Lost Legendaries Modifier In Focus

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Lost Legendaries Modifier changes the game in a straight way because no legendary units are allowed in the match. This already limits many strong builds but it also opens space for more unique and cheaper units to matter again. Since everyone is forced to play without legendary units, the fight requires more creativity and strategy to win instead of just relying on already strong units.

Because of this modifier, most teams rely on base stats and abilities. The lost of legendary units also means some of the strong units are out of the game. For Water, Zargrul cannot be used. That's one less Taunt unit to worry with. Bellowmancer is also a legendary unit and a Taunt unit. The more units you know that are affected, the more you can predict what your opponents can and cannot use during the planning stage.

Modifiers


Lost Legendaries - Legendary Units may not be used in battles.

  • Lost Legendary Modifier removes all legendary units from play and forces players to rely on Common, Rare and Epic units. The fights feel slower and more unique strategies come up since strong units that can win the game on their own are out during this battle. This modifier rewards players that know about cards and know what players can and cannot play.

5 Combos You Can Do with Lost Legendaries Modifier

ModifierNameDescription
Weapons TrainingAdjacent units with no attack gain thisi unit's attack, up to a maximum of 3.
- Weapons Training is very strong in Lost Legendary Modifier because it adds flexibility to your lineup. Units that normally do not attack can suddenly deal damage which turns support units into real threats. A unit like Yaba’s Pickle can become a carry once it gets to higher level and Heal is unlocked since it can attack and heal at the same time which makes it hard to die. The Weapons Training ability is also good when managing the mana like in the battle example for this. Units with no attack normally have good stats but low mana which you can use to make decent units while spending only low mana.
ShieldReduced damage from Melee and Ranged attacks by 50%.
- Shield has high value in Lost Legendary Modifier because most of the attacks are mid damage and not extreme high damage. Since legendary units are banned, the overall damage ceiling is lower which makes Shield reduce a lot of incoming hits and even totally negate some of them. Units with Shield can survive many melee and ranged attacks and become hard to die especially in front line roles. In many games, Shield ends up deciding who wins the fight because your tank can stand on the battle longer than the enemy tank.
TauntAll enemy Units target this Unit (if they are able to).
- Taunt is very disruptive in Lost Legendary Modifier because it shuts down many attack strategies. When a unit has Taunt, the enemy cannot properly use Sneak, Snipe or Opportunity, which breaks their strategies especially if they relied on this a lot. This forces all attacks into one unit which can be prepared with defensive and support abilities like Heal, Shield or Void. If the Taunt unit is hard to die, then the enemy team cannot attack the ones that matters the most, the damage dealers. This ability alone can decide games when the enemy lineup depends on backline kills.
InspireGives all friendly Units +1 Melee attack.
- Inspire is a simple but very effective ability in Lost Legendary Modifier since every extra melee damage matters. Without legendary units in the battle that normally have high attack stats, boosting damage with this ability helps the whole team kill faster. Melee units benefit a lot especially when multiple Inspire abilities are stacked together. This helps shorten fights and avoid getting pressured by high attack units. Inspire works best when paired with units that can stay alive long enough to keep attacking.
ResurgenceSelf-resurrects once per battle with 100% health and armor. All magic debuffs are removed, and all magic buffs are reapplied. Skips turn. Deals 1 physical damage to all units.
- Resurgence is very strong in Lost Legendary Modifier because it gives units a second life at full health and armor. When a unit dies and comes back it feels like the enemy has to kill two units instead of one. Stacking multiple Resurgence units makes the lineup feel like they are dealing with more than 6 units and will have a hard time getting to your other units. This is very useful when damage is not high enough to kill units fast.

Battle Breakdown


Early Game:
The team I went with this time has a lot of restrictions. Not only I cannot use legendary units because of Lost Legendaries but the mana is a problem as well. Normally, 28 mana is enough but not if you want a full team. So, I got a low mana unit with Weapons Training, Moxian Rebel, to get me through this fight. If I fought normally, I would've lost. The enemy has a max leveled archon and the units are also almost max leveled. They have the advantage over other players in terms of stats. My advantage comes with numbers and strategy so let's see how it comes out.


Mid Game:
Since my Weapons Training unit has magic damage, he also gives magic damage. This complements with my Marlai Singariel. That's why you see them getting two magic damage instead of 1. The death of their tank is really good. With the heal unit out of the way, I certainly got the advantage and since they need to get through Abyssal Elemental next, which have Resurgence, they would also have a problem when they have to deal with it the second time.


Late Game:
Only losing Halfling Refugee and without even dealing with Abyssal Elemental's first life, my opponent was already conquered as I secured the win for this battle.

Closing Thoughts

Lost Legendary Modifier is all about knowledge and strategy. The more your know about the game, the more your know what your enemies cannot use. For example, if enemy used a lot of water, then you could use Sneak strategies here more safely because units like Zargrul cannot be used so there's less threat of Taunt units messing with your strategies.

Posted Using INLEO



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