Together in Battle

Together in Battle

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My A Tier Class Selection
A+++:
- Stone Golem
Tossing outside of the map is most of the time insta kill. Into lava or into water wastes the opponent's turn. They are incredibly durable against physical attacks which most enemies have, don't take a salary and can learn to control space as well. In addition, can throw Engineer's bombs which is devastating AoE with stun.

A
- Fire Spriggat
His advanced class has an attack that targets a total of 9 spaces (a cone). With increased accuracy, everything burns. With increased PSY by either a Mentalist or by himself (has innate skill to do that for the next turn), it can basically kill 4-6 units in many scenarios. May learn heal too, but is too vulnerable on its own.

- Engineer
Can turn unfavorable map quickly into something more favorable and place bombs for devastating attacks. I recommend to multiclass it into archer later.

- Cavalryman
Can move after attacking, has increased movement, good hitpoints a stun. Excellent for collecting treasures and its stun combined with knockback is a devastating tool.

- Ice Mage
Still not sure if it has the same AoE as it did in Telepath Tactics, nevertheless its shield is great to protect Fire Spriggat when it commits to its massive fire attack. If something survives it, its either Golems or meele hitters with physical attacks.
In addition, it increases damage of your golems by freezing enemies or may or may not have a devastating AoE.

- Crossbowman
Great long range single target damage with potential to kill multiple targets with pushback crossbow

- Psy Healer
Heals are important, can learn a massive HP buff and psychokinetic shield to mess with ranged targeting. Great guy,

- Ice Spriggat
Especially with increased accuracy, it may freeze a row of 3 enemies. Offers great control and may learn heal.

B
- Archer
Great long range single target damage

- Axeman
Probably best meele unit. Not unnecessarily too durable at the cost of damage like spearman, but with the right equipment (axe with +1 range) can control space almost as well and kills targets on its own.

E
- That lizard without heal
Too little HP to function. Great with Ice Mage as it deals more damage, but meele hitters need armor if they are to survive. Dodge is unreliable and requires specific terrain. Maybe if it gets Diminutive + Nimble.

F
- Gasul
Needs Tough talent to be at least somewhat survivable

- Assasin
Too expensive on its own and needs an Ice buff to survive. If it is retrained from another unit, it has potential for A level, but would not buy this.


Not sure where to put other Spriggats as I didn't see their advanced class. Everything else is somewhere in between for me.
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Showing 1-15 of 23 comments
After being forced into playing some Spearman, I would rank it up with Axeman.
Maybe I missed them, but do the other Psy units still exist? In TTL, there were also photo, fire, mentalist, dark (skia-whatever), etc. They usually become extraordinarily strong with massive area attacks or crippling debuffs.
The two Lizard class are with the assasin one of my all time favourites. Funny how people see this things different. And thanks for the bomb tipp. Didn´t know that one, which makes the stone golem even stronger.
Sinister Design  [developer] 2 May @ 6:12am 
Originally posted by Frostfeather:
Maybe I missed them, but do the other Psy units still exist?

They do! The Pyrokineticist, Cryokineticist, Photokineticist, Skiakineticist, Psy Healer and Mentalist return, along with the new Kineticist class (which takes the push/pull abilities of TTL's Mentalist class, leaving Mentalists to specialize more in pure mental effects).
Originally posted by Frostfeather:
Maybe I missed them, but do the other Psy units still exist? In TTL, there were also photo, fire, mentalist, dark (skia-whatever), etc. They usually become extraordinarily strong with massive area attacks or crippling debuffs.

I didn't mention them as I would put them somewhere in C tier. Spriggats are going to be better in most situations and survivability is too low. I like Ice Mage who has multiple purposes, its armor and later AoE armor is particularly strong.

I don't think there is any battle where large AoE is a necessity but if it is, having that combined with extra mobility is usually a way to go (... spriggat)
Last edited by Krel Backstabba; 2 May @ 12:59pm
Originally posted by blauerbrummer:
The two Lizard class are with the assasin one of my all time favourites.

Initially I tried to field the lizards to combine with ice mage for more damage but I never needed more damage or mobility they provide. They just die which is a problem for me.

Assassin is extremely expensive and also goes down way easier than more durable options. Cavalry specifically fields its role well.
Originally posted by Krel Backstabba:
Originally posted by blauerbrummer:
The two Lizard class are with the assasin one of my all time favourites.

Initially I tried to field the lizards to combine with ice mage for more damage but I never needed more damage or mobility they provide. They just die which is a problem for me.

Assassin is extremely expensive and also goes down way easier than more durable options. Cavalry specifically fields its role well.

You really have to go the dodge tank route with assassin from my experience. I've found that it's best to just create a custom assassin character and give them nimble and a few extra points into evasion just for good measure (I split the points between evasion and strength). You still have to watch out for attacks that never miss and the blind status ailment (give them something that makes them immune to this when you can), but with high evasion they are usually safe on the front lines. Basically, what I'm saying is with high evasion, assassin is extremely strong, but without it, they're quite bad.

The same thing applies to the lizard classes in my opinion.
Originally posted by Devil_JCS:

You really have to go the dodge tank route with assassin from my experience. I've found that it's best to just create a custom assassin character and give them nimble and a few extra points into evasion just for good measure (I split the points between evasion and strength). You still have to watch out for attacks that never miss and the blind status ailment (give them something that makes them immune to this when you can), but with high evasion they are usually safe on the front lines. Basically, what I'm saying is with high evasion, assassin is extremely strong, but without it, they're quite bad.

The same thing applies to the lizard classes in my opinion.

Ye, this is like cheating yourself ice mage with sharp eyes to always freeze except you are just making him survivable not excellent.

When such approach is necessary to just make it somewhat viable and you still have to pay at least 500+ for him, then I think F-tier is perfectly justified. And don't forget that cavalry does the same thing with little less damage but proper armor & stun and also costs less.

Besides, dodge is chance based. Armor and hitting range can guarantee the survival.
Originally posted by Krel Backstabba:
Originally posted by Devil_JCS:

You really have to go the dodge tank route with assassin from my experience. I've found that it's best to just create a custom assassin character and give them nimble and a few extra points into evasion just for good measure (I split the points between evasion and strength). You still have to watch out for attacks that never miss and the blind status ailment (give them something that makes them immune to this when you can), but with high evasion they are usually safe on the front lines. Basically, what I'm saying is with high evasion, assassin is extremely strong, but without it, they're quite bad.

The same thing applies to the lizard classes in my opinion.

Ye, this is like cheating yourself ice mage with sharp eyes to always freeze except you are just making him survivable not excellent.

When such approach is necessary to just make it somewhat viable and you still have to pay at least 500+ for him, then I think F-tier is perfectly justified. And don't forget that cavalry does the same thing with little less damage but proper armor & stun and also costs less.

Besides, dodge is chance based. Armor and hitting range can guarantee the survival.

True, it is pretty much a cheat to create an assassin with a dodge build set up by default, but the odds of it happening naturally are pretty low. Sometimes a high dodge assassin can show up randomly but don't count on it. I guess you could reclass someone with nimble to one if that character has the option to do so. The price is still an issue though (tbh, the cost for assassins should probably be dropped by like 10-15%).

Anyway, point is, if you see an assassin with nimble, decent stats and a not horrid negative trait, it might be worth taking a look at if you want one. Ones with anything else? Probably not worth bothering with.

Also, dodge does eventually stop being RNG. You can get rates so high that nothing can hit you except attacks that can't miss. Though you don't need to be an assassin to do that (I had a 100% dodge spearman once thanks to nimble and a lot of evade gear; that was funny lol).
Originally posted by Devil_JCS:
...

I don't think retraining raises the costs, so you can have assassin with heavy armor for the price of a spearman and play that way which makes more sense. I think assassin has so high costs, because it will destroy low difficulty modes too easy.
Last edited by Krel Backstabba; 6 May @ 8:03am
Could you rank stats in addition to the list?
For instance what stats are important for a Golem? Would you give it energy? HP? or Strength? :steamthumbsup:
Originally posted by Sloul Des Tucs:
Could you rank stats in addition to the list?
For instance what stats are important for a Golem? Would you give it energy? HP? or Strength? :steamthumbsup:

The game can be played in multiple ways, here is what I like to prioritize.

Well, Golem only needs large hitpoints. I prefer to take one with negative property that gives him negative dodge as they don't need it. They are used either to hold the ground (bronze) or to kill with its toss (stone), so strength isn't as critical.

Everything else that is meele should have large hitpoints or good enough hitpoints + dodge.

Wizards depends if you play them as supports or as damage. Accuracy is usually most critical followed by movement or HP (blood orb). For ones that can be played as a support almost entirely such as Ice or Kineticist or Mentalist, PSY is less relevant but depends how you use them.

For Archers, you may need extra hitpoints to survive hits from high movement wizards (shadowlings) but also high damage. Depends on how critical their contribution is to your strategy.
Crossbowmen only need damage, so I always pick "muscle".

For medic, psy power and energy are most critical. You won't need HP as it should be kept out of range and gets ability to boost its health pool later on.

For cavalry, I actually like energy. I use it to hold the ground, or give it Steamcopter and make it fly to collect loot chests.

I hire assassin only if its really cheap and prioritize health, then put gear that increases movement speed and flying, so they collect the chests.

Lastly engineer - can be played in many ways but usually has good stats from the beginning except strength, so I'd always prioritize muscle trait. If you get Tough trait, you can multiclass him into a bowman, but I found multiclassing to be quite narrative breaking.


I didn't get to play Ghost for very long, so not sure about them but likely similar to wizard.
Also, this is actually a good point. Having the right traits + bonus skills is more important than having the best base class. I will even play F-rated Barudit and Gasul if they get Tough + great special skill like traps or motivate.
Originally posted by Krel Backstabba:
Also, this is actually a good point. Having the right traits + bonus skills is more important than having the best base class. I will even play F-rated Barudit and Gasul if they get Tough + great special skill like traps or motivate.

Yeah, that's true. Traps, motivate and so on are useful pretty often so having free access to those can make a huge difference regardless of class. If you get those along with good traits than even a so-so class can be great. Of course the opposite is also true, bad traits can drag down even the best classes (looking at you lethargic magic classes).
I'm of the opinion that all of the classes in the game are reasonably balanced, to the point where you could adequately tier the classes in two or three different tiers. Stone Golem is a bit mediocre due to having worse enemy phase potential relative to other units with sufficient bulk who also possess higher movement for better positioning as well as access to counterattacks. Stone Golems do have very impactful skills such as Throw and Toss, but their low energy coupled with their lower movement can make it a tad difficult to take advantage of. The Barudit is generally decent, debatably having the best early game performance due to their 5 movement, natural access to Sprint, and access to skills that deal bonus damage in addition to potentially afflicting debuffs against the enemy. They scale reasonably well, even if later in the game they lack the raw damage output of classes such as Swordsman or Axefighter or the raw bulk of Swordsman or Spearman. As for Gasul, they're generally more comparable to Psy Healer than to Barudit, as they're generally better off healing than being on the frontlines, though they're access to the Mace skills to potentially apply debuffs may help in a pinch.
Last edited by Sportacus; 8 May @ 6:29pm
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