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dom6:guides_and_player_improvement:early_and_midgame_magic [2026/07/04 05:35] cybertron2 [The Alteration Buffball Earlygame] |
dom6:guides_and_player_improvement:early_and_midgame_magic [2026/08/17 12:25] (current) cybertron2 [Midgame Magic to Watch For] |
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| - **Evocation Spam:** Past about evocation 5, evocation spam starts to get very powerful. Yes there’s the battlefield wide spell in earthquake, but usually, this is more AOE gemless spells like falling fires or stellar cascades | - **Evocation Spam:** Past about evocation 5, evocation spam starts to get very powerful. Yes there’s the battlefield wide spell in earthquake, but usually, this is more AOE gemless spells like falling fires or stellar cascades | ||
| - **Skelespam variants and fatigue lines:** These generally overlap – and essentially have mages spamming raise dead, horde of skeletons, and overwhelming an army. Relief/ | - **Skelespam variants and fatigue lines:** These generally overlap – and essentially have mages spamming raise dead, horde of skeletons, and overwhelming an army. Relief/ | ||
| + | - Layered onto this is turbocommunions. These essentially are communions + giants + regeneration so the giants regenerate through the communion damage. Famously done with skratti, a lot of giant nations can do this with a regeneration bless. Demonstrated it's terrifying efficiency by Marnix in the Lucids Tournament Finals T24 http:// | ||
| - **Army thugs:** Often – midgame battles are won by small squadrons of ‘super-elite’ commanders, holding say a GSS and a couple defensive items. The reason this is so effective is buffs/stats tend to have an exponential effect, so having a better weapon and some better gear makes an otherwise annoying sacred much harder to deal with | - **Army thugs:** Often – midgame battles are won by small squadrons of ‘super-elite’ commanders, holding say a GSS and a couple defensive items. The reason this is so effective is buffs/stats tend to have an exponential effect, so having a better weapon and some better gear makes an otherwise annoying sacred much harder to deal with | ||
| - | - **Light Supercombatants: | + | - **Light Supercombatants: |
| - **Remotes ramping up:** As armies get bigger and battles more important, remotes become more disruptive. Be it Mind Hunt or disease demons giving a defender fits, or a well placed call of the winds knocking out a connection tile and slowing an army – remotes go from being a fringe tool earlier on to a powerful utility knife. | - **Remotes ramping up:** As armies get bigger and battles more important, remotes become more disruptive. Be it Mind Hunt or disease demons giving a defender fits, or a well placed call of the winds knocking out a connection tile and slowing an army – remotes go from being a fringe tool earlier on to a powerful utility knife. | ||
| - **Amulet of the dead scouts:** This sounds like a meme but is very much a thing. 3-4 scouts can take out PD in a province holding amulets (or the comparable G item mirror of trapped illusions) and this gives all D/G nations a source of raiding – sometimes this being their only source of stealth. | - **Amulet of the dead scouts:** This sounds like a meme but is very much a thing. 3-4 scouts can take out PD in a province holding amulets (or the comparable G item mirror of trapped illusions) and this gives all D/G nations a source of raiding – sometimes this being their only source of stealth. | ||
| - | - **BuffBalls: | + | - **BuffBalls: |