The Definitive Witch King Guide: Rampage Flame
The Definitive Witch King Guide - The Rampage Flame
(By Ombra)
Introduction
In this guide, I'm gonna show you my ultimate build for The Witch King.
With these skills, this equipment, and these troops you are guaranteed to be able to overcome 90% of your enemies without any problems.
Of course, as with all commanders, some counters will create many problems for you, but with this build, you will be able to keep them under control too with remarkable results.
This guide will delve into every aspect of The Witch King, giving you 1 year of research, testing, and data in just a few pages.
There are many things to say about The Witch King and I would like to start by listing its strengths and weaknesses.
Strengths
High Burst Damage in the initial phase of the game, which will allow you to eliminate a large part of the enemy army in a short time, "the best defense is the attack" is the favorite phrase of The Witch King.
The mainly Elemental Damage will overcome any form of physical defense and thus force the enemy to protect themselves from elemental damage or be eliminated in 2-3 turns without even being able to defend.
However, the high damage of the Witch King will always also have a good portion of Physical Damage that can compensate against enemies more resistant to elemental damage.
The formation and skills of The Witch King will protect his units from any opposing burst damage, both from commanders and enemy units; at high respect, this build will also have Considerable Resistance to damage.
Weaknesses
Commanders with very High Burning Resistance, who combine equipment, units, and skills only to counter The Witch King can be very difficult to fight, specifically Gandalf the Grey with a perfect setting to counter you will certainly have the upper hand but will suffer considerable losses if you use the correct formation.
It is however strongly not recommended to face Gandalf the Grey 1 vs 1 with this formation, being the worst counter you can meet.
This commander has no big weakness other than elemental resistance and only becomes a problem when stacked above 120/130%.
Leaders with Strong Madness, early round, can make this formation difficult, but considering the randomness of madness, and the chances of protection from it, I consider madness only a minor weakness.
Stun on units can also generate a slight annoyance to The Witch King, especially if done in the first phase of the game.
But even this can still be controlled with equipment and is therefore considered a minor weakness.
Skill List
Core Build
(37 Points)
The first 37 points spent in this build are common with all possible variants of this type of formation, are therefore considered the core build of The Witch King, and have priority over any other skill.
First of all 15 Points on "Black Captain" for a 30% bonus to all damage dealt by your units throughout the battle, one of the highest flat-value open-ended buffs in the game.
In addition, this skill will provide troops with an extra 2Hp which for Alchemists and Berserkers will be essential to survive.
Then 7 Points on "Convener", the skill that will provide "Initiative" to all troops in the first two turns, making them attack first compared to anyone who lacks initiative like them and will also give them a 75% chance to get the effect "Follow Up", i.e. the ability to hit with an additional attack after having already carried out one's attack.
Then the Third skill of the core Build is "Ringwraith" which you max out with 15 Points right away.
This skill will increase all elemental-type damage taken by the enemy by 30% for the duration of the game, elemental damage just like that of your Burning-type Alchemists.
This skill is a debuff that is applied directly to the enemy before the start of the battle and can be Cleanse but luckily not many commanders have a guaranteed Cleanse in the early game and with your other skills you can cover this skill to make it very difficult to delete.
War Build
R5 (59 Points)
At this point in the build you will already have everything you need to deal damage to your enemy and you will start getting defensive skills and utility skills.
Start with 6 Points on "Morgul Commander" for a 12% reduction on damage taken by your Uruk-Hai.
You won't max the skill now because by putting 1 additional point here you wouldn't have the points to maximize the yield of subsequent skills.
Put 1 Point on "Morgul Poison" to apply a poison every time your commander launches a basic attack which will be used to consume the uses of your opponent's skills such as "White Council", "Last Alliance" and all those skills that have a limited number of uses based on the hits suffered.
With this poison, your Witch King will be able to remove up to 6 uses in just 2 turns from enemy troops instead of only 2.
The damage of the skill is irrelevant but it was not chosen for this.
From here on the points will be alternated between point 6 of the image "Lord Of Minas Morgul" and point 7 "Dishearten" to optimize skills up to level 50.
So start by placing 2 Points on "Lord Of Minas Morgul" which will not do anything good to your Witch King except the possibility of assigning 1 Point on "Dishearten" which will apply a damage reduction for the whole game on all enemy units of the 3% for each point awarded.
At level 50 you will have 5 Points on this skill for a total of 15% total damage reduction on each enemy army.
Added to the 12% damage reduction of the "Morgul Commander" skill will bring you a good 27% damage reduction, to which must also be added at least 10-12% depending on the reduction equipment coming from the commander's focus, for a total final of 37/39%.
Not so bad for a commander who as previously mentioned is mainly based on offense and not on defense.
This skill building is the best in 90% of the cases against all commanders who upgrade their units but can be changed in case instead you have to face with a high probability a Damage Dealer commander, to perform better against them.
Anti-DD Build
R5 (59 Points)
In this case, your main aim will always be to decrease the damage suffered but, unlike the previous formation, you will not apply debuffs on the troops, but on the enemy commander.
Start by placing 7 Points on "Morgul Commander" for a 14% damage reduction for your Uruk-Hai.
Then very simply put 15 Points on "Lord Of The Nazgul" to reduce the enemy commander's damage by 30% for the duration of the battle.
This bonus is very high if you think of some commanders like Dain, Dwalin, or Thorin who have the possibility of doing even 250K of damage in a single battle, 30% damage reduction means reducing the damage by 70K and more.
By taking less damage you will do more and as mentioned earlier, doing more damage will allow you to kill more enemies and therefore take less!
This build is more situational than the previous one as it is only recommended against pure damage commanders.
Against those who base the damage on their troops or against those hybrids, it is recommended to keep the classic warfare build.
Carnage Build
R15 (69 Points)
For 80% of players, a build that exceeds R5/R10 will not be necessary as Rank 3 commanders are very very expensive and difficult to get beyond 10.
For the 20% that we will define as "Whales", the R15 will not be a problem.
The bonuses you're going to get with these additional 10 Points will all be optimized to increase the resistance of your units as you already have more than enough damage!
Start with 1 Point on "Morgul Commander" to bring the damage reduction of your Uruk-Hai to 14% and maximize this skill.
Then start again to place, as before, the points alternately between "Lord Of Minas Morgul" and "Dishearten" until you have them at 14 and 7 respectively.
The 7 Points on "Dishearten" will bring the damage reduction dealt by your enemy to 21% which is added to 14% from Morgul Commander and 10-12% from Focus, which will bring your resistance to any type of damage to 45/47%.
Don't assign the last point on "Lord Of Minas Morgul" as as already mentioned you don't have any benefit from this skill but you only need it to unlock the possibility to place points on "Dishearten".
With the last 3 Points, your goal is to "Enflame" to burn a further consumption of skills and uses every time your Witch King attacks an enemy.
Then place 2 Points on "Lord Of The Nazgul" to gain a 4% damage reduction from the enemy commander and have a chance to place a point on "Enflame".
Once again this build performs best overall in a war situation where 70-80% of commanders base their damage completely or partially on troops.
In the case of a DD Commander, it is recommended to switch to the previously suggested anti-DD build and boost the damage inflicted with "Morgul Poison" and "Enflame" to the maximum to eliminate enemy units as quickly as possible.
Kraken Build
R25 (79 Points)
To reach these levels with your Witch King you will necessarily have to be a Kraken as thanks to my respect calculation tools it has been estimated that to obtain an R25 Tier3 Commander it is necessary to open an average of 6200 medals, which have a total value of more than $12K.
If you are one of the 1% of players who can afford it, however, this is certainly the best way to assign your points.
The first 1 Point will go on "Break Defences" to reduce the consumption of enemy skills in the early game and to add a debuff on an enemy that will count in the random choice of the Cleanse reducing the chances that the enemy can remove more important skills.
Now 1 Point on "Chaotic Retreat" to decrease the defense of all enemies by 5, a not very relevant bonus but it is still an additional debuff applied to all enemies.
Only 1 Point on "Nazgul Screech" to remove 1 consumption from enemy skills with additional uses in the early game and play a 14.3% Luck Roll to stun the two units hit.
It is not advantageous to invest more than this as at a high level almost all commanders have stun resistance for their units in the early game.
So this skill is a valid investment only in situational clashes against commanders discovered by the stun and gives you an advantage for a single turn at the price of 7 Points.
The last 7 Points you will put all on "Lord Of The Nazgul" to make your build even more universal, as with 9 Points you will now have 18% damage reduction also against commanders, making you much stronger even against commanders with damage hybrid.
FAQ
“Why don't you use "Nazgul Screech?”
Let's consider for a moment what this skill offers you.
In your first turn, you will have a 100% chance to Stun 2 enemies and in your next turn, you will deal light Focus Damage to them.
Now obviously we are not interested in Focus Damage as this commander will not have high Focus values and is neither a DD Commander nor a Hybrid, but a commander that focuses on troop damage.
So the interesting effect of the skill is the Round 1 Stun on two enemies at the cost of 7 Skill Points.
We assume that this skill hits the enemy's two damage units, you will certainly benefit from this as you will completely deny them the possibility of dealing damage during the first turn where you instead will attack at full strength and certainly inflict considerable damage on their losses.
So why not take it?
Just think about what you would have to give up to get it and how likely it is that the former circumstance will occur.
To have this skill you should give up at least 15% fixed Damage Reduction on all enemy troops or in the case of anti dd builds 14% Commander Damage in exchange for nothing.
So certainly against DD commanders, it is not an advantage because losing 14% of Damage Reduction to gain a Stun on troops that are not the source of damage is useless.
But in the case of damage against troops, why should a 15% Damage Reduction on all enemy troops for the whole battle be better than stunning the enemy in the first round by denying them the first hit?
Simply because in the current meta many commanders, including The Witch King, use a helmet that gives them complete Stun Protection, many commanders have skills to make their troops immune to Stun and even some troops have automatic Stun Protection.
So in many cases, your investment of 7 Points will not only be an investment based on the risk of not hitting the target you wish to stun and therefore prove useless (33% of cases), but it will risk being completely useless as 70% of commanders will have however, a piece of equipment, skill or unit that will automatically resist your Stun, making it useless.
But there are also commanders who don't have helmets against the Stun, no troops or skills to resist it, but against those, it's better to have it, right?
The answer for me is simple!
This is an example of 3 battles where I faced Theoden himself in 3 simple variations.
In the first, The Blue Line, I use "Nazgul Screech" and Theoden is not wearing a helmet for stun protection.
The result is a win where I take 85K damage.
In the second, The Red Line, I use the build I suggest in this guide, using my points on "Dishearten" to have a 21% reduction on the damage dealt by all units.
At the end of the battle I win by taking 73K damage.
In the last one, The Yellow Line, I still use "Nazgul Screech" but in this case, Theoden is wearing the helmet to make himself immune to the stun.
The battle ends with my victory where I take 131K damage.
So no, it's never beneficial to use "Nazgul Screech" instead of anything else in your build!
“14 points wasted on R5 just to unlock the next skill?
Isn't that a waste?”
We assume that it is a waste but it is the best possible waste as this commander's kit unfortunately has many non-synergistic skills with each other and some forced points to obtain certain bonuses that the commander needs.
Against certain commanders with heavy burst damage and good elemental resistance, it is vital to have that 21% troop damage reduction applied to the enemy to survive and be able to attack the enemy with sufficient forces to eliminate them.
There are no other sources of damage reduction against available troops at a lower point investment in the Witch King kit, so as wasteful as it is it's still the best use of points you can make with what you have available.
The real question is, why insert a forced interaction with the Fellbeast, which at the lore level is very apt, but which as a real use of the commander not within the game has nothing to do with it?
Unfortunately, I don't know this and I think the answer is that whoever creates the game can't always determine the true potential of a commander and how to best use it, and often the commanders are not balanced or optimized to the best.
“Since you use the skill that interacts with Fellbeasts, why not use them in your team?”
There are 3 things to think about, what you would gain by using them, what you would lose by removing one of the other units, and how much you would pay in terms of resources for this change.
The bonus you would gain is +42 to your Witch King's Focus and Speed and you would subtract 42 points of Focus and Might from the enemy commander.
The Witch King buff is almost completely useless as it would only affect overall damage reduction by 2% with Focus and the Speed bonus won't help The Witch King as troops won't get btw faster than opponents with 2% more.
Alchemists who have 66 speed with the base bonus of The Witch King reach around 80 and with this additional bonus, they would reach a maximum of 82.
A bonus therefore irrelevant as the Cavalry and Archery troops would be much faster than you.
As for the debuff on the enemy commander, it's not bad at all, but it doesn't compare to the 30% total damage reduction of the "Lord Of The Nazgul" skill, so in case of a fight with a DD commander you will never want to have "Lord Of Minas Morgul".
Having established the poor benefits, let's talk about the malus.
Having to use Fellbeasts would mean giving up the use of Mountain Trolls or Berserkers.
Two essential units for this formation, as Trolls are the main tanks and protectors with the taunt of your Alchemists in the early game and are vital in many clashes with enemy commanders.
By giving up the Berserkers you will lose your only source of sustained physical damage, an additional 60/70K damage per game as well as one of the most damage-resistant units in terms of strength to unit price ratio of the entire evil faction.
All this to have a unit that will not only cost you a lot in terms of gold and time but will also suffer increased damage from the Archers, the main source of damage of 60/70% of the forces of good and currently also 40% of those of evil thanks to the Morgul Arbalester.
So absolutely don't even think for a moment about using these useless units to get an equally useless bonus.
“Why use all these points in 1-point skills to burn enemy skill uses?”
Imagine hitting an enemy that has a 90% damage reduction from skill stacking with an attack that should deal 40k damage.
The damage you will deal now will only be 4K because the skill has been fully utilized.
Now imagine hitting this target before this hit with A basic attack from The Witch King, Enflame, and Morgul Poison, and maybe with a couple of hits from your Berserkers who attack faster than your Alchemists.
In this case, you will have already burned the 5 Uses of the Last Alliance skill leaving the enemy with 0 increased protection.
Your strike will now deal 40K damage instead of 4K for a total Damage Increase of 1000%.
Is it worth using 3-4 Skill Points at 1 to be able to do 1000% more damage?
Absolutely yes!!!
There is no more decisive use of your points!
In this graph, you can see the number of maximum hits made by your formation at each round with the various skills.
The Blue Line represents the number of hits inflicted by your formation without any stack reduction skills.
With this setting, you will have the ability to hit and remove a maximum of 22 stacks in the first 4 rounds.
The Red Line represents the build with 1 point spent on "Morgul Poison".
With only this skill you will have the possibility to reduce up to a maximum of 29 stacks in the first 4 rounds.
That's already 7 more potential hits for just one point awarded.
The Yellow Line represents 1 Point spent on "Morgul Poison" and 1 Point spent on "Enflame" for a total of 2 Points invested.
With this build, you can remove up to 33 stacks in the first 4 turns.
The Green Line, In addition to The Yellow Line, has "Break Defences" for a total of 3 invested points.
This build will be able to reduce up to a maximum of 35 Stacks in the first 4 turns.
The Orange Line at the end besides the above skills also has "Nazgul Screech" for a total of 4 points invested in skills at 1 point to remove stacks.
With this build, you can remove up to 37 stacks in the first 4 turns.
Troop Composition
The three units that you will always need to use with your Witch King are:
60 Mountain Troll (15 Commands)
1500 Berserker (15 Commands)
5000 Alchemist (50 Commands)
Mountain Trolls will be your main tanks for the early game, you don't care that they survive but that they take as much damage as possible instead of your other units.
Because of this, they have a "Massive Presence" ability which will cause the enemy to attack them instead of your other units for the first 3 Rounds.
As a unit, they are very resistant, with high HP values per command and a good defense value, as well as a skill to reduce physical damage taken by 15%.
Their only shortcoming is the cost, they are at the level of a cavalry unit in that respect and therefore not very cheap, but for the role they have they are well worth it as they are as long as your Alchemists are unharmed certainly the enemy will suffer very high losses.
Some criticize the Trolls for their slow movement speed but The Witch King with its very high speed value is one of the few that can make them move quickly even on the map.
Berserkers are a hybrid utility unit that will bring the physical damage that would otherwise be lacking, resistance to damage, giving a secondary target to hit to the enemy who thus will always have a 50% chance of hitting them instead of the alchemists and a unit which by default will always be able to resist the stun even in the absence of equipment.
They are also very strong in this formation as they have a very good early game damage buff with the possibility that it gives them The Witch King to attack twice in the first two turns and they also synergize very well with the equipment we are going to wear.
In addition, they are also faster than alchemists altogether as opposed to many other off-tank hybrid units and therefore will strike before Alchemists remove any consumable skills from enemy uses.
Alchemists, the most powerful burst damage unit in the game, are capable of zeroing enemies in 2 Rounds if not countered properly.
They are the ultimate damage dealer troops, as damage Burn completely ignores the enemy's defense and all physical damage reduction skills, on which many commanders are based.
They synergize incredibly well with The Witch King’s skills that increase damage and attack potential and with the offensive-based equipment we're going to select.
All formation revolves around them, and victory or defeat depends on them, that's why it's so important to cover them with your other units, support them, and create the best chance with everything you have to make them hit their full potential!
From season 1 I have tried every combination of troops with The Witch King and generally speaking, none beat this composition.
Even the numbers are not random but they are exactly the ones that will yield the maximum performance for your commander, maintaining the maximum level of damage with the maximum level of resistance and utility.
EQUIPMENT
The equipment will be divided into 2 different sections and each section will have its best possible set with its situational variables.
The 2 sections will be Basic Equipment and Kraken Equipment.
“Best In-Slot”(BIS) Basic Equipment
Hand:
BIS vs Every Commander
Cutlass (MeleeMight)
[Commander] Might +24
[Commander] Speed +18
[Unit] Attack (Melee) +3
Melee Might [Allied melee Units] Damage Dealt +9%
Armour:
BIS vs Generic Commander
Superior Hauberk (Melee Vigor)
[Commander] Might +30
[Army] Defence +15
Melee Vigor [Allied Melee Units] Damage Received -6%
BIS vs The Witch King
Superior Hauberk (Fire Protection)
[Commander] Might +30
[Army] Defence +15
Fire Protection [Allied Units] Burn Damage Received -60%
Head:
BIS vs Generic Commander
Brutal Helmet (Melee Vigor)
[Commander] Might +24
[Commander] Speed +18
[Army] Hp (Melee) +3
Melee Vigor [Allied Melee Units] Damage Received -6%
BIS vs Heavy Early Madness
Horseman’s Helm (Resolve)
[Commander] Might +24
[Commander] Speed +24
[Unit] Defence (Mounted Units) +15
Resolve [First 3 Rounds][Allied Units] Madness Immunity
Accessory:
BIS vs Good Faction
Drums Of Moria (Bane Of Dwarves)
[Commander] Might +12
[Commander] Focus +12
[Commander] Speed +18
[Army] Attack (Melee) +3
Bane Of Dwarves [Against Enemy Dwarves] Damage Received +18%
BIS vs Evil Faction
Drums Of Moria (Haste Of Soldier)
[Commander] Might +12
[Commander] Focus +12
[Commander] Speed +18
[Army] Attack (Melee) +3
Haste Of Soldier [Unit] Speed (Melee) +12
Basic Equipment Explanation
Additive-type offensive stats are the strongest to get on units like these because they have a low base value but a high multiplier and bonus on attack, so every point on attack equals a huge boost.
The +6 Attack, from "Cutlass" and "Drums Of Moria" will increase the damage dealt by your Alchemists by 70% and the damage of your Berserkers by 31%.
In addition to the base value of course you will want to increase the additional damage dealt value by 9% with the "Melee Might" bonus on your "Cutlass" and in case you compete against the good faction you will also want to increase the damage taken by 18% from Dwarves, to be able to eliminate them faster with "Bane Of Dwarves" from your "Drums Of Moria".
Considering all of your commander's multipliers, Alchemist stats, and your equipment, your Alchemists will have a potential damage value of 61,200 and your Berserkers of about 8,600 which in the case of double "Follow Up" in turn one would turn into a potential 140K damage in turn one alone.
The Red Team and The Blue Team in this simulated fight are both composed of 50 Command Alchemists, with the same stats, and Skills as the Commander.
The only thing they differ in is the +6 Attack Bonus and we can see how huge the difference is, Red Team will deal 34,587 Damage and Blue Team will deal 20,752 Damage.
From here on, talking about the armor, we have 15 points of additional Defense, for all your units, fundamental as both your Mountain Trolls and your 2 Uruk-Hai, have a moderate defense value, but a very high HP value.
Berserkers for example have only 18 of Defense +20 derived from their "Indomitable" skill for a total of 38 which will reduce the physical damage taken by 21.6%.
The additional 15 points of armor will bring the value to 53 for a reduction in physical damage taken by 27.5%.
On troops with high HP values, this becomes much more relevant, concerning the +3 HP stat taken from "Brutal Helmet".
In this graph, we can see how much the Hp+3 stat of the helmet and the Defense +15 stat of the armor affect the resistance of the 3 troops as a percentage.
In Blue on Alchemists, The HP affects a 10% increase in resistance while the Defense for a 6.89%.
In this case on a unit with a low defense value but also a medium-low HP value, HP is better than defense in this proportion.
In Red on Berserkers HP is affected by 7.5% while Defense by 8.18%.
For them, the defense is better than the HP as they have a much higher HP value than that of the Alchemists, 40 HP instead of 32 HP, but the HP are not bad either and perform fairly well.
In Yellow, the Mountain Trolls scale very badly with HP gaining only 0.25% but taking 6.8% from the Defense value.
Here the difference is enormous as the Trolls Defense is not much higher than that of a Berserker but its HP value is enormously higher, increasing 1.2k HP by only 3 points is a very small value compared to the damage reduction coming from 15 defense points.
This is the reason why in particular cases it is possible to think about giving up the 3Hp bonus on the helmet, but in no case can the defense of the armor be given up.
Your priority is to keep your Trolls alive so they can tank as many hits as possible for your other troops, with their taunt ability.
Both the armor and the helmet have the "Melee Vigor" bonus for a total of 12% damage reduction, also this fundamental bonus is for both your damage troops and your Trolls, who are already resistant, and with this bonus, they will be even more so.
The Speed bonus normally won't help you, except if you encounter another Witch King, in which case it will be decisive, because in a Witch King Vs Witch King confrontation often whoever attacks first wins.
For this, in case of combat with the evil faction, I recommend the "Haste Of Soldier" bonus on the "Drums Of Moria".
If you had to face a commander with a strong Madness chance for the troops in the early game it is recommended to use "Horseman's Helm" with the "Resolve" bonus to avoid taking risks.
A single botched shot from your Alchemists can completely eliminate all of your Trolls, leaving you exposed and causing you to lose an otherwise easily won fight.
The "Drums Of Moria" with the "Bane Of Dwarves" bonus is absolutely essential as in this meta it is very frequent to face a Guardian frontline, a Dwarven unit that resists both physical and fire-type damage incredibly well.
These units also have a very high HP value and if not eliminated quickly they will continue to protect the Ranged units which cannot be hit by your Alchemists who will always prioritize melee units.
In addition to this, Dwarves are the main units used by DD-type heroes as well and therefore are very much used by good commanders.
Against the evil commanders instead the best bonus is certainly "Haste Of Soldier" as you may not face dwarves and the extra speed could make the difference against another Witch King.
Kraken Equipment
Hand:
BIS vs Every Commander
Reckoning (Might Of Soldiers)
[Commander] Might +39
[Commander] Speed +30
[Unit] Attack (Melee) +3
Might Of Soldiers [Allied melee Units] Damage Dealt +12%
Armour:
BIS vs Every Commander
Warborn Battle Plate (Fortitude Of Soldiers)
[Commander] Might +33
[Army] Defence +15
[Army] Speed +15
Fortitude Of Soldiers [Allied Melee Units] Damage Received -9%
Head:
BIS vs Generic Commander
Berserker’s Gaze (Resolve Of Uruk-Hai)
[Commander] Might +54
[Army] Attack (Uruk-Hai) +3
Resolve Of Uruk-Hai [Each Round][Uruk-Hai] Stun Immunity
BIS vs Heavy Early Madness
Casque Of The Submerged Isle (Aegis)
[Commander] Might +30
[Commander] Focus +30
[Commander] Speed +12
Aegis [First 4 Rounds][Each Army] Madness/Stun Immunity
Accessory:
BIS vs Good Faction
Palantir Of Orthanc (Tactical Mark)
[Commander] Might +6
[Commander] Focus +42
[Army] Attack (Melee) +3
Tactical Mark [First 3 Rounds][Allied Units] Gain Pursuit And 30% Chance Of Maximum Damage
Kraken Equipment Explanation
Many choices for equipment at this level share the same principles by which pieces of equipment at the base level were chosen and have already been explained.
The weapon is simply a slightly improved version of the Cutlass and becomes 5% better than it at the max level.
It's not a major upgrade and it's certainly not a priority but it's the best item to have on your Witch King as a weapon.
Even the armor is simply an upgrade of the purple one.
As the damage reduction goes from 6% to 9% at the maximum level, but in addition it also increases the speed of the troops, very important in some clashes against troops with a speed only slightly higher than yours, which thanks to this item will now attack later of you.
The troop speed stat is much more powerful than the speed for your commander as it is a base stat and not a percentage multiplier, which will work much better on units with low base speed.
Let's take an Alchemist as an example:
The Alchemist unit has a default of 66 Speed, with this armor offering +15 to the Speed of your units, the Alchemist will now have 81 Speed.
To have the same increase in unit Speed in combat the commander would need to receive 460 additional Speed.
So just 1 speed point for the troops is equivalent to receiving 30.6 speed points for the commander.
As a helmet, the choice presents 2 variables, both very valid, the first more offensive, but which leaves room for a weakness to Madness, and the second safer but which will probably make it more difficult for your Witch King to win against well equipped DD commanders with strong reductions they give Burn and count numerous enemies that don't involve the Madness factor.
In my experience, it's better to lose a fight to Madness because all the rng is played against you but win the other 9 because you have solid damage than to play safe and do well against everyone but never excel.
So I evaluate the "Berserker's Gaze" with its +3 Attack for the Uruk-Hai superior to the second option, both for the overexposed offensive concept and for a matter of prolonged combat, as the "Aegis" effect protects against everything, but only for 4 turns, while the "Uruk-Hai Resolve" effect lasts for 10 Rounds and makes you permanently immune to Stun your Alchemists.
Lastly, the accessory, the "Palantir Of Orthanc", is very important both for its +3 Attack bonus and for its "Tactical Mark" effect, which will allow you to ignore enemy evasion in the first 3 turns, thus going to counter all good and evil commanders who use evasion as a defense to cancel the Burst in Early Game.
In addition, the 30% chance to do max damage is a huge boost to Alchemist damage that when activated can wreak havoc on the enemy's army in a few rounds.
Final Thoughts on The Witch King's Power
This is currently the best-performing build for The Witch King in the current Meta.
Are there other possible variations?
Absolutely yes!
Do they work the same? Or even better than this one?
Absolutely NOT!
In this guide, I have tried to answer all possible questions and doubts but there will always be other possible questions and doubts that cannot be included in a guide.
For this I remind you that you can contact me on Discord on my server or my Youtube Channel, I'm always ready to exchange ideas or opinions or to help anyone who needs additional clarifications.
I hope this guide can help everyone to better compete with their Witch King in this meta full of counters for him, who although he is now considered a PVE Hero in reality if well built and used with the brain, is still a commander capable of terrorizing entire groups of enemies.
You can find me on YouTube or Discord
And I am delighted to announce my official partnership with the LEGENDARY-
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