotten an extra 8 resources out of the one card. That equates to an extra Puwen
and 2 x Jasmines (or whatever cards you want to use). She can also make use of Dual Wield
with her ability, and if played correctly can do a lot of damage fast from her other weapons such as Beserker’s Edge and Dimension Ripper
. Check out the combo’s section for some potential plays which should show you how fast she can pile on the damage.
2 I have heard a lot of people stating that the Warrior card pool is amongst the worst in the game. While I wholeheartedly agree that the addition of one card (Severed Ties) and the nerf to Blood Frenzy(from a cost of 2 resources to 3) has definitely reduced the effectiveness of the Warrior cards, there are still a lot of positives:
- Access to unilateral draw – Sure, Blood Frenzyis now much more difficult to play as it is no longer a straight forward turn 2 or turn 4 (after Jeweler’s Dream) drop. However, on Amber
it is still probably the best draw engine in the game. With Amber’s ability to haste in a t4 Jeweler’s dream or a Rusty Longsword to get the board back, she can make use of turn 3 to drop a Blood Frenzy. Alternatively she can save it for turns 4 or 5, and it can be an especially good turn 5 play if you have Jeweler’s Dream down (as it allows you to play a 3 or 4 cost ally and still play Blood Frenzy
on the same turn). Yes, it can now be removed by Severed Ties; but keep in mind that most people do not run 4 x Severed Ties as it is a very expensive card, and your opponent will need to make a tough choice as to what card he/she will use Severed Ties on. Most of the time, people will save Severed Ties for one of your heal cards (enrage or rampage) or for Crippling Blow
.
- Access to item destruction – She not only has access to Smashing Blow, but also Shrine of Negatia
and Ley Line Nexus
. Poor quality is not even needed really, but I suppose it also can be used if you so wish. All these cards mean that Amber is never at a loss to deal with various items. She also has (as does everyone) the ability to use Severed Ties for any pesky attachments.
- Access to ally disables – Crippling blow costs 2 resources and shuts down any allies attack – particularly useful for those high damage Shadow fatties. Not only that but she also has access to Retreat!, which in my opinion is the best tempo altering card in the game, and again is extremely useful against any fatty. While Crippling Blow
is at risk of being removed now with Severed Ties, it still retains some usefulness as a disable until you can remove the ally that is crippled.
- Access to heal - I’ll speak more about this later on. Unfortunately, Enragegot a huge huge nerf with the addition of Severed Ties, and is basically unplayable now. Luckily, there is still Rampage
available, which does combine quite nicely with Amber’s ability to one hit many allies with her weapons after she buffs them.
- Access to weapons/armours - Not only does she have access to weapons/armours, but she has access to the BEST weapons and armours. It means she has access to an amazing offence and defence. Jewler’s Dream is the best weapon in the game currently. She also has access to two other great weapons in Beserker’s Edge and Dimension Ripperboth with useful effects and strong damage when combined with her ability. Then there are Nova Infusion
, Armour of Ages, Snow Sapphire and King’s Pride which not only protect her from a lot of damage but some of them have the best extra effects in the game. King’s Pride can especially hurt when combined with aldon/war banner for some ridiculous damage from allies that only cost 1-3! If you have a war banner/King’s Pride/aldon combo down (not easy, but it is an example) you can theoretically do 20 damage with your four Kris’ and even more when you use the Retreat!
combo. Add to that the addition of all of the new weapons and armours such as Rusty Longsword
(which gives her an instant kill of almost every turn 3 drop) and Mocking Armour or Legion United
(which afford protection to both Amber and her allies), and you can easily see why Warriors have the best weapons/armours.
- Access to resource acceleration - Jeweler’s Dream gives her a healthy advantage in terms of the number of cards she can play per turn. It is an especially nice card on Amber because she can buff it to do a very handy 3 damage per turn (Jeweler’s Dream is already one of the best weapons WITHOUT Amber’s ability to buff it, so this is just a good bonus!)
As you can see from the list above, Amber has a lot of tools up her sleeve. The kicker is how nicely the weapons combine with her spammable ability and the other cards. Granted, she was much more powerful when Blood Frenzycost 2 cards, as she could make the most of a very cheap build that had fantastic fast damage output, but with other draw options also available, she can still pull off some very damaging combos.
3 To be honest, this isn’t much of a downside. I included it because it IS technically a con, but hardly ‘make or break’. She really doesn’t need a board wipe with how good her ability is.
4 This is one of the biggest issues for Amber now. Before 1.5, Amber was a great anti-mage hero because she could pump out an Enrageto give an instant 10 health boost, while being able to continue to dish out the pain with her buffed weapons. Enrage
is now, in my opinion, an almost completely useless card because of how easily it can be removed by Severed Ties, and how damaging that is. I smile to myself every time an opponent plays Enrage
against me, knowing that I can hold on to a Severed Ties and at the right moment, play it for an instant 10 damage hit. This is such a powerful play, because you can often get an Amber down to her teens with Enrage
on (especially if she uses Blood Frenzy and Rusty Longsword) without much drama, and once you do, a simple Severed Ties will get her into an area where she can die in one hit. In fact, you only really have to get her down to 11 health with enrage on to kill her in one shot if she also runs Blood Frenzy (which all Amber’s will), as on the next turn she will take 1 extra damage. Now, Amber relies mostly on her use of Dimension Ripper
+ other weapons to be an anti-mage hero, which she can still do ultra effectively with the right build.
Rampageis now a much, much better option, and even there the heal is conditional. It can be, however, life saving having some extra heal, and as a later game play (say on turns 6 or 7 with Jeweler’s Dream around), can allow Amber to hang around quite well.
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