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Saturday 7 April 2018

Kvarto


Race: Human
Class: Hybrid (essentially a supporter IMO)
Survivability: Med (high for a supporter)
Damage Output: Med (taking into account his ability to make 3 magic attacks and his level 3 ability)
Threat Range: High (9" charge is average but he also has a 6" magic attack)

Profile: Human stats (MOV 4, AGI 4) with highish boxes (16). He has a MEL of 6 and a MAG of 7. His melee attack is range 2" and his magic attack range 6". When he gets to level 2 he gains a RES and immunity to poison. He has a Soul Harvest of 4 which is often enough with a little help from nearby models or from killing Inferno.

What does he do?: Kvarto is interesting because he does a lot of things and none of them particularly well. His best ability is Mind Control, it costs one action and allows you to make an attack with a friendly model within 4". It is better than it sounds because often you will have one model who has a very good attack option - either getting a lot of ganging up bonuses or against a knocked down model or with a great ranged attack - so this is always a high value attack.

Other than mind control he has his own attacks - both attacks have 2S abilities, poison on melee and fire on the magic attack. Though the magic attack is higher dice it is a lot easier to get bonuses on the melee attack and he often likes to gang up on models he is about to mind control an attack into.

Hold Monster is an ability that I find dangerous to rely upon, though you can stop a monster from advancing you can't stop your opponent from pushing one of your models into its melee. Telekinesis allows you to move an enemy model 5" it's a place and the target has to be within 4" - though the effect of moving a model 5" is very strong the 4" range is quite limiting and it costs an action and a fate.

Fate Appetite: Low. Telekinesis is good but it often means moving Kvarto further forwards than is idea.

Level Appetite: High. His level up abilities are quite important to making him a strong choice. When he gets to level 2 his survivability becomes quite good, when he gets to level 3 he is able to deal very good damage.

Magic Items: Glyph of Warding (Med). It's my favourite item to give him, the Boots of Agility are also strong choices. You generally want to avoid giving him something like the Ring of Power or the Vorpal Blade because he wants to use his non-attack abilities.

Combinations: Zaffen is my favourite partner for Kvarto. His ranged attack is high damage and can reach a lot of places. Thrommel is not a bad partner - the biggest issue I have found with using Mind Control on Thrommel is that unless you have knocked down the target he isn't rolling very many dice (the difference between MEL 6 and 7 may not seem that big but melee aggressors will also often have the Vorpal Blade and 2 dice is a big difference). He works well with Rakkir as he is able to apply poison before Rakkir goes in and he isn't bad with Istariel because of his ability to set things on fire before she activates at level 3. Thorgar is a good partner for him and I don't mind Marcus for out of activation knock downs (also Kvarto at level 2 really likes the extra RES). Kogan though is range is less than Zaffen also does excellent ranged damage and has an out of activation knock down.

Ban Targets: Kvarto doesn't have a lot of weaknesses - there aren't many obvious ban targets but also his strengths are limited. He can struggle against a lot of aggressors. His survivability is OK and his damage output is OK but he won't out-fight an aggressor and he won't survive like a defender.

Judy's Judgement:

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