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dom6:guides_and_player_improvement:early_and_midgame_magic

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dom6:guides_and_player_improvement:early_and_midgame_magic [2026/07/04 05:37]
cybertron2 [Midgame Magic to Watch For]
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/Rigor Mortis/Quagmire/Darkness complement this and 3/4 of them are in enchantment so its an easy combo to reach   - **Skelespam variants and fatigue lines:** These generally overlap – and essentially have mages spamming raise dead, horde of skeletons, and overwhelming an army. Relief/Rigor Mortis/Quagmire/Darkness complement this and 3/4 of them are in enchantment so its an easy combo to reach
 +          - 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://youtube.com/watch?v=GH4tiENWFbE&list=PL-SHZMz9R6beYyNwGVVu1KUE53C44SCnT&index=28
   - **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:** Be it Invulnerability/Soul Vortex or a phoenix pyre golem, supercombatants outside of pretenders start coming online in the midgame. In higher level competitive play - you'll see a lot more variants on this. Usually, they need items from at least const5 to function at this level into proper armies.   - **Light Supercombatants:** Be it Invulnerability/Soul Vortex or a phoenix pyre golem, supercombatants outside of pretenders start coming online in the midgame. In higher level competitive play - you'll see a lot more variants on this. Usually, they need items from at least const5 to function at this level into proper armies.
dom6/guides_and_player_improvement/early_and_midgame_magic.1783143476.txt.gz · Last modified: 2026/07/04 05:37 by cybertron2