Gems of War - E12 teams (EP65) - Late in the Baldr Party
Alright folks so I'm little bit late on the "Baldr" party. This Epic Giant from Stormheim was released some weeks ago, and naturally I checked that troop at the time but forgot to release any clips though. Gladly the community spoiled you all with different builds at the time. Now it's my turn, to abuse some skull spamming and Centuragon's OP mana generation!
In this build we use Baldr in the tank position. He is slightly vulnerable to skull damage in front at but we try to diminish that danger using the new Elementalist class, which in my tests proved to be the optimal choice. More about that later. Baldr's spell cast creates 4 Skulls, boosted by 4 additional Skulls per Blue Ally. As Baldr himself is blue coloured troop, he will create minimum of 8 Skulls and with full Blue coloured deck he creates maximum of 20 (!) Skulls! As we have one non blue troop in the lineup, Baldr creates total of 16 Skulls when cast and that is nothing to laugh about! His traits are meh so I won't go over that.
2nd spot goes to this weeks Glory troop "Centuragon." I've written enough about this troop in the previous two episodes so check those out if this troop is still unfamiliar to you.
3rd slot goes to our Elementalist hero with Legendary weapon from Pridelands, "Rope Dart." I tried this team with numerous weapons and classes and while all of them had pros, they also had cons and I felt Elementalist and RD is the best choice here. Reason: Elementalist's 3rd trait is very useful. Even though Baldr creates 16 skulls, they don't always align. This is where Freeze AND Entangle comes very handy. Baldr also creates "just" base skulls, so the Stun becomes useful because it will remove any Skull damage reduction traits from enemies. Rope Dart plays big role in overall speed. Because, as you should know by now, RD removes all enemy Armor from targeted enemy. As we deal just base skull damage, that removed armor really adds up on the speed. RD also Entangles the enemy who is pulled up front, so that adds safety. The weapon also destroys 3 red gems, what give mana to Baldr (or Centuragon if Baldr is full) and the best part is that guaranteed Extra Turn unless your hero is frozen. Exploding weapons do not guarantee Extra Turn nor they remove Armor. With this setup you can alternate turns with top three allies and keep your turn pretty much all the time. I considered and tested Hunter's Mark classes like Assassin and Archer, tried hero up top etc but this felt the best in overall.
4th slot is very universal. I am using Tai-Pan because I like to get things going fast. He converts brown gems to red. Even though the removed brown gems are away from Centuragon, you will notice it is not a problem. I need to give honorable mention to The Possesed King who was neat instead Tai-Pan. But I like the conversion at start.
Also, I need to mention that if you want to live risky, you could use Hero up top and use maxed Slayer class with Firestorm at start, to ensure Baldr gets loaded quickly. Then, instead Tai-Pan use The Frostfire King at the bottom. His brilliant 3rd trait will Freeze and Burn random enemies, and eventually all enemies are Burning, which means Slayer will perform at maximum capacity. It is worth checking out if you want to have some fun. 😄
Deck mechanics:
Cast Tai-Pan, preferrably to have extra turn but three gem matches are fine too.
Cast Baldr.
Cast Centuragon.
Cast Rope Dart.
Shift casts between top three troops and try to remove all armor and then skull them down.
00:00 - Team Info
00:38 - Battles
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