Goblins

Embrace the chaos with the goblin team. Goblins love to work together and will constantly be assisting each other to take down their larger opponents. Attacks will be coming from everywhere as you utilize this team. Goblins have perhaps the highest degree of synergy among all the factions creating a team that is only rivaled by the top teams out there.

Core team

General Murdock

General Murdock takes this team into overdrive. His leadership allows critical hits to call additional goblins to assist and guarantees bonus to their turn meters making attacks come at your opponents in rapid fire succession. He also has two strong debuffs and a third attack that takes advantage of those two debuffs being on the opponent.

Runes: Murdock's top two priorities are crit and speed. Potency is nice, but his debuffs have a high chance to land already and are simply not as important as landing a crit. I would go 6 crit chance set pieces with crit chance in the bottom. I would try to find as many secondary speed and crit pieces as I could.

Artifact: Again crit chance is your key attack stat. Find a secondary effect that benefits from lots of crits or lots of attacks. 

Doctor Frank

Doctor Frank's passive ability feels like a second leadership ability. This will cause even more assists. His heal is superb healing for 525% effective health, most of which goes to shield. He will also be adding daze to his targets quite often.

Runes: I would suggest getting crit to about 40-50%. This will allow his AoE to crit someone more often than not against a full team. His basic attack will already call 2 goblins to assist whenever the target is shocked (Hint: they should always be), so we can focus the rest on making sure those debuffs (shock and daze) land by raising potency to a respectable level. It doesn't need to be really high due to high chances at debuffs already. As always speed where you can find it.

Artifacts: There is one rune I know of that increases the effectiveness of Daze turning it into a stun instead. I would run this. It has the added benefit of increasing crit chance and health, which are two of the key stats we need.

Atom

Atom is the perfect tank for this team. At first the randomness of his taunt seems like it would be a liability, but being on 70% of the time means it's on more than any tank that has a two round buff and three round cooldown. Add to that Gorram's basic triggering taunt for him and it's basically always on. On top of a tank with near perfect uptime on taunt, he has an AoE basic that lowers opponents attack stats and he has great survivability. Hitting 5 opponents means 5 opportunities to taunt and trigger goblin assists. 

Runes: I would strongly suggest full armor runes, as I would with most tanks. But to take this further, I would suggest armor over speed in your top right rune. He should get plenty of chances to debuff opponents via assists. Speaking of which, keep crit around 40-50% just like Dr Frank and then focus on potency for the rest (including top left). While speed won't hurt here, they will be more effective elsewhere and aren't as necessary here.

Artifact: Atom has an artifact that gives him 100% chance to start with taunt up. Use it. This artifact also increases crit and armor, two stats you need.

Gorram

Gorram is here due to synergy with Atom. His basic attack crits give Atom a round of taunt and assist. His pig friends are icing on the cake. 

Runes: Priority one is crit. Priority two is speed. After that any damage increasing or even some survival is gravy. 

Artifacts: The artifact above that turns daze into stun works well here too. The key is to find something to increase crit as high as possible.

Choices

The four goblins listed above make up your core team. After them your 5th spot is pretty open. 

Amara - Amara has the strongest magic damage of the 3 choices. This could play part in your choice as most of the team has high physical damage. That being said her basic has a chance to attack two targets, but it only does 190% damage. She should be the fastest of the group, which could have a part to play. I'm waiting to see a good fire/poison team.

Major Shott- Major Shott is the option that brings the most control to the group. His control does have long timers, but can be game changing at the right moment. He also deals AoE damage on his basic attack.

Sergeant Pigwald- Pigwald is your choice for single target damage. He has the larger physical damage and does extra damage to weakened members of the opposing faction. His power up ability means his basic assists will be hitting hard.

Old Loor- Not really recommended. I guess if you really want to go all in on the daze effect it could work. Honestly, Pigwald is probably strictly better at single target damage.

Thanessa- She is not released yet, but once she is I still think she misses the team. As a healer Frank heals better. Her heal is overkill, but single target. Along side Amara, she could be great, but there isn't currently room for two in the party.

Comments

Popular posts from this blog

Demons

Humans