The last Class yet to be officially previewed is the Warrior (though at this point it's a review). Since the campaign is out and I've actually gotten a chance to play that campaign, the analysis will probably be much different. It's a bit of a shame, since I enjoyed the theorycrafting that went into just seeing the Talents in a vacuum, but it will probably be more helpful in the long run to judge them as they've functioned from actually playing with them. I will be making comparisons between the Mage and Cleric. You can find the Mage Preview and Cleric Previews for review of those talents for comparison.
Warrior Starting Stats are 25 Health and 6 cards. High health compared to other classes, but a card handicap, which can be really hobbling. Mulligans to 6 are strategically fine in PvP, but the lack of card typically means it's an uphill battle. Forcing a 6 card start can be very difficult for Control Decks which require a good flow of resources and cards, though the additional health can buy more time for you cards to have impact.
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The Shinhare Warriors start with an additional 3 health from their racial ability, though their race combo reduced the cost of battle by 1 charge, making them excellent options for a mid-range or control warrior. |
Battle
Battle (11)
[BASIC] [5], Deal 2 damage to target opposing champion or troop. If it is a troop, it deals damage equal to its ATK to you.
Battle is the Warrior Charge Power and is probably the most precise of the three. For 5 charges, The Warrior battles another troop for 2 damage, or hits the enemy champion directly. Unlike the random shuffling of Blessings and the large range of Spell Power replenished, Battle is very predictable. It's also a good reason for you to care about Health, since eliminating enemy troops through battle will take its toll. That said, this toll will only happen if you play on using this ability more than once per game, which can be difficult since the ability is so expensive.
Control Decks will likely get the most use out of using the ability to destroy weaker utility troops, and grind some of the card advantage they lose from the Warrior Starting Hand size back through the passive. Aggro decks will likely want to use the ability once to finish off the game my removing a pesky blocker, or just dealing two damage directly to your opponent.
Warlord
The Warlord abilities congregate around the center of the Talent Tree and all improve the Battle mechanic, making the ability cheaper, having it deal more damage, or granting additional effects. Repeated use of Battle is a good for control style decks, or decks that can generate a good amount of charges through the affinity ability (below) or others. Getting all the Warlord Talents costs 6 points total, which is a hefty investment, but one worthwhile with the inclusion of War Machine, a free troop that gets stronger each time you attack with it.
Warlord: Agility (10)
1 Point (No PR)
Battle costs [1] less.
Agility is a starting ability that reduces the cost of your Battle by one charge. Agility is an integral ability for the Warlord line since it contributes to the overall power of you War Machines for only one Talent Point. Lower charges allows you to make repeated and early use of your battle. Agility also stacks with the Shinhare Nimble ability, meaning your rabbits can battle for only three charges.
Warlord: Strength (12)
2 Points (No PR)
Battle deals +1 Damage
Strength is a straightforward buff to the damage you deal with battle. Since the base damage on Battle is pretty low, this can be an important Talent to pick up, particularly in the final Devonshire Keep Battle, since it allows you to oust the potentially problematic Spitfire Elemental. Strength also stacks with the Orc Heavy Hitters combo ability, allowing your orcs to deal up to 5 damage per Battle with Berserking.
Warlord: Parrying (3)
1 Point [2 Min] (PR Warlord: Agility OR Warlord: War Machine OR Adrenaline)
You are dealt no damage when you Battle a troop.
Parrying negates the damage you would normally take when battling a troop. This becomes more important to more you plan on using your Battle as removal for your opponent's troops, and gets more value the more you value. Calculated in terms of of a straight up health buff comparable to talents in other class trees (Cleric's +3 Health from Hale, for example), it's probably one of the most efficient straight up health buffs.
Warlord: Concussive Strikes (5)
1 Point [3 Min] (PR Warlord: Strength OR Warlord: War Machine)
If you Battle a champion, that champion discards a random card.
Concussive Strikes forces your opponent to discard a card when you battle them. This ensures that you gain card advantage wherever you use your battle, and can be very punishing when your opponent only has a few cards in hand. More times than not you'll eliminate a card you couldn't have eliminated in battle anyways. Shin'hare Warriors, which have access to Blood Magic's discard effects and cheap battle costs can also tool their deck towards pure disruption by relentlessly attacking their opponents hand (and life total) through battling.
Warlord: War Machine (4)
1 Point [3 Min] (PR Warlord: Concussive Strikes OR Warlord: Parrying)
You begin the game with a War Machine in your deck or two War Machines if you have 100+ cards in your deck.
War Machine is the de facto keystone talent in the Warlord class, granting you access to 1-2 copies of War Machine based on your deck size. War Machine is nice since it's free, replaces itself immediately upon playing, and outside of voiding will put itself back into your deck. It will often trade with one of your opponent's early game troops on the way, giving Warriors another easy bit of card advantage based on the whims of the AI. Since Warriors have such a low starting hand going up to 100 cards is more dicey than other classes in terms of consistency.
Training
The Training Talents consist of a single path on the right side of the Talent Tree. The initial Talent trains 25% of troops in your deck, giving them +1/+1. Talents that build off of this interact with your trained troops, giving them Speed (Deployment) and giving you a one-shot ability to add one random trained troop to your hand (Reinforcements). Reinforcements is one of the better talents since it helps the Warrior naturally overcome it's staggered starting hand size. Your choice of troops along this path become more important the more you invest along this line. Speed and +1/+1 are aggressive combat stats that work well in aggro decks, but can also work well to trigger powerful combat abilities like Prince Talysen. This can be even more effective if you clear the board the turn before and Battle your opponent to stagger their replenishment of resources.
Training: Combat (13)
At the start of the game, if you have 10 or more troops in your deck and/or hand, 25% of the troops in your deck get Trained.
Your Trained troops have +1/+1.
Combat Training feels like a pleasant and unexpected buff at early levels since it's so random. That also makes it easy to forget about since one game you'll be swinging with a 3/2 Savage Raider on turn two, and the next your trained Te'Talca is languishing in your hand while you're stuck at four resources. Trained appears on the card alongside a visually buffed attack and defense while it's in your hand, though the way the card manager is set up this can be difficult to spot, so make sure you check your opening hand for any trained troops, since it can impact the order you play things in.
2 Points [3 Min] (PR: Training: Combat)
You have "[1 SHOT]: (2), Put a random Trained troop from your deck into your hand.
Reinforcements gives you access to card advantage, something Warriors need with the low starting hand. This gives you access to a random trained troop in your hand for two resources, which is slow but nice, particularly if you have a more control style deck with troops on the larger side like Vampire King.
Training: Deployment (7)
1 Point [4 Min] (PR: Reinforcements)
Your Trained troops have Speed.
Deployment is the final buff to your trained troops, giving them speed in addition to the attack and defense buff. Unlike Reinforcements, which is requires for access, Deployment is better in aggressive decks, since you can rush an opponent down before they have a chance to recover. While this isn't the most viable option for certain dungeon options, for many battles maintaining a strong tempo advantage can be difficult for the AI to overcome.
Free Talents
Warriors are unique in that they get a couple of free talents (they do not cost any talent points), but which contain inherent drawbacks. This is nice since not having to spend talent points means you can diversify your build very early on.
Fury (7)
0 Points (No PR)
You begin the game with two charges.
-7 Starting Health.
Fury is the talent that gives you a head-start on your battle while reverting your starting health to 18. Races with bonus starting health like Elves and Shin'hare can afford the starting health hit more than others if it means eliminating early threats like Sweltering Zombie before they get out of control. Fury also allows access to Berserking without going through Adrenaline, though that talent will also cause you to take extra attack damage, which is a talent build that will leave the Warrior most vulnerable.
Weight (14)
0 Points (No PR)
+5 Starting Health
You can't choose to go first.
Weight is an isolated talent that gives you +5 starting health (a total of 30 before Racial modifiers) with the drawback that you're never on the play. This might not even be much of a drawback considering your opponent, since drawing first allows you to sacrifice tempo for the lost card advantage from a 6 Card Starting Hand. Certain matchups can be tricky on the draw, particularly the open-world matches like Killipede or Wormoid Queen, where going first can be very beneficial. In dungeon runs however, every point of durability counts and it is literally a coin-flip on who will go first in your limited attempts.
Other Talents
Affinity: Warriors (9)
1 Points (No PR)
When you play a Warrior, gain a charge.
Every class has an affinity talent for their class. Warriors gain a charge when they play a fellow Warrior troop. Humans, Orcs, and Shin'hare all have access to good early game Warriors to help accumulate Charges.
Adrenaline (2)
2 Points [3 Min] (PR Affinity: Warriors OR Warlord: Parrying OR Berserking)
When you are dealt damage, there's a 25% chance to gain a charge.
Adrenaline is an interesting charge generation talent. It will proc more if you have high health and your opponent is attacking with lots of troops. It can also trigger from non-combat damage, like that from Spitfire Elemental or from your own troops, like Fang of the Mountain God. Since Burning is employed frequently in Adventure Zone 1, it's a useful talent for a Warrior you plan on grinding certain dungeons with. It also unlocks Berserking without having to take Fury, which is a plus if you are planning on taking repeated damage anyways.
Berserking (1)
2 Points [2 Min] (PR Fury OR Adrenaline)
All combat damage dealt to champions is increased by 1.
Your Battle deals +1 damage.
Berserking is a very powerful Talent that increase all combat damage dealt to all champions by 1. This is very powerful in aggressive decks like Orcs and Shin'hare, though getting a pure aggro deck that can clear Devonshire quick can be difficult. It also gives your Battle a +1 damage buff, which as mentioned before can stack with Strength and the Orc Heavy Hitters combo ability to deal 5 damage with every battle. Alternately, Shin'hare can deal 4 damage for every 3 charges. Combined with an aggressive deck, Shin'hare and Orcs can quickly steamroll any opponent with a poor draw.
Final Thoughts
Warriors get hampered by their low starting health, but make up for it with a passive that can eliminate threats and several talents capable of generating card advantage over long games. The damage utility of Warriors suits them for both aggressive, troop-oriented strategies or control strategies focused on repeated use of Battle.