Champion Archetypes
Explanation of the Different Kinds of Champions
What are the archetypes of champions in this game? They are
casters, summoners, and fighters. There are halfway/combo champions
too, but these are the three archetypes.
Supposedly, casters should beat summoners, summoners should beat
fighters, and fighters should beat casters. In theory,
anyway. It depends on the meta game - what cards are out, which
type is supported better than others, which factions the champion has,
and skill level of the player. But roughly speaking there is an
element of rock-paper-scissors.
Who is whom among our champions? Idiris, Erika, Nubia, and Kendra tend
to be great spell casters - mostly because of their high aura.
Tsunami and Landslide are great area of effect spells. Low health
means you don't want to get up close. Zero energy reduction also
means you don't want to get in a close hand-to-hand fight.
Casters tend to have a 1 point damage as their primary ability, which
means casters tend to rely on their secondary ability.
Odara and Long are typical summoners. Summoners want their
summons to do the fighting. Summoners, of course, need high aura to
beckon, but not absolutely high. Summoners need expanded
awareness because they want to play abilities that enhance their
summons, such as Breath of Jaelara and Instill Vigor. Great summoners
have second abilities that are oriented towards the summons.
Fighters love getting in close. They have high health in order
to wade through summons or area effect spells in order to close in on
their target. They also have high energy reduction in order to
play more expensive techniques. Feng and Malik are great
fighters. They tend to have an awareness only to their front, which
means they can't rely on it.
The three archetypes above leave out several champions though.
Rayne can be called a 'Combo' champion. A little outside the
norm. Korr, Ra-Ha, and Kunn are halfway between fighter and
summoner. This sounds optimal - can fight in close and use
summons to help get in close. And, each has a unique spin
- use movement to your advantage such as attacking a flank, or pump up
the health of your summons then charge in, or do range attacks until
an opening take place?
Now, how do you use this to your advantage? Know your enemy
mostly. Once you see your opposing champion step into the arena,
you can start to guess the strategy used by the champion. Will
the enemy fighter charge you right away? Will the enemy beckon
summons for a turn or two? Will the enemy fighter/summoner lead
the charge in front of their summons? Or, will the enemy summoner lead
from behind? Or, will the enemy caster keep away from you and run away
from you charging?